A method for automatically constructing a game map

By selecting an adaptive loading method based on player operation information and game map information, the problem of redundancy in game map loading in the existing technology is solved, and the game performance and experience are improved.

CN118903824BActive Publication Date: 2025-01-17HANGZHOU FENGSHEN NETWORK TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202411418897.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-10-12
Publication Date
2025-01-17
Estimated Expiration
2044-10-12

AI Technical Summary

Technical Problem

In the prior art, during the loading and construction of game maps, the map tiles that need to be loaded are determined based on the player's position and field of view, and adaptive selection cannot be made based on the characteristics of the game scene, resulting in redundant loading and affecting game performance.

Method used

By obtaining player operation information and game map information, determine the movement status based on character movement fit and environmental restrictions parameters, select appropriate loading methods, including regional map loading or route benchmark map loading, and adjust the loading length according to obstacle coefficient and motion state and area, priority is given to loading tiles close to the player's location.

Benefits of technology

It effectively reduces unnecessary data loading, improves game performance and fluency, avoids waste of resources, and improves players' gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present invention relates to the field of computer game technology, and in particular to a method for automatically constructing a game map, including: obtaining player operation information and game map information; determining the movement state according to the character movement fit and environmental restriction parameters; determining the loading method according to the movement state to determine the regional map loading or route reference map loading according to the route state, or, according to the movement state, determining the loading area according to the movement evaluation parameters or the location of the point of interest; when loading the regional map, detecting the obstacle coefficient of the loaded map block corresponding to the player's position, and adjusting the loading length according to the obstacle coefficient. The present invention can select an adaptive loading method according to the characteristics of the game scene where the player is located, and can effectively meet the map loading requirements.
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Description

Technical Field

[0001] The present invention relates to the technical field of computer games, and in particular to a method for automatically constructing a game map. Background Art

[0002] Game maps are an important part of the game world. However, during the process of loading and building game maps, the large amount of map data and the long map loading time affect the player's gaming experience. Therefore, the player's position is often determined to intelligently select the map range that needs to be loaded and built. However, the impact of whether the game task route is fixed and whether the game task route is repeated on map loading and building is not considered, which leads to a lot of unnecessary data loading in the process of loading and building game maps, resulting in too long game map loading and building time. Therefore, how to effectively improve the game map loading and building effect to reduce redundant loading is a technical problem that needs to be urgently solved by technical personnel in this field.

[0003] Chinese patent publication number CN117492866A discloses a method and system for loading a game map, including: S1, dividing a plurality of map blocks in the game map; S2, accurately determining the current position of the player and calculating the field of view through positioning technology; S3, based on the player's position and field of view, using a spatial index structure to intelligently select the map blocks that need to be loaded; S4, using a detail level management system to dynamically adjust the detail level of the loaded map blocks according to the player's position and hardware performance; S5, implementing an asynchronous loading mechanism, using multi-threading or multi-process to load map blocks, caching the loaded map blocks, and applying data compression technology. It can be seen that the above technical solution has the following problems: the map blocks that need to be loaded are determined only based on the player's position and field of view, the loading method is single, and it is impossible to select an adaptive loading method according to the characteristics of the game scene in which the player is located, so that the single loading method cannot effectively meet the map loading requirements. Summary of the invention

[0004] To this end, the present invention provides a method for automatically constructing a game map, so as to overcome the problem in the prior art that the map blocks to be loaded are determined only based on the player's position and field of view, the loading method is single, and an adaptive loading method cannot be selected according to the characteristics of the game scene in which the player is located, so that the single loading method cannot effectively meet the map loading requirements.

[0005] To achieve the above object, the present invention provides a method for automatically constructing a game map, comprising:

[0006] Get player operation information and game map information;

[0007] Determine the movement state according to the character's movement fit and environmental restriction parameters;

[0008] Determining the loading mode according to the moving state is to determine the regional map loading or the route reference map loading according to the route state, or, according to the movement state, to determine the loading area according to the movement evaluation parameters or the location of the point of interest;

[0009] When loading a regional map, detect the obstacle coefficient of the loaded map block corresponding to the player's position, and adjust the loading length according to the obstacle coefficient;

[0010] The route status is determined according to the task route deviation and the repeated route ratio, and the movement status is determined according to the player's moving speed and relative moving distance.

[0011] Furthermore, the movement state is determined according to the character movement fit and the environmental restriction parameters, and the movement state includes:

[0012] A first movement state in which the character movement conformity is greater than or equal to a preset character movement conformity and the environment restriction parameter is greater than or equal to a preset environment restriction parameter;

[0013] The second movement state in which the character movement compatibility is less than a preset character movement compatibility or the environment restriction parameter is less than a preset environment restriction parameter.

[0014] Further, the loading mode is determined according to the movement state;

[0015] In the first moving state, the loading method is to determine the regional map loading or the route reference map loading according to the route state;

[0016] In the second moving state, the loading method is to determine the loading area according to the motion state, the motion evaluation parameters or the position of the point of interest.

[0017] Furthermore, the route status is determined according to the task route deviation and the proportion of repeated routes, and the route status includes:

[0018] The first route state in which the task route deviation is greater than or equal to the preset task route deviation and the repeated route ratio is greater than or equal to the preset repeated route ratio;

[0019] A second route state in which the task route deviation is greater than or equal to the preset task route deviation and the repeated route ratio is less than the preset repeated route ratio;

[0020] The task route deviation is less than the third route state of the preset task route deviation.

[0021] Furthermore, in the first route state, the regional map is loaded, including:

[0022] Determine the loading of map blocks based on the player's position and field of view reference value, and determine the priority coefficient of loading map blocks based on the map block distance;

[0023] The method for confirming the loaded map blocks is to establish a circular loading circle with the player position as the center and the loading length as the radius and parallel to the plane where the x-axis and the y-axis are located. The loaded map blocks are the map blocks included in the loading circle and the map blocks intersecting with the loading circle;

[0024] The relationship between the loading length and the visual field reference value is a positive correlation;

[0025] The priority coefficient of loading the map block is negatively correlated with the distance of the map block.

[0026] Further, the obstacle coefficient of the loaded map block corresponding to the player's position is detected, and the loading length is increased or decreased according to the obstacle coefficient;

[0027] If the obstacle coefficient is within the first preset obstacle coefficient range, the loading length is reduced and adjusted;

[0028] If the obstacle coefficient is within the second preset obstacle coefficient range, increasing the loading length is adjusted;

[0029] Among them, the values ​​within the first preset obstacle range are all smaller than the values ​​within the second preset obstacle range.

[0030] Furthermore, in the second route state and the third route state, the route reference map is loaded, including:

[0031] Preload the reference loading map blocks corresponding to the repeated path sections and the reference loading map blocks corresponding to the intersection sections of the non-repeated path sections. When the player's position is located at the intersection section of the non-repeated path sections, load the reference loading map blocks corresponding to the non-repeated path sections corresponding to the player's position.

[0032] The reference loading map block is confirmed by taking the task route as a reference, expanding a buffer area of ​​preset width to both sides, recording the path area and the buffer area corresponding to the path segment as the reference loading area, and the reference loading map block is the map block included in the reference loading area and the map block intersecting with the reference loading area;

[0033] The method for confirming the intersection segment is to establish a circle with the branch point as the center and the reference diameter as the diameter for a branch point, and record the non-repeated path segments contained in the circle as the intersection segment;

[0034] The relationship between the reference diameter and the specific region coefficient is a positive correlation.

[0035] Furthermore, the motion state is determined according to the player's moving speed and relative moving distance, and the motion state includes:

[0036] A first motion state in which the player's moving speed is greater than or equal to a preset player moving speed or the moving relative distance is greater than or equal to a preset moving relative distance;

[0037] A second motion state in which the player's moving speed is less than a preset player moving speed and the moving relative distance is less than a preset moving relative distance.

[0038] Furthermore, in the first motion state, the loading area is determined according to the motion evaluation parameters:

[0039] The loading area is a loading map block corresponding to a circular loading circle with the player position as the center and the first reference length as the radius and parallel to the plane where the x-axis and the y-axis are located, and the relationship between the first reference length and the motion evaluation parameter is a positive correlation;

[0040] In the second motion state, the loading area is determined according to the location of the point of interest:

[0041] The n points of interest closest to the player's position are recorded as reference points of interest, and the distance between the reference points of interest and the player's position is recorded as the reference distance. The loading area is the loading map block corresponding to the circular loading circle with the player's position as the center and the maximum reference distance as the diameter and parallel to the plane where the x-axis and y-axis are located.

[0042] Further, the task route deviation is determined according to the number of branch points corresponding to the task route;

[0043] If the number of branch points is equal to the standard number, the task route deviation is equal to the standard task route deviation;

[0044] If the number of branch points is greater than the standard number, the task route deviation is determined based on the ratio of the sum of the reference deviation values ​​corresponding to each branch point to the number of branch points;

[0045] The reference deviation value corresponding to the branch point is determined according to the deviation angle coefficient and the deviation distance coefficient;

[0046] The relationship between the deviation angle coefficient and the deviation angle is a positive correlation, and the relationship between the deviation distance coefficient and the deviation distance is a positive correlation.

[0047] Compared with the prior art, the beneficial effect of the present invention lies in that, in the technical scheme of the present invention, the movement state is determined according to the character movement compatibility and the environmental restriction parameters, and the character movement compatibility and the environmental restriction parameters effectively reflect the degree of fixity of the player's movement route, and then different loading methods are adaptively selected according to the movement state, so that the selection of loading method is more in line with the actual application scenario, and the loading method can be adaptively selected according to the characteristics of the game scene in which the player is located, avoiding unnecessary excessive loading during the loading process, and can effectively meet the map loading requirements, thereby improving the overall game performance.

[0048] Furthermore, in the present invention, the route status is determined according to the task route deviation and the repeated route ratio, and the task route deviation and the repeated route ratio effectively reflect the duplication and deviation of the task route, and then regional map loading is performed according to the adaptive selection of the route status, or the map is loaded based on the moving route, or the loading area is determined according to the game frame rate, so that the determination of the loaded map block is more in line with the actual application scenario, avoiding the waste of resources caused by indiscriminate loading of all map data, and can perform adaptive loading according to the characteristics of the game scene in which the player is located, thereby improving the overall game performance.

[0049] Furthermore, when loading a regional map in the present invention, the map block to be loaded is determined based on the player's position and field of view reference value. The player's position and field of view reference value can effectively reflect the player's field of view, and thus the currently required map block can be dynamically loaded, thereby avoiding the situation where the map loading time is too long, thereby significantly reducing the occupancy of the game memory. The priority coefficient for loading the map block is determined based on the map block distance, and the map block close to the player's position can be loaded first, thereby effectively reducing the player's loading waiting time during the game, thereby improving the smoothness of the game and the player's experience.

[0050] Furthermore, the obstacle coefficient of the loaded map block corresponding to the player's position in the present invention effectively reflects the visual situation of the obstacle area, and then increases or decreases the loading length according to the obstacle coefficient, so that the setting of the loading length is more in line with the actual application scenario, thereby improving the player's gaming experience.

[0051] Furthermore, when loading the route reference map in the present invention, the delay caused by real-time loading is avoided by pre-loading the reference loading map blocks corresponding to the repeated path sections and the reference loading map blocks corresponding to the intersection sections of the non-repeated path sections, thereby significantly improving the fluency and response speed of the game. When the player's position is located at the intersection section of the non-repeated path sections, the reference loading map blocks corresponding to the non-repeated path sections corresponding to the player's position are loaded. By accurately loading at the intersection section and determining the reference diameter according to the specific area coefficient, the determination of the intersection section is more in line with the actual application scenario, avoiding the problem of not being able to adaptively load according to the characteristics of the game scene where the player is located, thereby improving the overall game performance.

[0052] Furthermore, the present invention determines the motion state according to the player's moving speed and relative distance within a single monitoring cycle, and effectively reflects the player's movement through the player's moving speed and relative distance, and then determines the loading area according to the motion evaluation parameters or the location of the point of interest based on the adaptive selection of the motion state, so that the selection of the loading area is more in line with the actual application scenario, avoiding the situation where the game map cannot be loaded in time when the player moves fast and the relative distance is far, and also avoiding the problem of poor player gaming experience due to few points of interest during the player's movement, thereby improving the overall game performance.

[0053] Furthermore, the present invention effectively reflects the player's movement status through motion evaluation parameters, and then determines the loading area according to the motion evaluation parameters, so that the determination of the loading area is more in line with the actual application scenario, avoiding the problem of long game map loading time resulting in a decline in player gaming experience, and determining the loading area according to the location of the point of interest, thereby enhancing the player's desire for exploration and gaming experience, and thus improving the overall game performance. BRIEF DESCRIPTION OF THE DRAWINGS

[0054] Figure 1 A schematic diagram of the method for automatically constructing a game map according to the present invention;

[0055] Figure 2 This is a flow chart of the present invention for determining the movement state according to the character movement conformity and the environmental restriction parameters;

[0056] Figure 3 This is a flow chart of determining a loading mode according to a moving state according to the present invention;

[0057] Figure 4 The present invention is a flow chart for determining whether to load a regional map or a route reference map according to a route status. DETAILED DESCRIPTION

[0058] In order to make the objects and advantages of the present invention more clearly understood, the present invention is further described below in conjunction with embodiments; it should be understood that the specific embodiments described herein are only used to explain the present invention and are not used to limit the present invention.

[0059] The preferred embodiments of the present invention are described below with reference to the accompanying drawings. It should be understood by those skilled in the art that these embodiments are only used to explain the technical principles of the present invention and are not intended to limit the protection scope of the present invention.

[0060] It should be noted that, in the description of the present invention, terms such as "up", "down", "left", "right", "inside" and "outside" indicating directions or positional relationships are based on the directions or positional relationships shown in the drawings. This is merely for the convenience of description and does not indicate or imply that the device or element must have a specific orientation, be constructed and operated in a specific orientation. Therefore, it cannot be understood as a limitation on the present invention.

[0061] In addition, it should be noted that in the description of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.

[0062] See also Figures 1 to 4 As shown, the present invention provides a method for automatically constructing a game map, comprising:

[0063] Get player operation information and game map information;

[0064] Determine the movement state according to the character's movement fit and environmental restriction parameters;

[0065] Determining the loading mode according to the moving state is to determine the regional map loading or the route reference map loading according to the route state, or, according to the movement state, to determine the loading area according to the movement evaluation parameters or the location of the point of interest;

[0066] When loading a regional map, detect the obstacle coefficient of the loaded map block corresponding to the player's position, and adjust the loading length according to the obstacle coefficient;

[0067] The route status is determined according to the task route deviation and the repeated route ratio, and the movement status is determined according to the player's moving speed and relative moving distance.

[0068] The application scenario of the present invention is the field of game map loading and construction. Player operation information includes but is not limited to player movement speed and player position. Game map information includes but is not limited to obstacles, points of interest, mission routes and game frame rate. Obstacles include but are not limited to walls, trees, rocks, buildings, rivers and traps. Points of interest include but are not limited to treasure burial places, enemy nests, special event locations and NPC locations. The present invention has multiple game mission points, each of which corresponds to a mission route. The mission route can be displayed to the player in the game. The mission route is the route with the minimum moving distance between the player's position and the game mission point. The present invention is provided with a branch point, which is the intersection of a repeated path segment and a non-repeated path segment corresponding to at least two mission routes with a common repeated path segment. This is content that is easy for technical personnel in this field to understand and will not be elaborated in detail.

[0069] The present invention is provided with a continuously cyclic monitoring cycle, and the data status is determined once at the end of each monitoring cycle. The duration of the monitoring cycle can be set according to the needs of the user. The greater the user's demand for the accuracy of motion status monitoring, the shorter the monitoring cycle duration.

[0070] The present invention divides the game map into eight sub-areas through an octree, and each sub-area can be further divided until the three-dimensional game map is divided into a plurality of cubes, each cube represents a map block, and the number of map blocks is positively correlated with the area of ​​the game map.

[0071] Specifically, the movement state is determined according to the character's movement fit and the environmental restriction parameters. The movement state includes:

[0072] A first movement state in which the character movement conformity is greater than or equal to a preset character movement conformity and the environment restriction parameter is greater than or equal to a preset environment restriction parameter;

[0073] The second movement state in which the character movement compatibility is less than a preset character movement compatibility or the environment restriction parameter is less than a preset environment restriction parameter.

[0074] Among them, the character movement fit = repeated route reference value / preset repeated route reference value × second proportion coefficient - maximum deviation distance / preset maximum deviation distance × first deviation coefficient, identify the task routes corresponding to the player's initial position, record the shortest distance from the player to each task route after a monitoring cycle as the reference distance, record the task route corresponding to the minimum reference distance as the standard route, and record the farthest distance from the player to the standard route during the monitoring time as the maximum deviation distance. The monitoring time is ten monitoring cycles after identifying the player's initial position. , where A is the length of the repeated route, and the length of the repeated route is the length of the route where the player's moving route overlaps with the standard route. The player's initial position varies with the extension of the game time. The player's initial position is determined once at the end of every ten monitoring cycles. B is the length of the standard route. It can be understood that the values ​​of the first deviation coefficient and the second proportion coefficient can be obtained by the user through deep learning convolutional neural network learning for historical records. It can be understood that the present invention reflects the predictability of whether the player goes to the task point through the character movement fit. The user can use historical user data for deep learning to determine the maximum deviation distance and the repeated route reference value. The influence of the estimated accuracy of whether the player goes to the task point, and then selects the values ​​of the first deviation coefficient and the second proportion coefficient accordingly, where the first deviation coefficient + the second proportion coefficient = 1, and provides a value of the first deviation coefficient and the second proportion coefficient, the first deviation coefficient is 0.7, and the second proportion coefficient is 0.3. The values ​​of the preset maximum deviation distance and the preset repeated route reference value can be determined by the user according to the actual application scenario. It can be understood that the smaller the value of the preset maximum deviation distance and the larger the preset repeated route reference value, the greater the estimated accuracy of the user's travel to the task point. A preset maximum deviation distance and a preset repeated route reference value are provided, and the historical records of regional map loading and route base map loading are detected. The average value of the maximum deviation distance corresponding to the task route that can meet the user's loading requirements is recorded as the preset maximum deviation distance, and the average value of the repeated route reference value corresponding to the task route that can meet the user's loading requirements is recorded as the preset repeated route reference value.

[0075] Identify each player's route from the player's initial position to a single game mission point, and record the area between the two player routes with the largest area as the target area. Environmental restriction parameter = obstacle density / preset obstacle density × density coefficient-maximum adjacent obstacle spacing / preset maximum adjacent obstacle spacing × spacing coefficient. Obstacle density = area of ​​obstacles corresponding to the target area / area of ​​the target area. The area of ​​the target area and the area of ​​obstacles corresponding to the target area are determined by OpenCV technology. This is a common technical means in this field and will not be described in detail. The method for confirming adjacent obstacles is that for two obstacles, they are recorded as the first obstacle and the second obstacle respectively. If the line connecting any point in the first obstacle and any point in the second obstacle does not pass through other obstacles that do not include the first obstacle and the second obstacle, then the first obstacle is The obstacle and the second obstacle are adjacent obstacles; the method for confirming the maximum adjacent obstacle distance is that for two adjacent obstacles, they are respectively recorded as the first adjacent obstacle and the second adjacent obstacle, the adjacent obstacle distance = center point connection distance - first distance - second distance, the center point connection distance is the distance between the center point of the first adjacent obstacle and the center point of the second adjacent obstacle, the first distance is the distance from the intersection of the center point connection line and the outline of the first adjacent obstacle to the center point of the first adjacent obstacle, and the second distance is the distance from the intersection of the center point connection line and the outline of the second adjacent obstacle to the center point of the second adjacent obstacle. The adjacent obstacle distances corresponding to each adjacent obstacle are detected, and the adjacent obstacle distance with the largest value is recorded as the maximum adjacent obstacle distance; for an obstacle, the center point of the obstacle is the center of the smallest circumscribed sphere of the obstacle;

[0076] The values ​​of the preset obstacle density and the preset maximum adjacent obstacle spacing can be determined by the user according to the actual application scenario. It can be understood that the larger the value of the preset obstacle density and the smaller the value of the preset maximum adjacent obstacle spacing, the greater the restriction on the user's movable area. A preset obstacle density and a preset maximum adjacent obstacle spacing are provided, and the historical records of regional map loading and route base map loading are detected. The average value of the obstacle density corresponding to the task route that can meet the user's loading requirements is recorded as the preset obstacle density, and the average value of the maximum adjacent obstacle spacing corresponding to the task route that can meet the user's loading requirements is recorded as the preset maximum adjacent obstacle spacing;

[0077] The values ​​of the density coefficient and the spacing coefficient can be obtained by the user through deep learning convolutional neural network learning based on historical records. It can be understood that the present invention reflects the degree of restriction of the player's mobile area through environmental restriction parameters. The user can use deep learning through historical user data to obtain the influence of obstacle density and the maximum adjacent obstacle spacing on the degree of restriction of the player's movable area, and then select the values ​​of the density coefficient and the spacing coefficient accordingly, wherein the density coefficient + spacing coefficient = 1, and provide a value of the density coefficient and the spacing coefficient, the density coefficient is 0.4, and the spacing coefficient is 0.6.

[0078] The values ​​of the preset character movement compatibility and the preset environment restriction parameters can be determined by the user according to the actual application scenario. It can be understood that, when the values ​​of the preset character movement compatibility and the preset environment restriction parameters are larger, the estimated accuracy of the user's travel to the task point is greater. The values ​​of the preset character movement compatibility and the preset environment restriction parameters are provided, and the historical records of regional map loading and route base map loading are detected. The average value of the character movement compatibility corresponding to the task routes that can meet the user's loading requirements is recorded as the preset character movement compatibility, and the average value of the environment restriction parameters corresponding to the task routes that can meet the user's loading requirements is recorded as the preset environment restriction parameters.

[0079] Specifically, the loading method is determined according to the movement status;

[0080] In the first moving state, the loading method is to determine the regional map loading or the route reference map loading according to the route state;

[0081] In the second moving state, the loading method is to determine the loading area according to the motion state, the motion evaluation parameters or the position of the point of interest.

[0082] Specifically, the route status is determined according to the task route deviation and the proportion of repeated routes. The route status includes:

[0083] The first route state in which the task route deviation is greater than or equal to the preset task route deviation and the repeated route ratio is greater than or equal to the preset repeated route ratio;

[0084] A second route state in which the task route deviation is greater than or equal to the preset task route deviation and the repeated route ratio is less than the preset repeated route ratio;

[0085] The task route deviation is less than the third route state of the preset task route deviation.

[0086] Among them, the method for confirming the proportion of repeated routes is that, for a task route, the task route is recorded as a first-class task route, and other task routes excluding the first-class task route are recorded as second-class task routes. The length of the route section that is the same as the first-class task route and the second-class task route is recorded as the length of the repeated route. The proportion of repeated routes = length of repeated routes / length of first-class task routes.

[0087] The values ​​of the preset task route deviation and the preset repeated route ratio can be determined by the user according to the actual application scenario. It can be understood that the smaller the values ​​of the preset task route deviation and the preset repeated route ratio are, the smaller the deviation and repetition of the route are. A value of the preset task route deviation and the preset repeated route ratio is provided to detect the task route deviation corresponding to the task route loaded with the route base map during the historical loading process, and the average value of the task route deviation corresponding to the task route whose loading accuracy can meet the user's requirements and has the same number of branch points as the task route is recorded as the preset task route deviation, and the preset repeated route ratio is 80%.

[0088] Specifically, in the first route state, the regional map is loaded, including:

[0089] Determine the loading of map blocks based on the player's position and field of view reference value, and determine the priority coefficient of loading map blocks based on the map block distance;

[0090] The method for confirming the loaded map blocks is to establish a circular loading circle with the player position as the center and the loading length as the radius and parallel to the plane where the x-axis and the y-axis are located. The loaded map blocks are the map blocks included in the loading circle and the map blocks intersecting with the loading circle;

[0091] The relationship between the loading length and the visual field reference value is a positive correlation;

[0092] The priority coefficient of loading the map block is negatively correlated with the distance of the map block.

[0093] The present invention applies a coordinate system including three dimensions, x, y and z, and the position of the player is determined by the coordinates of the three dimensions, x, y and z, wherein the plane where the x-axis and the y-axis are located is parallel to the ground in the game map;

[0094] Field of view reference value = horizontal FOV + vertical FOV, horizontal FOV is the angle range that the player can see in the horizontal direction of the game screen, the unit is degree, vertical FOV is the angle range that the player can see in the vertical direction of the game screen, the unit is degree;

[0095] The method of confirming the map block distance is that, for a map block, the shortest distance between the center position of the map block and the player position is recorded as the map block distance, and the center position of the map block is the center of gravity of the cuboid corresponding to the map block;

[0096] The relationship between the priority coefficient of loading map blocks and the map block distance is negatively correlated. A method for calculating the priority coefficient of loading map blocks is provided. The priority coefficient of loading map blocks = map block distance × η, η is the distance coefficient, and its value is -1. Prioritizing loading map blocks with large priority coefficients can reduce the loading waiting time of players during the game.

[0097] Specifically, the obstacle coefficient of the loaded map block corresponding to the player's position is detected, and the loading length is increased or decreased according to the obstacle coefficient;

[0098] If the obstacle coefficient is within the first preset obstacle coefficient range, the loading length is reduced and adjusted;

[0099] If the obstacle coefficient is within the second preset obstacle coefficient range, increasing the loading length is adjusted;

[0100] Among them, the values ​​within the first preset obstacle range are all smaller than the values ​​within the second preset obstacle range.

[0101] Among them, obstacle coefficient = visible obstacle area / obstacle area, visible obstacle area is the area of ​​the obstacle whose obstacle height corresponding to the loaded map block is less than the preset obstacle height, obstacle area is the area of ​​the obstacle corresponding to the loaded map block, and the obstacle height is obtained through the object property inspector. This is content that is easy for technical personnel in this field to understand and will not be elaborated in detail. The value of the preset obstacle height can be determined according to the actual application scenario. The greater the user's demand for improving the player's gaming experience, the greater the value of the preset obstacle height. A value of the preset obstacle height is provided, and the preset obstacle height is 3m.

[0102] All values ​​within the first preset obstacle coefficient range are smaller than the first preset obstacle coefficient, and all values ​​within the second preset obstacle coefficient range are larger than the second preset obstacle coefficient, wherein the first preset obstacle coefficient is smaller than the second preset obstacle coefficient. If the obstacle coefficient is smaller than or equal to the second preset obstacle coefficient and larger than or equal to the first preset obstacle coefficient, no adjustment is required;

[0103] The values ​​of the first preset obstacle coefficient and the second preset obstacle coefficient can be determined by the user according to the actual application scenario. The larger the value of the first preset obstacle coefficient and the smaller the value of the second preset obstacle coefficient, the greater the user's demand for adjusting the visible area range to improve the gaming experience. A first preset obstacle coefficient and a second preset obstacle coefficient are provided, where the first preset obstacle coefficient is 20% and the second preset obstacle coefficient is 80%, wherein the first preset obstacle coefficient is greater than 0.

[0104] Specifically, in the second route state and the third route state, the route reference map is loaded, including:

[0105] Preload the reference loading map blocks corresponding to the repeated path sections and the reference loading map blocks corresponding to the intersection sections of the non-repeated path sections. When the player's position is located at the intersection section of the non-repeated path sections, load the reference loading map blocks corresponding to the non-repeated path sections corresponding to the player's position.

[0106] The reference loading map block is confirmed by taking the task route as a reference, expanding a buffer area of ​​preset width to both sides, recording the path area and the buffer area corresponding to the path segment as the reference loading area, and the reference loading map block is the map block included in the reference loading area and the map block intersecting with the reference loading area;

[0107] The method for confirming the intersection segment is to establish a circle with the branch point as the center and the reference diameter as the diameter for a branch point, and record the non-repeated path segments contained in the circle as the intersection segment;

[0108] The relationship between the reference diameter and the specific region coefficient is a positive correlation.

[0109] For a branch point, the branch point is recorded as the first branch point, and the path segment corresponding to the first branch point is detected. The confirmation method of the path segment is to record the single route corresponding to the first branch point as the target route, and detect whether there is a second branch point in the target route. If there is a second branch point, the path segment is the route from the first branch point to the second branch point; if there is no second branch point, the path segment is the route from the first branch point to the task point or the route from the first branch point to the player's initial position, and the second branch point is the branch point adjacent to the first branch point on the target route;

[0110] For a path segment, if the number of task routes passing through the path segment is greater than 1, the path segment is recorded as a repeated path segment; if the number of task routes passing through the path segment is equal to 1, the path segment is recorded as a non-repeated path segment;

[0111] The value of the preset width can be determined by the user according to actual needs. The larger the value of the preset width is, the larger the area of ​​the loaded buffer area is. A value of the preset width is provided, and the preset width is equal to one third of the width of the task route. Task route width = task route area / task route length. This is easy to understand for those skilled in the art and will not be elaborated here.

[0112] There is a positive correlation between the specific area coefficient and the repeated area area. A method for calculating the specific area coefficient is provided: specific area coefficient = repeated area area × Ф, Ф is the specific coefficient, Ф=0.8, and the repeated area area is the area of ​​the overlapping regions of the repeated path segments corresponding to a branch point. It can be understood that the larger the specific area coefficient, the larger the reference diameter. Determining the reference diameter based on the specific area coefficient can reduce the loading waiting time of players during the game.

[0113] Specifically, the motion state is determined according to the player's moving speed and relative moving distance, and the motion state includes:

[0114] A first motion state in which the player's moving speed is greater than or equal to a preset player moving speed or the moving relative distance is greater than or equal to a preset moving relative distance;

[0115] A second motion state in which the player's moving speed is less than a preset player moving speed and the moving relative distance is less than a preset moving relative distance.

[0116] The player's moving speed is determined by the built-in function of the game engine, which is easy to understand for those skilled in the art and will not be described in detail. The relative moving distance is the shortest distance between the player's position at the end of the previous monitoring cycle of the current monitoring cycle and the player's position at the beginning of the previous monitoring cycle of the current monitoring cycle;

[0117] The values ​​of the preset player movement speed and the preset relative movement distance can be determined by the user according to the actual application scenario. The greater the user's demand for effectively loading the game map according to the player's movement situation, the smaller the values ​​of the preset player movement speed and the preset relative movement distance. Provided are values ​​of the preset player movement speed and the preset relative movement distance. The method for confirming the preset player movement speed is to detect the historical records of regional map loading, and record the average value of the player movement speed that can meet the user's loading needs as the preset player movement speed. The method for confirming the preset relative movement distance is to detect the relative movement distance corresponding to the record with the same relative movement distance as the current in the historical monitoring period, and record the average value of the relative movement distance corresponding to the historical monitoring period in which the map loading situation meets the user's needs as the preset relative movement distance. The historical monitoring period is all monitoring periods before the previous monitoring period of the current monitoring period.

[0118] Specifically, in the first motion state, the loading area is determined according to the motion evaluation parameters:

[0119] The loading area is a loading map block corresponding to a circular loading circle with the player position as the center and the first reference length as the radius and parallel to the plane where the x-axis and the y-axis are located, and the relationship between the first reference length and the motion evaluation parameter is a positive correlation;

[0120] In the second motion state, the loading area is determined according to the location of the point of interest:

[0121] The n points of interest closest to the player's position are recorded as reference points of interest, and the distance between the reference points of interest and the player's position is recorded as the reference distance. The loading area is the loading map block corresponding to the circular loading circle with the player's position as the center and the maximum reference distance as the diameter and parallel to the plane where the x-axis and y-axis are located.

[0122] Among them, motion evaluation parameter = player movement speed / preset player movement speed × first speed coefficient + relative movement distance / preset relative movement distance × second distance coefficient. It can be understood that the values ​​of the first speed coefficient and the second distance coefficient can be obtained by the user through deep learning convolutional neural network learning on historical records. It can be understood that the present invention reflects the player's movement through motion evaluation parameters. The user can use deep learning through historical user data to obtain the influence of the player's movement speed and the relative movement distance on the movement situation, and then select the values ​​of the first speed coefficient and the second distance coefficient accordingly. Among them, the first speed coefficient + the second distance coefficient = 1, and a value of the first speed coefficient and the second distance coefficient is provided, the first speed coefficient is 0.4, and the second distance coefficient is 0.6.

[0123] The position of the reference point of interest is determined by the coordinates of the three dimensions of x, y and z. The value of n can be determined according to the actual application scenario. The higher the user's demand for improving the player's gaming experience, the larger the value of n. A value of n is provided, n=5.

[0124] Specifically, the task route deviation is determined according to the number of branch points corresponding to the task route;

[0125] If the number of branch points is equal to the standard number, the task route deviation is equal to the standard task route deviation;

[0126] If the number of branch points is greater than the standard number, the task route deviation is determined based on the ratio of the sum of the reference deviation values ​​corresponding to each branch point to the number of branch points;

[0127] The reference deviation value corresponding to the branch point is determined according to the deviation angle coefficient and the deviation distance coefficient;

[0128] The relationship between the deviation angle coefficient and the deviation angle is a positive correlation, and the relationship between the deviation distance coefficient and the deviation distance is a positive correlation.

[0129] Among them, the standard quantity is equal to 0, the standard task route deviation is equal to 0, and the number of branch points is the number of branch points in a single task route.

[0130] If the number of branch points is greater than the standard number, the task route deviation degree = the sum of the reference deviation values ​​corresponding to the branch points / the number of branch points, the reference deviation value corresponding to the branch point = the deviation angle coefficient + the deviation distance coefficient, the deviation angle is confirmed by taking the branch point as the endpoint and recording the minimum angle of each non-repetitive path segment corresponding to the branch point as the deviation angle; the deviation distance is confirmed by detecting the length of each non-repetitive segment corresponding to the branch point and recording the difference between the maximum non-repetitive segment length and the minimum non-repetitive segment length as the deviation distance;

[0131] The maximum non-repetitive paragraph length and the minimum non-repetitive paragraph length are confirmed in the following manner: for a branch point, the maximum value of the non-repetitive paragraph lengths corresponding to the branch point is recorded as the maximum non-repetitive paragraph length, and the minimum value of the non-repetitive paragraph lengths corresponding to the branch point is recorded as the minimum non-repetitive paragraph length.

[0132] So far, the technical solutions of the present invention have been described in conjunction with the preferred embodiments shown in the accompanying drawings. However, it is easy for those skilled in the art to understand that the protection scope of the present invention is obviously not limited to these specific embodiments. Without departing from the principle of the present invention, those skilled in the art can make equivalent changes or substitutions to the relevant technical features, and the technical solutions after these changes or substitutions will fall within the protection scope of the present invention.

[0133] 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 automatically constructing a game map, characterized in that: include: Get player operation information and game map information; The movement state is determined based on the character's movement fit and environmental restriction parameters. The movement state includes: A first movement state in which the character movement conformity is greater than or equal to a preset character movement conformity and the environment restriction parameter is greater than or equal to a preset environment restriction parameter; A second movement state in which the character movement compatibility is less than a preset character movement compatibility or the environment restriction parameter is less than a preset environment restriction parameter; Determine the loading method according to the movement status; In the first moving state, the loading method is to determine the regional map loading or the route reference map loading according to the route state; In the second moving state, the loading method is to determine the loading area according to the motion evaluation parameters or the location of the point of interest based on the motion state; When loading a regional map, detect the obstacle coefficient of the loaded map block corresponding to the player's position, and adjust the loading length according to the obstacle coefficient; The route status is determined according to the task route deviation and the proportion of repeated routes, and the movement status is determined according to the player's movement speed and relative movement distance; Character movement fit = repeated route reference value / preset repeated route reference value × second proportion coefficient - maximum deviation distance / preset maximum deviation distance × first deviation coefficient, The reference value of the repeated route is , A is the length of the repeated route, B is the length of the standard route, and the maximum deviation distance is confirmed by identifying each task route corresponding to the player's initial position, recording the shortest distance from the player to each task route after one monitoring cycle as the reference distance, recording the task route corresponding to the minimum reference distance as the standard route, and recording the farthest distance from the player to the standard route during the monitoring time as the maximum deviation distance. The monitoring time is ten monitoring cycles after identifying the player's initial position; Obstacle coefficient = visible obstacle area / obstacle area, The visible obstacle area is the area of ​​the obstacle whose obstacle height corresponding to the loaded map block is less than the preset obstacle height, and the obstacle area is the area of ​​the obstacle corresponding to the loaded map block.

2. The method for automatically constructing a game map according to claim 1, characterized in that: The route status is determined according to the task route deviation and the proportion of repeated routes. The route status includes: The first route state in which the task route deviation is greater than or equal to the preset task route deviation and the repeated route ratio is greater than or equal to the preset repeated route ratio; A second route state in which the task route deviation is greater than or equal to the preset task route deviation and the repeated route ratio is less than the preset repeated route ratio; The task route deviation is less than the third route state of the preset task route deviation.

3. The method for automatically constructing a game map according to claim 2, characterized in that: In the first route state, the regional map is loaded, including: Determine the loading of map blocks based on the player's position and field of view reference value, and determine the priority coefficient of loading map blocks based on the map block distance; The method for confirming the loaded map blocks is to establish a circular loading circle with the player position as the center and the loading length as the radius and parallel to the plane where the x-axis and the y-axis are located. The loaded map blocks are the map blocks included in the loading circle and the map blocks intersecting with the loading circle; The relationship between the loading length and the visual field reference value is a positive correlation; The priority coefficient of loading the map block is negatively correlated with the distance of the map block.

4. The method for automatically constructing a game map according to claim 3, characterized in that: Detect the obstacle coefficient of the loaded map block corresponding to the player's position, and increase or decrease the loading length according to the obstacle coefficient; If the obstacle coefficient is within the first preset obstacle coefficient range, the loading length is reduced and adjusted; If the obstacle coefficient is within the second preset obstacle coefficient range, increasing the loading length is adjusted; Among them, the values ​​within the first preset obstacle range are all smaller than the values ​​within the second preset obstacle range.

5. The method for automatically constructing a game map according to claim 2, characterized in that: In the second and third route states, the route reference map is loaded, including: Preload the reference loading map blocks corresponding to the repeated path sections and the reference loading map blocks corresponding to the intersection sections of the non-repeated path sections. When the player's position is located at the intersection section of the non-repeated path sections, load the reference loading map blocks corresponding to the non-repeated path sections corresponding to the player's position. The reference loading map block is confirmed by taking the task route as a reference, expanding a buffer area of ​​preset width to both sides, recording the path area and the buffer area corresponding to the path segment as the reference loading area, and the reference loading map block is the map block included in the reference loading area and the map block intersecting with the reference loading area; The method for confirming the intersection segment is to establish a circle with the branch point as the center and the reference diameter as the diameter for a branch point, and record the non-repeated path segments contained in the circle as the intersection segment; The relationship between the reference diameter and the specific region coefficient is a positive correlation.

6. The method for automatically constructing a game map according to claim 1, characterized in that: The motion state is determined according to the player's moving speed and relative moving distance, and the motion state includes: A first motion state in which the player's moving speed is greater than or equal to a preset player moving speed or the moving relative distance is greater than or equal to a preset moving relative distance; A second motion state in which the player's moving speed is less than a preset player moving speed and the moving relative distance is less than a preset moving relative distance.

7. The method for automatically constructing a game map according to claim 6, characterized in that: In the first motion state, the loading area is determined according to the motion evaluation parameters: The loading area is a loading map block corresponding to a circular loading circle with the player position as the center and the first reference length as the radius and parallel to the plane where the x-axis and the y-axis are located, and the relationship between the first reference length and the motion evaluation parameter is a positive correlation; In the second motion state, the loading area is determined according to the location of the point of interest: The n points of interest closest to the player's position are recorded as reference points of interest, and the distance between the reference points of interest and the player's position is recorded as the reference distance. The loading area is the loading map block corresponding to the circular loading circle with the player's position as the center and the maximum reference distance as the diameter and parallel to the plane where the x-axis and y-axis are located.

8. The method for automatically constructing a game map according to claim 2, characterized in that: The task route deviation is determined according to the number of branch points corresponding to the task route; If the number of branch points is equal to the standard number, the task route deviation is equal to the standard task route deviation; If the number of branch points is greater than the standard number, the task route deviation is determined based on the ratio of the sum of the reference deviation values ​​corresponding to each branch point to the number of branch points; The reference deviation value corresponding to the branch point is determined according to the deviation angle coefficient and the deviation distance coefficient; The relationship between the deviation angle coefficient and the deviation angle is a positive correlation, and the relationship between the deviation distance coefficient and the deviation distance is a positive correlation.

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