Game data management system and method

Through the area detection and cache analysis modules, the game data management is optimized, and the targeted cache mode and data volume settings are determined, which solves the problem of low game fluency in the existing technology, and improves the fluency and efficiency of cached data updates.

CN118903831BActive Publication Date: 2025-01-17HANGZHOU FENGSHEN NETWORK TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202411406418.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-10-10
Publication Date
2025-01-17
Estimated Expiration
2044-10-10

AI Technical Summary

Technical Problem

In the prior art, the game resource cache is only adjusted based on the number of resource loadings and memory usage information, and the targeted data cache method cannot be determined, resulting in the inability to deal with the sudden increase in loading data, resulting in low game fluency.

Method used

The area detection module detects the number and distribution status of key resource areas, combines the cache analysis module and the frequency estimate module to determine the difference cache or full cache method, and sets the load priority coefficient and the elimination priority coefficient according to the task relevance and frequency of use. Optimize data caching strategies.

Benefits of technology

It effectively avoids the reduction in game fluency due to the increase in the amount of data to be cached, improves the fluency and efficiency of cached data updates, and ensures that the data cache method is more in line with actual game needs.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention relates to the field of data management, and in particular to a game data management system and method. The game data management system comprises: an area detection module for detecting the number of key resource areas within an initial loading range, the distribution status of the key resource areas, and the effective associated areas; a cache analysis module for determining a cache mode according to the distribution status of each key resource area; an area analysis module for setting a loading priority coefficient and an elimination priority coefficient of each sub-area according to task relevance and an estimated usage frequency; and a frequency estimation module for determining a corresponding usage frequency estimation strategy according to a resource category of each key resource area. The present invention improves the fluency of a cache data update process.
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Description

Technical Field

[0001] The present invention relates to the field of data management, and in particular to a game data management system and method. Background Art

[0002] Real-time updating of game data cache is a key link in ensuring game performance, response speed and effective use of resources. However, existing technical solutions for eliminating and updating game data cache often fail to make targeted choices for data caching methods based on the actual usage process of game players, resulting in a sudden increase in data to be loaded during the actual game process. Therefore, how to achieve effective game process data caching is an urgent problem to be solved by technical personnel in this field.

[0003] Chinese Patent Publication No. CN117717787A discloses a method and device for caching game resources. The game resource caching method of the present invention obtains the resource loading times and memory occupancy information of the game resources in the game; calculates the cache revenue of the game resources according to the resource loading times and memory occupancy information, and loads and unloads the game resources according to the cache revenue. Through the use of the cache mechanism, the problems of game freeze, heating, and memory fragmentation are reduced, so as to improve the game performance. The above scheme has the following problems: it only adjusts the game resource cache according to the resource loading times and memory occupancy information, fails to determine a targeted data caching method, and is unable to cope with the sudden increase of data to be loaded during the actual game process, which leads to low fluency during the actual game process. Summary of the invention

[0004] To this end, the present invention provides a game data management system and method to overcome the problem in the prior art that the game resource cache is only adjusted according to the number of resource loading times and memory occupancy information, but a targeted data caching method is not determined, resulting in an inability to cope with the sudden increase in data to be loaded during the actual game process, thereby causing low fluency during the actual game process.

[0005] To achieve the above object, the present invention provides a game data management system, comprising:

[0006] A region detection module is used to detect the number of key resource regions within the initial loading range, the distribution status of the key resource regions, and the valid associated regions;

[0007] A cache analysis module, which is connected to the region detection module, and is used to determine a cache mode according to the distribution status of each key resource region, and to set an upper limit on the cache data volume;

[0008] A region analysis module, which is connected to the cache analysis module and is used to set a loading priority coefficient and an elimination priority coefficient of each sub-region according to task relevance and estimated usage frequency;

[0009] A frequency estimation module, which is connected to the region analysis module and is used to determine a usage frequency estimation strategy corresponding to each key resource region according to the resource category of each key resource region;

[0010] The associated area is a game range that has a task association relationship with the initial loading range, and the effective associated area is an associated area whose task completion degree is greater than the preset task completion degree.

[0011] Furthermore, the area detection module detects the distribution state of each key resource area within the initial loading range, and the distribution state is determined according to the number of key resource areas within a preset reference range of each key resource area and the distance reference value of each key resource area within the preset reference range, and the distribution state is a dense state or a discrete state;

[0012] The number of key resource areas within the preset reference range of the key resource areas in a dense state is greater than the preset number of key resource areas or the distance reference value of the key resource areas is less than or equal to the preset distance reference value;

[0013] The number of key resource areas within a preset reference range of the key resource areas in a discrete state is less than or equal to the preset number of key resource areas and the distance reference value of the key resource areas is greater than the preset distance reference value.

[0014] Further, the cache analysis module determines the cache mode according to whether there is a key resource area in a dense state within the initial loading range;

[0015] If there is a densely populated critical resource area within the initial loading range, the cache analysis module uses a differential cache method to cache data;

[0016] If there is no densely populated critical resource area within the initial loading range, the cache analysis module uses a full cache method to cache data.

[0017] Furthermore, the cache analysis module caches data in a differential cache mode, and periodically determines an upper limit of cache data volume according to the distance between the sub-area where the player is located and the dense area;

[0018] The upper limit cache data volume is negatively correlated with the distance between the sub-area where the player is located and the dense area.

[0019] Further, the cache analysis module caches data in a full cache mode, determines the operation complexity according to the number of key resource areas and the number of valid associated areas within the initial loading range, determines the data volume reference coefficient according to the operation complexity and the performance reference value, and determines the upper limit cache data volume according to the data volume reference coefficient;

[0020] The value of the upper limit cache data volume is positively correlated with the data volume reference coefficient.

[0021] Furthermore, the cache analysis module caches data in a differential cache mode, and the region analysis module periodically sets the loading priority coefficient for each relevant sub-region according to the task relevance of each game task and the player's action trajectory, and sets the elimination priority coefficient for each key resource region and its related sub-region according to the estimated usage frequency of each key resource region within the initial loading range;

[0022] The loading priority coefficient is positively correlated with the task relevance;

[0023] The elimination priority coefficient is negatively correlated with the estimated frequency of use.

[0024] Further, the frequency estimation module determines a corresponding usage frequency estimation strategy according to the resource category of each key resource area, and the usage frequency estimation strategy includes determining an estimated usage frequency of the key resource area according to the resource completion degree of the trigger resource in the key resource area or a related trigger resource coefficient;

[0025] The resource categories of the key resource area include trigger resources and environment resources.

[0026] Further, the frequency estimation module determines the estimated usage frequency of the key resource area according to the resource completion of the triggering resource in the key resource area under the triggering condition;

[0027] If the resource completion degree does not reach 1, the estimated usage frequency is positively correlated with the resource completion degree;

[0028] The trigger condition is for a key resource area, and the resources in the key resource area include trigger resources.

[0029] Furthermore, for a single key resource area, if the resources in the key resource area do not include trigger resources, that is, the resource category is environmental resources, the frequency estimation module determines the estimated usage frequency according to the relevant trigger resource coefficient of the environmental resource, and performs secondary adjustment on the estimated usage frequency according to the adjustment coefficient of the environmental resource;

[0030] The adjustment coefficient is determined according to the traffic reference value and the path correlation;

[0031] The increase value of the estimated usage frequency is positively correlated with the adjustment coefficient.

[0032] The present invention also provides a game data management method, comprising:

[0033] Detect the number of key resource areas within the initial loading range, the distribution status of key resource areas, and the effective associated areas;

[0034] Determine the caching method based on whether there is a key resource area in a dense state within the initial loading range. The caching method is to use a difference caching method or a full caching method to cache data and set an upper limit on the amount of cached data.

[0035] If data caching is performed in the difference caching mode, the corresponding usage frequency estimation strategy is determined according to the resource category of each key resource area, and the estimated usage frequency is determined according to the usage frequency estimation strategy;

[0036] Set the loading priority coefficient and elimination priority coefficient of each sub-area according to the task relevance and estimated usage frequency;

[0037] The cache data is updated according to the loading priority coefficient and elimination priority coefficient of each sub-area.

[0038] Compared with the prior art, the beneficial effect of the present invention lies in that, in the technical solution of the present invention, a targeted data caching method is determined according to the distribution status of the key resource area within the initial loading range, ensuring that the determined data caching method is more in line with the needs of the actual game process, so as to avoid the poor fluency of the game process due to the sudden increase in the amount of data to be cached.

[0039] Furthermore, in the present invention, if there is a key resource area in a dense state, a differential cache method is used to cache data. Since the key resource area is in a dense state, there is a possibility of a sudden increase in the amount of new cached data when the cached data is updated. Saving a certain amount of data cache space can effectively avoid the impact of the sudden increase in new cached data on the cache data update process. The present invention improves the smoothness of the cache data update process.

[0040] Furthermore, the present invention adopts different data caching methods and selects different settings for the upper limit cache data volume. When the difference cache method is used for data caching, the upper limit cache data volume is periodically determined based on the distance between the sub-area where the player is located and the dense area, so that the upper limit cache data volume is more in line with the actual game process, further avoiding the impact of the sudden growth of new cache data on the cache data update process.

[0041] Furthermore, the present invention determines the corresponding usage frequency estimation strategy according to the resource category of each key resource area, and determines the estimated usage frequency according to the usage frequency estimation strategy, thereby avoiding the addition and elimination of cached data based only on the usage frequency of each key resource area in the historical records, which leads to repeated loading and elimination of key resource areas during the update of cached data. The present invention improves the update efficiency in the data caching process. BRIEF DESCRIPTION OF THE DRAWINGS

[0042] Figure 1 It is a module connection diagram of the enterprise information data management early warning system of the present invention;

[0043] Figure 2 This is a flow chart of the present invention for determining a cache mode according to the distribution status of each key resource area;

[0044] Figure 3 A flow chart of the present invention for determining a corresponding usage frequency estimation strategy according to resource categories in a key resource area;

[0045] Figure 4 Schematic diagram of the game data management method of the present invention. DETAILED DESCRIPTION

[0046] 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.

[0047] 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.

[0048] 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.

[0049] 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.

[0050] See also Figures 1 to 3 As shown, the present invention provides a game data management system, comprising:

[0051] A region detection module is used to detect the number of key resource regions within the initial loading range, the distribution status of the key resource regions, and the valid associated regions;

[0052] A cache analysis module, which is connected to the region detection module, and is used to determine a cache mode according to the distribution status of each key resource region, and to set an upper limit on the cache data volume;

[0053] A region analysis module, which is connected to the cache analysis module and is used to set a loading priority coefficient and an elimination priority coefficient of each sub-region according to task relevance and estimated usage frequency;

[0054] A frequency estimation module, which is connected to the region analysis module and is used to determine a usage frequency estimation strategy corresponding to each key resource region according to the resource category of each key resource region;

[0055] The associated area is a game range that has a task association relationship with the initial loading range, and the effective associated area is an associated area whose task completion degree is greater than the preset task completion degree.

[0056] The present invention is applied to the real-time cache management of resource data of a stand-alone 3D game, wherein the game world of the game includes several game ranges, the game range is a part of the game map in the game world and the resources contained in the map range, and the user can divide the game world by himself to obtain different game ranges. The process of dividing the game range includes dividing the game world into several sub-areas, each sub-area has the same map area, each sub-area has different resource content, and the sub-areas with the same natural geographical features in the game world are set as a sub-area set, and each sub-area set is recorded as a game range, and the natural geographical features include but are not limited to mountains. In the game, there are several game tasks, each of which has a corresponding progress node, which indicates the degree of completion of the game task. The game task is divided into several subtasks according to the progress node, and the subtask is a part of the game task between two adjacent progress nodes. The specific content of the game task is not limited here. The above is easy to understand for those skilled in the art, and will not be repeated here; the initial loading range is the game range where the player is located when he last entered the game from the current moment. In the present invention, each game task is provided with a corresponding preset passing area, that is, a collection of sub-areas that need to be passed through to complete the game task. There is at least one key resource area in the preset passing area of ​​each game task;

[0057] If the preset passing area of ​​a game task within the initial loading range involves other game ranges, it is determined that there is a correlation relationship between the initial loading range and the other game ranges involved. The task completion degree is the ratio of the number of subtasks of the game task that have been completed at the current moment to the total number of subtasks of the game task. The associated area whose task completion degree is greater than the preset task completion degree is recorded as a valid associated area. The value of the preset task completion degree can be set by the user according to actual needs and historical records. The higher the user's requirement for the number of frame drops in the actual game process, the smaller the value of the preset task completion degree. A method for setting the value of the preset task completion degree is provided, and the tasks of each associated area in the historical record that meet the user's requirement for the number of frame drops in the actual game process are recorded as valid associated areas. The average value of the completion degree is recorded as the preset task completion degree. The number of frame drops is the number of times the frame rate drop value is greater than the preset frame rate drop value during game operation. If the frame rate at the current frame rate detection moment is less than the frame rate at the previous frame rate detection moment, the frame rate drop value is the difference between the frame rate at the previous frame rate detection moment and the frame rate at the current frame rate detection moment. A preset frame rate drop value is provided, and the preset frame rate drop value is 10% of the average frame rate during game operation. Users can set the requirements for the number of frame drops according to actual needs. The interval time between any two adjacent frame rate detection moments is the same, and the interval time is the frame rate detection period. The duration of the frame rate detection period can be determined by the user. A value of the frame rate detection period is provided, and the value of the frame rate detection period is 5s.

[0058] Specifically, the area detection module detects the distribution state of each key resource area within the initial loading range, and the distribution state is determined according to the number of key resource areas within a preset reference range of each key resource area and the distance reference value of each key resource area within the preset reference range, and the distribution state is a dense state or a discrete state;

[0059] The number of key resource areas within the preset reference range of the key resource areas in a dense state is greater than the preset number of key resource areas or the distance reference value of the key resource areas is less than or equal to the preset distance reference value;

[0060] The number of key resource areas within a preset reference range of the key resource areas in a discrete state is less than or equal to the preset number of key resource areas and the distance reference value of the key resource areas is greater than the preset distance reference value.

[0061] Among them, the sub-area containing trigger resources in each game range or the sub-area containing environmental resources with terrain complexity greater than the preset terrain complexity is recorded as the key resource area, the terrain complexity is the number of complex terrain categories in the sub-area, and the value of the preset terrain complexity can be set by the user according to actual needs and historical records. The higher the user's requirement for the number of frame drops in the actual game process, the smaller the value of the preset terrain complexity is. A method for setting the value of the preset terrain complexity is provided, and the average value of the terrain complexity of each key resource area in the historical records that meets the user's requirement for the number of frame drops in the actual game process is recorded as the preset terrain complexity. The preset reference range is a circular area with the center point of each key resource area as the center and the radius length as the preset radius length. The value of the preset radius length can be set by the user according to actual needs and historical records. The higher the user's requirement for the number of frame drops in the actual game process, the larger the value of the preset range length is. A value of the preset range length is provided, and the value of the preset range length is 30% of the initial loading range;

[0062] The value of the preset number of key resource areas can be set according to actual needs and historical records. The higher the user's requirement for the number of frame drops in the actual game process, the smaller the value of the preset number of key resource areas. A method for setting the value of the preset number of key resource areas is provided, and the historical records using the difference cache method are recorded as cache reference records. The average value of the number of key resource areas within a preset reference range of each key resource area of ​​the cache reference record that meets the user's requirement for the number of frame drops in the actual game process is recorded as the preset number of key resource areas.

[0063] For a single key resource area, the distance between the key resource area and other key resource areas within its preset reference range is recorded as the area interval distance, a preset number of area interval distances are selected from small to large, and the average value of the selected area interval distances is recorded as the distance reference value, and a preset number of values ​​is provided, and the preset number of values ​​is 30% of the number of key resource areas within the preset reference range. The value of the preset distance reference value can be set by the user according to actual needs and historical records. The higher the user's requirement for the number of frame drops in the actual game process, the smaller the value of the preset distance reference value. A method for determining the preset distance reference value is provided, and the average value of the distance reference values ​​of each key resource area of ​​the cached reference record that meets the user's requirement for the number of frame drops in the actual game process is recorded as the preset distance reference value.

[0064] Specifically, the cache analysis module determines the cache mode according to whether there is a critical resource area in a dense state within the initial loading range;

[0065] If there is a densely populated critical resource area within the initial loading range, the cache analysis module uses a differential cache method to cache data;

[0066] If there is no densely populated critical resource area within the initial loading range, the cache analysis module uses a full cache method to cache data.

[0067] Specifically, the cache analysis module caches data in a differential cache mode, and periodically determines the upper limit of cache data volume based on the distance between the sub-area where the player is located and the dense area;

[0068] The upper limit cache data volume is negatively correlated with the distance between the sub-area where the player is located and the dense area.

[0069] Among them, the present invention applies a cyclic cache update cycle, and the duration of the cache update cycle can be determined by the user. The higher the user's requirement for the number of frame drops in the actual game process, the shorter the duration of the cache update cycle. A cache update cycle duration is provided, and the cache update cycle is 2 minutes. Under the differential cache mode, at the end of each cache update cycle, the upper limit of the cache data volume is determined according to the distance between the sub-area where the player is located and the dense area, and the cache is updated;

[0070] The difference cache method is that there is a difference between the upper limit cache data amount and the maximum data amount that can be cached, and cache space is reserved for sudden growth in cache demand. The upper limit cache data amount is the maximum value that the cache data amount can reach after each cache update is completed. The dense area is a key resource area in a dense state. The distance between the sub-area where the player is located and the dense area is the minimum value of the distance between the center point of the sub-area where the player is located and the center point of each dense area. The center point of each sub-area is the center of gravity of the corresponding map shape. The closer the player's position is to the dense area, the smaller the upper limit cache data amount is, and more cache space is reserved to prevent the sudden growth of new cache data from affecting the cache data update process.

[0071] Specifically, the cache analysis module caches data in a full cache mode, determines the operation complexity according to the number of key resource areas and the number of valid associated areas within the initial loading range, determines the data volume reference coefficient according to the operation complexity and the performance reference value, and determines the upper limit cache data volume according to the data volume reference coefficient;

[0072] The value of the upper limit cache data volume is positively correlated with the data volume reference coefficient.

[0073] Among them, under the full cache mode, at the end of each cache update cycle, the cache is updated according to the fixed upper limit cache data volume, and the cache data is updated according to whether each sub-area is within the preset reference range of the sub-area where the player is located. The upper limit cache data volume is determined at the end of the first cache update cycle. The data volume reference coefficient = ln (performance reference value × first impact coefficient / operation complexity × second impact coefficient). The user can set the values ​​of the first impact coefficient and the second impact coefficient according to actual needs, and provide a first impact coefficient and a second impact coefficient value. The value of the first impact coefficient is 0.5, and the value of the second impact coefficient is 0.5. The value of is 0.5, the operation complexity is the sum of the number of key resource areas and the number of valid associated areas, the performance reference value is determined according to the player's network delay reference value and the processor occupancy reference value, the network delay reference value is the average value of the network delay value in the first cache update cycle, the processor occupancy reference value is the maximum value of the processor occupancy rate in the first cache update cycle, the processor occupancy rate refers to the ratio of the time required for tasks related to stand-alone 3D games for real-time cache management to the total CPU running time in the cache update cycle, and the performance reference value is the natural logarithm of the product of the network delay reference value and the processor occupancy reference value.

[0074] Specifically, the cache analysis module caches data in a differential cache mode, and the region analysis module periodically sets the loading priority coefficient for each relevant sub-region according to the task relevance of each game task and the player's action trajectory, and sets the elimination priority coefficient for each key resource region and its related sub-region according to the estimated usage frequency of each key resource region within the initial loading range;

[0075] The loading priority coefficient is positively correlated with the task relevance;

[0076] The elimination priority coefficient is negatively correlated with the estimated frequency of use.

[0077] Among them, at the end of each cache update cycle, the loading priority coefficient and elimination priority coefficient of each related sub-area are set, and the cache update is completed. During the cache update process, the data content corresponding to the sub-area with a larger cache loading priority coefficient is cached earlier, and the data content corresponding to the sub-area with a larger elimination priority coefficient in the cache data at the current moment is cleared earlier. If there is a game task whose task relevance is greater than the preset task relevance, the loading priority coefficient of each sub-area in the preset passage area of ​​such game task is set. If there is a key resource area with an estimated usage frequency less than the preset estimated usage frequency, the elimination priority coefficient of such key resource area and its related sub-area is set. For a single key resource area, the related sub-area is each sub-area in the preset passage area of ​​the game task corresponding to the key resource area. The task relevance is the ratio of the number of overlapping sub-areas of each game task to the number of sub-areas contained in the player's action trajectory. The overlapping sub-area is the sub-area that overlaps with the sub-area in the preset path area of ​​each game task. The values ​​of the preset task relevance and the preset estimated usage frequency can be set by the user according to actual needs and historical records. The higher the user's requirement for the number of frame drops in the actual game process, the greater the value of the preset task relevance and the greater the value of the preset estimated usage frequency. A method for determining the value of the preset task relevance is provided, and the average value of the task relevance of the game task corresponding to the sub-area corresponding to the newly added data content in the historical record that meets the user's requirement for the number of frame drops in the actual game process is recorded as the preset task relevance. A method for determining the value of the preset estimated usage frequency is provided, and the average value of the estimated usage frequency of the key resource area corresponding to the relevant sub-area corresponding to the data content cleared each time in the historical record that meets the user's requirement for the number of frame drops in the actual game process is recorded as the preset estimated usage frequency.

[0078] Specifically, the frequency estimation module determines the corresponding usage frequency estimation strategy according to the resource category of each key resource area, and the usage frequency estimation strategy includes determining the estimated usage frequency of the key resource area according to the resource completion degree of the trigger resource in the key resource area or the related trigger resource coefficient;

[0079] The resource categories of the key resource area include trigger resources and environment resources.

[0080] Among them, the trigger resources are resources that will be displayed only after completing preset behaviors in the key resource area. For example, there is a non-player-controlled character in a key resource area, and the non-player-controlled character can only appear after the player completes several other preset tasks. In this case, the non-player-controlled character is the trigger resource, and the environmental resources are the various elements that constitute the game world, such as terrain, buildings, vegetation, etc. It can be understood that different trigger resources correspond to different preset behaviors, and users can adaptively set the preset behaviors of each trigger resource according to the actual game scene. This is content that is easy for technicians in this field to understand and will not be elaborated here.

[0081] Specifically, the frequency estimation module determines the estimated usage frequency of the key resource area according to the resource completion degree of the triggering resource in the key resource area under the triggering condition;

[0082] If the resource completion degree does not reach 1, the estimated usage frequency is positively correlated with the resource completion degree;

[0083] The trigger condition is for a key resource area, and the resources in the key resource area include trigger resources.

[0084] Among them, the resource completion degree is the ratio of the number of subtasks completed in each game task corresponding to the trigger resource at the current moment to the total number of subtasks in each game task corresponding to the trigger resource. If the resource completion degree has reached 1, the preset usage frequency is determined only based on the number of times the players reach the key resource area where the trigger resource is located within the cache update cycle. The estimated usage frequency is positively correlated with the number of times the players reach the key resource area where the trigger resource is located within the cache update cycle.

[0085] Specifically, for a single key resource area, if the resources in the key resource area do not contain trigger resources, that is, the resource category is environmental resources, the frequency estimation module determines the estimated usage frequency according to the relevant trigger resource coefficient of the environmental resource, and performs secondary adjustment on the estimated usage frequency according to the adjustment coefficient of the environmental resource;

[0086] The adjustment coefficient is determined according to the traffic reference value and the path correlation;

[0087] The increase value of the estimated usage frequency is positively correlated with the adjustment coefficient.

[0088] Among them, for a single environmental resource, the relevant trigger resource is a key resource area where the trigger resource is located that can be directly reached through the key resource area where the environmental resource is located, and there is a common area edge between the relevant trigger resource and the key resource area where the environmental resource is located. The relevant trigger resource coefficient is determined according to the number of relevant trigger resources and the relevant completion reference value. The relevant trigger resource coefficient is the product of the number of relevant trigger resources and the relevant completion reference value, and the relevant completion reference value is the average value of the resource completion of each relevant trigger resource;

[0089] The adjustment factor , β1 and β2 are the influence coefficients corresponding to the path correlation and the communication reference coefficient respectively. A value of β1 and β2 is provided. The value of β1 is 0.6, and the value of β2 is 0.4. T is the access reference coefficient. The access reference coefficient is the sum of the number of complex terrain categories and the number of obstacle categories in the corresponding key resource area. The complex terrain categories included in the game range include but are not limited to hillsides, swamps and rivers. The obstacle categories included in the game range include but are not limited to traps and ground spikes. L is the path correlation. The estimated path of the player's current location is detected. The path correlation is the number of estimated paths belonging to each key resource area. The estimated path is the path that the player can pass through at the current location. If the player's current location cannot obtain the estimated path, the adjustment coefficient is determined only according to the access reference coefficient. The adjustment coefficient is negatively correlated with the communication reference coefficient.

[0090] See also Figure 4 As shown, it is a schematic diagram of the game data management method of the present invention. The present invention also provides a game data management method, including:

[0091] Detect the number of key resource areas within the initial loading range, the distribution status of key resource areas, and the effective associated areas;

[0092] Determine the caching method based on whether there is a key resource area in a dense state within the initial loading range. The caching method is to use a difference caching method or a full caching method to cache data and set an upper limit on the amount of cached data.

[0093] If data caching is performed in the difference caching mode, the corresponding usage frequency estimation strategy is determined according to the resource category of each key resource area, and the estimated usage frequency is determined according to the usage frequency estimation strategy;

[0094] Set the loading priority coefficient and elimination priority coefficient of each sub-area according to the task relevance and estimated usage frequency;

[0095] The cache data is updated according to the loading priority coefficient and elimination priority coefficient of each sub-area.

[0096] 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.

[0097] 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 game data management system, characterized in that: include: A region detection module is used to detect the number of key resource regions within the initial loading range, the distribution status of the key resource regions, and the valid associated regions; A cache analysis module, which is connected to the region detection module, and is used to determine a cache mode according to the distribution status of each key resource region, and to set an upper limit on the cache data volume; A region analysis module, which is connected to the cache analysis module and is used to set a loading priority coefficient and an elimination priority coefficient of each sub-region according to task relevance and estimated usage frequency; A frequency estimation module, which is connected to the region analysis module and is used to determine a usage frequency estimation strategy corresponding to each key resource region according to the resource category of each key resource region; The associated area is the game range that has a task association relationship with the initial loading range, and the effective associated area is the associated area whose task completion degree is greater than the preset task completion degree; The sub-areas in each game range that contain trigger resources or contain environmental resources whose terrain complexity is greater than the preset terrain complexity are recorded as key resource areas; The area detection module detects the distribution state of each key resource area within the initial loading range, wherein the distribution state is determined according to the number of key resource areas within a preset reference range of each key resource area and the distance reference value of each key resource area within the preset reference range, and the distribution state is a dense state or a discrete state; The number of key resource areas within the preset reference range of the key resource areas in a dense state is greater than the preset number of key resource areas or the distance reference value of the key resource areas is less than or equal to the preset distance reference value; The number of key resource areas within the preset reference range of the key resource areas in a discrete state is less than or equal to the preset number of key resource areas and the distance reference value of the key resource areas is greater than the preset distance reference value; The cache analysis module determines the cache mode according to whether there is a key resource area in a dense state within the initial loading range; If there is a densely populated critical resource area within the initial loading range, the cache analysis module uses a differential cache method to cache data; If there is no densely populated critical resource area within the initial loading range, the cache analysis module uses a full cache method to cache data.

2. The game data management system according to claim 1, characterized in that: The cache analysis module caches data in a differential cache mode, and periodically determines the upper limit of cache data volume based on the distance between the sub-area where the player is located and the dense area; The upper limit cache data volume is negatively correlated with the distance between the sub-area where the player is located and the dense area.

3. The game data management system according to claim 2, characterized in that: The cache analysis module caches data in a full cache mode, determines the operation complexity according to the number of key resource areas and the number of valid associated areas within the initial loading range, determines the data volume reference coefficient according to the operation complexity and the performance reference value, and determines the upper limit cache data volume according to the data volume reference coefficient; The value of the upper limit cache data volume is positively correlated with the data volume reference coefficient.

4. The game data management system according to claim 3, characterized in that: The cache analysis module caches data in the difference cache mode. The regional analysis module periodically sets the loading priority coefficient for each relevant sub-region according to the task relevance of each game task and the player's action trajectory, and sets the elimination priority coefficient for each key resource region and its related sub-region according to the estimated usage frequency of each key resource region within the initial loading range; The loading priority coefficient is positively correlated with the task relevance; The elimination priority coefficient is negatively correlated with the estimated frequency of use.

5. The game data management system according to claim 4, characterized in that: The frequency estimation module determines the corresponding usage frequency estimation strategy according to the resource category of each key resource area. The usage frequency estimation strategy includes determining the estimated usage frequency of the key resource area according to the resource completion degree of the trigger resource in the key resource area or the related trigger resource coefficient; The resource categories of the key resource area include trigger resources and environment resources.

6. The game data management system according to claim 5, characterized in that: The frequency estimation module determines the estimated usage frequency of the key resource area according to the resource completion degree of the triggering resource in the key resource area under the triggering condition; If the resource completion degree does not reach 1, the estimated usage frequency is positively correlated with the resource completion degree; The trigger condition is for a key resource area, and the resources in the key resource area include trigger resources.

7. The game data management system according to claim 6, characterized in that: For a single key resource area, if the resources in the key resource area do not contain trigger resources, that is, the resource category is environmental resources, the frequency estimation module determines the estimated usage frequency according to the relevant trigger resource coefficient of the environmental resource, and performs secondary adjustment on the estimated usage frequency according to the adjustment coefficient of the environmental resource; The adjustment coefficient is determined according to the traffic reference value and the path correlation; The increase value of the estimated usage frequency is positively correlated with the adjustment coefficient.

8. A game data management method applied to the game data management system according to any one of claims 1 to 7, characterized in that: include: Detect the number of key resource areas within the initial loading range, the distribution status of key resource areas, and the effective associated areas; Determine the caching method based on whether there is a key resource area in a dense state within the initial loading range. The caching method is to use a difference caching method or a full caching method to cache data and set an upper limit on the amount of cached data. If data caching is performed in the difference caching mode, the corresponding usage frequency estimation strategy is determined according to the resource category of each key resource area, and the estimated usage frequency is determined according to the usage frequency estimation strategy; Set the loading priority coefficient and elimination priority coefficient of each sub-area according to the task relevance and estimated usage frequency; The cache data is updated according to the loading priority coefficient and elimination priority coefficient of each sub-area.

Citation Information

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