E-sports training scene generation method based on virtual reality
Through virtual reality technology, targeted e-sports training scenarios are generated, and weak links of players are identified and targeted training is carried out, which solves the problem of insufficient training matching and flexibility in the existing training methods, and achieves more efficient training results.
Patent Information
- Application Number
- CN202411240498.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-05
- Publication Date
- 2024-12-13
AI Technical Summary
The existing e-sports training methods are provided manually by the club, and the matching degree, flexibility and training volume of training need to be improved.
Using the virtual reality-based e-sports training scenario generation method, by obtaining basic operations and historical data in e-sports games, forming basic combos, establishing training and judgment mechanisms, conducting level assessments of contestants, identifying weak links, and setting targeted Training scenarios, including basic combo training scenarios and comprehensive training scenarios, update and adjust training parameters in a timely manner.
It improves the targeted training effect of the players, improves the matching degree and flexibility of the training, and ensures the effectiveness and targetedness of the training.
Smart Images

Figure CN119131312A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of e-sports technology, and in particular to a method for generating e-sports training scenes based on virtual reality. Background Art
[0002] Esports is a sport where electronic gaming competitions reach the level of "competition." Esports involves a combination of intellectual and physical competitions between individuals, using electronic devices as exercise equipment. Esports can improve participants' thinking abilities, reflexes, coordination, and willpower, fostering teamwork. Professional esports also requires high levels of physical stamina. Esports is a profession, similar to non-electronic gaming competitions like chess.
[0003] E-sports performance is closely related to training. Existing e-sports are usually provided by clubs in an artificial way, and the matching degree, flexibility and training volume of their training need to be improved. Therefore, this application provides a virtual reality-based e-sports training scene generation method to meet the needs. Summary of the Invention
[0004] The technical problem to be solved by the present invention is to provide a method for generating e-sports training scenes based on virtual reality to solve the problem that existing e-sports are usually provided by clubs in a manual manner, and the matching degree, flexibility and training volume of the training need to be improved.
[0005] In order to solve the above technical problems, the present invention provides the following technical solutions: A method for generating e-sports training scenes based on virtual reality, comprising: Obtain at least one basic operation in the e-sports game, and form at least one basic combo in the e-sports game based on the basic operation and historical data; Form a training judgment mechanism, which is determined by the proportion of one's own damage; Based on the training judgment mechanism, the players in pre-training are evaluated for their level, and at least one weak basic combo is obtained, and a combo emphasis coefficient is formed for the weak basic combo; Set up training scenarios. Training scenarios consist of training opponents. Training scenarios are divided into basic combo training scenarios and comprehensive training scenarios. When setting up a basic combo training scenario, based on historical data, obtain at least one opponent attack scenario that triggers a weak basic combo; Extract features of at least one opponent's attack scene to obtain at least one opponent's basic combo; Based on at least one opponent's basic combo, a combo training package of weak basic combos is formed, and parameters of the opponent's basic combos in the combo training package are set; When setting up a comprehensive training scenario, a comprehensive training package is formed based on at least one combo training package; At preset time intervals, the parameter adjustment mechanism is used to update and adjust the basic combo training scenarios and comprehensive training scenarios.
[0006] Optionally, obtaining at least one basic operation in the e-sports game includes the following steps: At least one operation in the e-sports game is decomposed to obtain at least one basic operation, wherein the basic operation is sufficient to appear as a separate operation in the e-sports game and the basic operation cannot be further decomposed.
[0007] Optionally, forming at least one basic combo in the e-sports game based on basic operations and historical data includes the following steps: Based on at least one basic operation, at least one basic operation sequence is formed by combining, wherein the number of basic operations included in the basic operation sequence is 0 to the total number of the at least one basic operation; Verify the basic operation sequence in the e-sports game and obtain the frequency of consecutive operations that appear in the order of the basic operations in the basic operation sequence as the target frequency; The basic operation sequence corresponding to the target frequency greater than the preset frequency is used as the basic combo.
[0008] Optionally, forming the training judgment mechanism includes the following steps: Get at least one opponent attack scenario that triggers the basic combo; Use at least one opponent attack scenario to test the use of basic combos. During the test, use the opponent attack scenario to test the basic combo at least once, and obtain the proportion of prepared self-damage in each test; The self-injury percentage of at least one preparatory training player is accumulated and averaged to obtain the self-injury percentage of the preparatory training player; When the proportion of one's own damage is greater than the preset value, the basic combo of the player in preparatory training will be regarded as a weak basic combo.
[0009] Optionally, the step of performing a level assessment on the preparatory training players to obtain at least one weak basic combo comprises the following steps: At least one basic combo used by the players in the preparatory training is obtained and tested using the training judgment mechanism to obtain at least one weak basic combo.
[0010] Optionally, forming a combo emphasis coefficient for weak basic combos includes the following steps: Arrange the proportion of self-damage of weak basic combos in order to form a proportional sequence; Setting at least one self-contained coefficient, arranging the at least one self-contained coefficient from small to large to form a self-contained coefficient sequence, and training the spacing of the self-contained coefficients to be a preset difference; According to the order of arrangement of the self-contained coefficient sequence, the self-contained coefficient is multiplied by the self-damage ratio in the proportional sequence to obtain the proportional expansion sequence; Number the self-contained coefficients according to the order of arrangement of the self-contained coefficient sequence, and assign the numbers of the self-contained coefficients to the proportional expansion sequence; Obtaining an integer closest to an element in the proportionally extended sequence as a characteristic integer; when the difference between the elements in the proportionally extended sequence and the corresponding characteristic integer is less than a permissible error, using the proportionally extended sequence as a preliminary proportionally extended sequence; Obtain the smallest numbered preliminary ratio expansion sequence as the target ratio expansion sequence; Sequentially assign the elements in the target ratio expansion sequence to the weak basic combos as combo emphasis coefficients.
[0011] Optionally, extracting features of at least one opponent's attack scene to obtain at least one opponent's basic combo comprises the following steps: Compare the opponent's attack scene with the basic combo to determine whether the continuous operations appearing in the opponent's attack scene are consistent with the basic operations included in the basic combo. If so, use the basic combo as the opponent's basic combo. If not, do nothing.
[0012] Optionally, the forming of the weak basic combo training package, wherein the parameters of the opponent's basic combo in the combo training package are set, comprises the following steps: Randomly combining at least one opponent's basic combo corresponding to the weak basic combo to obtain at least one combo training package, wherein the at least one combo training package includes all combinations of the at least one opponent's basic combo; Adjusting the interval between the initiation of adjacent basic combos of the opponent in the combo training package, so that the interval between the initiation of adjacent basic combos of the opponent in the combo training package satisfies the requirement that the proportion of damage caused to the preparatory player by the combo training package is between a preset value and twice the preset value; The adjusted initiation intervals of adjacent basic combos of the opponent in the combo training package are used as parameters of the basic combos of the opponent in the combo training package.
[0013] Optionally, forming a comprehensive training package based on at least one combo training package comprises the following steps: Randomly combining the at least one combo training package to obtain at least one preliminary comprehensive training package, wherein the at least one preliminary comprehensive training package includes all combinations of the at least one combo training package; The preliminary comprehensive training package is expanded. When expanding, the combo training package is repeated for a target number of times, wherein the target number of times is equal to the combo emphasis coefficient formed by the weak basic combos corresponding to the combo training package.
[0014] Optionally, the updating and adjusting of the basic combo training scenario and the comprehensive training scenario using the parameter adjustment mechanism includes the following steps: Re-evaluate the level of players in pre-training and obtain at least one updated weak basic combo, and set a combo update emphasis coefficient for the updated weak basic combo; Reset the basic combo training scene settings and comprehensive training scene settings; When the basic combo training scenario is reset, based on historical data, at least one opponent's updated attack scenario that triggers the appearance of updated weak basic combos is obtained; Extract features of at least one opponent's updated attack scenario to obtain at least one opponent's updated basic combo; Based on at least one opponent's updated basic combo, a combo update training package for updating weak basic combos is formed, and parameters of the opponent's basic combo in the combo update training package are set; When the comprehensive training scenario is reset, the training package is updated based on at least one combo to form an updated comprehensive training package.
[0015] Compared with the prior art, the present invention has at least the following beneficial effects: In the above scheme, by forming a training judgment mechanism, the level of the players preparing for training can be evaluated, and their weak basic combos can be obtained, and their level test results can be obtained, and targeted training scenarios can be generated according to the test results.
[0016] By setting up training scenarios, targeted training can be conducted on basic operations with defects in e-sports. At the same time, comprehensive training can be carried out to improve the players' ability to comprehensively use weak basic combos. During training, different weak basic combos are trained to different degrees according to the combo emphasis coefficient of the weak basic combos. This can reflect the targeted nature and provide more training on weaker operations, thereby improving the training effect.
[0017] The basic combo training scenes and comprehensive training scenes are updated and adjusted through the parameter adjustment mechanism, and the parameters can be adjusted in time according to the player's training situation. In this way, it can be ensured that the matching degree of the training scene can always meet the needs and ensure the effectiveness of the training. BRIEF DESCRIPTION OF THE DRAWINGS
[0018] The accompanying drawings, which are incorporated herein and constitute a part of the specification, illustrate embodiments of the invention and, together with the description, further serve to explain the principles of the invention and to enable one skilled in the art to make and use the invention.
[0019] Figure 1 This is a flow chart of the method for generating e-sports training scenes based on virtual reality of the present invention; Figure 2 A schematic diagram of a process for forming at least one basic combo in an e-sports game based on basic operations and historical data according to the present invention; Figure 3 A schematic diagram of a flow chart of a training judgment mechanism for forming the present invention; Figure 4 A schematic diagram of a process for forming a combo emphasis coefficient for a weak basic combo according to the present invention; Figure 5 A schematic diagram of a process of extracting features from at least one opponent's attack scenario to obtain at least one opponent's basic combo of moves according to the present invention; Figure 6 A schematic diagram of a flow chart of setting parameters of an opponent's basic combo in a combo training package for forming weak basic combos of the present invention; Figure 7 A schematic diagram of a process for forming a comprehensive training package based on at least one combo training package of the present invention; Figure 8 This is a flow chart of updating and adjusting basic combo training scenarios and comprehensive training scenarios using the parameter adjustment mechanism of the present invention.
[0020] As shown in the figure, in order to clearly implement the structure of the embodiment of the present invention, specific structures and devices are marked in the figure, but this is only for illustrative purposes and is not intended to limit the present invention to the specific structure, device and environment. According to specific needs, ordinary technicians in this field can adjust or modify these devices and environments. DETAILED DESCRIPTION
[0021] The following describes in detail a virtual reality-based esports training scene generation method provided by the present invention, in conjunction with the accompanying drawings and specific embodiments. It is also noted that, to make the embodiments more detailed, the following embodiments are optimal and preferred embodiments, and those skilled in the art may also adopt other alternative implementations for some known technologies. Furthermore, the accompanying drawings are only for the purpose of describing the embodiments in more detail and are not intended to limit the present invention.
[0022] It should be noted that references in the specification to "one embodiment," "an embodiment," "exemplary embodiments," "some embodiments," etc. indicate that the described embodiments may include specific features, structures, or characteristics, but not necessarily every embodiment will include such specific features, structures, or characteristics. Furthermore, when specific features, structures, or characteristics are described in conjunction with an embodiment, it is within the knowledge of persons skilled in the relevant art to implement such features, structures, or characteristics in conjunction with other embodiments (whether or not explicitly described).
[0023] In general, terms can be understood, at least in part, from their use in context. For example, depending at least in part on the context, the term "one or more" as used herein can be used to describe any feature, structure, or characteristic in the singular sense, or can be used to describe a combination of features, structures, or characteristics in the plural sense. Additionally, the term "based on" can be understood as not necessarily intended to convey an exclusive set of factors, but can instead, depending at least in part on the context, allow for the presence of other factors that are not necessarily explicitly described.
[0024] It will be understood that the meanings of “on,” “over,” and “above” in the present invention should be interpreted in the broadest manner, so that “on” means not only “directly on” something but also includes the meaning of being “on” something with intervening features or layers, and “on” or “above” means not only “on” or “above” something but also includes the meaning of being “on” or “above” something with no intervening features or layers.
[0025] Additionally, spatially relative terms such as "below," "beneath," "lower," "above," and "upper" may be used herein for descriptive convenience to describe the relationship of one element or feature to another element or features, as illustrated in the accompanying drawings. Spatially relative terms are intended to encompass different orientations of the device in use or operation in addition to the orientation depicted in the accompanying drawings. The device may be oriented in other ways, and the spatially relative descriptors used herein should be similarly interpreted accordingly.
[0026] like Figure 1 As shown, an embodiment of the present invention provides a method for generating an e-sports training scene based on virtual reality, comprising: Obtain at least one basic operation in the e-sports game, and form at least one basic combo in the e-sports game based on the basic operation and historical data; Form a training judgment mechanism, which is determined by the proportion of one's own damage; Based on the training judgment mechanism, the players in pre-training are evaluated for their level, and at least one weak basic combo is obtained, and a combo emphasis coefficient is formed for the weak basic combo; Set up training scenarios. Training scenarios consist of training opponents. Training scenarios are divided into basic combo training scenarios and comprehensive training scenarios. When setting up a basic combo training scenario, based on historical data, obtain at least one opponent attack scenario that triggers a weak basic combo; Extract features of at least one opponent's attack scene to obtain at least one opponent's basic combo; Based on at least one opponent's basic combo, a combo training package of weak basic combos is formed, and parameters of the opponent's basic combos in the combo training package are set; When setting up a comprehensive training scenario, a comprehensive training package is formed based on at least one combo training package; At preset time intervals, the parameter adjustment mechanism is used to update and adjust the basic combo training scenarios and comprehensive training scenarios.
[0027] The obtaining of at least one basic operation in the e-sports game comprises the following steps: At least one operation in the e-sports game is decomposed to obtain at least one basic operation, wherein the basic operation is sufficient to appear as a separate operation in the e-sports game and the basic operation cannot be further decomposed.
[0028] The purpose of decomposing at least one basic operation is to structure the operations that appear in the e-sports game, so that all operations can be obtained by combining basic operations, which is more convenient when making judgments.
[0029] like Figure 2 As shown, forming at least one basic combo in an e-sports game based on basic operations and historical data includes the following steps: Based on at least one basic operation, at least one basic operation sequence is formed by combining, wherein the number of basic operations included in the basic operation sequence is 0 to the total number of the at least one basic operation; Verify the basic operation sequence in the e-sports game and obtain the frequency of consecutive operations that appear in the order of the basic operations in the basic operation sequence as the target frequency; The basic operation sequence corresponding to the target frequency greater than the preset frequency is used as the basic combo.
[0030] In e-sports, combos are the key to victory in solo or team battles. Therefore, the recognition of combos is the key to training and generating scenarios. In this solution, an exhaustive method is used to search for basic combos, which exhausts all combinations of basic operations and identifies basic combos. Basic combos that have certain effects must appear at a higher frequency. Therefore, the preset frequency is used as the basis for judgment to determine the basic combos.
[0031] like Figure 3As shown, the formation of the training judgment mechanism includes the following steps: Get at least one opponent attack scenario that triggers the basic combo; Use at least one opponent attack scenario to test the use of basic combos. During the test, use the opponent attack scenario to test the basic combo at least once, and obtain the proportion of prepared self-damage in each test; The self-injury percentage of at least one preparatory training player is accumulated and averaged to obtain the self-injury percentage of the preparatory training player; When the proportion of one's own damage is greater than the preset value, the basic combo of the player in preparatory training will be regarded as a weak basic combo.
[0032] During training, weak links need to be strengthened. Whether a basic combo is a weak link requires a corresponding mechanism to be set up for judgment. Therefore, a training judgment mechanism is formed. The key to forming a training judgment mechanism is to consider the use of basic combos. When the basic combos are used well, the player will suffer less damage, while the opponent will suffer greater damage. Moreover, because the opponent is suppressed, the attack generated by the player will be further reduced. Therefore, the player's own damage ratio is used as the basis for evaluation. When the player uses a basic combo and the proportion of his own damage is greater than the preset value, it means that this is the player's weak basic combo.
[0033] The level assessment of the players in preparatory training to obtain at least one weak basic combo includes the following steps: At least one basic combo used by the players in the preparatory training is obtained and tested using the training judgment mechanism to obtain at least one weak basic combo.
[0034] like Figure 4 As shown, forming a combo emphasis coefficient for weak basic combos includes the following steps: Arrange the proportion of self-damage of weak basic combos in order to form a proportional sequence; Setting at least one self-contained coefficient, arranging the at least one self-contained coefficient from small to large to form a self-contained coefficient sequence, and training the spacing of the self-contained coefficients to be a preset difference; According to the order of arrangement of the self-contained coefficient sequence, the self-contained coefficient is multiplied by the self-damage ratio in the proportional sequence to obtain the proportional expansion sequence; Number the self-contained coefficients according to the order of arrangement of the self-contained coefficient sequence, and assign the numbers of the self-contained coefficients to the proportional expansion sequence; Obtaining an integer closest to an element in the proportionally extended sequence as a characteristic integer; when the difference between the elements in the proportionally extended sequence and the corresponding characteristic integer is less than a permissible error, using the proportionally extended sequence as a preliminary proportionally extended sequence; Obtain the smallest numbered preliminary ratio expansion sequence as the target ratio expansion sequence; Sequentially assign the elements in the target ratio expansion sequence to the weak basic combos as combo emphasis coefficients.
[0035] The self-damage ratio of a weak basic combo is usually a decimal. Therefore, it is expanded proportionally. When the difference between it and the nearest integer is less than the allowable error, the combo emphasis coefficient can be obtained. The combo emphasis coefficient is an integer, and the proportional relationship between them is almost consistent with the proportional relationship between the self-damage ratio. When setting up a comprehensive training package, the weak basic combo is repeatedly set according to the combo emphasis coefficient of the weak basic combo. Since the ratio of the combo emphasis coefficient to the corresponding self-damage ratio is approximately a fixed value, the weak basic combo with a larger self-damage ratio will be repeated more times in training. Therefore, its weaker parts will be targeted and strengthened, thereby improving the training effect.
[0036] like Figure 5 As shown, the feature extraction of at least one opponent's attack scene to obtain at least one opponent's basic combo includes the following steps: Compare the opponent's attack scene with the basic combo to determine whether the continuous operations appearing in the opponent's attack scene are consistent with the basic operations included in the basic combo. If so, use the basic combo as the opponent's basic combo. If not, do nothing.
[0037] like Figure 6 As shown, the combo training package for forming weak basic combos, setting parameters of the opponent's basic combos in the combo training package includes the following steps: Randomly combining at least one opponent's basic combo corresponding to the weak basic combo to obtain at least one combo training package, wherein the at least one combo training package includes all combinations of the at least one opponent's basic combo; Adjusting the interval between the initiation of adjacent basic combos of the opponent in the combo training package, so that the interval between the initiation of adjacent basic combos of the opponent in the combo training package satisfies the requirement that the proportion of damage caused to the preparatory player by the combo training package is between a preset value and twice the preset value; The adjusted initiation intervals of adjacent basic combos of the opponent in the combo training package are used as parameters of the basic combos of the opponent in the combo training package.
[0038] The interval between the opponent's basic combos in the combo training package determines the intensity of the training. If the training intensity is too high or too low, the training effect will be reduced. Therefore, the interval needs to be adjusted so that it can adapt to the player's level.
[0039] like Figure 7 As shown, forming a comprehensive training package based on at least one combo training package includes the following steps: Randomly combining the at least one combo training package to obtain at least one preliminary comprehensive training package, wherein the at least one preliminary comprehensive training package includes all combinations of the at least one combo training package; The preliminary comprehensive training package is expanded. When expanding, the combo training package is repeated for a target number of times, wherein the target number of times is equal to the combo emphasis coefficient formed by the weak basic combos corresponding to the combo training package.
[0040] like Figure 8 As shown, the updating and adjusting of the basic combo training scene and the comprehensive training scene using the parameter adjustment mechanism includes the following steps: Re-evaluate the level of players in pre-training and obtain at least one updated weak basic combo, and set a combo update emphasis coefficient for the updated weak basic combo; Reset the basic combo training scene settings and comprehensive training scene settings; When the basic combo training scenario is reset, based on historical data, at least one opponent's updated attack scenario that triggers the appearance of updated weak basic combos is obtained; Extract features of at least one opponent's updated attack scenario to obtain at least one opponent's updated basic combo; Based on at least one opponent's updated basic combo, a combo update training package for updating weak basic combos is formed, and parameters of the opponent's basic combo in the combo update training package are set; When the comprehensive training scenario is reset, the training package is updated based on at least one combo to form an updated comprehensive training package.
[0041] As athletes continue to train, their weak links will be strengthened, and therefore, their weak links will change. Therefore, their training process needs to be adjusted. Otherwise, there will be a deviation between the matching degree of the training and the actual situation of the athletes, resulting in insufficient targeting of the training and reduced training effect.
[0042] The working principle provided by the present invention is to conduct a level assessment on players preparing for training based on a training judgment mechanism, obtain at least one weak basic combo, form a combo emphasis coefficient for the weak basic combo, and set basic combo training scenes and comprehensive training scenes based on the weak basic combo. The set scenes are all presented through virtual reality technology, and as the player's level improves, the training parameters are adjusted in a timely manner to ensure the matching degree of the training.
[0043] The present invention encompasses any alternatives, modifications, equivalents, and solutions that fall within the spirit and scope of the present invention. To provide a thorough understanding of the present invention, specific details are described in detail below in connection with the preferred embodiments of the present invention, but those skilled in the art will be able to fully understand the present invention without these detailed descriptions. Furthermore, to avoid unnecessary confusion regarding the essence of the present invention, well-known methods, processes, procedures, components, and circuits have not been described in detail.
[0044] The above is only a preferred embodiment of the present invention. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present invention. These improvements and modifications should also be regarded as the scope of protection of the present invention.
Claims
1. A method for generating e-sports training scenes based on virtual reality. It is characterized in that include: Acquire at least one basic operation in the e-sports game, and form at least one basic combo in the e-sports game based on the basic operation and historical data; Form a training judgment mechanism, which is determined by the proportion of one's own injuries; Based on the training judgment mechanism, the players who are preparing for training are evaluated for their level, and at least one weak basic combo is obtained, and a combo emphasis coefficient is formed for the weak basic combo; Set up training scenarios. The training scenarios are composed of training opponents. When setting up training scenarios, they are divided into basic combo training scenarios and comprehensive training scenarios. When setting up a basic combo training scenario, based on historical data, obtain at least one opponent attack scenario that triggers the appearance of a weak basic combo; Extract features of at least one opponent's attack scene to obtain at least one opponent's basic combo; Based on at least one basic combo of an opponent, a combo training package of weak basic combos is formed, and parameters of the basic combos of the opponent in the combo training package are set; When setting up a comprehensive training scenario, a comprehensive training package is formed based on at least one combo training package; At preset time intervals, the parameter adjustment mechanism is used to update and adjust the basic combo training scenarios and the comprehensive training scenarios.
2. The method for generating e-sports training scenes based on virtual reality according to claim 1, It is characterized in that The obtaining of at least one basic operation in the e-sports game comprises the following steps: At least one operation in the e-sports game is decomposed to obtain at least one basic operation, wherein the basic operation is sufficient to appear as a separate operation in the e-sports game and the basic operation cannot be further decomposed.
3. The method for generating e-sports training scenes based on virtual reality according to claim 2, It is characterized in that The forming of at least one basic combo in the e-sports game based on the basic operations and historical data comprises the following steps: Based on at least one basic operation, at least one basic operation sequence is formed by combining, wherein the number of basic operations included in the basic operation sequence is 0 to the total number of the at least one basic operation; Verify the basic operation sequence in the e-sports game, and obtain the frequency of continuous operations that appear in the order of basic operations in the basic operation sequence as the target frequency; The basic operation sequence corresponding to the target frequency greater than the preset frequency is used as the basic combo.
4. The method for generating e-sports training scenes based on virtual reality according to claim 3, It is characterized in that The formation of the training judgment mechanism comprises the following steps: Get at least one opponent attack scenario that triggers the basic combo; Use at least one opponent attack scenario to test the use of basic combos. During the test, use the opponent attack scenario to test the basic combos at least once, and obtain the proportion of prepared self-damage in each test; Accumulate at least one preparatory self-injury percentage and take the average to obtain the self-injury percentage of the preparatory training player; When the proportion of one's own damage is greater than the preset value, the basic combo of the player in preparatory training will be regarded as a weak basic combo.
5. The method for generating e-sports training scenes based on virtual reality according to claim 4, It is characterized in that The level assessment of the players in preparatory training to obtain at least one weak basic combo includes the following steps: At least one basic combo used by the players in the preparatory training is obtained and tested using the training judgment mechanism to obtain at least one weak basic combo.
6. The method for generating e-sports training scenes based on virtual reality according to claim 5, It is characterized in that The forming of a combo emphasis coefficient for weak basic combos comprises the following steps: The proportion of self-damage of weak basic combos is arranged in order to form a proportional sequence; At least one self-constructing coefficient is set, and at least one self-constructing coefficient is arranged from small to large to form a self-constructing coefficient sequence, and the spacing of the self-constructing coefficient is trained to be a preset difference; According to the arrangement order of the self-constructed coefficient sequence, the self-constructed coefficient is multiplied by the self-damage ratio in the proportional sequence to obtain the proportional expansion sequence; The self-contained coefficients are numbered according to the arrangement order of the self-contained coefficient sequence, and the numbers of the self-contained coefficients are assigned to the proportional expansion sequence; Obtaining the integer closest to the element in the proportional expansion sequence as the characteristic integer, and when the difference between the elements in the proportional expansion sequence and the corresponding characteristic integer is less than the allowable error, the proportional expansion sequence is used as a preliminary proportional expansion sequence; Obtaining the smallest numbered preliminary ratio expansion sequence as the target ratio expansion sequence; Sequentially assign the elements in the target ratio expansion sequence to the weak basic combos as combo emphasis coefficients.
7. The method for generating e-sports training scenes based on virtual reality according to claim 6, It is characterized in that The feature extraction of at least one opponent attack scene to obtain at least one opponent basic combo comprises the following steps: Compare the opponent's attack scene with the basic combo to determine whether the continuous operations appearing in the opponent's attack scene are consistent with the basic operations included in the basic combo. If so, use the basic combo as the opponent's basic combo. If not, do nothing.
8. The method for generating e-sports training scenes based on virtual reality according to claim 7, It is characterized in that The combo training package for forming weak basic combos, setting the parameters of the opponent's basic combos in the combo training package, comprises the following steps: Randomly combining at least one opponent's basic combo corresponding to the weak basic combo to obtain at least one combo training package, wherein the at least one combo training package includes all combinations of at least one opponent's basic combo; Adjusting the interval between the initiation of adjacent basic combos of the opponent in the combo training package, wherein the interval between the initiation of adjacent basic combos of the opponent in the combo training package satisfies that the proportion of damage caused by the combo training package to the player in preparation for training is between a preset value and twice the preset value; The adjusted initiation interval of adjacent basic combos of the opponent in the combo training package is used as a parameter of the basic combo of the opponent in the combo training package.
9. The method for generating e-sports training scenes based on virtual reality according to claim 8, It is characterized in that The forming of a comprehensive training package based on at least one combo training package comprises the following steps: Randomly combining at least one combo training package to obtain at least one preliminary comprehensive training package, wherein the at least one preliminary comprehensive training package includes all combinations of the at least one combo training package; The preparatory comprehensive training package is expanded. When expanding, the combo training package is repeated for a target number of times, wherein the target number of times is equal to the combo emphasis coefficient formed by the weak basic combos corresponding to the combo training package.
10. The method for generating e-sports training scenes based on virtual reality according to claim 9, It is characterized in that The updating and adjusting of the basic combo training scene and the comprehensive training scene by using the parameter adjustment mechanism comprises the following steps: Re-evaluate the level of the players in preparatory training, obtain at least one weak basic combo to be updated, and form a combo update emphasis coefficient for updating the weak basic combo; Reset the basic combo training scene settings and comprehensive training scene settings; When the basic combo training scenario is reset, at least one opponent updated attack scenario that triggers the appearance of updated weak basic combos is obtained based on historical data; Extract features of at least one opponent's updated attack scenario to obtain at least one opponent's updated basic combo; Based on at least one opponent updating basic combos, forming a combo update training package for updating weak basic combos, and setting parameters of the opponent's basic combos in the combo update training package; When the comprehensive training scenario is reset, the training package is updated based on at least one combo to form an updated comprehensive training package.
