Game control method and device, electronic equipment and computer readable storage medium
By analyzing the location information and distribution characteristics of virtual game characters, the system selects characters to perform target tasks and controls their behavior, thus solving the problem of low intelligence level of game agents and improving the game experience.
Patent Information
- Application Number
- CN202411224237.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-02
- Publication Date
- 2024-12-20
AI Technical Summary
Existing game agent control methods have low intelligence levels, are easily identified, and reduce the player's gaming experience.
By acquiring the location information of virtual game characters in the game scene, analyzing and processing the location distribution characteristics, determining the implementation coefficient, and selecting the target virtual game characters to perform the target task, the second virtual game character is controlled to perform preset behaviors to improve the level of intelligence.
It improves the intelligence level of game agents, making them less easily identifiable and enhancing the player's gaming experience.
Smart Images

Figure CN119158266A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a game control method, device, electronic device and computer-readable storage medium. Background Art
[0002] With the Internet, there are more and more ways to play games. For example, in competitive games, if it is a normal game, each player controls a virtual game character to play the game. If it is a novice game or a game started after a player loses a game, the game agent can be added to the game to participate in the game.
[0003] However, when controlling the game agent through the current control method, the game agent has a low degree of intelligence and is easy to be identified, which reduces the player's gaming experience. Summary of the invention
[0004] The embodiments of the present application provide a game control method, device, electronic device and computer-readable storage medium, which can improve the intelligence level of the game agent, make the game agent not easy to be identified, and improve the player's gaming experience.
[0005] In a first aspect, an embodiment of the present application provides a game control method, the method comprising:
[0006] Acquire position information of at least one first virtual game character in a game scene in at least two time intervals;
[0007] Analyzing and processing the position information of each of the time intervals to obtain the position distribution characteristics of the at least one first virtual game character in each of the time intervals;
[0008] Determining, according to the position distribution characteristics of each of the time intervals, an implementation coefficient of the at least one first virtual game character performing the target task, wherein the implementation coefficient is used to indicate an implementation probability of the at least one first virtual game character performing the target task;
[0009] According to the implementation coefficient, a target virtual game character for executing a target task is selected from the at least one first virtual game character;
[0010] The second virtual game character in the game scene is controlled to execute a preset behavior for the target virtual game character, wherein the second virtual game character and the first virtual game character belong to different camps.
[0011] In a second aspect, an embodiment of the present application further provides a game control device, the device comprising:
[0012] A determination module, used to determine the implementation coefficient of the at least one first virtual game character performing the target task according to the position distribution characteristics of each of the time intervals, wherein the implementation coefficient is used to indicate the implementation probability of the at least one first virtual game character performing the target task;
[0013] A screening module, configured to screen out a target virtual game character that performs a target task from the at least one first virtual game character according to the implementation coefficient;
[0014] The control module is used to control the second virtual game character in the game scene to execute a preset behavior for the target virtual game character, and the second virtual game character and the first virtual game character belong to different camps.
[0015] In a third aspect, an embodiment of the present application further provides an electronic device, comprising a memory storing a plurality of instructions; the above-mentioned processor loads instructions from the memory to execute any one of the game control methods provided in the embodiments of the present application.
[0016] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, wherein the computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for loading by a processor to execute any one of the game control methods provided in the embodiment of the present application.
[0017] In an embodiment of the present application, position information of at least one first virtual game character in a game scene in at least two time intervals is obtained, the position information of each time interval is analyzed and processed to obtain the position distribution characteristics of at least one first virtual game character in each time interval, and the implementation coefficient of at least one first virtual game character performing a target task is determined based on the position distribution characteristics of each time interval, and the implementation coefficient is used to indicate the implementation probability of at least one first virtual game character performing the target task; based on the implementation coefficient, a target virtual game character that performs the target task is screened out from at least one first virtual game character; a second virtual game character in the game scene is controlled to perform a preset behavior with respect to the target virtual game character, the second virtual game character and the first virtual game character belong to different camps, so as to predict the target virtual game character that performs the target task based on the position distribution characteristics of at least one first virtual game character in multiple time intervals, and the second virtual game character in the game scene is controlled to perform a preset behavior with respect to the target virtual game character, thereby improving the intelligence level of the second virtual game character, making it difficult to identify the second virtual game character, and improving the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0018] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
[0019] Figure 1 is a schematic diagram of a game control system provided by an embodiment of the present application;
[0020] Figure 2 This is a flowchart of an embodiment of the game control method provided by the embodiment of the present application;
[0021] Figure 3 is a schematic diagram of a first time interval and a second time interval provided in an embodiment of the present application;
[0022] Figure 4 is another schematic diagram of the first time interval and the second time interval provided in an embodiment of the present application;
[0023] Figure 5 is a schematic diagram of a first virtual game character and a second virtual game character provided in an embodiment of the present application;
[0024] Figure 6 is a curve diagram between the first game state information and its corresponding state characteristics provided in the embodiment of the present application;
[0025] Figure 7 is a flowchart of another embodiment of the game control method provided in the embodiments of the present application;
[0026] Figure 8 is another schematic diagram of the first time interval and the second time interval provided in an embodiment of the present application;
[0027] Fig. 9 is a structural schematic diagram of a game control device provided in an embodiment of the present application;
[0028] Fig.10 It is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0029] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of this application.
[0030] Before explaining the embodiments of the present application in detail, some terms involved in the embodiments of the present application are first explained.
[0031] Among them, in the description of the embodiments of the present application, the terms "first", "second", etc. may be used in this article to describe various concepts, but unless otherwise specified, these concepts are not limited by these terms. These terms are only used to distinguish one concept from another concept. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0032] The embodiment of the present application provides a game control method, device, electronic device and computer-readable storage medium. Specifically, the game control method of the embodiment of the present application can be performed by an electronic device, wherein the electronic device can be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA), etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client, etc. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content distribution networks (Content Delivery Network, CDN), and basic cloud computing services such as big data and artificial intelligence platforms.
[0033] For example, Figure 1As shown, the electronic device is described by taking the terminal 10 as an example. The terminal 10 can obtain the position information of at least one first virtual game character in the game scene, and send the position information to the server 20. The server 20 obtains the position information of at least one first virtual game character in at least two time intervals from the position information, analyzes and processes the position information of each time interval, obtains the position distribution characteristics of at least one first virtual game character in each time interval, and determines the implementation coefficient of at least one first virtual game character to perform the target task according to the position distribution characteristics of each time interval. The implementation coefficient is used to indicate the implementation probability of at least one first virtual game character to perform the target task; according to the implementation coefficient, the target virtual game character that performs the target task is screened out from at least one first virtual game character, and the preset behavior is sent to the terminal 10. The terminal 10 controls the second virtual game character in the game scene to perform the preset behavior for the target virtual game character, and the second virtual game character and the first virtual game character belong to different camps.
[0034] The following is a detailed description of the embodiments in conjunction with the accompanying drawings. It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments. Although the logical order is shown in the flow chart, in some cases, the steps shown or described may be performed in an order different from that shown in the accompanying drawings.
[0035] In this embodiment, a terminal is used as an example for explanation. This embodiment provides a game control method, such as Figure 2 As shown, the specific process of the game control method can be as follows:
[0036] 201. Obtain position information of at least one first virtual game character in a game scene in at least two time intervals.
[0037] The game scene is a virtual scene displayed (or provided) when the application is running on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene.
[0038] The first virtual game character refers to a game object that can be controlled by the player in the virtual scene. Different first virtual game characters are controlled by different first game accounts. The time lengths corresponding to at least two time intervals can be the same or different. For example, at least two time intervals are "A point B minute C second-A point B minute (C+a) second" and the time interval "A point B minute (C+a) second-A point B minute (C+2a) second". At this time, the time lengths corresponding to at least two time intervals are both a second, and the time lengths corresponding to the two time intervals are the same. For another example, at least two time intervals are "A point B minute C second-A point B minute (C+a) second" and "A point B minute C second-A point B minute (C+b) second", and the time length corresponding to "A point B minute C second-A point B minute (C+a) second" is a second, and the time length corresponding to "A point B minute C second-A point B minute (C+b) second" is b seconds. At this time, the time lengths corresponding to the two time intervals are different.
[0039] It is understandable that the start time of different time intervals is different and / or the end time of different time intervals is different. For example, when the time lengths corresponding to at least two time intervals are the same, the start time of different time intervals is different and the end time of different time intervals is different. For example, the at least two time intervals may include a first time interval and a second time interval, and the first time interval and the second time interval may be as follows: Figure 3 As shown, the start time of the first time interval is t1, the start time of the second time interval is t2, and the start times of the two are different; the end time of the first time interval is t2, and the end time of the second time interval is t3, and the end times of the two are different.
[0040] When the time lengths corresponding to at least two time intervals are different, there may be overlapping parts between the different time intervals, and the starting time of the different time intervals may be different or the ending time of the different time intervals may be different. For example, the two time intervals include a first time interval and a second time interval, the time length of the first time interval is greater than the time length of the second time interval, the starting time of the first time interval is the same as the starting time of the second time interval, and both starting times are t1, such as Figure 4 As shown in 401 in, or, the end time of the first time interval is the same as the end time of the second time interval, and the end time of both is t2, such as Figure 4 As shown in 402, the second time interval is within the first time interval.
[0041] The position information may refer to the absolute position information of at least one first virtual game character in the game scene, or the position information may refer to the relative position information between at least one first virtual game character and a target position, where the target position refers to a position for performing a target task.
[0042] When the position information refers to absolute position information, the position information may refer to at least one of orientation information and coordinate information of at least one first virtual game character in the game scene.
[0043] When the position information refers to relative position information, the position information may include at least one of distance information and direction information, the distance information indicates the distance between at least one first virtual game character and the target position, the direction information indicates the angle between the orientation of at least one first virtual game character and a first direction, the first direction being the direction of a straight line where the position of at least one first virtual game character and the target position are located.
[0044] For example, the first virtual game character and the second virtual game character can be as follows Figure 5 As shown, the location of the second virtual game character is the target location. Figure 5 The a shown in is the direction information. Figure 5 L1 in the figure is the straight line between the position of the first virtual game character and the target position. Figure 5 The direction of L1 is the first direction.
[0045] In this embodiment, the position information includes at least one of distance information and direction information, the distance information indicates the distance between at least one first virtual game character and the target position, the direction information indicates the angle between the orientation of at least one first virtual game character and a first direction, the first direction being the direction of a straight line where the position of at least one first virtual game character and the target position are located, thereby predicting the target virtual game character that performs the target task through the distance information and the direction information, thereby improving the accuracy of the predicted target virtual game character.
[0046] Optionally, when the target task is to rescue the third virtual game character, the terminal may obtain position information of at least one first virtual game character in the game scene in at least two time intervals when detecting that the third virtual game character is in a state to be rescued.
[0047] Specifically, when the terminal detects that the third virtual game character is in a state waiting for rescue, it can record the position information of the first virtual game character every t seconds (t seconds can be set according to the game tick), and then read the position information of the first virtual game character in at least two time intervals from the recorded position information.
[0048] In some embodiments, the game scene may include first candidate virtual game characters, and the terminal may directly read the position information of all first candidate virtual game characters in at least two time intervals. In this case, all first candidate virtual game characters are first virtual game characters. Alternatively, when the target task is a task of the first virtual game character going to the target location to rescue the third virtual game character, in order to reduce the amount of calculation, the terminal may also filter out the first virtual game character from the first candidate virtual game characters. In this case, some of the first candidate virtual game characters are the first virtual game characters. Before obtaining the position information of at least one first virtual game character in the game scene in at least two time intervals, the terminal may further include:
[0049] When it is detected that the third virtual game character is in a state to be rescued, obtaining the rescue state of the first candidate virtual game character in the game scene;
[0050] The first candidate virtual game character whose rescue state is a rescueable state is determined as at least one first virtual game character.
[0051] Among them, the third virtual game character is a virtual game character that is captured by the second virtual game character in the game scene and is in a state of waiting for rescue. The third virtual game character and the first virtual game character belong to the same game camp. The first candidate virtual game character refers to a virtual game character that has not been captured by the second virtual game character in the game scene. The second virtual game character refers to a virtual game character that is not controlled by the player in the game scene, which can be a game agent or a non-player character (NPC). The second virtual game character and the first candidate virtual game character belong to different game camps.
[0052] The rescue status is used to measure whether the first candidate virtual game character can rescue the third virtual game character. When the rescue status is a rescueable state, it means that the first candidate virtual game character can rescue the third virtual game character, and when the rescue status is an unrescuable state, it means that the first candidate virtual game character cannot rescue the third virtual game character. Therefore, the first candidate virtual game character whose rescue status is a rescueable state can be determined as at least one first virtual game character, so that there is no need to obtain the position information of the first candidate virtual game character who cannot rescue the second virtual game character, and the first virtual game characters can be roughly screened according to the rescue status, and then the first virtual game characters can be screened again according to the position information.
[0053] Optionally, the rescue status of the first candidate virtual game character can be determined according to the second game status information of the first candidate virtual game character. The second game status information is used to indicate the situation of the first candidate virtual game character in the game scene, which can be set according to the actual situation. For example, the second game status information may include at least one of the position of the first candidate virtual game character, whether the first candidate virtual game character is being pursued, the time when the first candidate virtual game character arrives at the target position, the survival status of the first candidate virtual game character, and the movement status, which is not limited in the embodiments of the present application.
[0054] When the second game state information includes at least one of the time when the first candidate virtual game character arrives at the target location, the survival state and the movement state of the first candidate virtual game character, the process of obtaining the rescue state of the first candidate virtual game character in the game scene may be:
[0055] Acquire second game state information corresponding to the first candidate virtual game character in the game scene, the second game state information including at least one of the time when the first candidate virtual game character reaches the target position of the second virtual game character, the survival state and the movement state of the first candidate virtual game character;
[0056] The rescue state of the first candidate virtual game character is determined according to the second game state information.
[0057] When the third virtual game character is in a state of waiting for rescue, the survival time of the third virtual game character is limited. Specifically, when the third virtual game character is in a state of waiting for rescue, the survival time of the third virtual game character may be a target duration. For example, the target duration is T seconds. When the third virtual game character is in a state of waiting for rescue at the first moment, the third virtual game character is in a state of survival within T seconds after the first moment, and the third virtual game character is in a state of death beyond T seconds after the first moment.
[0058] Therefore, when the time it takes for the first candidate virtual game character to arrive at the target location is greater than the remaining survival time of the third virtual game character, it means that the first candidate virtual game character cannot rescue the third virtual game character, and the rescue status of the first candidate virtual game character is determined as an unrescuable state; when the time it takes for the first candidate virtual game character to arrive at the target location is less than or equal to the survival time of the third virtual game character, it means that the first candidate virtual game character can rescue the third virtual game character, and the rescue status of the first candidate virtual game character is determined as a rescuable state.
[0059] The survival status of the first candidate virtual game character indicates whether the first candidate virtual game character is injured and / or whether it is still in the game scene. Specifically, when the survival status of the first candidate virtual game character indicates that the first candidate virtual game character is injured and falls to the ground and / or the first candidate virtual game character is not in the game scene, it means that the first candidate virtual game character cannot rescue the third virtual game character, and the rescue status of the first candidate virtual game character is determined to be an unrescueable state.
[0060] The movement state of the first candidate virtual game character indicates whether the first candidate virtual game character moves in the game scene. When the first candidate virtual game character does not move in the game scene for a long time, it means that the first candidate virtual game character may be in an idle state, and the rescue state of the first candidate virtual game character is determined to be an unrescueable state.
[0061] In an embodiment of the present application, second game status information corresponding to a first candidate virtual game character in a game scene is obtained, the second game status information including the time when the first candidate virtual game character arrives at a target location, the survival status of the first candidate virtual game character, and at least one of the movement status; based on the second game status information, the rescue status of the first candidate virtual game character is determined, so that the rescue status of the first candidate virtual game character is determined based on the time when the first candidate virtual game character arrives at the target location, the survival status of the first candidate virtual game character, and at least one of the movement status, thereby improving the accuracy of the determined rescue status.
[0062] 202. Analyze and process the position information of each time interval to obtain a position distribution feature of at least one first virtual game character in each time interval.
[0063] The position distribution feature in each time interval is used to indicate the position distribution of the first virtual game character in each time interval. The method of representing the position distribution feature can be set according to the actual situation. For example, the position distribution feature can be represented by the average value or standard deviation of the position information of the time interval, which is not limited in the embodiment of the present application.
[0064] When the location distribution feature is represented by an average value of location information of a time interval and the location information includes distance information and direction information, the location distribution feature may include a distance average value corresponding to the distance information of the time interval and a direction average value corresponding to the direction information.
[0065] For example, the at least one first virtual game character includes a virtual game character r1, a virtual game character r2, and a virtual game character r3, and the recorded position information of each first virtual game character may be as shown in Table 1:
[0066] Role Identification Distance information Directions Virtual game character r1 d11, d12, d13, ..., d1n Θ11, Θ12, Θ13,..., Θ1n Virtual game character r2 D21, d22, d23, ..., d2n Θ21, Θ22, Θ23,..., Θ2n Virtual game character r3 D31, d32, d33, ..., d3n Θ31, Θ32, Θ33,..., Θ3n
[0067] Table 1
[0068] The position information of each first virtual game character in the first time interval and the second time interval is taken out from Table 1, and the position information in the time interval is analyzed and processed to obtain the average distance value and the average direction value of the direction information of each first virtual game character in the first time interval and the second time interval. The average distance value and the average direction value can be shown in Table 2:
[0069]
[0070] Table 2
[0071] 203. Determine an implementation coefficient of at least one first virtual game character performing the target task according to the position distribution characteristics of each time interval, where the implementation coefficient is used to indicate an implementation probability of at least one first virtual game character performing the target task.
[0072] The target task may be a task to be performed by at least one first virtual game character in the game scene, which may be a task related to winning the game. The specific content of the target task may be set according to actual conditions, for example, the target task may be a task of defusing a virtual bomb, or the target task may be a task of rescuing a third virtual game character, which is not limited in the present embodiment of the application.
[0073] The larger the implementation coefficient, the greater the probability that at least one first virtual game character performs the target task, and the smaller the implementation coefficient, the smaller the probability that at least one first virtual game character performs the target task.
[0074] When the target task is to rescue the third virtual game character, the implementation coefficient may also be referred to as the rescue coefficient, and the implementation probability may also be referred to as the rescue probability.
[0075] In some embodiments, different time intervals have different starting times and / or different time intervals have different ending times. According to the position distribution characteristics of each time interval, the process of determining the implementation coefficient of at least one first virtual game character performing the target task may be:
[0076] Perform difference calculation on the location distribution features of each time interval to obtain difference features;
[0077] According to the difference feature, an implementation coefficient of at least one first virtual game character in performing a target task is determined.
[0078] For example, the time interval includes a first time interval and a second time interval, at least one first virtual game character includes a virtual game character r1 and a virtual game character r2, the position distribution characteristics of the virtual game character r1 in the first time interval include an average distance value "d1a" and an average direction value "Θ1a", the position distribution characteristics of the virtual game character r1 in the second time interval include an average distance value "d1b" and an average direction value "Θ1b", d1a and d1b are subtracted, Θ1a and Θ1b are subtracted, the position distribution characteristics of the virtual game character r2 in the first time interval include an average distance value "d2a" and an average direction value "Θ2a", the position distribution characteristics of the virtual game character r2 in the second time interval include an average distance value "d2b" and an average direction value "Θ2b", d2a and d2b are subtracted, and Θ2a and Θ2b are subtracted.
[0079] After obtaining the difference feature, the terminal determines the implementation coefficient of at least one first virtual game character to perform the target task according to the difference feature.
[0080] Optionally, the method of determining the implementation coefficient of at least one first virtual game character to perform the target task based on the difference characteristics can be set according to actual conditions. For example, the implementation coefficient of at least one first virtual game character to perform the target task can be determined directly based on the difference characteristics, or the implementation coefficient of at least one first virtual game character to perform the target task can be determined based on the difference characteristics and the first game status information. The embodiments of the present application are not limited here.
[0081] In some embodiments, when the implementation coefficient of at least one first virtual game character on the second virtual game character is determined directly based on the difference feature, the target task is a task that the first virtual game character performs at the target location, the location distribution feature includes the distance average, and the difference feature can also be called a distance difference feature. According to the difference feature, the process of determining the implementation coefficient of at least one first virtual game character performing the target task can be:
[0082] If the distance difference feature meets the preset condition, determining the distance change speed of the first virtual game character corresponding to the distance difference feature that meets the preset condition;
[0083] According to the distance change speed, the implementation coefficient of the first virtual game character performing the target task corresponding to the distance difference feature that meets the preset conditions is determined, wherein the faster the distance change speed, the greater the implementation coefficient of the first virtual game character performing the target task, and the slower the distance change speed, the smaller the implementation coefficient of the first virtual game character performing the target task.
[0084] When the distance difference feature meets the preset condition, it indicates that the distance between the first virtual game character and the target position is decreasing; when the distance difference feature does not meet the preset condition, it indicates that the distance between the first virtual game character and the target position is increasing.
[0085] The preset condition can be set according to actual conditions. For example, when the time lengths of at least two time intervals are the same, the at least two time intervals include a first time interval and a second time interval, and the second time interval is after the first time interval (for example, the first time interval and the second time interval can be as follows: Figure 3 As shown), the distance average value of the second time interval is subtracted from the distance average value of the first time interval to obtain a distance difference feature. If the distance difference feature is less than zero, it means that the distance between the first virtual game character and the target position is decreasing, and it is determined that the distance difference feature meets the preset conditions. The distance average value of the first time interval is subtracted from the distance average value of the second time interval to obtain a distance difference feature. If the distance difference feature is greater than zero, it means that the distance between the first virtual game character and the target position is decreasing, and it is determined that the distance difference feature meets the preset conditions.
[0086] For another example, when the time lengths of at least two time intervals are different, the at least two time intervals include a first time interval and a second time interval, and the time length of the first time interval is greater than that of the second time interval. If the settlement time of the first time interval is the same as the settlement time of the second time interval, then when the distance difference feature is obtained by subtracting the distance average value of the second time interval from the distance average value in the first time interval, if the distance difference feature is greater than zero, it indicates that the distance between the first virtual game character and the target position is decreasing, and it is determined that the distance difference feature meets the preset conditions. If the starting time of the first time interval is the same as the starting time of the second time interval, then when the distance difference feature is obtained by subtracting the distance average value of the second time interval from the distance average value in the first time interval, if the distance difference feature is less than zero, it indicates that the distance between the first virtual game character and the target position is decreasing, and it is determined that the distance difference feature meets the preset conditions.
[0087] When it is determined that the difference feature meets the preset conditions, the distance change speed is determined. If the time interval includes two, the distance change speed can be directly represented by the distance difference feature. At this time, the greater the absolute value of the distance difference feature, the greater the distance change speed, and the smaller the absolute value of the distance difference feature, the smaller the distance change speed. If the time interval includes three or more, the relationship between the time interval and the average distance value is determined, and the distance change speed is represented by the slope in the relationship. At this time, the greater the absolute value of the slope, the greater the distance change speed, and the smaller the absolute value of the slope, the smaller the distance change speed.
[0088] After obtaining the distance change speed, the terminal may determine the distance change speed as an implementation coefficient of the first virtual game character on the second virtual game character.
[0089] For example, there are two time intervals, and the first virtual game character includes a virtual game character r1 and a virtual game character r2. The average distance value of the virtual game character r1 in each time interval is subtracted, and the distance difference feature corresponding to the virtual game character r1 is 4. The average distance value of the virtual game character r2 in each time interval is subtracted, and the distance difference feature corresponding to the virtual game character r2 is 5. The distance difference feature corresponding to the virtual game character r1 and the distance difference feature corresponding to the virtual game character r2 both meet the preset conditions. Since the distance change speed of the virtual game character r1 is 4 and the distance change speed of the virtual game character r2 is 5, the implementation coefficient of the virtual game character r1 is 4, and the implementation coefficient of the virtual game character r2 is 5. The implementation coefficient of the virtual game character r2 is greater than the implementation coefficient of the virtual game character r1.
[0090] In an embodiment of the present application, if the distance difference feature meets the preset conditions, the distance change speed of the first virtual game character corresponding to the distance difference feature that meets the preset conditions is determined, and based on the distance change speed, the implementation coefficient of the first virtual game character that meets the preset conditions for performing the target task is determined, wherein the faster the distance change speed, the greater the implementation coefficient of the first virtual game character for performing the target task, and the slower the distance change speed, the smaller the implementation coefficient of the first virtual game character for performing the target task, thereby achieving the situation where the distance difference feature meets the preset conditions, and determining the implementation coefficient of at least one first virtual game character for performing the target task based on the distance change speed.
[0091] In some embodiments, when determining the implementation coefficient of at least one first virtual game character to perform the target task according to the difference feature and the first game state information, the process of determining the implementation coefficient of at least one first virtual game character to perform the target task according to the difference feature may be:
[0092] If the difference feature meets the preset condition, the first virtual game character corresponding to the difference feature is determined as a candidate virtual game character;
[0093] Obtaining first game state information corresponding to the candidate virtual game character;
[0094] According to the first game state information, an implementation coefficient of a first virtual game character among candidate virtual game characters for executing a target task is determined.
[0095] Among them, the method of determining the first virtual game character corresponding to the difference feature as a candidate virtual game character can be set according to actual conditions. For example, the first virtual game character corresponding to the difference feature can be determined as a candidate virtual game character and added to the rescue list, and the first virtual game character in the rescue list is the candidate virtual game character. Alternatively, the first virtual game character corresponding to the difference feature can be determined as a candidate virtual game character and marked, and the marked first virtual game character is the candidate virtual game character. The embodiments of the present application are not limited here.
[0096] If the difference feature meets the preset condition, it may indicate that the distance between the first virtual game character and the target position is decreasing. Therefore, if the difference feature meets the preset condition, the first virtual game character corresponding to the difference feature is determined as a candidate virtual game character.
[0097] The preset condition can be set according to actual conditions. For example, when the time lengths of at least two time intervals are the same and the location distribution characteristics include the distance average and the direction average, the at least two time intervals include a first time interval and a second time interval, and the second time interval is after the first time interval (for example, the first time interval and the second time interval can be as follows Figure 3 As shown), the difference feature includes a distance difference feature and a direction difference feature. The distance average value of the second time interval is subtracted from the distance average value of the first time interval to obtain a distance difference feature. The direction average value of the second time interval is subtracted from the direction average value of the first time interval to obtain a direction difference feature. If the distance difference feature is less than zero and the absolute value of the direction difference feature is less than a preset threshold, the distance difference feature is less than zero, indicating that the distance between the first virtual game character and the target position is getting smaller, and the absolute value of the direction difference feature is less than the preset threshold, indicating that the direction of the first virtual game character is facing the target position more, then it is determined that the difference feature meets the preset condition, the distance average value of the first time interval is subtracted from the distance average value of the second time interval to obtain a distance difference feature, and the direction average value of the first time interval is subtracted from the direction average value of the second time interval to obtain a direction difference feature. If the difference feature is greater than zero and the absolute value of the direction difference feature is greater than the preset threshold, the difference feature is greater than zero, indicating that the distance between the first virtual game character and the target position is getting smaller, and the absolute value of the direction difference feature is greater than the preset threshold, indicating that the direction of the first virtual game character is facing the target position more, then it is determined that the difference feature meets the preset condition.
[0098] For another example, when the time lengths of at least two time intervals are different and the position distribution characteristics include a distance average and a direction average, at least two time intervals include a first time interval and a second time interval, and the time length of the first time interval is greater than the time length of the second time interval. If the settlement time of the first time interval and the settlement time of the second time interval are the same, then the distance average of the first time interval is subtracted from the distance average of the second time interval to obtain a distance difference characteristic, and when the direction average of the first time interval is subtracted from the direction average of the second time interval, if the distance difference characteristic is greater than zero and the absolute value of the direction difference characteristic is less than a preset threshold, the distance difference characteristic being greater than zero indicates that the distance between the first virtual game character and the second target position is decreasing, and the absolute value of the direction difference characteristic is smaller. If the preset threshold indicates that the direction of the first virtual game character is facing the target position more, then it is determined that the difference feature meets the preset conditions; if the starting time of the first time interval is the same as the starting time of the second time interval, then the distance average value of the first time interval is subtracted from the distance average value of the second time interval to obtain the distance difference feature, and the direction average value of the first time interval is subtracted from the direction average value of the second time interval to obtain the direction difference feature, if the distance difference feature is less than zero and the absolute value of the direction difference feature is greater than the preset threshold, the distance difference feature is less than zero, indicating that the distance between the first virtual game character and the target position is getting smaller, and the absolute value of the direction difference feature is greater than the preset threshold, indicating that the direction of the first virtual game character is facing the target position more, then it is determined that the difference feature meets the preset conditions.
[0099] The first virtual game character corresponding to the difference feature, for example, at least one first virtual game character includes a virtual game character r1, and a difference operation is performed on the position distribution feature of the virtual game character r1 in each time interval to obtain the difference feature corresponding to the virtual game character r1. If the difference feature corresponding to the virtual game character r1 meets the preset conditions, the virtual game character r1 is determined as a candidate virtual game character.
[0100] Since the candidate virtual game character is the first virtual game character corresponding to the difference feature that meets the preset condition, the first virtual game character in the candidate virtual game characters refers to a first virtual game character corresponding to a difference feature that meets the preset condition.
[0101] The first game status information is used to indicate the condition of the candidate virtual game character in the game scene, and it can be set according to actual conditions. For example, the first game status information may include at least one of the current distance information between the candidate virtual game character and the target position (the current distance information indicates the current distance between the candidate virtual game character and the target position), the life value of the candidate virtual game character (the life value can be indicated by blood volume or armor volume, for example), and the contribution information of the candidate virtual game character to the game victory.
[0102] The contribution information to the game victory can be set according to the actual game scenario. For example, when the progress of the cipher machines repaired by all the first virtual game characters is 100% and they escape from the manor, indicating the game victory, the contribution information to the game victory may refer to the progress of the cipher machines repaired by the first virtual game characters. For another example, when the game victory is indicated by all the enemy virtual game characters being defeated, the contribution information to the game victory may refer to the number of enemy virtual game characters defeated by the first virtual game character.
[0103] In an embodiment of the present application, if the difference feature meets the preset conditions, at least one first virtual game character is determined as a candidate virtual game character, and the first game state information corresponding to the candidate virtual game character is obtained. According to the first game state information, the implementation coefficient of the candidate virtual game character for executing the target task is determined, so as to predict the first virtual game character that may execute the target task according to the difference feature of the position distribution feature, and then determine the implementation coefficient of the first virtual game character that may execute the target task according to the first game state information, so as to predict the target virtual game character that will eventually execute the target task from the first virtual game characters that may execute the target task according to the implementation coefficient, thereby improving the accuracy of the predicted target virtual game character.
[0104] In some embodiments, the first game state information includes at least two types, and determining the implementation coefficient of the first virtual game character among the candidate virtual game characters to perform the target task according to the first game state information includes:
[0105] Based on the first game state information, obtaining a state feature corresponding to the first game state information;
[0106] The state features are fused to obtain an implementation coefficient of the first virtual game character among the candidate virtual game characters for executing the target task.
[0107] The first game state information can be mapped using a mapping strategy to obtain state features corresponding to the first game state information. Different first game state information has different mapping strategies.
[0108] For example, the mapping strategy is a mapping formula. When the first game state information is the current distance information between the candidate virtual game character and the target position, the current distance information can be substituted into formula (1) for calculation to obtain the state feature corresponding to the current distance information:
[0109]
[0110] Among them, x1 represents the state feature corresponding to the current distance information, dis represents the current distance information, and the value range of dis is [0,δ). δ is related to the map in the game scene, and its maximum value is the longest length of the diagonal of the map. () represents exponential operation, the curve corresponding to formula (1) can be Figure 6 shown.
[0111] For another example, the mapping strategy is a mapping formula. When the first game state information is the health value of the candidate virtual game character and the health value is represented by the blood volume, the blood volume can be substituted into formula (2) for calculation to obtain the state feature corresponding to the blood volume:
[0112]
[0113] Where x2 represents the state characteristic corresponding to the health volume, hp represents the health volume, the value range of hp can be [0, 1000], log() represents the logarithmic operation, and the curve corresponding to formula (2) can be as follows: Figure 6 shown.
[0114] For another example, the mapping strategy is a mapping formula. When the first game state information is the contribution information of the candidate virtual game character to the game victory, the contribution information can be substituted into formula (3) for calculation to obtain the state feature corresponding to the contribution information:
[0115]
[0116] Among them, x3 represents the state feature corresponding to the contribution information, process represents the contribution information, the value range of process can be [0, 100], round() represents the rounding operation, and the curve corresponding to formula (3) can be as follows Figure 6 shown.
[0117] After obtaining the state characteristics corresponding to the first game state information, the terminal can directly add up the various state characteristics to obtain the implementation coefficient of the candidate virtual game character, or it can perform a weighted sum operation on the state characteristics to obtain the implementation coefficient of the first virtual game character on the second virtual game character in the rescue list.
[0118] When the state features are added together to obtain the implementation coefficient of the candidate virtual game characters, the target task is the task that the first virtual game character performs when going to the target location, and the first game state information includes the current distance information between the candidate virtual game character and the target location, the health value of the candidate virtual game character, and the contribution information of the candidate virtual game character to the game victory. The state features are represented by the state coefficients, and the state features are fused to obtain the implementation coefficient of the first virtual game character among the candidate virtual game characters to perform the target task, including:
[0119] The state coefficient corresponding to the current distance information, the state coefficient corresponding to the life value, and the state coefficient corresponding to the contribution information are added together to obtain the implementation coefficient of the first virtual game character among the candidate virtual game characters to perform the target task.
[0120] Among them, the state coefficient corresponding to the current distance information may be, for example, x1 in formula (1), the state coefficient corresponding to the life value may be, for example, x2 in formula (2), and the state coefficient corresponding to the contribution information may be, for example, x3 in formula (3).
[0121] When the weighted sum operation is performed on the state features, the state features are fused to obtain the implementation coefficient of the first virtual game character among the candidate virtual game characters for executing the target task, including:
[0122] Obtaining a weight coefficient of a candidate virtual game character for the first game state information;
[0123] According to the weight coefficient corresponding to the first game state information, the state feature corresponding to the first game state information is adjusted to obtain the adjusted state feature;
[0124] The adjusted state features are fused to obtain an implementation coefficient of the first virtual game character among the candidate virtual game characters for executing the target task.
[0125] Among them, the weight coefficient corresponding to the first game state information can be multiplied by the state feature corresponding to the first game state information to obtain the adjusted state feature, and then the adjusted state features are added to obtain the implementation coefficient of the first virtual game character among the candidate virtual game characters to perform the target task.
[0126] For example, when the first game state information includes the current distance information between the candidate virtual game character and the target position, the health value of the candidate virtual game character and the health value is represented by the health volume, and the contribution information of the candidate virtual game character to the game victory, the state characteristics corresponding to the current distance information, the state characteristics corresponding to the health volume, and the state characteristics corresponding to the contribution information can be substituted into formula (4) to obtain the implementation coefficient:
[0127] pro=βx1+γx2+ρx3 (4)
[0128] Among them, pro represents the implementation coefficient of a certain candidate virtual game character to perform the target task, x1 represents the state characteristics corresponding to the current distance information between a certain candidate virtual game character and the target position, β represents the weight coefficient of a certain candidate virtual game character corresponding to the current distance information, x2 represents the state characteristics corresponding to the blood volume of a certain candidate virtual game character, γ represents the weight coefficient of a certain candidate virtual game character for the blood volume, x3 represents the state characteristics corresponding to the contribution information of a certain candidate virtual game character to the victory of the game, and ρ represents the weight coefficient of a certain candidate virtual game character for the contribution information.
[0129] Optionally, the weight coefficients of different candidate virtual game characters for the same first game state information may be the same or different. When the weight coefficients of different candidate virtual game characters for the same first game state information are the same, the weight coefficient may be a pre-set weight coefficient. When the weight coefficients of different candidate virtual game characters for the same first game state information are different, the weight coefficient may be adjusted according to the candidate virtual game characters.
[0130] When adjusting the weight coefficient according to the candidate virtual game character, obtaining the weight coefficient of the candidate virtual game character for the first game state information includes:
[0131] Obtaining historical implementation coefficients of candidate virtual game characters;
[0132] Determine the weight adjustment coefficient corresponding to the candidate virtual game character based on the historical implementation coefficient;
[0133] According to the weight adjustment coefficient corresponding to the candidate virtual game character, the initial weight coefficient of the candidate virtual game character for the first game state information is adjusted to obtain the weight coefficient of the candidate virtual game character for the first game state information.
[0134] The historical implementation coefficient refers to the implementation coefficient calculated by the terminal before calculating the implementation coefficient. The initial weight coefficient is a pre-set coefficient, or the initial weight coefficient is a weight coefficient corresponding to the historical implementation coefficient.
[0135] It can be understood that at the beginning of a game, the initial weight coefficient of the candidate virtual game character can be a pre-set coefficient. At this time, the initial weight coefficients of the candidate virtual game characters are the same. Then, as the game progresses, when there is a target task, since there is no historical implementation coefficient, when the implementation coefficient of the candidate virtual game character is calculated for the first time, the weight coefficient corresponding to the candidate virtual game character is the initial weight coefficient. Then, when the implementation coefficient of the candidate virtual game character is calculated for the second time, since there is a historical implementation coefficient, the historical implementation coefficient is the implementation coefficient obtained by the first calculation. Therefore, the weight coefficient corresponding to the candidate virtual game character is the weight coefficient obtained by adjusting the initial weight coefficient according to the historical implementation coefficient.
[0136] After the terminal determines the weight adjustment coefficient corresponding to the candidate virtual game character based on the historical implementation coefficient, the weight adjustment coefficient and the initial weight coefficient can be added and / or subtracted to obtain the weight coefficient, or the weight adjustment coefficient can be multiplied by the target value to obtain the amplitude coefficient, and then the amplitude coefficient and the initial weight coefficient can be added and / or subtracted to obtain the weight coefficient.
[0137] Specifically, the target value includes a first target value and a second target value, the amplitude coefficient includes a first amplitude coefficient and a second amplitude coefficient, and the initial weight coefficient for addition and the initial weight coefficient for subtraction can be screened out from the initial weight coefficient, the weight adjustment coefficient is multiplied by the first target value to obtain the first amplitude coefficient, the weight adjustment coefficient is multiplied by the second target value to obtain the second amplitude coefficient, the first amplitude coefficient and the initial weight coefficient for addition are added, and the initial weight coefficient for subtraction is subtracted from the second amplitude coefficient.
[0138] Among them, the initial weight coefficients for addition and the initial weight coefficients for subtraction can be randomly selected from the initial weight coefficients.
[0139] For example, when the first game state information includes the current distance information between the candidate virtual game character and the target position, the health of the candidate virtual game character, and the contribution information of the candidate virtual game character to the game victory, β in formula (4) can represent the initial weight coefficient of a candidate virtual game character for the current distance information, γ can represent the initial weight coefficient of a candidate virtual game character for the health, and ρ can represent the initial weight coefficient of a candidate virtual game character for the contribution information. At this time, the initial weight coefficient for addition and the initial weight coefficient for subtraction can be randomly selected from β, γ and ρ. If β is the initial weight coefficient for addition, γ and ρ are the initial weight coefficients for subtraction, then β and the first amplitude coefficient are added, γ is subtracted from the second amplitude coefficient, and ρ is subtracted from the second amplitude coefficient.
[0140] Optionally, the first target value and the second target value may be correlated, and the second target value is less than the first target value. For example, the first target value is multiplied by 0.5 or 0.6 to obtain the second target value. The first target value may be set according to actual conditions. For example, the first target value is a constant in (0, 1).
[0141] In an embodiment of the present application, a historical implementation coefficient of a candidate virtual game character is obtained, and a weight adjustment coefficient corresponding to the candidate virtual game character is determined based on the historical implementation coefficient. Based on the weight adjustment coefficient corresponding to the candidate virtual game character, an initial weight coefficient of the candidate virtual game character for the first game state information is adjusted to obtain the weight coefficient of the candidate virtual game character for the first game state information, so that different candidate virtual game characters have different weight coefficients for the same first game state information, thereby further improving the accuracy of the implementation coefficient of the determined candidate virtual game character.
[0142] In some embodiments, the candidate virtual game characters include historical target virtual game characters and historically actually implemented virtual game characters. The historical target virtual game characters are target virtual game characters screened out historically. According to the historical implementation coefficients, the weight adjustment coefficients corresponding to the candidate virtual game characters are determined, including:
[0143] Determine a coefficient difference between a first historical implementation coefficient corresponding to a historical target virtual game character and a second historical implementation coefficient corresponding to a historically actually implemented virtual game character;
[0144] According to the coefficient difference, the weight adjustment coefficient corresponding to the historical target virtual game character and / or the historical actual implementation virtual game character is determined.
[0145] Among them, although the predicted historical target virtual game character may be the first virtual game character that ultimately performs the historical target task, the first virtual game character that actually ultimately performs the historical target task may be different from the predicted first virtual game character that ultimately performs the historical target task. Therefore, the second historical implementation coefficient corresponding to the historically actually implemented virtual game character may be subtracted from the first historical implementation coefficient corresponding to the historical target virtual game character to obtain a coefficient difference, and then the weight adjustment coefficient corresponding to the historical target virtual game character and / or the historically actually implemented virtual game character is determined based on the coefficient difference, so that the implementation coefficient corresponding to the historically actually implemented virtual game character is greater than the implementation coefficient corresponding to the historical target virtual game character.
[0146] Optionally, the coefficient difference can be multiplied by the target value to obtain the weight adjustment coefficient, in which case the weight adjustment coefficient and the initial weight coefficient can be added and / or subtracted to obtain the weight coefficient, or the coefficient difference can be determined as the weight adjustment coefficient, in which case the weight adjustment coefficient can be multiplied by the target value to obtain the amplitude coefficient, and then the amplitude coefficient and the initial weight coefficient can be added and / or subtracted to obtain the weight coefficient.
[0147] That is, the first historical implementation coefficient and the second historical implementation coefficient can be substituted into the following formula (5) to obtain the weight adjustment coefficient:
[0148] pro_Diff = pro_B - pro_A
[0149] Among them, pro_Diff represents the weight adjustment coefficient, pro_B represents the second historical implementation coefficient, and pro_A represents the first historical implementation coefficient.
[0150] It should be noted that when the target task and the historical target task are tasks for rescuing a third virtual game character, the third virtual game characters in the target task and the historical target task may be the same or different. If a virtual game character is in a state to be rescued, the virtual game character may be referred to as the third virtual game character. When the third virtual game characters in the target task and the historical target task are different, the historical target virtual game character and the target virtual game character may be first virtual game characters determined for different third virtual game characters. For example, the virtual game characters include virtual game character r1 and virtual game character r2. When the virtual game character r1 is in a state waiting for rescue, the virtual game character r1 is the third virtual game character, the target task is the task of rescuing the virtual game character r1, and the historical target virtual game character is the first virtual game character predicted to eventually rescue the virtual game character r1. When the virtual game character r1 is rescued, the task of rescuing the virtual game character r1 is completed, and the task of rescuing the virtual game character r1 is called the historical target task. Then, when the virtual game character r2 is in a state waiting for rescue, the target task is the task of rescuing the virtual game character r2, and the target virtual game character is the first virtual game character predicted to eventually rescue the virtual game character r2.
[0151] Alternatively, when the third virtual game character in the target task and the historical target task are the same, it means that the same third virtual game character is in the waiting state for rescue multiple times, and the historical target virtual game character and the target virtual game character can also be the first virtual game character determined for the same third virtual game character. For example, the virtual game character includes virtual game character r1, virtual game character r1 is the third virtual game character, when the virtual game character r1 is in the waiting state for rescue for the first time, the historical target virtual game character is the first virtual game character predicted to eventually rescue the virtual game character r1 for the first time, and when the virtual game character r1 is in the waiting state for the second time, the target virtual game character is the first virtual game character predicted to eventually rescue the virtual game character r1 for the second time.
[0152] In some embodiments, if the difference feature satisfies a preset condition, determining the first virtual game character corresponding to the difference feature as a candidate virtual game character includes:
[0153] If the difference feature meets the preset condition, the first virtual game character corresponding to the difference feature is determined as a candidate virtual game character, and the counting mark corresponding to the first virtual game character corresponding to the difference feature is set as a target mark, and the target mark indicates that the difference feature meets the preset condition.
[0154] Wherein, when the first virtual game character corresponding to the difference feature is determined as a candidate virtual game character by adding the first virtual game character corresponding to the difference feature to the rescue list, if the difference feature meets a preset condition, then the first virtual game character corresponding to the difference feature is determined as a candidate virtual game character, including:
[0155] If the difference feature meets the preset condition, determining whether there is a first virtual game character corresponding to the difference feature in the rescue list;
[0156] If the first virtual game character corresponding to the difference feature does not exist in the rescue list, the first virtual game character corresponding to the difference feature is added to the rescue list.
[0157] At this time, after determining whether there is a first virtual game character corresponding to the difference feature in the rescue list, the method further includes:
[0158] If the first virtual game character corresponding to the difference feature exists in the rescue list, the counting identifier corresponding to the first virtual game character corresponding to the difference feature is updated to the target identifier.
[0159] The counting identifier may be a value corresponding to a counter, and there is a counter for each first virtual game character in the rescue list. The target identifier may be a pre-set identifier, which may be set according to actual conditions, for example, the target identifier may be 0 or 1, which is not limited in the present embodiment of the application. When the counting identifier corresponding to the first virtual game character in the rescue list is the target identifier, it indicates that the difference feature of the first virtual game character in the rescue list meets the preset condition.
[0160] For example, the target identifier is 0, and at least one first virtual game character includes virtual game character r1. If the difference feature corresponding to virtual game character r1 meets the preset conditions and virtual game character r1 does not exist in the rescue list, the virtual game character r1 is added to the rescue list, and the count identifier corresponding to the virtual game character r1 is set to 0. If the difference feature corresponding to the virtual game character r1 meets the preset conditions and virtual game character r1 exists in the rescue list, the count identifier corresponding to the virtual game character r1 is updated to 0.
[0161] In some embodiments, if the difference feature does not meet the preset condition, the first virtual game character corresponding to the difference feature can be determined as a non-candidate virtual game character. Optionally, the first virtual game character corresponding to the difference feature can be immediately determined as a non-candidate virtual game character, or the first virtual game character corresponding to the difference feature is not immediately determined as a non-candidate virtual game character. In this case, after the first virtual game character corresponding to the difference feature is determined as a candidate virtual game character, the embodiment of the present application further includes:
[0162] If the difference feature does not meet the preset condition, the counting mark corresponding to the first virtual game character corresponding to the difference feature is updated to a non-target mark;
[0163] If the non-target identifier meets the preset threshold condition, the first virtual game character corresponding to the difference feature is determined as a non-candidate virtual game character.
[0164] Among them, the method of determining the first virtual game character corresponding to the difference feature as a non-candidate virtual game character can be set according to actual conditions. For example, when the first virtual game character corresponding to the difference feature is determined as a candidate virtual game character by marking the first virtual game character corresponding to the difference feature, the method of determining the first virtual game character corresponding to the difference feature as a non-candidate virtual game character may be to delete the mark of the first virtual game character corresponding to the difference feature; when the first virtual game character corresponding to the difference feature is determined as a candidate virtual game character by adding the first virtual game character corresponding to the difference feature to a rescue list, the method of determining the first virtual game character corresponding to the difference feature as a non-candidate virtual game character may be to delete the first virtual game character corresponding to the difference feature from the rescue list.
[0165] The non-target identifier may be at least one, which may include an accumulated value. For example, at least one first virtual game character includes a virtual game character r2. If the difference feature corresponding to the virtual game character r2 calculated for the first time meets the preset condition and the virtual game character r2 does not exist in the rescue list, the virtual game character r2 is added to the rescue list and the count identifier corresponding to the virtual game character r2 is set to 0. The difference feature corresponding to the virtual game character r2 calculated for the second time does not meet the preset condition. At this time, the count identifier corresponding to the virtual game character r2 is updated to 1, the non-target identifier is 1, 1 does not meet the preset threshold condition, and the virtual game character r2 is not deleted from the rescue list. The difference feature corresponding to the virtual game character r2 calculated for the third time does not meet the preset condition. At this time, the count identifier corresponding to the virtual game character r2 is updated to 2, the non-target identifier is 2, 2 does not meet the preset threshold condition, and the virtual game character r2 is not deleted from the rescue list. The difference feature corresponding to the virtual game character r2 calculated for the fourth time meets the preset condition, and the count identifier corresponding to the virtual game character r2 is updated to 0. This process is repeated until the non-target identifier meets the preset threshold condition, and the virtual game character r2 is deleted from the rescue list.
[0166] In an embodiment of the present application, the first virtual game character corresponding to the difference feature is determined as a non-candidate virtual game character, and the counting identifier corresponding to the first virtual game character corresponding to the difference feature is updated to a non-target identifier. Then, when the non-target identifier meets a preset threshold condition, the first virtual game character corresponding to the difference feature is determined as a non-candidate virtual game character, so that there is no mutation in the candidate virtual game characters, further improving the accuracy of the target virtual game character determined from the candidate virtual game characters.
[0167] 204. Select a target virtual game character that performs a target task from at least one first virtual game character according to the implementation coefficient.
[0168] Among them, the first virtual game character with the largest or second largest implementation coefficient can be determined as the target virtual game character.
[0169] 205. Control a second virtual game character in the game scene to execute a preset behavior for the target virtual game character, wherein the second virtual game character and the first virtual game character belong to different camps.
[0170] The preset behavior may include at least one. The preset behavior may be set according to actual conditions, for example, the preset behavior may be moving or teleporting in the direction where the target virtual game character is located, which is not limited in the embodiment of the present application.
[0171] The second virtual game character refers to a virtual game character that is not controlled by the player in the game scene, which can be a game agent (a game agent can also be called an AI game character) or a non-player game character (NPC). The second virtual game character and the first virtual game character belong to different game camps. The second virtual game character can also be called an enemy virtual game character of the first virtual game character.
[0172] In the related art, when the target mission is to rescue a third virtual game character, after the second virtual game character captures the third virtual game character, the second virtual game character remains near the third virtual game character. When the first virtual game character reaches the vicinity of the third virtual game character, the second virtual game character is controlled to chase the first virtual game character, making the second virtual game character easily identifiable by players.
[0173] Alternatively, after the second virtual game character captures the third virtual game character, the second virtual game character can be controlled to chase the first virtual game character through reinforcement learning or transfer learning, so that the second virtual game character will not always be near the third virtual game character. Although this method can improve the intelligence of the second virtual game character, the computing resources required by reinforcement learning or transfer learning are huge and the generalization is poor.
[0174] In an embodiment of the present application, the target virtual game character that will eventually perform the target task is predicted based on the position distribution characteristics of different time intervals, and then the second virtual game character can be controlled to approach the target virtual game character to intercept the target virtual game character in advance. The computing resources required are relatively small, and different second virtual game characters can use this method. It has high generalization, improves the intelligence level of the second virtual game character, makes the second virtual game character not easy to be identified, and improves the player experience.
[0175] From the above content, it can be seen that in an embodiment of the present application, the position information of at least one first virtual game character in the game scene in at least two time intervals is obtained, the position information of each time interval is analyzed and processed, and the position distribution characteristics of at least one first virtual game character in each time interval are obtained; according to the position distribution characteristics of each time interval, the implementation coefficient of at least one first virtual game character to perform the target task is determined, and the implementation coefficient is used to indicate the implementation probability of at least one first virtual game character to perform the target task; according to the implementation coefficient, a target virtual game character that performs the target task is screened out from at least one first virtual game character; the second virtual game character in the game scene is controlled to perform a preset behavior for the target virtual game character, and the second virtual game character and the first virtual game character belong to different camps, so as to predict the target virtual game character that performs the target task according to the position distribution characteristics of at least one first virtual game character in multiple time intervals, and control the second virtual game character in the game scene to perform a preset behavior for the target virtual game character, thereby improving the intelligence of the second virtual game character, making it difficult to identify the second virtual game character, and improving the player's gaming experience.
[0176] According to the following Figure 7 , the game control method provided by the present application is further described. In the embodiment of the present application, the rescue of the third virtual game character is taken as the target task, the rescue coefficient is taken as the implementation coefficient, and the rescue probability is taken as the implementation probability.
[0177] 701. When it is detected that the third virtual game character in the game scene is in a state to be rescued, second game state information corresponding to the first candidate virtual game character in the game scene is obtained, and the second game state information includes at least one of the time when the first candidate virtual game character arrives at the target location where the second virtual game character is located, the survival state and the movement state of the first candidate virtual game character.
[0178] 702. Determine a rescue state of a first candidate virtual game character according to the second game state information, and determine a first candidate virtual game character whose rescue state is a rescuable state as at least one first virtual game character.
[0179] 703. Obtain position information of at least one first virtual game character in a first time interval and a second time interval, where the position information includes distance information and direction information.
[0180] Among them, the distance information indicates the distance between at least one first virtual game character and the second virtual game character, the direction information indicates the angle between the orientation of at least one first virtual game character and a first direction, and the first direction is the direction of a straight line where the position of at least one first virtual game character and the position of the second virtual game character are located.
[0181] The time length of the first time interval is greater than the time length of the second time interval, and the end time of the first time interval is the same as the end time of the second time interval.
[0182] For the convenience of description, the time length of the first time interval is referred to as the first time length, and the time length of the second time interval is referred to as the second time length. The terminal may determine the first time interval according to the first time length, and determine the second time interval according to the second time length.
[0183] Optionally, the terminal sets a first time window according to the first time length, sets a second time window according to the second time length, and then determines a first time interval according to the first time window every k seconds, and determines a second time interval according to the second time window. At this time, multiple first time intervals and multiple second time intervals can be obtained by sliding the first time window and the second time window. The first time lengths of different first time intervals are the same but the corresponding specific time periods are different, and the second time lengths of different second time intervals are the same but the corresponding specific time periods are different.
[0184] For example, the first time interval read for the first time according to the first time length can be as follows Figure 8 As shown, the specific time period corresponding to the first time interval read for the first time is t1-t3, and according to the second time length, the second time interval read for the first time can be as follows Figure 8 As shown, the specific time period corresponding to the second time interval read for the first time is t2-t3. According to the first time length, the first time interval read for the second time can be as follows: Figure 8 As shown, the specific time period corresponding to the first time interval read for the second time is t4-t6. According to the second time length, the second time interval read for the second time can be as follows: Figure 8 As shown, the specific time period corresponding to the second time interval read for the second time is t5-t6.
[0185] Optionally, the terminal may execute steps 704-7010 after acquiring each first time interval and a second time interval.
[0186] 704. Determine the average distance and average direction of each first virtual game character in the first time interval based on the distance information and direction information of each first virtual game character in the first time interval; determine the average distance and average direction of each first virtual game character in the second time interval based on the distance information and direction information of each first virtual game character in the second time interval.
[0187] When multiple first time intervals and multiple second time intervals are obtained by sliding the first time window and the second time window and based on the distance average and direction average corresponding to each time interval, it is determined whether to add the first virtual game character to the rescue list to implement the screening of the first virtual game character, the screening method for the first virtual game character of this embodiment can also be called a sliding average method, that is, the first virtual game character is screened by the sliding average method.
[0188] 705. Subtract the average distance value of each first virtual game character in the first time interval from the average distance value of each first virtual game character in the second time interval to obtain a distance difference feature corresponding to each first virtual game character; subtract the average direction value of each first virtual game character in the first time interval from the average direction value of each first virtual game character in the second time interval to obtain a direction difference feature corresponding to each first virtual game character.
[0189] 706. If the distance difference feature corresponding to the first virtual game character is greater than zero and the absolute value of the direction difference feature corresponding to the first virtual game character is less than a preset threshold, determine whether the first virtual game character exists in the rescue list.
[0190] 707. If the first virtual game character does not exist in the rescue list, add the first virtual game character to the rescue list, and set the counting identifier corresponding to the first virtual game character as the target identifier.
[0191] The target identifier indicates that the distance difference feature corresponding to the first virtual game character is greater than zero and the absolute value of the direction difference feature corresponding to the first virtual game character is less than a preset threshold. The first virtual game character in the rescue list may be referred to as a candidate virtual game character.
[0192] 708. If the first virtual game character exists in the rescue list, set the counting identifier corresponding to the first virtual game character as the target identifier.
[0193] 709. If the distance difference feature corresponding to the first virtual game character is less than zero and / or the absolute value of the direction difference feature corresponding to the first virtual game character is greater than a preset threshold, update the count mark corresponding to the first virtual game character in the rescue list to a non-target mark.
[0194] 7010. If the non-target identifier meets a preset threshold condition, the first virtual game character is deleted from the rescue list.
[0195] 7011. Obtain first game state information corresponding to the first virtual game character in the rescue list, and perform mapping processing on the first game state information to obtain state characteristics corresponding to the first game state information.
[0196] 7012. If the first virtual game character in the rescue list is a historical target virtual game character or a historical actual implementation virtual game character, and the historical actual implementation virtual game character is different from the historical target virtual game character, then determine the coefficient difference between the first historical rescue coefficient corresponding to the historical target virtual game character and the second historical rescue coefficient corresponding to the historical actual implementation virtual game character.
[0197] 7013. Determine the weight adjustment coefficient corresponding to the historical target virtual game character and / or the historical actual implementation virtual game character based on the coefficient difference.
[0198] 7014. According to the weight adjustment coefficient corresponding to the historical target virtual game character, the initial weight coefficient of the historical target virtual game character for the first game state information is adjusted to obtain the weight coefficient of the historical target virtual game character for the first game state information, and / or, according to the weight adjustment coefficient corresponding to the historical actual implementation virtual game character, the initial weight coefficient of the historical actual implementation virtual game character for the first game state information is adjusted to obtain the weight coefficient of the historical actual implementation virtual game character for the first game state information.
[0199] 7015. If the first virtual game character in the rescue list is not the historical target virtual game character, is not the historically actually implemented virtual game character, and / or the historically actually implemented virtual game character is the same as the historical target virtual game character, then the initial weight coefficient of the first virtual game character in the rescue list for the first game state information is determined as the weight coefficient.
[0200] 7016. According to the weight coefficient of the first game state information of the first virtual game character in the rescue list, adjust the state characteristics corresponding to the first game state information of the first virtual game character in the rescue list to obtain the adjusted state characteristics, and fuse the adjusted state characteristics to obtain the rescue coefficient of the first virtual game character to the second virtual game character in the rescue list.
[0201] 7017. According to the rescue coefficient, a target virtual game character for rescuing the second virtual game character is selected from the first virtual game character in the rescue list, and the second virtual game character is controlled to perform a preset behavior on the target virtual game character, where the second virtual game character is a game character that captures the second virtual game character.
[0202] The specific implementation method and corresponding beneficial effects of this embodiment can refer to the above-mentioned game control method embodiment, and this embodiment will not be repeated here.
[0203] In order to better implement the above method, an embodiment of the present application further provides a game control device, which can be specifically integrated into an electronic device, such as a computer device, which can be a terminal, a server, or other device.
[0204] Among them, the terminal can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a personal computer and other devices; the server can be a single server or a server cluster composed of multiple servers.
[0205] For example, in this embodiment, the method of the embodiment of the present application is described in detail by taking the game control device specifically integrated in the terminal as an example. This embodiment provides a game control device, such as Fig. 9 As shown, the game control device may include:
[0206] The acquisition module 901 is used to acquire position information of at least one first virtual game character in the game scene in at least two time intervals.
[0207] The processing module 902 is used to analyze and process the position information of each time interval to obtain the position distribution characteristics of at least one first virtual game character in each time interval.
[0208] The determination module 903 is used to determine the implementation coefficient of at least one first virtual game character performing the target task according to the position distribution characteristics of each time interval, and the implementation coefficient is used to indicate the implementation probability of at least one first virtual game character performing the target task.
[0209] The screening module 904 is used to screen out a target virtual game character that performs a target task from at least one first virtual game character according to the implementation coefficient.
[0210] The control module 905 is used to control the second virtual game character in the game scene to execute a preset behavior for the target virtual game character, and the second virtual game character and the first virtual game character belong to different camps.
[0211] In some embodiments, different time intervals have different starting times and / or different time intervals have different ending times, and the determination module 903 is specifically configured to:
[0212] Perform difference calculation on the location distribution features of each time interval to obtain difference features;
[0213] According to the difference feature, an implementation coefficient of at least one first virtual game character in performing a target task is determined.
[0214] In some embodiments, the determination module 903 is specifically configured to:
[0215] If the difference feature meets the preset condition, the first virtual game character corresponding to the difference feature is determined as a candidate virtual game character;
[0216] Obtaining first game state information corresponding to the candidate virtual game character;
[0217] According to the first game state information, an implementation coefficient of a first virtual game character among candidate virtual game characters for executing a target task is determined.
[0218] In some embodiments, the first game state information includes at least two types, and the determination module 903 is specifically used to:
[0219] Based on the first game state information, obtaining a state feature corresponding to the first game state information;
[0220] The state features are fused to obtain an implementation coefficient of the first virtual game character among the candidate virtual game characters for executing the target task.
[0221] In some embodiments, the target task is a task that the first virtual game character performs when going to the target location. The first game state information includes the current distance information between the candidate virtual game character and the target location, the health value of the candidate virtual game character, and the contribution information of the candidate virtual game character to the game victory. The state feature is represented by the state coefficient. The determination module 903 is specifically used to:
[0222] The state coefficient corresponding to the current distance information, the state coefficient corresponding to the life value, and the state coefficient corresponding to the contribution information are added together to obtain the implementation coefficient of the first virtual game character among the candidate virtual game characters to perform the target task.
[0223] In some embodiments, the determination module 903 is specifically configured to:
[0224] Obtaining a weight coefficient of a candidate virtual game character for the first game state information;
[0225] According to the weight coefficient corresponding to the first game state information, the state feature corresponding to the first game state information is adjusted to obtain the adjusted state feature;
[0226] The adjusted state features are fused to obtain an implementation coefficient of the first virtual game character among the candidate virtual game characters for executing the target task.
[0227] In some embodiments, the determination module 903 is specifically configured to:
[0228] Obtaining historical implementation coefficients of candidate virtual game characters;
[0229] Determine the weight adjustment coefficient corresponding to the candidate virtual game character based on the historical implementation coefficient;
[0230] According to the weight adjustment coefficient corresponding to the candidate virtual game character, the initial weight coefficient of the candidate virtual game character for the first game state information is adjusted to obtain the weight coefficient of the candidate virtual game character for the first game state information.
[0231] In some embodiments, the candidate virtual game characters include historical target virtual game characters and historical actual implementation virtual game characters, the historical target virtual game characters are historically screened target virtual game characters, and the determination module 903 is specifically used to:
[0232] Determine a coefficient difference between a first historical implementation coefficient corresponding to a historical target virtual game character and a second historical implementation coefficient corresponding to a historically actually implemented virtual game character;
[0233] According to the coefficient difference, the weight adjustment coefficient corresponding to the historical target virtual game character and / or the historical actual implementation virtual game character is determined.
[0234] In some embodiments, the determination module 903 is specifically configured to:
[0235] If the difference feature meets the preset condition, the first virtual game character corresponding to the difference feature is determined as a candidate virtual game character, and the counting mark corresponding to the first virtual game character corresponding to the difference feature is set as a target mark, and the target mark indicates that the difference feature meets the preset condition.
[0236] In some embodiments, the determination module 903 is specifically configured to:
[0237] If the difference feature does not meet the preset condition, the counting mark corresponding to the first virtual game character corresponding to the difference feature is updated to a non-target mark;
[0238] If the non-target identifier meets the preset threshold condition, the first virtual game character corresponding to the difference feature is determined as a non-candidate virtual game character.
[0239] In some embodiments, the target task is a task in which the first virtual game character goes to a target location to rescue the third virtual game character, and the screening module 904 is further used to:
[0240] When it is detected that the third virtual game character is in a state to be rescued, obtaining the rescue state of the first candidate virtual game character in the game scene;
[0241] The first candidate virtual game character whose rescue state is a rescueable state is determined as at least one first virtual game character.
[0242] In some embodiments, the screening module 904 is further configured to:
[0243] Acquire second game state information corresponding to the first candidate virtual game character in the game scene, the second game state information including at least one of the time when the first candidate virtual game character arrives at the target location, the survival state and the movement state of the first candidate virtual game character;
[0244] The rescue state of the first candidate virtual game character is determined according to the second game state information.
[0245] In some embodiments, the target task includes a task that a first virtual game character performs by traveling to a target location, the first virtual game character is controlled based on a first game account, the location information includes at least one of distance information and direction information, the distance information indicates the distance between at least one first virtual game character and the target location, the direction information indicates the angle between the orientation of at least one first virtual game character and a first direction, the first direction being the direction of a straight line where the position of at least one first virtual game character and the target location are located.
[0246] In specific implementation, the above modules can be implemented as independent entities, or can be arbitrarily combined and implemented as the same or several entities. The specific implementation methods and corresponding beneficial effects of the above modules can be found in the previous method embodiments, which will not be repeated here.
[0247] Accordingly, an embodiment of the present application further provides an electronic device, which may be a terminal, and the terminal may be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), or other terminal devices. Fig.10 As shown, Fig.10 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device 1000 includes a processor 1001 having one or more processing cores, a memory 1002 having one or more computer-readable storage media, and a computer program stored in the memory 1002 and executable on the processor. The processor 1001 is electrically connected to the memory 1002. It will be understood by those skilled in the art that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.
[0248] Processor 1001 is the control center of electronic device 1000. It uses various interfaces and lines to connect various parts of the entire electronic device 1000, executes various functions of electronic device 1000 and processes data by running or loading software programs and / or modules stored in memory 1002, and calling data stored in memory 1002, thereby monitoring electronic device 1000 as a whole.
[0249] In the embodiment of the present application, the processor 1001 in the electronic device 1000 will load instructions corresponding to the processes of one or more application programs into the memory 1002 according to the following steps, and the processor 1001 will run the application programs stored in the memory 1002 to implement various functions:
[0250] Acquire position information of at least one first virtual game character in a game scene in at least two time intervals;
[0251] Analyzing and processing the position information of each time interval to obtain the position distribution characteristics of at least one first virtual game character in each time interval;
[0252] Determining, according to the position distribution characteristics of each time interval, an implementation coefficient of at least one first virtual game character performing the target task, the implementation coefficient being used to indicate an implementation probability of at least one first virtual game character performing the target task;
[0253] According to the implementation coefficient, a target virtual game character that performs the target task is selected from at least one first virtual game character;
[0254] A second virtual game character in the game scene is controlled to execute a preset behavior for the target virtual game character, and the second virtual game character and the first virtual game character belong to different camps.
[0255] The specific implementation methods and corresponding beneficial effects of the above operations can be found in the detailed description of the game control method above, which will not be elaborated here.
[0256] Optional, such as Fig.10 As shown, the electronic device 1000 further includes: a touch screen 1003, a radio frequency circuit 1004, an audio circuit 1005, an input unit 1006, and a power supply 1007. The processor 1001 is electrically connected to the touch screen 1003, the radio frequency circuit 1004, the audio circuit 1005, the input unit 1006, and the power supply 1007, respectively. Those skilled in the art can understand that Fig.10 The electronic device structure shown in the figure does not constitute a limitation of the electronic device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.
[0257] The touch display screen 1003 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 1003 may include a display panel and a touch panel. Among them, the display panel may be used to display information input by the user or information provided to the user and various graphical user interfaces of the electronic device, and these graphical user interfaces may be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel may be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light emitting diode (OLED, Organic Light-Emitting Diode) and the like. The touch panel may be used to collect the user's touch operation on or near it (such as the user using any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts, a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 1001, and can receive the command sent by the processor 1001 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 1001 to determine the type of touch event, and then the processor 1001 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 1003 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 1003 can also be used as a part of the input unit 1006 to realize the input function.
[0258] The radio frequency circuit 1004 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other electronic devices through wireless communication, and to send and receive signals with the network device or other electronic devices.
[0259] The audio circuit 1005 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 1005 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 1005 and converted into audio data, and then the audio data is output to the processor 1001 for processing, and then sent to another electronic device through the radio frequency circuit 1004, or the audio data is output to the memory 1002 for further processing. The audio circuit 1005 may also include an earplug jack to provide communication between an external headset and an electronic device.
[0260] The input unit 1006 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function control.
[0261] The power supply 1007 is used to supply power to various components of the electronic device 1000. Optionally, the power supply 1007 can be logically connected to the processor 1001 through a power management system, so as to manage charging, discharging, and power consumption through the power management system. The power supply 1007 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0262] although Fig.10 Not shown, the electronic device 1000 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0263] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0264] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.
[0265] To this end, an embodiment of the present application provides a computer-readable storage medium, in which multiple computer programs are stored, and the computer program can be loaded by a processor to execute any game control method provided in the embodiment of the present application. For example, the computer program can execute the following steps:
[0266] Acquire position information of at least one first virtual game character in a game scene in at least two time intervals;
[0267] Analyzing and processing the position information of each time interval to obtain the position distribution characteristics of at least one first virtual game character in each time interval;
[0268] Determining, according to the position distribution characteristics of each time interval, an implementation coefficient of at least one first virtual game character performing the target task, the implementation coefficient being used to indicate an implementation probability of at least one first virtual game character performing the target task;
[0269] According to the implementation coefficient, a target virtual game character that performs the target task is selected from at least one first virtual game character;
[0270] A second virtual game character in the game scene is controlled to execute a preset behavior for the target virtual game character, and the second virtual game character and the first virtual game character belong to different camps.
[0271] The specific implementation methods and corresponding beneficial effects of the above operations can be found in the detailed description of the game control method above, which will not be elaborated here.
[0272] The computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0273] Since the computer program stored in the computer-readable storage medium can execute any one of the game control methods provided in the embodiments of the present application, the beneficial effects that can be achieved by any one of the game control methods provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.
[0274] The game control method, device, electronic device and computer-readable storage medium provided in the embodiments of the present application are introduced in detail above. Specific examples are used in this article to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea. At the same time, for technical personnel in this field, according to the idea of the present application, there will be changes in the specific implementation method and application scope. In summary, the content of this specification should not be understood as a limitation on the present application.
Claims
1. A game control method, characterized in that: The method comprises: Acquire position information of at least one first virtual game character in a game scene in at least two time intervals; Analyzing and processing the position information of each of the time intervals to obtain the position distribution characteristics of the at least one first virtual game character in each of the time intervals; Determining, according to the position distribution characteristics of each of the time intervals, an implementation coefficient of the at least one first virtual game character performing the target task, wherein the implementation coefficient is used to indicate an implementation probability of the at least one first virtual game character performing the target task; According to the implementation coefficient, selecting a target virtual game character that performs a target task from the at least one first virtual game character; A second virtual game character in the game scene is controlled to execute a preset behavior for the target virtual game character, wherein the second virtual game character and the first virtual game character belong to different camps.
2. The game control method according to claim 1, characterized in that: The starting time of different time intervals is different and / or the ending time of different time intervals is different, and the determining, according to the position distribution characteristics of each time interval, the implementation coefficient of the at least one first virtual game character performing the target task includes: Performing a difference operation on the position distribution feature of each of the time intervals to obtain a difference feature; According to the difference feature, an implementation coefficient of the at least one first virtual game character in performing the target task is determined.
3. The game control method according to claim 2, characterized in that: Determining the implementation coefficient of the at least one first virtual game character performing the target task according to the difference feature includes: If the difference feature satisfies a preset condition, determining the first virtual game character corresponding to the difference feature as a candidate virtual game character; Acquire first game state information corresponding to the candidate virtual game character; According to the first game state information, an implementation coefficient of a first virtual game character among the candidate virtual game characters for executing a target task is determined.
4. The game control method according to claim 3, characterized in that: The step of determining, based on the first game state information, an implementation coefficient of a first virtual game character among the candidate virtual game characters for executing a target task comprises: Based on the first game state information, obtaining a state feature corresponding to the first game state information; The state features are fused to obtain an implementation coefficient of the first virtual game character among the candidate virtual game characters for executing the target task.
5. The game control method according to claim 4, characterized in that: The target task is a task that the first virtual game character performs when going to a target location, the first game state information includes current distance information between the candidate virtual game character and the target location, the health value of the candidate virtual game character, and contribution information of the candidate virtual game character to the game victory, and the state feature is represented by a state coefficient; The fusing process of the state features to obtain the implementation coefficient of the first virtual game character among the candidate virtual game characters for executing the target task includes: The state coefficient corresponding to the current distance information, the state coefficient corresponding to the life value, and the state coefficient corresponding to the contribution information are added together to obtain an implementation coefficient of the first virtual game character among the candidate virtual game characters to perform the target task.
6. The game control method according to claim 4, characterized in that: The fusing process of the state features to obtain the implementation coefficient of the first virtual game character among the candidate virtual game characters for executing the target task includes: Obtaining a weight coefficient of the candidate virtual game character for the first game state information; According to the weight coefficient corresponding to the first game state information, the state feature corresponding to the first game state information is adjusted to obtain the adjusted state feature; The adjusted state features are fused to obtain an implementation coefficient of the first virtual game character among the candidate virtual game characters for executing the target task.
7. The game control method according to claim 6, characterized in that: The obtaining of the weight coefficient of the candidate virtual game character for the first game state information includes: Obtaining a historical implementation coefficient of the candidate virtual game character; Determining a weight adjustment coefficient corresponding to the candidate virtual game character according to the historical implementation coefficient; According to the weight adjustment coefficient corresponding to the candidate virtual game character, the initial weight coefficient of the candidate virtual game character for the first game state information is adjusted to obtain the weight coefficient of the candidate virtual game character for the first game state information.
8. The game control method according to claim 7, characterized in that: The candidate virtual game characters include historical target virtual game characters and historical actual implementation virtual game characters, wherein the historical target virtual game characters are target virtual game characters screened out historically; The step of determining the weight adjustment coefficient corresponding to the candidate virtual game character according to the historical implementation coefficient includes: Determine a coefficient difference between a first historical implementation coefficient corresponding to a historical target virtual game character and a second historical implementation coefficient corresponding to a historically actually implemented virtual game character; According to the coefficient difference, the weight adjustment coefficient corresponding to the historical target virtual game character and / or the historical actual implementation virtual game character is determined.
9. The game control method according to claim 3, characterized in that: If the difference feature satisfies a preset condition, determining the first virtual game character corresponding to the difference feature as a candidate virtual game character comprises: If the difference feature meets the preset condition, the first virtual game character corresponding to the difference feature is determined as a candidate virtual game character, and the counting identifier corresponding to the first virtual game character corresponding to the difference feature is set as a target identifier, and the target identifier indicates that the difference feature meets the preset condition.
10. The game control method according to claim 9, characterized in that: After determining the first virtual game character corresponding to the difference feature as a candidate virtual game character, the method further includes: If the difference feature does not meet the preset condition, updating the counting mark corresponding to the first virtual game character corresponding to the difference feature to a non-target mark; If the non-target identifier meets a preset threshold condition, the first virtual game character corresponding to the difference feature is determined as a non-candidate virtual game character.
11. The game control method according to claim 1, characterized in that: The target task is a task in which the first virtual game character goes to a target location to rescue a third virtual game character. Before obtaining the location information of at least one first virtual game character in the game scene in at least two time intervals, the method further includes: When it is detected that the third virtual game character is in a state to be rescued, obtaining a rescue state of a first candidate virtual game character in the game scene; The first candidate virtual game character whose rescue status is a rescueable status is determined as at least one first virtual game character.
12. The game control method according to claim 11, characterized in that: Obtaining the rescue status of the first candidate virtual game character in the game scene includes: Acquire second game state information corresponding to a first candidate virtual game character in the game scene, wherein the second game state information includes at least one of a time when the first candidate virtual game character arrives at the target location, a survival state, and a movement state of the first candidate virtual game character; The rescue status of the first candidate virtual game character is determined according to the second game status information.
13. The game control method according to any one of claims 1 to 12, characterized in that: The target task includes a task that a first virtual game character performs by going to a target location, the first virtual game character is controlled based on a first game account, the location information includes at least one of distance information and direction information, the distance information indicates the distance between the at least one first virtual game character and the target location, the direction information indicates the angle between the orientation of the at least one first virtual game character and a first direction, the first direction being the direction of a straight line where the position of the at least one first virtual game character and the target location are located.
14. A game control device, characterized in that: The device comprises: An acquisition module, used to acquire position information of at least one first virtual game character in a game scene in at least two time intervals; A processing module, configured to analyze and process the position information of each of the time intervals to obtain a position distribution feature of the at least one first virtual game character in each of the time intervals; A determination module, configured to determine, according to the position distribution characteristics of each of the time intervals, an implementation coefficient of the at least one first virtual game character performing the target task, wherein the implementation coefficient is used to indicate an implementation probability of the at least one first virtual game character performing the target task; A screening module, configured to screen out a target virtual game character that performs a target task from the at least one first virtual game character according to the implementation coefficient; The control module is used to control a second virtual game character in the game scene to execute a preset behavior for the target virtual game character, wherein the second virtual game character and the first virtual game character belong to different camps.
15. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the game control method according to any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the game control method according to any one of claims 1 to 13.
