Method, device and equipment for displaying information in game and storage medium
By adjusting the virtual terrain and game resources based on the historical game data of the game map, the problem of unchanging game scenes and resources is solved, and the freshness of the game and the diversity of content is enhanced.
Patent Information
- Application Number
- CN202411419410.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-10-11
- Publication Date
- 2025-01-07
AI Technical Summary
The game configuration information corresponding to each game map in the existing game is fixed and unchanged, resulting in the game scene and resources being unchanged, lacking fresh experiences, resulting in serious templated game content.
At the beginning of the game, the virtual terrain and game resources are adjusted according to the historical game data of the target game map to match it with the historical game data, thereby generating a new game scene.
It enriches the game content, enhances the freshness of players, and improves the problem of templated game content.
Smart Images

Figure CN119258529A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a method, device, equipment and storage medium for displaying information in a game. Background Art
[0002] In existing games, players can select a target game map corresponding to the current game from multiple game maps. After the game starts, the terminal device will configure the virtual terrain and game resources in the target game scene corresponding to the target game map according to the game configuration information corresponding to the target game map. However, since the game configuration information corresponding to each game map in the game is fixed, the virtual terrain and game resources configured in the game scene corresponding to each game map remain unchanged, making the game content templated and players lack a fresh experience in the game. Summary of the invention
[0003] In view of this, the present application provides a method, apparatus, device and storage medium for displaying information in a game, which can adjust the virtual terrain and / or game resources configured in the target game scene corresponding to the target game map according to the historical game data of the game matches conducted through the target game map, so that the virtual terrain and game resources configured in the target game scene are no longer static, which is conducive to enriching the game content, improving the serious problem of game content templateization, and enhancing the player's sense of freshness for the game.
[0004] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings.
[0005] In a first aspect, an embodiment of the present application provides a method for displaying information in a game, wherein a graphical user interface is provided through a terminal device, wherein the game includes a plurality of game maps, and different game maps correspond to different game scenes. The information display method includes:
[0006] In response to a game match start instruction, determining historical game data corresponding to a game match conducted through a target game map, wherein the target game map is a game map corresponding to the game match among the multiple game maps, and the target game map corresponds to a target game scene;
[0007] According to the historical game data, adjusting the virtual terrain and / or game resources configured in the target game scene so that the virtual terrain and / or game resources match the historical game data;
[0008] According to the adjusted game resources and virtual terrain, a game scene corresponding to the target game map is rendered and generated and displayed in the graphical user interface.
[0009] In a second aspect, an embodiment of the present application provides an information display device in a game, which provides a graphical user interface through a terminal device, wherein the game includes multiple game maps, and different game maps correspond to different game scenes. The information display device includes:
[0010] A response module, configured to determine, in response to a game match start instruction, historical game data corresponding to a game match conducted through a target game map, wherein the target game map is a game map corresponding to the game match among the multiple game maps, and the target game map corresponds to a target game scene;
[0011] An adjustment module, configured to adjust the virtual terrain and / or game resources configured in the target game scene according to the historical game data, so that the virtual terrain and / or game resources match the historical game data;
[0012] The display module is used to render and generate a game scene corresponding to the target game map according to the adjusted game resources and virtual terrain, and display it in the graphical user interface.
[0013] In a third aspect, an embodiment of the present application provides a computer device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps of the above-mentioned method for displaying information in a game when executing the computer program.
[0014] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the information display method in the above-mentioned game are executed.
[0015] The technical solution provided by the embodiments of the present application may have the following beneficial effects:
[0016] An in-game information display method, apparatus, device, and storage medium provided in an embodiment of the present application can adjust the virtual terrain and / or game resources configured in a target game scene corresponding to a target game map according to historical game data of game matches conducted through a target game map, so that the virtual terrain and game resources configured in the target game scene are no longer static, which is conducive to enriching game content, improving the problem of serious game content templateization, and enhancing players' sense of freshness for the game. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0018] Figure 1 A schematic diagram showing a flow chart of a method for displaying information in a game provided by an embodiment of the present application is shown;
[0019] Figure 2 A schematic diagram showing a comparison of different virtual terrains configured in a target scene area before and after the historical battle frequency reaches a preset frequency threshold provided by an embodiment of the present application;
[0020] Figure 3 A flow chart of a method for checking the top player corresponding to a game map and game tasks available in the game map provided by an embodiment of the present application is shown;
[0021] Figure 4a A schematic diagram of an interface interaction for displaying a target game map and related prompt information of a top player provided in an embodiment of the present application is shown;
[0022] Figure 4b A schematic diagram of an interface interaction for displaying resource prompt information provided by an embodiment of the present application is shown;
[0023] Figure 5 A schematic diagram of an interface for displaying a target location mark on a target game map provided by an embodiment of the present application is shown;
[0024] Figure 6a A schematic diagram of an interface for marking and displaying a fierce battle area on a target game map provided by an embodiment of the present application is shown;
[0025] Figure 6b A schematic diagram of an interface for displaying area prompt information related to an intense fighting area on a graphical user interface provided by an embodiment of the present application is shown;
[0026] Figure 7 A schematic diagram of an interface interaction for displaying a target game map and player privilege information of a top player provided by an embodiment of the present application is shown;
[0027] Figure 8 A schematic diagram of an interface for marking and displaying a real birth place and a fake birth place on a target game map provided by an embodiment of the present application is shown;
[0028] Fig. 9A schematic diagram showing the structure of an information display device in a game provided by an embodiment of the present application is shown;
[0029] Fig.10 A schematic diagram of the structure of an electronic device 1000 provided in an embodiment of the present application. DETAILED DESCRIPTION
[0030] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art can add one or more other operations to the flowchart under the guidance of the content of the present application, or remove one or more operations from the flowchart.
[0031] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.
[0032] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the existence of the features declared thereafter, but does not exclude the addition of other features.
[0033] In existing games, players can select a target game map corresponding to the current game from multiple game maps. After the game starts, the terminal device will configure the virtual terrain and game resources in the target game scene corresponding to the target game map according to the game configuration information corresponding to the target game map. However, since the game configuration information corresponding to each game map in the game is fixed, the virtual terrain and game resources configured in the game scene corresponding to each game map remain unchanged, making the game content templated and players lack a fresh experience in the game.
[0034] Based on this, the embodiments of the present application provide a method, apparatus, device and storage medium for displaying information in a game, which can adjust the virtual terrain and / or game resources configured in the target game scene corresponding to the target game map according to the historical game data of the game matches conducted through the target game map, so that the virtual terrain and game resources configured in the target game scene are no longer static, which is conducive to enriching the game content, improving the serious problem of game content templateization, and enhancing the player's sense of freshness for the game.
[0035] In one embodiment of the present application, a method for displaying information in a game can be run on a terminal device or a server. The terminal device can be a local terminal device. When the method for displaying information in a game is run on a server, the method for displaying information can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device (i.e., a terminal device).
[0036] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the information display method in the game are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0037] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0038] To facilitate understanding of the embodiments of the present application, a method, device, equipment and storage medium for displaying information in a game provided by the embodiments of the present application are introduced in detail below.
[0039] Reference Figure 1 As shown, Figure 1 A flow chart of an information display method in a game provided by an embodiment of the present application is shown, wherein a graphical user interface is provided by a terminal device, the game includes multiple game maps, different game maps correspond to different game scenes, and the information display method includes steps S101-S102; specifically:
[0040] S101, in response to a game match start instruction, determining historical game data corresponding to a game match conducted through a target game map.
[0041] S102: According to the historical game data, adjust the virtual terrain and / or game resources configured in the target game scene so that the virtual terrain and / or game resources match the historical game data.
[0042] S103, rendering and generating a game scene corresponding to the target game map according to the adjusted game resources and virtual terrain, and displaying the game scene in the graphical user interface.
[0043] The information display method in the above-mentioned game provided by the embodiment of the present application can adjust the virtual terrain and / or game resources configured in the target game scene corresponding to the target game map according to the historical game data of the game matches conducted through the target game map, so that the virtual terrain and game resources configured in the target game scene are no longer static, which is conducive to enriching the game content, improving the serious problem of game content templateization, and enhancing the player's freshness to the game.
[0044] The following is an exemplary description of each step in the information display method in the above game provided by the embodiment of the present application:
[0045] S101, in response to a game match start instruction, determining historical game data corresponding to a game match conducted through a target game map.
[0046] Here, before the game starts, the graphical user interface provided by the terminal device displays map options corresponding to the above-mentioned multiple game maps respectively. The terminal device responds to the player's (i.e., the player corresponding to the terminal device) selection instruction for any map option, and can display the game map corresponding to the map option (i.e., the map option selected by the player) on the graphical user interface. The player can select the birthplace of the controlled virtual character (i.e., the virtual game character controlled by the player) in the current game from the above-mentioned game map displayed on the graphical user interface (i.e., the initial appearance position of the controlled virtual character after the game starts). The terminal device responds to the player's confirmation instruction for the currently selected birthplace to determine the start of the current game (i.e., the above-mentioned game start instruction can be a confirmation instruction for the currently selected birthplace).
[0047] It should be noted that the above-mentioned confirmation instruction can be a click operation of the player on the confirmation button displayed on the graphical user interface after selecting the birthplace, or it can be a specific operation on the currently selected birthplace (such as a double-click operation, etc.); the embodiment of the present application does not impose any limitation on the specific instruction sending method of the above-mentioned confirmation instruction and the above-mentioned game start instruction.
[0048] Specifically, the above-mentioned target game map is a game map corresponding to the game match described in the above-mentioned multiple game maps, that is, the player selects the birthplace of the controlled virtual character in the current game match from the target game map, and the current game match is carried out in the target game scene corresponding to the target game map.
[0049] Here, the terminal device responds to the game match start instruction (i.e., the confirmation instruction of the player for the birthplace selected in the target game map), and before controlling the controlled virtual character to enter the scene area in the target game scene that matches the birthplace, it needs to pre-load the virtual terrain (i.e., virtual scene elements such as virtual buildings, virtual ground, and scene decorations in the target game scene) and game resources (i.e., virtual game rewards such as virtual props and virtual gold coins that the player can obtain from the target game scene), which is different from the prior art of directly loading the unchanging virtual terrain and game resources corresponding to the target game scene (equivalent to the virtual terrain and game resources configured in the target game scene whenever the player enters the target game scene). The difference is that, in an embodiment of the present application, the terminal device can first determine the historical game data corresponding to the game game conducted through the target game map, and then use the determined historical game data as a reference to adjust the virtual terrain and / or game resources configured in the target game scene, and then load the adjusted virtual terrain and game resources in the target game scene (i.e., render and generate the game scene corresponding to the target game map based on the adjusted game resources and virtual terrain), so that the virtual terrain and game resources configured in the target game scene are no longer static, which is conducive to enriching the game content, improving the serious problem of game content templateization, and enhancing the player's freshness to the game.
[0050] In the embodiment of the present application, as an optional embodiment, when executing the above step S101, the above historical game data may be determined according to the method described in the following steps a1-a2, specifically:
[0051] Step a1, obtaining game match data corresponding to multiple game matches conducted through a target game map within a target time period.
[0052] Here, considering that all players can choose the target game map to play a game, if the game match data of all game matches played through the target game map in history are obtained, the amount of game match data obtained is too large, which may increase the data processing pressure of the game server and the terminal device, and easily lead to reduced data analysis and data loading efficiency. Therefore, in the embodiment of the present application, as an optional embodiment, the game match data corresponding to all game matches played through the target game map within the target time period can be obtained as the data source of the above-mentioned historical game data, and the AI (Artificial Intelligence) model is used to analyze and process the obtained game match data, and the data analysis and processing results are output as the historical game data in the above-mentioned step S101.
[0053] It should be noted that the specific value of the above-mentioned target time period can be set according to the actual game configuration requirements. The embodiment of the present application does not impose any limitation on the specific value of the above-mentioned target time period; however, considering that if the specific value of the target time period is set too short, the historical game data may be updated too frequently due to too frequent data acquisition, thereby indirectly causing the virtual terrain and game resources configured in the target game scene to be adjusted too frequently, increasing the data processing pressure of the game server and the terminal device. Therefore, in the embodiment of the present application, as an optional embodiment, the above-mentioned target time period can be determined according to the game season of the game. For example, the season period of a game season is used as the above-mentioned target time period, so that the historical game data in the above-mentioned step S101 can be divided according to the game season, and then in the current game season, the virtual terrain and game resources configured in the game scene of each game map can be adjusted according to the historical game data of all game games conducted through the game map in the current game season, so that players can feel the changes in the game scene (specifically the changes in virtual terrain and game resources) in different game games conducted through the same game map, thereby improving the serious problem of game content templateization and enhancing the player's freshness to the game.
[0054] Step a2: input the plurality of game match data into an artificial intelligence model, analyze and process the plurality of game match data through the artificial intelligence model, and output the historical battle frequency of battle events occurring in each scene area in the target game scene and the influence points accumulated by multiple players in the target game scene as the historical game data.
[0055] Here, the above-mentioned multiple players are determined based on the multiple game match data, that is, the above-mentioned multiple players are equivalent to all players who have selected the target game map to play the game within the target time period.
[0056] It should be noted that the above-mentioned artificial intelligence model can be a generative AI or a GPT (Generative Pre-Trained Transformer, a deep learning model based on the Internet, trained with available data, and text generation) model. The embodiments of this application do not impose any limitations on the specific model structure of the above-mentioned artificial intelligence model.
[0057] Specifically, when executing step a2, the artificial intelligence model can be used to determine the battle game data belonging to the battle event from the multiple game match data, and based on the battle location corresponding to each battle game data in the target game scene, the historical battle frequency of the battle events occurring in each scene area in the target game scene is determined and output.
[0058] Here, the above-mentioned multiple game match data are input into the artificial intelligence model. The artificial intelligence model can determine the battle game data belonging to the battle event from each game match data (including but not limited to: the number of deaths and injuries of the virtual game characters controlled by the players, the number of battles between different players, the firing frequency, the battle locations corresponding to the battles between different players in the target game scene, etc.). For each scene area that constitutes the target game scene, the artificial intelligence model can analyze and determine the historical battle frequency of battle events occurring in the scene area based on the battle locations corresponding to each of the above-mentioned battle game data in the target game scene through underlying analysis algorithms such as time series analysis or heat map analysis.
[0059] Specifically, when executing step a2, the game behavior data corresponding to the multiple players can be determined from the multiple game match data through the artificial intelligence model, and based on the influence points corresponding to different game behaviors, the cumulative influence points corresponding to the game behavior data of each player are counted and output as the influence points accumulated by the player in the target game scene.
[0060] Here, the above-mentioned multiple game match data are input into the artificial intelligence model. For each of the above-mentioned multiple players, the artificial intelligence model can determine the game behavior data belonging to the player from the above-mentioned multiple game match data (the game behavior includes but is not limited to: the movement path of the virtual game character controlled by the player in the game, the amount of game resources collected, the number of battles with other players, the number of battle wins, etc.). Then, for the above-mentioned game behavior data generated by the player in the target game scene, the influence points corresponding to each game behavior in the above-mentioned game behavior data can be calculated according to a pre-trained point calculation model or a preset point calculation rule, wherein the above-mentioned influence points obtained by the player in each game match can be accumulated in the next game match, so that the target game scene is used as the statistical unit. By summing the influence points corresponding to each game behavior generated by the player in the target game scene, the influence points accumulated by the player in the target game scene up to now (for example, up to the execution time of the above-mentioned step S101) (that is, the cumulative influence points corresponding to the game behavior data of the player) can be statistically obtained.
[0061] It should be noted that if the above-mentioned point calculation model or the above-mentioned point calculation rules are different, the influence points corresponding to the same game behavior may be different. The embodiments of this application do not impose any limitations on the specific model type of the above-mentioned point calculation model and the specific rule settings of the above-mentioned point calculation rules.
[0062] S102: According to the historical game data, adjust the virtual terrain and / or game resources configured in the target game scene so that the virtual terrain and / or game resources match the historical game data.
[0063] Here, in combination with the above steps a1-a2, it can be seen that the historical game data in step S101 mainly includes the following two types of data: the historical battle frequency of battle events occurring in each scene area in the target game scene and the influence points accumulated by multiple players in the target game scene.
[0064] Based on the above two types of data, when executing the above step S102, as an optional embodiment, the game resources configured in the target game scene can be adjusted according to the method described in the following steps b1-b2 according to the influence points accumulated by the above multiple players in the target game scene, specifically:
[0065] Step b1: According to the influence points accumulated by the multiple players in the target game scene respectively, determine the player with the highest influence point from the multiple players as the number one player corresponding to the target game scene.
[0066] Here, the specific calculation method of the influence points accumulated by each player in the target game scene can refer to the relevant instructions in the aforementioned step a2, and the repeated parts will not be repeated here.
[0067] It should be noted that the higher the influence points accumulated by the player in the target game scene, the greater the influence of the player on the game resources configured in the target game scene. Therefore, the player with the highest influence points accumulated in the target game scene can be determined from the multiple players who have played games through the target game map within the target time period as the number one player corresponding to the target game scene (also equivalent to the number one player corresponding to the target game map).
[0068] Step b2: Determine the game resources configured in the target game scene according to the influence points accumulated by the number one player in the target game scene.
[0069] Here, the correlation direction between the game resources configured in the target game scene and the influence points accumulated by the above-mentioned number one player in the target game scene is negatively correlated, that is, when the influence points accumulated by the above-mentioned number one player in the target game scene increase (such as being higher than the first preset score threshold), the game resources configured in the target game scene need to be reduced; when the influence points accumulated by the above-mentioned number one player in the target game scene decrease (such as decreasing to less than the second preset score threshold), the game resources configured in the target game scene need to be increased, so that the game resources configured in the target game scene can be dynamically adjusted according to the changes in the influence points accumulated by the number one player in the target game scene, which is conducive to strengthening the correlation between the player and the game content, and is also conducive to enriching the game content, improving the serious problem of game content templateization, and enhancing the player's freshness to the game.
[0070] It should be noted that, in terms of underlying technical implementation, a preset function or a preset model can be used to calculate the specific adjustment ratio relationship applicable when dynamically adjusting the game resources configured in the target game scene (equivalent to the corresponding reduction or increase in the game resource output ratio of the game resources configured in the target game scene for each unit increase in the influence points or each unit decrease in the influence points of the number one player); the specific calculation method of the above-mentioned adjustment ratio relationship is not limited in any way in the embodiments of the present application.
[0071] When executing the above step S102, as another optional embodiment, the game resources configured in the target game scene may be adjusted according to the method described in the following steps c1-c2 according to the historical battle frequency of battle events occurring in each scene area in the above target game scene, specifically:
[0072] Step c1, according to the historical battle frequency of battle events occurring in each scene area in the target game scene, determine the target scene area whose historical battle frequency is greater than or equal to a preset frequency threshold from the target game scene.
[0073] Here, the specific statistical method for the historical frequency of battle events occurring in each scene area in the target game scene can be found in the relevant description of the aforementioned step a2, and the repeated parts will not be repeated here.
[0074] It should be noted that the specific value of the above-mentioned preset frequency threshold can be set according to the actual game configuration requirements, and the embodiments of the present application do not impose any limitation on this.
[0075] Step c2: reducing the game resources configured in the target scene area to preset game resources.
[0076] Here, compared with other scene areas in the target game scene (i.e., scene areas where the historical battle frequency is less than the above-mentioned preset frequency threshold), since the target scene area belongs to the area where battle events occur more frequently in the target game scene (i.e., the historical battle frequency is greater than or equal to the above-mentioned preset frequency threshold), in order to improve the realism of the game and facilitate the player's immersive experience of the game, the game resources configured in the target scene area can be reduced (i.e., the game resources configured in the target scene area can be reduced to the preset game resources).
[0077] It should be noted that the above-mentioned preset game resources can be determined based on the game resources configured in the above-mentioned other scene areas in the target game scene (that is, the game resources configured in the target scene area are less than the game resources configured in the above-mentioned other scene areas), and can also be determined based on the original game resources configured corresponding to the target scene area when the historical battle frequency is less than the above-mentioned preset frequency threshold (equivalent to reducing the game resources configured in the target scene area on the basis of the above-mentioned original game resources after the historical battle frequency is greater than the above-mentioned preset frequency threshold); the embodiment of the present application does not impose any limitation on the specific resource quantity of the above-mentioned preset game resources.
[0078] When executing the above step S102, as another optional embodiment, the game resource virtual terrain configured in the target game scene may be adjusted according to the method described in the following steps d1-d2 according to the influence points accumulated by the above multiple players in the target game scene, specifically:
[0079] Step d1, based on the historical battle frequency of battle events occurring in each scene area in the target game scene, determine a target scene area from the target game scene whose historical battle frequency is greater than or equal to a preset frequency threshold.
[0080] Here, the specific implementation of step d1 is the same as that of the aforementioned step c1, and the repeated parts are not repeated here.
[0081] Step d2: adjusting the virtual terrain configured in the target scene area to a target virtual terrain with battle traces.
[0082] Here, the more frequent fighting behaviors of different players in the target scene area will directly affect the virtual terrain configured in the target scene area, that is, when the historical fighting frequency of fighting events in the target scene area has not reached the above-mentioned preset frequency threshold, the virtual terrain originally configured in the target scene area belongs to the original virtual terrain without fighting traces, and after the historical fighting frequency of fighting events in the target scene area reaches the above-mentioned preset frequency threshold (that is, greater than or equal to the above-mentioned preset frequency threshold), the virtual terrain configured in the target scene area will be adjusted from the above-mentioned original virtual terrain without fighting traces to the target virtual terrain with fighting traces. At this time, if the player controls the controlled virtual character to enter the target scene area, he will see the target virtual terrain with fighting traces due to frequent character fighting, which is conducive to strengthening the correlation between the player and the game content, allowing the player to experience the game content more immersively.
[0083] S103, rendering and generating a game scene corresponding to the target game map according to the adjusted game resources and virtual terrain, and displaying the game scene in the graphical user interface.
[0084] Here, for the specific adjustment method of the game resources configured in the target game scene, please refer to the relevant instructions of the aforementioned steps b1-b2 and the aforementioned steps c1-c2, and the repeated parts will not be repeated here.
[0085] Specifically, when adjusting the game resources configured in the target game scene according to the method described in steps b1-b2 above, the game resources corresponding to the target game scene as a whole (equivalent to the total amount of game resources that need to be configured for the target game scene as a whole) are determined based on the influence points accumulated by the number one player in the target game scene. At this time, when executing step S103, the game resources in different scene areas can be randomly allocated in the rendered target game scene based on the total amount of game resources configured corresponding to the adjusted target scene area as a whole. It is only necessary to ensure that the total amount of game resources configured in the final target game scene matches the above-mentioned influence points corresponding to the number one player.
[0086] Specifically, when adjusting the game resources configured in the target game scene according to the method described in steps c1-c2 above, the reduced game resources can be displayed in the target scene area after rendering (i.e., the scene area where the historical battle frequency is greater than or equal to the preset frequency threshold) in the target game scene (which is equivalent to adjusting the game resources distributed in a specific local scene area in the target game scene).
[0087] Here, the specific adjustment method of the virtual terrain configured in the target game scene can refer to the relevant instructions of the aforementioned steps d1-d2, and the repeated parts will not be repeated here.
[0088] It should be noted that, in terms of underlying technical implementation, different versions of virtual terrain corresponding to each scene area in the target game scene can be automatically generated based on Procedural Generation technology using an AI algorithm (at least including the original virtual terrain without traces of battles in the conventional version and the target virtual terrain with traces of battles after the historical battle frequency is greater than or equal to a preset frequency threshold); wherein, when the above-mentioned target virtual terrain with traces of battles is rendered and generated with the aid of an AI algorithm, the traces of battles may include but are not limited to: scene elements in the scene area become dilapidated, the number of cover models in the scene area decreases, the smoke left over from the battle in the scene area increases, etc.; the specific trace types of the above-mentioned traces of battles are not limited in any way in the embodiments of the present application.
[0089] For example, take the target scene area in the target game scene as an example. Figure 2 A schematic diagram showing a comparison of different virtual terrains configured in a target scene area before and after the historical battle frequency reaches a preset frequency threshold provided by an embodiment of the present application is shown, such as Figure 2 As shown, before becoming a fierce fighting area (i.e., before the historical fighting frequency of fighting events in the target scene area is greater than or equal to the preset frequency threshold), the target scene area does not display any fighting traces related to the character fighting (i.e., at this time, the target scene area is configured with the original virtual terrain without fighting traces), and after becoming a fierce fighting area (i.e., the historical fighting frequency of fighting events in the target scene area is greater than or equal to the preset frequency threshold), since the virtual terrain configured in the target scene area is adjusted from the above-mentioned original virtual terrain to the target virtual terrain with fighting traces, the smoke left after the character fighting will be newly displayed in the same target scene area, and the cover lost due to the fighting will be cancelled (e.g., Figure 2 As shown, the sandbag shelter shown in front of the tires disappeared after it became an intense fighting area).
[0090] In an embodiment of the present application, as the game continues, timing can also be started from the moment when the target scene area becomes a fierce fighting area (i.e., the moment when the historical frequency of fighting events occurring in the target scene area is greater than or equal to the preset frequency threshold) according to a preset time period, and the timing can be stopped after the accumulated timing reaches the above-mentioned preset time period. At the moment when the timing stops, it is confirmed that the virtual terrain configured in the above-mentioned target scene area needs to be restored from the above-mentioned target virtual terrain with traces of fighting to the original virtual terrain without traces of fighting before it becomes a fierce fighting area (i.e., before the historical frequency of fighting events occurring in the target scene area is greater than or equal to the preset frequency threshold), so as to realize dynamic adjustment of the virtual terrain configured in the target scene area.
[0091] Here, as an optional embodiment, the virtual terrain configured in the target scene area can be restored from the target virtual terrain with battle traces to the original virtual terrain without battle traces at once after a certain preset time in the manner shown in the following step e1, specifically:
[0092] Step b1: In response to the configuration time of the target virtual terrain being greater than or equal to a preset time threshold, adjusting the target virtual terrain to an original virtual terrain without any traces of battle.
[0093] Specifically, the above-mentioned preset time threshold can be determined according to the above-mentioned preset time period. For example, if the preset time period is 2 minutes (equivalent to the need to restore the virtual terrain configured in the target scene area from the target virtual terrain with traces of battle to the original virtual terrain without traces of battle after 2 minutes), then the above-mentioned preset time threshold can be 2 minutes, that is, starting from the moment when the historical battle frequency of battle events occurring in the target scene area is greater than or equal to the preset frequency threshold, when the timing reaches 2 minutes or exceeds 2 minutes, the terminal device can directly adjust the virtual terrain configured in the target scene area from the target virtual terrain with traces of battle to the original virtual terrain without traces of battle.
[0094] Here, as another optional embodiment, the virtual terrain configured in the target scene area can be gradually restored to the original virtual terrain without traces of the battle in a gradual manner within a certain preset time period in the manner shown in the following step e2, specifically:
[0095] Step e2: within a preset time period, controlling the battle traces on the target virtual terrain to gradually fade with the passage of time, until the target virtual terrain is adjusted to the original virtual terrain without the battle traces.
[0096] Specifically, in terms of underlying technical implementation, a virtual terrain with multiple transition versions between the target virtual terrain and the original virtual terrain can be generated in advance with the help of an AI algorithm. At this time, within a preset time period, the terminal device can control the virtual terrain configured in the target scene area to achieve a gradual change from the target virtual terrain-the multiple transition versions-the original virtual terrain (equivalent to controlling the traces of battle on the target virtual terrain to gradually fade with the passage of time), which is beneficial to improving the naturalness of the change of the virtual terrain in the target scene area compared to the one-time recovery method shown in the above step e1.
[0097] In the embodiment of the present application, in addition to the method for dynamically adjusting the virtual terrain and game resources configured in the target game scene shown in the above steps S101-S103, referring to the above method for determining the top player corresponding to the target game scene, it is also possible to determine the top player corresponding to each game map, take the top player corresponding to each game map as a player representative, and generate a game task for the top player according to the game behavior of the top player in the game scene corresponding to the game map, so that other players can choose different game tasks related to different top players in different game maps. In this way, compared with the relatively fixed and easy-to-repeat game tasks that players can receive in different game maps in existing games, the present application effectively improves the randomness of game tasks in the game through the above method, and enables the game performance of the player in the game to directly affect the game content and the game tasks that other players can receive by becoming the above-mentioned top player who affects the game tasks, which is conducive to strengthening the relevance between the player and the game content and the interactivity of different players in the game process.
[0098] Based on this, in an optional implementation, Figure 3 A flow chart of a method for checking the top player corresponding to a game map and the game tasks available in the game map provided by an embodiment of the present application is shown, wherein, Figure 3 As shown, before the game starts (i.e. before executing the above step S101), the method includes steps S301-S303, specifically:
[0099] S301, displaying map options corresponding to the multiple game maps respectively on the graphical user interface.
[0100] Here, before the game starts, the map options corresponding to each game map can be displayed on the graphical user interface. The player can select the map option corresponding to the game map he wants to view from the multiple map options displayed on the graphical user interface to view the game map corresponding to the selected map selection.
[0101] S302, in response to a selection instruction for a target map option among a plurality of map options, displaying at least one game task related to a top player corresponding to the target game map in the graphical user interface.
[0102] Specifically, as an optional embodiment, before the game starts, the player can choose to open the game map corresponding to any map option from multiple map options displayed on the graphical user interface, so as to select the birthplace of the controlled virtual character (i.e., the virtual game character controlled by the player) in the current game from the opened game map (i.e., the initial appearance position of the controlled virtual character after the game starts).
[0103] It should be noted that the player can select any one of the above-mentioned multiple map options. Here, it is just convenient to combine the contents of the above-mentioned steps S101-S103 to provide an overall description of the complete solution provided by the embodiment of the present application. Therefore, the map option selected by the player in step S302 is the target map option corresponding to the target game map in the above-mentioned steps S101-S103 (that is, the target map option represents the map option corresponding to the target game map) as an example for description. The embodiment of the present application does not impose any limitation on the specific map options selected by the player in the actual game.
[0104] Here, in different types of terminal devices, players can select a target map option from the above-mentioned multiple map options currently displayed on the graphical user interface through different operation methods; for example, when the terminal device belongs to a PC (Personal Computer), the player can click the target map option to be selected with the left button of the mouse to indicate that the target map option has been selected (i.e., sending a selection instruction for the target map option); when the terminal device is a mobile terminal with a touch screen such as a mobile phone or tablet, the player can send a selection instruction for the target map option by touching the target map option; the embodiment of the present application does not impose any limitation on the specific sending method of the above-mentioned selection instruction.
[0105] Specifically, the specific method for determining the top player corresponding to the target game map can refer to the relevant instructions in the aforementioned step a2 and the aforementioned step b1, and the repeated parts will not be repeated here.
[0106] S303, in response to a confirmation instruction for the target map option, displaying the target game map and relevant prompt information of the top player in the graphical user interface.
[0107] Here, the above-mentioned relevant prompt information may include the game tasks related to the number one player in the above-mentioned step S302; wherein the above-mentioned game tasks may be random challenge tasks for the number one player generated based on the historical game behavior data of the number one player in the target game scene; the embodiment of the present application does not impose any limitation on the specific task content and specific task quantity of the above-mentioned game tasks.
[0108] It should be noted that the above-mentioned historical game behavior data is determined based on the game match data corresponding to the game match conducted by the number one player through the target game map (mainly determined based on the various game behaviors generated by the number one player in the target game scene, please refer to the relevant instructions in the aforementioned step a2 for details).
[0109] Specifically, after determining the number one player corresponding to the target game map, the game server can use a machine learning algorithm (including but not limited to a cluster analysis algorithm, a time series analysis algorithm, etc.) to analyze the game behavior of the number one player in the target game scene (i.e., the game scene corresponding to the target game map), and output target key information (including but not limited to: the preferred scene area of the number one player in the target game scene whose frequency of appearance is higher than a preset threshold, the game resource collection situation of the number one player in the target game scene, etc.), and input the above target key information and multiple preset task templates into the generative AI as prompt words, which can instruct the generative AI to output multiple target key information and the above task templates. The random challenge tasks matched at the same time (equivalent to each random challenge task being matched with a task template) are used as the game tasks related to the number one player in the above steps S302-S303, so that when executing the above step S302, the game server can send the randomly generated game tasks to the terminal device to display them to the players through the terminal device, so that the players can receive the random game tasks related to the number one player in each game map, which effectively improves the randomness of the game tasks in the game, makes the game content more flexible and changeable, and is also conducive to enhancing the interactivity of different players in the game process, so that players can receive special game tasks related to other players (mainly the number one player).
[0110] As an example, taking the above target key information as "number one player a prefers to search for game resources in area A in the target game scene", after inputting the above target key information into the generative AI, the game task related to number one player a that can be output is "search for game clues related to number one player a in area A" or "seize game resources collected by number one player a in area A", etc.
[0111] It should be noted that, in addition to the above-mentioned game tasks, the above-mentioned related prompt information may also include: the player nickname of the number one player, the total amount of game resources currently collected by the number one player in the target game scene, etc. The embodiment of the present application does not impose any limitation on the specific information content of the above-mentioned related prompt information.
[0112] It should be noted that the above-mentioned confirmation instruction can be a confirmation instruction triggered by the player clicking the "confirmation button" displayed on the graphical user interface after selecting the target map option (such as a mouse click or a finger touch click, etc., the specific clicking method can be determined according to the specific device type of the terminal device), or it can be a confirmation instruction triggered by the player performing a specific operation on the target map option after selecting the target map option (such as a double-click confirmation operation on the target map option, etc.); the specific instruction sending method of the above-mentioned confirmation instruction is not limited in any way in the embodiment of the present application.
[0113] The specific implementation process of the above steps S301-S303 in the embodiment of the present application is described in detail below:
[0114] Regarding the specific implementation process of the above steps S301-S303, Figure 4a FIG. 1 shows an interface interaction diagram of displaying a target game map and related prompt information of the top player provided by an embodiment of the present application, such as Figure 4a As shown, on the side of the terminal device of the player (the player who is not the top player), a plurality of map options such as X1 Factory, X2 Mountain Area, X3 Town, ... Xn Wharf are displayed on the graphical user interface 200. The terminal device responds to the player's selection operation for the plurality of map options. For example, taking the target map option currently selected by the player as X2 Mountain Area, the terminal device may send an information acquisition request for acquiring the top player information of the X2 Mountain Area to the game server. According to the top player information of the X2 Mountain Area fed back by the game server, the terminal device may display the game task 201 related to the top player a corresponding to the X2 Mountain Area on the graphical user interface 200. In response to the player's confirmation operation on the X2 Mountain Area (such as responding to the player's click operation on the "Confirm" button), the terminal device may display the target game map 202 corresponding to the X2 Mountain Area (including the game maps corresponding to the plurality of local game scenes constituting the X2 Mountain Area) and the relevant prompt information of the top player a corresponding to the X2 Mountain Area on the graphical user interface 200; wherein the relevant prompt information at least includes the game task 201 related to the top player a.
[0115] With respect to the specific implementation method of the above-mentioned step S302, after the player selects the target map option, the terminal device displays at least one game task related to the above-mentioned number one player (i.e., the number one player corresponding to the target map) in the graphical user interface, and can also display resource prompt information related to the target resource output in the graphical user interface; wherein, the target resource output represents the game resources configured in the target game scene (such as the number of virtual props configured in the target game scene, the number of game rewards such as virtual gold coins, etc.).
[0116] It should be noted that the correlation direction between the above-mentioned target resource output (that is, the game resources configured in the target game scene) and the influence points accumulated by the above-mentioned number one player in the target game scene is negatively correlated; that is, when the influence points accumulated by the above-mentioned number one player in the target game scene increase (such as exceeding the first preset score threshold), it is necessary to reduce the game resources configured in the target game scene (that is, reduce the above-mentioned target resource output); when the influence points accumulated by the above-mentioned number one player in the target game scene decrease (such as decreasing to less than the second preset score threshold), it is necessary to increase the game resources configured in the target game scene (that is, increase the above-mentioned target resource output), so that the game resources configured in the target game scene can be dynamically adjusted according to the changes in the influence points of the number one player in the target game scene, which is conducive to strengthening the correlation between players and game content.
[0117] Exemplary description, Figure 4b A schematic diagram of an interface interaction for displaying resource prompt information provided by an embodiment of the present application is shown. Figure 4b As shown, after the player selects the X2 mountain area as the target map option, the terminal device displays the game task 201 related to the top player a (i.e., the top player corresponding to the X2 mountain area) in the graphical user interface 200, and can also display resource prompt information 203 related to the game resources configured in the X2 mountain area (i.e., the target resource output) in the graphical user interface 200; wherein, when the influence points accumulated by the top player a in the X2 mountain area increase to exceed the first preset point threshold, the game server can reduce the game resources configured in the X2 mountain area, and at this time, the resource prompt information 203 will display a prompt content "the resource output in the X2 mountain area is reduced" to prompt the player that the game resources such as the number of virtual props and the number of game rewards configured in the X2 mountain area at the current moment will be less than the game resources configured in the X2 mountain area under normal conditions (equivalent to the fact that due to the reduction of the overall configured game resources, the difficulty of collecting game resources in the X2 mountain area at the current moment will become higher, and the competition for game resources among different players in the X2 mountain area will become stronger).
[0118] With respect to the specific implementation method of the above-mentioned step S303, when displaying the relevant prompt information of the number one player (i.e., the number one player corresponding to the target map), in addition to the game tasks related to the number one player, the relevant prompt information may also include: a target position identifier displayed on the target game map; wherein, the target position identifier is used to mark the appearance area of the number one player in the target game scene (i.e., the game scene corresponding to the target game map) in the target game map, so that the player can choose to enter the target game scene from the above-mentioned appearance area (equivalent to selecting the above-mentioned appearance area as the birthplace of the game match) and perform the above-mentioned game tasks related to the number one player.
[0119] Exemplary description, Figure 5 FIG. 1 shows a schematic diagram of an interface for displaying a target location mark on a target game map provided by an embodiment of the present application, such as Figure 5 As shown, the terminal device can display a target position mark (i.e., Figure 5 The five-pointed star logo shown in the figure) is displayed, and prompt information 501 about the target position logo is displayed on the graphical user interface 200, so as to remind the player through the prompt information 501 that the five-pointed star logo on the target game map 202 indicates the appearance area of the number one player a in the target game scene.
[0120] Regarding the specific implementation of step S303, when displaying the target game map on the graphical user interface, as an optional embodiment, the terminal device may directly display the following: Figure 4a As another optional embodiment, the terminal device may also display the target game map (i.e., the target game map corresponding to the target game map) in the graphical user interface in response to identifying the fierce fighting area in the target game scene (i.e., the game scene corresponding to the target game map). Figure 4a The target map in the normal state is shown), and the mark prompt corresponding to the above-mentioned fierce fighting area is displayed on the target game map, so as to remind the player of the specific location corresponding to the above-mentioned fierce fighting area where players fight frequently in the target game scene at the current moment on the target game map through the displayed mark prompt, so that the player can choose whether to avoid the above-mentioned fierce fighting area according to actual needs and enter the target game scene from other area positions on the target game map (that is, the player can choose other scene areas in the target game scene except the above-mentioned fierce fighting area as the birthplace of the controlled virtual character in the game game).
[0121] Here, the fierce fighting area represents a scene area in the target game scene whose historical fighting frequency is greater than or equal to a preset frequency threshold (equivalent to the target scene area in the above step c1); wherein, during the running of the game, the game server can determine the fierce fighting area in the game scene corresponding to each game map (i.e., whether it contains a fierce fighting area and the specific location of the fierce fighting area when it contains the fierce fighting area), and then synchronously send the determined relevant results to the terminal device, so that when the terminal device displays the target game map (i.e., responds to the confirmation instruction for the target map option), it can synchronously determine whether the above-mentioned fierce fighting area exists in the target game scene corresponding to the target game map, and when it is determined that the above-mentioned fierce fighting area exists, a mark prompt corresponding to the fierce fighting area is displayed on the target game map according to the map position corresponding to the fierce fighting area in the target game map.
[0122] Exemplary description, Figure 6aFIG. 1 shows a schematic diagram of an interface for marking and displaying a fierce battle area on a target game map provided by an embodiment of the present application, such as Figure 6a As shown, after the player selects the X2 mountain area as the target map option, the terminal device responds to the confirmation instruction for the X2 mountain area, and displays the target game map 202 corresponding to the X2 mountain area on the graphical user interface 200. If it is recognized that there are two fierce fighting areas with a high historical fighting frequency (i.e., higher than a preset frequency threshold) in the X2 mountain area, the terminal device can also display the mark prompt 401 corresponding to the above two fierce fighting areas on the target game map 202 to prompt the player that there are two fierce fighting areas shown by the mark prompt 401 in the X2 mountain area at the current moment.
[0123] Specifically, based on displaying the mark prompt corresponding to the fierce fighting area on the target game map, as another optional embodiment, the player can also select a mark prompt corresponding to any fierce fighting area from the target game map according to the method shown in the following step f1 to view the area changes of the fierce fighting area corresponding to the mark prompt caused by frequent character battles:
[0124] Step f1: In response to a selection instruction for the mark prompt, displaying area prompt information related to the fierce fighting area on the graphical user interface.
[0125] Here, the above-mentioned area prompt information is determined based on the virtual terrain and / or game resources configured in the fierce fighting area, that is, the specific information content of the above-mentioned area prompt information is mainly used to reflect the changes in the virtual terrain and / or game resources configured in the fierce fighting area due to frequent role battles. The embodiment of the present application does not impose any limitation on the specific information content of the above-mentioned area prompt information.
[0126] Specifically, the specific changes in the virtual terrain and / or game resources configured in the above-mentioned fierce fighting area due to frequent role battles can refer to the changes in the virtual terrain and / or game resources configured in the target scene area in the aforementioned steps c1-c2 and steps d1-d2 before and after the historical battle frequency reaches the preset frequency threshold, and the repetitions will not be repeated here.
[0127] Exemplary description, Figure 6b FIG. 1 shows a schematic diagram of an interface for displaying area prompt information related to an intense fighting area on a graphical user interface provided by an embodiment of the present application, such as Figure 6b As shown, the graphical user interface 200 has been displayed as follows Figure 6aAfter the target game map 202 and the marking prompt 401 of the fierce fighting area are shown, the terminal device responds to the player's selection instruction for one of the marking prompts 401, and according to the fierce fighting area corresponding to the currently selected marking prompt 401, the area prompt information 402 related to the fierce fighting area can be displayed on the graphical user interface 200, wherein the specific information content of the area prompt information 402 may include: "The area has experienced the baptism of war" (equivalent to prompting the player that the area has become a fierce fighting area), "The terrain has changed" (that is, compared with the normal state before the historical battle frequency is higher than the preset frequency threshold, after becoming a fierce fighting area, the virtual terrain configured in the fierce fighting area has changed), "The output of game resources has decreased" (that is, after becoming a fierce fighting area, the game resources configured in the fierce fighting area have decreased), and "The number of enemies in the area has increased" (that is, after becoming a fierce fighting area, the number of other players who can attack players in the fierce fighting area has increased).
[0128] Here, after the target game map is displayed, the player can select any position from the target game map as the initial appearance position of the controlled virtual character entering the target game scene corresponding to the target game map (i.e., the birthplace of the controlled virtual character in the game match conducted through the target game map); wherein, taking the case where the player selects the target point in the target game map as an example, the terminal device responds to the selection instruction for the target point in the target game map, and uses the scene position corresponding to the target point in the target game scene as the birthplace of the controlled virtual character in the current game match.
[0129] Specifically, as an optional embodiment, if the player chooses to enter the target game scene from the above-mentioned fierce fighting area (equivalent to the birthplace selected by the player being within the regional range of the fierce fighting area), the terminal device responds to the controlled virtual character entering the said fierce fighting area, and displays a game scene with traces of fighting on the graphical user interface; that is, the more frequent fighting behaviors of different players in the fierce fighting area will directly affect the game scene actually displayed in the fierce fighting area. At this time, even in the character field of the above-mentioned controlled virtual character who does not participate in the role battle, the game scene with traces of fighting due to frequent role battles will be seen, which is conducive to strengthening the connection between the player and the game content, allowing the player to experience the game content more immersively.
[0130] Here, the above steps are all applicable to the case where the player corresponding to the terminal device is not the number one player (that is, the player is not the number one player corresponding to the selected target game map, and the player may be the number one player corresponding to other game maps or an ordinary player who is not the number one player). Among them, when the terminal device belongs to the target terminal device corresponding to the number one player (that is, the number one player corresponding to the currently selected target game map), considering that the number one player himself cannot perform the above game tasks related to the number one player, at this time, different from the above steps S302-S303, the above game tasks displayed on the graphical user interface (useless information for the number one player himself) can be replaced with player privilege information exclusive to the number one player (equivalent to valid information with certain prompt value for the number one player himself) according to the method shown in the following steps g1-g2, specifically:
[0131] Step g1: In response to a selection instruction for the target map option, displaying at least one player privilege information exclusively belonging to the top player in the graphical user interface.
[0132] Here, the specific selection method of the target map option in step g1 is the same as that in step S302, and the repeated content will not be repeated here.
[0133] Here, as the number one player corresponding to the target game map, the number one player can enjoy one or more player privileges in the target game scene corresponding to the target game map as a game reward exclusive to the number one player, and after the number one player selects the target map option, the player privilege information corresponding to the above player privileges is displayed to him in the graphical user interface, so that the number one player can clearly understand the specific player privileges he currently obtains.
[0134] It should be noted that the above-mentioned player privileges include but are not limited to: the number one player can go to an unsearched area (that is, a local scene area where the number one player appears at a frequency lower than a certain frequency threshold in the game scenes corresponding to all game maps) to obtain a single collectible game resource higher than that of ordinary players (equivalent to going to the above-mentioned unsearched area to search for game resources once, and the level of game resources obtained by the number one player will be higher than the level of game resources obtained by ordinary players, or the total amount of game resources obtained by the number one player will be higher than the total amount of game resources obtained by ordinary players), the number one player can forge at least one birthplace before the game starts (mainly used to confuse other ordinary players), the number one player can obtain additional game rewards after completing a safe evacuation (ordinary players do not receive additional game rewards after completing a safe evacuation), etc. The specific settings of the above-mentioned player privileges and the specific information content of the above-mentioned player privilege information are not limited in any way in the embodiments of the present application.
[0135] Step g2: In response to a confirmation instruction for the target map option, display the target game map and the player privilege information in the graphical user interface.
[0136] Here, the specific implementation of step g2 can refer to the specific implementation of the aforementioned step S303, except that the relevant prompt information of the top player displayed in step S303 is replaced with the above-mentioned player privilege information, and the repeated parts are not repeated here.
[0137] Exemplary description, Figure 7 FIG. 1 shows an interface interaction diagram of displaying a target game map and player privilege information of a top player provided by an embodiment of the present application, such as Figure 7 As shown, taking the case where the number one player corresponding to the target game map is number one player a as an example, when the player corresponding to the terminal device is number one player a, multiple map options such as X1 factory, X2 mountain area, X3 town...Xn dock are displayed on the graphical user interface 200, and the terminal device responds to the selection instruction for the X2 mountain area among the multiple map options, and displays the player privilege information 601 exclusively belonging to number one player a in the graphical user interface 200 according to the X2 mountain area selected from the multiple map options (i.e., the target map option). Thereafter, the terminal device responds to the confirmation instruction of number one player a for the X2 mountain area (such as responding to the click operation of number one player a for the "Confirm" button), and can display the target game map 202 corresponding to the X2 mountain area and the player privilege information 601 of number one player a on the graphical user interface 200.
[0138] Here, referring to the relevant instructions at the above step S302, it can be known that before the game starts, the player can open the target game map through the method described in the above steps S301-S303, and then select the birthplace of the controlled virtual character in the current game from the target game map, wherein the terminal device responds to the selection instruction for the target point in the target game map and can use the scene position corresponding to the target point in the target game scene as the birthplace of the controlled virtual character in the current game (i.e., the initial appearance position of the controlled virtual character after the game starts).
[0139] Based on the aforementioned explanations about player privilege information, it can be known that as one of the exclusive player privileges of the number one player, before the game starts, in addition to the real birthplace, the number one player can also select at least one fake birthplace, so that on the side of ordinary players who are not the number one player, ordinary players can see multiple birthplaces of the number one player (that is, including the real birthplace and the fake birthplace) at the same time, so as to confuse ordinary players and reduce the probability of ordinary players quickly completing game tasks related to the number one player.
[0140] Specifically, as an optional embodiment, on the target terminal device side corresponding to the top player, when the target terminal device responds to a confirmation instruction for the target map option before the game starts, the top player can set his or her real birth place and fake birth place from the target game map respectively according to the method shown in the following steps h1-h2:
[0141] Step h1, in response to a first selection instruction for a first point in the target game map, taking a scene position corresponding to the first point in the target game scene as a real birthplace of the controlled virtual character in the current game.
[0142] Step h2, in response to a second selection instruction for a second point in the target game map, using the scene position corresponding to the second point in the target game scene as a fake birthplace of the controlled virtual character in the current game.
[0143] Here, it should be noted that for the above steps h1-h2, in order to facilitate the target terminal device to clearly understand whether the point selected by the number one player from the target game map each time is the real birth place or the fake birth place, the above first selection instruction and the above second selection instruction can respectively represent the selection instructions issued by the number one player based on different types of interactive operations. For example, the above first selection instruction can be the selection instruction issued by the number one player by clicking the first point with the left button of the mouse, and the above second selection instruction can be the selection instruction issued by the number one player by clicking the second point with the mouse while pressing a specific shortcut key (such as the ctrl key, etc.). That is, it is only necessary to ensure that the above first selection instruction and the above second selection instruction correspond to different types of interactive operations respectively. The embodiment of the present application does not impose any limitation on the specific instruction sending method corresponding to the above first selection instruction and the above second selection instruction respectively.
[0144] Exemplary description, Figure 8 The present invention provides an interface schematic diagram for marking and displaying a real birth place and a forged birth place on a target game map provided by an embodiment of the present invention. Taking the case where the top player corresponding to the target game map is the top player a as an example, when the player corresponding to the terminal device is the top player a, different identifiers can be used to mark and display the real birth place and the forged birth place selected by the top player a in the target game map 202 displayed on the graphical user interface 200, such as Figure 8 As shown, a triangle mark 701 may be used to represent the real birthplace selected by the top player a, and a circle mark 702 may be used to represent the fake birthplace selected by the top player a.
[0145] Based on the information display method in the above-mentioned game provided by the embodiment of the present application, the virtual terrain and / or game resources configured in the target game scene corresponding to the target game map can be adjusted according to the historical game data of the game matches conducted through the target game map, so that the virtual terrain and game resources configured in the target game scene are no longer static, which is conducive to enriching the game content, improving the serious problem of game content templateization, and enhancing the player's freshness to the game.
[0146] Based on the same inventive concept, the present application also provides an information display device corresponding to the information display method in the above-mentioned game. Since the principle of solving the problem by the information display device in the embodiment of the present application is similar to the information display method in the above-mentioned game in the embodiment of the present application, the implementation of the information display device can refer to the implementation of the above-mentioned information display method, and the repeated parts will not be repeated.
[0147] Reference Fig. 9 As shown, Fig. 9 A schematic diagram of the structure of an information display device in a game provided by an embodiment of the present application is shown, wherein a graphical user interface is provided by a terminal device, the game includes multiple game maps, different game maps correspond to different game scenes, and the information display device includes:
[0148] A response module 901 is used to determine, in response to a game match start instruction, historical game data corresponding to a game match conducted through a target game map, wherein the target game map is a game map corresponding to the game match among the multiple game maps, and the target game map corresponds to a target game scene;
[0149] An adjustment module 902, configured to adjust the virtual terrain and / or game resources configured in the target game scene according to the historical game data, so that the virtual terrain and / or game resources match the historical game data;
[0150] The display module 903 is used to render and generate a game scene corresponding to the target game map according to the adjusted game resources and virtual terrain, and display it in the graphical user interface.
[0151] In an optional implementation, when determining the historical game data corresponding to the game game played through the target game map, the response module 901 is used to:
[0152] Acquire game match data corresponding to a plurality of game matches conducted through the target game map within a target time period;
[0153] Input the plurality of game match data into an artificial intelligence model, analyze and process the plurality of game match data through the artificial intelligence model, and output the historical battle frequency of battle events occurring in each scene area in the target game scene and the influence points accumulated by a plurality of players in the target game scene as the historical game data; wherein the plurality of players are determined based on the plurality of game match data.
[0154] In an optional implementation, when the plurality of game match data are analyzed and processed by the artificial intelligence model, the response module 901 is used to:
[0155] Determine, by means of the artificial intelligence model, battle game data belonging to a battle event from the plurality of game match data, and determine and output a historical battle frequency of the battle event occurring in each scene area in the target game scene according to a battle location corresponding to each battle game data in the target game scene;
[0156] The artificial intelligence model is used to determine the game behavior data corresponding to the multiple players from the multiple game match data, and based on the influence points corresponding to different game behaviors, the cumulative influence points corresponding to the game behavior data of each player are counted and output as the influence points accumulated by the player in the target game scene.
[0157] In an optional implementation, when the virtual terrain and / or game resources configured in the target game scene are adjusted according to the historical game data, the adjustment module 902 is used to:
[0158] According to the influence points accumulated by the multiple players in the target game scene respectively, determining the player with the highest influence point from the multiple players as the top player corresponding to the target game scene;
[0159] The game resources configured in the target game scene are determined according to the influence points accumulated by the number one player in the target game scene; wherein the correlation direction between the game resources and the influence points accumulated by the number one player in the target game scene is negatively correlated.
[0160] In an optional implementation, when the virtual terrain and / or game resources configured in the target game scene are adjusted according to the historical game data, the adjustment module 902 is used to:
[0161] According to the historical battle frequency of battle events occurring in each scene area in the target game scene, determining a target scene area from the target game scene whose historical battle frequency is greater than or equal to a preset frequency threshold;
[0162] The game resources configured in the target scene area are reduced to preset game resources.
[0163] In an optional implementation, when the virtual terrain and / or game resources configured in the target game scene are adjusted according to the historical game data, the adjustment module 902 is used to:
[0164] According to the historical battle frequency of battle events occurring in each scene area in the target game scene, determining a target scene area from the target game scene whose historical battle frequency is greater than or equal to a preset frequency threshold;
[0165] The virtual terrain configured in the target scene area is adjusted to a target virtual terrain with battle traces.
[0166] In an optional implementation, the target time period is determined based on a game season of the game.
[0167] In an optional implementation, after the virtual terrain configured in the target scene area is adjusted to the target virtual terrain with battle traces, the adjustment module 902 is further configured to:
[0168] In response to the configuration time of the target virtual terrain being greater than or equal to a preset time threshold, the target virtual terrain is adjusted to an original virtual terrain without any traces of battle.
[0169] In an optional implementation, after the virtual terrain configured in the target scene area is adjusted to the target virtual terrain with battle traces, the adjustment module 902 is further configured to:
[0170] Within a preset time period, the battle traces on the target virtual terrain are controlled to gradually fade with the increase of time, until the target virtual terrain is adjusted to the original virtual terrain without the battle traces.
[0171] In an optional implementation, the information display device further includes:
[0172] A display module, used for displaying map options corresponding to the plurality of game maps respectively on the graphical user interface;
[0173] A selection module, configured to, in response to a selection instruction for a target map option among a plurality of map options, display at least one game task related to a top player corresponding to the target game map in the graphical user interface; wherein the target map option represents a map option corresponding to the target game map; and the top player is determined according to influence points accumulated by the plurality of players in the target game scene respectively;
[0174] The first prompt module is used to display the target game map and relevant prompt information of the top player in the graphical user interface in response to a confirmation instruction for the target map option; wherein the relevant prompt information includes the game task.
[0175] In an optional implementation, when displaying at least one game task related to the top player corresponding to the target game map in the graphical user interface, the selection module is further configured to:
[0176] Resource prompt information related to the game resources configured in the target game scene is displayed in the graphical user interface; wherein the correlation direction between the game resources and the influence points accumulated by the number one player is negatively correlated.
[0177] In an optional embodiment, the game task includes: a random challenge task for the number one player generated based on the historical game behavior data of the number one player in the target game scene; wherein the historical game behavior data is determined based on the game game data corresponding to the game game conducted by the number one player through the target game map.
[0178] In an optional implementation, when the target game map is displayed in the graphical user interface, the first prompt module is further used to:
[0179] In response to identifying a fierce fighting area in the target game scene, the target game map is displayed in the graphical user interface, and a mark prompt corresponding to the fierce fighting area is displayed on the target game map; wherein the fierce fighting area represents a scene area in the target game scene where the historical battle frequency is greater than or equal to a preset frequency threshold.
[0180] In an optional implementation, the information display device further includes: a second prompt module, wherein the second prompt module is used to:
[0181] In response to a selection instruction for the mark prompt, area prompt information related to the fierce fighting area is displayed on the graphical user interface; wherein the area prompt information is determined according to the virtual terrain and / or game resources configured in the fierce fighting area.
[0182] In an optional implementation, the relevant prompt information further includes: a target position identifier displayed on the target game map; wherein the target position identifier is used to mark the appearance area of the number one player in the target game scene in the target game map.
[0183] In an optional implementation, the information display device further includes: a birth point selection module, wherein the birth point selection module is used to:
[0184] In response to a selection instruction for a target point in the target game map, a scene position corresponding to the target point in the target game scene is used as a birthplace of the controlled virtual character in the current game match.
[0185] In an optional embodiment, when the terminal device belongs to the target terminal device corresponding to the number one player, the selection module is used to display at least one player privilege information exclusively belonging to the number one player in the graphical user interface in response to a selection instruction for the target map option;
[0186] The first prompt module is used to display the target game map and the player privilege information in the graphical user interface in response to a confirmation instruction for the target map option.
[0187] In an optional implementation, the information display device further includes: a point selection module, wherein the point selection module is used to:
[0188] In response to a first selection instruction for a first point in the target game map, using a scene position corresponding to the first point in the target game scene as a real birth place of the controlled virtual character in the current game game;
[0189] In response to a second selection instruction for a second point in the target game map, a scene position corresponding to the second point in the target game scene is used as a fake birthplace of the controlled virtual character in the current game match.
[0190] Based on the information display device in the above-mentioned game provided by the embodiment of the present application, it is possible to adjust the virtual terrain and / or game resources configured in the target game scene corresponding to the target game map according to the historical game data of the game matches conducted through the target game map, so that the virtual terrain and game resources configured in the target game scene are no longer static, which is conducive to enriching the game content, improving the serious problem of game content templateization, and enhancing the player's sense of freshness for the game.
[0191] Based on the same inventive concept, the present application also provides an electronic device corresponding to the information display method in the above-mentioned game. Since the principle of solving the problem by the electronic device in the embodiment of the present application is similar to the information display method in the above-mentioned game in the embodiment of the present application, the implementation of the electronic device can refer to the implementation of the above-mentioned information display method, and the repeated parts will not be repeated.
[0192] Fig. 9A structural diagram of an electronic device 1000 provided in an embodiment of the present application includes: a processor 1001, a memory 1002 and a bus 1003, the memory 1002 stores machine-readable instructions executable by the processor 1001, when the electronic device runs an information display method in a game as in the embodiment, the processor 1001 communicates with the memory 1002 through the bus 1003, and the processor 1001 executes the machine-readable instructions, wherein a graphical user interface is provided through a terminal device, the game includes multiple game maps, and different game maps correspond to different game scenes; when the processor 1001 executes the machine-readable instructions, the following steps are implemented, specifically:
[0193] In response to a game match start instruction, determining historical game data corresponding to a game match conducted through a target game map, wherein the target game map is a game map corresponding to the game match among the multiple game maps, and the target game map corresponds to a target game scene;
[0194] According to the historical game data, adjusting the virtual terrain and / or game resources configured in the target game scene so that the virtual terrain and / or game resources match the historical game data;
[0195] According to the adjusted game resources and virtual terrain, a game scene corresponding to the target game map is rendered and generated and displayed in the graphical user interface.
[0196] In an optional implementation, when determining the historical game data corresponding to the game game played through the target game map, the processor 1001 is configured to:
[0197] Acquire game match data corresponding to a plurality of game matches conducted through the target game map within a target time period;
[0198] Input the plurality of game match data into an artificial intelligence model, analyze and process the plurality of game match data through the artificial intelligence model, and output the historical battle frequency of battle events occurring in each scene area in the target game scene and the influence points accumulated by a plurality of players in the target game scene as the historical game data; wherein the plurality of players are determined based on the plurality of game match data.
[0199] In an optional implementation, when analyzing and processing the plurality of game match data by using the artificial intelligence model, the processor 1001 is configured to:
[0200] Determine, by means of the artificial intelligence model, battle game data belonging to a battle event from the plurality of game match data, and determine and output a historical battle frequency of the battle event occurring in each scene area in the target game scene according to a battle location corresponding to each battle game data in the target game scene;
[0201] The artificial intelligence model is used to determine the game behavior data corresponding to the multiple players from the multiple game match data, and based on the influence points corresponding to different game behaviors, the cumulative influence points corresponding to the game behavior data of each player are counted and output as the influence points accumulated by the player in the target game scene.
[0202] In an optional implementation, when adjusting the virtual terrain and / or game resources configured in the target game scene according to the historical game data, the processor 1001 is configured to:
[0203] According to the influence points accumulated by the multiple players in the target game scene respectively, determining the player with the highest influence point from the multiple players as the top player corresponding to the target game scene;
[0204] The game resources configured in the target game scene are determined according to the influence points accumulated by the number one player in the target game scene; wherein the correlation direction between the game resources and the influence points accumulated by the number one player in the target game scene is negatively correlated.
[0205] In an optional implementation, when adjusting the virtual terrain and / or game resources configured in the target game scene according to the historical game data, the processor 1001 is configured to:
[0206] According to the historical battle frequency of battle events occurring in each scene area in the target game scene, determining a target scene area from the target game scene whose historical battle frequency is greater than or equal to a preset frequency threshold;
[0207] The game resources configured in the target scene area are reduced to preset game resources.
[0208] In an optional implementation, when adjusting the virtual terrain and / or game resources configured in the target game scene according to the historical game data, the processor 1001 is configured to:
[0209] According to the historical battle frequency of battle events occurring in each scene area in the target game scene, determining a target scene area from the target game scene whose historical battle frequency is greater than or equal to a preset frequency threshold;
[0210] The virtual terrain configured in the target scene area is adjusted to a target virtual terrain with battle traces.
[0211] In an optional implementation, the target time period is determined based on a game season of the game.
[0212] In an optional implementation, after the virtual terrain configured in the target scene area is adjusted to the target virtual terrain with battle traces, the processor 1001 is further configured to:
[0213] In response to the configuration time of the target virtual terrain being greater than or equal to a preset time threshold, the target virtual terrain is adjusted to an original virtual terrain without any traces of battle.
[0214] In an optional implementation, after the virtual terrain configured in the target scene area is adjusted to the target virtual terrain with battle traces, the processor 1001 is further configured to:
[0215] Within a preset time period, the battle traces on the target virtual terrain are controlled to gradually fade with the increase of time, until the target virtual terrain is adjusted to the original virtual terrain without the battle traces.
[0216] In an optional implementation, before responding to the game match start instruction, the processor 1001 is further configured to:
[0217] Displaying map options respectively corresponding to the plurality of game maps on the graphical user interface;
[0218] In response to a selection instruction for a target map option among a plurality of map options, at least one game task related to a top player corresponding to the target game map is displayed in the graphical user interface; wherein the target map option represents a map option corresponding to the target game map; the top player is determined according to influence points accumulated by the plurality of players in the target game scene respectively;
[0219] In response to a confirmation instruction for the target map option, the target game map and relevant prompt information of the top player are displayed in the graphical user interface; wherein the relevant prompt information includes the game task.
[0220] In an optional implementation, when displaying at least one game task related to the top player corresponding to the target game map in the graphical user interface, the processor 1001 is further configured to:
[0221] Resource prompt information related to the game resources configured in the target game scene is displayed in the graphical user interface; wherein the correlation direction between the game resources and the influence points accumulated by the number one player is negatively correlated.
[0222] In an optional embodiment, the game task includes: a random challenge task for the number one player generated based on the historical game behavior data of the number one player in the target game scene; wherein the historical game behavior data is determined based on the game game data corresponding to the game game conducted by the number one player through the target game map.
[0223] In an optional implementation, when the target game map is displayed in the graphical user interface, the processor 1001 is further configured to:
[0224] In response to identifying a fierce fighting area in the target game scene, the target game map is displayed in the graphical user interface, and a mark prompt corresponding to the fierce fighting area is displayed on the target game map; wherein the fierce fighting area represents a scene area in the target game scene where the historical battle frequency is greater than or equal to a preset frequency threshold.
[0225] In an optional implementation, the processor 1001 is further configured to:
[0226] In response to a selection instruction for the mark prompt, area prompt information related to the fierce fighting area is displayed on the graphical user interface; wherein the area prompt information is determined according to the virtual terrain and / or game resources configured in the fierce fighting area.
[0227] In an optional implementation, the relevant prompt information further includes: a target position identifier displayed on the target game map; wherein the target position identifier is used to mark the appearance area of the number one player in the target game scene in the target game map.
[0228] In an optional implementation, the processor 1001 is further configured to:
[0229] In response to a selection instruction for a target point in the target game map, a scene position corresponding to the target point in the target game scene is used as a birthplace of the controlled virtual character in the current game match.
[0230] In an optional implementation manner, when the terminal device is a target terminal device corresponding to the number one player, the processor 1001 is further configured to:
[0231] In response to a selection instruction for the target map option, displaying at least one player privilege information exclusively belonging to the top player in the graphical user interface;
[0232] In response to a confirmation instruction for the target map option, the target game map and the player privilege information are displayed in the graphical user interface.
[0233] In an optional implementation, the processor 1001 is further configured to:
[0234] In response to a first selection instruction for a first point in the target game map, using a scene position corresponding to the first point in the target game scene as a real birth place of the controlled virtual character in the current game game;
[0235] In response to a second selection instruction for a second point in the target game map, a scene position corresponding to the second point in the target game scene is used as a fake birthplace of the controlled virtual character in the current game match.
[0236] The above-mentioned electronic device provided by the embodiment of the present application can adjust the virtual terrain and / or game resources configured in the target game scene corresponding to the target game map according to the historical game data of the game matches conducted through the target game map, so that the virtual terrain and game resources configured in the target game scene are no longer static, which is conducive to enriching the game content, improving the serious problem of game content templateization, and enhancing the player's sense of freshness for the game.
[0237] Based on the same inventive concept, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, wherein a graphical user interface is provided through a terminal device, the game includes multiple game maps, and different game maps correspond to different game scenes. The computer program is executed when the processor is running, and the processor performs the following steps:
[0238] In response to a game match start instruction, determining historical game data corresponding to a game match conducted through a target game map, wherein the target game map is a game map corresponding to the game match among the multiple game maps, and the target game map corresponds to a target game scene;
[0239] According to the historical game data, adjusting the virtual terrain and / or game resources configured in the target game scene so that the virtual terrain and / or game resources match the historical game data;
[0240] According to the adjusted game resources and virtual terrain, a game scene corresponding to the target game map is rendered and generated and displayed in the graphical user interface.
[0241] In an optional implementation, when determining the historical game data corresponding to the game game played through the target game map, the processor is configured to:
[0242] Acquire game match data corresponding to a plurality of game matches conducted through the target game map within a target time period;
[0243] Input the plurality of game match data into an artificial intelligence model, analyze and process the plurality of game match data through the artificial intelligence model, and output the historical battle frequency of battle events occurring in each scene area in the target game scene and the influence points accumulated by a plurality of players in the target game scene as the historical game data; wherein the plurality of players are determined based on the plurality of game match data.
[0244] In an optional implementation, when analyzing and processing the plurality of game match data by using the artificial intelligence model, the processor is used to:
[0245] Determine, by means of the artificial intelligence model, battle game data belonging to a battle event from the plurality of game match data, and determine and output a historical battle frequency of the battle event occurring in each scene area in the target game scene according to a battle location corresponding to each battle game data in the target game scene;
[0246] The artificial intelligence model is used to determine the game behavior data corresponding to the multiple players from the multiple game match data, and based on the influence points corresponding to different game behaviors, the cumulative influence points corresponding to the game behavior data of each player are counted and output as the influence points accumulated by the player in the target game scene.
[0247] In an optional implementation, when adjusting the virtual terrain and / or game resources configured in the target game scene according to the historical game data, the processor is configured to:
[0248] According to the influence points accumulated by the multiple players in the target game scene respectively, determining the player with the highest influence point from the multiple players as the top player corresponding to the target game scene;
[0249] The game resources configured in the target game scene are determined according to the influence points accumulated by the number one player in the target game scene; wherein the correlation direction between the game resources and the influence points accumulated by the number one player in the target game scene is negatively correlated.
[0250] In an optional implementation, when adjusting the virtual terrain and / or game resources configured in the target game scene according to the historical game data, the processor is configured to:
[0251] According to the historical battle frequency of battle events occurring in each scene area in the target game scene, determining a target scene area from the target game scene whose historical battle frequency is greater than or equal to a preset frequency threshold;
[0252] The game resources configured in the target scene area are reduced to preset game resources.
[0253] In an optional implementation, when adjusting the virtual terrain and / or game resources configured in the target game scene according to the historical game data, the processor is configured to:
[0254] According to the historical battle frequency of battle events occurring in each scene area in the target game scene, determining a target scene area from the target game scene whose historical battle frequency is greater than or equal to a preset frequency threshold;
[0255] The virtual terrain configured in the target scene area is adjusted to a target virtual terrain with battle traces.
[0256] In an optional implementation, the target time period is determined based on a game season of the game.
[0257] In an optional implementation, after the virtual terrain configured in the target scene area is adjusted to the target virtual terrain with battle traces, the processor is further configured to:
[0258] In response to the configuration time of the target virtual terrain being greater than or equal to a preset time threshold, the target virtual terrain is adjusted to an original virtual terrain without any traces of battle.
[0259] In an optional implementation, after the virtual terrain configured in the target scene area is adjusted to the target virtual terrain with battle traces, the processor is further configured to:
[0260] Within a preset time period, the battle traces on the target virtual terrain are controlled to gradually fade with the increase of time, until the target virtual terrain is adjusted to the original virtual terrain without the battle traces.
[0261] In an optional implementation, before responding to the game match start instruction, the processor is further configured to:
[0262] Displaying map options respectively corresponding to the plurality of game maps on the graphical user interface;
[0263] In response to a selection instruction for a target map option among a plurality of map options, at least one game task related to a top player corresponding to the target game map is displayed in the graphical user interface; wherein the target map option represents a map option corresponding to the target game map; the top player is determined according to influence points accumulated by the plurality of players in the target game scene respectively;
[0264] In response to a confirmation instruction for the target map option, the target game map and relevant prompt information of the top player are displayed in the graphical user interface; wherein the relevant prompt information includes the game task.
[0265] In an optional implementation, when displaying at least one game task related to the top player corresponding to the target game map in the graphical user interface, the processor is further configured to:
[0266] Resource prompt information related to the game resources configured in the target game scene is displayed in the graphical user interface; wherein the correlation direction between the game resources and the influence points accumulated by the number one player is negatively correlated.
[0267] In an optional embodiment, the game task includes: a random challenge task for the number one player generated based on the historical game behavior data of the number one player in the target game scene; wherein the historical game behavior data is determined based on the game game data corresponding to the game game conducted by the number one player through the target game map.
[0268] In an optional implementation, when the target game map is displayed in the graphical user interface, the processor is further configured to:
[0269] In response to identifying a fierce fighting area in the target game scene, the target game map is displayed in the graphical user interface, and a mark prompt corresponding to the fierce fighting area is displayed on the target game map; wherein the fierce fighting area represents a scene area in the target game scene where the historical battle frequency is greater than or equal to a preset frequency threshold.
[0270] In an optional implementation, the processor is further configured to:
[0271] In response to a selection instruction for the mark prompt, area prompt information related to the fierce fighting area is displayed on the graphical user interface; wherein the area prompt information is determined according to the virtual terrain and / or game resources configured in the fierce fighting area.
[0272] In an optional implementation, the relevant prompt information further includes: a target position identifier displayed on the target game map; wherein the target position identifier is used to mark the appearance area of the number one player in the target game scene in the target game map.
[0273] In an optional implementation, the processor is further configured to:
[0274] In response to a selection instruction for a target point in the target game map, a scene position corresponding to the target point in the target game scene is used as a birthplace of the controlled virtual character in the current game match.
[0275] In an optional implementation manner, when the terminal device belongs to the target terminal device corresponding to the number one player, the processor is further configured to:
[0276] In response to a selection instruction for the target map option, displaying at least one player privilege information exclusively belonging to the top player in the graphical user interface;
[0277] In response to a confirmation instruction for the target map option, the target game map and the player privilege information are displayed in the graphical user interface.
[0278] In an optional implementation, the processor is further configured to:
[0279] In response to a first selection instruction for a first point in the target game map, using a scene position corresponding to the first point in the target game scene as a real birth place of the controlled virtual character in the current game game;
[0280] In response to a second selection instruction for a second point in the target game map, a scene position corresponding to the second point in the target game scene is used as a fake birthplace of the controlled virtual character in the current game match.
[0281] The above-mentioned computer-readable storage medium provided by the embodiment of the present application can adjust the virtual terrain and / or game resources configured in the target game scene corresponding to the target game map according to the historical game data of the game matches conducted through the target game map, so that the virtual terrain and game resources configured in the target game scene are no longer static, which is conducive to enriching the game content, improving the serious problem of game content templateization, and enhancing the player's freshness to the game.
[0282] In an embodiment of the present application, the computer-readable storage medium can also execute other machine-readable instructions when run by the processor to execute the information display method in the game as described in other embodiments. For the specific steps and principles of the information display method, please refer to the description of the method side embodiment, which will not be repeated here.
[0283] In the embodiments provided in the present application, it should be understood that the disclosed systems and methods can be implemented in other ways. The system embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of systems or units, which can be electrical, mechanical or other forms.
[0284] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0285] In addition, each functional unit in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0286] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application can be essentially or partly embodied in the form of a software product that contributes to the prior art. The computer software product is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0287] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.
[0288] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-mentioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-mentioned embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application. They should all be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be based on the protection scope of the claims.
Claims
1. A method for displaying information in a game, characterized in that: A graphical user interface is provided by a terminal device, the game includes a plurality of game maps, different game maps correspond to different game scenes, and the information display method includes: In response to a game match start instruction, determining historical game data corresponding to a game match conducted through a target game map, wherein the target game map is a game map corresponding to the game match among the multiple game maps, and the target game map corresponds to a target game scene; According to the historical game data, adjusting the virtual terrain and / or game resources configured in the target game scene so that the virtual terrain and / or game resources match the historical game data; According to the adjusted game resources and virtual terrain, a game scene corresponding to the target game map is rendered and generated and displayed in the graphical user interface.
2. The information display method according to claim 1, characterized in that: The determining of historical game data corresponding to a game played through a target game map includes: Acquire game match data corresponding to a plurality of game matches conducted through the target game map within a target time period; Input the plurality of game match data into an artificial intelligence model, analyze and process the plurality of game match data through the artificial intelligence model, and output the historical battle frequency of battle events occurring in each scene area in the target game scene and the influence points accumulated by a plurality of players in the target game scene as the historical game data; wherein the plurality of players are determined based on the plurality of game match data.
3. The information display method according to claim 2, characterized in that: The analyzing and processing of the plurality of game match data by the artificial intelligence model includes: Determine, by means of the artificial intelligence model, battle game data belonging to a battle event from the plurality of game match data, and determine and output a historical battle frequency of the battle event occurring in each scene area in the target game scene according to a battle location corresponding to each battle game data in the target game scene; The artificial intelligence model is used to determine the game behavior data corresponding to the multiple players from the multiple game match data, and based on the influence points corresponding to different game behaviors, the cumulative influence points corresponding to the game behavior data of each player are counted and output as the influence points accumulated by the player in the target game scene.
4. The information display method according to claim 2, characterized in that: The step of adjusting the virtual terrain and / or game resources configured in the target game scene according to the historical game data includes: According to the influence points accumulated by the multiple players in the target game scene respectively, determining the player with the highest influence point from the multiple players as the top player corresponding to the target game scene; The game resources configured in the target game scene are determined according to the influence points accumulated by the number one player in the target game scene; wherein the correlation direction between the game resources and the influence points accumulated by the number one player in the target game scene is negatively correlated.
5. The information display method according to claim 2, characterized in that: The step of adjusting the virtual terrain and / or game resources configured in the target game scene according to the historical game data includes: According to the historical battle frequency of battle events occurring in each scene area in the target game scene, determining a target scene area from the target game scene whose historical battle frequency is greater than or equal to a preset frequency threshold; The game resources configured in the target scene area are reduced to preset game resources.
6. The information display method according to claim 2, characterized in that: The step of adjusting the virtual terrain and / or game resources configured in the target game scene according to the historical game data includes: According to the historical battle frequency of battle events occurring in each scene area in the target game scene, determining a target scene area from the target game scene whose historical battle frequency is greater than or equal to a preset frequency threshold; The virtual terrain configured in the target scene area is adjusted to a target virtual terrain with battle traces.
7. The information display method according to claim 2, characterized in that: The target time period is determined according to a game season of the game.
8. The information display method according to claim 6, characterized in that: After adjusting the virtual terrain configured in the target scene area to the target virtual terrain with battle traces, the information display method further includes: In response to the configuration time of the target virtual terrain being greater than or equal to a preset time threshold, the target virtual terrain is adjusted to an original virtual terrain without any traces of battle.
9. The information display method according to claim 6, characterized in that: After adjusting the virtual terrain configured in the target scene area to the target virtual terrain with battle traces, the information display method further includes: Within a preset time period, the battle traces on the target virtual terrain are controlled to gradually fade with the increase of time, until the target virtual terrain is adjusted to the original virtual terrain without the battle traces.
10. The information display method according to claim 2, characterized in that: Before responding to the game match start instruction, the information display method further includes: Displaying map options respectively corresponding to the plurality of game maps on the graphical user interface; In response to a selection instruction for a target map option among a plurality of map options, at least one game task related to a top player corresponding to the target game map is displayed in the graphical user interface; wherein the target map option represents a map option corresponding to the target game map; the top player is determined according to influence points accumulated by the plurality of players in the target game scene respectively; In response to a confirmation instruction for the target map option, the target game map and relevant prompt information of the top player are displayed in the graphical user interface; wherein the relevant prompt information includes the game task.
11. The information display method according to claim 10, characterized in that: When displaying at least one game task related to the top player corresponding to the target game map in the graphical user interface, the information display method further includes: Resource prompt information related to the game resources configured in the target game scene is displayed in the graphical user interface; wherein the correlation direction between the game resources and the influence points accumulated by the number one player is negatively correlated.
12. The information display method according to claim 10, characterized in that: The game task includes: a random challenge task for the number one player generated based on the historical game behavior data of the number one player in the target game scene; wherein the historical game behavior data is determined based on the game game data corresponding to the game game played by the number one player through the target game map.
13. The information display method according to claim 10, characterized in that: The step of displaying the target game map in the graphical user interface comprises: In response to identifying a fierce fighting area in the target game scene, the target game map is displayed in the graphical user interface, and a mark prompt corresponding to the fierce fighting area is displayed on the target game map; wherein the fierce fighting area represents a scene area in the target game scene where the historical battle frequency is greater than or equal to a preset frequency threshold.
14. The information display method according to claim 13, characterized in that: The information display method further includes: In response to a selection instruction for the mark prompt, area prompt information related to the fierce fighting area is displayed on the graphical user interface; wherein the area prompt information is determined according to the virtual terrain and / or game resources configured in the fierce fighting area.
15. The information display method according to claim 10, characterized in that: The relevant prompt information also includes: a target position identifier displayed on the target game map; wherein the target position identifier is used to mark the appearance area of the number one player in the target game scene in the target game map.
16. The information display method according to claim 10, characterized in that: The information display method further includes: In response to a selection instruction for a target point in the target game map, a scene position corresponding to the target point in the target game scene is used as a birthplace of the controlled virtual character in the current game match.
17. The information display method according to claim 10, characterized in that: When the terminal device belongs to the target terminal device corresponding to the number one player, the information display method further includes: In response to a selection instruction for the target map option, displaying at least one player privilege information exclusively belonging to the top player in the graphical user interface; In response to a confirmation instruction for the target map option, the target game map and the player privilege information are displayed in the graphical user interface.
18. The information display method according to claim 17, characterized in that: The information display method further includes: In response to a first selection instruction for a first point in the target game map, using a scene position corresponding to the first point in the target game scene as a real birth place of the controlled virtual character in the current game game; In response to a second selection instruction for a second point in the target game map, a scene position corresponding to the second point in the target game scene is used as a fake birthplace of the controlled virtual character in the current game match.
19. An information display device in a game, characterized in that: A graphical user interface is provided through a terminal device, the game includes a plurality of game maps, different game maps correspond to different game scenes, and the information display device includes: A response module, configured to determine, in response to a game match start instruction, historical game data corresponding to a game match conducted through a target game map, wherein the target game map is a game map corresponding to the game match among the multiple game maps, and the target game map corresponds to a target game scene; An adjustment module, configured to adjust the virtual terrain and / or game resources configured in the target game scene according to the historical game data, so that the virtual terrain and / or game resources match the historical game data; The display module is used to render and generate a game scene corresponding to the target game map according to the adjusted game resources and virtual terrain, and display it in the graphical user interface.
20. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate via the bus, and when the machine-readable instructions are executed by the processor, the steps of the information display method as described in any one of claims 1 to 18 are performed.
21. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the information display method according to any one of claims 1 to 18 are executed.
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