Game difficulty data processing method and device
By calculating the correction of the expected combat duration and timing pressure index, the standard combat pressure index was obtained, which solved the accuracy of NPC combat difficulty assessment in MMORPG, and realized the accurate numerical intensity assessment of complex combat, which was suitable for the leader combat of real-time MMORPG. .
Patent Information
- Application Number
- CN202410977435.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-07-19
- Publication Date
- 2025-01-10
AI Technical Summary
The existing technology cannot effectively evaluate and calculate the NPC battle difficulty in real-time MMORPG games, especially when the cross-correlation between numerical and skill is complicated, which leads to difficulty in regulating and optimizing numerical pressure, and cannot accurately reflect the improvement of player combat power. The impact of NPC battle difficulty.
By calculating the expected combat duration and timing pressure index, combining the parameters of the NPC and player team, the timing pressure index is corrected to obtain the standard combat pressure index, providing a game difficulty data processing method and device for accurately evaluating the game combat difficulty.
It realizes accurate evaluation of the difficulty of the game's combat, can conduct accurate numerical intensity evaluation in high-complex combat, reduces the inaccuracy of numerical pressure calculation, and is suitable for real-time MMORPG leader battles.
Smart Images

Figure CN119280825A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to a method and device for processing game difficulty data. Background Art
[0002] In the related art, regarding the difficulty of NPC (Non Player Character) battles in MMORPG (Massive Multiplayer Online Role-Playing Game) games, there has been a lack of effective scoring or evaluation standards to objectively evaluate the difficulty of NPC battles. In particular, in the current situation where the NPC battle design of modern real-time MMORPGs generally involves a large number of cross-correlations between numerical values and skills, it is even more difficult to regulate and optimize numerical pressure.
[0003] In fact, the related technologies have not solved the problem of detailed calculation and conclusion output of the numerical difficulty of NPC battles in real-time MMORPG games. Most of the technologies only stay at the simple addition of existing data or rough calculation that ignores the interaction between skills. The calculation deviation of NPC battles in highly complex large-scale team copies of modern real-time MMORPGs is extremely large, and it is impossible to solve the principle of the impact of numerical changes brought about by the improvement of player combat power on the difficulty of NPC battles.
[0004] With respect to the above-mentioned problems existing in the related technologies, no effective solutions have been found so far. Summary of the invention
[0005] The present application provides a method and device for processing game difficulty data to solve the technical problem of inaccurate numerical calculation of NPC battle difficulty.
[0006] According to an embodiment of the present invention, a method for processing game difficulty data is provided, comprising:
[0007] According to the NPC parameters corresponding to the NPC and the player parameters corresponding to the player team, the expected battle duration of the player team fighting with the NPC and the corresponding temporal pressure index of the NPC within the expected battle duration are calculated; the temporal pressure index is used to reflect the cumulative result of the ratio of the NPC's theoretical damage ability to the team's theoretical damage bearing ability of the team players over time;
[0008] According to actual combat data between the NPC and the player team, the temporal pressure index is corrected to obtain a corrected temporal pressure index;
[0009] The standard combat stress index corresponding to the NPC is calculated according to the modified temporal stress index.
[0010] According to another embodiment of the present invention, there is provided a game difficulty data processing device, comprising:
[0011] A temporal pressure index calculation module is used to calculate the expected battle duration of the player team fighting with the NPC and the temporal pressure index corresponding to the NPC within the expected battle duration according to the NPC parameters corresponding to the NPC and the player parameters corresponding to the player team; the temporal pressure index is used to reflect the cumulative result of the ratio of the NPC theoretical damage ability of the NPC to the team theoretical damage bearing ability of the team players over time;
[0012] A time series pressure index correction module, used to correct the time series pressure index according to actual combat data between the NPC and the player team to obtain a corrected time series pressure index;
[0013] The standard combat stress index calculation module is used to calculate the standard combat stress index corresponding to the NPC according to the modified time series stress index.
[0014] According to another embodiment of the present invention, a computer storage medium is provided, storing computer executable instructions, wherein the computer executable instructions are used to execute the game difficulty data processing method described in the above embodiment of the present application.
[0015] According to another embodiment of the present invention, there is provided an electronic device, comprising a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute the game difficulty data processing method described in the above embodiment of the present application.
[0016] The above technical solution provided by the embodiment of the present application has the following advantages over the prior art: the method provided by the embodiment of the present application, based on the actual game battle data, corrects the game pressure data obtained by simulation calculation, so as to obtain a numerical pressure index that can accurately evaluate the difficulty of game battles. In this way, for some competing products or products that provide incomplete relevant battle parameters, it is impossible to obtain accurate timing data based on design elements. Based on the measured data of game battles, the numerical pressure of cross-product boss battles can be uniformly and accurately evaluated from beginning to end. In addition, for the boss battles of real-time MMORPGs, especially the highly complex battles with numerous mechanisms, frequent stage changes, and diverse occupations and specializations, a relatively accurate numerical strength assessment can still be performed. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the invention and, together with the description, serve to explain the principles of the invention.
[0018] In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, for ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative labor.
[0019] One or more embodiments are exemplarily described by pictures in the corresponding drawings, and these exemplified descriptions do not constitute limitations on the embodiments. Elements with the same reference numerals in the drawings represent similar elements, and unless otherwise stated, the figures in the drawings do not constitute proportional limitations.
[0020] Figure 1 A flowchart of a method for processing game difficulty data provided by an embodiment of the present application;
[0021] Figure 2 A flowchart of a method for processing game difficulty data provided by another embodiment of the present application;
[0022] Figure 3 A flowchart of a method for processing game difficulty data provided by another embodiment of the present application;
[0023] Figure 4 A schematic diagram of the structure of a game difficulty data processing device provided in an embodiment of the present application;
[0024] Figure 5 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0025] In order to make the purpose, technical solution and advantages of the embodiments of the present application clearer, the technical solution 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. Obviously, the described embodiments are part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without making creative work are within the scope of protection of this application.
[0026] The disclosure below provides many different embodiments or examples to implement different structures of the present invention. In order to simplify the disclosure of the present invention, the parts and settings of specific examples are described below. Of course, they are only examples, and the purpose is not to limit the present invention. In addition, the present invention can repeat reference numbers and / or letters in different examples. This repetition is for the purpose of simplification and clarity, and does not itself indicate the relationship between the various embodiments and / or settings discussed.
[0027] In the related technology, although there is a numerical pressure calculation model for game difficulty, it is difficult to accurately calculate the numerical pressure data of game difficulty for game products that do not provide complete combat data. Therefore, it is necessary to establish a connection between numerical pressure theoretical data and measured data, so as to conduct a unified and accurate evaluation of the numerical pressure of cross-product boss battles.
[0028] The following first introduces a method for processing game difficulty data provided by an embodiment of the present invention.
[0029] Figure 1 A flowchart of a method for processing game difficulty data provided by an embodiment of the present application is shown below. Figure 1 As shown, the method includes the following steps S11-S13:
[0030] Step S11, calculates the expected battle duration between the player team and the NPC, and the corresponding temporal pressure index of the NPC within the expected battle duration, based on the NPC parameters corresponding to the NPC and the player parameters corresponding to the player team; the temporal pressure index is used to reflect the cumulative result over time of the ratio of the NPC's theoretical damage ability to the team's theoretical damage bearing ability.
[0031] Among them, NPC is a game character facing the player that appears in the game scene. In this embodiment, it mainly refers to a game character that needs to fight with a player-controlled character (PCC), such as a monster or Boss in the game that needs to be killed by the player.
[0032] In step S11, based on known combat data, including NPC parameters and player parameters, the relationship between the NPC's damage capability and the player's damage tolerance capability is analyzed, thereby calculating the numerical pressure of the game difficulty that the NPC theoretically brings to the player.
[0033] The core of the game difficulty calculation is "whether the player can kill the NPC while ensuring their own survival". Therefore, the game difficulty can be evaluated from at least two dimensions: one is the player's ability to withstand damage from NPC attacks, that is, "ensuring survival"; the other is the player's attack ability to consume the NPC's health, "ensuring killing". Based on these two dimensions, the expected battle duration of the player team and the theoretical pressure index of the NPC at each time point during this duration can be calculated.
[0034] The temporal pressure index actually reflects the degree of influence of the player's equipment level and hardware growth on the game difficulty. The higher the player's equipment level and hardware growth, that is, the stronger the player's ability to withstand damage during combat, the lower the game difficulty. Therefore, the larger the temporal pressure index, the smaller the numerical pressure of the game difficulty is affected by the time axis, and the weaker the numerical pressure is affected by the player's equipment level and hardware growth; conversely, the smaller the temporal pressure index, the greater the numerical pressure of the game difficulty is affected by the time axis, and the stronger the numerical pressure is affected by the player's equipment level and hardware growth.
[0035] Step S12, correcting the temporal pressure index according to the actual combat data between the NPC and the player team to obtain a corrected temporal pressure index.
[0036] The calculated theoretical stress index is corrected through actual combat data. In this way, for game products with incomplete combat data, the accuracy of the game difficulty stress index can be improved.
[0037] Step S13, calculating the standard combat pressure index corresponding to the NPC according to the modified time series pressure index.
[0038] Through the pressure index after correcting the theoretical numerical pressure, we can calculate the correlation factor between the numerical pressure of the game difficulty in the theoretical version and the actual version - the standard combat pressure index, which is used to reflect the numerical pressure brought to the player by the game battle. The larger the standard combat pressure index, the greater the numerical pressure brought to the player by the battle against the NPC, and the stronger the user's perception of the game difficulty.
[0039] In this embodiment, based on the actual game battle data, the game pressure data obtained by simulation calculation is corrected to obtain a numerical pressure index that can accurately evaluate the difficulty of the game battle. In this way, for some competing products or products that provide incomplete relevant battle parameters, it is impossible to obtain accurate time series data based on design elements. Based on the measured data of game battles, the numerical pressure of cross-product boss battles can be uniformly and accurately evaluated from beginning to end. In addition, for the boss battles of real-time MMORPGs, especially the highly complex battles with numerous mechanisms, frequent stage changes, and diverse occupations and specializations, a relatively accurate numerical strength assessment can still be performed.
[0040] In another embodiment of the present application, the calculation method of the time series pressure index in the above step S11 is described in detail. Figure 2 This is a flowchart of a method for processing game difficulty data provided by another embodiment of the present application. Figure 2 As shown, the above step S11 includes the following steps:
[0041] Step S111, according to the NPC parameters and the player parameters, the NPC health and the NPC theoretical damage ability of the NPC, the team theoretical damage ability and the team health of the player team are analyzed and obtained;
[0042] Among them, the player team's theoretical team damage ability can be obtained by sampling and calculating the mean to obtain the simulated team damage expectation (E Raid DPS).
[0043] Step S112, calculate the expected battle duration based on the NPC health and the team's theoretical damage capability.
[0044] Among them, the team's theoretical damage capacity can be the sum of the damage capacity per second (that is, the output capacity per second) of each player in the team, that is, the team's theoretical damage capacity per second.
[0045]
[0046] Step S113, taking the ratio of the NPC's theoretical damage ability and the team's health at time point t0 as the independent variable x, generate the NPC's time series distribution function h(x) within the expected battle duration; and calculate the NPC's time series pressure index using the following formula:
[0047] Among them, t ′ is the expected battle duration, and h(x) is the time series distribution function.
[0048] In this embodiment, h(x) is based on smoothed damage simulation. Within the expected battle duration calculated based on the NPC health and the theoretical damage capacity of the player team, a time series function is calculated based on the NPC theoretical damage capacity and the team health to describe the damage pressure of the player team at each time point. h(x)=0, indicating that at the current time point, the NPC has no skills to cause damage to the player team; 1>h(x)>0, indicating that at the current time point, the NPC has skills to cause damage to the player team, and the damage is less than the team's health; h(x)>1 indicates that at the current time point, the NPC has skills to cause damage to the player team, and the damage is greater than the team's health; h(x)<0, indicating that at the current time point, the blood recovery caused by the player team is greater than the blood damage caused by the NPC skills to the player team.
[0049] Optionally, since h(x) is also affected by the player's healing ability, the player's healing ability will affect the player team's ability to bear injuries, that is, it can reduce the pressure of NPC skill damage on the player team. Therefore, in the above step S111, the player's healing ability is analyzed according to the player parameters; in step S113, the difference between the NPC's theoretical damage ability and the player's healing ability at time point t0 is calculated, and the ratio of the difference to the team's health is used as the independent variable x to generate the time series distribution function h(x) of the NPC within the expected battle duration. In this way, when calculating the time series pressure index corresponding to the NPC, by introducing the player's healing ability, it can be reflected that the player team uses healing skills to offset part of the NPC skill damage during the battle, which can more accurately reflect the damage pressure that the player team needs to bear at each time point.
[0050] Optionally, the team health is not only related to the health of each player in the team, but also affected by the standard endurance brought by the player's equipment. Therefore, in the above step S111, the team health is obtained according to the player parameter analysis, including:
[0051] Step A1, obtaining the player standard endurance of each player in the player team according to the player parameter analysis;
[0052] Step A2, calculating the player bonus health of each of the players according to the player standard endurance and the player treatment ability, and summing up the player bonus health of each of the players to obtain the team health of the player team.
[0053] Among them, different equipment types and levels have different degrees of bonus to health. For example, defense equipment has a higher bonus to health than attack equipment; the higher the level of defense equipment, the higher the bonus to health. In addition, the standard endurance and health conversion coefficient of players in different games are also different.
[0054] Optionally, the player's bonus health is the health gained through equipment bonus. For example, in the game, if the player's equipment is all level 447 equipment, the total standard endurance that the player can obtain is 23461, and the conversion coefficient between the player's standard endurance and health is 21.2. Therefore, the player's bonus health gained under the standard endurance bonus is 23461×21.2=497373.2.
[0055] Optionally, the player's bonus health can be set to the product of the player's standard endurance and the basic player's health. For example, if the total standard endurance of the player is 23461 and the player's basic health is 100, the player's bonus health is 23461×100=2346100.
[0056] Optionally, the player's bonus health can be obtained by adding the extra health gained by the equipment to the basic player's health. For example, the player's extra health under the standard endurance bonus is 497373.2. If the player's basic health is 1000, the player's bonus health is 497373.2+1000=498373.2.
[0057] In the above embodiment, by introducing "player standard endurance" to more accurately measure the survivability of the player team, not only can the expected battle time be accurately calculated, but also the accuracy of the calculation of the timing pressure index can be improved, that is, the accuracy of the game difficulty numerical pressure can be improved.
[0058] By constructing a model of numerical pressure of game difficulty, the theoretical numerical pressure of game difficulty can be calculated. However, since the calculation of theoretical numerical pressure requires accurate and complete relevant combat parameters of the game, for game products that provide incomplete combat parameters or cannot obtain combat parameters, it is impossible to obtain an accurate temporal pressure index based on design elements. Therefore, this application corrects the calculated theoretical numerical pressure of game difficulty based on the measured combat data of the game to improve the accuracy of the numerical pressure of game difficulty.
[0059] Figure 3 This is a flowchart of a method for processing game difficulty data provided by another embodiment of the present application. Figure 3 As shown, in an optional embodiment, the above step S12 includes:
[0060] Step S121, determining the actual damage tolerance of the player team during the actual combat duration, and obtaining the team combat numerical pressure index according to the ratio of the actual damage tolerance of the team to the total standard health of the player team.
[0061] Among them, the team's actual damage-bearing ability can be analyzed through measured combat data to obtain the team's average damage per second (RAW DTPS) recorded during the actual combat duration. The team combat numerical pressure index is calculated by using the ratio of RAW DTPS to the total standard health of the player team when facing the NPC: Team combat numerical pressure index = RAW DTPS / total standard health.
[0062] The team combat numerical pressure index reflects the distribution of combat numerical pressure. The closer the team combat numerical pressure is to 1, the stronger the overall numerical pressure is, and the generation of numerical pressure tends to occur throughout the entire combat process. Conversely, the closer it is to 0, the stronger the local numerical pressure is, and the generation of numerical pressure tends to occur in the local process of the combat.
[0063] Step S122, using the actual injury tolerance of the team to correct the temporal stress index to obtain a corrected temporal stress index.
[0064] When calculating the temporal pressure index as mentioned above, the theoretical damage tolerance of the player team is actually used. Therefore, the temporal pressure index is corrected by the actual damage tolerance of the team obtained through actual combat data, so that the temporal pressure index can more accurately reflect the instantaneous damage suffered by the game team, thereby further improving the accuracy of the numerical pressure of the game difficulty.
[0065] In an optional embodiment, the above step S122 can correct the temporal pressure index in the following manner:
[0066] Step B1, calculating the theoretical total damage incurred by the team within the expected battle duration according to the theoretical damage-bearing capacity of the player team, and calculating the actual total damage incurred by the team within the actual battle duration according to the actual damage-bearing capacity of the player team;
[0067] Step B2, multiplying the ratio of the theoretical total damage sustained by the team to the actual total damage sustained by the team by the time series pressure index to obtain the modified time series pressure index.
[0068]
[0069] The theoretical total damage sustained by the player team within the expected battle duration is t ′ Indicates the expected duration of the battle;
[0070] The actual total damage sustained by the player team recorded during the actual battle duration is RAW DPTS*t, where t represents the actual battle duration;
[0071] therefore,
[0072] In this embodiment, the relationship between the actual total damage borne by the player team and the theoretical total damage borne is recorded by measured data, and the temporal pressure index is corrected so that the temporal pressure index more accurately reflects the instantaneous damage borne by the game team, thereby further improving the accuracy of the game difficulty numerical pressure.
[0073] In order to establish a corresponding relationship between the actual game data and the theoretical data and improve the accuracy of the calculation of the numerical pressure of the game difficulty, this application further calculates the standard combat pressure index corresponding to the NPC, which can be calculated specifically in the following way.
[0074] The above step S13 includes: obtaining the standard combat stress index according to the ratio of the modified temporal stress index to the team combat numerical stress index.
[0075] From this we can infer that
[0076] The standard combat pressure index can reflect the numerical pressure that the NPC provides to the player in the current game layout. The larger the standard combat pressure index, the stronger the numerical pressure perception that the NPC provides to the player, that is, the greater the game difficulty. Because the index uses measured data to correct the inaccurate factors that may be brought by theoretical data, it can more accurately reflect the difficulty numerical pressure of the NPC in the game battle.
[0077] In another optional embodiment, the method further includes: dividing the standard combat stress index by the expected combat time to obtain a standard combat stress index per unit time, that is, the standardized stress index per unit time = the standardized stress index / t. By calculating the standard combat stress index per unit time of the NPC during the combat process, such as the standard combat stress index per second, the time factor is removed, and the numerical pressure perception provided by the NPC to the player can be more intuitively and accurately reflected.
[0078] In the above embodiment of the present application, the game difficulty can actually be evaluated by numerical pressure in multiple dimensions:
[0079] (1) Time series pressure index
[0080] The time series pressure index is used to calculate the game difficulty value through theoretical data, which reflects the time series of the game difficulty value pressure. The weaker the time series of the value pressure, the less the value pressure is affected by the time axis, and the weaker the influence of the equipment level and the player's hardware growth; on the contrary, the smaller the value, the stronger the time series of the value pressure, the greater the influence of the value pressure by the time axis, and the stronger the influence of the equipment level and the player's hardware growth.
[0081] (2) Team Combat Numerical Stress Index
[0082] The team battle numerical pressure index is a game difficulty value calculated through measured data, which is used to reflect the distribution of battle numerical pressure during the battle. The closer the team battle numerical pressure index is to 1, the stronger the overall numerical pressure is, and the numerical pressure tends to be generated in the battle as a whole; conversely, the closer the team battle numerical pressure index is to 0, the stronger the local numerical pressure is, and the numerical pressure tends to be generated in the local part of the battle.
[0083] (3) Standard combat stress index (standard combat stress index per unit time)
[0084] The standard combat pressure index is a game difficulty data calculated by correcting the theoretical data calculation results with actual measured data. It is used to reflect the degree of pressure perception that NPC battles bring to players. The larger the standard combat pressure index, the stronger the numerical pressure perception that NPCs provide to players, that is, the greater the game difficulty. The standard combat pressure index per unit time can reflect the degree of pressure perception that NPC battles bring to players per unit time.
[0085] In this embodiment, the game difficulty can be evaluated more accurately and comprehensively through the game difficulty values in multiple dimensions. For the NPC battles in real-time MMORPGs, especially the highly complex battles with various mechanisms, frequent stage transitions, and various professions and specializations, a relatively accurate numerical strength evaluation can still be performed, which is of great significance for the early development of the game, especially for checking whether it meets its design expectations before going online.
[0086] In the embodiment of the present application, in the early testing stage of the game, the timeline of the battle process can be disassembled and the numerical difficulty can be objectively evaluated to ensure that the numerical pressure setting of the leader meets the expectations of the production team. Furthermore, for competing products and games that have already been launched, the conclusions output by the embodiment of the present application can be combined with the characteristics of the player's career choice, tactical choice, etc., to assist developers in "moderate but not excessive" tuning of the leader, so that more players can reduce the pressure of passing the battle without sacrificing too much experience feedback, and achieve fine-tuning of the numerical difficulty of the leader battle.
[0087] The following are device embodiments of the present application, which can be used to execute method embodiments of the present application.
[0088] Figure 4 This is a schematic diagram of the structure of a game difficulty data processing device provided in an embodiment of the present application. The device can be implemented as part or all of an electronic device through software, hardware, or a combination of both. Figure 4 As shown, the game difficulty data processing device includes:
[0089] The temporal pressure index calculation module 41 is used to calculate the expected battle duration of the player team fighting with the NPC and the temporal pressure index corresponding to the NPC within the expected battle duration according to the NPC parameters corresponding to the NPC and the player parameters corresponding to the player team; the temporal pressure index is used to reflect the cumulative result of the ratio of the NPC theoretical damage ability of the NPC to the team theoretical damage bearing ability of the team players over time;
[0090] A time series pressure index correction module 42 is used to correct the time series pressure index according to the actual combat data between the NPC and the player team to obtain a corrected time series pressure index;
[0091] The standard combat stress index calculation module 43 is used to calculate the standard combat stress index corresponding to the NPC according to the modified time series stress index.
[0092] Optionally, a temporal stress index correction module 42 is used to determine the actual damage-bearing capacity of the player team during the actual combat duration, and obtain a team combat numerical stress index according to a ratio of the actual damage-bearing capacity of the team to the total standard health volume of the player team; and use the actual damage-bearing capacity of the team to correct the temporal stress index to obtain a corrected temporal stress index.
[0093] Optionally, a time series pressure index correction module 42 is used to calculate the theoretical total damage borne by the team within the expected battle duration according to the theoretical damage borne capacity of the player team, and to calculate the actual total damage borne by the team within the actual battle duration according to the actual damage borne capacity of the player team; and to obtain the corrected time series pressure index by multiplying the ratio of the theoretical total damage borne by the team to the actual total damage borne by the team.
[0094] Optionally, a standard combat stress index calculation module 43 is used to obtain the standard combat stress index according to the ratio of the modified temporal stress index to the team combat numerical stress index.
[0095] Optionally, the standard combat stress index calculation module 43 is further used to divide the standard combat stress index by the expected combat time to obtain a standard combat stress index per unit time.
[0096] Optionally, the time series pressure index calculation module 41 is used to analyze and obtain the NPC health, NPC theoretical damage ability, and the team theoretical damage ability and team health of the NPC according to the NPC parameters and the player parameters; calculate the expected battle duration according to the NPC health and the team theoretical damage ability; use the ratio of the NPC theoretical damage ability and the team health of the NPC at time point t0 as the independent variable x to generate the time series distribution function h(x) of the NPC within the expected battle duration; and use the following formula to calculate the time series pressure index of the NPC:
[0097]
[0098] Among them, t ′ is the expected battle duration, and h(x) is the time series distribution function.
[0099] Optionally, a temporal pressure index calculation module 41 is used to obtain the standard player endurance of each player in the player team according to the player parameter analysis; calculate the player bonus health of each player according to the player standard endurance, and sum up the player bonus health of each player to obtain the team health of the player team.
[0100] The present application also provides an electronic device, such as Figure 5As shown, the electronic device may include: a processor 1501 , a communication interface 1502 , a memory 1503 and a communication bus 1504 , wherein the processor 1501 , the communication interface 1502 , and the memory 1503 communicate with each other via the communication bus 1504 .
[0101] Memory 1503, used for storing computer programs;
[0102] The processor 1501 is used to implement the steps of the above method embodiment when executing the computer program stored in the memory 1503.
[0103] The communication bus mentioned in the above electronic device can be a Peripheral Component Interconnect (PCI) bus or an Extended Industry Standard Architecture (EISA) bus, etc. The communication bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one thick line is used in the figure, but it does not mean that there is only one bus or one type of bus.
[0104] The communication interface is used for communication between the above electronic device and other devices.
[0105] The memory may include a random access memory (RAM) or a non-volatile memory (NVM), such as at least one disk memory. Optionally, the memory may also be at least one storage device located away from the aforementioned processor.
[0106] The above-mentioned processor can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components.
[0107] The present application also provides a computer-readable storage medium having a computer program stored thereon, and the computer program implements the steps of the above method embodiment when executed by a processor.
[0108] The device embodiments described above are merely illustrative, wherein 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 modules may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0109] Through the description of the above implementation methods, those skilled in the art can clearly understand that each implementation method can be implemented by means of software plus a general hardware platform, and of course, by hardware. Based on this understanding, the above technical solution is essentially or the part that contributes to the relevant technology can be embodied in the form of a software product, and the computer software product can be stored in a computer-readable storage medium, such as ROM / RAM, a disk, an optical disk, etc., including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to execute the methods described in each embodiment or some parts of the embodiments.
[0110] It should be understood that the terms used herein are only for the purpose of describing specific example embodiments and are not intended to be limiting. Unless the context clearly indicates otherwise, the singular forms "one", "an" and "said" as used herein may also be meant to include plural forms. The terms "include", "comprise", "contain", and "have" are inclusive, and therefore specify the existence of stated features, steps, operations, elements and / or parts, but do not exclude the existence or addition of one or more other features, steps, operations, elements, parts, and / or combinations thereof. The method steps, processes, and operations described herein are not interpreted as necessarily requiring them to be performed in the specific order described or illustrated, unless the execution order is clearly indicated. It should also be understood that additional or alternative steps may be used.
[0111] The foregoing is merely a specific embodiment of the present invention, which enables those skilled in the art to understand or implement the present invention. Various modifications to these embodiments will be apparent to those skilled in the art, and the general principles defined herein may be implemented in other embodiments without departing from the spirit or scope of the present invention. Therefore, the present invention will not be limited to the embodiments shown herein, but rather to the widest scope consistent with the principles and novel features claimed herein.
Claims
1. A method for processing game difficulty data, characterized in that: include: According to the NPC parameters corresponding to the NPC and the player parameters corresponding to the player team, the expected battle duration of the player team fighting with the NPC and the corresponding temporal pressure index of the NPC within the expected battle duration are calculated; the temporal pressure index is used to reflect the cumulative result of the ratio of the NPC's theoretical damage ability to the team's theoretical damage bearing ability of the team players over time; According to actual combat data between the NPC and the player team, the temporal pressure index is corrected to obtain a corrected temporal pressure index; The standard combat stress index corresponding to the NPC is calculated according to the modified temporal stress index.
2. The method according to claim 1, characterized in that The step of correcting the temporal pressure index according to the actual combat data between the NPC and the player team to obtain a corrected temporal pressure index includes: Determine the actual damage tolerance of the player team during the actual combat duration, and obtain a team combat numerical pressure index according to the ratio of the actual damage tolerance of the team to the total standard health of the player team; The temporal stress index is corrected using the actual injury tolerance of the team to obtain a corrected temporal stress index.
3. The method according to claim 2, characterized in that The method of modifying the temporal stress index by using the actual injury tolerance of the team to obtain a modified temporal stress index includes: Calculating the theoretical total damage borne by the team within the expected battle duration according to the theoretical damage borne capacity of the player team, and calculating the actual total damage borne by the team within the actual battle duration according to the actual damage borne capacity of the player team; The modified temporal pressure index is obtained by multiplying the ratio of the theoretical total damage borne by the team to the actual total damage borne by the team by the temporal pressure index.
4. The method according to claim 2, characterized in that: The step of calculating the standard combat stress index corresponding to the NPC according to the modified temporal stress index includes: The standard combat stress index is obtained according to the ratio of the modified temporal stress index to the team combat numerical stress index.
5. The method according to claim 1, characterized in that The method further comprises: The standard combat stress index is divided by the expected combat time to obtain the standard combat stress index per unit time.
6. The method according to claim 1, characterized in that The calculating, based on the NPC parameters corresponding to the NPC and the player parameters corresponding to the player team, the expected battle duration of the player team fighting with the NPC, and the time pressure index corresponding to the NPC within the expected battle duration, includes: According to the NPC parameters and the player parameters, the NPC health and theoretical damage capability of the NPC, and the theoretical damage capability and team health of the player team are analyzed; The expected battle duration is calculated based on the NPC health and the theoretical damage capability of the team; Taking the ratio of the theoretical damage capability of the NPC at time point t0 to the health of the team as the independent variable x, a time series distribution function h(x) of the NPC within the expected battle duration is generated; The temporal pressure index of the NPC is calculated using the following formula: Among them, t ′ is the expected battle duration, and h(x) is the time series distribution function.
7. The method according to claim 6, characterized in that The team health is obtained according to the player parameter analysis, including: Obtaining the player standard endurance of each player in the player team according to the player parameter analysis; The player bonus health of each of the players is calculated according to the player standard endurance, and the player bonus health of each of the players is summed up to obtain the team health of the player team.
8. A game difficulty data processing device, characterized in that: include: A temporal pressure index calculation module is used to calculate the expected battle duration of the player team fighting with the NPC and the temporal pressure index corresponding to the NPC within the expected battle duration according to the NPC parameters corresponding to the NPC and the player parameters corresponding to the player team; the temporal pressure index is used to reflect the cumulative result of the ratio of the NPC theoretical damage ability of the NPC to the team theoretical damage bearing ability of the team players over time; A time series pressure index correction module, used to correct the time series pressure index according to actual combat data between the NPC and the player team to obtain a corrected time series pressure index; The standard combat stress index calculation module is used to calculate the standard combat stress index corresponding to the NPC according to the modified time series stress index.
9. A storage medium, characterized in that: The storage medium stores a computer program, wherein the computer program is configured to execute the game difficulty data processing method described in any one of claims 1 to 7 when running.
10. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to run the computer program to execute the game difficulty data processing method described in any one of claims 1 to 7.