Game difficulty evaluation method and device, storage medium and electronic device
The mechanism and numerical pressure difficulty value of NPC characters are calculated through the difficulty building model, and the problem of inaccurate combat difficulty evaluation of NPC characters in the existing technology is solved, and more objective and accurate evaluation is achieved, which improves the flexibility of game development and testing and Fight fun.
Patent Information
- Application Number
- CN202311766927.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-20
- Publication Date
- 2025-01-10
AI Technical Summary
There is a lack of effective evaluation criteria for NPC character combat difficulty in the existing technology. The evaluation relies on simulated user experience feedback, is highly subjective, and fails to fully consider the superposition of design elements and factors.
By determining the role type of the NPC character, the character mechanism difficulty value and numerical pressure difficulty value are calculated based on the character's difficulty building model, and combined with the complex connection between skills and skills, the combat difficulty is formed to form two dimensions of mechanism pressure and numerical pressure to evaluate.
It realizes the objectivity and accuracy of the combat difficulty evaluation of NPC characters, and can make more precise configuration and adjustments in game development and testing, ensuring that the difficulty level meets expectations, and enhancing the fun of combat.
Smart Images

Figure CN119293466A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of computer technology, and in particular to a method and device for evaluating game difficulty, a storage medium, and an electronic device. Background Art
[0002] In the related art, regarding the evaluation of the difficulty of NPC 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 character battles, especially at the time point before the game is officially launched, when there is no user experience feedback before the evaluation of the difficulty performance as data support.
[0003] The related technologies do not actually solve the problem of evaluating the combat difficulty of NPC characters in MMORPG games. They only provide an evaluation of some or a small part of the factors that play a role therein. Moreover, the large-scale application of AI or neural network algorithms is actually to obtain experience data by simulating user experience feedback, thereby evaluating the combat difficulty. In essence, it is still based on the difficulty performance inferred from the experience data, rather than from the design elements or the way of element superposition, and is quite subjective.
[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 embodiments of the present invention provide a method and device for evaluating game difficulty, a storage medium, and an electronic device to solve the above-mentioned problems in the prior art.
[0006] According to one embodiment of the present invention, a method for evaluating game difficulty is provided, comprising: determining a character type of a target non-player-controlled character NPC in a virtual game; determining a character mechanism difficulty value and a numerical pressure difficulty value of the target NPC character according to the character type, wherein the character mechanism difficulty value is used to characterize the difficulty of connecting multiple skills of the target NPC character during a battle, and the numerical pressure difficulty value is used to characterize the damage value caused by the target NPC character during a battle; determining the character mechanism difficulty value and the numerical pressure difficulty value of the target NPC character according to the character type.
[0007] Optionally, determining the character mechanism difficulty value and the numerical pressure difficulty value of the target NPC character according to the character type includes: creating a difficulty building model of the target NPC character based on the character type; parsing the model height and the number of model layers of the difficulty building model, and parsing the numerical influence coefficient of the difficulty building model; calculating the character mechanism difficulty value of the target NPC character according to the model height and the number of model layers, and calculating the numerical pressure difficulty value of the target NPC character according to the numerical influence coefficient.
[0008] Optionally, parsing the model height and number of model layers of the difficult building model includes: determining an expansion pack of the virtual game; determining a number of detection means from the expansion pack; parsing the influence range of each of the number of detection means; creating a model level of the difficult building model for each detection means with respect to the influence range; and for each level of the difficult building model, counting the number of detection means stacked at the current level, and determining the number of detection means as the model height of the current level.
[0009] Optionally, determining a number of detection means from the expansion pack includes: determining the job skills of the corresponding character type for each character type in the expansion pack, and determining the team skills of the corresponding character combination type for each character combination type in the expansion pack; decomposing the job skills and the team skills into a numerical element set and an effect element set; and determining a corresponding detection means for each effect element in the effect element set.
[0010] Optionally, after creating a model level of the difficult building model, the method further includes: determining a nested relationship between a first detection means within a target level and several other detection means outside the target level; and configuring the floor position of the target level in the difficult building model according to the nested relationship.
[0011] Optionally, configuring the floor position of the target level in the difficult building model according to the nested relationship includes: determining whether there is a second detection means that affects the first detection means among the other detection means, and determining whether there is a third detection means that is affected by the first detection means among the other detection means; if there is a second detection means that affects the first detection means among the other detection means, configuring the target level at an upper level of the level where the second detection means is located; if there is a third detection means that is affected by the first detection means among the other detection means, configuring the target level at a lower level of the level where the third detection means is located.
[0012] Optionally, calculating the role mechanism difficulty value of the target NPC character according to the model layer height and the model layer number includes: calculating the role mechanism difficulty value of the target NPC character using the following formula: Where N = the number of levels, n = the model height of the current level = the number of detection methods of the current level, a n is the impact role range of detection method i, b n is the range weight of detection method i, c n It is the exclusive ratio of detection means i to specific skills, e = base of natural logarithm.
[0013] Optionally, calculating the numerical pressure difficulty value of the target NPC character according to the numerical influence coefficient includes: parsing the estimated battle duration of the target NPC character, the output capacity of the target NPC character, the injury tolerance capacity of the player character, the general health bonus capacity of the player character in the current expansion pack, and the treatment capacity of the player character in the numerical influence coefficient; taking the ratio of the output capacity of the target NPC character at time point t0 and the total amount of the general health bonus capacity of the player character in the current expansion pack in the team state as the independent variable x, generating a time series distribution function h(x) of the target NPC character within the estimated battle duration; and using the following formula to calculate the numerical pressure difficulty value of the target NPC character: Wherein, t is the estimated combat duration of the target NPC character, and h(x) is the time series distribution function.
[0014] According to another embodiment of the present invention, a device for evaluating game difficulty is provided, comprising: a first determination module, used to determine the character type of a target non-player-controlled character NPC in a virtual game; a calculation module, used to determine a character mechanism difficulty value and a numerical pressure difficulty value of the target NPC character according to the character type, wherein the character mechanism difficulty value is used to characterize the difficulty of connecting multiple skills of the target NPC character during a battle, and the numerical pressure difficulty value is used to characterize the damage value caused by the target NPC character during a battle; a second determination module, used to determine the character mechanism difficulty value and the numerical pressure difficulty value of the target NPC character according to the character type.
[0015] Optionally, the second determination module includes: a creation unit, used to create a difficulty building model of the target NPC character based on the character type; a parsing unit, used to parse the model height and number of model layers of the difficulty building model, and to parse the numerical influence coefficient of the difficulty building model; a calculation unit, used to calculate the character mechanism difficulty value of the target NPC character according to the model height and the number of model layers, and to calculate the numerical pressure difficulty value of the target NPC character according to the numerical influence coefficient.
[0016] Optionally, the creation unit includes: a first determination subunit, used to determine an expansion pack of the virtual game; a second determination subunit, used to determine a number of detection means from the expansion pack; an analysis subunit, used to analyze the influence range of each of the several detection means; a creation subunit, used to create a model level of the difficulty building model for each detection means with an influence range; and a third determination subunit, used to count the number of detection means stacked at the current level for each level of the difficulty building model, and determine the number of detection means as the model level height of the current level.
[0017] Optionally, the second determination subunit is also used to: determine the job skills of the corresponding character type for each character type in the expansion pack, and determine the team skills of the corresponding character combination type for each character combination type in the expansion pack; decompose the job skills and the team skills into a numerical element set and an effect element set; and determine the corresponding detection method for each effect element in the effect element set.
[0018] Optionally, the creation unit also includes: a fourth determination subunit, used to determine the nested relationship between the first detection means within the target level and several other detection means outside the target level after the creation subunit creates a model level of the difficult building model; a configuration subunit, used to configure the floor position of the target level in the difficult building model according to the nested relationship.
[0019] Optionally, the configuration subunit is also used to: determine whether there is a second detection means that affects the first detection means among the other detection means, and determine whether there is a third detection means that is affected by the first detection means among the other detection means; if there is a second detection means that affects the first detection means among the other detection means, configure the target level at an upper level of the level where the second detection means is located; if there is a third detection means that is affected by the first detection means among the other detection means, configure the target level at a lower level of the level where the third detection means is located.
[0020] Optionally, the calculation unit includes: a first calculation subunit, configured to calculate the character mechanism difficulty value of the target NPC character using the following formula:
[0021] Where N = the number of levels, n = the model height of the current level = the number of detection methods of the current level, a n is the impact role range of detection method i, b n is the range weight of detection method i, c nIt is the exclusive ratio of detection means i to specific skills, e = base of natural logarithm.
[0022] Optionally, the calculation unit includes: an analysis subunit, used to analyze the estimated battle duration of the target NPC character, the output capacity of the target NPC character, the injury tolerance of the player character, the general health bonus capacity of the player character in the current expansion pack, and the treatment capacity of the player character in the numerical influence coefficient; a generation subunit, used to generate a time series distribution function h(x) of the target NPC character within the estimated battle duration using the ratio of the output capacity of the target NPC character at time point t0 and the total amount of the general health bonus capacity of the player character in the current expansion pack in the team state as an independent variable x; and a second calculation subunit, used to calculate the numerical pressure difficulty value of the target NPC character using the following formula: Wherein, t is the estimated combat duration of the target NPC character, and h(x) is the time series distribution function.
[0023] According to yet another embodiment of the present invention, a storage medium is provided, in which a computer program is stored, wherein the computer program is configured to execute the steps of any one of the above method embodiments when running.
[0024] According to yet another embodiment of the present invention, there is provided an electronic device, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to run the computer program to execute the steps in any one of the above method embodiments.
[0025] By means of the present invention, the character type of a target non-player controlled character NPC in a virtual game is determined, and a character mechanism difficulty value and a numerical pressure difficulty value of the target NPC character are determined according to the character type, wherein the character mechanism difficulty value is used to characterize the connection difficulty between multiple skills of the target NPC character during a battle, and the numerical pressure difficulty value is used to characterize the damage value caused by the target NPC character during a battle. The character mechanism difficulty value and the numerical pressure difficulty value of the target NPC character are determined according to the character type, and by combining the rather complex connection and logical relationship between skills, the combat component factors of the NPC character are disassembled, all objective factors that participate in and affect the battle are abstracted, and two major parts of mechanism pressure and numerical pressure are formed to respectively represent the combat difficulty, thereby solving the technical problem that the relevant technology evaluates the combat difficulty of NPC characters in virtual games inaccurately, and more accurately configures and flexibly adjusts the NPC characters in the game during the game development and testing process. BRIEF DESCRIPTION OF THE DRAWINGS
[0026] The drawings described herein are used to provide a further understanding of the present invention and constitute a part of this application. The exemplary embodiments of the present invention and their descriptions are used to explain the present invention and do not constitute an improper limitation of the present invention. In the drawings:
[0027] Figure 1 It is a hardware structure block diagram of a game difficulty evaluation computer according to an embodiment of the present invention;
[0028] Figure 2 is a flow chart of a method for evaluating game difficulty according to an embodiment of the present invention;
[0029] Figure 3 is a schematic diagram of a difficult building model in an embodiment of the present invention;
[0030] Figure 4 is a structural block diagram of a device for evaluating game difficulty according to an embodiment of the present invention;
[0031] Figure 5 It is a structural diagram of an electronic device according to an embodiment of the present invention. DETAILED DESCRIPTION
[0032] In order to enable those skilled in the art to better understand the present application, the technical solutions 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 only embodiments of a part of the present application, not all embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work should fall within the scope of protection of the present application. It should be noted that the embodiments in the present application and the features in the embodiments can be combined with each other without conflict.
[0033] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0034] Example 1
[0035] The method embodiment provided in the first embodiment of the present application can be executed in a mobile phone, tablet, server, computer or similar electronic terminal. Taking running on a computer as an example, Figure 1 FIG. 1 is a hardware structure block diagram of a game difficulty evaluation computer according to an embodiment of the present invention. Figure 1 As shown, the computer may include one or more ( Figure 1 Only one is shown in the figure) a processor 102 (the processor 102 may include but is not limited to a processing device such as a microprocessor MCU or a programmable logic device FPGA) and a memory 104 for storing data. Optionally, the computer may also include a transmission device 106 and an input / output device 108 for communication functions. It can be understood by those skilled in the art that Figure 1 The structure shown is only for illustration and does not limit the structure of the above-mentioned computer. Figure 1 More or fewer components as shown, or with Figure 1 Different configurations are shown.
[0036] The memory 104 can be used to store computer programs, for example, software programs and modules of application software, such as a computer program corresponding to a method for evaluating the difficulty of a game in an embodiment of the present invention. The processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, that is, to implement the above method. The memory 104 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 104 may further include a memory remotely arranged relative to the processor 102, and these remote memories may be connected to the computer via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and a combination thereof. In this embodiment, the processor 104 is used to respond to human-computer interaction instructions and game strategies, and control the target virtual character to perform specified operations to complete the game task. The memory 104 is used to store program scripts, configuration information, attribute information of virtual characters, etc. of electronic games.
[0037] The transmission device 106 is used to receive or send data via a network. The specific example of the above network may include a wireless network provided by a communication provider of the computer. In one example, the transmission device 106 includes a network adapter (Network Interface Controller, referred to as NIC), which can be connected to other network devices through a base station so as to communicate with the Internet. In one example, the transmission device 106 can be a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.
[0038] Optionally, the input-output device 108 further includes a human-computer interaction screen for obtaining human-computer interaction instructions through a human-computer interaction interface and for presenting images in a virtual scene;
[0039] In this embodiment, a method for evaluating the difficulty of a game is provided. Figure 2 is a flow chart of a method for evaluating game difficulty according to an embodiment of the present invention. Figure 2 As shown, the process includes the following steps:
[0040] Step S202, determining the character type of the target non-player controlled character NPC in the virtual game;
[0041] The virtual game of this embodiment includes non-player characters (NPC) and player-controlled characters (PCC). The target NPC character can be a target NPC character, BOSS or other game characters that appear in the game scene, such as a game character facing the player character in a target NPC character battle at a certain game level.
[0042] Step S204, determining a role mechanism difficulty value and a numerical pressure difficulty value of the target NPC role according to the role type, wherein the role mechanism difficulty value is used to characterize the difficulty of connecting multiple skills of the target NPC role during the battle, and the numerical pressure difficulty value is used to characterize the damage value caused by the target NPC role during the battle;
[0043] This embodiment uses a model to classify and refine the components of the target NPC character's battle in the game, abstracts all objective factors that participate in and affect the target NPC character's battle, and forms two major parts, mechanism pressure and numerical pressure, to respectively evaluate the game design difficulty of the target NPC character's battle.
[0044] Step S206, determining the role mechanism difficulty value and numerical pressure difficulty value of the target NPC role according to the role type;
[0045] Optionally, the difficulty of the target NPC character in the virtual game is calculated by weighted summation using the role mechanism difficulty value and the numerical pressure difficulty value and a preset weight ratio. In this embodiment, the difficulty of the target NPC character in the virtual game is the combat difficulty of the target NPC character in the virtual game, that is, the difficulty of other characters (such as player characters) in the virtual game to defeat the target NPC character.
[0046] Through the above steps, the character type of the target non-player controlled character NPC in the virtual game is determined, and the character mechanism difficulty value and numerical pressure difficulty value of the target NPC character are determined according to the character type, wherein the character mechanism difficulty value is used to characterize the difficulty of connecting multiple skills of the target NPC character during the battle, and the numerical pressure difficulty value is used to characterize the damage value caused by the target NPC character during the battle. The character mechanism difficulty value and numerical pressure difficulty value of the target NPC character are determined according to the character type, and the combat component factors of the NPC character are disassembled by combining the rather complex connection and logical relationship between skills, and all objective factors that participate in and affect the battle are abstracted, and the two major parts of mechanism pressure and numerical pressure are formed to respectively represent the combat difficulty, thereby solving the technical problem of inaccurate combat difficulty evaluation of NPC characters in virtual games by related technologies, and more accurate configuration and flexible adjustment of NPC characters in the game can be made during game development and testing.
[0047] In this embodiment, determining the role mechanism difficulty value and the numerical pressure difficulty value of the target NPC role according to the role type includes:
[0048] S11, create a difficulty building model for the target NPC character based on the character type;
[0049] S12, model layer height and model layer number of the analytical difficulty building model, and numerical influence coefficient of the analytical difficulty building model;
[0050] The solution of this embodiment is based on the theoretical analysis model established by the building, which reorganizes the "skill mechanism" and "value" of the target NPC character's battle into three more detailed dimensions: "floor height", "number of floors" and "value influence coefficient", so as to evaluate the objective difficulty of the target NPC character's battle.
[0051] In the difficulty building model of this embodiment, the total height of the model is the overall objective difficulty of the target NPC character. The height of the model is determined by the number of layers and the layer height. The final height of the model may be magnified or reduced by numerical pressure and become the final objective difficulty. The total number of detection means for different target NPC characters is different, and the number stacked in the same layer is also different. Target NPC characters of different complexities have different numbers of layers, resulting in different model layers for different target NPC characters.
[0052] In one implementation of the present embodiment, analyzing the model height and number of model layers of a difficult building model includes: determining an expansion pack of a virtual game; determining a number of detection means from the expansion pack; analyzing the influence range of each of the number of detection means; creating a model level of the difficult building model for each detection means with respect to the influence range; for each level of the difficult building model, counting the number of detection means stacked at the current level, and determining the number of detection means as the model height of the current level.
[0053] Optionally, several detection methods include the detection of the job capabilities of the three major roles (warrior, mage, priest) in the virtual game, as well as the detection of the team's soft power. By setting the model hierarchy, the different positions and nested logic between the detection methods are added to the battle difficulty calculation to achieve constraints on the difficulty calculation.
[0054] Optionally, after creating a model level of the difficult building model, it also includes: determining the nesting relationship between the first detection means within the target level and several other detection means outside the target level; and configuring the floor position of the target level in the difficult building model according to the nesting relationship.
[0055] In one embodiment, configuring the floor position of the target level in the difficult building model according to the nested relationship includes: determining whether there is a second detection means that affects the first detection means among the other detection means, and determining whether there is a third detection means that is affected by the first detection means among the other detection means; if there is a second detection means that affects the first detection means among the other detection means, configuring the target level at an upper level of the level where the second detection means is located; if there is a third detection means that is affected by the first detection means among the other detection means, configuring the target level at a lower level of the level where the third detection means is located.
[0056] Through this implementation, the model levels of different NPC character battles are divided (there is no difference between "important" and "not important" detection methods, and the same detection method can be at different levels in different NPC character battles). According to the level definition mentioned above, low-level detection methods will have more impact on the output of BOSS battles.
[0057] In this virtual game, there are many character skills, but the detection methods corresponding to some skills are decisive in the entire battle with the target NPC character, and all other mechanism processing depends on the effective response to the detection method. The level is composed of detection methods, and the detection methods have different influence ranges to form multiple levels (each model level corresponds to an influence range). The detection methods at the lower level always affect all detection methods above it. Figure 3 It is a schematic diagram of a difficult building model in an embodiment of the present invention, including 5 model levels, a number of detection means including A, B, C, D, E, and F, a total of 6 detection means, from the first layer to the fifth layer of the model, the corresponding detection means are F, E, D, A+C, and A+B, respectively, wherein the detection means F affects all the remaining detection means.
[0058] In one example, determining several detection methods from the expansion pack includes: for each character type in the expansion pack, determining the job skills of the corresponding character type, for each character combination type in the expansion pack, determining the team skills of the corresponding character combination type; decomposing the job skills and the team skills into a numerical element set and an effect element set; for each effect element in the effect element set, determining a corresponding detection method.
[0059] In a scenario based on this example, the character releases skill A, which binds a random player and makes him unable to move, causing 9,466 points of frost damage every 2 seconds, which lasts up to 12 seconds. When the effect ends, the effect will spread to all players within 16 yards. By disassembling, the effect elements of skill A include freezing, causing damage, and infection. The numerical elements of skill A include DTPS = 9466 / 2, total damage = 12 / 2*9466, the effect lasts for 12 seconds, and the infection range is 16 yards. Among them, the freezing, causing damage, and infection of the effect elements correspond to individual movement restriction detection, team position restriction detection, and treatment ability detection respectively. Then the detection methods included in skill A are individual movement restriction detection, team position restriction detection, and treatment ability detection.
[0060] Optionally, the first category of several detection methods includes multiple subcategories, namely: DPS ability detection, treatment ability detection, tank ability detection, interruption detection, and damage reduction distribution strategy detection; the second category of several detection methods includes multiple subcategories, namely: site range restriction detection, role position restriction-overall position restriction detection, role position restriction-individual position restriction detection, cooperation inspection detection, and movement restriction detection. Among them, DPS ability detection includes continuous DPS detection, window-type DPS detection, and total DPS limit. The treatment ability detection includes continuous treatment amount detection, window-type treatment amount detection, and defensive dispel requirement detection. The tank ability detection includes tank continuous damage bearing detection, tank spike-type damage bearing detection, and tank replacement detection. The interruption detection includes interruption detection. The detection includes: interruption of control skill usage detection, interruption of player casting detection, offensive dispel requirement detection, damage reduction distribution strategy detection including team spike damage tolerance detection and remaining health requirement detection, site range restriction detection including permanent site compression detection and temporary site compression detection, character position restriction-overall position restriction detection including scattered position requirement detection, compact position requirement detection and grouped position requirement detection, character position restriction-individual position restriction detection including skill avoidance detection, skill tolerance detection, tank position requirement detection and tank specific movement range restriction detection, cooperation test including one-time cooperation test and continuity cooperation test, movement restriction detection including forced displacement detection, semi-forced displacement detection, forced stillness detection and semi-forced stillness detection.
[0061] S13, calculating the role mechanism difficulty value of the target NPC role according to the model layer height and the number of model layers, and calculating the numerical pressure difficulty value of the target NPC role according to the numerical influence coefficient.
[0062] In one example, calculating the role mechanism difficulty value of the target NPC character according to the model layer height and the model layer number includes: calculating the role mechanism difficulty value of the target NPC character using the following formula:
[0063]
[0064] Where N = the number of levels, n = the model height of the current level = the number of detection methods of the current level, a n is the impact role range of detection method i, b n is the range weight of detection method i, c n is the exclusive ratio of detection means i to specific skills, e = base of natural logarithm, i∈[1,N].
[0065] In this example, some detection methods can only be dealt with by the specific skills of some professions (corresponding to the role types, such as warriors, mages, priests, etc. in the virtual game), or can be dealt with by different skills of all professions, thus obtaining the information about c n The corresponding relationship between the numerical value and the empirical conclusion is as follows: n =0, it means that the professional ability has nothing to do with the detection means, and no professional ability can deal with the detection means (the most pure ability depends on each person, and the difficulty score is meaningless at this time), 0 <c n <1, the closer it is to 0, the higher the possibility of occupation stacking (only limited occupations can cope with it), c n =1, there will be no occupation stacking due to the mechanism (all occupations / specializations can cope with all detection methods).
[0066] In this example, the character mechanism difficulty value corresponds to the battle difficulty, N and n correspond to the battle complexity, and a n and b n Corresponding to the user role’s participation, c n Corresponding to the combat interaction degree, the three dimensions of complexity, participation, and interactivity jointly determine the target NPC character's ability to carry fun experience in the virtual game.
[0067] In one example, calculating the numerical pressure difficulty value of the target NPC character according to the numerical influence coefficient includes: parsing the estimated battle duration of the target NPC character, the output capacity of the target NPC character, the injury tolerance capacity of the player character, the general health bonus capacity of the current expansion pack player character, and the healing capacity of the player character in the numerical influence coefficient; taking the ratio of the output capacity of the target NPC character at time point t0 (time point i) and the total amount of the general health bonus capacity of the current expansion pack player character in the team state as the independent variable x, generating the time series distribution function h(x) of the target NPC character within the estimated battle duration; and using the following formula to calculate the numerical pressure difficulty value of the target NPC character:
[0068]
[0069] Among them, t is the estimated battle duration of the target NPC character, and h(x) is the time series distribution function.
[0070] In this example, h(x) is a time series function based on smoothed damage simulation and calculated through conditions such as the target NPC character's health, describing the instantaneous damage pressure on the player at different time points. h(x)=0 means that at the current time point, the target NPC character has no skills to cause damage to the player, 1>h(x)>0 means that at the current time point, the target NPC character has skills to cause damage to the player, and the damage is less than the total standard health of the team, h(x)>1 means that at the current time point, the target NPC character has skills to cause damage to the player, and the damage is greater than the total standard health of the team, h(x)<0 means that at the current time point, the health recovery caused by the target NPC character's skills to the player is greater than the health damage caused.
[0071] In the above example, numerical pressure is split, and numerical pressure is introduced into the time axis as a separate difficulty measurement dimension for evaluation, and numerical pressure is converted into the integral of the time series function of the damage-bearing ratio, so as to evaluate the two aspects of team wipe test and numerical pressure calculation. The ultimate goal of the battle with the target NPC character is to clear the health bar of the target NPC character. This key point of the battle connects all the complex numerical pressure effects, forming a pressure time series function about the battle time, and using the curve integral as the numerical pressure calculation numerical pressure difficulty value.
[0072] In this embodiment, the complex connection and logical relationship between the skills of the characters in the virtual game are used, and the numerical value and specific screen performance are combined to present each skill of the target NPC character in three dimensions to the player. Compared with the existing technology, the difficulty building model of this embodiment can output more objective data conclusions for the virtual game, and these data conclusions are consistent with the actual experience conclusions. It has the ability to intervene in the design version before going online and evaluate the difficulty of the battle, and the difficulty value evaluated is highly consistent with the actual experience of the players.
[0073] The scheme of this embodiment uses a model to classify and refine the components of the target NPC character's battle, abstract all the objective factors that affect the target NPC character's battle, and form two dimensions of mechanism pressure and numerical pressure to evaluate the design battle difficulty of the target NPC character's battle. The difficulty can be evaluated objectively by disassembling and analyzing the battle process in the early testing stage of the game to ensure that the difficulty level setting of the NPC character in the game meets the expectations of the game developer, and according to the performance of each data in the model, the abnormal part or unsatisfactory part of the NPC character's battle can be fine-tuned in a targeted manner, so as to achieve the purpose of not changing the overall difficulty but enhancing the local fun experience. At the same time, the difficulty building model of this embodiment provides a new understanding perspective on the NPC character battle, based on the understanding of the fun experience setting and battle rhythm perception of the NPC character battle, thereby enhancing the fun of the NPC character battle in the actual experience.
[0074] Through the description of the above implementation methods, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course can also be implemented by hardware, but in many cases the former is a better implementation method. Based on such an understanding, the technical solution of the present invention, or the part that contributes to the prior art, can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, a magnetic disk, or an optical disk), and includes a number of instructions for enabling a terminal device (which can be a mobile phone, a computer, a server, or a network device, etc.) to execute the methods described in each embodiment of the present invention.
[0075] Example 2
[0076] In this embodiment, a game difficulty evaluation device is also provided, which is used to implement the above-mentioned embodiments and preferred implementation modes, and the descriptions that have been made will not be repeated. As used below, the term "module" can implement a combination of software and / or hardware of a predetermined function. Although the devices described in the following embodiments are preferably implemented in software, the implementation of hardware, or a combination of software and hardware, is also possible and conceivable.
[0077] Figure 4 is a structural block diagram of a device for evaluating game difficulty according to an embodiment of the present invention. Figure 4 As shown, the device includes: a first determination module 40, a calculation module 42, and a second determination module 44, wherein:
[0078] A first determination module 40 is used to determine the character type of a target non-player controlled character NPC in the virtual game;
[0079] A calculation module 42 is used to determine a role mechanism difficulty value and a numerical pressure difficulty value of the target NPC role according to the role type, wherein the role mechanism difficulty value is used to represent the difficulty of connecting multiple skills of the target NPC role during the battle, and the numerical pressure difficulty value is used to represent the damage value caused by the target NPC role during the battle;
[0080] The second determination module 44 is used to determine the role mechanism difficulty value and the numerical pressure difficulty value of the target NPC role according to the role type.
[0081] Optionally, the second determination module includes: a creation unit, used to create a difficulty building model of the target NPC character based on the character type; a parsing unit, used to parse the model height and number of model layers of the difficulty building model, and to parse the numerical influence coefficient of the difficulty building model; a calculation unit, used to calculate the character mechanism difficulty value of the target NPC character according to the model height and the number of model layers, and to calculate the numerical pressure difficulty value of the target NPC character according to the numerical influence coefficient.
[0082] Optionally, the creation unit includes: a first determination subunit, used to determine an expansion pack of the virtual game; a second determination subunit, used to determine a number of detection means from the expansion pack; an analysis subunit, used to analyze the influence range of each of the several detection means; a creation subunit, used to create a model level of the difficulty building model for each detection means with an influence range; and a third determination subunit, used to count the number of detection means stacked at the current level for each level of the difficulty building model, and determine the number of detection means as the model level height of the current level.
[0083] Optionally, the second determination subunit is also used to: determine the job skills of the corresponding character type for each character type in the expansion pack, and determine the team skills of the corresponding character combination type for each character combination type in the expansion pack; decompose the job skills and the team skills into a numerical element set and an effect element set; and determine the corresponding detection method for each effect element in the effect element set.
[0084] Optionally, the creation unit also includes: a fourth determination subunit, used to determine the nested relationship between the first detection means within the target level and several other detection means outside the target level after the creation subunit creates a model level of the difficult building model; a configuration subunit, used to configure the floor position of the target level in the difficult building model according to the nested relationship.
[0085] Optionally, the configuration subunit is also used to: determine whether there is a second detection means that affects the first detection means among the other detection means, and determine whether there is a third detection means that is affected by the first detection means among the other detection means; if there is a second detection means that affects the first detection means among the other detection means, configure the target level at an upper level of the level where the second detection means is located; if there is a third detection means that is affected by the first detection means among the other detection means, configure the target level at a lower level of the level where the third detection means is located.
[0086] Optionally, the calculation unit includes: a first calculation subunit, configured to calculate the character mechanism difficulty value of the target NPC character using the following formula:
[0087] Where N = the number of levels, n = the model height of the current level = the number of detection methods of the current level, a n is the impact role range of detection method i, b n is the range weight of detection method i, c n It is the exclusive ratio of detection means i to specific skills, e = base of natural logarithm.
[0088] Optionally, the calculation unit includes: an analysis subunit, which is used to analyze the estimated battle duration of the target NPC character, the output ability of the target NPC character, the injury tolerance of the player character, the general health bonus ability of the player character in the current expansion pack, and the treatment ability of the player character in the numerical influence coefficient; a generation subunit, which is used to generate a time series distribution function h(x) of the target NPC character within the estimated battle duration using the ratio of the output ability of the target NPC character at time point t0 and the total amount of the general health bonus ability of the player character in the current expansion pack in the team state as the independent variable x; a second calculation subunit, which is used to calculate the numerical value of the target NPC character using the following formula
[0089] Pressure difficulty value: Wherein, t is the estimated combat duration of the target NPC character, and h(x) is the time series distribution function.
[0090] It should be noted that the above modules can be implemented by software or hardware. For the latter, it can be implemented in the following ways, but not limited to: the above modules are all located in the same processor; or the above modules are located in different processors in any combination.
[0091] Example 3
[0092] The present application also provides an electronic device, Figure 5 is a structural diagram of an electronic device according to an embodiment of the present invention, such as Figure 5 As shown, it includes a processor 51, a communication interface 52, a memory 53 and a communication bus 54, wherein the processor 51, the communication interface 52, and the memory 53 communicate with each other through the communication bus 54, and the memory 53 is used to store computer programs;
[0093] The processor 51 is used to execute the program stored in the memory 53 to implement the following steps: determine the character type of the target non-player controlled character NPC in the virtual game; determine the character mechanism difficulty value and the numerical pressure difficulty value of the target NPC character according to the character type, wherein the character mechanism difficulty value is used to characterize the difficulty of connecting multiple skills of the target NPC character during the battle, and the numerical pressure difficulty value is used to characterize the damage value caused by the target NPC character during the battle; determine the character mechanism difficulty value and the numerical pressure difficulty value of the target NPC character according to the character type.
[0094] Optionally, determining the character mechanism difficulty value and the numerical pressure difficulty value of the target NPC character according to the character type includes: creating a difficulty building model of the target NPC character based on the character type; parsing the model height and the number of model layers of the difficulty building model, and parsing the numerical influence coefficient of the difficulty building model; calculating the character mechanism difficulty value of the target NPC character according to the model height and the number of model layers, and calculating the numerical pressure difficulty value of the target NPC character according to the numerical influence coefficient.
[0095] Optionally, parsing the model height and number of model layers of the difficult building model includes: determining an expansion pack of the virtual game; determining a number of detection means from the expansion pack; parsing the influence range of each of the number of detection means; creating a model level of the difficult building model for each detection means with respect to the influence range; and for each level of the difficult building model, counting the number of detection means stacked at the current level, and determining the number of detection means as the model height of the current level.
[0096] Optionally, determining a number of detection means from the expansion pack includes: determining the job skills of the corresponding character type for each character type in the expansion pack, and determining the team skills of the corresponding character combination type for each character combination type in the expansion pack; decomposing the job skills and the team skills into a numerical element set and an effect element set; and determining a corresponding detection means for each effect element in the effect element set.
[0097] Optionally, after creating a model level of the difficult building model, the method further includes: determining a nested relationship between a first detection means within a target level and several other detection means outside the target level; and configuring the floor position of the target level in the difficult building model according to the nested relationship.
[0098] Optionally, configuring the floor position of the target level in the difficult building model according to the nested relationship includes: determining whether there is a second detection means that affects the first detection means among the other detection means, and determining whether there is a third detection means that is affected by the first detection means among the other detection means; if there is a second detection means that affects the first detection means among the other detection means, configuring the target level at an upper level of the level where the second detection means is located; if there is a third detection means that is affected by the first detection means among the other detection means, configuring the target level at a lower level of the level where the third detection means is located.
[0099] Optionally, calculating the role mechanism difficulty value of the target NPC character according to the model layer height and the model layer number includes: calculating the role mechanism difficulty value of the target NPC character using the following formula: Where N = the number of levels, n = the model height of the current level = the number of detection methods of the current level, a n is the impact role range of detection method i, b n is the range weight of detection method i, c n It is the exclusive ratio of detection means i to specific skills, e = base of natural logarithm.
[0100] Optionally, calculating the numerical pressure difficulty value of the target NPC character according to the numerical influence coefficient includes: parsing the estimated battle duration of the target NPC character, the output capacity of the target NPC character, the injury tolerance capacity of the player character, the general health bonus capacity of the player character in the current expansion pack, and the treatment capacity of the player character in the numerical influence coefficient; taking the ratio of the output capacity of the target NPC character at time point t0 and the total amount of the general health bonus capacity of the player character in the current expansion pack in the team state as the independent variable x, generating a time series distribution function h(x) of the target NPC character within the estimated battle duration; and using the following formula to calculate the numerical pressure difficulty value of the target NPC character: Wherein, t is the estimated combat duration of the target NPC character, and h(x) is the time series distribution function.
[0101] The communication bus mentioned in the above terminal 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.
[0102] The communication interface is used for communication between the above terminal and other devices.
[0103] The memory may include a random access memory (RAM) or a non-volatile memory, such as at least one disk memory. Optionally, the memory may also be at least one storage device located away from the aforementioned processor.
[0104] 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.
[0105] In another embodiment provided in the present application, a computer-readable storage medium is provided, in which instructions are stored. When the computer-readable storage medium is executed on a computer, the computer executes the game difficulty evaluation method described in any of the above embodiments.
[0106] In another embodiment provided by the present application, a computer program product including instructions is also provided, which, when executed on a computer, enables the computer to execute the game difficulty evaluation method described in any one of the above embodiments.
[0107] In the above embodiments, it can be implemented in whole or in part by software, hardware, firmware or any combination thereof. When implemented using software, it can be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, the process or function described in the embodiment of the present application is generated in whole or in part. The computer may be a general-purpose computer, a special-purpose computer, a computer network, or other programmable device. The computer instructions may be stored in a computer-readable storage medium, or transmitted from one computer-readable storage medium to another computer-readable storage medium, for example, the computer instructions may be transmitted from a website site, computer, server or data center by wired (e.g., coaxial cable, optical fiber, digital subscriber line (DSL)) or wireless (e.g., infrared, wireless, microwave, etc.) mode to another website site, computer, server or data center. The computer-readable storage medium may be any available medium that a computer can access or a data storage device such as a server or data center that includes one or more available media integrated. The available medium may be a magnetic medium, (e.g., a floppy disk, a hard disk, a tape), an optical medium (e.g., a DVD), or a semiconductor medium (e.g., a solid-state drive Solid State Disk (SSD)), etc.
[0108] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0109] In the above embodiments of the present application, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.
[0110] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are only 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 interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.
[0111] 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.
[0112] In addition, each functional unit in each embodiment of 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. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.
[0113] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, in essence, or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions to enable 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 method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), mobile hard disk, disk or optical disk and other media that can store program codes.
[0114] The above is only a preferred implementation of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.
Claims
1. A method for evaluating game difficulty, characterized in that: include: Determine the role type of the target non-player controlled character NPC in the virtual game; Determine a role mechanism difficulty value and a numerical pressure difficulty value of the target NPC role according to the role type, wherein the role mechanism difficulty value is used to characterize the difficulty of connecting multiple skills of the target NPC role during combat, and the numerical pressure difficulty value is used to characterize the damage value caused by the target NPC role during combat; The role mechanism difficulty value and the numerical pressure difficulty value of the target NPC role are determined according to the role type.
2. The method according to claim 1, characterized in that Determining the role mechanism difficulty value and the numerical pressure difficulty value of the target NPC role according to the role type includes: Creating a difficulty building model of the target NPC character based on the character type; Analyzing the model height and number of model layers of the difficult building model, and analyzing the numerical influence coefficient of the difficult building model; The character mechanism difficulty value of the target NPC character is calculated according to the model layer height and the number of model layers, and the numerical pressure difficulty value of the target NPC character is calculated according to the numerical influence coefficient.
3. The method according to claim 2, characterized in that The model height and number of layers of the difficult building model are analyzed as follows: Determining an expansion pack for the virtual game; Determining a number of detection methods from the data sheet; Analyze the impact range of each of the several detection methods; For each detection means of the impact range, a model level of the difficult building model is created; For each level of the difficulty building model, the number of detection means stacked at the current level is counted, and the number of detection means is determined as the model level height of the current level.
4. The method according to claim 3, characterized in that Several detection methods are determined from the data sheet, including: For each character type in the expansion pack, determine the occupational skills of the corresponding character type; for each character combination type in the expansion pack, determine the team skills of the corresponding character combination type; Decomposing the occupational skill and the team skill into a set of numerical elements and a set of effect elements; For each effect element in the effect element set, a corresponding detection means is determined.
5. The method according to claim 3, characterized in that: After creating a model level of the difficult building model, the method further includes: Determining a nested relationship between a first detection means within a target level and a plurality of other detection means outside the target level; The floor position of the target level in the difficulty building model is configured according to the nested relationship.
6. The method according to claim 5, characterized in that Configuring the floor position of the target level in the difficulty building model according to the nested relationship includes: Determine whether there is a second detection means that affects the first detection means among the other detection means, and determine whether there is a third detection means that is affected by the first detection means among the other detection means; If there is a second detection means among the other detection means that affects the first detection means, the target level is configured at an upper level of the level where the second detection means is located; if there is a third detection means among the other detection means that is affected by the first detection means, the target level is configured at a lower level of the level where the third detection means is located.
7. The method according to claim 2, characterized in that Calculating the role mechanism difficulty value of the target NPC role according to the model layer height and the model layer number includes: The character mechanism difficulty value of the target NPC character is calculated using the following formula: Where N = the number of levels, n = the model height of the current level = the number of detection methods of the current level, a n is the impact role range of detection method i, b n is the range weight of detection method i, c n It is the exclusive ratio of detection means i to specific skills, e = base of natural logarithm.
8. The method according to claim 2, characterized in that: Calculating the numerical pressure difficulty value of the target NPC character according to the numerical influence coefficient includes: Analyze the estimated battle duration of the target NPC character in the numerical impact coefficient, the output capacity of the target NPC character, the injury tolerance capacity of the player character, the universal health bonus capacity of the player character in the current expansion pack, and the healing capacity of the player character; The ratio of the output capability of the target NPC character at time point t0 to the total amount of the universal health bonus capability of the player character in the current expansion pack in the team state is used as the independent variable x to generate the time series distribution function h(x) of the target NPC character within the estimated battle duration; The numerical pressure difficulty value of the target NPC character is calculated using the following formula: Wherein, t is the estimated combat duration of the target NPC character, and h(x) is the time series distribution function.
9. A device for evaluating game difficulty, characterized in that: include: The first determination module is used to determine the character type of the target non-player controlled character NPC in the virtual game; A calculation module, used to determine a role mechanism difficulty value and a numerical pressure difficulty value of the target NPC role according to the role type, wherein the role mechanism difficulty value is used to characterize the difficulty of connecting multiple skills of the target NPC role during a battle, and the numerical pressure difficulty value is used to characterize the damage value caused by the target NPC role during a battle; The second determination module is used to determine the role mechanism difficulty value and the numerical pressure difficulty value of the target NPC role according to the role type.
10. A storage medium, characterized in that: The storage medium stores a computer program, wherein the computer program is configured to execute the method according to any one of claims 1 to 8 when executed.
11. 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 perform the method according to any one of claims 1 to 8.