Game performance test method, device and equipment

By obtaining and executing instruction sequences of game scenarios, generating and counting game behaviors, the problem of incomplete coverage of manual editing test cases in the prior art is solved, and the efficiency and comprehensiveness of game performance testing are improved.

CN119311569APending Publication Date: 2025-01-14BEIJING PERFECT WORLD SOFTWARE TECH DEV CO LTD
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Patent Information

Application Number
CN202311758778.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-12-20
Publication Date
2025-01-14

AI Technical Summary

Technical Problem

In the prior art, manual editing test cases cannot fully cover the detailed execution plan of the game, resulting in low game performance testing efficiency.

Method used

By obtaining the instruction sequence of the game scene to be tested, calling the behavior interface of each instruction in sequence, generating game behavior, and counting performance data when execution is completed, flexibly customizing the test strategy to cover the detailed execution plan.

Benefits of technology

It improves the efficiency of game performance testing, can obtain more comprehensive performance data, and reduces the process of manual customization of strategies.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a game performance test method, device and equipment, and relates to the technical field of computers, strategies are flexibly customized through at least one instruction sequence corresponding to a to-be-tested game scene, a large number of manual strategy customization processes are omitted, game behaviors in the instruction sequence cover detailed execution schemes of games, and the game performance test efficiency is improved. More comprehensive performance data in a to-be-tested game scene can be obtained, and the game performance testing efficiency is improved. The method comprises the steps that at least one instruction sequence corresponding to a to-be-tested game scene is obtained, the instruction sequence is a plurality of ordered instructions for generating game behaviors in the to-be-tested game scene, and in response to execution of the at least one instruction sequence, behavior interfaces corresponding to all the instructions in the instruction sequence are sequentially called, and executing at least one instruction sequence to generate a game behavior in the to-be-tested game scene, and when the execution of the at least one instruction sequence is completed, counting performance data of the to-be-tested game scene in different dimensions.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a method, device and equipment for testing game performance. Background Art

[0002] MMO (Massive Multiplayer Online) games are highly complex and comprehensive games. In order to give players a better sense of immersion, the game world can display different game worldviews through the design of the world map. During the iterative development of the world map, the game performance needs to be repeatedly tested to monitor the layout defects and bottleneck defects of the game world.

[0003] In the process of testing game performance, the relevant technology can generate a test process through a customized strategy by technicians, and implement game performance testing according to the test process. However, customized strategies usually require manual editing of test cases, which is labor-intensive and the test cases cannot fully cover the detailed execution plan of the game, making the game performance testing efficiency low. Summary of the invention

[0004] In view of this, the present application provides a method and device for testing game performance, the main purpose of which is to solve the problem in the prior art that manually edited test cases cannot fully cover the detailed execution plan of the game, resulting in low efficiency in testing game performance.

[0005] According to a first aspect of the present application, a method for testing game performance is provided, comprising:

[0006] Acquire at least one instruction sequence corresponding to the game scene to be tested, where the instruction sequence is a plurality of ordered instructions for generating game behaviors in the game scene to be tested;

[0007] In response to the execution of at least one instruction sequence, sequentially calling the behavior interface corresponding to each instruction in the instruction sequence to generate a game behavior in the game scene to be tested;

[0008] When the at least one instruction sequence is executed, the performance data of the game scene to be tested in different dimensions are counted.

[0009] Further, the obtaining of at least one instruction sequence corresponding to the game scene to be tested includes:

[0010] Get multiple instructions corresponding to game behaviors;

[0011] The multiple instructions are combined in order according to a preset instruction template to create at least one instruction sequence corresponding to the game scene to be tested.

[0012] Further, the obtaining of at least one instruction sequence corresponding to the game scene to be tested includes:

[0013] Get the instruction set corresponding to the game behavior;

[0014] Creating an instruction sequence set for game performance testing according to the instruction set, wherein the instruction sequence set includes at least one instruction sequence applicable to different test scenarios;

[0015] According to the game behavior in the game scene to be tested, at least one instruction sequence corresponding to the game scene to be tested is determined in the instruction sequence set.

[0016] Furthermore, creating an instruction sequence set for game performance testing according to the instruction set includes:

[0017] Obtain the operation information corresponding to the game behavior during the game running process;

[0018] According to the operation information corresponding to the game behavior, multiple instructions applicable to different test scenarios are selected from the instruction set and combined in order to obtain at least one instruction sequence;

[0019] Based on the at least one instruction sequence, an instruction sequence set for game performance testing is created.

[0020] Furthermore, according to the operation information corresponding to the game behavior, multiple instructions applicable to different test scenarios are selected from the instruction set for orderly combination to obtain at least one instruction sequence, including:

[0021] Determine, according to the operation information corresponding to the game behavior, sequential execution parameters obtained by parsing the game behavior in different test scenarios;

[0022] According to the sequential execution parameters, multiple instructions suitable for different test scenarios are selected from the instruction set and combined in order to obtain at least one instruction sequence.

[0023] Furthermore, after determining at least one instruction sequence corresponding to the game scenario to be tested in the instruction sequence set according to the game scenario to be tested, the method further includes:

[0024] Get the resource-intensive areas in the game scene to be tested;

[0025] According to the key position coordinates covered in the resource-intensive area, a preset behavior instruction is inserted into the at least one instruction sequence.

[0026] Furthermore, inserting a preset behavior instruction into the at least one instruction sequence according to the key position coordinates covered in the resource-intensive area includes:

[0027] According to the key position coordinates covered in the resource-intensive area, generating a preset behavior instruction at any key position coordinate in the resource-intensive area;

[0028] Determine location information suitable for instruction insertion by performing correlation analysis between the preset behavior instruction and instructions in the at least one instruction sequence;

[0029] Insert a preset behavior instruction into the at least one instruction sequence according to the position information suitable for instruction insertion.

[0030] Furthermore, before counting the performance data of the game scene to be tested in different dimensions when the at least one instruction sequence is executed, the method further includes:

[0031] Setting at least one evaluation indicator of game performance;

[0032] According to the at least one game performance evaluation indicator, performance data of the game scene to be tested in different dimensions is collected during the execution of the game behavior.

[0033] Further, when the evaluation index is an index for evaluating the jamming performance, according to the performance index for evaluating the jamming, the performance data of the game scene to be tested in the jamming dimension is collected during the execution of the game behavior, including:

[0034] According to the performance indicator for evaluating the jamming, monitoring the fluctuation range of the frame rate;

[0035] When the fluctuation amplitude is greater than the preset frame rate and the direction of the fluctuation amplitude is from low to high, the current time is regarded as the end of the lag time, and a time period is traced back from the lag end time. During the execution of the game behavior, performance data in the corresponding time period is collected as the performance data of the game scene to be tested in the lag dimension.

[0036] According to a second aspect of the present application, a game performance testing device is provided, comprising:

[0037] An acquisition unit, used to acquire at least one instruction sequence corresponding to the game scene to be tested, wherein the instruction sequence is a plurality of ordered instructions for generating game behaviors in the game scene to be tested;

[0038] A calling unit, configured to, in response to the execution of at least one instruction sequence, sequentially call a behavior interface corresponding to each instruction in the instruction sequence to generate a game behavior in a game scene to be tested;

[0039] The statistical unit is used to collect statistical data on the performance of the game scene to be tested in different dimensions when the at least one instruction sequence is executed.

[0040] Furthermore, the acquisition unit is specifically used to: acquire multiple instructions corresponding to the game behavior; and orderly combine the multiple instructions according to a preset instruction template to create at least one instruction sequence corresponding to the game scene to be tested.

[0041] Furthermore, the acquisition unit includes:

[0042] A first acquisition module is used to acquire an instruction set corresponding to a game behavior;

[0043] A creation module, used to create an instruction sequence set for game performance testing according to the instruction set, wherein the instruction sequence set includes at least one instruction sequence applicable to different test scenarios;

[0044] The association module is used to determine at least one instruction sequence corresponding to the game scene to be tested in the instruction sequence set according to the game behavior in the game scene to be tested.

[0045] Furthermore, the first acquisition module is specifically used to obtain operation information corresponding to game behavior during the game running process; according to the operation information corresponding to the game behavior, multiple instructions suitable for different test scenarios are selected from the instruction set for orderly combination to obtain at least one instruction sequence; according to the at least one instruction sequence, an instruction sequence set for game performance testing is created.

[0046] Furthermore, the first acquisition module is specifically used to determine, based on the operation information corresponding to the game behavior, sequential execution parameters obtained by parsing the game behavior in different test scenarios; based on the sequential execution parameters, multiple instructions suitable for different test scenarios are selected from the instruction set for orderly combination to obtain at least one instruction sequence.

[0047] Furthermore, the acquisition unit further includes:

[0048] A second acquisition module, configured to acquire a resource-intensive area in the game scene to be tested after determining at least one instruction sequence corresponding to the game scene to be tested in the instruction sequence set according to the game scene to be tested;

[0049] The insertion module is used to insert preset behavior instructions into the at least one instruction sequence according to the key position coordinates covered in the resource-intensive area.

[0050] Furthermore, the insertion module is specifically used to generate a preset behavior instruction at any key position coordinate in the resource-intensive area based on the key position coordinates covered in the resource-intensive area; determine position information suitable for instruction insertion in the at least one instruction sequence by performing a correlation analysis between the preset behavior instruction and the instructions in the at least one instruction sequence; and insert the preset behavior instruction into the at least one instruction sequence based on the position information suitable for instruction insertion.

[0051] Furthermore, the device also includes:

[0052] A setting unit, configured to set at least one evaluation index of game performance before counting the performance data of the game scene to be tested in different dimensions when the at least one instruction sequence is executed;

[0053] The collection unit is used to collect performance data of the game scene to be tested in different dimensions during the execution of the game behavior according to the at least one game performance evaluation indicator.

[0054] Furthermore, when the evaluation indicator is an indicator for evaluating stuttering performance, the acquisition unit is specifically used to monitor the fluctuation amplitude of the frame rate according to the performance indicator for evaluating stuttering; when the fluctuation amplitude is greater than the preset frame rate and the direction of the fluctuation amplitude is from low to high, the current time is regarded as the end of the stuttering time, and a time period is traced back from the stuttering end time. During the execution of the game behavior, performance data in the corresponding time period is collected as performance data of the game scene to be tested in the stuttering dimension.

[0055] According to a third aspect of the present application, a computer device is provided, comprising a memory and a processor, wherein the memory stores a computer program, and the processor implements the steps of the method described in the first aspect when executing the computer program.

[0056] According to a fourth aspect of the present application, a readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the steps of the method described in the first aspect are implemented.

[0057] By means of the above technical scheme, the present application provides a method, device and equipment for testing game performance. Compared with the current prior art that uses customized strategies by technicians to implement the testing process of game performance, the present application obtains at least one instruction sequence corresponding to the game scene to be tested, and the instruction sequence is a plurality of ordered instructions for generating game behaviors in the game scene to be tested. In response to the execution of at least one instruction sequence, the behavior interface corresponding to each instruction in the instruction sequence is sequentially called to generate the game behavior in the game scene to be tested. When at least one instruction sequence is executed, the performance data of the game scene to be tested in different dimensions is counted. The whole process flexibly customizes the strategy through at least one instruction sequence corresponding to the game scene to be tested, eliminating a large number of manual customization strategies. The game behavior in the instruction sequence is covered with the detailed execution plan of the game, and more comprehensive performance data in the game scene to be tested can be obtained, thereby improving the testing efficiency of game performance.

[0058] The above description is only an overview of the technical solution of the present application. In order to more clearly understand the technical means of the present application, it can be implemented in accordance with the contents of the specification. In order to make the above and other purposes, features and advantages of the present application more obvious and easy to understand, the specific implementation methods of the present application are listed below. BRIEF DESCRIPTION OF THE DRAWINGS

[0059] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:

[0060] Figure 1 It is a flowchart of a method for testing game performance provided in an embodiment of the present application;

[0061] Figure 2 yes Figure 1 A schematic flow chart of a specific implementation of step 101;

[0062] Figure 3 yes Figure 2 A schematic flow chart of a specific implementation of step 202;

[0063] Figure 4 It is a flowchart of another method for testing game performance provided by an embodiment of the present application;

[0064] Figure 5 It is a structural schematic diagram of a game performance testing device provided in an embodiment of the present application;

[0065] Figure 6 It is a schematic diagram of the device structure of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0066] Now the content of the present invention will be discussed with reference to several exemplary embodiments. It should be understood that these embodiments are discussed only to enable those skilled in the art to better understand and thus implement the content of the present invention, rather than implying any limitation on the scope of the present invention.

[0067] As used herein, the term "including" and variations thereof are to be interpreted as open-ended terms meaning "including but not limited to." The term "based on" is to be interpreted as "based, at least in part, on." The terms "one embodiment" and "an embodiment" are to be interpreted as "at least one embodiment." The term "another embodiment" is to be interpreted as "at least one other embodiment."

[0068] Related technologies During the game development process, the following methods can be used to implement game performance testing: one is to customize the test strategy based on the server, thereby reducing the additional overhead of the client and truly displaying the actual data; the second is to automate the overall process of downloading, installing, and running the game based on the operating environment to solve the game release process and compatibility issues; the third is to accumulate test models based on machine learning, provide different test behaviors for different types of games through the test model, and solve the common automated testing problems of multiple types of games. In short, the above-mentioned game performance testing process requires technical personnel related to various test processes to customize the test strategy, and then monitor the performance data in the game scene, which cannot achieve better adaptation to special situations in MMO games.

[0069] In order to solve this problem, this embodiment provides a game performance testing method, which is mainly used for performance monitoring of daily data in the process of MMO game development. Figure 1 As shown, the method comprises the following steps:

[0070] 101. Obtain at least one instruction sequence corresponding to a game scene to be tested.

[0071] In an embodiment of the present invention, the current execution end can be a client for game development, and at least one test instruction corresponding to the game scenario to be tested can be configured through a script file. The script file records a set of instruction sequences suitable for different test scenarios created using a set of instructions corresponding to game behaviors. When the client turns on the test switch for game performance, at least one instruction sequence can be selected from the set of instruction sequences according to the game scenario to be tested to obtain at least one instruction sequence corresponding to the game scenario to be tested.

[0072] Among them, the instruction sequence is a number of ordered instructions for generating game behaviors in the game scene to be tested. In the game, the player's game behavior can be abstracted into several basic key commands or instruction combinations. The instructions here are not special test commands, but can directly call the operation commands of the normal player execution interface, such as moving, releasing skills, opening the interface, rotating the camera, etc. In order to enrich the instruction content, the execution information carried by the game behavior can be used as instruction parameters. For example, the login instruction carries execution information such as account number and password, and the loop instruction can carry execution information such as the number of loops.

[0073] Taking into account the different actual test requirements, the scene to be tested can be a specific level, task or function. In order to accurately associate with the instruction sequence that is more in line with the game scene to be tested, the game scene to be tested can be analyzed first to obtain the scene features contained in the game scene to be tested. Here, the scene features may include but are not limited to the elements, rules and interaction methods in the scene. The scene elements may be characters, enemies, props, maps, etc. Then, according to the scene features contained in the game scene to be tested, multiple instructions of the game behaviors involved in the scene features are matched in the instruction set to form at least one instruction sequence. For example, the game scene to be tested is a battle scene, and the battle scene contains game behaviors such as attack, defense and use of skills. Multiple instructions corresponding to game behaviors such as attack, defense and use of skills can be selected from the instruction set to generate at least one instruction sequence within the limits of game rules and logic. Here, a script file can be used to simulate the game behavior operated by the player to generate an instruction sequence.

[0074] 102. In response to the execution of at least one instruction sequence, sequentially call a behavior interface corresponding to each instruction in the instruction sequence.

[0075] It is understandable that the execution process of the instruction sequence is executed one by one in the order of instructions. Each instruction in the instruction sequence records the execution information of the game behavior. When each instruction is executed, different behavior interfaces can be called according to the execution information of the game behavior.

[0076] Exemplarily, if the execution of an instruction requires calling game data, the instruction may need to read or modify data in the game, such as player attributes, game progress, items, etc. These data are usually stored in memory or persisted in files or databases, and the instruction needs to access and operate through the behavior interface of the file or database. If the execution of an instruction requires calling game objects, the instruction may need to operate objects in the game, such as moving characters, attacking enemies, and talking to NPCs, etc. These objects are usually managed by the game engine, and the instruction needs to access and operate through the behavior interface provided by the engine. If the execution of an instruction requires loading and displaying graphic resources, such as maps, character models, special effects, etc., at the same time, the execution of the instruction may need to play audio materials, such as background music, sound effects, etc. These resources are usually stored in the resource files of the game, and the instruction needs to be loaded and used through the behavior interface of the game engine or related libraries. If the execution of an instruction requires user input, the instruction may need to obtain user input information, such as keystrokes, mouse clicks, etc. These inputs are usually obtained by the behavior interface provided by the game engine or operating system. If the execution of an instruction requires a network connection, for example, the game needs to communicate with a server or other players, the instruction may need to call the behavior interface of the network to send or receive data.

[0077] Specifically, the execution of the instruction sequence and the data collection control during the execution of the instruction sequence can be realized through the control script. The control script may include function switch configuration, data collection configuration and basic configuration. The function switch configuration includes switch control of instruction sequence generation, switch control of instruction sequence execution, switch control of log recording and switch control of data recording. The generation switch control of the instruction sequence can configure the generation point distance interval, generation point time interval and whether to generate camera data, etc. The data collection configuration includes control for log recording and control for data recording, for example, log recording form, recording interval, file generation interval, etc. The basic configuration includes memory monitoring configuration, for example, extended functions, pop-up prompts directly from the game, etc.

[0078] 103. When the at least one instruction sequence is executed, statistics are collected on the performance data of the game scene to be tested in different dimensions.

[0079] In this embodiment, the generated instruction sequence can be applied to the corresponding test scenario through the execution of the instruction sequence, and the execution result of each instruction is collected during the execution process, and a data recording file is output accordingly. The performance of the game under different instruction sequences is analyzed and evaluated based on the data recording file to check whether the game runs as expected, whether there are any anomalies or errors, and to ensure the stability and reliability of the game in various situations.

[0080] In order to meet the testing requirements of different game scenes, specifically, at least one evaluation index of game performance can be set, such as resolution, image quality, physical effects, shadows, etc. Then, according to at least one evaluation index of game performance, the performance data of the game scene to be tested in different dimensions is collected during the execution of the game behavior. Here, the evaluation index is the indicator item of concern during the execution of the game behavior, and can be tested according to the actual test requirements. If you pay attention to the clarity of the game screen, you can set the resolution as an evaluation index of the game performance. If you pay attention to the game screen effect, you can set the image quality as an evaluation index of the game performance. If you pay attention to the movement effect of objects in the game, you can set the physical effect and shadow as an evaluation index of the game performance. Of course, you can also set sound effects, language, mouse sensitivity, etc. as evaluation indicators of game performance. Although these evaluation indicators will not affect the number of frames in the game, they will have an important impact on the game experience.

[0081] In this embodiment, the performance data of the game scene to be tested in different dimensions may include but are not limited to performance data obtained by screenshots, performance data collected by performance analysis tools, performance data collected during the process, and performance data in a stuck state. For the performance data obtained by screenshots, screenshots can be taken of the coordinates of key positions in the game scene. This part of the performance data is usually used for daily monitoring in places with high rendering pressure. There are various specific parameters on the monitoring, which can be used for historical comparison, for example, comparing the performance data of the screenshots before and after performance optimization. The performance data collected by the performance analysis tool can be used to obtain application performance information to obtain performance data on various aspects of the program, such as CPU, memory, renderer, and audio. For the performance data collected during the process, you can customize the data of concern, such as fps, memory, video memory, number of rendering instructions, etc. Performance data in a stuck state can be used for daily monitoring of problematic resources in the game world. For example, when the target frame rate is stable, a frame rate fluctuation greater than 100ms is defined as the beginning of a stuck state. When the frame rate returns to the target stable frame rate, it is defined as the end of the stuck state. All resources loaded during this period are sorted by instantiation duration starting from the frame where the stuck state ends. Resources whose instantiation duration exceeds a predetermined level are output, which can monitor some resources or scenes that exceed production specifications.

[0082] Specifically, when the evaluation indicator is an indicator for evaluating stuttering performance, according to the performance indicator for evaluating stuttering, performance data of the game scene to be tested in the stuttering dimension is collected during the execution of the game behavior. According to the performance indicator for evaluating stuttering, the fluctuation amplitude of the frame rate can be monitored. When the fluctuation amplitude is greater than the preset frame rate and the direction of the fluctuation amplitude is from low to high, the current time is regarded as the end of the stuttering time, and a time period is traced back from the stuttering end time. During the execution of the game behavior, performance data in the corresponding time period is collected as the performance data of the game scene to be tested in the stuttering dimension. Here, the end point of tracing back a time period from the stuttering end time can be the stuttering start time, that is, the time corresponding to the fluctuation amplitude being greater than the set frame rate and the direction of the fluctuation amplitude being from high to low, or it can be a time period of a set time length, for example, 2 seconds before the stuttering end time, or it can be the first time point when the frame rate recovers to the normal frame rate during the stuttering process. The time period for tracing back is not limited here, and can be selected according to the actual test requirements of the game scene to be tested.

[0083] The game performance testing method provided in the embodiment of the present application is compared with the game performance testing process implemented by using a customized strategy by a technician in the current prior art. The present application obtains at least one instruction sequence corresponding to the game scene to be tested, and the instruction sequence is a plurality of ordered instructions for generating game behaviors in the game scene to be tested. In response to the execution of at least one instruction sequence, the behavior interface corresponding to each instruction in the instruction sequence is sequentially called to generate the game behavior in the game scene to be tested. When at least one instruction sequence is executed, the performance data of the game scene to be tested in different dimensions is counted. The whole process flexibly customizes the strategy through at least one instruction sequence corresponding to the game scene to be tested, eliminating a large number of manual customization strategies. The game behavior in the instruction sequence is covered with a detailed execution plan of the game, and more comprehensive performance data in the game scene to be tested can be obtained, thereby improving the testing efficiency of game performance.

[0084] In one possible implementation, at least one instruction sequence corresponding to the game scene to be tested can be created manually. Specifically, step 101 further includes the following steps: obtaining multiple instructions corresponding to the game behavior, combining the multiple instructions in order according to a preset instruction template, and creating at least one instruction sequence corresponding to the game scene to be tested. The preset instruction template here includes the logical relationship of multiple instructions, such as logical AND, logical OR, logical AND, logical NOT, etc. The multiple instructions selected by the player can be sequentially combined through the instruction template. For example, the player can manually select multiple instructions such as logging in, walking left, stealth, and releasing skills. Through the preset instruction template, after the instruction of the login scene, the instructions of walking left and right and stealth can be logically ANDed to trigger the instruction of releasing skills.

[0085] In one possible implementation, at least one instruction sequence corresponding to the game scene to be tested may also be created in an automatic manner, specifically, Figure 2 As shown, step 101 further includes the following steps:

[0086] 201. Obtain a set of instructions corresponding to the game behavior.

[0087] 202. Create an instruction sequence set for game performance testing according to the instruction set.

[0088] 203. According to the game behavior in the game scene to be tested, determine at least one instruction sequence corresponding to the game scene to be tested in the instruction sequence set.

[0089] The instruction sequence set includes at least one instruction sequence applicable to different test scenarios. The instruction sequence here can be manually edited by the tester, or the instruction sequence can be automatically recorded and generated when the game runs the corresponding behavior. In order to adapt the instruction sequence to different test scenarios, an instruction sequence set for game performance testing can be created based on the test scenario, and the instruction sequence set can be saved in a script file.

[0090] In actual application scenarios, the scenario type of the game operation determines the operable range of the game behavior. Specifically, in the process of creating an instruction sequence set for game performance testing, the scenario type of the test scenario can be determined first, such as a battle scenario, a decryption scenario, or an exploration scenario, and then the game behaviors that the player may operate are listed according to the scenario type, that is, the game behaviors in different test scenarios. For example, in a battle scenario, the player's possible operations include attacking, defending, and using skills, and then according to the game rules and logic, the order and conditions of the operations are determined. For example, in a battle scenario, the attack operation may need to meet certain energy value conditions. According to the order and conditions of the operations, at least one instruction sequence is associated in the instruction sequence set as at least one instruction sequence applicable to the test scenario. At least one instruction sequence is generated in the same way for other test scenarios. Finally, according to at least one instruction sequence applicable to different test scenarios, an instruction sequence set for game performance testing is created.

[0091] Furthermore, in order to allow the game behaviors in the instruction sequence to cover different test scenarios in more detail, after creating an instruction sequence for the game performance test scenario, the created instruction sequence can be adjusted by adding randomness, increasing diversity, or according to specific test goals to create more instruction sequences suitable for game scenarios. Specifically, a random number generator can be used to generate random instruction sequences to increase diversity, and diversity can also be increased by randomly generating parameter values ​​of instructions. For example, if there is a moving instruction in the instruction sequence, the coordinates of the target position can be randomly generated so that the target position moved each time the instruction is executed is different. Diversity can also be increased by adding judgment conditions to the instructions. For example, a judgment condition can be added to a certain instruction in the instruction sequence. The corresponding instruction can only be executed if the judgment condition is met. Diversity can also be increased by adjusting the instruction frequency. For example, the execution frequency of function-related instructions in the instruction sequence can be increased to increase test coverage.

[0092] Furthermore, in order to facilitate the determination of at least one instruction sequence corresponding to the game scene to be tested from the instruction sequence set, in the process of creating the instruction sequence set for game performance, for each instruction sequence in the test scene, an association relationship between the instruction sequence and different game scenes or game behaviors can be established by labeling the instruction sequence, and a test tag for the instruction sequence is generated according to the association relationship. Subsequently, the test tag of the instruction sequence can be used to quickly match at least one instruction sequence corresponding to the game scene to be tested from the instruction set. For example, the instruction sequence set for game performance includes test tags for motion behavior, test tags for performance, test tags for environment, test tags for lighting, etc., and by analyzing the game behavior in the game scene to be tested, it can be determined that the test tag corresponding to the game scene to be tested is motion behavior, and at least one instruction sequence for testing motion behavior can be matched from the instruction sequence set through the test tag.

[0093] Specifically, Figure 3 As shown, step 202 includes the following steps:

[0094] 301. Obtain operation information corresponding to game behavior during game operation.

[0095] 302. According to the operation information corresponding to the game behavior, select multiple instructions suitable for different test scenarios from the instruction set and combine them in order to obtain at least one instruction sequence.

[0096] 303. Create an instruction sequence set for game performance testing based on the at least one instruction sequence.

[0097] Among them, the operation information may include the execution parameters and execution sequence of the game behavior, the operation information for movement may include the position coordinates and sequence identifier of the execution movement, the operation information for rotation may include the rotation degree and sequence identifier, and the operation information for switching scenes may include the scene identifier and sequence identifier. Then, according to the operation information corresponding to the game behavior, multiple instructions suitable for different test scenarios are selected from the instruction set and combined in an orderly manner to obtain at least one instruction sequence. Here, a programming language, script or testing tool can be used to generate the instruction sequence.

[0098] Specifically, in the process of selecting multiple instructions suitable for different test scenarios from the instruction set according to the operation information corresponding to the game behavior, and combining them in order to obtain at least one instruction sequence, the sequential execution parameters obtained by parsing the game behavior in different test scenarios can be determined according to the operation information corresponding to the game behavior. For example, in the test scenario, it is necessary to click the menu first, and then randomly obtain one item from a series of props. Some items have selection restrictions and each player can only receive them once. In this process, the game behavior of clicking the menu is followed by the game behavior of selecting the props. Then, according to the sequential execution parameters, multiple instructions suitable for different test scenarios are selected from the instruction set for orderly combination to obtain at least one instruction sequence.

[0099] Generally, the instruction sequence associated with the game scene to be tested will cover the game behavior in the scene to a great extent, but the game scene to be tested still has many resource-intensive location areas that require performance monitoring. Figure 4 As shown, in step 203, after determining at least one instruction sequence corresponding to the game scene to be tested in the instruction sequence set according to the game behavior in the game scene to be tested, the method further includes the following steps:

[0100] 401. Obtain resource-intensive areas in the game scene to be tested.

[0101] 402. Insert a preset behavior instruction into the at least one instruction sequence according to the key position coordinates covered in the resource-intensive area.

[0102] Among them, resource-intensive areas usually include a large number of rendering or resource loading areas, which contain a large number of collectible, obtainable or usable resources, which can be items, props, gold coins, experience points, etc. in the game. In some resource collection scenarios, resource-intensive areas may be various collection points distributed in the game map, such as mineral veins, herbs, etc., through which players can collect various resources. In some role-playing or combat games, resource-intensive areas may be some monster spawning points, and players can obtain experience points, equipment or gold coins and other resources by defeating these hostile NPCs. In some simulation business games, resource-intensive areas may be some commercial areas, such as markets, shops, etc., where players can buy and sell goods to obtain profits and resources.

[0103] For resource-intensive areas in the game scenario to be tested, the game's data analysis function can be used to collect player behavior data in the game, for example, players' behavior in collecting resources in the game, players' frequent visits to a specific area or specific operations. By analyzing the player's behavior data in the game, the resource-intensive areas in the game scenario to be tested can be determined; heat map technology can also be used to visualize resource-intensive areas. Heat maps can show the heat of player activities in the game. The darker the color, the more frequent the activity. Heat maps are generated by using game engines or third-party tools to intuitively understand the distribution of resource-intensive areas; monitoring mechanisms can also be added to the game to track the situation of resource-intensive areas in real time, and the resource collection situation in different areas can be monitored through in-game indicators, events or alarm systems. When the amount of resources collected in a certain area exceeds a certain threshold, the area will be treated as a resource-intensive area.

[0104] It is understandable that since there is a large amount of rendering and resource loading in the resource-intensive area, by adding preset behavior instructions to the key position coordinates covered in the resource-intensive area in the instruction sequence, such as screenshot, standing, turning, releasing and other instructions, the performance data of the resource-intensive area can be effectively monitored by generating preset behavior instructions.

[0105] In actual application scenarios, for the scope of the large world game map, the editing of instructions in the customized strategy often takes a long time, and the automatically generated instruction sequence can save a lot of manual editing costs. As long as the layout within the scope of the large world game map does not change dramatically, as the project is recommended, the monitoring data of the key position coordinates in the test scene is complex and changeable, and changes frequently. The embodiment of the present invention only needs to add preset behavior instructions to the key position coordinates to achieve more comprehensive performance monitoring of the test scene.

[0106] Further, as Figure 1-Figure 4 The specific implementation of the method, the embodiment of the present application provides a game performance testing device, such as Figure 5 As shown, the device includes: an acquisition unit 51, a calling unit 52, and a statistical unit 53.

[0107] An acquisition unit 51 is used to acquire at least one instruction sequence corresponding to the game scene to be tested, wherein the instruction sequence is a plurality of ordered instructions for generating game behaviors in the game scene to be tested;

[0108] A calling unit 52, configured to sequentially call a behavior interface corresponding to each instruction in the instruction sequence in response to the execution of at least one instruction sequence, so as to generate a game behavior in the game scene to be tested;

[0109] The statistical unit 53 is used to collect statistical data on the performance of the game scene to be tested in different dimensions when the at least one instruction sequence is executed.

[0110] The game performance testing device provided by the embodiment of the present invention is compared with the current prior art that uses customized strategies by technicians to implement the game performance testing process. The present application obtains at least one instruction sequence corresponding to the game scene to be tested, and the instruction sequence is a plurality of ordered instructions for generating game behaviors in the game scene to be tested. In response to the execution of at least one instruction sequence, the behavior interface corresponding to each instruction in the instruction sequence is sequentially called to generate the game behavior in the game scene to be tested. When at least one instruction sequence is executed, the performance data of the game scene to be tested in different dimensions is counted. The whole process flexibly customizes the strategy through at least one instruction sequence corresponding to the game scene to be tested, eliminating a large number of manual customization strategies. The game behavior in the instruction sequence is covered with the detailed execution plan of the game, and more comprehensive performance data in the game scene to be tested can be obtained, thereby improving the testing efficiency of game performance.

[0111] In an actual application scenario, the acquisition unit 51 is specifically used to acquire multiple instructions corresponding to the game behavior; and sequentially combine the multiple instructions according to a preset instruction template to create at least one instruction sequence corresponding to the game scenario to be tested.

[0112] In an actual application scenario, the acquisition unit 51 includes:

[0113] A first acquisition module is used to acquire an instruction set corresponding to a game behavior;

[0114] A creation module, used to create an instruction sequence set for game performance testing according to the instruction set, wherein the instruction sequence set includes at least one instruction sequence applicable to different test scenarios;

[0115] The association module is used to determine at least one instruction sequence corresponding to the game scene to be tested in the instruction sequence set according to the game behavior in the game scene to be tested.

[0116] In an actual application scenario, the first acquisition module is specifically used to obtain operation information corresponding to game behavior during the game running process; based on the operation information corresponding to the game behavior, multiple instructions suitable for different test scenarios are selected from the instruction set for orderly combination to obtain at least one instruction sequence; based on the at least one instruction sequence, an instruction sequence set for game performance testing is created.

[0117] In actual application scenarios, the first acquisition module is specifically used to determine the sequential execution parameters obtained by parsing the game behavior in different test scenarios based on the operation information corresponding to the game behavior; based on the sequential execution parameters, multiple instructions suitable for different test scenarios are selected from the instruction set for orderly combination to obtain at least one instruction sequence.

[0118] In an actual application scenario, the acquisition unit 51 further includes:

[0119] A second acquisition module, configured to acquire a resource-intensive area in the game scene to be tested after determining at least one instruction sequence corresponding to the game scene to be tested in the instruction sequence set according to the game scene to be tested;

[0120] The insertion module is used to insert preset behavior instructions into the at least one instruction sequence according to the key position coordinates covered in the resource-intensive area.

[0121] In an actual application scenario, the insertion module is specifically used to generate a preset behavior instruction at any key position coordinate in the resource-intensive area according to the key position coordinates covered in the resource-intensive area; determine position information suitable for instruction insertion in the at least one instruction sequence by performing a correlation analysis between the preset behavior instruction and the instructions in the at least one instruction sequence; and insert the preset behavior instruction into the at least one instruction sequence according to the position information suitable for instruction insertion.

[0122] In an actual application scenario, the device further includes:

[0123] A setting unit, configured to set at least one evaluation index of game performance before counting the performance data of the game scene to be tested in different dimensions when the at least one instruction sequence is executed;

[0124] The collection unit is used to collect performance data of the game scene to be tested in different dimensions during the execution of the game behavior according to the at least one game performance evaluation indicator.

[0125] In actual application scenarios, when the evaluation indicator is an indicator for evaluating stuttering performance, the acquisition unit is specifically used to monitor the fluctuation amplitude of the frame rate according to the performance indicator for evaluating stuttering; when the fluctuation amplitude is greater than the preset frame rate and the direction of the fluctuation amplitude is from low to high, the current time is regarded as the end of the stuttering time, and a time period is traced back from the stuttering end time. During the execution of the game behavior, performance data in the corresponding time period is collected as performance data of the game scene to be tested in the stuttering dimension.

[0126] It should be noted that for other corresponding descriptions of the functional units involved in the game performance testing device provided in this embodiment, please refer to Figure 1-Figure 4 The corresponding description in will not be repeated here.

[0127] Based on the above Figure 1-Figure 4 The method shown in the embodiment of the present application accordingly provides a storage medium on which a computer program is stored, and when the program is executed by a processor, the above-mentioned Figure 1-Figure 4 The testing method for game performance is shown.

[0128] Based on this understanding, the technical solution of the present application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.), and includes a number of instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute the methods described in each implementation scenario of the present application.

[0129] Based on the above Figure 1-Figure 4 The method shown, and Figure 5 In order to achieve the above-mentioned purpose, the embodiment of the present application also provides a physical device for testing game performance, which can be a computer, a smart phone, a tablet computer, a smart watch, a server, or a network device, etc. The physical device includes a storage medium and a processor; the storage medium is used to store a computer program; the processor is used to execute the computer program to achieve the above-mentioned Figure 1-Figure 4 The testing method for game performance is shown.

[0130] Optionally, the physical device may also include a user interface, a network interface, a camera, a radio frequency (RF) circuit, a sensor, an audio circuit, a WI-FI module, etc. The user interface may include a display, an input unit such as a keyboard, etc., and the optional user interface may also include a USB interface, a card reader interface, etc. The network interface may optionally include a standard wired interface, a wireless interface (such as a WI-FI interface), etc.

[0131] In an exemplary embodiment, see Figure 6 The physical device includes a communication bus, a processor, a memory and a communication interface, and may also include an input / output interface and a display device, wherein each functional unit can communicate with each other through the bus. The memory stores a computer program, and the processor is used to execute the program stored in the memory and execute the game performance test method in the above embodiment.

[0132] Those skilled in the art will appreciate that the physical device structure for testing gaming performance provided in this embodiment does not constitute a limitation on the physical device, and may include more or fewer components, or a combination of certain components, or different arrangements of components.

[0133] The storage medium may also include an operating system and a network communication module. The operating system is a program that manages the hardware and software resources of the physical device for the test processing of the above-mentioned game performance, and supports the operation of the information processing program and other software and / or programs. The network communication module is used to realize the communication between the components inside the storage medium, and the communication with other hardware and software in the information processing physical device.

[0134] Through the description of the above implementation methods, those skilled in the art can clearly understand that the present application can be implemented by means of software plus the necessary general hardware platform, or by hardware. By applying the technical solution of the present application, compared with the current existing methods, the present application flexibly customizes the strategy through at least one instruction sequence corresponding to the game scene to be tested, eliminating a large number of manual customization strategies. The game behavior in the instruction sequence is covered with the detailed execution plan of the game, and more comprehensive performance data in the game scene to be tested can be obtained, thereby improving the test efficiency of game performance.

[0135] Those skilled in the art will appreciate that the accompanying drawings are only schematic diagrams of a preferred implementation scenario, and the modules or processes in the accompanying drawings are not necessarily necessary for implementing the present application. Those skilled in the art will appreciate that the modules in the devices in the implementation scenario can be distributed in the devices of the implementation scenario according to the description of the implementation scenario, or can be changed accordingly and located in one or more devices different from the present implementation scenario. The modules of the above-mentioned implementation scenario can be combined into one module, or can be further split into multiple submodules.

[0136] The above serial numbers of this application are only for description and do not represent the advantages and disadvantages of the implementation scenarios. The above disclosure is only a few specific implementation scenarios of this application, but this application is not limited to them, and any changes that can be thought of by technicians in this field should fall within the scope of protection of this application.

Claims

1. A method for testing game performance, characterized in that: include: Acquire at least one instruction sequence corresponding to the game scene to be tested, where the instruction sequence is a plurality of ordered instructions for generating game behaviors in the game scene to be tested; In response to the execution of at least one instruction sequence, sequentially calling the behavior interface corresponding to each instruction in the instruction sequence to generate a game behavior in the game scene to be tested; When the at least one instruction sequence is executed, the performance data of the game scene to be tested in different dimensions are counted.

2. The method according to claim 1, characterized in that The obtaining of at least one instruction sequence corresponding to the game scene to be tested includes: Get multiple instructions corresponding to game behaviors; The multiple instructions are combined in order according to a preset instruction template to create at least one instruction sequence corresponding to the game scene to be tested.

3. The method according to claim 1, characterized in that The obtaining of at least one instruction sequence corresponding to the game scene to be tested includes: Get the instruction set corresponding to the game behavior; Creating an instruction sequence set for game performance testing according to the instruction set, wherein the instruction sequence set includes at least one instruction sequence applicable to different test scenarios; According to the game behavior in the game scene to be tested, at least one instruction sequence corresponding to the game scene to be tested is determined in the instruction sequence set.

4. The method according to claim 3, characterized in that The step of creating an instruction sequence set for a game performance test according to the instruction set includes: Obtain the operation information corresponding to the game behavior during the game running process; According to the operation information corresponding to the game behavior, multiple instructions applicable to different test scenarios are selected from the instruction set and combined in order to obtain at least one instruction sequence; Based on the at least one instruction sequence, an instruction sequence set for game performance testing is created.

5. The method according to claim 4, characterized in that According to the operation information corresponding to the game behavior, multiple instructions applicable to different test scenarios are selected from the instruction set and combined in order to obtain at least one instruction sequence, including: Determine, according to the operation information corresponding to the game behavior, sequential execution parameters obtained by parsing the game behavior in different test scenarios; According to the sequential execution parameters, multiple instructions suitable for different test scenarios are selected from the instruction set and combined in order to obtain at least one instruction sequence.

6. The method according to claim 3, characterized in that After determining at least one instruction sequence corresponding to the game scenario to be tested in the instruction sequence set according to the game scenario to be tested, the method further includes: Get the resource-intensive areas in the game scene to be tested; According to the key position coordinates covered in the resource-intensive area, a preset behavior instruction is inserted into the at least one instruction sequence.

7. The method according to claim 6, characterized in that The inserting of a preset behavior instruction into the at least one instruction sequence according to the key position coordinates covered in the resource-intensive area comprises: According to the key position coordinates covered in the resource-intensive area, generating a preset behavior instruction at any key position coordinate in the resource-intensive area; Determine location information suitable for instruction insertion by performing correlation analysis between the preset behavior instruction and instructions in the at least one instruction sequence; Insert a preset behavior instruction into the at least one instruction sequence according to the position information suitable for instruction insertion.

8. The method according to any one of claims 1 to 7, characterized in that Before counting the performance data of the game scene to be tested in different dimensions when the at least one instruction sequence is executed, the method further includes: Setting at least one evaluation indicator of game performance; According to the at least one game performance evaluation indicator, performance data of the game scene to be tested in different dimensions is collected during the execution of the game behavior.

9. The method according to claim 8, characterized in that When the evaluation index is an index for evaluating the jamming performance, the performance data of the game scene to be tested in the jamming dimension is collected in the process of executing the game behavior according to the performance index for evaluating the jamming, including: According to the performance indicator for evaluating the jamming, monitoring the fluctuation range of the frame rate; When the fluctuation amplitude is greater than the preset frame rate and the direction of the fluctuation amplitude is from low to high, the current time is regarded as the end of the lag time, and a time period is traced back from the lag end time. During the execution of the game behavior, performance data in the corresponding time period is collected as the performance data of the game scene to be tested in the lag dimension.

10. A device for testing game performance, characterized in that: include: An acquisition unit, used to acquire at least one instruction sequence corresponding to the game scene to be tested, wherein the instruction sequence is a plurality of ordered instructions for generating game behaviors in the game scene to be tested; A calling unit, configured to, in response to the execution of at least one instruction sequence, sequentially call a behavior interface corresponding to each instruction in the instruction sequence to generate a game behavior in a game scene to be tested; The statistical unit is used to collect statistical data on the performance of the game scene to be tested in different dimensions when the at least one instruction sequence is executed.

11. A computer device comprising a memory and a processor, wherein the memory stores a computer program, wherein: When the processor executes the computer program, the steps of the method for testing game performance described in any one of claims 1 to 9 are implemented.

12. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the steps of the method for testing game performance described in any one of claims 1 to 9 are implemented.