Game scene task generation method, system and equipment and storage medium
By conducting real-time analysis of player operation data, suitable game scenario tasks are generated, which solves the problem of inability to generate task guidance based on player needs in the existing technology, and improves game experience and player retention rate.
Patent Information
- Application Number
- CN202411478653.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-10-22
- Publication Date
- 2025-02-18
- Estimated Expiration
- 2044-10-22
AI Technical Summary
It is difficult for existing game development technology to generate task guidance required by players in reasonable scenarios based on players' own needs, resulting in poor gaming experience.
By conducting real-time data analysis of players' operation data on each game interface, corresponding game scene tasks are generated. The specific method includes obtaining game scene selection data and operation data of the player character during the game, detecting that when the scene task generation conditions are met, determining the scene to be generated and the triggering order based on the selection data, determining the execution object based on the operation information, and generating the game to be triggered. Scene task.
It realizes the generation of appropriate game scene tasks based on player's expected preferences, which improves player retention and improves game experience.
Smart Images

Figure CN119455384A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of game technology, and in particular to a method, system, device and storage medium for generating game scene tasks. Background Art
[0002] Electronic games were first developed on arcade machines or video game consoles, and then games on personal computers and mobile device platforms gradually emerged. The improvement and development of these games have greatly changed the way humans play games and the definition of the word game. As the history of games continues to develop, various levels or scene tasks will be set for players to complete during the game. The guidance of the game to the players has changed from nothing at the beginning to text guidance for a novice character later, and now to comprehensive consideration of player needs, thinking about what guidance players need when and where. Most game developers have never found a suitable way to solve this problem.
[0003] In the relevant game development technologies, most developers choose to make relevant fixed settings during development, but this cannot be well adjusted intelligently based on the player's gaming situation. Therefore, when developing a game, how game designers can timely generate task guidance required by players in reasonable scenarios based on the players' own needs has become an unavoidable problem for game developers, and corresponding processing mechanisms need to be designed. Summary of the invention
[0004] The embodiments of the present application provide a game scenario task generation method, system, device and storage medium, which generates corresponding game scenario tasks by performing real-time data analysis on the player's operation data in each game interface, thereby solving the problem in existing game development technology that it is impossible to timely generate task guidance required by players in reasonable scenarios based on the player's own needs. It can analyze the player's expected operation preferences, display and start appropriate game scenario tasks for the player, and facilitate player retention.
[0005] In a first aspect, an embodiment of the present application provides a method for generating a game scene task based on character information, comprising:
[0006] Acquire game scene selection data of the player character during the game process and corresponding operation data of each selected game scene, wherein each of the game scenes includes a plurality of operation objects, and the operation data includes operation information of each of the operation objects;
[0007] In the case where it is detected that the scene task generation conditions are met, a plurality of scenes to be generated and a triggering order of each of the scenes to be generated are determined according to the game scene selection data, and an execution object corresponding to each of the scenes to be generated is determined according to the operation information;
[0008] The game scene task to be triggered is generated based on the triggering order of each of the scenes to be generated and the execution object of each of the scenes to be generated.
[0009] Optionally, the game scene selection data includes the number of scene selections, the scene dwell time, and the scene selection order, and the determining of a plurality of scenes to be generated and a triggering order of each of the scenes to be generated according to the game scene selection data includes:
[0010] Determine a plurality of scenes to be generated according to the number of scene selections and the scene dwell time;
[0011] The triggering order of each of the to-be-generated scenes is determined according to the scene selection order.
[0012] Optionally, determining a plurality of scenes to be generated according to the number of scene selections and the scene dwell time includes:
[0013] Determine a game scene whose scene selection times are greater than a preset times and whose scene stay time is greater than a preset time as a first scene to be generated;
[0014] When the number of the first scenes to be generated is less than the preset number, the game scene whose scene selection times are greater than the preset number and the scene stay time is not greater than the preset time is determined as the second scene to be generated, and the first scene to be generated and the second scene to be generated are combined to obtain multiple scenes to be generated.
[0015] Optionally, determining the triggering order of each of the to-be-generated scenes according to the scene selection order includes:
[0016] Based on the scene selection order, the to-be-generated scenes with associated relationships are screened to obtain a first scene order;
[0017] Generate a second scene sequence of scenes to be generated that have no associated relationship based on the sequence of scene selections recorded in the scene selection sequence;
[0018] The first scene sequence and the second scene sequence are combined to obtain a triggering sequence of each of the scenes to be generated.
[0019] Optionally, the operation information includes a trigger time and an operation frequency, and determining, according to the operation information, an execution object corresponding to each of the to-be-generated scenes includes:
[0020] Determine the last triggered operation object according to the trigger time, and determine the subsequent operation object associated with the last triggered operation object as the first execution object;
[0021] Determining a plurality of second execution objects according to the operation frequency;
[0022] The first execution object and the plurality of second execution objects are sequentially combined to obtain an execution object corresponding to the scene to be generated.
[0023] Optionally, the operation frequency includes a viewing frequency and an interaction frequency, and determining a plurality of second execution objects according to the operation frequency includes:
[0024] The operation objects are sorted according to the viewing frequency and the interaction frequency to obtain a viewing object sequence and an interaction object sequence;
[0025] The same operation objects with a preset sorting ratio are screened out from the viewing object sequence and the interaction object sequence and determined as a plurality of second execution objects.
[0026] Optionally, the conditions for generating a scenario task are met, including:
[0027] The task progress of the player character in the current game scene task is greater than a preset progress ratio value, and the number of game scenes triggered in the current game scene task is greater than a preset number of scenes.
[0028] Optionally, after generating the game scene task to be triggered based on the triggering sequence of each of the scenes to be generated and the execution object of each of the scenes to be generated, the method further includes:
[0029] When it is detected that the player character logs back into the game and the offline time is longer than the preset offline time, the game scene task is triggered; or,
[0030] When it is detected that the number of task interruptions of the player character in the current game scene task is greater than the preset number of interruptions, the game scene task is triggered.
[0031] Optionally, before generating the game scene task to be triggered based on the triggering order of each of the scenes to be generated and the execution object of each of the scenes to be generated, the method further includes:
[0032] Determine the execution objects that meet the deletion condition in each of the to-be-generated scenes, and delete them to obtain the screening objects corresponding to each of the to-be-generated scenes;
[0033] Correspondingly, the generating of the to-be-triggered game scene tasks based on the triggering order of each of the to-be-generated scenes and the execution object of each of the to-be-generated scenes includes:
[0034] The game scene task to be triggered is generated based on the triggering order of each of the scenes to be generated and the screening object of each of the scenes to be generated.
[0035] Optionally, the execution object that meets the deletion condition includes:
[0036] Any one of the execution objects of the same type that are connected end to end in the adjacent scenes to be generated.
[0037] Optionally, the generating of the to-be-triggered game scene tasks based on the triggering order of each of the to-be-generated scenes and the screening object of each of the to-be-generated scenes includes:
[0038] At least two sets of scenes to be generated are obtained according to the triggering order of each of the scenes to be generated and the set quantity division rule;
[0039] When it is determined that the scene generation mode is a loop mode, the scenes to be generated in one of the scenes to be generated and the corresponding screening objects are sequentially generated into game scene tasks to be triggered according to the triggering order.
[0040] In a second aspect, the embodiment of the present application further provides a game scene task generation system based on character information, comprising:
[0041] An acquisition module, configured to acquire game scene selection data of a player character during a game and operation data corresponding to each selected game scene, wherein each of the game scenes includes a plurality of operation objects, and the operation data includes operation information of each of the operation objects;
[0042] A scene configuration module is configured to, when it is detected that the scene task generation condition is met, determine a plurality of scenes to be generated and a triggering order of each of the scenes to be generated according to the game scene selection data, and determine an execution object corresponding to each of the scenes to be generated according to the operation information;
[0043] The scene generation module is configured to generate a game scene task to be triggered based on the triggering order of each of the scenes to be generated and the execution object of each of the scenes to be generated.
[0044] In a third aspect, an embodiment of the present application further provides a device for generating a game scene task based on character information, the device comprising:
[0045] one or more processors;
[0046] a storage device for storing one or more programs,
[0047] When the one or more programs are executed by the one or more processors, the one or more processors implement the game scene task generation method based on character information described in the embodiment of the present application.
[0048] In a fourth aspect, an embodiment of the present application further provides a storage medium storing computer executable instructions, which, when executed by a computer processor, are used to execute the method for generating game scene tasks based on character information described in an embodiment of the present application.
[0049] In an embodiment of the present application, the game scene selection data of the player character during the game and the corresponding operation data of each selected game scene are obtained, wherein each game scene includes multiple operation objects, and the operation data includes the operation information of each operation object. When it is detected that the scene task generation conditions are met, multiple scenes to be generated and the triggering order of each scene to be generated are determined according to the game scene selection data, and the execution object corresponding to each scene to be generated is determined according to the operation information. The game scene task to be triggered is generated based on the triggering order of each scene to be generated and the execution object of each scene to be generated. This solution generates corresponding game scene tasks by performing real-time data analysis on the operation data of the player in each game interface, which solves the problem that the existing game development technology cannot timely generate the task guidance required by the player in a reasonable scene based on the player's own needs. It can analyze the player's expected operation preferences, display and start appropriate game scene tasks to the player, and is conducive to player retention. BRIEF DESCRIPTION OF THE DRAWINGS
[0050] Figure 1 A flowchart of a method for generating game scene tasks based on character information provided in an embodiment of the present application;
[0051] Figure 2 A flowchart of a method for determining a plurality of scenes to be generated based on game scene selection data and a corresponding triggering order provided in an embodiment of the present application;
[0052] Figure 3 A flowchart of a method for determining an execution object corresponding to a scene to be generated based on operation information provided in an embodiment of the present application;
[0053] Figure 4 A flowchart of a method for generating a game scene task to be triggered provided in an embodiment of the present application;
[0054] Figure 5 A module structure diagram of a game scene task generation system based on role information provided in an embodiment of the present application;
[0055] Figure 6 A structural diagram of a game scene task generation device based on character information provided in an embodiment of the present application. DETAILED DESCRIPTION
[0056] The embodiments of the present application are further described in detail below in conjunction with the accompanying drawings and embodiments. It is to be understood that the specific embodiments described herein are only used to explain the embodiments of the present application, rather than to limit the embodiments of the present application. It should also be noted that, for ease of description, only parts related to the embodiments of the present application are shown in the accompanying drawings, rather than all structures.
[0057] The terms "first", "second", etc. in the specification and claims of this application are used to distinguish similar objects, and are not used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable under appropriate circumstances, so that the embodiments of the present application can be implemented in an order other than those illustrated or described here, and the objects distinguished by "first", "second", etc. are generally of one type, and the number of objects is not limited. For example, the first object can be one or more. In addition, "and or or" in the specification and claims represents at least one of the connected objects, and the character "or" generally indicates that the objects associated before and after are in an "or" relationship.
[0058] The game scene task generation method based on character information provided in the embodiment of the present application can be applied to various types of games, such as traditional Chinese style games. The execution subject of each step of the game scene task generation method based on character information provided in the embodiment of the present application can be a computer device, which refers to any electronic device with data calculation, processing and storage capabilities, such as mobile phones, PCs (Personal Computers), tablet computers and other terminal devices, and the embodiment of the present application does not limit this.
[0059] Figure 1 A flowchart of a method for generating game scene tasks based on role information provided in an embodiment of the present application is shown in FIG. Figure 1 As shown, specifically including:
[0060] Step S101, obtaining game scene selection data of a player character during a game and corresponding operation data for each selected game scene, wherein each of the game scenes includes a plurality of operation objects, and the operation data includes operation information of each of the operation objects.
[0061] Among them, the game scene selection data is used to characterize the relevant record data of the game scene selected by the player during the game; the operation object is the object operated in the game scene. Exemplarily, taking the Chinese style game as an example, the game scene can be a virtual shop, and the objects operated in the shop include expansion, recruitment, procurement and other operation objects. The operation data is used to characterize the operation information recorded when the player operates the operation object. In one embodiment, the game scene selection data obtained by the player character during the game process can be shop selection data, doorman selection data, mansion selection data, suburban selection data, etc. The operation objects in the shop scene include expansion, recruitment, and procurement. The operation objects in the doorman scene include selecting the owner and making suggestions. The operation objects in the mansion scene include expansion, decoration, cleaning, and recruitment. The operation objects in the suburban scene include hunting, gathering, avoiding, and planting. Correspondingly, the trigger time and operation frequency of each operation object in each game scene are obtained as the corresponding operation information.
[0062] Step S102: When it is detected that the scene task generation conditions are met, multiple scenes to be generated and the triggering order of each of the scenes to be generated are determined according to the game scene selection data.
[0063] Among them, the scene task generation condition is a condition for determining whether to generate a game scene task. The scene to be generated is used to characterize the game scene to be generated, and the trigger sequence is used to characterize the generation sequence of the scene to be generated. After obtaining the game scene selection data of the player character in the game process and the corresponding operation data under each selected game scene, when it is detected that the scene task generation condition is met, multiple scenes to be generated and the trigger sequence of each scene to be generated are determined according to the game scene selection data of the player character in the game process, and reasonable game scenes and trigger sequences can be determined based on the player's own needs, which improves the player's game experience and is conducive to player retention. Optionally, the scene task generation condition is met when the task progress of the player character in the current game scene task is greater than the preset progress ratio value, and the number of game scenes triggered in the current game scene task is greater than the preset number of scenes. In one embodiment, the preset progress ratio value is 50%, the preset number of scenes is 3, the task progress of the player character in the current game scene task is 60%, the number of game scenes triggered in the current game scene task is 4, the task progress is greater than the preset progress ratio value and the number of game scenes triggered is greater than the preset number of scenes, and it is determined that the scene task generation condition is met. In another embodiment, when the game time of the player character in the current game scene task is greater than the preset game time, and the number of game scenes triggered in the current game scene task is greater than the preset number of scenes, it is determined that the scene task generation condition is met.
[0064] Step S103: determining an execution object corresponding to each of the to-be-generated scenes according to the operation information.
[0065] Among them, the execution object can be used to characterize the object that performs the game scene task in the scene to be generated. After obtaining the operation information of each operation object in each game scene selected by the player character, the execution object corresponding to each scene to be generated is determined according to the operation information of the operation object, and the reasonable execution object in the game scene can be determined based on the player's own needs to ensure that the task is challenging but not too difficult, while maintaining the fun and balance of the game. Optionally, the operation information includes the trigger time and the operation frequency, and the method for determining the execution object can be: determine the last triggered operation object according to the trigger time, determine the subsequent operation object associated with the last triggered operation object as the first execution object, determine multiple second execution objects according to the operation frequency, and sequentially combine the first execution object and the multiple second execution objects to obtain the execution object corresponding to the scene to be generated. In one embodiment, when the game scene is a shop, the operation objects in the shop include expansion, recruitment, purchase, and sale. The operation objects are sorted in order according to the trigger time as sale, expansion, recruitment, and purchase. Purchase is the last triggered operation object. The subsequent operation objects of purchase are predicted to obtain the first execution object as purchase classification and quantity statistics. According to the different operation frequencies of each operation object, the second execution object is determined to be sale and recruitment, and the execution order of the second execution object is sale and recruitment. Then, the first execution object and multiple second execution objects are sequentially combined to obtain the execution objects corresponding to the scene to be generated, which are purchase classification, quantity statistics, sale, and recruitment. In another embodiment, the operation objects can also be sorted from most to least according to the corresponding operation frequencies, and the sorted operation objects are determined as the execution objects of the scene to be generated.
[0066] Step S104: Generate a game scene task to be triggered based on the triggering order of each of the scenes to be generated and the execution object of each of the scenes to be generated.
[0067] Among them, after determining the triggering order of the scenes to be generated and the execution object of each scene to be generated, the game scene task to be triggered is generated based on the triggering order of each scene to be generated and the execution object of each scene to be generated. An optional method may be to trigger the game scene task when it is detected that the player character logs back into the game and the offline time is greater than the preset offline time; or, when it is detected that the number of task interruptions of the player character in the current game scene task is greater than the preset number of interruptions, the game scene task is triggered. In one embodiment, after the game scene task to be triggered is generated based on the triggering order of each scene to be generated and the execution object of each scene to be generated, it is detected that the player character logs back into the game, the offline time is obtained as 30 minutes, the preset offline time is 20 minutes, and the player's offline time is greater than the preset offline time, then the generated game scene task is triggered at this time. In another embodiment, the preset number of interruptions is 3, the number of task interruptions of the player character in the current game scene task is 4, which is greater than the preset number of interruptions, and the generated game scene task is triggered at this time. In another embodiment, the game scene task is triggered when it is detected that the task stagnation time of the player character in the current game scene task is greater than the preset stagnation time. When an abnormal situation occurs in the game, triggering the game scene task can improve the player's gaming experience and help retain the player.
[0068] As can be seen from the above, the game scene selection data of the player character during the game and the corresponding operation data of each selected game scene are obtained, wherein each game scene includes multiple operation objects, and the operation data includes the operation information of each operation object. When it is detected that the scene task generation conditions are met, multiple scenes to be generated and the triggering order of each scene to be generated are determined according to the game scene selection data, and the execution object corresponding to each scene to be generated is determined according to the operation information. The game scene task to be triggered is generated based on the triggering order of each scene to be generated and the execution object of each scene to be generated. This solution generates corresponding game scene tasks by performing real-time data analysis on the operation data of the player in each game interface, solving the problem that the existing game development technology cannot generate the task guidance required by the player in a reasonable scene based on the player's own needs in a timely manner. It can analyze the player's expected operation preferences, display and start appropriate game scene tasks to the player, and is conducive to player retention.
[0069] Figure 2 A flowchart of a method for determining a plurality of scenes to be generated based on game scene selection data and a corresponding triggering order provided in an embodiment of the present application, such as Figure 2 As shown, specifically including:
[0070] Step S201, obtaining game scene selection data of a player character during a game and corresponding operation data for each selected game scene, wherein each of the game scenes includes a plurality of operation objects, and the operation data includes operation information of each of the operation objects.
[0071] Step S202: When it is detected that the scene task generation condition is met, a plurality of scenes to be generated are determined according to the number of scene selections and the scene dwell time, and a triggering order of each of the scenes to be generated is determined according to the scene selection order.
[0072] The game scene selection data includes the number of scene selections, the scene dwell time, and the scene selection sequence. The number of scene selections is used to represent the number of times the player character selects the game scene, the scene dwell time is used to represent the time the player character stays in the game scene, and the scene selection sequence is used to represent the order in which the player character selects the game scene. When it is detected that the scene task generation conditions are met, multiple scenes to be generated are determined according to the number of scene selections and the scene dwell time. Optionally, a game scene with a scene selection number greater than a preset number and a scene dwell time greater than a preset time is determined as the first scene to be generated. When the number of the first scenes to be generated is less than the preset number, a game scene with a scene selection number greater than the preset number and a scene dwell time not greater than the preset time is determined as the second scene to be generated. The first scene to be generated and the second scene to be generated are combined to obtain multiple scenes to be generated. The triggering order of each scene to be generated is determined according to the scene selection order. Optionally, the first scene order is obtained by screening the scenes to be generated with an associated relationship based on the scene selection order. The second scene order of the scenes to be generated without an associated relationship is generated based on the order of scene selection recorded in the scene selection order. The first scene order and the second scene order are combined to obtain the triggering order of each scene to be generated, wherein the associated relationship is used to characterize that there is a certain connection between the game scenes, which can be a sequential connection relationship. Exemplarily, after selecting the doorman scene, you need to enter the level scene to pass the level, and the doorman scene has an associated relationship with the level scene, or after selecting the shop scene, you need to enter the backpack scene to count assets, and the shop scene has an associated relationship with the backpack scene.
[0073] An illustrative example may be that the preset number of times is 5 times, the preset time is 20 minutes, the preset number is 3, the number of selections of the shop scene is 6 times, the stay time is 30 minutes, the number of selections of the mansion scene is 8 times, the stay time is 40 minutes, the number of selections of the doorman scene is 7 times, the stay time is 15 minutes, the number of selections of the suburban scene is 3 times, the stay time is 10 minutes, the number of selections of the level scene is 6 times, and the stay time is 18 minutes, the game scenes whose number of scene selections is greater than the preset number and whose scene stay time is greater than the preset time include the shop scene and the mansion scene, and the first number of scenes to be generated is 2, which is less than the preset number, then it is determined that the game scenes whose number of scene selections is greater than the preset number and whose scene stay time is not greater than the preset time include the doorman scene and the level scene, that is, the scenes to be generated are the shop scene, the mansion scene, the doorman scene, and the level scene.
[0074] In another embodiment, it is also possible to determine the frequency weight of the number of scene selections and the time weight of the scene dwell time, calculate the tendency of the game scene based on the frequency weight and the time weight, arrange the game scenes from large to small according to the tendency, and select the first half of the game scenes with a preset ratio as the scenes to be generated.
[0075] An exemplary example may be that the game scenes to be generated are arranged in sequence according to the scene selection order as a shop scene, a mansion scene, a footman scene, and a level scene. The footman scene and the level scene are associated with each other. After selecting the footman scene, one needs to enter the level scene to pass the level. The scenes to be generated that are not associated with each other are the shop scene and the mansion scene. Then, the first scene sequence is the footman scene and the level scene, and the second scene sequence is the shop scene and the mansion scene. The first scene sequence and the second scene sequence are combined to obtain the triggering sequence of each scene to be generated, which is footman scene, level scene, shop scene, and mansion scene. In another embodiment, the triggering sequence of each scene to be generated is obtained by directly arranging the scenes to be generated in sequence according to the scene selection order.
[0076] Step S203: determining an execution object corresponding to each of the to-be-generated scenes according to the operation information.
[0077] Step S204: Generate a game scene task to be triggered based on the triggering order of each of the scenes to be generated and the execution object of each of the scenes to be generated.
[0078] As can be seen from the above, after obtaining the number of scene selections, scene dwell time, and scene selection order of the player character during the game, when it is detected that the scene task generation conditions are met, multiple scenes to be generated are determined according to the number of scene selections and the scene dwell time, and the triggering order of each scene to be generated is determined according to the scene selection order. This solution determines multiple scenes to be generated and the corresponding triggering order through the scene selection data of the player during the game, and can determine reasonable game scenes and triggering orders based on the player's own needs, thereby improving the player's gaming experience and facilitating player retention.
[0079] Figure 3 A flowchart of a method for determining an execution object corresponding to a scene to be generated based on operation information provided in an embodiment of the present application, such as Figure 3 As shown, specifically including:
[0080] Step S301, obtaining game scene selection data of the player character during the game and corresponding operation data of each selected game scene, wherein each of the game scenes includes multiple operation objects, and the operation data includes operation information of each of the operation objects.
[0081] Step S302: When it is detected that the scene task generation conditions are met, multiple scenes to be generated and the triggering order of each of the scenes to be generated are determined according to the game scene selection data.
[0082] Step S303: determine the last triggered operation object according to the trigger time, determine the subsequent operation object associated with the last triggered operation object as the first execution object, determine multiple second execution objects according to the operation frequency, and sequentially combine the first execution object and the multiple second execution objects to obtain the execution object corresponding to the scene to be generated.
[0083] Among them, the operation information includes the trigger time and operation frequency of the operation object. The optional way to determine the execution object can be: determine the last triggered operation object according to the trigger time, determine the subsequent operation object associated with the last triggered operation object as the first execution object, and determine multiple second execution objects according to the operation frequency. Optionally, the operation frequency includes viewing frequency and interaction frequency. The viewing frequency is the number of times the player views the operation object. For example, taking the recruitment of store clerks as an example, 10 store clerks need to be recruited as the set task. As time and the progress of the game, the number of recruited store clerks will gradually increase. The player can view the progress, and the number of times each click on the operation object to view can be counted as the viewing frequency; the interaction frequency is the number of times the player interacts with the operation object. For example, in the link of the expansion of the virtual medical hall, the number of times the player interacts with the operation object when selecting various building materials for architectural design can be counted as the interaction frequency. Optionally, the way to determine the second execution object can be: sort the operation objects according to the size of the viewing frequency and the interaction frequency to obtain the viewing object sequence and the interaction object sequence, and select the same operation objects with a preset sorting ratio in the viewing object sequence and the interaction object sequence to determine as multiple second execution objects. The first execution object and multiple second execution objects are sequentially combined to obtain the execution object corresponding to the scene to be generated. A simplified exemplary description can be that when the game scene is a shop, the operation objects in the shop are expansion, recruitment, procurement, inspection, and sale, the viewing frequency is 10 times, 15 times, 13 times, 11 times, and 20 times, and the interaction frequency is 8 times, 9 times, 15 times, 6 times, and 10 times. The viewing object sequence is sale, recruitment, procurement, inspection, and expansion, and the interaction object sequence is procurement, sale, recruitment, expansion, and inspection. The preset sorting ratio is 80%, then the first 80% of the viewing object sequence is sale, recruitment, procurement, and inspection, and the first 80% of the interaction object sequence is procurement, sale, recruitment, and expansion. The same operation objects for both are sale, recruitment, and procurement, that is, the second execution object is sale, recruitment, and procurement, and the order of the second execution object is sorted according to the viewing object sequence or the interaction object sequence. In another embodiment, the operation objects are sorted according to the operation frequencies to obtain an operation object sequence, and a preset number of operation objects arranged at the front of the operation object sequence are determined as a plurality of second execution objects.
[0084] Step S304: Generate a game scene task to be triggered based on the triggering order of each of the scenes to be generated and the execution object of each of the scenes to be generated.
[0085] As can be seen from the above, the last triggered operation object is determined according to the trigger time, the subsequent operation object associated with the last triggered operation object is determined as the first execution object, multiple second execution objects are determined according to the operation frequency, and the first execution object and multiple second execution objects are sequentially combined to obtain the execution object corresponding to the scene to be generated. This solution determines the execution object of the game scene through the player's operation data on the operation object, and can reasonably determine the execution object in the game scene based on the player's own needs, ensuring that the task is both challenging and not too difficult, while maintaining the fun and balance of the game.
[0086] Figure 4 A flowchart of a method for generating a game scene task to be triggered provided in an embodiment of the present application, such as Figure 4 As shown, specifically including:
[0087] Step S401, obtaining game scene selection data of a player character during the game and corresponding operation data for each selected game scene, wherein each of the game scenes includes a plurality of operation objects, and the operation data includes operation information of each of the operation objects.
[0088] Step S402: When it is detected that the scene task generation conditions are met, multiple scenes to be generated and the triggering order of each of the scenes to be generated are determined according to the game scene selection data.
[0089] Step S403: Determine the execution object corresponding to each of the to-be-generated scenes according to the operation information.
[0090] Step S404, determine the execution objects that meet the deletion conditions in each of the scenes to be generated, and delete them to obtain the screening objects corresponding to each of the scenes to be generated, and generate the game scene tasks to be triggered based on the triggering order of each of the scenes to be generated and the screening objects of each of the scenes to be generated.
[0091] Optionally, the execution object that meets the deletion condition may be any one of the execution objects of the same type that are connected end to end in adjacent scenes to be generated. The process of generating the game scene task to be triggered may be to obtain at least two sets of scenes to be generated according to the triggering order of each scene to be generated and the set quantity division rule, and when the scene generation mode is determined to be a loop mode, the scenes to be generated in one of the sets of scenes to be generated and the corresponding screening objects are sequentially generated into the game scene task to be triggered according to the triggering order. For example, the triggering order of the scenes to be generated is the doorman scene, the checkpoint scene, the shop scene, and the mansion scene. The execution objects under the doorman scene are master selection and contract, the execution objects under the checkpoint scene are level selection and level breakthrough, the execution objects under the shop scene are recruitment, procurement, and expansion, and the operation objects under the mansion scene include expansion, decoration, and cleaning. The doorman scene is adjacent to the checkpoint scene, and the execution objects connected at the beginning and end are contract and level selection. The two are of different types, and there is no execution object that meets the deletion condition. Similarly, there is no execution object that meets the deletion condition between the level scene and the shop scene. The execution objects connected at the beginning and end of the shop scene and the mansion scene are both expansions, and they are of the same type. Then, select any one expansion from the shop scene and the mansion scene to delete, and after deletion, you can get the screening objects corresponding to each scene to be generated. The preset quantity division rule can be to divide the scene to be generated into two sets of scenes to be generated in equal amounts according to the triggering order, and the set 1 is divided into the doorman scene and the level scene, and the set 2 is the shop scene and the mansion scene. When the scene generation mode is determined to be a cyclic mode, a set of scenes to be generated is randomly selected as set 1, and the scenes to be generated in set 1 and the corresponding screening objects are sequentially generated according to the triggering order to generate the game scene tasks to be triggered; when the scene generation mode is determined to be a sequential mode, the scenes to be generated in each set of scenes to be generated and the corresponding screening objects are sequentially generated according to the triggering order to generate the game scene tasks to be triggered. Among them, the cyclic mode and the sequential mode can be the system default settings, or they can be adaptively adjusted according to the player's game time or consumption. For example, when the average game time of the player is less than 30 minutes each time, the cyclic mode is adopted, and when it is greater than or equal to 30 minutes, the sequential mode is adopted. In this scheme, when generating game scene tasks, it is not simply generated in a fixed order, but different modes are set to better meet user needs. In another embodiment, each scene to be generated and the corresponding screening objects may be directly used to generate the game scene tasks to be triggered in sequence according to the triggering order.
[0092] From the above, it can be seen that the execution objects that meet the deletion conditions in each scene to be generated are determined, and the screening objects corresponding to each scene to be generated are deleted, so that the generated game scene is more playable and players can avoid boredom during the game; when the game scene tasks to be triggered are generated based on the triggering sequence of each scene to be generated and the screening objects of each scene to be generated, different game scene task generation methods are used in different modes instead of a single generation method, which makes the solution more flexible and available, and further optimizes the player experience.
[0093] Figure 5 This is a module structure diagram of a game scene task generation system based on character information provided in an embodiment of the present application. The system is used to execute the game scene task generation method based on character information provided in the above embodiment, and has the corresponding functional modules and beneficial effects of the execution method. Figure 5 As shown, the system specifically includes:
[0094] The acquisition module 101 is configured to acquire game scene selection data of the player character during the game process and operation data corresponding to each selected game scene, wherein each of the game scenes includes multiple operation objects, and the operation data includes operation information of each of the operation objects;
[0095] The scene configuration module 102 is configured to determine, when it is detected that the scene task generation condition is met, a plurality of scenes to be generated and a triggering order of each of the scenes to be generated according to the game scene selection data, and determine an execution object corresponding to each of the scenes to be generated according to the operation information;
[0096] The scene generation module 103 is configured to generate a game scene task to be triggered based on the triggering order of each of the scenes to be generated and the execution object of each of the scenes to be generated.
[0097] It can be seen from the above scheme that the game scene selection data of the player character during the game and the corresponding operation data of each selected game scene are obtained, wherein each game scene includes multiple operation objects, and the operation data includes the operation information of each operation object. When it is detected that the scene task generation conditions are met, multiple scenes to be generated and the triggering order of each scene to be generated are determined according to the game scene selection data, and the execution object corresponding to each scene to be generated is determined according to the operation information. The game scene task to be triggered is generated based on the triggering order of each scene to be generated and the execution object of each scene to be generated. This scheme generates corresponding game scene tasks by performing real-time data analysis on the operation data of the player in each game interface, solving the problem that the existing game development technology cannot timely generate the task guidance required by the player in a reasonable scene based on the player's own needs. It can analyze the player's expected operation preferences, display and start appropriate game scene tasks to the player, and is conducive to player retention.
[0098] In a possible embodiment, the scenario configuration module 102 is specifically configured to:
[0099] Determine a plurality of scenes to be generated according to the number of scene selections and the scene dwell time;
[0100] The triggering order of each of the to-be-generated scenes is determined according to the scene selection order.
[0101] In a possible embodiment, the scenario configuration module 102 is further used to:
[0102] Determine a game scene whose scene selection times are greater than a preset times and whose scene stay time is greater than a preset time as a first scene to be generated;
[0103] When the number of the first scenes to be generated is less than the preset number, the game scene whose scene selection times are greater than the preset number and the scene stay time is not greater than the preset time is determined as the second scene to be generated, and the first scene to be generated and the second scene to be generated are combined to obtain multiple scenes to be generated.
[0104] In a possible embodiment, the scenario configuration module 102 is further used to:
[0105] Based on the scene selection order, the to-be-generated scenes with associated relationships are screened to obtain a first scene order;
[0106] Generate a second scene sequence of scenes to be generated that have no associated relationship based on the sequence of scene selections recorded in the scene selection sequence;
[0107] The first scene sequence and the second scene sequence are combined to obtain a triggering sequence of each of the scenes to be generated.
[0108] In a possible embodiment, the scenario configuration module 102 is further used to:
[0109] Determine the last triggered operation object according to the trigger time, and determine the subsequent operation object associated with the last triggered operation object as the first execution object;
[0110] Determining a plurality of second execution objects according to the operation frequency;
[0111] The first execution object and the plurality of second execution objects are sequentially combined to obtain an execution object corresponding to the scene to be generated.
[0112] In a possible embodiment, the scenario configuration module 102 is further used to:
[0113] The operation objects are sorted according to the viewing frequency and the interaction frequency to obtain a viewing object sequence and an interaction object sequence;
[0114] The same operation objects with a preset sorting ratio are screened out from the viewing object sequence and the interaction object sequence and determined as a plurality of second execution objects.
[0115] In a possible embodiment, the scenario configuration module 102 is further used to:
[0116] The task progress of the player character in the current game scene task is greater than a preset progress ratio value, and the number of game scenes triggered in the current game scene task is greater than a preset number of scenes.
[0117] In a possible embodiment, a task triggering module is further included, which is specifically used to:
[0118] When it is detected that the player character logs back into the game and the offline time is longer than the preset offline time, the game scene task is triggered; or,
[0119] When it is detected that the number of task interruptions of the player character in the current game scene task is greater than the preset number of interruptions, the game scene task is triggered.
[0120] In a possible embodiment, an object screening module is further included, which is specifically used to:
[0121] Determine the execution objects that meet the deletion condition in each of the to-be-generated scenes, and delete them to obtain the screening objects corresponding to each of the to-be-generated scenes;
[0122] The scene generation module 103 is specifically used for:
[0123] The game scene task to be triggered is generated based on the triggering order of each of the scenes to be generated and the screening object of each of the scenes to be generated.
[0124] In a possible embodiment, the object screening module is further used to:
[0125] Any one of the execution objects of the same type that are connected end to end in the adjacent scenes to be generated.
[0126] In a possible embodiment, the scene generation module 103 is further used to:
[0127] At least two sets of scenes to be generated are obtained according to the triggering order of each of the scenes to be generated and the set quantity division rule;
[0128] When it is determined that the scene generation mode is a loop mode, the scenes to be generated in one of the scenes to be generated and the corresponding screening objects are sequentially generated into game scene tasks to be triggered according to the triggering order.
[0129] Figure 6 A schematic diagram of a game scene task generation device based on role information provided in an embodiment of the present application, such as Figure 6 As shown, the device includes a processor 201, a memory 202, an input device 203 and an output device 204; the number of processors 201 in the device can be one or more. Figure 6 A processor 201 is taken as an example; the processor 201, memory 202, input device 203 and output device 204 in the device can be connected by a bus or other means. Figure 6 The example of connecting via a bus is taken. The memory 202, as a computer-readable storage medium, can be used to store software programs, computer executable programs and modules, such as program instructions or modules corresponding to the game scene task generation method based on character information in the embodiment of the present application. The processor 201 executes various functional applications and data processing of the device by running the software programs, instructions and modules stored in the memory 202, that is, realizes the above-mentioned game scene task generation method based on character information. The input device 203 can be used to receive input digital or character information, and generate key signal input related to user settings and function control of the device. The output device 204 may include a display device such as a display screen.
[0130] The embodiment of the present application also provides a storage medium containing computer executable instructions, wherein the computer executable instructions are used to execute a method for generating a game scene task based on character information when executed by a computer processor, the method comprising:
[0131] Acquire game scene selection data of the player character during the game process and corresponding operation data of each selected game scene, wherein each of the game scenes includes a plurality of operation objects, and the operation data includes operation information of each of the operation objects;
[0132] In the case where it is detected that the scene task generation conditions are met, a plurality of scenes to be generated and a triggering order of each of the scenes to be generated are determined according to the game scene selection data, and an execution object corresponding to each of the scenes to be generated is determined according to the operation information;
[0133] The game scene task to be triggered is generated based on the triggering order of each of the scenes to be generated and the execution object of each of the scenes to be generated.
[0134] It is worth noting that in the above-mentioned embodiment of the game scene task generation method system based on character information, the various units and modules included are only divided according to functional logic, but are not limited to the above-mentioned division, as long as the corresponding functions can be achieved; in addition, the specific names of the functional units are only for the convenience of distinguishing each other, and are not used to limit the protection scope of the embodiments of the present application.
[0135] Note that the above are only preferred embodiments of the present application and the technical principles used. Those skilled in the art will understand that the present application is not limited to the specific embodiments described herein, and that various obvious changes, readjustments and substitutions can be made to the present application without departing from the protection scope of the present application. Therefore, although the present application is described in more detail through the above embodiments, the present application is not limited to the above embodiments, and may include more other equivalent embodiments without departing from the concept of the present application, and the scope of the present application is determined by the scope of the appended claims.
Claims
1. A method for generating game scene tasks, characterized in that: include: Acquire game scene selection data of the player character during the game process and corresponding operation data of each selected game scene, wherein each of the game scenes includes a plurality of operation objects, and the operation data includes operation information of each of the operation objects; In the case where it is detected that the scene task generation conditions are met, a plurality of scenes to be generated and a triggering order of each of the scenes to be generated are determined according to the game scene selection data, and an execution object corresponding to each of the scenes to be generated is determined according to the operation information; The game scene task to be triggered is generated based on the triggering order of each of the scenes to be generated and the execution object of each of the scenes to be generated.
2. The game scene task generation method according to claim 1, characterized in that: The game scene selection data includes the number of scene selections, the scene dwell time, and the scene selection order, and the determining of a plurality of scenes to be generated and the triggering order of each of the scenes to be generated according to the game scene selection data includes: Determine a plurality of scenes to be generated according to the number of scene selections and the scene dwell time; The triggering order of each of the to-be-generated scenes is determined according to the scene selection order.
3. The game scene task generation method according to claim 2, characterized in that: The determining of a plurality of scenes to be generated according to the number of scene selections and the scene dwell time includes: Determine a game scene whose scene selection times are greater than a preset times and whose scene stay time is greater than a preset time as a first scene to be generated; When the number of the first scenes to be generated is less than the preset number, the game scene whose scene selection times are greater than the preset number and the scene stay time is not greater than the preset time is determined as the second scene to be generated, and the first scene to be generated and the second scene to be generated are combined to obtain multiple scenes to be generated.
4. The game scene task generation method according to claim 2, characterized in that: The step of determining the triggering order of each of the to-be-generated scenes according to the scene selection order includes: Based on the scene selection order, the to-be-generated scenes with associated relationships are screened to obtain a first scene order; Generating a second scene sequence of scenes to be generated that have no associated relationship based on the sequence of scene selections recorded in the scene selection sequence; The first scene sequence and the second scene sequence are combined to obtain a triggering sequence of each of the scenes to be generated.
5. The game scene task generation method according to claim 1, characterized in that: The operation information includes a trigger time and an operation frequency, and the determining, according to the operation information, an execution object corresponding to each of the to-be-generated scenes includes: Determine the last triggered operation object according to the trigger time, and determine the subsequent operation object associated with the last triggered operation object as the first execution object; Determining a plurality of second execution objects according to the operation frequency; The first execution object and the plurality of second execution objects are sequentially combined to obtain an execution object corresponding to the scene to be generated.
6. The game scene task generation method according to claim 5, characterized in that: The operation frequency includes a viewing frequency and an interaction frequency, and the determining of a plurality of second execution objects according to the operation frequency includes: The operation objects are sorted according to the viewing frequency and the interaction frequency to obtain a viewing object sequence and an interaction object sequence; The same operation objects with a preset sorting ratio are screened out from the viewing object sequence and the interaction object sequence and determined as a plurality of second execution objects.
7. The method for generating game scene tasks according to any one of claims 1 to 6, characterized in that: The scenario task generation conditions are met, including: The task progress of the player character in the current game scene task is greater than a preset progress ratio value, and the number of game scenes triggered in the current game scene task is greater than a preset number of scenes.
8. The method for generating game scene tasks according to any one of claims 1 to 6, characterized in that: After generating the game scene task to be triggered based on the triggering sequence of each of the scenes to be generated and the execution object of each of the scenes to be generated, the method further includes: When it is detected that the player character logs back into the game and the offline time is longer than the preset offline time, the game scene task is triggered; or, When it is detected that the number of task interruptions of the player character in the current game scene task is greater than the preset number of interruptions, the game scene task is triggered.
9. The method for generating game scene tasks according to any one of claims 1 to 6, characterized in that: Before generating the game scene task to be triggered based on the triggering sequence of each of the scenes to be generated and the execution object of each of the scenes to be generated, it also includes: Determine the execution objects that meet the deletion condition in each of the to-be-generated scenes, and delete them to obtain the screening objects corresponding to each of the to-be-generated scenes; Correspondingly, the generating of the to-be-triggered game scene tasks based on the triggering order of each of the to-be-generated scenes and the execution object of each of the to-be-generated scenes includes: The game scene task to be triggered is generated based on the triggering order of each of the scenes to be generated and the screening object of each of the scenes to be generated.
10. The game scene task generation method according to claim 9, characterized in that: The execution objects that meet the deletion conditions include: Any one of the execution objects of the same type that are connected end to end in the adjacent scenes to be generated.
11. The method for generating game scene tasks according to claim 9, characterized in that: The generating of the game scene task to be triggered based on the triggering order of each of the scenes to be generated and the screening object of each of the scenes to be generated includes: At least two sets of scenes to be generated are obtained according to the triggering order of each of the scenes to be generated and the set quantity division rule; When it is determined that the scene generation mode is a loop mode, the scenes to be generated in one of the scenes to be generated and the corresponding screening objects are sequentially generated into game scene tasks to be triggered according to the triggering order.
12. A game scene task generation system based on character information, characterized in that: include: An acquisition module, configured to acquire game scene selection data of a player character during a game and operation data corresponding to each selected game scene, wherein each of the game scenes includes a plurality of operation objects, and the operation data includes operation information of each of the operation objects; A scene configuration module is configured to, when it is detected that the scene task generation condition is met, determine a plurality of scenes to be generated and a triggering order of each of the scenes to be generated according to the game scene selection data, and determine an execution object corresponding to each of the scenes to be generated according to the operation information; The scene generation module is configured to generate a game scene task to be triggered based on the triggering order of each of the scenes to be generated and the execution object of each of the scenes to be generated.
13. A device for generating game scene tasks based on character information, the device comprising: one or more processors; A storage device for storing one or more programs. When the one or more programs are executed by the one or more processors, the one or more processors implement the game scene task generation method based on character information as described in any one of claims 1-11.
14. A storage medium storing computer executable instructions, wherein the computer executable instructions are used to execute the game scene task generation method based on character information as described in any one of claims 1 to 11 when executed by a computer processor.
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