A method, system, device, and storage medium for generating game scenario tasks

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.

CN119455384BActive Publication Date: 2025-06-03ANHUI SHANGQU PLAY NETWORK TECH CO LTD +1
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Patent Information

Application Number
CN202411478653.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-10-22
Publication Date
2025-06-03
Estimated Expiration
2044-10-22

AI Technical Summary

Technical Problem

It is difficult for existing game development technology to generate task guidance required by players in a reasonable scenario based on the player's own needs, resulting in poor game experience.

Method used

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 scene task to be triggered.

Benefits of technology

It realizes displaying and opening appropriate game scene tasks according to player operation expectations, improving player retention and gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

An embodiment of the present application provides a method, system, device, and storage medium for generating game scenario tasks. The method includes: obtaining game scenario selection data of a player character during the game process and operation data corresponding to each selected game scenario. Each game scenario includes multiple operation objects, and the operation data includes operation information of each operation object. When it is detected that the scenario task generation condition is met, determining multiple to-be-generated scenarios and corresponding trigger orders according to the game scenario selection data, determining an execution object corresponding to each to-be-generated scenario according to the operation information, and generating a to-be-triggered game scenario task based on the trigger orders of each to-be-generated scenario and the execution object of each to-be-generated scenario. This solution generates corresponding game scenario tasks through real-time data analysis of the player's operation data on each game interface, can analyze the player's operation expectation preferences, display and activate appropriate game scenario tasks for the player, and is conducive to player retention.
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Description

Technical Field

[0001] The embodiments of the present application relate to the technical field of games, and in particular, to a method, a system, a device and a storage medium for generating game scene tasks. Background Art

[0002] Video games were initially developed on arcade machines or video game consoles. Subsequently, games on personal computers and mobile device platforms also gradually emerged. The improvement and development of these games have greatly changed the way humans play games and the definition of the term "game". With the continuous development of the history of games, various levels or scene tasks are set during the game for players to complete. The guidance of games for players has changed from nothing at the beginning to the text guidance of a certain novice character later, and then to the comprehensive consideration of players' needs today, thinking about when and where players need what guidance. Most game developers have not found a suitable method to solve this problem.

[0003] In related 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 game situation. Therefore, when developing games, how game designers can timely generate task guidance needed by players in a reasonable scene based on the players' own needs has become an unavoidable problem for game developers, and a corresponding processing mechanism needs to be designed. Summary of the Invention

[0004] The embodiments of the present application provide a method, a system, a device and a storage medium for generating game scene tasks. By performing real-time data analysis on the operation data of players on each game interface, corresponding game scene tasks are generated, solving the problem in the existing game development technology that task guidance needed by players cannot be timely generated in a reasonable scene based on the players' own needs, being able to analyze players' operation expectation preferences, display and activate appropriate game scene tasks for players, which is beneficial to player retention.

[0005] In a first aspect, the embodiments of the present application provide a method for generating game scene tasks based on character information, including:

[0006] Obtaining the game scene selection data of the player character during the game process and the corresponding operation data under each selected game scene, wherein each of the game scenes includes a plurality of operation objects, and the operation data includes the operation information of each of the operation objects;

[0007] When it is detected that the scene task generation condition is satisfied, determining a plurality of scenes to be generated and the trigger order of each of the scenes to be generated according to the game scene selection data, and determining the execution object corresponding to each of the scenes to be generated according to the operation information;

[0008] Generate a game scene task to be triggered based on the triggering order of each to-be-generated scene and the execution object of each to-be-generated scene.

[0009] Optionally, the game scene selection data includes the number of scene selections, the scene stay time, and the scene selection order. The determining of multiple to-be-generated scenes and the triggering order of each to-be-generated scene according to the game scene selection data includes:

[0010] Determine multiple to-be-generated scenes according to the number of scene selections and the scene stay time;

[0011] Determine the triggering order of each to-be-generated scene according to the scene selection order.

[0012] Optionally, the determining of multiple to-be-generated scenes according to the number of scene selections and the scene stay time includes:

[0013] Determine the game scenes with the number of scene selections greater than the preset number and the scene stay time greater than the preset time as the first to-be-generated scenes;

[0014] In the case where the number of the first to-be-generated scenes is less than the preset number, determine the game scenes with the number of scene selections greater than the preset number and the scene stay time not greater than the preset time as the second to-be-generated scenes, and combine the first to-be-generated scenes and the second to-be-generated scenes to obtain multiple to-be-generated scenes.

[0015] Optionally, the determining of the triggering order of each to-be-generated scene according to the scene selection order includes:

[0016] Screen the to-be-generated scenes with an associated relationship based on the scene selection order to obtain a first scene order;

[0017] Generate a second scene order of the to-be-generated scenes without an associated relationship based on the sequence of scene selections recorded in the scene selection order;

[0018] Combine the first scene order and the second scene order to obtain the triggering order of each to-be-generated scene.

[0019] Optionally, the operation information includes the triggering time and the operation frequency. The determining of the execution object corresponding to each to-be-generated scene according to the operation information includes:

[0020] Determine the last triggered operation object according to the triggering time, and determine the subsequent operation object associated with the last triggered operation object as the first execution object;

[0021] Determine multiple second execution objects according to the operation frequency;

[0022] Sequentially combine the first execution object and the multiple second execution objects to obtain the execution object corresponding to the to-be-generated scenario.

[0023] Optionally, the operation frequency includes the viewing frequency and the interaction frequency. Determining the multiple second execution objects according to the operation frequency includes:

[0024] Sort the operation objects according to the magnitudes of the viewing frequency and the interaction frequency respectively to obtain a viewing object sequence and an interaction object sequence;

[0025] Screen out the same operation objects with a preset sorting ratio in the viewing object sequence and the interaction object sequence and determine them as the multiple second execution objects.

[0026] Optionally, the satisfaction of the scenario task generation condition includes:

[0027] The task progress of the player character in the current game scenario task is greater than a preset progress ratio value, and the number of game scenarios triggered in the current game scenario task is greater than a preset number of scenarios.

[0028] Optionally, after generating the to-be-triggered game scenario tasks based on the trigger order of each of the to-be-generated scenarios and the execution object of each to-be-generated scenario, it further includes:

[0029] When it is detected that the player character logs in to the game again and the offline duration is greater than a preset offline duration, trigger the game scenario task; or,

[0030] When it is detected that the number of task interruptions of the player character in the current game scenario task is greater than a preset number of interruptions, trigger the game scenario task.

[0031] Optionally, before generating the to-be-triggered game scenario tasks based on the trigger order of each of the to-be-generated scenarios and the execution object of each to-be-generated scenario, it further includes:

[0032] Determine the execution objects that meet the deletion conditions in each of the to-be-generated scenarios, and delete them to obtain the filtered objects corresponding to each of the to-be-generated scenarios;

[0033] Correspondingly, generating the to-be-triggered game scenario tasks based on the trigger order of each of the to-be-generated scenarios and the execution object of each to-be-generated scenario includes:

[0034] Generate the to-be-triggered game scenario tasks based on the trigger order of each of the to-be-generated scenarios and the filtered object of each to-be-generated scenario.

[0035] Optionally, the execution objects that meet the deletion conditions include:

[0036] Any one of the same type of execution objects connected end to end in adjacent scenes to be generated.

[0037] Optionally, generating 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 includes:

[0038] Dividing according to the triggering order of each of the scenes to be generated and the set quantity division rule to obtain at least two sets of scenes to be generated;

[0039] When it is determined that the scene generation mode is the loop mode, generating the game scene tasks to be triggered in sequence according to the triggering order for the scenes to be generated and the corresponding screening objects in one of the sets of scenes to be generated.

[0040] In a second aspect, an embodiment of the present application further provides a game scene task generation system based on character information, including:

[0041] An acquisition module configured to acquire the game scene selection data of the player character during the game process and the operation data corresponding to each selected game scene, where each of the game scenes includes multiple operation objects, and the operation data includes the operation information of each of the operation objects;

[0042] A scene configuration module configured to, when it is detected that the scene task generation condition is satisfied, determine multiple scenes to be generated and the triggering order of each of the scenes to be generated according to the game scene selection data, and determine the execution object corresponding to each of the scenes to be generated according to the operation information;

[0043] A scene generation module configured to generate the game scene tasks 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 game scene task generation device based on character information, and the device includes:

[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, enabling the one or more processors to implement the game scene task generation method based on character information according to the embodiments of the present application.

[0048] Fourthly, an embodiment of the present application further provides a storage medium storing computer-executable instructions, and the computer-executable instructions are used to execute the method for generating game scenario tasks based on role information according to the embodiments of the present application when executed by a computer processor.

[0049] In the embodiments of the present application, game scenario selection data of a player character during the game process and operation data corresponding to each selected game scenario are obtained. Each game scenario includes multiple operation objects, and the operation data includes operation information of each operation object. When it is detected that the scenario task generation condition is satisfied, multiple to-be-generated scenarios and the triggering order of each to-be-generated scenario are determined according to the game scenario selection data, the execution object corresponding to each to-be-generated scenario is determined according to the operation information, and a to-be-triggered game scenario task is generated based on the triggering order of each to-be-generated scenario and the execution object of each to-be-generated scenario. This solution generates corresponding game scenario tasks through real-time data analysis of the operation data of the player on each game interface, solves the problem in the existing game development technology that it is impossible to timely generate task guidance required by the player based on the player's own needs in a reasonable scenario, can analyze the player's operation expectation preferences, display and activate appropriate game scenario tasks for the player, and is conducive to player retention. Description of the Drawings

[0050] Figure 1 It is a flowchart of a method for generating game scenario tasks based on role information according to an embodiment of the present application;

[0051] Figure 2 It is a flowchart of a method for determining multiple to-be-generated scenarios and corresponding triggering orders based on game scenario selection data according to an embodiment of the present application;

[0052] Figure 3 It is a flowchart of a method for determining an execution object corresponding to a to-be-generated scenario based on operation information according to an embodiment of the present application;

[0053] Figure 4 It is a flowchart of a method for generating a to-be-triggered game scenario task according to an embodiment of the present application;

[0054] Figure 5 It is a block diagram of the module structure of a game scenario task generation system based on role information according to an embodiment of the present application;

[0055] Figure 6 It is a schematic structural diagram of a game scenario task generation device based on role information according to an embodiment of the present application. Detailed Embodiments

[0056] The following further elaborates on the embodiments of the present application in conjunction with the accompanying drawings and examples. It can be understood that the specific embodiments described herein are merely used to explain the embodiments of the present application, rather than limiting the embodiments of the present application. Additionally, it should be noted that for ease of description, only parts related to the embodiments of the present application, rather than all structures, are shown in the accompanying drawings.

[0057] The terms "first", "second", etc. in the specification and claims of the present application are used to distinguish similar objects, rather than to describe a specific order or sequence. It should be understood that such data can be interchanged under appropriate circumstances so that the embodiments of the present application can be implemented in an order other than those illustrated or described herein, and the objects distinguished by "first", "second", etc. are generally of the same category, and the number of objects is not limited. For example, the first object can be one or multiple. In addition, "and / or" in the specification and claims means at least one of the connected objects, and the character "or" generally indicates an "or" relationship between the associated objects before and after.

[0058] The method for generating game scene tasks based on role information provided by the embodiments of the present application can be applied to various games, such as Chinese style games. In the method for generating game scene tasks based on role information provided by the embodiments of the present application, the execution subject of each step can be a computer device, which refers to any electronic device with data calculation, processing, and storage capabilities, such as terminal devices like mobile phones, PCs (Personal Computers), and tablet computers. The embodiments of the present application do not limit this.

[0059] Figure 1 is a flowchart of a method for generating game scene tasks based on role information provided by the embodiments of the present application, as Figure 1 shown, and specifically includes:

[0060] Step S101, obtain the game scene selection data of the player character during the game process and the corresponding operation data under each selected game scene. Among them, each of the game scenes includes multiple operation objects, and the operation data includes the operation information of each of the operation objects.

[0061] Among them, the game scene selection data is used to represent the relevant record data of the game scene selected by the player during the game; the operation object is the object to be operated within the game scene. Exemplarily, taking a Chinese-style game as an example, the game scene can be a virtual store, and the objects to be operated within the store include operation objects such as expansion, recruitment, and procurement. The operation data is used to represent the operation information recorded when the player operates on the operation object. In one embodiment, the game scene selection data obtained for the player character during the game can be store selection data, retainer selection data, mansion selection data, suburban area selection data, etc. The operation objects in the store scene include expansion, recruitment, and procurement. The operation objects in the retainer scene include choosing a master and offering advice. The operation objects in the mansion scene include expansion, decoration, cleaning, and recruitment. The operation objects in the suburban area scene include hunting, gathering, evading, 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 condition is satisfied, determine multiple scenes to be generated and the trigger order of each of the scenes to be generated according to the game scene selection data.

[0063] Among them, the scene task generation condition is the condition for judging whether to generate a game scene task. The scenes to be generated are used to represent the game scenes waiting to be generated, and the trigger order is used to represent the generation order of the scenes to be generated. After obtaining the game scene selection data of the player character during the game and the corresponding operation data for each selected game scene, when it is detected that the scene task generation condition is satisfied, determining multiple scenes to be generated and the trigger order of each of the scenes to be generated according to the game scene selection data of the player character during the game can determine a reasonable game scene and trigger order based on the player's own needs, improving the player's gaming experience and facilitating player retention. Optionally, the condition for satisfying the scene task generation is that 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%, and the number of game scenes triggered in the current game scene task is 4. Since the task progress is greater than the preset progress ratio value and the number of triggered game scenes is greater than the preset number of scenes, it is determined that the scene task generation condition is satisfied. 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 satisfied.

[0064] Step S103: Determine the execution object corresponding to each of the scenes to be generated according to the operation information.

[0065] Among them, the execution object can be used to represent the object for performing the game scene task in the to-be-generated scene. After obtaining the operation information of each operation object in each game scene selected by the player character, determining the execution object corresponding to each to-be-generated scene according to the operation information of the operation object can determine a reasonable execution object in the game scene based on the player's own needs, ensuring that the task is both challenging and not overly difficult, while maintaining the fun and balance of the game. Optionally, the operation information includes the trigger time and the operation frequency. The method for determining the execution object can be: determining the last-triggered operation object according to the trigger time, and determining the subsequent operation object associated with the last-triggered operation object as the first execution object; determining multiple second execution objects according to the operation frequency, and sequentially combining the first execution object and the multiple second execution objects to obtain the execution object corresponding to the to-be-generated scene. In one embodiment, when the game scene is a store, the operation objects in the store include expansion, recruitment, procurement, and sales. Sorting the operation objects in the order of trigger time gives sales, expansion, recruitment, procurement. Then, procurement is the last-triggered operation object. Predicting the subsequent operation object of procurement gives the first execution object as purchase item classification and quantity statistics. Determining the second execution objects as sales and recruitment according to the different operation frequencies of each operation object, and the execution order of the second execution objects is sales, recruitment. Then, sequentially combining the first execution object and the multiple second execution objects gives the execution object corresponding to the to-be-generated scene as purchase item classification, quantity statistics, sales, recruitment. In another embodiment, it can also be sorting the operation objects in descending order according to the corresponding operation frequency, and determining the sorted operation objects as the execution objects of the to-be-generated scene.

[0066] Step S104: Generate a to-be-triggered game scene task based on the trigger order of each to-be-generated scene and the execution object of each to-be-generated scene.

[0067] Among them, after determining the triggering order of the to-be-generated scenarios and the execution object of each to-be-generated scenario, a game scenario task to be triggered is generated based on the triggering order of each to-be-generated scenario and the execution object of each to-be-generated scenario. An optional way can be to trigger the game scenario task when it is detected that the player character logs in to the game again and the offline duration is greater than the preset offline duration; or, to trigger the game scenario task when it is detected that the number of task interruptions of the player character in the current game scenario task is greater than the preset number of interruptions. In one embodiment, after generating the game scenario task to be triggered based on the triggering order of each to-be-generated scenario and the execution object of each to-be-generated scenario, it is detected that the player character logs in to the game again, the obtained offline duration is 30 minutes, the preset offline duration is 20 minutes, and the player's offline duration is greater than the preset offline duration, then the game scenario task generated at this time is triggered. In another embodiment, the preset number of interruptions is 3, and the number of task interruptions of the player character in the current game scenario task is 4, which is greater than the preset number of interruptions. At this time, the game scenario task generated is triggered. In another embodiment, the game scenario task is triggered when it is detected that the task stagnation time of the player character in the current game scenario task is greater than the preset stagnation time. Triggering the game scenario task when an abnormal situation occurs to the player character in the game can improve the game experience of the player character and is conducive to player retention.

[0068] As can be seen from the above, the game scenario selection data of the player character during the game process and the corresponding operation data under each selected game scenario are obtained. Among them, each game scenario includes multiple operation objects, and the operation data includes the operation information of each operation object. When it is detected that the conditions for generating a scenario task are met, multiple to-be-generated scenarios and the triggering order of each to-be-generated scenario are determined according to the game scenario selection data, the execution object corresponding to each to-be-generated scenario is determined according to the operation information, and a game scenario task to be triggered is generated based on the triggering order of each to-be-generated scenario and the execution object of each to-be-generated scenario. This solution generates corresponding game scenario tasks through real-time data analysis of the player's operation data on each game interface, solves the problem in the existing game development technology that it is impossible to timely generate the task guidance required by the player based on the player's own needs in a reasonable scenario, can analyze the player's operation expectation preferences, display and activate appropriate game scenario tasks for the player, and is conducive to player retention.

[0069] Figure 2 The flowchart of a method for determining multiple to-be-generated scenarios and corresponding triggering orders based on game scenario selection data provided by an embodiment of this application is as Figure 2 shown, and specifically includes:

[0070] Step S201: Obtain the game scene selection data of the player character during the game process and the corresponding operation data for each selected game scene. Each of the game scenes includes multiple operation objects, and the operation data includes the operation information of each operation object.

[0071] Step S202: When it is detected that the scene task generation condition is met, determine multiple to-be-generated scenes according to the scene selection times and the scene stay time, and determine the trigger order of each to-be-generated scene according to the scene selection order.

[0072] Among them, the game scene selection data includes the scene selection times, the scene stay time, and the scene selection order. The scene selection times are used to represent the number of times the player character selects the game scene, the scene stay time is used to represent the time the player character stays in the game scene, and the scene selection order is used to represent the order in which the player character selects the game scene. When it is detected that the scene task generation condition is met, determine multiple to-be-generated scenes according to the scene selection times and the scene stay time. Optionally, determine the game scenes with the scene selection times greater than the preset times and the scene stay time greater than the preset time as the first to-be-generated scenes. When the number of the first to-be-generated scenes is less than the preset number, determine the game scenes with the scene selection times greater than the preset times and the scene stay time not greater than the preset time as the second to-be-generated scenes, and combine the first to-be-generated scenes and the second to-be-generated scenes to obtain multiple to-be-generated scenes. Determine the trigger order of each to-be-generated scene according to the scene selection order. Optionally, filter the to-be-generated scenes with an associated relationship based on the scene selection order to obtain the first scene order, generate the second scene order of the to-be-generated scenes without an associated relationship based on the sequence of scene selections recorded in the scene selection order, and combine the first scene order and the second scene order to obtain the trigger order of each to-be-generated scene. Among them, the associated relationship is used to represent that there is a certain connection between game scenes, which can be a sequential connection relationship. Exemplarily, after selecting the retainer scene, it is necessary to enter the level scene to clear the level, and there is an associated relationship between the retainer scene and the level scene, or after selecting the shop scene, it is necessary to enter the backpack scene to count the assets, and there is an associated relationship between the shop scene and the backpack scene.

[0073] An exemplary example could be that the preset number of times is 5 times, the preset time is 20 minutes, the preset quantity is 3, the number of times of selecting the store scene is 6 times, the staying time is 30 minutes, the number of times of selecting the mansion scene is 8 times, the staying time is 40 minutes, the number of times of selecting the retainer scene is 7 times, the staying time is 15 minutes, the number of times of selecting the suburban scene is 3 times, the staying time is 10 minutes, the number of times of selecting the level scene is 6 times, the staying time is 18 minutes. The game scenes where the number of times of scene selection is greater than the preset number of times and the scene staying time is greater than the preset time include the store scene and the mansion scene. The number of the first scenes to be generated is 2, which is less than the preset quantity. Then it is determined that the game scenes where the number of times of scene selection is greater than the preset number of times and the scene staying time is not greater than the preset time include the retainer scene and the level scene. That is, the scenes to be generated are the store scene, the mansion scene, the retainer scene, and the level scene.

[0074] In another embodiment, it can also be to determine the weight of the number of times of scene selection and the weight of the time of scene staying, calculate the inclination degree of the game scenes according to the weight of the number of times and the weight of the time, arrange the game scenes in descending order of the inclination degree, and select the game scenes in the first half of the preset ratio as the scenes to be generated.

[0075] An exemplary example could be that the game scenes to be generated are arranged in order of scene selection as the store scene, the mansion scene, the retainer scene, and the level scene. There is an association relationship between the retainer scene and the level scene. After selecting the retainer scene, it is necessary to enter the level scene to clear the level. The game scenes without an association relationship to be generated are the store scene and the mansion scene. Then the first scene order is the retainer scene, the level scene, and the second scene order is the store scene, the mansion scene. Combining the first scene order and the second scene order, the trigger order of each scene to be generated is successively the retainer scene, the level scene, the store scene, and the mansion scene. In another embodiment, directly arrange the scenes to be generated in order of scene selection to obtain the trigger order of each scene to be generated.

[0076] Step S203: Determine the execution object corresponding to each of the scenes to be generated according to the operation information.

[0077] Step S204: Generate game scene tasks to be triggered based on the trigger 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, the scene stay time, and the scene selection order of the player character during the game, when it is detected that the scene task generation condition is met, multiple scenes to be generated are determined according to the number of scene selections and the scene stay time, and the trigger 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 trigger order based on the scene selection data of the player during the game, can determine a reasonable game scene and trigger order based on the player's own needs, improves the player's game experience, and is conducive to player retention.

[0079] Figure 3 It is a flowchart of a method for determining an execution object corresponding to a scene to be generated based on operation information provided by an embodiment of the present application. As Figure 3 shown, it specifically includes:

[0080] Step S301: Obtain the game scene selection data of the player character during the game and the operation data corresponding to each selected game scene. Among them, each of the game scenes includes multiple operation objects, and the operation data includes the operation information of each operation object.

[0081] Step S302: When it is detected that the scene task generation condition is met, determine multiple scenes to be generated and the trigger order of each scene to be generated 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 objects 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 triggering time and operation frequency of the operation object. The optional ways to determine the execution object can be: determining the last triggered operation object according to the triggering time, and determining the subsequent operation object associated with the last triggered operation object as the first execution object, and determining multiple second execution objects according to the operation frequency. Optionally, the operation frequency includes the viewing frequency and the interaction frequency. The viewing frequency is the number of times the player views the operation object. For example, taking the recruitment of clerks as an example, 10 clerks need to be recruited as the set task. As time and the game progress, the number of recruited clerks will gradually increase. The player can view this progress, and the number of times of clicking on the operation object for viewing each time 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 expanding a 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: sorting the operation objects according to the magnitudes of the viewing frequency and the interaction frequency respectively to obtain a viewing object sequence and an interaction object sequence, and screening out the same operation objects with a preset sorting ratio in the viewing object sequence and the interaction object sequence to determine multiple second execution objects. Sequentially combining the first execution object and multiple second execution objects to obtain the execution object corresponding to the to-be-generated scene. A simplified exemplary description can be that when the game scene is a store, the operation objects in the store are expansion, recruitment, procurement, inspection, and sales. The viewing frequencies are 10 times, 15 times, 13 times, 11 times, and 20 times respectively, and the interaction frequencies are 8 times, 9 times, 15 times, 6 times, and 10 times respectively. The viewing object sequence is sales, recruitment, procurement, inspection, expansion, and the interaction object sequence is procurement, sales, recruitment, expansion, inspection. The preset sorting ratio is 80%. Then the first 80% of the viewing object sequence is sequentially sales, recruitment, procurement, inspection, and the first 80% of the interaction object sequence is sequentially procurement, sales, recruitment, expansion. The same operation objects of the two are sales, recruitment, procurement, that is, the second execution objects are sales, recruitment, procurement, and the order of the second execution objects is sorted according to the viewing object sequence or the interaction object sequence. In another embodiment, sorting the operation objects according to the magnitude of the operation frequency to obtain an operation object sequence, and determining the preset number of operation objects arranged in the front in the operation object sequence as multiple second execution objects.

[0084] Step S304, generating a game scene task to be triggered based on the triggering order of each to-be-generated scene and the execution object of each to-be-generated scene.

[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 can be any one of the execution objects of the same type that are connected end to end in adjacent to-be-generated scenarios. The process of generating the to-be-triggered game scenario tasks can be as follows: at least two to-be-generated scenario sets are obtained by dividing according to the trigger order of each to-be-generated scenario and the set quantity division rule. When it is determined that the scenario generation mode is the loop mode, the to-be-generated scenarios and the corresponding screening objects in one of the to-be-generated scenario sets are sequentially generated into the to-be-triggered game scenario tasks according to the trigger order. For example, the trigger order of the to-be-generated scenarios is the retainer scenario, the level scenario, the store scenario, and the mansion scenario in sequence. The execution objects in the retainer scenario are selecting the lord and signing the contract in sequence, the execution objects in the level scenario are selecting the level and breaking through the level in sequence, the execution objects in the store scenario are recruiting, purchasing, and expanding in sequence, and the operation objects in the mansion scenario include expanding, decorating, and cleaning. The retainer scenario and the level scenario are adjacent, and the execution objects connected end to end are the contract and selecting the level, and their types are different, so there is no execution object that meets the deletion condition. Similarly, there is no execution object that meets the deletion condition between the level scenario and the store scenario. The execution objects connected end to end in the store scenario and the mansion scenario are both expanding, and their types are the same. Then, randomly select one expansion in the store scenario and the mansion scenario for deletion. After deletion, the screening objects corresponding to each to-be-generated scenario are obtained. The preset quantity division rule can be to equally divide the to-be-generated scenarios into two to-be-generated scenario sets according to the trigger order. The obtained set 1 is the retainer scenario and the level scenario, and set 2 is the store scenario and the mansion scenario. When it is determined that the scenario generation mode is the loop mode, randomly select one to-be-generated scenario set as set 1, and sequentially and cyclically generate the to-be-triggered game scenario tasks for the to-be-generated scenarios and the corresponding screening objects in set 1 according to the trigger order; when it is determined that the scenario generation mode is the sequential mode, sequentially generate the to-be-triggered game scenario tasks for the to-be-generated scenarios and the corresponding screening objects in each to-be-generated scenario set according to the trigger order. Among them, the loop mode and the sequential mode can be the system default settings, or can be adaptively adjusted according to the player's game duration or consumption situation. For example, when the player's average game duration per time is less than 30 minutes, the loop mode is adopted, and when it is greater than or equal to 30 minutes, the sequential mode is adopted. In this solution, when generating game scenario tasks, it is not simply sorted and generated in a fixed order, but different modes are set to better meet the user's needs. In another embodiment, it can also be to directly generate the to-be-triggered game scenario tasks for each to-be-generated scenario and the corresponding screening objects in sequence according to the trigger order.

[0092] As can be seen from the above, the execution objects that meet the deletion conditions in each to-be-generated scenario are determined and deleted to obtain the filtered objects corresponding to each to-be-generated scenario, making the generated game scenarios more playable and avoiding boredom during the game for players. When generating the game scenario tasks to be triggered based on the triggering order of each to-be-generated scenario and the filtered object of each to-be-generated scenario, different game scenario task generation methods are adopted in different modes instead of a single generation method, making the solution more flexible and available, and further optimizing the player experience.

[0093] Figure 5 FIG. is a block diagram of the module structure of a game scenario task generation system based on character information provided by an embodiment of the present application. The system is used to execute the game scenario task generation method based on character information provided by the above embodiment, and has the corresponding functional modules and beneficial effects of the execution method. As Figure 5 shown, the system specifically includes:

[0094] An acquisition module 101, configured to acquire the game scenario selection data of the player character during the game process and the operation data corresponding to each selected game scenario. Wherein, each of the game scenarios includes a plurality of operation objects, and the operation data includes the operation information of each of the operation objects;

[0095] A scenario configuration module 102, configured to determine a plurality of to-be-generated scenarios and the triggering order of each of the to-be-generated scenarios according to the game scenario selection data when it is detected that the scenario task generation condition is met, and determine the execution object corresponding to each of the to-be-generated scenarios according to the operation information;

[0096] A scenario generation module 103, configured to generate the game scenario tasks to be triggered based on the triggering order of each of the to-be-generated scenarios and the execution object of each of the to-be-generated scenarios.

[0097] As can be seen from the above solution, the game scenario selection data of the player character during the game process and the corresponding operation data for each selected game scenario are obtained. Each game scenario includes multiple operation objects, and the operation data includes the operation information of each operation object. When it is detected that the scenario task generation condition is met, multiple to-be-generated scenarios and the trigger order of each to-be-generated scenario are determined according to the game scenario selection data. The execution object corresponding to each to-be-generated scenario is determined according to the operation information, and the to-be-triggered game scenario task is generated based on the trigger order of each to-be-generated scenario and the execution object of each to-be-generated scenario. This solution generates the corresponding game scenario tasks through real-time data analysis of the player's operation data on each game interface, solves the problem in the existing game development technology that it is impossible to timely generate the task guidance required by the player based on the player's own needs in a reasonable scenario, can analyze the player's operation expectation preferences, display and activate the appropriate game scenario tasks for the player, and is beneficial to player retention.

[0098] In a possible embodiment, the scenario configuration module 102 is specifically configured to:

[0099] Determine multiple to-be-generated scenarios according to the scenario selection times and the scenario stay time;

[0100] Determine the trigger order of each to-be-generated scenario according to the scenario selection order.

[0101] In a possible embodiment, the scenario configuration module 102 is further configured to:

[0102] Determine the game scenario with the scenario selection times greater than the preset times and the scenario stay time greater than the preset time as the first to-be-generated scenario;

[0103] In the case where the number of the first to-be-generated scenarios is less than the preset number, determine the game scenario with the scenario selection times greater than the preset times and the scenario stay time not greater than the preset time as the second to-be-generated scenario, and combine the first to-be-generated scenario and the second to-be-generated scenario to obtain multiple to-be-generated scenarios.

[0104] In a possible embodiment, the scenario configuration module 102 is further configured to:

[0105] Screen the to-be-generated scenarios with an associated relationship based on the scenario selection order to obtain the first scenario order;

[0106] Generate the second scenario order of the to-be-generated scenarios without an associated relationship based on the sequence of scenario selections recorded in the scenario selection order;

[0107] Combine the first scenario order and the second scenario order to obtain the trigger order of each to-be-generated scenario.

[0108] In a possible embodiment, the scenario configuration module 102 is further configured 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] Determine multiple second execution objects according to the operation frequency;

[0111] Sequentially combine the first execution object and the multiple second execution objects to obtain the execution object corresponding to the to-be-generated scenario.

[0112] In a possible embodiment, the scenario configuration module 102 is further configured to:

[0113] Sort the operation objects according to the magnitudes of the viewing frequency and the interaction frequency respectively to obtain a viewing object sequence and an interaction object sequence;

[0114] Screen out the operation objects with the same preset sorting ratio in the viewing object sequence and the interaction object sequence and determine them as multiple second execution objects.

[0115] In a possible embodiment, the scenario configuration module 102 is further configured to:

[0116] The task progress of the player character in the current game scenario task is greater than a preset progress ratio value, and the number of game scenarios triggered in the current game scenario task is greater than a preset number of scenarios.

[0117] In a possible embodiment, it further includes a task trigger module, which is specifically configured to:

[0118] When it is detected that the player character logs in to the game again and the offline duration is greater than a preset offline duration, trigger the game scenario task; or,

[0119] When it is detected that the number of task interruptions of the player character in the current game scenario task is greater than a preset number of interruptions, trigger the game scenario task.

[0120] In a possible embodiment, it further includes an object screening module, which is specifically configured to:

[0121] Determine the execution objects that meet the deletion conditions in each of the to-be-generated scenarios, and perform deletion to obtain the screened objects corresponding to each of the to-be-generated scenarios;

[0122] The scenario generation module 103 is specifically configured to:

[0123] Generate a game scene task to be triggered based on the triggering order of each of the to-be-generated scenes and the screening objects of each of the to-be-generated scenes.

[0124] In a possible embodiment, the object screening module is further configured to:

[0125] Any one of the execution objects of the same type that are connected end to end in adjacent to-be-generated scenes.

[0126] In a possible embodiment, the scene generation module 103 is further configured to:

[0127] Divide to obtain at least two to-be-generated scene sets according to the triggering order of each of the to-be-generated scenes and the set quantity division rule;

[0128] When it is determined that the scene generation mode is a loop mode, generate the to-be-triggered game scene tasks in sequence according to the triggering order for the to-be-generated scenes and the corresponding screening objects in one of the to-be-generated scene sets.

[0129] Figure 6 The structural schematic diagram of a game scene task generation device based on character information provided by an embodiment of the present application is as Figure 6 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 Taking one processor 201 as an example; the processor 201, the memory 202, the input device 203, and the output device 204 in the device can be connected through a bus or other means, Figure 6 Taking the connection through a bus as an example. The memory 202, as a computer-readable storage medium, can be used to store software programs, computer-executable programs, and modules, such as the program instructions or modules corresponding to the game scene task generation method based on character information in the embodiments 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, implements 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 inputs related to the user settings and function controls of the device. The output device 204 may include a display device such as a display screen.

[0130] An embodiment of the present application further provides a storage medium containing computer-executable instructions, and the computer-executable instructions are used to execute a game scene task generation method based on character information when executed by a computer processor. The method includes:

[0131] Obtain the game scene selection data of the player character during the game process and the corresponding operation data for each selected game scene. Among them, each of the game scenes includes multiple operation objects, and the operation data includes the operation information of each operation object;

[0132] When it is detected that the scene task generation condition is satisfied, determine multiple to-be-generated scenes and the triggering order of each to-be-generated scene according to the game scene selection data, and determine the execution object corresponding to each to-be-generated scene according to the operation information;

[0133] Generate a game scene task to be triggered based on the triggering order of each to-be-generated scene and the execution object of each to-be-generated scene.

[0134] It should be noted that in the embodiments of the game scene task generation method system based on character information described above, the various units and modules included are only divided according to functional logic, but are not limited to the above division, as long as the corresponding functions can be realized; in addition, the specific names of the functional units are only for the convenience of mutual distinction and do not limit the protection scope of the embodiments of the present application.

[0135] Note that the above is only the preferred embodiment of the embodiments of the present application and the applied technical principles. Those skilled in the art will understand that the embodiments of the present application are not limited to the specific embodiments described here, and various obvious changes, re-adjustments and substitutions can be made by those skilled in the art without departing from the protection scope of the embodiments of the present application. Therefore, although the embodiments of the present application have been described in more detail through the above embodiments, the embodiments of the present application are not limited to the above embodiments. Without departing from the concept of the embodiments of the present application, more other equivalent embodiments can be included, and the scope of the embodiments 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, the operation data includes real-time operation information of each of the operation objects, and the game scene selection data includes one or more of store selection data, doorman selection data, mansion selection data and suburb selection data; In the case where it is detected that the scene task generation condition is met, a game scene whose scene selection times are greater than a preset number and whose scene stay time is greater than a preset time is determined as a first scene to be generated; in the case where the number of the first scenes to be generated is less than the preset number, a game scene whose scene selection times are greater than the preset number and whose scene stay time is not greater than the preset time is determined as a second scene to be generated; the first scene to be generated and the second scene to be generated are combined to obtain a plurality of scenes to be generated; a triggering order of each of the scenes to be generated is 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 a scene selection order, and determining the triggering order of each scene to be generated according to the game scene selection data includes: 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 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.

4. 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.

5. The game scene task generation method according to claim 4, 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.

6. The method for generating game scene tasks according to any one of claims 1 to 5, 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.

7. The method for generating game scene tasks according to any one of claims 1 to 5, 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.

8. The method for generating game scene tasks according to any one of claims 1 to 5, 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.

9. The game scene task generation method according to claim 8, 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.

10. The method for generating game scene tasks according to claim 8, 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.

11. A game scene task generation system based on character information, characterized in that: include: An acquisition module is configured to acquire game scene selection data of a player character during a game and corresponding operation data under each selected game scene, wherein each of the game scenes includes a plurality of operation objects, the operation data includes real-time operation information of each of the operation objects, and the game scene selection data includes one or more of store selection data, doorman selection data, mansion selection data, and suburban selection data; A scene configuration module is configured to, when it is detected that the scene task generation condition is met, determine a game scene whose scene selection times are greater than a preset number 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, determine a game scene whose scene selection times are greater than the preset number and whose scene stay time is not greater than the preset time as a second scene to be generated; combine the first scene to be generated with the second scene to be generated to obtain a plurality of scenes to be generated; 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.

12. 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, enables the one or more processors to implement the game scene task generation method as described in any one of claims 1-10.

13. A storage medium storing computer executable instructions, wherein the computer executable instructions are used to execute the game scene task generation method as described in any one of claims 1 to 10 when executed by a computer processor.

Citation Information

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