Game difficulty adjusting method, system, equipment and medium

By obtaining and using meteorological data, dynamically adjusting the player's movement trajectory, speed, physical energy consumption and communication quality in the game, the problem of setting static difficulty of the existing game is solved, personalized and dynamic difficulty adjustment is achieved, and the game is improved Diversity and player experience.

CN119499658APending Publication Date: 2025-02-25GUANGZHOU YINGFENG NETWORK TECH CO LTD
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Patent Information

Application Number
CN202411562965.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-04
Publication Date
2025-02-25

AI Technical Summary

Technical Problem

The difficulty of the existing game is set to static, and cannot be dynamically adjusted according to the player's real-time status and game environment changes, cannot meet the personalized needs of different players, and has not fully utilized meteorological data to increase the diversity and challenges of the game.

Method used

By obtaining the meteorological data of the player's current location, including wind speed, wind direction, precipitation intensity, ambient temperature, etc., the player's movement trajectory, movement speed, physical energy consumption speed and communication quality are adjusted. Specific methods include combining wind decomposition algorithm, fuzzy logic inference algorithm and scene model to dynamically adjust the game difficulty.

Benefits of technology

It realizes personalization and dynamic game difficulty, meets the needs of different players, increases the diversity and challenges of the game, and enhances the realism and interactivity of the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The invention is applicable to the field of games, and discloses a game difficulty adjusting method, system and device and a medium, the method comprises the following steps: acquiring first meteorological data of the current position of a player, and adjusting the movement track of the player according to the first meteorological data; acquiring second meteorological data of the current position of the player, and adjusting the moving speed and physical exhaustion speed of the player in combination with character attribute data of the player; and acquiring third meteorological data and a scene model of the current position of the player, and adjusting the communication quality of the player according to the third meteorological data and the scene model. According to the method, different meteorological data of the current position of a player are obtained, and the moving track, the moving speed, the physical exhaustion speed and the communication quality of the player are adjusted respectively. The adjustment basis comprises the role attribute data of the player and the game scene model, so that the game difficulty is personalized and dynamic, and the game experience and interactivity are improved.
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Description

Technical Field

[0001] The present invention relates to the field of games, and in particular to a method, system, device and medium for adjusting game difficulty. Background Art

[0002] In the existing gaming field, the setting of game difficulty is often a static or preset process, lacking the ability to dynamically adjust according to the real-time status of players and changes in the game environment. Traditional game difficulty adjustment usually relies on the preset scheme of game designers, such as fixed level difficulty, number and strength of enemies. However, this static difficulty setting method is difficult to meet the personalized needs of different players, and cannot make full use of changes in the game environment (such as weather, terrain, etc.) to increase the diversity and challenge of the game.

[0003] With the continuous development of game technology, especially the progress of game engines and physical simulation technology, games can more realistically simulate environmental changes and physical phenomena in the real world. Meteorological data, such as wind speed, wind direction, rainfall, temperature, etc., as an important part of the natural environment, have a significant impact on the player's gaming experience. However, most current games only display these meteorological data as background elements, but fail to make full use of them to adjust the difficulty of the game and improve the interactivity and authenticity of the game. Summary of the invention

[0004] The present invention aims to solve at least one of the technical problems existing in the prior art. To this end, the present invention proposes a method, system, device and medium for adjusting game difficulty.

[0005] In a first aspect, the present application proposes a method for adjusting game difficulty, comprising: obtaining first meteorological data of a current position of a player, and adjusting a movement trajectory of the player according to the first meteorological data;

[0006] Acquire the second meteorological data of the current position of the player, and adjust the moving speed and physical energy consumption speed of the player in combination with the character attribute data of the player;

[0007] Acquire third meteorological data and a scene model of the player's current location, and adjust the player's communication quality according to the third meteorological data and the scene model.

[0008] More specifically, in the above technical solution,

[0009] Acquiring first meteorological data of a current position of a player, and adjusting a movement trajectory of the player according to the first meteorological data, including:

[0010] Obtain wind speed data and wind direction data at the current position of the player, and obtain a decomposition result of wind force according to the moving direction of the player;

[0011] Obtaining the decomposition result of the wind force includes: decomposing the wind force into a parallel component parallel to the moving direction and a vertical component perpendicular to the moving direction;

[0012] If the parallel force component is consistent with the moving direction of the player, the parallel force component is used as the acceleration of the player's movement;

[0013] If the parallel force component is opposite to the moving direction of the player, the parallel force component is used as the deceleration of the player's movement;

[0014] The vertical force component is used as the lateral thrust, and the influence of the lateral thrust on the movement trajectory of the player is determined according to the magnitude and direction of the lateral thrust.

[0015] More specifically, in the above technical solution,

[0016] Acquiring first meteorological data of the current position of the player, and adjusting the movement trajectory of the player according to the first meteorological data, further comprising:

[0017] Establish a wind field simulation system in the game engine to obtain the wind speed vector at different locations in the wind field;

[0018] Superimposing the wind speed vector and the decomposition result of the wind force to obtain a wind force influence vector;

[0019] According to the movement operation of the player, calculating the theoretical movement trajectory of the player in the game engine;

[0020] Superimposing the wind force influence vector onto the theoretical moving trajectory of the player to obtain the actual moving trajectory affected by the wind force;

[0021] The position coordinates of the player in the game scene are updated, and the orientation angle of the player is updated according to the direction of the wind speed vector.

[0022] More specifically, in the above technical solution,

[0023] When adjusting the moving trajectory of the player according to the first meteorological data, if it is detected that the player is near a building, a disturbing force is applied to the player;

[0024] More specifically, in the above technical solution,

[0025] According to the current position of the player, determining whether the player is near a building;

[0026] If the player is located near a building, shape and size information of the building is obtained, and a disturbance force is generated around the building according to the shape and size information.

[0027] More specifically, in the above technical solution,

[0028] The second meteorological data includes precipitation intensity, ambient temperature and wind speed, and the character attribute data includes cold resistance and physical strength;

[0029] Acquiring the second meteorological data of the current position of the player, combining the character attribute data of the player, and adjusting the moving speed and physical energy consumption speed of the player, including:

[0030] Calculating the perceived temperature of the player's character under current weather conditions using a fuzzy logic inference algorithm based on the second meteorological data;

[0031] Determine, according to the body temperature and the character attribute data, a movement speed adjustment coefficient and a physical energy consumption speed adjustment coefficient of the character of the player at the current body temperature;

[0032] The movement speed adjustment coefficient is applied to the player's basic movement speed, and the physical strength consumption speed adjustment coefficient is applied to the player's basic physical strength consumption speed, so as to adjust the player's actual movement speed and actual physical strength consumption speed under the current weather conditions.

[0033] More specifically, in the above technical solution,

[0034] The third meteorological data includes humidity, temperature, wind speed and rainfall intensity;

[0035] Acquiring third meteorological data and a scene model of the current location of the player, and adjusting the communication quality of the player according to the third meteorological data and the scene model, including:

[0036] Acquire the scene model, and assign different basic communication quality values ​​to different areas in the scene model based on the terrain and building density in the scene model;

[0037] acquiring a meteorological influence coefficient according to the third meteorological data, and adjusting the communication quality value based on the meteorological influence coefficient;

[0038] The communication delay and packet loss rate between the players are adjusted according to the adjusted communication quality value.

[0039] In a second aspect, the present application also proposes a game difficulty adjustment system, including:

[0040] The first processing module is used to obtain the first meteorological data of the current position of the player, and adjust the movement trajectory of the player according to the first meteorological data;

[0041] The second processing module is used to obtain the second meteorological data of the current position of the player, and adjust the moving speed and physical energy consumption speed of the player in combination with the character attribute data of the player;

[0042] The third processing module is used to obtain the third meteorological data and the scene model of the current position of the player, and adjust the communication quality of the player according to the third meteorological data and the scene model.

[0043] Index structure, clusters the feature vectors to obtain a multi-level category tree and stores the original element information in the leaf nodes.

[0044] In a third aspect, the present application further proposes a terminal device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements any of the methods described above when executing the computer program.

[0045] In a fourth aspect, the present application further proposes a computer-readable storage medium, wherein the computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the method as described in any one of the above items is implemented.

[0046] Compared with the prior art, the embodiments of the present invention have the following beneficial effects:

[0047] The present invention obtains the meteorological data of the player's current location, including wind speed, wind direction, precipitation intensity, ambient temperature, humidity and other meteorological information, and adjusts the player's movement trajectory, movement speed, physical consumption speed and communication quality accordingly. It not only takes into account the player's real-time status, but also makes full use of the changes in the game environment, thereby realizing the personalization and dynamicization of the game difficulty. This dynamic difficulty adjustment can better meet the personalized needs of different players and increase the diversity and challenge of the game.

[0048] Traditional game difficulty adjustment usually relies on the preset scheme of the game designer, such as fixed level difficulty, number and strength of enemies, etc. This static difficulty setting method is difficult to adapt to the real-time status of players and changes in the game environment. The present invention obtains the meteorological data in the game in real time and adjusts the game difficulty accordingly, so that players need to constantly adapt to changes in the environment during the game, thereby increasing the realism and interactivity of the game. Players need to plan their action paths more carefully and consider the impact of meteorological conditions on their movement and communication, which not only improves the strategy of the game, but also enhances the game experience of players.

[0049] The present invention introduces meteorological data and scenario models to dynamically adjust the communication quality between players. This adjustment method not only increases the realism of the game, but also encourages players to consider meteorological conditions and communication quality when choosing action paths to change the difficulty of the game. For example, in an online multiplayer game, players need to plan communication strategies based on the terrain and building density of different areas and current meteorological conditions to avoid failures caused by communication delays and excessive packet loss rates, enriching the game strategy and requiring players to consider various factors in the game environment more comprehensively. BRIEF DESCRIPTION OF THE DRAWINGS

[0050] In order to more clearly illustrate the technical solutions in the embodiments of the present invention, the drawings required for use in the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative work.

[0051] Figure 1 It is a flowchart of a method for adjusting game difficulty provided by an embodiment of the present invention;

[0052] Figure 2 It is a structural schematic diagram of a game difficulty adjustment system provided by an embodiment of the present invention;

[0053] Figure 3 It is a schematic diagram of the structure of the terminal device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0054] In the following description, specific details such as specific system structures, technologies, etc. are provided for the purpose of illustration rather than limitation, so as to provide a thorough understanding of the embodiments of the present application. However, it should be clear to those skilled in the art that the present application may also be implemented in other embodiments without these specific details. In other cases, detailed descriptions of well-known systems, devices, circuits, and methods are omitted to prevent unnecessary details from obstructing the description of the present application.

[0055] It should be understood that when used in the present specification and the appended claims, the term "comprising" indicates the presence of described features, wholes, steps, operations, elements and / or components, but does not exclude the presence or addition of one or more other features, wholes, steps, operations, elements, components and / or combinations thereof.

[0056] It should also be understood that the term “and / or” used in the specification and appended claims refers to any and all possible combinations of one or more of the associated listed items, and includes these combinations.

[0057] As used in the specification and appended claims of this application, the term "if" can be interpreted as "when" or "uponce" or "in response to determining" or "in response to detecting", depending on the context. Similarly, the phrase "if it is determined" or "if [described condition or event] is detected" can be interpreted as meaning "uponce it is determined" or "in response to determining" or "uponce [described condition or event] is detected" or "in response to detecting [described condition or event]", depending on the context.

[0058] In addition, in the description of the present application specification and the appended claims, the terms "first", "second", "third", etc. are only used to distinguish the descriptions and cannot be understood as indicating or implying relative importance.

[0059] References to "one embodiment" or "some embodiments" etc. described in the specification of this application mean that one or more embodiments of the present application include specific features, structures or characteristics described in conjunction with the embodiment. Therefore, the statements "in one embodiment", "in some embodiments", "in some other embodiments", "in some other embodiments", etc. that appear in different places in this specification do not necessarily refer to the same embodiment, but mean "one or more but not all embodiments", unless otherwise specifically emphasized in other ways. The terms "including", "comprising", "having" and their variations all mean "including but not limited to", unless otherwise specifically emphasized in other ways.

[0060] See also Figure 1 The present application proposes a method for adjusting the difficulty of a game, including: S101 obtaining first meteorological data of a player's current location, adjusting the player's movement trajectory according to the first meteorological data, S102 obtaining second meteorological data of the player's current location, and adjusting the player's movement speed and physical energy consumption speed in combination with the player's character attribute data, S103 obtaining third meteorological data and a scene model of the player's current location, and adjusting the player's communication quality according to the third meteorological data and the scene model.

[0061] In some embodiments, obtaining the first meteorological data of the player's current position, and adjusting the player's moving trajectory according to the first meteorological data, includes: obtaining the wind speed and wind direction data of the player's current position, and using a vector decomposition algorithm to decompose the wind force into a component parallel to the moving direction and a component perpendicular to the moving direction according to the player's moving direction; if the parallel component is consistent with the player's moving direction, the parallel component is used as the acceleration of the player's movement; if the parallel component is opposite to the player's moving direction, the parallel component is used as the deceleration of the player's movement; the vertical component is used as the lateral thrust, and the degree of influence on the player's moving trajectory is determined according to the size and direction of the lateral thrust. A wind field simulation system is established in the game engine, and the wind speed vector distribution at different positions of the wind field is obtained through the Navier-Stokes equations in computational fluid dynamics; the wind speed vector at the player's current position is superimposed with the wind decomposition result to obtain a comprehensive wind force influence vector. According to the player's movement operations, the player's theoretical movement trajectory is calculated in real time in the game engine; the wind influence vector is superimposed on the player's theoretical movement trajectory to obtain the actual movement trajectory affected by the wind; the actual movement trajectory is smoothed using a moving average algorithm to eliminate trajectory jitter caused by wind; based on the smoothed movement trajectory, the player's position coordinates in the game scene are updated in real time, and the player's orientation angle is updated according to the direction of the player's wind speed vector to ensure that the player's character's orientation is consistent with the movement direction.

[0062] Specifically, the wind speed and direction data of the player's current position are obtained in order to calculate the effect of wind on the player's movement. For example, assuming that the player is at coordinates (10, 10), the wind field simulation system in the game engine calculates that the wind speed at this position is 5 meters per second, and the wind direction is due east (i.e., blowing from west to east). Then, the wind speed and direction data of the player's current position are obtained. The purpose of obtaining these data is to decompose the wind force into components that affect the player's movement in the next step. The vector decomposition algorithm is a mathematical method for decomposing a vector into multiple components. In this example, the wind force vector is decomposed into a component parallel to the player's movement direction and a component parallel to the movement direction. Assuming that the player's movement direction is 45 degrees north by east, using vector decomposition, it can be calculated that the wind force component parallel to the movement direction is about 5 meters per second, and the wind force component perpendicular to the movement direction is also about 5 meters per second; if the parallel component is consistent with the player's movement direction, the parallel component is used as the acceleration of the player's movement. For example, if the player moves 45 degrees north by east, and the wind direction is also 45 degrees north by east, the parallel component of the wind speed will speed up the player's movement; assuming the player's original movement speed is 2 meters per second, and the parallel component of the wind speed is 5 meters per second, the player's actual movement speed becomes 5 meters per second. This allows the player to move faster with the wind in the direction of the wind, enhancing the realism of the game. If the parallel component is opposite to the player's movement direction, the parallel component is used as the deceleration of the player's movement. For example, if the player moves to the southwest and the wind direction is northeast, the parallel component of the wind speed will slow down the player's movement speed. Assuming the player's original movement speed is 2 meters per second, and the parallel component of the wind speed is 5 meters per second, the player's actual movement speed becomes -5 meters per second, that is, the player will be blown back by the wind. This is also to enhance the realism of the game and simulate the situation of walking against the wind. The vertical component acts as a lateral thrust and affects the player's movement trajectory. For example, if the player moves in the north direction and the wind blows from the east direction, the wind will push the player westward, causing the player's actual movement trajectory to deviate from the west. Assuming that the vertical component force is 5 meters per second and the player's original movement speed is 2 meters per second, after a unit of time, the player's displacement will move 2 units in the north direction and 5 units in the west direction. In the end, the player's position will deviate from the predetermined trajectory. By building a wind field simulation system in the game engine, the Navier-Stokes equations in computational fluid dynamics can be used to calculate the wind speed vector distribution at different locations in the wind field. This is like meteorologists predicting the weather through numerical simulation, and can predict the wind speed and wind direction at various locations in the game. For example, the game scene can be divided into grids, each grid represents a location, and by solving the Navier-Stokes equations, the wind speed and wind direction on each grid can be obtained. This can make the wind field in the game more realistic and more in line with the laws of nature; the wind speed vector at the player's current position is superimposed with the wind decomposition result to obtain a comprehensive wind influence vector.For example, the player's own moving speed is 2 meters per second to the north, the parallel component of the wind speed is 5 meters per second to the north, and the vertical component of the wind speed is 5 meters per second to the west; by superimposing these three vectors, we can get the player's final moving wind speed vector, whose size and direction will be affected by the wind. According to the player's moving operation, the player's theoretical moving trajectory is calculated in real time in the game engine. For example, when the player presses the "forward" key, the player should theoretically move in a straight line along the current direction. The calculation of the player's theoretical moving trajectory is to calculate the impact of wind on the player's moving trajectory in the next step. The wind impact vector is superimposed on the player's theoretical moving trajectory to obtain the actual moving trajectory affected by the wind. For example, the player should theoretically move in a straight line, but due to the influence of wind, the actual moving trajectory may be offset or bent. The moving average algorithm is used to smooth the actual moving trajectory to eliminate the trajectory jitter caused by wind. For example, because the wind speed and wind direction are constantly changing, the player's actual moving trajectory may have some slight jitters. Optionally, the moving average algorithm can filter out these jitters to make the player's moving trajectory smoother and improve the visual effect of the game. According to the smoothed movement trajectory, the player's position coordinates in the game scene are updated in real time, and the player's heading angle is updated according to the direction of the player's wind speed vector, so that the player's character's direction is consistent with the movement direction. For example, if the player's position coordinates move from (10, 10) to (11, 7), the game engine needs to update the player's position and adjust the player's heading angle to be consistent with the new movement direction, which can make the player's character's movements more natural and avoid the situation where the character's direction is inconsistent with the movement direction.

[0063] In some embodiments, based on the second meteorological data, the body temperature of the player's character under the current weather conditions is calculated by a fuzzy logic inference algorithm;

[0064] Determine, according to the body temperature and the character attribute data, a movement speed adjustment coefficient and a physical energy consumption speed adjustment coefficient of the character of the player at the current body temperature;

[0065] The movement speed adjustment coefficient is applied to the player's basic movement speed, and the physical strength consumption speed adjustment coefficient is applied to the player's basic physical strength consumption speed, so as to adjust the player's actual movement speed and actual physical strength consumption speed under the current weather conditions.

[0066] Specifically, fuzzy logic control is a rule-based control method that simulates human thinking and converts fuzzy and imprecise information into specific control actions; here, it is used to dynamically adjust the player's movement speed and physical consumption according to the weather and player attributes. First, it is necessary to obtain meteorological data. For example, assuming that the current ambient temperature is -5°C, the wind speed is 15 m / s, and the precipitation intensity is 0 (no precipitation). At the same time, obtain the player's attribute data, for example, the player's cold resistance is 7 (range 1-10, 10 represents the strongest cold resistance), and the physical attribute is 80 (full value is 100), and input these data into the fuzzy logic reasoning algorithm.

[0067] The core of fuzzy logic reasoning is the fuzzy rule base. For example, a rule can be: "If the ambient temperature is very low and the wind speed is very high, then the perceived temperature is very low". "Very low", "very high" and "very low" are all fuzzy sets, and their membership functions need to be defined. For example, the membership function of "very low" can be defined as: when the temperature is below -10℃, the membership is 1; when the temperature is above 0℃, the membership is 0; between -10℃ and 0℃, the membership changes linearly. Through fuzzy reasoning, the player's perceived temperature can be obtained.

[0068] For example, based on the input meteorological data and fuzzy rules, the player's perceived temperature is calculated to be -15°C. Next, based on the perceived temperature and the player's cold resistance, the movement speed adjustment coefficient is determined through fuzzy logic control rules. For example, a rule can be: "If the perceived temperature is very low and the cold resistance is low, then the movement speed is reduced a lot." Assuming that the player's cold resistance is 7, based on the perceived temperature of -15°C, through fuzzy reasoning, the movement speed adjustment coefficient can be obtained as 0.8. This means that the player's movement speed will be reduced by 20%.

[0069] Similarly, the physical strength consumption speed adjustment coefficient is determined according to the perceived temperature and the physical strength attribute of the player. For example, a rule can be: "If the perceived temperature is very low and the physical strength is low, then the physical strength consumption speed will be much faster." Assuming that the player's physical strength attribute is 80, and the perceived temperature is -15℃, through fuzzy reasoning, the physical strength consumption speed adjustment coefficient can be obtained as 1.2, which means that the player's physical strength consumption speed will be accelerated by 20%.

[0070] Assuming that the player's basic movement speed is 5 meters per second and the basic physical strength consumption rate is 2 points per second, after applying the adjustment coefficient, the player's actual movement speed is 5*0.8=4 meters per second, and the actual physical strength consumption rate is 2*1.2=2.4 points per second.

[0071] For another example, assuming the ambient temperature is 25°C, the wind speed is 5 m / s, the precipitation intensity is 50 (moderate rainfall), the player's cold resistance is 5, and the physical attribute is 50, through fuzzy reasoning, the perceived temperature can be obtained to be 22°C. Due to the high perceived temperature, the player may suffer from heat stroke.

[0072] Therefore, the fuzzy rule can be set as: "If the body temperature is high and the physical strength is low, then the movement speed is reduced and the physical strength consumption speed is accelerated." Assume that the final calculated movement speed adjustment coefficient is 9 and the physical strength consumption speed adjustment coefficient is 5.

[0073] Optionally, continuously monitoring changes in meteorological data and updating the player's perceived temperature, movement speed, and physical energy consumption rate in real time can make the game more realistic and enhance the player's immersion. For example, when a player walks from a warm area to a cold area, his movement speed will gradually slow down and his physical energy consumption rate will gradually speed up, which is more in line with people's experience in real life. This increases the authenticity and challenge of the game and allows players to experience the game world more deeply.

[0074] In some embodiments, the third meteorological data includes humidity, temperature, wind speed, and rainfall intensity;

[0075] Acquiring third meteorological data and a scene model of the current location of the player, and adjusting the communication quality of the player according to the third meteorological data and the scene model, including:

[0076] Acquire the scene model, and assign different basic communication quality values ​​to different areas in the scene model based on the terrain and building density in the scene model;

[0077] acquiring a meteorological influence coefficient according to the third meteorological data, and adjusting the communication quality value based on the meteorological influence coefficient;

[0078] The communication delay and packet loss rate between the players are adjusted according to the adjusted communication quality value.

[0079] Specifically, several key meteorological factors that have a greater impact on game communications are selected, such as humidity, temperature (affecting the performance of communication equipment), wind speed (may affect the stability of wireless signals), and whether it is raining (rain may increase signal attenuation); based on the game map, we can divide the map into different areas, and each area is assigned a different basic value of communication quality according to its terrain (such as open areas, urban blocks, mountainous areas, etc.) and building density; each area has a basic communication quality value based on the scenario model, which represents the communication status of the area under ideal meteorological conditions; based on the current meteorological data, a meteorological impact coefficient is calculated, which will dynamically adjust the basic communication quality. For example, when the humidity is high, the signal attenuation may increase, resulting in a decrease in communication quality; while when the temperature is moderate, the device performance is optimal and the communication quality may be slightly improved. According to the communication quality of the player's current area, the game can dynamically adjust parameters such as communication delay and packet loss rate between players. For example, in areas with poor communication quality, chat messages between players may arrive slightly delayed, or occasionally information may be lost. The game can dynamically adjust the player's gaming experience based on changes in communication quality. For example, in cases where communication quality is extremely poor, players can be restricted from performing certain operations that require high communication quality (such as real-time voice chat), or additional rewards can be provided to encourage players to move to areas with better communication quality.

[0080] For example, in an online multiplayer adventure game, players need to traverse different terrains and stay in touch with teammates to complete various tasks. In order to increase the authenticity and challenge of the game, the game developers decided to introduce meteorological data and scenario models to dynamically adjust the communication quality between players. The game map is divided into several different areas, each with its own unique terrain and building density: Area A: open grassland, sparse buildings, basic communication quality value is set to 90 (full score 100); Area B: dense urban blocks, high-rise buildings, basic communication quality value is set to 75 (due to the obstruction of signals by buildings); Area C: mountainous area, complex terrain, basic communication quality value is set to 60 (due to the attenuation of signals by terrain).

[0081] The current meteorological data is as follows: Humidity: 60% (moderate); Temperature: 25℃ (suitable); Wind speed: 10m / s (slight); Rainfall intensity: light rain (slight impact). Based on the above meteorological data, the game's internal algorithm calculates the following meteorological impact coefficients: Humidity impact coefficient: 0.95 (moderate humidity, little impact on the signal); Temperature impact coefficient: 1.00 (suitable temperature, best equipment performance); Wind speed impact coefficient: 0.98 (slight wind speed, little impact on signal stability); Rainfall impact coefficient: 0.90 (light rain, increased signal attenuation). Apply the meteorological impact coefficient to the basic communication quality value to obtain the adjusted communication quality value: Area A: 90*0.95*1.00*0.98*0.90≈78.33 (rounded to 78)

[0082] ; Area B: 75*0.95*1.00*0.98*0.90≈65.55 (rounded to 66); Area C: 60*0.95*1.00*0.98*0.90≈52.26 (rounded to 52). According to the adjusted communication quality value, the game's internal algorithm further adjusts the communication delay and packet loss rate between players: Communication quality value 78-100: low delay (50ms), low packet loss rate (0.5%); Communication quality value 60-77: medium delay (100ms), medium packet loss rate (1%); Communication quality value 0-59: high delay (200ms), high packet loss rate (2%). This dynamic adjustment not only increases the authenticity and challenge of the game, but also encourages players to consider weather conditions and communication quality when choosing a path of action to change the difficulty of the game, thereby enriching the game strategy.

[0083] In some embodiments, when adjusting the movement trajectory of the player according to the first meteorological data, if it is detected that the player is near a building, a disturbance force is applied to the player; if the player is in open terrain, acceleration or deceleration is applied to the player according to wind speed data and wind direction data. According to the current position of the player, it is judged that the player is near a building or in open terrain; if the player is near a building, the shape and size information of the building is obtained, and a wind disturbance force vector field is generated around the building according to the shape and size information; the angle between the speed direction of the player and the wind direction is obtained, and the wind disturbance force vector field is adjusted according to the angle to obtain the adjusted wind influence vector; the resultant torque of gravity and the adjusted wind influence vector on the player is calculated, and the posture and balance state of the player are adjusted according to the resultant torque to control the movement trajectory of the player. Including:

[0084] The current position information of the player character is obtained to determine whether the player character is near a building or in an open terrain; if the player character is near a building, the shape and size information of the building is obtained, and a random wind disturbance force vector field is generated around the building according to the shape and size information; if the player character is in an open terrain, the preset wind speed and wind direction data is obtained, and the acceleration or deceleration vector of the wind force on the player character is calculated according to the wind speed and wind direction data; the angle between the speed direction of the player character and the wind direction is obtained, and the wind disturbance force vector field is dynamically adjusted according to the angle. The wind disturbance force vector field or the degree of influence of the acceleration or deceleration vector is used to obtain the adjusted wind influence vector; the body shape and center of gravity position information of the player character are obtained, and the resultant torque of gravity and the adjusted wind influence vector on the player character is calculated according to the body shape and center of gravity position information and the adjusted wind influence vector, and the posture and balance state of the player character are dynamically adjusted according to the resultant torque to obtain the motion state of the player character under wind simulation; according to the motion state of the player character under the wind simulation, the movement of the player character in the virtual scene is controlled.

[0085] Specifically, in an adventure game with an open world as the background, players need to explore different terrains and complete various tasks. The game developers have designed a dynamic difficulty adjustment system based on meteorological data to enhance the realism and challenge of the game. One day, the weather system in the game predicted that there would be a strong wind with a wind speed of 20 meters per second and a wind direction from west to east. At this time, the player is just on the edge of a town and is about to go to the open plain not far away to find a hidden treasure. The game system first detects that the player is currently near a building (a house in the town) and is about to enter the open terrain. Since the player has not completely left the building area, the system generates a wind disturbance force vector field around the building based on the shape and size information of the building. This vector field simulates the complex flow pattern generated by the wind around the building, including vortexes and other phenomena. Next, the system obtains the angle between the player's speed direction (assuming it is from south to north) and the wind direction (from west to east), and adjusts the wind disturbance force vector field based on this angle. In this way, when the player approaches the edge of the building, he will be affected by a complex disturbance force related to both wind direction and speed direction, making his movement trajectory unpredictable.

[0086] After the player enters the open plain, the system no longer applies a disturbance force, but instead applies an acceleration or deceleration to the player based on the wind speed and direction data. This external force causes the player to feel strong wind resistance when moving, and may even be blown off the original route by the wind. At the same time, the system also calculates the combined torque of gravity and the adjusted wind force vector on the player. This combined torque will affect the player's posture and balance state, requiring the player to constantly adjust his pace and posture in strong winds to maintain balance. Based on the above calculations and adjustments, the game system ultimately controls the player's movement trajectory in the virtual scene. During the exploration process, the player must not only pay attention to the terrain and obstacles, but also pay attention to the impact of weather changes on his movement. This allows the game difficulty to be dynamically adjusted, increasing the realism and challenge of the game.

[0087] It is understandable that game developers need to provide detailed shape and size information for each building in the game, which can be obtained through 3D modeling software or defined directly in the game code. According to the shape and size of the building, a wind disturbance force vector field is defined around the building. The vector field can be a grid in which each grid point has a disturbance force vector related to the wind and the shape of the building. Each disturbance force vector in the vector field is calculated using a simplified model of fluid dynamics or aerodynamics. These models can be based on parameters such as the geometric shape of the building, wind speed and wind direction. In order to achieve real-time effects, the game can dynamically calculate the vector field when the player approaches the building, which requires some optimization techniques such as space segmentation, level of detail (LOD) or pre-calculated lookup tables. The game needs to obtain the player's velocity vector in real time, which is calculated through the player's movement input and the game physics engine. The wind direction data can be obtained from the game's meteorological system, usually a global wind vector. The dot product and cross product of the vector are used to calculate the angle between the player's velocity vector and the wind direction vector. According to the size and direction of the angle, the disturbance force vector in the wind disturbance force vector field is adjusted. For example, when the player's velocity direction is perpendicular to the wind direction, the disturbance force may be the largest; when the two are parallel, the disturbance force may be the smallest. The gravity vector and the adjusted wind influence vector are added to obtain the resultant force vector of the player. According to the resultant force vector and the position of the player's center of mass, the resultant torque is calculated. The resultant torque will affect the player's posture and balance state.

[0088] See also Figure 2 , the application also proposes a game difficulty adjustment system, including:

[0089] The first processing module 201: obtains first meteorological data of the player's current location, and adjusts the player's moving trajectory according to the first meteorological data;

[0090] The second processing module 202: obtaining the second meteorological data of the current position of the player, and adjusting the moving speed and physical energy consumption speed of the player in combination with the character attribute data of the player;

[0091] The third processing module 203: obtains the third meteorological data and the scene model of the current position of the player, and adjusts the communication quality of the player according to the third meteorological data and the scene model.

[0092] It is understandable that if Figure 1 The contents of the game difficulty adjustment method embodiment shown in the figure are all applicable to the game difficulty adjustment system embodiment of the present invention. The functions specifically implemented by the game difficulty adjustment system embodiment of the present invention are similar to those of the present invention. Figure 1 The game difficulty adjustment method shown in the embodiment is the same as that shown in the embodiment, and the beneficial effects achieved are the same as those shown in the embodiment. Figure 1 The beneficial effects achieved by the game difficulty adjustment method embodiment shown are also the same.

[0093] It should be noted that the information interaction, execution process and other contents between the above-mentioned systems are based on the same concept as the embodiment of the method of the present invention. Their specific functions and technical effects can be found in the method embodiment part and will not be repeated here.

[0094] Those skilled in the art can clearly understand that, for the convenience and simplicity of description, only the division of the above-mentioned functional units and modules is used as an example for illustration. In practical applications, the above-mentioned function allocation can be completed by different functional units and modules as needed, that is, the internal structure of the system can be divided into different functional units or modules to complete all or part of the functions described above. The functional units and modules in the embodiment can be integrated in a processing unit, or each unit can exist physically separately, or two or more units can be integrated in one unit. The above-mentioned integrated unit can be implemented in the form of hardware or in the form of software functional units. In addition, the specific names of the functional units and modules are only for the convenience of distinguishing each other, and are not used to limit the scope of protection of this application. The specific working process of the units and modules in the above-mentioned system can refer to the corresponding process in the aforementioned method embodiment, which will not be repeated here.

[0095] See also Figure 3 The embodiment of the present invention further provides a computer device 3, comprising: a memory 302 and a processor 301 and a computer program 303 stored in the memory 302. When the computer program 303 is executed on the processor 301, a method for adjusting the game difficulty as described in any one of the above methods is implemented.

[0096] The computer device 3 may be a computing device such as a desktop computer, a notebook, a PDA, or a cloud server. The computer device 3 may include, but is not limited to, a processor 301 and a memory 302. Those skilled in the art will appreciate that Figure 3 It is only an example of computer device 3 and does not constitute a limitation on computer device 3. It may include more or fewer components than shown in the figure, or a combination of certain components, or different components, for example, it may also include input and output devices, network access devices, etc.

[0097] The processor 301 may be a central processing unit (CPU), or other general-purpose processors, digital signal processors (DSP), application-specific integrated circuits (ASIC), field-programmable gate arrays (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. A general-purpose processor may be a microprocessor or any conventional processor, etc.

[0098] In some embodiments, the memory 302 may be an internal storage unit of the computer device 3, such as a hard disk or memory of the computer device 3. In other embodiments, the memory 302 may also be an external storage device of the computer device 3, such as a plug-in hard disk, a smart memory card (Smart Med iaCard, SMC), a secure digital (Secure Digital, SD) card, a flash card (Flash Card), etc. equipped on the computer device 3. Further, the memory 302 may also include both an internal storage unit of the computer device 3 and an external storage device. The memory 302 is used to store an operating system, an application program, a boot loader (BootLoader), data, and other programs, such as the program code of the computer program, etc. The memory 302 may also be used to temporarily store data that has been output or is to be output.

[0099] An embodiment of the present invention further provides a computer-readable storage medium on which a computer program is stored. When the computer program is executed by a processor, the method for adjusting the game difficulty as described in any one of the above methods is implemented.

[0100] In this embodiment, if the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the present application implements all or part of the processes in the above-mentioned embodiment method, which can be completed by instructing the relevant hardware through a computer program, and the computer program can be stored in a computer-readable storage medium. When the computer program is executed by the processor, the steps of the above-mentioned various method embodiments can be implemented. Among them, the computer program includes computer program code, and the computer program code can be in source code form, object code form, executable file or some intermediate form. The computer-readable medium can at least include: any entity or device that can carry the computer program code to the camera / terminal device, recording medium, computer memory, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), electric carrier signal, telecommunication signal and software distribution medium. For example, a USB flash drive, a mobile hard disk, a magnetic disk or an optical disk. In some jurisdictions, according to legislation and patent practice, computer-readable media cannot be electric carrier signals and telecommunication signals.

[0101] The embodiments described above are only used to illustrate the technical solutions of the present application, rather than to limit them. Although the present application has been described in detail with reference to the aforementioned embodiments, a person skilled in the art should understand that the technical solutions described in the aforementioned embodiments may still be modified, or some of the technical features may be replaced by equivalents. Such modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present application, and should all be included in the protection scope of the present application.

Claims

1. A method for adjusting game difficulty, characterized in that: include: Acquire first meteorological data of the player's current location, and adjust the player's moving trajectory according to the first meteorological data; Acquire the second meteorological data of the current position of the player, and adjust the moving speed and physical energy consumption speed of the player in combination with the character attribute data of the player; Acquire third meteorological data and a scene model of the player's current location, and adjust the player's communication quality according to the third meteorological data and the scene model.

2. The method for adjusting game difficulty according to claim 1, characterized in that: Acquiring first meteorological data of a current position of a player, and adjusting a movement trajectory of the player according to the first meteorological data, including: Obtain wind speed data and wind direction data at the current position of the player, and obtain a decomposition result of wind force according to the moving direction of the player; Obtaining the decomposition result of the wind force includes: decomposing the wind force into a parallel component parallel to the moving direction and a vertical component perpendicular to the moving direction; If the parallel force component is consistent with the moving direction of the player, the parallel force component is used as the acceleration of the player's movement; If the parallel force component is opposite to the moving direction of the player, the parallel force component is used as the deceleration of the player's movement; The vertical component force is used as the lateral thrust, and the influence of the lateral thrust on the movement trajectory of the player is determined according to the magnitude and direction of the lateral thrust.

3. The method for adjusting game difficulty according to claim 2, characterized in that: Acquiring first meteorological data of the current position of the player, and adjusting the movement trajectory of the player according to the first meteorological data, further comprising: Establish a wind field simulation system in the game engine to obtain the wind speed vector at different locations in the wind field; Superimposing the wind speed vector and the decomposition result of the wind force to obtain a wind force influence vector; According to the movement operation of the player, calculating the theoretical movement trajectory of the player in the game engine; Superimposing the wind force influence vector onto the theoretical moving trajectory of the player to obtain the actual moving trajectory affected by the wind force; The position coordinates of the player in the game scene are updated, and the orientation angle of the player is updated according to the direction of the wind speed vector.

4. The method for adjusting game difficulty according to claim 2, characterized in that: When adjusting the moving trajectory of the player according to the first meteorological data, if it is detected that the player is located near a building, a disturbing force is applied to the player.

5. The method for adjusting game difficulty according to claim 4, characterized in that: According to the current position of the player, determining whether the player is near a building; If the player is near a building, shape and size information of the building is obtained, and a disturbance force is generated around the building according to the shape and size information.

6. The method for adjusting game difficulty according to claim 1, characterized in that: The second meteorological data includes precipitation intensity, ambient temperature and wind speed, and the character attribute data includes cold resistance and physical strength; Acquiring the second meteorological data of the current position of the player, combining the character attribute data of the player, and adjusting the moving speed and physical energy consumption speed of the player, including: Calculating the perceived temperature of the player's character under current weather conditions using a fuzzy logic inference algorithm based on the second meteorological data; Determine, according to the body temperature and the character attribute data, a movement speed adjustment coefficient and a physical energy consumption speed adjustment coefficient of the player's character at the current body temperature; The movement speed adjustment coefficient is applied to the player's basic movement speed, and the physical strength consumption speed adjustment coefficient is applied to the player's basic physical strength consumption speed, so as to adjust the player's actual movement speed and actual physical strength consumption speed under the current weather conditions.

7. The method for adjusting game difficulty according to claim 1, characterized in that: The third meteorological data includes humidity, temperature, wind speed and rainfall intensity; Acquiring third meteorological data and a scene model of the current location of the player, and adjusting the communication quality of the player according to the third meteorological data and the scene model, including: Acquire the scene model, and assign different basic communication quality values ​​to different areas in the scene model based on the terrain and building density in the scene model; acquiring a meteorological influence coefficient according to the third meteorological data, and adjusting the communication quality value based on the meteorological influence coefficient; The communication delay and packet loss rate between the players are adjusted according to the adjusted communication quality value.

8. A game difficulty adjustment system, characterized in that: include: The first processing module is used to obtain the first meteorological data of the current position of the player, and adjust the movement trajectory of the player according to the first meteorological data; The second processing module is used to obtain the second meteorological data of the current position of the player, and adjust the moving speed and physical energy consumption speed of the player in combination with the character attribute data of the player; The third processing module is used to obtain the third meteorological data and the scene model of the current position of the player, and adjust the communication quality of the player according to the third meteorological data and the scene model.

9. A terminal device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that: When the processor executes the computer program, the method according to any one of claims 1 to 7 is implemented.

10. A computer-readable storage medium storing a computer program, characterized in that: When the computer program is executed by a processor, the method according to any one of claims 1 to 7 is implemented.