Game optimization method and device based on game process data, equipment and medium

By obtaining and analyzing game process data during game optimization events and determining the attribute parameter optimization adjustment value of the target object, the problem of lack of reasonable basis for game optimization in the existing technology is solved, more efficient game optimization is achieved, and game development efficiency and player experience are improved.

CN119524422AActive Publication Date: 2025-02-28GUANGZHOU JISHANG NETWORK TECH CO LTD +1
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Patent Information

Application Number
CN202411478751.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-22
Publication Date
2025-02-28
Estimated Expiration
2044-10-22

AI Technical Summary

Technical Problem

The existing technology lacks reasonable and objective adjustment basis when optimizing games, resulting in poor adaptability and reducing game development efficiency and game playability.

Method used

By detecting game optimization events, obtaining player's game process data, filtering and processing to obtain target analysis data, determining the optimization adjustment value of the attribute parameters of each target object based on the target analysis data, and performing attribute enhancement or weakening adjustments to complete game optimization.

Benefits of technology

It solves the problem of lack of reasonable and objective basis for game optimization, improves game adaptability, improves game development efficiency and game playability, and meets players' game needs.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The embodiment of the invention discloses a game optimization method and device based on game process data, equipment and a medium, and the method comprises the steps: obtaining game process data of a player under the condition of detecting that a game optimization event is triggered, screening the game process data to obtain target analysis data, the game process data comprises operation data of a player on each target object in the game process, determining an optimization adjustment value of an attribute parameter of each target object based on the target analysis data, and performing optimization adjustment of the attribute parameter of the corresponding target object based on the optimization adjustment value to complete game optimization. The optimization adjustment comprises attribute enhancement adjustment or attribute weakening adjustment. According to the scheme, game optimization adjustment is carried out on the analysis processing result of the game process data of the player, the game requirements of the player can be met, and the game development efficiency and the game playability are improved.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of game technology, and in particular to a game optimization method, device, equipment and medium based on game process data. Background Art

[0002] With the development of the Internet and computer technology, games have gradually become the main form of entertainment for the public. In the process of game design and development, it is necessary to optimize the online games themselves to better meet the needs of players. Among them, the continuous iteration and optimization of games plays an important role in improving players' gaming experience and extending the life of games.

[0003] In the related art, when optimizing a game, most of the optimizations are based on the feedback from players to the game customer service, or the game developers continuously iterate and optimize the game based on their own game design experience. However, the game optimization processing based on these methods lacks a reasonable and objective basis for adjustment, and the optimization adaptability is poor for game players, which leads to the need to repeatedly modify the game, reducing the game development efficiency and the playability of the game. Summary of the invention

[0004] The embodiments of the present application provide a game optimization method, device, equipment and medium based on game process data, which solves the problems of lack of reasonable and objective adjustment basis and poor adaptability when optimizing games in related technologies, can meet the game needs of players, and improve game development efficiency and game playability.

[0005] In a first aspect, an embodiment of the present application provides a game optimization method based on game process data, comprising:

[0006] When a game optimization event is detected, the game process data of the player is obtained, and the game process data is filtered and processed to obtain target analysis data, wherein the game process data includes the operation data of the player on each target object during the game;

[0007] Determining an optimized adjustment value of an attribute parameter of each of the target objects based on the target analysis data;

[0008] Based on the optimization adjustment value, the attribute parameters of the corresponding target object are optimized to complete the game optimization, and the optimization adjustment includes attribute enhancement adjustment or attribute weakening adjustment.

[0009] Optionally, the operation data includes click data, and the filtering and processing of the game process data to obtain target analysis data includes:

[0010] Filtering out the first click data of each target object after it is displayed from the game process data, wherein the first click data includes the click time difference and the number of clicks;

[0011] Accordingly, determining the optimized adjustment value of the attribute parameter of each target object based on the target analysis data includes:

[0012] The optimized adjustment value of the attribute parameter of each target object is determined based on the click time difference and the number of clicks of each target object.

[0013] Optionally, determining the optimized adjustment value of the attribute parameter of each target object based on the click time difference and the number of clicks of each target object includes:

[0014] Calculate the average of the click time differences of each target object to obtain the average of the click time differences, and count the total number of clicks of each target object;

[0015] For target objects whose total number of clicks is greater than a preset number, an optimized adjustment value of the attribute parameter is determined based on the corresponding average of the click time differences.

[0016] Optionally, the operation data includes unselected data, and the filtering and processing of the game process data to obtain target analysis data includes:

[0017] Filtering out the unselected data after each target object is displayed in the game process data;

[0018] Accordingly, determining the optimized adjustment value of the attribute parameter of each target object based on the target analysis data includes:

[0019] The optimized adjustment value of the attribute parameter of each target object is determined based on the unselected data of each target object.

[0020] Optionally, the determining the optimized adjustment value of the attribute parameter of each target object based on the unselected data of each target object includes:

[0021] Count the total number of unclicks for each target object;

[0022] For target objects whose total number of unselected times is greater than a preset number, an optimized adjustment value of the attribute parameter is determined based on the total number of unselected times.

[0023] Optionally, the target object includes a plurality of adjustable attribute parameters, and determining the optimized adjustment value of each attribute parameter of the target object based on the target analysis data includes:

[0024] In the case where the target object is determined to be attribute enhancement adjustment based on the target analysis data, target enhancement sub-data associated with each adjustable attribute parameter is determined, and attribute enhancement values ​​of the corresponding attribute parameters are calculated respectively according to the target enhancement sub-data;

[0025] When it is determined based on the target analysis data that the target object is for attribute attenuation adjustment, target attenuation sub-data associated with each adjustable attribute parameter is determined, and attribute attenuation values ​​of the corresponding attribute parameters are calculated respectively according to the target attenuation sub-data.

[0026] Optionally, the optimizing and adjusting the attribute parameters of the corresponding target object based on the optimized adjustment value includes:

[0027] Determining the adjustment priority of the corresponding target object according to the optimized adjustment value;

[0028] The property parameters of the target object are optimized and adjusted in batches based on the adjustment priority.

[0029] Optionally, before obtaining the game process data of the player, the method further includes:

[0030] The game process data uploaded by each game terminal is received and recorded, wherein the game process data collection process of each game terminal includes:

[0031] Monitor the preset operation events of each target object displayed during the game;

[0032] When the preset operation event is triggered, the corresponding operation data is recorded, and the preset operation event includes a click event and a no-click event.

[0033] Optionally, the game optimization event triggering situation includes:

[0034] During the game running process, there is a situation where the triggering frequency of a preset number of target objects is greater than the first preset frequency or less than the second preset frequency.

[0035] In a second aspect, the embodiment of the present application further provides a game optimization device based on game process data, including:

[0036] A data acquisition module is used to acquire the player's game process data when a game optimization event is detected;

[0037] A screening and processing module, used for screening and processing the game process data to obtain target analysis data, wherein the game process data includes operation data of the player on each target object during the game process;

[0038] An adjustment value determination module, used to determine an optimized adjustment value of an attribute parameter of each of the target objects based on the target analysis data;

[0039] The optimization adjustment module is used to optimize the attribute parameters of the corresponding target object based on the optimization adjustment value to complete the game optimization, and the optimization adjustment includes attribute enhancement adjustment or attribute weakening adjustment.

[0040] In a third aspect, an embodiment of the present application further provides a game optimization device based on game process data, the device comprising:

[0041] one or more processors;

[0042] a storage device for storing one or more programs,

[0043] When the one or more programs are executed by the one or more processors, the one or more processors implement the game optimization method based on game process data described in the embodiment of the present application.

[0044] In a fourth aspect, an embodiment of the present application further provides a storage medium storing computer executable instructions, which, when executed by a computer processor, are used to execute the game optimization method based on game process data described in an embodiment of the present application.

[0045] In the embodiment of the present application, when a game optimization event is detected to be triggered, the game process data of the player is obtained, and the game process data of the player is screened and processed to obtain target analysis data. The game process data of the player includes the operation data of the player on each target object during the game. The optimization adjustment value of the attribute parameter of each target object is determined based on the target analysis data, and the attribute parameters of the corresponding target object are optimized and adjusted based on the optimization adjustment value to complete the game optimization. The optimization adjustment includes attribute enhancement adjustment or attribute weakening adjustment. This solution optimizes and adjusts the game based on the analysis and processing results of the player's game process data, solves the problem of lack of reasonable and objective adjustment basis and poor adaptability when optimizing the game in the related technology, can meet the game needs of the players, and improve the game development efficiency and game playability. BRIEF DESCRIPTION OF THE DRAWINGS

[0046] Figure 1 A flowchart of a game optimization method based on game process data provided in an embodiment of the present application;

[0047] Figure 2 A flowchart of another game optimization method based on game process data provided in an embodiment of the present application;

[0048] Figure 3A flowchart of another game optimization method based on game process data provided in an embodiment of the present application;

[0049] Figure 4 A flowchart of another game optimization method based on game process data provided in an embodiment of the present application;

[0050] Figure 5 A flowchart of another game optimization method based on game process data provided in an embodiment of the present application;

[0051] Figure 6 A flowchart of another game optimization method based on game process data provided in an embodiment of the present application;

[0052] Figure 7 A block diagram of the module structure of a game optimization device based on game process data provided in an embodiment of the present application;

[0053] Figure 8 A schematic diagram of the structure of a game optimization device based on game process data provided in an embodiment of the present application. DETAILED DESCRIPTION

[0054] The embodiments of the present application are further described in detail below in conjunction with the accompanying drawings and embodiments. It is to be understood that the specific embodiments described herein are only used to explain the embodiments of the present application, rather than to limit the embodiments of the present application. It should also be noted that, for ease of description, only parts related to the embodiments of the present application are shown in the accompanying drawings, rather than all structures.

[0055] The terms "first", "second", etc. in the specification and claims of this application are used to distinguish similar objects, and are not used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable under appropriate circumstances, so that the embodiments of the present application can be implemented in an order other than those illustrated or described here, and the objects distinguished by "first", "second", etc. are generally of one type, and the number of objects is not limited. For example, the first object can be one or more. In addition, "and or or" in the specification and claims represents at least one of the connected objects, and the character "or" generally indicates that the objects associated before and after are in an "or" relationship.

[0056] A game optimization method based on game process data provided in an embodiment of the present application can be applied to the scene of game optimization. For example, when the game needs to be optimized after a period of time, the game can be optimized by the game optimization method based on game process data provided in an embodiment of the present application. A game optimization method based on game process data provided in an embodiment 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, and the embodiment of the present application does not limit this.

[0057] Figure 1 A flowchart of a game optimization method based on game process data provided in an embodiment of the present application is shown in FIG. Figure 1 As shown, specifically including:

[0058] Step S101, when a game optimization event is detected to be triggered, the game process data of the player is obtained, and the game process data is screened and processed to obtain target analysis data, wherein the game process data includes the operation data of the player on each target object during the game.

[0059] Among them, the game optimization event can be an event that triggers the game to be optimized in the game. The game optimization event can be used to automatically perform the game optimization process when it is triggered. The game process data is used to characterize the various data generated by the player during the game process. The target analysis data can be obtained by screening the game process data. The target analysis data is used to characterize the part of the data used for game optimization in the game process data. The target object can be each object to be optimized in the game, such as each skill displayed in the game display page. The operation data can be the relevant data of the various operations performed by the player on the target object, such as click data, deselection and other operation data. In one embodiment, when it is detected that the current time reaches the preset time from the time of the last game optimization, the player's game process data is obtained, and the player's game process data is screened to obtain the target analysis data.

[0060] Optionally, a situation where a game optimization event is triggered may be that during the game operation, there are a preset number of target objects whose triggering frequency is greater than the first preset frequency or less than the second preset frequency. Exemplarily, the target objects are game skills that can be triggered or used by each player during the game operation, the preset number is 5, the first preset frequency is 6 times / minute, the second preset frequency is 2 times / minute, and the triggering frequency of skill a, skill b, skill c, skill d, and skill e is currently detected to be greater than 6 times / minute, and the number of target objects whose triggering frequency is greater than the first preset frequency reaches the preset number, that is, the game optimization event is triggered.

[0061] Optionally, the operation data includes click data, and a method for determining the target analysis data may be to filter out the first click data after each target object is displayed in the player's game process data, and the first click data includes the click time difference and the number of clicks. In another embodiment, the operation data includes unclicked data, and a method for determining the target analysis data may also be to filter out the unclicked data after each target object is displayed in the player's game process data. Through the first click data or unclicked data after each target object is displayed, the player's demand for each target object can be determined to perform reasonable game optimization.

[0062] Step S102: determining an optimized adjustment value of an attribute parameter of each target object based on the target analysis data.

[0063] Among them, the attribute parameters may be parameters that affect the triggering effect or ability attribute of the target object. Exemplarily, the target object is a skill that can be used or triggered by the player during the game, and the attribute parameters of the skill may include attribute parameters such as damage parameters, cooling parameters, and range parameters. The strength of the corresponding target object can be determined using the attribute parameters. The optimization adjustment value is used to characterize the adjustment value of the attribute parameters of the target object when optimizing the game. The attribute parameters of the corresponding target object can be optimized and adjusted using the optimization adjustment value. In one embodiment, after the player's game process data is screened and processed to obtain the target analysis data, the target sub-data associated with each adjustable attribute parameter of the target object is determined in the target analysis data, and the target sub-data is compared with the corresponding preset comparison data, and the attribute enhancement value or attribute weakening value of the attribute parameter associated with the target sub-data is determined according to the comparison result.

[0064] Optionally, the target object includes multiple adjustable attribute parameters. A method for determining the optimized adjustment value may be, when the target object is determined to be attribute enhancement adjustment based on the target analysis data, the target enhancement sub-data associated with each adjustable attribute parameter is determined, and the attribute enhancement value of each corresponding attribute parameter is calculated based on the target enhancement sub-data; when the target object is determined to be attribute weakening adjustment based on the target analysis data, the target weakening sub-data associated with each adjustable attribute parameter is determined, and the attribute weakening value of each corresponding attribute parameter is calculated based on the target weakening sub-data. By calculating the corresponding attribute enhancement value or attribute weakening value through the target sub-data associated with the attribute parameter, the rationality and accuracy of the optimized adjustment value of the attribute parameter can be improved to better meet the game needs of the player.

[0065] Step S103: Optimizing and adjusting the attribute parameters of the corresponding target object based on the optimization adjustment value to complete the game optimization, wherein the optimization adjustment includes attribute enhancement adjustment or attribute weakening adjustment.

[0066] Among them, the attribute enhancement adjustment is used to represent the enhancement adjustment of the effect of the attribute parameters of the target object in the game. For example, the attribute enhancement adjustment of the cooldown attribute of the skill can be to reduce the cooldown time of the skill in the game. The attribute weakening adjustment is used to represent the weakening adjustment of the effect of the attribute parameters of the target object in the game. For example, the attribute weakening adjustment of the damage attribute of the skill can be to reduce the damage value of the skill in the game. In one embodiment, after determining the optimized adjustment value of the attribute parameters of each target object, the attribute parameters of the corresponding target object are simultaneously subjected to attribute enhancement adjustment or attribute weakening adjustment based on each optimized adjustment value.

[0067] Optionally, one optimization and adjustment method may be to determine the adjustment priority of the corresponding target object according to the optimization adjustment value of the attribute parameter, and optimize and adjust the attribute parameters of the target object in batches based on the adjustment priority of the target object. By determining the adjustment priority of the target object by the optimization adjustment value of the attribute parameter, and optimizing and adjusting each target object in batches according to the adjustment priority, server resources can be reasonably allocated, and problems such as freezes and crashes in game optimization can be reduced, thereby improving the player's gaming experience.

[0068] As can be seen from the above, when a game optimization event is detected, the player's game process data is obtained, and the player's game process data is screened and processed to obtain target analysis data. The player's game process data includes the player's operation data on each target object during the game. The optimization adjustment value of the attribute parameter of each target object is determined based on the target analysis data, and the attribute parameters of the corresponding target object are optimized and adjusted based on the optimization adjustment value to complete the game optimization. The optimization adjustment includes attribute enhancement adjustment or attribute weakening adjustment. This solution optimizes the game by optimizing the analysis and processing results of the player's game process data, which solves the problem of lack of reasonable and objective adjustment basis and poor adaptability when optimizing the game in related technologies. It can meet the game needs of players and improve game development efficiency and game playability.

[0069] Figure 2 A flowchart of another game optimization method based on game process data provided in an embodiment of the present application provides an optional specific method for determining the optimized adjustment value of the attribute parameter of the target object, such as Figure 2 As shown, specifically including:

[0070] Step S201: When a game optimization event is detected to be triggered, obtain the player's game process data.

[0071] Step S202: Filter out the first click data of each target object after being displayed in the game process data, wherein the first click data includes the click time difference and the click count. The game process data includes the player's operation data on each target object during the game, and determine the optimized adjustment value of the attribute parameter of each target object based on the click time difference and the click count of each target object.

[0072] Wherein, the operation data includes click data, and the click data is used to characterize the click selection data of the target object by the player during the game process. The first click data can be the relevant data generated by the player clicking and selecting the target object for the first time after the target object is displayed in the game interface. The click time difference can be the difference between the time when the target object is displayed in the game interface and the time when the player clicks and selects the target object for the first time. The number of clicks can be the number of times the target object is clicked and selected for the first time after it is displayed in the game interface. The optimized adjustment value of the attribute parameter of the corresponding target object can be determined by using the click time difference and the number of clicks. In one embodiment, the average of the click time difference of each target object is calculated to obtain the click time difference mean, and the total number of clicks of each target object is counted. In the target object whose total number of clicks is greater than the preset number, the optimized adjustment value of the attribute parameter is determined based on the corresponding click time difference mean, wherein the click time difference mean can be the average value of the click time difference of each player on the target object, and the total number of clicks can be the sum of the number of clicks of each player on the target object. Exemplarily, the preset number of times is 60 times. There are 150 players in the current game process, and the number of players who click to select skill a is 100. The time difference of the 100 players who click to select skill a is superimposed to obtain that the total time difference of each player's selection of skill a is 4s. The number of times the 100 players who click to select skill a click on skill a is 1, so the average time difference of skill a is calculated to be 0.04s (4 / 100). The total number of times skill a is clicked is 100 times, and the total number of times skill a is clicked is greater than the preset number. The optimization adjustment value of the attribute parameter of skill a is determined based on the calculated average time difference of skill a.

[0073] Optionally, a method for determining an optimized adjustment value may be, when it is determined that the total number of clicks on a target object is greater than a preset number of times, determining the preset time interval in which the average time difference of clicks on the target object falls, and determining the preset optimized adjustment value corresponding to the preset time interval as the optimized adjustment value of the attribute parameter of the target object. Optionally, a method for determining an optimized adjustment value may also be, when it is determined that the total number of clicks on a target object is greater than a preset number of times, querying a preset attribute parameter adjustment value comparison table according to the average time difference of clicks on the target object to obtain the optimized adjustment value of the attribute parameter of the target object.

[0074] In another embodiment, the average of the click time differences of each target object is calculated to obtain the mean of the click time differences, and the total number of clicks of each target object is counted. Among the target objects whose total number of clicks is greater than a preset number or whose mean of the click time difference is less than a preset mean, the optimized adjustment value of the attribute parameter is determined based on the corresponding mean of the click time difference and the total number of clicks.

[0075] Step S203: Optimizing and adjusting the attribute parameters of the corresponding target object based on the optimization adjustment value to complete the game optimization, wherein the optimization adjustment includes attribute enhancement adjustment or attribute weakening adjustment.

[0076] As can be seen from the above, the first click data after each target object is displayed is screened out from the player's game process data. The first click data includes the click time difference and the number of clicks. The player's game process data includes the player's operation data on each target object during the game. The optimized adjustment value of the attribute parameter of each target object is determined based on the click time difference and the number of clicks of each target object. This solution determines the optimized adjustment value of the corresponding attribute parameter through the first click data after each target object is displayed. It can reasonably determine the optimized adjustment value of the attribute parameter according to the player's demand for each target object, so as to improve the player's satisfaction and game experience.

[0077] Figure 3 A flowchart of another game optimization method based on game process data provided in an embodiment of the present application provides another optional specific method for determining the optimized adjustment value of the attribute parameter of the target object, such as Figure 3 As shown, specifically including:

[0078] Step S301: When a game optimization event is detected to be triggered, obtain the player's game process data.

[0079] Step S302: Filter out the unselected data after each target object is displayed in the game process data, wherein the game process data includes the operation data of the player on each target object during the game, and determine the optimized adjustment value of the attribute parameter of each target object based on the unselected data of each target object.

[0080] Wherein, the operation data includes unselected data, and the unselected data is used to characterize the relevant data that the player did not click and select after the target object is displayed in the game interface. In one embodiment, the total number of unselected times of each target object is counted, and in the target object whose total number of unselected times is greater than the preset number, the optimization adjustment value of the attribute parameter is determined based on the size of the total number of unselected times, wherein the total number of unselected times can be the total number of times that the target object is not selected by each player when it is displayed in the game interface. Exemplarily, the preset number of times is 60 times, there are 150 players in the current game process, after each skill is displayed in the game interface, the number of players who did not click to select skill b is 100, and the number of unclicked selections of skill b by the 100 players who did not click to select skill b is 1, then the total number of unselected times of skill b is 100 times, and the total number of unselected times of skill b is greater than the preset number, and the optimization adjustment value of the attribute parameter of skill b is determined based on the size of the total number of unselected times.

[0081] Optionally, a method for determining an optimization adjustment value may be, when it is determined that the total number of times the target object is not selected is greater than a preset number, determining the preset time interval within which the total number of times the target object is not selected falls, and determining the preset optimization adjustment value corresponding to the preset time interval as the optimization adjustment value of the attribute parameter of the target object. Optionally, a method for determining an optimization adjustment value may also be, when it is determined that the total number of times the target object is not selected is greater than a preset number, querying a preset attribute parameter adjustment value comparison table according to the total number of times the target object is not selected to obtain the optimization adjustment value of the attribute parameter of the target object.

[0082] Step S303: Optimizing and adjusting the attribute parameters of the corresponding target object based on the optimization adjustment value to complete the game optimization, wherein the optimization adjustment includes attribute enhancement adjustment or attribute weakening adjustment.

[0083] As can be seen from the above, the unselected data after each target object is displayed is screened out from the player's game process data, and the player's game process data includes the player's operation data on each target object during the game, and the optimized adjustment value of the attribute parameter of each target object is determined based on the unselected data of each target object. This solution determines the optimized adjustment value of the corresponding attribute parameter through the unselected data after each target object is displayed, and can reasonably determine the optimized adjustment value of the attribute parameter according to the player's lack of demand for each target object, so as to improve the player's satisfaction and game experience.

[0084] Figure 4 A flowchart of another game optimization method based on game process data provided in an embodiment of the present application provides another optional specific method for determining the optimized adjustment value of the attribute parameter of the target object, such as Figure 4 As shown, specifically including:

[0085] Step S401, when a game optimization event is detected to be triggered, the game process data of the player is obtained, and the game process data is screened and processed to obtain target analysis data, wherein the game process data includes the operation data of the player on each target object during the game.

[0086] Step S402: when it is determined based on the target analysis data that the target object is for attribute enhancement adjustment, target enhancer data associated with each adjustable attribute parameter is determined, and attribute enhancement values ​​of the corresponding attribute parameters are calculated according to the target enhancer data.

[0087] Among them, the target enhancer data is used to characterize part of the data associated with the attribute parameters in the target analysis data. The attribute enhancement value of the associated attribute parameter can be calculated using the target enhancer data. The attribute enhancement value is used to characterize the numerical value enhanced by the attribute parameter during optimization and adjustment. The target object includes multiple adjustable attribute parameters. Optionally, a method of determining that the target object is attribute enhancement adjustment can be to calculate the total number of unselected times after each target object is displayed according to the number of unselected times after each target object is displayed in the target analysis data. When the total number of unselected times is greater than the preset number, the corresponding target object is determined to be attribute enhancement adjustment. Too many total unselected times for a target object indicate that the player's demand for the target object is too low, and the target object should be reasonably enhanced.

[0088] In one embodiment, based on the target analysis data, it is determined that skill a is an attribute enhancement adjustment, and the adjustable attribute parameters of skill a are cooling time and damage caused. The target enhancement sub-data associated with the cooling time of skill a is the number of times each player uses skill a when completing a game task. The target enhancement sub-data associated with the damage caused by skill a is the proportion of damage caused by each player using skill a at the end of the game. According to the number of times each player uses skill a when completing a game task, the average number of times the player uses skill a is calculated to be 3 times. According to the proportion of damage caused by each player using skill a at the end of the game, the average number of times the player uses skill a in the game is calculated to be 3 times. The average damage caused ratio is 10%, the preset number of uses is 5 times, the preset damage caused ratio is 20%, the unit cooling time enhancement value is -0.5s, the unit damage caused enhancement value is +20 damage value, the difference between the preset number of uses and the average number of uses of skill a is 2, the difference between the preset damage caused ratio and the average damage caused ratio of skill a is 10%, then the cooling time enhancement value of skill a is -1s, and the damage caused enhancement value is +200 damage value, among which, the unit cooling time enhancement value is the cooling time enhancement value corresponding to the difference of 1, and the unit damage caused enhancement value is the damage caused enhancement value corresponding to the difference of 1%.

[0089] Step S403: when it is determined based on the target analysis data that the target object is for attribute attenuation adjustment, determine the target attenuation sub-data associated with each adjustable attribute parameter, and calculate the attribute attenuation values ​​of the corresponding attribute parameters respectively according to the target attenuation sub-data.

[0090] Among them, the target weakening sub-data is used to characterize part of the data associated with the attribute parameters in the target analysis data. The attribute weakening value of the associated attribute parameter can be calculated using the target weakening sub-data. The attribute weakening value is used to characterize the numerical value of the attribute parameter weakened during optimization adjustment. Optionally, a way to determine that the target object is attribute weakened adjustment can be to calculate the total number of clicks after each target object is displayed based on the number of clicks after each target object is displayed in the target analysis data. When the total number of clicks is greater than a preset number, the corresponding target object is determined to be attribute weakened adjustment. Too many total clicks on the target object indicate that the player's demand for the target object is too high, and the target object should be reasonably weakened to prevent the player from being too dependent on the target object.

[0091] In one embodiment, based on the target analysis data, it is determined that skill b is an attribute weakening adjustment, and the adjustable attribute parameters of skill b are mana consumption and damage caused. The target weakening sub-data associated with the mana consumption of skill b is the number of times each player uses skill b when completing a game task, and the target weakening sub-data associated with the damage caused by skill b is the proportion of damage caused by each player using skill b at the end of the game. According to the number of times each player uses skill b when completing a game task, it is calculated that the average number of times the player uses skill b is 20 times, and according to the proportion of damage caused by each player using skill b at the end of the game, the average number of times skill b is used in the game is calculated. The average damage caused accounts for 60%, the preset number of uses is 10 times, the preset damage caused accounts for 40%, the unit mana consumption reduction value is +0.2 grid mana, the unit damage caused reduction value is -20 damage value, the difference between the preset number of uses and the average number of uses of skill b is 10, the difference between the preset damage caused ratio and the average damage caused ratio of skill b is 20%, then the mana consumption reduction value of skill b is +2 grid mana, and the damage caused reduction value is -400 damage value, among which, the unit mana consumption reduction value is the mana consumption reduction value corresponding to the difference of 1, and the unit damage caused reduction value is the damage caused reduction value corresponding to the difference of 1%.

[0092] Step S404: Optimizing and adjusting the attribute parameters of the corresponding target object based on the optimization adjustment value to complete the game optimization, wherein the optimization adjustment includes attribute enhancement adjustment or attribute weakening adjustment.

[0093] As can be seen from the above, when the target object is determined to be attribute enhancement adjustment based on the target analysis data, the target enhancement sub-data associated with each adjustable attribute parameter is determined, and the attribute enhancement value of each corresponding attribute parameter is calculated according to the target enhancement sub-data. When the target object is determined to be attribute weakening adjustment based on the target analysis data, the target weakening sub-data associated with each adjustable attribute parameter is determined, and the attribute weakening value of each corresponding attribute parameter is calculated according to the target weakening sub-data. By calculating the corresponding attribute enhancement value or attribute weakening value through the target sub-data associated with the attribute parameter, the rationality and accuracy of the optimized adjustment value of the attribute parameter can be improved to better meet the game needs of the player.

[0094] Figure 5 A flowchart of another game optimization method based on game process data provided in an embodiment of the present application provides a specific method for optional optimization adjustment, such as Figure 5 As shown, specifically including:

[0095] Step S501: when a game optimization event is detected, the game process data of the player is obtained, and the game process data is screened to obtain target analysis data, wherein the game process data includes the operation data of the player on each target object during the game.

[0096] Step S502: Determine an optimized adjustment value of an attribute parameter of each target object based on the target analysis data.

[0097] Step S503: determining the adjustment priority of the corresponding target object according to the optimization adjustment value, and optimizing and adjusting the attribute parameters of the target object in batches based on the adjustment priority to complete the game optimization, wherein the optimization and adjustment include attribute enhancement adjustment or attribute weakening adjustment.

[0098] Among them, the adjustment priority is used to characterize the order level of the optimization adjustment of the attribute parameters of the target object. The higher the adjustment priority of the target object, the higher the order of the optimization adjustment of the attribute parameters of the target object. The attribute parameters of the target object can be optimized and adjusted in batches using the adjustment priority. Optionally, a method for determining the adjustment priority of a target object can be to determine the preset interval in which the optimization adjustment value of the attribute parameter of the target object falls, and determine the preset priority corresponding to the preset interval as the adjustment priority of the target object. Optionally, a method for determining the adjustment priority of a target object can also be that, in the case where there are multiple attribute parameters of the target object, the corresponding preset adjustment degree comparison table is queried according to the optimization adjustment value of each attribute parameter of the target object to obtain the adjustment degree of each attribute parameter, the adjustment degree of each attribute parameter of the target object is multiplied and superimposed with the corresponding attribute adjustment weight to obtain the adjustment degree of the target object, the preset interval in which the adjustment degree of the target object falls is determined, and the preset priority corresponding to the preset interval is determined as the adjustment priority of the target object, wherein the attribute adjustment weight can be the importance of optimizing and adjusting the attribute parameter.

[0099] For example, the attribute parameters of target objects a, b, c, d, e, f, g, and h are cooling time, mana consumption, and damage caused. The optimized adjustment value of the cooling time of target object a is +1s, the optimized adjustment value of mana consumption is +2 grids, and the optimized adjustment value of damage caused is -400. The preset adjustment degree comparison table corresponding to the cooling time is shown in the following table:

[0100] Cooling time optimization adjustment value Cooling time adjustment degree [-0.5s, 0.5s] 20% [-1s, 1s] 40% [-1.5s, 1.5s] 60% [-2s, 2s] 80%

[0101] The above comparison table describes the comparison relationship between the optimized adjustment value of the cooling time and the cooling time adjustment degree, and the specific description is as follows: when the optimized adjustment value of the cooling time of the target object is [-0.5s, 0.5s], the cooling time adjustment degree of the target object is 20%; when the optimized adjustment value of the cooling time of the target object is [-1s, 1s], the cooling time adjustment degree of the target object is 40%; when the optimized adjustment value of the cooling time of the target object is [-1.5s, 1.5s], the cooling time adjustment degree of the target object is 60%; when the optimized adjustment value of the cooling time of the target object is [-2s, 2s], the cooling time adjustment degree of the target object is 80%.

[0102] The current optimized adjustment value of the cooling time of target object a is +1s. By querying the above comparison table, the adjustment degree of the cooling time of target object a is 40%. In the same way, the adjustment degree of mana consumption of target object a is determined to be 60%, and the adjustment degree of damage caused is 50%. The adjustment weight of cooling time is 0.3, the adjustment degree of mana consumption is 0.3, and the adjustment weight of damage caused is 0.4. Then, the adjustment degree of target object a is calculated to be 50%. Preset interval 1 is (0, 20%], preset interval 2 is (20, 40%], preset interval 3 is (40, 60%], and preset interval 4 is (60, 80%], and the adjustment priorities corresponding to each preset interval are level one, level two, level three, and level four, respectively. The preset interval into which the adjustment degree of target object a falls is preset interval 3, that is, the adjustment priority of target object a is level three.

[0103] In the above manner, the adjustment priorities of the target objects b, c, d, e, f, g, and h are determined to be level three, level two, level two, level one, level one, level one, level four, and level four, respectively. That is, the attribute parameters of the target objects g and h with an adjustment priority of level four are optimized and adjusted first, and then the attribute parameters of the target objects a and b with an adjustment priority of level three are optimized and adjusted. After that, the attribute parameters of the target objects c and d with an adjustment priority of level two are optimized and adjusted. Finally, the attribute parameters of the target objects e and f with an adjustment priority of level one are optimized and adjusted.

[0104] From the above, it can be seen that the adjustment priority of the corresponding target object is determined according to the optimized adjustment value of the attribute parameter, and the attribute parameters of the target object are optimized and adjusted in batches based on the adjustment priority of the target object. Determining the adjustment priority of the target object through the optimized adjustment value of the attribute parameter, and optimizing and adjusting each target object in batches according to the adjustment priority can reasonably allocate server resources, reduce problems such as freezes and crashes in game optimization, and improve the player's gaming experience.

[0105] Figure 6 A flowchart of another game optimization method based on game process data provided in an embodiment of the present application is provided, which provides a specific method for collecting optional game process data, such as Figure 6 As shown, specifically including:

[0106] Step S601, receiving and recording the game process data uploaded by each game terminal, wherein the game process data collection process of each game terminal includes monitoring the preset operation events of each target object displayed during the game process, and recording the corresponding operation data when the preset operation event is triggered, and the preset operation event includes a click event and a non-click event.

[0107] Among them, the preset operation event is used to represent the preset operation event of the player during the game. The click event can be an event in which the player clicks the target object displayed during the game. The non-click event can be an event in which the player does not click the target object displayed during the game. Exemplarily, the target objects displayed during the game are target object a, target object b, and target object c. The current player 1 clicks on target object a for the first time, which triggers the preset operation event. The interval from the time when target object a is displayed to the time when player 1 first clicks on target object a is recorded, and is determined as the time difference of player 1 clicking on target object a. The number of times player 1 clicks on target object a for the first time is recorded, and is determined as the number of times player 1 clicks on target object a.

[0108] In another embodiment, the process of collecting game process data by each game terminal is to monitor the interaction between the player and the game terminal during the game, and record the corresponding operation data when the interaction between the player and the game terminal is monitored.

[0109] Step S602: when a game optimization event is detected, the game process data of the player is obtained, and the game process data is filtered and processed to obtain target analysis data, wherein the game process data includes the operation data of the player on each target object during the game.

[0110] Step S603: Determine an optimized adjustment value of the attribute parameter of each target object based on the target analysis data.

[0111] Step S604: Optimizing and adjusting the attribute parameters of the corresponding target object based on the optimization adjustment value to complete the game optimization, wherein the optimization adjustment includes attribute enhancement adjustment or attribute weakening adjustment.

[0112] As can be seen from the above, the game process data uploaded by each game terminal is received and recorded, wherein the game process data collection process of each game terminal includes monitoring the preset operation events of each target object displayed during the game process, and recording the corresponding operation data when the preset operation event is triggered, and the preset operation event includes a click event and a non-click event. This solution collects and records the corresponding operation data by monitoring the preset operation events, which can collect the required information in a targeted manner and reduce the subsequent data processing work.

[0113] Figure 7 This is a module structure diagram of a game optimization device based on game process data provided in an embodiment of the present application. The system is used to execute a game optimization method based on game process data provided in the above embodiment, and has functional modules and beneficial effects corresponding to the execution method. Figure 7 As shown, the system specifically includes:

[0114] The data acquisition module 101 is used to acquire the game process data of the player when a game optimization event is detected;

[0115] A screening and processing module 102 is used to screen the game process data to obtain target analysis data, wherein the game process data includes operation data of the player on each target object during the game process;

[0116] An adjustment value determination module 103, configured to determine an optimized adjustment value of an attribute parameter of each target object based on the target analysis data;

[0117] The optimization adjustment module 104 is used to optimize the attribute parameters of the corresponding target object based on the optimization adjustment value to complete the game optimization, and the optimization adjustment includes attribute enhancement adjustment or attribute weakening adjustment.

[0118] It can be seen from the above scheme that when a game optimization event is detected, the player's game process data is obtained, and the player's game process data is screened and processed to obtain target analysis data. The player's game process data includes the player's operation data on each target object during the game. The optimization adjustment value of the attribute parameter of each target object is determined based on the target analysis data, and the attribute parameters of the corresponding target object are optimized and adjusted based on the optimization adjustment value to complete the game optimization. The optimization adjustment includes attribute enhancement adjustment or attribute weakening adjustment. This scheme optimizes the game based on the analysis and processing results of the player's game process data, solves the problem of lack of reasonable and objective adjustment basis and poor adaptability when optimizing the game in related technologies, can meet the game needs of players, and improve game development efficiency and game playability.

[0119] In a possible embodiment, the screening processing module 102 is specifically used to:

[0120] Filtering out the first click data of each target object after it is displayed from the game process data, wherein the first click data includes the click time difference and the number of clicks;

[0121] The adjustment value determination module 103 is specifically used for:

[0122] The optimized adjustment value of the attribute parameter of each target object is determined based on the click time difference and the number of clicks of each target object.

[0123] In a possible embodiment, the adjustment value determination module 103 is further configured to:

[0124] Calculate the average of the click time differences of each target object to obtain the average of the click time differences, and count the total number of clicks of each target object;

[0125] For target objects whose total number of clicks is greater than a preset number, an optimized adjustment value of the attribute parameter is determined based on the corresponding average of the click time differences.

[0126] In a possible embodiment, the screening processing module 102 is further used for:

[0127] Filtering out the unselected data after each target object is displayed in the game process data;

[0128] The adjustment value determination module 103 is further configured to:

[0129] The optimized adjustment value of the attribute parameter of each target object is determined based on the unselected data of each target object.

[0130] In a possible embodiment, the adjustment value determination module 103 is further configured to:

[0131] Count the total number of unclicks for each target object;

[0132] For target objects whose total number of unselected times is greater than a preset number, an optimized adjustment value of the attribute parameter is determined based on the total number of unselected times.

[0133] In a possible embodiment, the adjustment value determination module 103 is further configured to:

[0134] In the case where the target object is determined to be for attribute enhancement adjustment based on the target analysis data, target enhancer data associated with each adjustable attribute parameter is determined, and attribute enhancement values ​​of the corresponding attribute parameters are calculated respectively according to the target enhancer data;

[0135] When it is determined based on the target analysis data that the target object is for attribute attenuation adjustment, target attenuation sub-data associated with each adjustable attribute parameter is determined, and attribute attenuation values ​​of the corresponding attribute parameters are calculated respectively according to the target attenuation sub-data.

[0136] In a possible embodiment, the optimization and adjustment module 104 is specifically used to:

[0137] Determining the adjustment priority of the corresponding target object according to the optimized adjustment value;

[0138] The property parameters of the target object are optimized and adjusted in batches based on the adjustment priority.

[0139] In a possible embodiment, a data recording module is further included, which is specifically used to:

[0140] The game process data uploaded by each game terminal is received and recorded, wherein the game process data collection process of each game terminal includes:

[0141] Monitor the preset operation events of each target object displayed during the game;

[0142] When the preset operation event is triggered, the corresponding operation data is recorded, and the preset operation event includes a click event and a no-click event.

[0143] In a possible embodiment, an optimization trigger module is further included, which is specifically used to:

[0144] During the game running process, there is a situation where the triggering frequency of a preset number of target objects is greater than the first preset frequency or less than the second preset frequency.

[0145] Figure 8 A schematic diagram of the structure of a game optimization device based on game process data provided in an embodiment of the present application, such as Figure 8 As shown, the device includes a processor 201, a memory 202, an input device 203 and an output device 204; the number of processors 201 in the device can be one or more. Figure 8 A processor 201 is taken as an example; the processor 201, memory 202, input device 203 and output device 204 in the device can be connected by a bus or other means. Figure 8 In the example of the connection through the bus. The memory 202, as a computer-readable storage medium, can be used to store software programs, computer executable programs and modules, such as program instructions or modules corresponding to a game optimization method based on game process data in an embodiment of the present application. The processor 201 executes various functional applications and data processing of the device by running the software programs, instructions and modules stored in the memory 202, that is, realizes the above-mentioned game optimization method based on game process data. The input device 203 can be used to receive input digital or character information, and generate key signal input related to user settings and function control of the device. The output device 204 may include a display device such as a display screen.

[0146] The embodiment of the present application also provides a storage medium containing computer executable instructions, wherein the computer executable instructions are used to execute a game optimization method based on game process data when executed by a computer processor, the method comprising:

[0147] When a game optimization event is detected, the game process data of the player is obtained, and the game process data is filtered and processed to obtain target analysis data, wherein the game process data includes the operation data of the player on each target object during the game;

[0148] Determining an optimized adjustment value of an attribute parameter of each of the target objects based on the target analysis data;

[0149] Based on the optimization adjustment value, the attribute parameters of the corresponding target object are optimized to complete the game optimization, and the optimization adjustment includes attribute enhancement adjustment or attribute weakening adjustment.

[0150] It is worth noting that in the above-mentioned embodiment of a game optimization method system based on game process data, the various units and modules included are only divided according to functional logic, but are not limited to the above-mentioned division, as long as the corresponding functions can be achieved; in addition, the specific names of the functional units are only for the convenience of distinguishing each other, and are not used to limit the protection scope of the embodiments of the present application.

[0151] Note that the above are only preferred embodiments of the present application and the technical principles used. Those skilled in the art will understand that the present application is not limited to the specific embodiments described herein, and that various obvious changes, readjustments and substitutions can be made to the present application without departing from the protection scope of the present application. Therefore, although the present application is described in more detail through the above embodiments, the present application is not limited to the above embodiments, and may include more other equivalent embodiments without departing from the concept of the present application, and the scope of the present application is determined by the scope of the appended claims.

Claims

1. A game optimization method based on game process data, characterized in that: include: When a game optimization event is detected, the game process data of the player is obtained, and the game process data is filtered and processed to obtain target analysis data, wherein the game process data includes the operation data of the player on each target object during the game; Determining an optimized adjustment value of an attribute parameter of each of the target objects based on the target analysis data; Based on the optimization adjustment value, the attribute parameters of the corresponding target object are optimized to complete the game optimization, and the optimization adjustment includes attribute enhancement adjustment or attribute weakening adjustment.

2. The game optimization method based on game process data according to claim 1, characterized in that: The operation data includes click data, and the filtering and processing of the game process data to obtain target analysis data includes: Filtering out the first click data of each target object after it is displayed from the game process data, wherein the first click data includes the click time difference and the number of clicks; Accordingly, determining the optimized adjustment value of the attribute parameter of each target object based on the target analysis data includes: The optimized adjustment value of the attribute parameter of each target object is determined based on the click time difference and the number of clicks of each target object.

3. The game optimization method based on game process data according to claim 2, characterized in that: The step of determining the optimized adjustment value of the attribute parameter of each target object based on the click time difference and the click times of each target object includes: Calculate the average of the click time differences of each target object to obtain the average of the click time differences, and count the total number of clicks of each target object; For target objects whose total number of clicks is greater than a preset number, an optimized adjustment value of the attribute parameter is determined based on the corresponding average of the click time differences.

4. The game optimization method based on game process data according to claim 1, characterized in that: The operation data includes unselected data, and the filtering and processing of the game process data to obtain target analysis data includes: Filtering out the unselected data after each target object is displayed in the game process data; Accordingly, determining the optimized adjustment value of the attribute parameter of each target object based on the target analysis data includes: The optimized adjustment value of the attribute parameter of each target object is determined based on the unselected data of each target object.

5. The game optimization method based on game process data according to claim 4, characterized in that: The step of determining the optimized adjustment value of the attribute parameter of each target object based on the unselected data of each target object includes: Count the total number of unclicks for each target object; For target objects whose total number of unselected times is greater than a preset number, an optimized adjustment value of the attribute parameter is determined based on the total number of unselected times.

6. The game optimization method based on game process data according to claim 1, characterized in that: The target object includes a plurality of adjustable attribute parameters, and determining the optimized adjustment value of each attribute parameter of the target object based on the target analysis data includes: In the case where the target object is determined to be attribute enhancement adjustment based on the target analysis data, target enhancement sub-data associated with each adjustable attribute parameter is determined, and attribute enhancement values ​​of the corresponding attribute parameters are calculated respectively according to the target enhancement sub-data; When it is determined based on the target analysis data that the target object is for attribute attenuation adjustment, target attenuation sub-data associated with each adjustable attribute parameter is determined, and attribute attenuation values ​​of the corresponding attribute parameters are calculated respectively according to the target attenuation sub-data.

7. The game optimization method based on game process data according to any one of claims 1 to 6, characterized in that: The optimizing and adjusting the attribute parameters of the corresponding target object based on the optimized adjustment value includes: Determining the adjustment priority of the corresponding target object according to the optimized adjustment value; The attribute parameters of the target object are optimized and adjusted in batches based on the adjustment priority.

8. The game optimization method based on game process data according to any one of claims 1 to 6, characterized in that: Before obtaining the game process data of the player, the method further includes: The game process data uploaded by each game terminal is received and recorded, wherein the game process data collection process of each game terminal includes: Monitor the preset operation events of each target object displayed during the game; When the preset operation event is triggered, the corresponding operation data is recorded, and the preset operation event includes a click event and a no-click event.

9. The game optimization method based on game process data according to any one of claims 1 to 6, characterized in that: The game optimization event is triggered by: During the game running process, there is a situation where the triggering frequency of a preset number of target objects is greater than the first preset frequency or less than the second preset frequency.

10. A game optimization device based on game process data, characterized in that: include: A data acquisition module is used to acquire the player's game process data when a game optimization event is detected; A screening and processing module, used for screening and processing the game process data to obtain target analysis data, wherein the game process data includes operation data of the player on each target object during the game process; An adjustment value determination module, used to determine an optimized adjustment value of an attribute parameter of each of the target objects based on the target analysis data; The optimization adjustment module is used to optimize the attribute parameters of the corresponding target object based on the optimization adjustment value to complete the game optimization, and the optimization adjustment includes attribute enhancement adjustment or attribute weakening adjustment.

11. A game optimization device based on game process data, the device comprising: one or more processors; A storage device for storing one or more programs, when the one or more programs are executed by the one or more processors, the one or more processors implement the game optimization method based on game process data as described in any one of claims 1-9.

12. A storage medium storing computer executable instructions, wherein the computer executable instructions are used to execute the game optimization method based on game process data as described in any one of claims 1 to 9 when executed by a computer processor.

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