Game Optimization Method, Device, Equipment and Medium Based on Game Process Data

By obtaining and analyzing the player's game process data during game optimization and determining the target object's attribute parameter optimization adjustment value, 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 playability are improved.

CN119524422BActive Publication Date: 2025-06-17GUANGZHOU JISHANG NETWORK TECH CO LTD +1
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Patent Information

Application Number
CN202411478751.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-10-22
Publication Date
2025-06-17
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 target object's attribute parameters optimization adjustment value 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

An embodiment of the present application discloses a game optimization method, device, equipment and medium based on game process data. The method includes: when detecting the triggering of a game optimization event, obtaining the game process data of a player, performing screening processing on the game process data to obtain target analysis data, where the game process data includes operation data of the player on each target object during the game process, determining an optimization adjustment value of the attribute parameters of each target object based on the target analysis data, and performing optimization adjustment of the attribute parameters of the corresponding target object based on the optimization adjustment value to complete game optimization, and the optimization adjustment includes attribute enhancement adjustment or attribute weakening adjustment. This solution can meet the game needs of players, improve the game development efficiency and the game playability by performing game optimization adjustment on the analysis and processing results of the game process data of players.
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Description

Technical Field

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

[0002] With the development of Internet and computer technologies, games have gradually become the main entertainment method for the public. During the game design and development process, it is necessary to optimize the game itself that has been launched to better meet the needs of players. Among them, the continuous iteration and optimization of games play an important role in enhancing the game experience of players and extending the game lifespan.

[0003] In the related art, when optimizing games, most of them are based on the opinions feedback by players to game customer service for corresponding optimization, or game developers continuously iterate and optimize the game based on their own game design experience. However, the optimization process of games based on these methods lacks reasonable and objective adjustment basis, and the optimization adaptability for game players is poor, which further leads to repeated modification of the game, reducing the game development efficiency and the playability of the game. Summary of the Invention

[0004] Embodiments of the present application provide a game optimization method, device, equipment, and medium based on game process data, which solve the problems of lacking reasonable and objective adjustment basis and poor adaptability in the optimization process of games in the related art, can meet the game needs of players, and improve the game development efficiency and the playability of the game.

[0005] In a first aspect, embodiments of the present application provide a game optimization method based on game process data, including:

[0006] When detecting the trigger of a game optimization event, obtain the game process data of the player, and perform screening processing on the game process data to obtain target analysis data, where the game process data includes the operation data of the player on each target object during the game process;

[0007] Determine the optimization adjustment value of the attribute parameter of each target object based on the target analysis data;

[0008] Perform optimization adjustment of the attribute parameter of the corresponding target object based on the optimization adjustment value to complete game optimization, where the optimization adjustment includes attribute enhancement adjustment or attribute weakening adjustment.

[0009] Optionally, the operation data includes click data, and the performing screening processing on the game process data to obtain target analysis data includes:

[0010] Filter out the first click data after the display of each target object in the game process data, where the first click data includes the click time difference and the number of clicks;

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

[0012] 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.

[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 mean value of the click time differences of each target object to obtain the mean click time difference, and count the total number of clicks of each target object;

[0015] Among the target objects with the total number of clicks greater than the preset number, determine the optimized adjustment value of the attribute parameter based on the corresponding mean click time difference.

[0016] Optionally, the operation data includes unclicked data, and screening and processing the game process data to obtain target analysis data includes:

[0017] Filter out the unclicked data after the display of each target object in the game process data;

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

[0019] Determining the optimized adjustment value of the attribute parameter of each target object based on the unclicked data of each target object.

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

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

[0022] Among the target objects with the total number of unclicks greater than the preset number, determine the optimized adjustment value of the attribute parameter based on the magnitude of the total number of unclicks.

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

[0024] When it is determined based on the target analysis data that the target object is for attribute enhancement adjustment, determine the target enhancement sub-data associated with each adjustable attribute parameter, and calculate the attribute enhancement value of each corresponding attribute parameter 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 weakening adjustment, determine the target weakening sub-data associated with each adjustable attribute parameter, and calculate the attribute weakening value of each corresponding attribute parameter according to the target weakening sub-data.

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

[0027] Determine the adjustment priority of the corresponding target object according to the optimization adjustment value;

[0028] Based on the adjustment priority, perform the optimization adjustment of the attribute parameters of the target object in batches.

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

[0030] Receive and record the game process data uploaded by each game terminal, where the process of collecting the game process data by each game terminal includes:

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

[0032] When the preset operation event is triggered, record the corresponding operation data, and the preset operation event includes a click event and a non-click event.

[0033] Optionally, the situation where the game optimization event is triggered includes:

[0034] During the game operation process, there is a situation where the trigger 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, an embodiment of the present application further provides a game optimization device based on game process data, including:

[0036] A data acquisition module, configured to obtain the game process data of the player when detecting that a game optimization event is triggered;

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

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

[0039] An optimization adjustment module, configured to perform an optimization adjustment of the attribute parameter of the corresponding target object based on the optimization adjustment value to complete game optimization, where the optimization adjustment includes an attribute enhancement adjustment or an 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, and the device includes:

[0041] One or more processors;

[0042] A storage device, configured to store 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 according to an 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, and the computer-executable instructions are used to execute the game optimization method based on game process data according to an embodiment of the present application when executed by a computer processor.

[0045] In an embodiment of the present application, when it is detected that a game optimization event is triggered, game process data of a player is obtained, the game process data of the player is screened and processed to obtain target analysis data. The game process data of the player includes operation data of the player on each target object during the game process. An optimized adjustment value of the attribute parameter of each target object is determined based on the target analysis data, and an optimized adjustment of the attribute parameter of the corresponding target object is performed based on the optimized adjustment value to complete game optimization. The optimization adjustment includes an attribute enhancement adjustment or an attribute weakening adjustment. This solution performs game optimization adjustment based on the analysis and processing results of the player's game process data, solves the problems of lack of reasonable and objective adjustment basis and poor adaptability in the related art when performing game optimization processing, can meet the game needs of players, and improves game development efficiency and game playability. BRIEF DESCRIPTION OF THE DRAWINGS

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

[0047] Figure 2 It is a flowchart of another game optimization method based on game process data provided by an embodiment of the present application;

[0048] Figure 3Flowchart of another game optimization method based on game process data provided by an embodiment of this application;

[0049] Figure 4 Flowchart of another game optimization method based on game process data provided by an embodiment of this application;

[0050] Figure 5 Flowchart of another game optimization method based on game process data provided by an embodiment of this application;

[0051] Figure 6 Flowchart of another game optimization method based on game process data provided by an embodiment of this application;

[0052] Figure 7 Block diagram of the module structure of a game optimization device based on game process data provided by an embodiment of this application;

[0053] Figure 8 Schematic diagram of the structure of a game optimization device based on game process data provided by an embodiment of this application. Detailed implementation manners

[0054] The following further elaborates on the embodiments of this application in conjunction with the accompanying drawings and examples. It can be understood that the specific embodiments described herein are only used to explain the embodiments of this application, rather than limiting the embodiments of this application. Additionally, it should be noted that for ease of description, only parts related to the embodiments of this application are shown in the drawings, rather than all the structures.

[0055] The terms "first", "second", etc. in the description and claims of this application are used to distinguish similar objects, rather than to describe a specific order or sequence. It should be understood that such data can be interchanged under appropriate circumstances, so that the embodiments of this application can be implemented in an order other than those illustrated or described herein, and the objects distinguished by "first", "second", etc. are generally of the same type, and do not limit the number of objects. For example, the first object can be one or multiple. In addition, "and / or" in the description and claims means at least one of the connected objects, and the character "or" generally represents an "or" relationship between the associated objects before and after.

[0056] A game optimization method based on game process data provided by an embodiment of the present application can be applied to the scenario of game optimization. For example, when the game needs to be optimized every once in a while, the game optimization method based on game process data provided by an embodiment of the present application can be used for game optimization. For a game optimization method based on game process data provided by 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 make any limitations in this regard.

[0057] Figure 1 It is a flowchart of a game optimization method based on game process data provided by an embodiment of the present application. As Figure 1 shown, it specifically includes:

[0058] Step S101, when it is detected that a game optimization event is triggered, obtain the game process data of the player, and perform screening processing on the game process data to obtain target analysis data. The game process data includes the operation data of the player on each target object during the game process.

[0059] Among them, the game optimization event can be an event that triggers the game to be optimized within the game. Using this game optimization event, the game optimization processing flow can be automatically performed when it is triggered. The game process data is used to represent various data generated by the player during the game process. By screening and processing the game process data, target analysis data can be obtained. The target analysis data is used to represent the part of the game process data for game optimization. The target object can be each object to be optimized in the game, such as each skill displayed on the game display page. The operation data can be the relevant data of 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 time from the current time to the last game optimization reaches a preset time, 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.

[0060] Optionally, a situation where a game optimization event is triggered can be that during the game operation, the trigger frequency of a preset number of target objects is greater than a first preset frequency or less than a second preset frequency. Exemplarily, the target object is each game skill 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 currently it is detected that the trigger frequencies of skill a, skill b, skill c, skill d, and skill e are greater than 6 times / minute, and the number of target objects whose trigger frequency is greater than the first preset frequency has reached the preset number, that is, the game optimization event is triggered.

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

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

[0063] Among them, the attribute parameter may be a parameter that affects the triggering effect or ability attribute of the target object. Exemplarily, the target object is a skill that the player can use or trigger during the game process. 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 this attribute parameter. The optimized adjustment value is used to represent the adjustment value of the attribute parameter of the target object during game optimization. The corresponding attribute parameter of the target object can be optimized and adjusted using this optimized adjustment value. In one embodiment, after filtering and processing the player's game process data 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. According to the comparison result, the attribute enhancement value or attribute weakening value of the attribute parameter associated with the target sub-data is determined.

[0064] Optionally, the target object includes multiple adjustable attribute parameters. A method for determining an optimized adjustment value may be to determine the target enhancement sub-data associated with each adjustable attribute parameter when it is determined based on the target analysis data that the target object is for attribute enhancement adjustment, and calculate the attribute enhancement value of each corresponding attribute parameter according to the target enhancement sub-data. When it is determined based on the target analysis data that the target object is for attribute weakening adjustment, determine the target weakening sub-data associated with each adjustable attribute parameter, and calculate the attribute weakening value of each corresponding attribute parameter according to the target weakening sub-data. Calculating the corresponding attribute enhancement value or attribute weakening value through the target sub-data associated with the attribute parameter can improve the rationality and accuracy of the optimized adjustment value of the attribute parameter to better meet the player's game needs.

[0065] Step S103: Perform optimized adjustment of the attribute parameter of the corresponding target object based on the optimized adjustment value to complete game optimization. The optimized adjustment includes attribute enhancement adjustment or attribute weakening adjustment.

[0066] Among them, the attribute enhancement adjustment is used to characterize the enhancement adjustment of the influence effect of the attribute parameters of the target object in the game. Exemplarily, the attribute enhancement adjustment of the cooldown attribute of a skill can be to reduce the cooldown time of the skill in the game. The attribute weakening adjustment is used to characterize the weakening adjustment of the effect of the attribute parameters of the target object in the game. Exemplarily, the attribute weakening adjustment of the damage attribute of a skill can be to reduce the damage value of the skill in the game. In one embodiment, after determining the optimization adjustment value of the attribute parameters of each target object, the attribute enhancement adjustment or the attribute weakening adjustment is simultaneously performed on the attribute parameters of the corresponding target object based on each optimization adjustment value.

[0067] Optionally, an optimization adjustment method can be to determine the adjustment priority of the corresponding target object according to the optimization adjustment value of the attribute parameters, and perform the optimization adjustment of the attribute parameters of the target object in batches based on the adjustment priority of the target object. Determining the adjustment priority of the target object through the optimization adjustment value of the attribute parameters and performing batch optimization adjustment on each target object according to the adjustment priority can reasonably allocate server resources, reduce problems such as lag and crashes in game optimization, and improve the player's game experience.

[0068] As can be seen from the above, when detecting the triggering of a game optimization event, obtain the player's game process data, perform screening processing on the player's game process data to obtain target analysis data. The player's game process data includes the operation data of the player on each target object during the game process. Determine the optimization adjustment value of the attribute parameters of each target object based on the target analysis data, and perform the optimization adjustment of the attribute parameters of the corresponding target object based on the optimization adjustment value to complete the game optimization. The optimization adjustment includes attribute enhancement adjustment or attribute weakening adjustment. This solution solves the problems of lack of reasonable and objective adjustment basis and poor adaptability in the related art when performing game optimization processing by performing game optimization adjustment based on the analysis and processing results of the player's game process data, can meet the player's game needs, and improves the game development efficiency and game playability.

[0069] Figure 2 The following is a flowchart of another game optimization method based on game process data provided by an embodiment of the present application, which gives an optional specific method for determining the optimization adjustment value of the attribute parameters of a target object, as Figure 2 shown, specifically including:

[0070] Step S201: When detecting the triggering of a game optimization event, obtain the player's game process data.

[0071] Step S202: Screen out the first click data after the display of each target object from the game process data. The first click data includes the click time difference and the number of clicks. The game process data includes the operation data of the player on each target object during the game. Determine 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.

[0072] Among them, the operation data includes click data, and the click data is used to represent the click selection data of the player on the target object during the game. The first click data can be the relevant data generated when the player first clicks and selects the target object 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 first clicks and selects the target object. The number of clicks can be the number of times the target object is first clicked and selected after being displayed in the game interface. The optimized adjustment value of the attribute parameter of the corresponding target object can be determined using the click time difference and the number of clicks. In one embodiment, calculate the mean value of the click time differences of each target object to obtain the mean click time difference, and count the total number of clicks of each target object. Among the target objects with the total number of clicks greater than the preset number, determine the optimized adjustment value of the attribute parameter based on the corresponding mean click time difference. Here, the mean click time difference can be the average of the click time differences of each player on the target object, and the total number of clicks can be the sum of the click times of each player on the target object. Exemplarily, the preset number is 60 times. In the current game process, there are 150 players. The number of players who click and select skill a is 100. The sum of the click time differences of the 100 players who click and select skill a on skill a is 4s. The number of clicks of the 100 players who click and select skill a on skill a is 1 time each. Then, the calculated mean click time difference of skill a is 0.04s (4 / 100), and the total number of clicks of skill a is counted as 100 times. The total number of clicks of skill a is greater than the preset number. Determine the optimized adjustment value of the attribute parameter of skill a based on the calculated mean click time difference of skill a.

[0073] Optionally, one way to determine the optimized adjustment value can be that, when it is determined that the total number of clicks of the target object is greater than the preset number, determine the preset time interval into which the mean click time difference of the target object falls, and determine the preset optimized adjustment value corresponding to the preset time interval as the optimized adjustment value of the attribute parameter of the target object. Alternatively, another way to determine the optimized adjustment value can be that, when it is determined that the total number of clicks of the target object is greater than the preset number, query the preset attribute parameter adjustment value comparison table according to the mean click time difference of the target object to obtain the optimized adjustment value of the attribute parameter of the target object.

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

[0075] Step S203: Perform optimized adjustment of the attribute parameters of the corresponding target object based on the optimized adjustment value to complete game optimization. The optimized adjustment includes attribute enhancement adjustment or attribute weakening adjustment.

[0076] As can be seen from the above, the first click data after the display of each target object 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 operation data of the player on each target object during the game. An 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 the display of each target object, and can reasonably determine the optimized adjustment value of the attribute parameter according to the degree of demand of the player for each target object, so as to improve the player's satisfaction and game experience.

[0077] Figure 3 This is a flowchart of another game optimization method based on game process data provided by an embodiment of the present application, which gives another optional specific method for determining the optimized adjustment value of the attribute parameter of the target object. As Figure 3 shown, it specifically includes:

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

[0079] Step S302: Screen out the unclicked data after the display of each target object from the game process data. The game process data includes the operation data of the player on each target object during the game. An optimized adjustment value of the attribute parameter of each target object is determined based on the unclicked data of each target object.

[0080] Among them, the operation data includes unselected data, which is used to represent the relevant data that the player has not clicked and selected 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. Among the target objects whose total number of unselected times is greater than the preset number of times, the optimized adjustment value of the attribute parameter is determined based on the magnitude of the total number of unselected times. Here, the total number of unselected times can be the total number of times that the target object has not been 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 have not clicked and selected skill b is 100. The number of times that each of the 100 players who have not clicked and selected skill b has not clicked and selected skill b is 1 time. Then, the total number of unselected times of skill b is counted as 100 times. The total number of unselected times of skill b is greater than the preset number of times, and the optimized adjustment value of the attribute parameter of skill b is determined based on the magnitude of this total number of unselected times.

[0081] Optionally, one way to determine the optimized adjustment value can be that, when it is determined that the total number of unselected times of the target object is greater than the preset number of times, the preset time interval into which the magnitude of the total number of unselected times of this target object falls is determined, and the preset optimized adjustment value corresponding to this preset time interval is determined as the optimized adjustment value of the attribute parameter of this target object. Alternatively, one way to determine the optimized adjustment value can also be that, when it is determined that the total number of unselected times of the target object is greater than the preset number of times, the optimized adjustment value of the attribute parameter of this target object is obtained by querying the preset attribute parameter adjustment value comparison table according to the magnitude of the total number of unselected times of this target object.

[0082] Step S303: Optimally adjust the attribute parameters of the corresponding target object based on the optimized adjustment value to complete the game optimization. The optimization adjustment includes attribute enhancement adjustment or attribute weakening adjustment.

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

[0084] Figure 4 The following is a flowchart of another game optimization method based on game process data provided by an embodiment of the present application, which gives another optional specific method for determining the optimized adjustment value of the attribute parameter of a target object. As Figure 4 shown, it specifically includes:

[0085] Step S401: When it is detected that a game optimization event is triggered, obtain the game process data of the player, and perform screening processing on the game process data to obtain target analysis data. The game process data includes the operation data of the player on each target object during the game process.

[0086] Step S402: When it is determined based on the target analysis data that the target object is for attribute enhancement adjustment, determine the target enhancement sub-data associated with each adjustable attribute parameter, and calculate the attribute enhancement value of each corresponding attribute parameter according to the target enhancement sub-data.

[0087] Among them, the target enhancement sub-data is used to represent the part of the data in the target analysis data that is associated with the attribute parameter. The attribute enhancement value of the associated attribute parameter can be calculated using this target enhancement sub-data. The attribute enhancement value is used to represent the enhanced value of the attribute parameter during optimization adjustment. The target object includes multiple adjustable attribute parameters. Optionally, a way to determine that the target object is for attribute enhancement adjustment can be to calculate the total number of unselected times of each target object after it is displayed based on the target analysis data, and when the total number of unselected times is greater than the preset number of times, determine that the corresponding target object is for attribute enhancement adjustment. Too many unselected times of the target object indicates that the player's demand for this target object is too low, and this target object should be reasonably enhanced.

[0088] In an embodiment, it is determined based on the target analysis data that Skill a is for attribute enhancement adjustment. The adjustable attribute parameters of Skill a are cooldown time and damage dealt. The target enhancement sub-data associated with the cooldown time of Skill a is the number of times each player uses Skill a when completing the game task. The target enhancement sub-data associated with the damage dealt by Skill a is the proportion of the damage dealt by using Skill a at the end of the game for each player. The average number of times each player uses Skill a is calculated to be 3 times based on the number of times each player uses Skill a when completing the game task. The average proportion of the damage dealt by using Skill a in the game is calculated to be 10% based on the proportion of the damage dealt by using Skill a at the end of the game for each player. The preset number of times is 5 times, and the preset proportion of the damage dealt is 20%. The unit cooldown time enhancement value is -0.5s, and the unit damage dealt enhancement value is +20 damage values. The difference between the preset number of times and the average number of times Skill a is used is 2, and the difference between the preset proportion of the damage dealt and the average proportion of the damage dealt by Skill a is 10%. Then, the enhancement value of the cooldown time of Skill a is -1s, and the enhancement value of the damage dealt is +200 damage values. Among them, the unit cooldown time enhancement value is the cooldown time enhancement value corresponding to a difference of 1, and the unit damage dealt enhancement value is the damage dealt enhancement value corresponding to a difference of 1%.

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

[0090] Among them, the target weakening sub-data is used to represent the part of the target analysis data associated with the attribute parameter. The attribute weakening value of the associated attribute parameter can be calculated using this target weakening sub-data. The attribute weakening value is used to represent the value by which the attribute parameter is weakened during optimization adjustment. Optionally, one way to determine that the target object is for attribute weakening adjustment is to calculate the total number of clicks on each target object after display based on the target analysis data, and when the total number of clicks is greater than the preset number of times, determine the corresponding target object is for attribute weakening adjustment. Too many clicks on the target object indicates that the player's demand for this target object is too high, and this target object should be reasonably weakened to prevent the player from relying too much on this target object.

[0091] In one embodiment, it is determined based on the target analysis data that Skill b is for attribute weakening adjustment. The adjustable attribute parameters of Skill b are mana consumption and damage dealt. 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 the game task. The target weakening sub-data associated with the damage dealt by Skill b is the proportion of the damage dealt by using Skill b at the end of the game for each player. According to the number of times each player uses Skill b when completing the game task, the average number of times players use Skill b is calculated to be 20 times. According to the proportion of the damage dealt by using Skill b at the end of the game for each player, the average proportion of the damage dealt by using Skill b in the game is calculated to be 60%. The preset number of times is 10 times, and the preset proportion of damage dealt is 40%. The weakening value per unit of mana consumption is +0.2 mana cells, and the weakening value per unit of damage dealt is -20 damage points. The difference between the preset number of times and the average number of times Skill b is used is 10, and the difference between the preset proportion of damage dealt and the average proportion of the damage dealt by Skill b is 20%. Then the weakening value of the mana consumption of Skill b is +2 mana cells, and the weakening value of the damage dealt is -400 damage points. Among them, the weakening value per unit of mana consumption is the mana consumption weakening value corresponding to a difference of 1, and the weakening value per unit of damage dealt is the damage dealt weakening value corresponding to a difference of 1%.

[0092] Step S404: Based on the optimization adjustment value, perform optimization adjustment on the attribute parameters of the corresponding target object to complete game optimization. The optimization adjustment includes attribute enhancement adjustment or attribute weakening adjustment.

[0093] As can be seen from the above, when it is determined based on the target analysis data that the target object is for attribute enhancement adjustment, the target enhancement sub-data associated with each adjustable attribute parameter is determined, and the attribute enhancement value of the corresponding attribute parameter is 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 weakening adjustment, the target weakening sub-data associated with each adjustable attribute parameter is determined, and the attribute weakening value of the corresponding attribute parameter is calculated respectively according to the target weakening sub-data. Calculating the corresponding attribute enhancement value or attribute weakening value through the target sub-data associated with the attribute parameter can improve the rationality and accuracy of the optimized adjustment value of the attribute parameter, so as to better meet the game needs of players.

[0094] Figure 5 The flowchart of another game optimization method based on game process data provided by an embodiment of the present application is shown, which gives a specific method of an optional optimization adjustment, such as Figure 5 shown, and specifically includes:

[0095] Step S501, when it is detected that a game optimization event is triggered, obtain the game process data of the player, and perform screening processing on the game process data to obtain target analysis data, where the game process data includes the operation data of the player on each target object during the game process.

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

[0097] Step S503, determine the adjustment priority of the corresponding target object according to the optimized adjustment value, and perform optimized adjustment of the attribute parameters of the target object in batches based on the adjustment priority to complete the game optimization, where the optimized adjustment includes attribute enhancement adjustment or attribute weakening adjustment.

[0098] Among them, the adjustment priority is used to represent the order level of optimizing and adjusting the attribute parameters of the target object. The higher the adjustment priority of the target object, the earlier the order of optimizing and adjusting the attribute parameters of the target object. Using this adjustment priority, the attribute parameters of the target object can be optimized and adjusted in batches. Optionally, a way to determine the adjustment priority of a target object can be to determine the preset interval into which the optimized adjustment value of the attribute parameter of the target object falls, and determine the preset priority corresponding to this preset interval as the adjustment priority of the target object. Optionally, another way to determine the adjustment priority of a target object can be that when there are multiple attribute parameters of the target object, the adjustment degree of each attribute parameter is obtained by respectively querying the corresponding preset adjustment degree comparison table according to the optimized adjustment value of each attribute parameter of the target object. The adjustment degree of each attribute parameter of the target object is multiplied by the corresponding attribute adjustment weight and then superimposed to obtain the adjustment degree of the target object. Determine the preset interval into which the adjustment degree of the target object falls, and determine the preset priority corresponding to this preset interval as the adjustment priority of the target object, where the attribute adjustment weight can be the importance degree of optimizing and adjusting the attribute parameter.

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

[0100] Optimized adjustment value of cooling time Degree of cooling time adjustment [-0.5 s, 0.5 s] 20% [-1 s, 1 s] 40% [-1.5 s, 1.5 s] 60% [-2 s, 2 s] 80%

[0101] The above comparison table describes the correspondence between the optimized adjustment value of the cooling time and the cooling time adjustment degree, which is specifically described as follows: when the optimized adjustment value of the cooling time of the target object is in the range of [-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 in the range of [-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 in the range of [-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 in the range of [-2s, 2s], the cooling time adjustment degree of the target object is 80%.

[0102] The optimized adjustment value of the cooling time of the current 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 the blue amount consumption of target object a is determined to be 60%, and the adjustment degree of the damage caused is 50%. The adjustment weight of the cooling time is 0.3, the adjustment degree of the blue amount consumption is 0.3, and the adjustment weight of the damage caused is 0.4. Then, the calculated adjustment degree of target object a is 50%. The preset interval 1 is (0, 20%], the preset interval 2 is (20, 40%], the preset interval 3 is (40, 60%], the preset interval 4 is (60, 80%]. The adjustment priorities corresponding to each preset interval are the first level, the second level, the third level, and the fourth level in turn. 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 the third level.

[0103] In the above manner, the adjustment priorities of target objects b, c, d, e, f, g, and h are determined to be the third level, the second level, the second level, the first level, the first level, the fourth level, and the fourth level in turn. That is, first, optimize and adjust the attribute parameters of target objects g and h with the fourth-level adjustment priority, then optimize and adjust the attribute parameters of target objects a and b with the third-level adjustment priority, then optimize and adjust the attribute parameters of target objects c and d with the second-level adjustment priority, and finally optimize and adjust the attribute parameters of target objects e and f with the first-level adjustment priority.

[0104] As can be seen from the above, according to the optimized adjustment value of the attribute parameters, determine the adjustment priority of the corresponding target object, and based on the adjustment priority of the target object, batch optimize and adjust the attribute parameters of the target object. By determining the adjustment priority of the target object through the optimized adjustment value of the attribute parameters and batch optimizing and adjusting each target object according to the adjustment priority, it is possible to reasonably allocate server resources, reduce problems such as lag and crashes in game optimization, and improve the player's game experience.

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

[0106] Step S601: Receive the game process data uploaded by each game terminal and record it. Among them, the process of collecting the game process data by each game terminal includes listening for preset operation events of each target object displayed during the game process, and when the preset operation event is triggered, record the corresponding operation data. The preset operation events include click events and non-click events.

[0107] Among them, the preset operation event is used to represent a pre-set operation event of a player during the game. The click event can be an event where the player clicks on a target object displayed during the game. The non-click event can be an event where the player does not click on a 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. When the current player 1 clicks on target object a for the first time, the preset operation event is triggered. The time interval from the time when target object a is displayed to the time when player 1 clicks on target object a for the first time is recorded and determined as the click time difference of player 1 for target object a. The number of times player 1 clicks on target object a for the first time is recorded and determined as the click count of player 1 for target object a.

[0108] In another embodiment, the process of collecting game process data by each game terminal is to monitor the interaction behavior between the player and the game terminal during the game. When an interaction behavior between the player and the game terminal is detected, the corresponding operation data is recorded.

[0109] Step S602, when it is detected that a game optimization event is triggered, obtain the game process data of the player, and perform screening processing on the game process data to obtain target analysis data. The game process data includes the operation data of the player on each target object during the game.

[0110] Step S603, based on the target analysis data, determine the optimization adjustment value of the attribute parameter of each target object.

[0111] Step S604, based on the optimization adjustment value, perform optimization adjustment on the attribute parameter of the corresponding target object to complete the game optimization. The optimization adjustment includes attribute enhancement adjustment or attribute weakening adjustment.

[0112] As can be seen from the above, receive and record the game process data uploaded by each game terminal. Among them, the process of collecting game process data by each game terminal includes monitoring the preset operation events of each target object displayed during the game. When a preset operation event is triggered, record the corresponding operation data. The preset operation events include click events and non-click events. This solution can collect the corresponding operation data by monitoring the preset operation events and record them, which can collect the required information targeted and reduce the subsequent data processing work.

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

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

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

[0116] The adjustment value determination module 103 is used to determine the optimization adjustment value of the attribute parameters of each target object based on the target analysis data;

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

[0118] As can be seen from the above solution, when detecting the triggering of a game optimization event, obtain the game process data of the player, screen and process the game process data of the player 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 process. Determine the optimization adjustment value of the attribute parameters of each target object based on the target analysis data, and perform the optimization adjustment of the attribute parameters of the corresponding target object based on the optimization adjustment value to complete the game optimization. The optimization adjustment includes attribute enhancement adjustment or attribute weakening adjustment. This solution solves the problems of lack of reasonable and objective adjustment basis and poor adaptability in the optimization process of the related technology by analyzing and processing the results of the game process data of the player, and can meet the game needs of the player, improving the game development efficiency and the playability of the game.

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

[0120] Screen out the first click data of each target object after it is displayed in the game process data. 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] Determine the optimization adjustment value of the attribute parameters of each target object 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 used for:

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

[0125] Among the 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 average value of the corresponding click time differences.

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

[0127] Screen out the unclicked data after the display of each target object from the game process data;

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

[0129] Based on the unclicked data of each target object, determine an optimized adjustment value of the attribute parameter 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 unclicked times of each target object;

[0132] Among the target objects whose total number of unclicked times is greater than a preset number, determine an optimized adjustment value of the attribute parameter based on the magnitude of the total number of unclicked times.

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

[0134] When it is determined based on the target analysis data that the target object is for attribute enhancement adjustment, determine the target enhancement sub-data associated with each adjustable attribute parameter, and calculate the attribute enhancement value of the corresponding attribute parameter according to the target enhancement sub-data;

[0135] When it is determined based on the target analysis data that the target object is for attribute weakening adjustment, determine the target weakening sub-data associated with each adjustable attribute parameter, and calculate the attribute weakening value of the corresponding attribute parameter according to the target weakening sub-data.

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

[0137] Determine the adjustment priority of the corresponding target object according to the optimization adjustment value;

[0138] Based on the adjustment priority, perform the optimization adjustment of the attribute parameters of the target object in batches.

[0139] In a possible embodiment, it further includes a data recording module, which is specifically configured to:

[0140] Receive and record the game process data uploaded by each game terminal. Among them, the process of collecting the game process data by each game terminal includes:

[0141] Listen for preset operation events of each target object displayed during the game process;

[0142] When the preset operation event is triggered, record the corresponding operation data, where the preset operation event includes a click event and a non-click event.

[0143] In a possible embodiment, it further includes an optimization trigger module, specifically used for:

[0144] During the game operation 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 The structural schematic diagram of a game optimization device provided by an embodiment of the present application is as Figure 8 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 taking one processor 201 as an example; the processor 201, memory 202, input device 203, and output device 204 in the device can be connected through a bus or other means, Figure 8 taking connection through a bus as an example. The memory 202, as a computer-readable storage medium, can be used to store software programs, computer-executable programs, and modules, such as the program instructions or modules corresponding to 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, implements 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 inputs related to the user settings and function control of the device. The output device 204 can include display devices such as a display screen.

[0146] An embodiment of the present application also provides a storage medium containing computer-executable instructions, and 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 includes:

[0147] When it is detected that a game optimization event is triggered, obtain the game process data of the player, and perform screening processing on the game process data to obtain target analysis data. The game process data includes the operation data of the player on each target object during the game process;

[0148] Based on the target analysis data, determine the optimization adjustment value of the attribute parameters of each target object;

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

[0150] It should be noted that in the above embodiments of the 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 division, as long as the corresponding functions can be realized; in addition, the specific names of the functional units are only for the convenience of mutual distinction and do not limit the protection scope of the embodiments of the present application.

[0151] Note that the above is only the preferred embodiment of the embodiments of the present application and the applied technical principles. Those skilled in the art will understand that the embodiments of the present application are not limited to the specific embodiments described here, and various obvious changes, re-adjustments and substitutions can be made by those skilled in the art without departing from the protection scope of the embodiments of the present application. Therefore, although the embodiments of the present application have been described in more detail through the above embodiments, the embodiments of the present application are not limited to the above embodiments. Without departing from the concept of the embodiments of the present application, more other equivalent embodiments can be included, and the scope of the embodiments of the present application is determined by the scope of the appended claims.

Claims

1. A game optimization method based on game process data, characterized in that: include: In the case of detecting a trigger of a game optimization event, obtaining the game process data of the player, filtering and processing the game process data to obtain target analysis data, wherein the game process data includes the operation data of the player on each target object during the game process, and the operation data includes click data, and a method for determining the corresponding target analysis data includes: filtering out the first click data after each target object is displayed in the game process data, and the first click data includes the click time difference and the number of clicks; or, the operation data includes unclicked data, and a method for determining the corresponding target analysis data includes: filtering out the unclicked data after each target object is displayed in the game process data; Determine an optimized adjustment value of an attribute parameter of each of the target objects based on the target analysis data, wherein the attribute parameter includes a parameter affecting a trigger effect or capability attribute of the target object; 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: In the case where the operation data is point selection data, 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: In the case where the operation data is unselected data, 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 property 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 processing module 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, and the operation data includes click data. The screening processing module is specifically used to: screen out the first click data after each target object is displayed in the game process data, and the first click data includes the click time difference and the number of clicks; or, the operation data includes unclicked data, and the screening processing module is specifically used to: screen out the unclicked data after each target object is displayed in the game process data; An adjustment value determination module, configured to determine an optimized adjustment value of an attribute parameter of each of the target objects based on the target analysis data, wherein the attribute parameter includes a parameter affecting a trigger effect or capability attribute of the target object; 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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