Game parameter-based game difficulty adjustment method and device, equipment and medium

By monitoring specific events in the game and obtaining player parameters, dynamically adjusting the attribute values ​​of adjustable element object in game tasks, the problem of unreasonable game difficulty adjustment in the existing technology is solved and the player experience is improved.

CN119524426AInactive Publication Date: 2025-02-28GUANGZHOU YINGFENG NETWORK TECH CO LTD +1

Patent Information

Application Number
CN202411478700.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-22
Publication Date
2025-02-28
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

The existing game design process lacks a reasonable game difficulty adjustment mechanism, which leads to poor matching of players with game tasks during gameplay, affecting user experience.

Method used

By monitoring specific listening events (such as game recharge events and game exit events), obtain the player's game parameters, and adjust the attribute values ​​of the adjustable element objects in the game task based on these parameters to achieve dynamic adjustment of game difficulty.

Benefits of technology

The matching degree between the game difficulty and the player is optimized, the user experience of players is improved, and the game experience of players at different levels is more reasonable and satisfactory.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119524426A_ABST
    Figure CN119524426A_ABST
Patent Text Reader

Abstract

The embodiment of the invention discloses a game difficulty adjusting method and device based on game parameters, equipment and a medium, and the method comprises the steps: when monitoring that a set monitoring event is triggered, obtaining trigger information corresponding to the monitoring event and game parameters of players within a preset duration before the monitoring event is triggered, determining an adjustable element object in a game task where the player is currently located, the adjustable element object being associated with one or more attribute values, different attribute values corresponding to different game difficulties, respectively determining a first adjustment coefficient and a second adjustment coefficient of the attribute values based on the trigger information and the game parameters, and adjusting the size of the attribute value according to the first adjustment coefficient and the second adjustment coefficient to obtain an adjusted attribute value, and configuring the adjusted attribute value to the adjustable element object. According to the scheme, the attribute of the adjustable element object in the game task is reasonably adjusted based on the obtained game parameters, the matching degree of the game difficulty and players is optimized, and the game experience of the players is improved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

[0002] With the rapid development of the game industry, there are more and more players of various types. Traditional game modes cannot adapt to the game market. In order to improve the game experience of players and enhance market competitiveness, the design of game difficulty has become an important factor in attracting players and maintaining the playability of the game. The design of game difficulty is a comprehensive process that requires balancing the challenge and fairness of the game, as well as the skill level and expectations of the players. Different types of games have different game difficulties corresponding to different modes or tasks in the game. In most games, the game difficulty of different players in the same game scene is the same, resulting in poor adaptability of players of different levels in the same game mode.

[0003] In the relevant game difficulty design methods, multiple game modes of different difficulty are usually set. The difficulty of the players in each difficulty mode is different during the game, and different game modes can be opened according to the player's choice. The adjustment method of this kind of game difficulty is relatively simple, and it is impossible to adjust the game difficulty mechanism to match the player's game situation. The poor matching between the two is not conducive to player retention and game experience. Summary of the invention

[0004] The embodiments of the present application provide a method, device, equipment and medium for adjusting game difficulty based on game parameters, which solves the technical problem of poor matching between the difficulty of players and game tasks during the game process caused by the lack of a reasonable game difficulty adjustment mechanism in the existing game design process. The properties of adjustable element objects in the game tasks are reasonably adjusted based on the obtained game parameters, thereby optimizing the matching between the game difficulty and the player and improving the player's user experience.

[0005] In a first aspect, an embodiment of the present application provides a method for adjusting game difficulty based on game parameters, comprising:

[0006] When it is detected that a set monitoring event is triggered, the trigger information corresponding to the monitoring event and the game parameters of the player within a preset time period before the monitoring event is triggered are obtained;

[0007] Determine an adjustable element object in the game task currently performed by the player, wherein the adjustable element object is associated with one or more attribute values, and different attribute values ​​correspond to different game difficulties;

[0008] Determine a first adjustment coefficient and a second adjustment coefficient of the one or more attribute values ​​based on the trigger information and the game parameter;

[0009] The size of the one or more attribute values ​​is adjusted according to the first adjustment coefficient and the second adjustment coefficient to obtain adjusted attribute values, and the adjusted attribute values ​​are configured to the adjustable element object for the player to perform game tasks.

[0010] Optionally, before the monitoring of the set monitoring event being triggered, the method further includes:

[0011] Configure monitoring events in the game, wherein the monitoring events include game recharge events and / or game exit events;

[0012] The adjustable element objects of each game task in the game are configured, and one or more attribute values ​​of the adjustable element objects are initialized.

[0013] Optionally, when the monitoring event is a game recharge event, the trigger information includes the recharge amount, the game parameter includes the game activity, and the first adjustment coefficient and the second adjustment coefficient of the one or more attribute values ​​are determined based on the trigger information and the game parameter, respectively, including:

[0014] Calculating a combat power rate coefficient corresponding to the numerical attribute value based on the recharge amount, and calculating an activity coefficient corresponding to the numerical attribute value based on the game activity;

[0015] Correspondingly, adjusting the magnitudes of the one or more attribute values ​​according to the first adjustment coefficient and the second adjustment coefficient to obtain adjusted attribute values ​​includes:

[0016] Substitute the combat power rate coefficient and the activity coefficient into a preset attribute value adjustment formula to calculate an adjusted numerical attribute value.

[0017] Optionally, when the monitoring event is a game exit event, the trigger information includes an exit scene, the game parameter includes a task completion degree, and the first adjustment coefficient and the second adjustment coefficient of the one or more attribute values ​​are determined based on the trigger information and the game parameter, respectively, including:

[0018] In the case where the exit scene is a game task scene, determining a first adjustment coefficient of a corresponding non-numerical attribute value according to an exit node of the exit scene;

[0019] A task evaluation threshold is determined according to the exit node, and a second adjustment coefficient of the non-numerical attribute value is determined based on the task completion degree and the task evaluation threshold.

[0020] Optionally, the determining, according to the exit node of the exit scenario, a first adjustment coefficient of a corresponding non-numeric attribute value includes:

[0021] According to the game task stage where the exit node of the exit scene is located, a mapping table containing coefficient values ​​of different stages is queried to obtain a first adjustment coefficient of the corresponding non-numerical attribute value.

[0022] Optionally, different exit nodes correspond to different task evaluation threshold intervals. Accordingly, determining the second adjustment coefficient based on the task completion degree and the task evaluation threshold includes:

[0023] A second adjustment coefficient of the non-numerical attribute value is determined according to the position of the task completion degree within the task evaluation threshold interval.

[0024] Optionally, after configuring to the adjustable element object, the method further includes:

[0025] Determining a tuning coefficient of the tunable element object;

[0026] Based on the tuning coefficient, one or more attribute values ​​of the adjustable element object are tuned to obtain an updated adjustable element object, which is used for the player to perform a game task.

[0027] Optionally, determining the tuning coefficient of the adjustable element object includes:

[0028] Collecting player game data in a game task containing the adjustable element object after reconfiguring the attribute value, wherein the player game data includes task completion time and task completion complexity;

[0029] The tuning coefficient of the adjustable element object is calculated based on the task completion time and the task completion complexity.

[0030] In a second aspect, the embodiment of the present application further provides a game difficulty adjustment device based on game parameters, including:

[0031] An acquisition module, for acquiring, when detecting that a set listening event is triggered, trigger information corresponding to the listening event and game parameters of the player within a preset time period before the listening event is triggered;

[0032] An object determination module, used to determine an adjustable element object in the game task currently performed by the player, wherein the adjustable element object is associated with one or more attribute values, and different attribute values ​​correspond to different game difficulties;

[0033] A coefficient determination module, configured to determine a first adjustment coefficient and a second adjustment coefficient of the one or more attribute values ​​based on the trigger information and the game parameters;

[0034] An adjustment module, configured to adjust the magnitudes of the one or more attribute values ​​according to the first adjustment coefficient and the second adjustment coefficient to obtain adjusted attribute values;

[0035] A configuration module is used to configure the adjustable element object for the player to perform game tasks.

[0036] In a third aspect, an embodiment of the present application further provides a game difficulty adjustment device based on game parameters, the device comprising:

[0037] one or more processors;

[0038] a storage device for storing one or more programs,

[0039] When the one or more programs are executed by the one or more processors, the one or more processors implement the game difficulty adjustment method based on game parameters described in the embodiment of the present application.

[0040] 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 difficulty adjustment method based on game parameters described in an embodiment of the present application.

[0041] In the embodiment of the present application, when it is detected that the set listening event is triggered, the trigger information corresponding to the listening event and the game parameters of the player within the preset time before the listening event is triggered are obtained, and the adjustable element object in the game task that the player is currently in is determined. The adjustable element object is associated with one or more attribute values, and different attribute values ​​correspond to different game difficulties. Based on the trigger information and the game parameters, the first adjustment coefficient and the second adjustment coefficient of the one or more attribute values ​​are respectively determined, and the size of the one or more attribute values ​​is adjusted according to the first adjustment coefficient and the second adjustment coefficient to obtain the adjusted attribute value, and the adjusted attribute value is configured to the adjustable element object for the player to perform the game task. This solution solves the technical problem of the poor matching degree between the player's game process and the game task difficulty caused by the lack of a reasonable game difficulty adjustment mechanism in the existing game design process. The attributes of the adjustable element objects in the game task are reasonably adjusted based on the obtained game parameters, which optimizes the matching degree between the game difficulty and the player and improves the player's user experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0042] Figure 1 A flowchart of a method for adjusting game difficulty based on game parameters provided in an embodiment of the present application;

[0043] Figure 2 A flowchart of another method for adjusting game difficulty based on game parameters provided in an embodiment of the present application;

[0044] Figure 3 A flowchart of another method for adjusting game difficulty based on game parameters provided in an embodiment of the present application;

[0045] Figure 4 A flowchart of another method for adjusting game difficulty based on game parameters provided in an embodiment of the present application;

[0046] Figure 5 A flowchart of another method for adjusting game difficulty based on game parameters provided in an embodiment of the present application;

[0047] Figure 6 A block diagram of the module structure of a device for adjusting game difficulty based on game parameters provided in an embodiment of the present application;

[0048] Figure 7 A schematic diagram of the structure of a game difficulty adjustment device based on game parameters provided in an embodiment of the present application. DETAILED DESCRIPTION

[0049] 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.

[0050] 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.

[0051] A method for adjusting the difficulty of a game based on game parameters provided in an embodiment of the present application can be applied to a scenario in which the difficulty of a game is adaptively adjusted during the game. For example, the adaptive adjustment of the game difficulty of players of different levels in a unified game mode can be adaptively adjusted by the method for adjusting the difficulty of a game based on game parameters provided in an embodiment of the present application. A method for adjusting the difficulty of a game based on game parameters 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, such as a mobile phone, PC (Personal Computer), tablet computer and other terminal devices, or a server and other devices, which are not limited in the embodiment of the present application.

[0052] Figure 1 A flowchart of a method for adjusting game difficulty based on game parameters provided in an embodiment of the present application is shown in FIG. Figure 1 As shown, specifically including:

[0053] Step S101: when it is detected that a set monitoring event is triggered, the trigger information corresponding to the monitoring event and the game parameters of the player within a preset time period before the monitoring event is triggered are obtained.

[0054] Among them, the monitoring event can be an event pre-programmed to monitor the operation behavior set during the game operation, such as the player's game exit event, recharge event, etc. The monitoring event can be a pre-set fixed setting, or it can be automatically matched and set by identifying the difference in game content. The monitoring event is triggered when the player's operation is the same as it. When the player triggers the monitoring event, the corresponding trigger information of the monitoring event will be generated. During the game, while monitoring the set monitoring events, the corresponding statistics of the player's game parameters will be recorded.

[0055] Among them, the trigger information is used to characterize the specific operation information of the player when triggering the monitoring event. For example, the monitoring event triggered by the current player is a recharge event, and the corresponding trigger information can be the recharge amount corresponding to the player's recharge event. Among them, the game parameters can be game-related parameters generated by the player during the game. The game parameters can be different game parameters associated with different monitoring events, or they can be the same fixed game parameters corresponding to each monitoring event. For example, the set monitoring events include game recharge events and game exit events. The game parameters associated with the game recharge event can be game activity, and the game parameters associated with the game exit event can be task completion. Among them, the preset duration can be 30 minutes, 1 hour, 3 hours or 1 day, etc.

[0056] Step S102: determining an adjustable element object in the game task currently performed by the player, wherein the adjustable element object is associated with one or more attribute values, and different attribute values ​​correspond to different game difficulties.

[0057] Among them, the game task can be an activity that is assigned to the players participating in the game during the game process. There may be one or more element objects related to the game task in the game task. The player completes the game task by interacting with the element object. The element object related to the game task can be set with one or more attribute values. The size of the attribute value of the element object can determine the difficulty of the corresponding game task. For example, the larger the attribute value, the greater the corresponding game difficulty. The element object can also be divided into an adjustable element object and an unadjustable element object. Among them, the adjustable element object can be an element object that can be adaptively adjusted in the game task, and the adjustment can be one or more attribute values ​​of the adjustable element object. Among them, the attribute value can be the value of the adjustable element object's own attribute. For example, the adjustable element object is an ultimate hostile unit, and its own attributes include blood volume and attack speed, for example, the blood volume value is 5000, and the attack speed value is 2 times / second. Exemplarily, a method for determining the adjustable element object in the game task currently in which the player is located can be: obtain the game task currently being executed by the player, query the preset adjustable element object mapping table according to the game task to obtain the corresponding adjustable element object, and determine the one or more attribute values ​​corresponding to the adjustable element object.

[0058] The preset adjustable element object mapping table is shown in the following table:

[0059] Game Mission Adjustable element object Kill the ultimate enemy unit Ultimate enemy unit Kill 50 normal hostile units Common hostile units Arrive at your destination before the enemy team Enemy Team

[0060] The above-mentioned preset adjustable element object mapping table describes the mapping relationship between game tasks and adjustable element objects. Optionally, when the game task is to kill the ultimate hostile unit, the corresponding adjustable element object is the ultimate hostile unit; when the game task is to kill 50 ordinary hostile units, the corresponding adjustable element object is the ordinary hostile unit; when the game task is to reach the destination before the enemy team, the corresponding adjustable element object is the enemy team.

[0061] In one embodiment, it is obtained that the game task currently being performed by the player is to kill the ultimate hostile unit, and the preset adjustable element object mapping table is queried accordingly to obtain the corresponding adjustable element object as the ultimate hostile unit, and the attributes associated with the ultimate hostile unit are health and attack speed.

[0062] In another embodiment, a method for determining the adjustable element objects in the game task that the player is currently in may also be: obtaining each element object in the game task that the player is currently in, determining whether each element object has an associated attribute value, and determining the element objects that have associated attribute values ​​as the adjustable element objects of the game task.

[0063] Step S103, based on the trigger information and the game parameters, respectively determine the first adjustment coefficient and the second adjustment coefficient of the one or more attribute values, adjust the size of the one or more attribute values ​​according to the first adjustment coefficient and the second adjustment coefficient to obtain adjusted attribute values, and configure them to the adjustable element object for the player to perform game tasks.

[0064] Among them, the first adjustment coefficient and the second adjustment coefficient are used to characterize the coefficients of adjusting one or more attribute values ​​of the adjustable element object in the current game task. Optionally, the first adjustment coefficient can be determined according to the trigger information, and after the second adjustment coefficient is determined according to the game parameter, the size of one or more attribute values ​​of the adjustable element is adjusted. Among them, for the adjustable element, there can be one or more corresponding adjustable attribute values, which can be adaptively configured according to the conditions of different adjustable element objects. For example, for adjustable element object 1, there is only one attribute value a corresponding to it, and for adjustable element object 2, there are 3 attribute values ​​corresponding to it, such as attribute value b, attribute value c and attribute value d, respectively. At this time, for adjustable element object 1, the attribute value a can be adjusted in sequence based on the determined first adjustment coefficient and second adjustment coefficient; for adjustable element object 2, the attribute value b, attribute value c and attribute value d can be adjusted in sequence based on the determined first adjustment coefficient and second adjustment coefficient.

[0065] Optionally, an exemplary method of adjusting the attribute value of the adjustable element object based on the determined adjustment coefficient may be to multiply the first adjustment coefficient by the attribute value, and then multiply the first adjustment coefficient by the second adjustment coefficient to obtain the final adjusted attribute value, that is, to complete the adjustment of the attribute value by multiplying the adjustment coefficient by the attribute value. Of course, different adjustment calculation formulas may also be used for adjustment according to different calculation methods, which is not limited here.

[0066] In one embodiment, taking the trigger information as the recharge amount and the game parameter as the game activity as an example, one attribute value adjustment method may be: calculating the combat power rate coefficient corresponding to the numerical attribute value based on the player's recharge amount, and calculating the activity coefficient corresponding to the numerical attribute value based on the game activity, and substituting the combat power rate coefficient and the activity coefficient into the preset attribute value adjustment formula to calculate the adjusted numerical attribute value.

[0067] From the above, it can be seen that by pre-setting a monitoring event and using the monitoring event to obtain the corresponding trigger information and game parameters, the adjustment coefficient of the attribute value of the adjustable element object during the game is determined based on the trigger information of the monitoring event and the associated preset duration game parameters, and the attribute value is adjusted to achieve flexible and reasonable adaptive matching of the game difficulty. This solves the technical problem of poor matching between the player's game process and the game task difficulty caused by the lack of a reasonable game difficulty adjustment mechanism in the existing game design process. Based on the obtained game parameters, the attributes of the adjustable element objects in the game tasks are reasonably adjusted, which optimizes the matching between the game difficulty and the player and improves the player's user experience.

[0068] Figure 2 A flowchart of another method for adjusting game difficulty based on game parameters provided in an embodiment of the present application is provided, which provides a specific method for optional game configuration, such as Figure 2 As shown, specifically including:

[0069] Step S201, configure monitoring events in the game, the monitoring events include game recharge events and / or game exit events, configure adjustable element objects for each game task in the game, and initialize one or more attribute values ​​of the adjustable element objects.

[0070] Optionally, the monitoring event in the game can be configured as a game recharge event, or a game exit event, or a game recharge event and a game exit event at the same time. Among them, the game recharge event is used to represent the event that the player recharges and pays for the game. The game recharge event can be a player using a recharge method to pay to purchase special props, functions, etc. in the game, or a player using virtual currency already in the game to make a payment.

[0071] Optionally, the game exit event can be an event in which the player exits the game program, or it can be an event in which the player exits a certain game task being executed. When configuring the adjustable element objects of each game task in the game, one or more attribute values ​​of the adjustable element object are initialized accordingly. Among them, initialization can be to set corresponding initial values ​​for one or more attribute values ​​of the adjustable element object. The initialization can be to determine the default value corresponding to one or more attributes of the adjustable element object in the pre-set configuration file as the initial value of the attribute, or to assign initial values ​​to one or more attributes of the adjustable element object in the constructor of the class. For example, taking the configuration of the listening event in the game as the game recharge event and the game exit event as an example, the adjustable element object of the task of killing the ultimate hostile unit in the configuration game is the ultimate hostile unit, and the attributes of the ultimate hostile unit are blood volume and attack speed. The default blood volume value of the ultimate hostile unit in the configuration file is 3000, and the default attack speed is 3 times / second, then the initial blood volume of the ultimate hostile unit is set to 3000, and the attack speed is 3 times / second. In another embodiment, the listening event in the configuration game can also be a scene link switching event, a game pause event, a game sharing event, etc.

[0072] Step S202: when it is detected that a set monitoring event is triggered, the trigger information corresponding to the monitoring event and the game parameters of the player within a preset time period before the monitoring event is triggered are obtained.

[0073] Step S203: determining an adjustable element object in the game task currently performed by the player, wherein the adjustable element object is associated with one or more attribute values, and different attribute values ​​correspond to different game difficulties.

[0074] Step S204, based on the trigger information and the game parameters, respectively determine the first adjustment coefficient and the second adjustment coefficient of the one or more attribute values, adjust the size of the one or more attribute values ​​according to the first adjustment coefficient and the second adjustment coefficient to obtain adjusted attribute values, and configure them to the adjustable element object for the player to perform game tasks.

[0075] From the above, it can be seen that by configuring multiple monitoring events in the game to obtain multi-dimensional player-related data, the attribute adjustment coefficient of the adjustable element object is determined based on this and the corresponding attribute value is adjusted. The game difficulty can be flexibly and reasonably adaptively adjusted based on the player's real-time data information to match the actual game situation of each player. For the player, the game difficulty can be adjusted seamlessly without the user's manual operation and selection, thereby optimizing the player's gaming experience.

[0076] Figure 3A flowchart of another method for adjusting game difficulty based on game parameters provided in an embodiment of the present application is provided, which provides an optional specific method for adjusting numerical attribute values, such as Figure 3 As shown, specifically including:

[0077] Step S301: when it is detected that a set monitoring event is triggered, the trigger information corresponding to the monitoring event and the game parameters of the player within a preset time period before the monitoring event is triggered are obtained, wherein the monitoring event includes a game recharge event, the trigger information includes the recharge amount, and the game parameters include the game activity.

[0078] Step S302: determining an adjustable element object in the game task currently performed by the player, wherein the adjustable element object is associated with one or more attribute values, and different attribute values ​​correspond to different game difficulties.

[0079] Step S303, calculating the combat power rate coefficient corresponding to the numerical attribute value based on the recharge amount, and calculating the activity coefficient corresponding to the numerical attribute value based on the game activity, substituting the combat power rate coefficient and the activity coefficient into a preset attribute value adjustment formula to calculate the adjusted numerical attribute value, and configuring it to the adjustable element object for the player to perform game tasks.

[0080] Wherein, when the monitored event is a recharge event, the corresponding trigger information may be the recharge amount, and the game parameter of the player within the preset time before the player recharges may be the game activity. Wherein, the recharge amount is used to represent the amount of money that the player recharges into the game. The recharge amount may be the amount of currency that the player recharges into the game. The game activity represents the player's activity level in the game, and the game activity may be obtained by evaluating the player's chat data in the game, or by evaluating the player's online time and other data. Optionally, the method of determining the player's game activity based on the player's online time may be: the game activity corresponding to the current player's online time is obtained by querying the game time of the current player in a certain number of days (e.g., 3 days or 5 days, etc.) and the corresponding record of different game time and game activity relationship table.

[0081] After obtaining the player's recharge amount and game activity, the combat rate coefficient and activity coefficient of the numerical attribute value of the adjustable element object in the current game task are calculated according to the player's recharge amount and game activity, and the numerical attribute value is adjusted according to the combat rate coefficient and activity coefficient. The numerical attribute value can be the value of the own attribute of the adjustable element object that reflects the strength through the numerical size, such as the blood volume, mana and other numerical attribute values ​​of the enemy unit. The combat rate coefficient is used to represent the influence factor of the player's recharge amount in the game on the numerical attribute value. The activity coefficient is used to represent the influence factor of the player's activity level in the game on the numerical attribute value.

[0082] In one embodiment, a method for adjusting a numerical attribute value may be: obtaining a preset unit recharge amount and a corresponding preset unit combat power rate coefficient, dividing the player's recharge amount by the preset unit recharge amount and multiplying it by the preset unit combat power rate coefficient to obtain the combat power rate coefficient of the numerical attribute value of the adjustable element object in the current game task, calculating the ratio of the player's game activity to the preset standard activity and determining it as the activity coefficient of the numerical attribute value, substituting the combat power rate coefficient and the activity coefficient into the preset attribute value adjustment formula to calculate the adjusted numerical attribute value, and configuring it to the adjustable element object. An exemplary example may be that the adjustable element object is the enemy unit a, the numerical attribute value of the enemy unit a is the health value, the initial value of the health value is 3000, the preset attribute value adjustment formula is the numerical attribute value * (1 + combat power rate coefficient) * activity coefficient, the preset unit recharge amount is 6 yuan, the corresponding preset unit combat power rate coefficient is 0.01, the preset standard activity is 50, the player's recharge amount is 60 yuan, and the game activity is 80. The combat power rate coefficient of the health value of the enemy unit a is calculated to be 0.1, and the activity coefficient is 1.6. The combat power rate coefficient and the activity coefficient are substituted into the preset attribute value adjustment formula to calculate the adjusted health value of the enemy unit a to be 5280, and the blood value of the enemy unit a is configured to be 5280. In another embodiment, it may also be: determining the preset amount range that the player's recharge amount falls into, and determining the preset combat power rate coefficient corresponding to the preset amount range as the combat power rate coefficient of the numerical attribute value of the adjustable element object in the current game task, querying the preset activity coefficient mapping table according to the player's game activity to obtain the activity coefficient of the numerical attribute value, substituting the combat power rate coefficient and the activity coefficient into the preset attribute value adjustment formula to calculate the adjusted numerical attribute value, and configuring it to the adjustable element object.

[0083] From the above, it can be seen that in the case where the monitoring event is a game recharge event, the combat rate coefficient corresponding to the numerical attribute value is calculated based on the recharge amount, and the activity coefficient corresponding to the numerical attribute value is calculated based on the game activity. The combat rate coefficient and the activity coefficient are substituted into the preset attribute value adjustment formula to calculate the adjusted numerical attribute value, and are configured to the adjustable element object for the player to perform game tasks. The numerical attribute value of the adjustable element object is determined by the player's recharge amount and game activity, and timely adaptive adjustments are made. The player's gaming experience is improved by reasonably adjusting the difficulty of the game task.

[0084] Figure 4 A flowchart of another method for adjusting game difficulty based on game parameters provided in an embodiment of the present application is provided, which provides an optional specific method for determining the adjustment coefficient, such as Figure 4 As shown, specifically including:

[0085] Step S401, when it is detected that the set monitoring event is triggered, the trigger information corresponding to the monitoring event and the game parameters of the player within a preset time before the monitoring event is triggered are obtained, wherein the monitoring event includes a game exit event, the trigger information includes an exit scene, and the game parameters include a task completion degree.

[0086] Step S402: determining an adjustable element object in the current game task of the player, wherein the adjustable element object is associated with one or more attribute values, and different attribute values ​​correspond to different game difficulties.

[0087] Step S403: When the exit scenario is a game task scenario, determine a first adjustment coefficient of the corresponding non-numerical attribute value according to the exit node of the exit scenario, determine a task evaluation threshold according to the exit node, and determine a second adjustment coefficient of the non-numerical attribute value based on the task completion degree and the task evaluation threshold.

[0088] Wherein, in the case where the monitoring event is a game exit event, the corresponding trigger information may be an exit scene, and the game parameter of the player within the preset time before the player exits the game may be a task completion degree. Wherein, the exit scene may be the game scene where the player is when exiting the game, such as a game task scene, a game main interface scene, and other game scenes. The task completion degree may be the degree to which the player has completed the current game task. Optionally, after obtaining the player's exit scene and the task completion degree, in the case where the exit scene is a game task scene, the exit node where the player is when exiting the exit scene is determined, and the first adjustment coefficient and the second adjustment coefficient of the non-numerical attribute value of the adjustable element object in the current game task are determined by the exit node and the task completion degree. Wherein, the exit node may be the task stage of the game task scene when exiting the game task scene, such as the start stage, middle stage, end stage, and other stages of the game task. The exit node may also be the time node of the game task scene when exiting the game task scene, such as the time node of 10 minutes, 20 minutes, and the like when the game task is opened. Non-numeric attribute values ​​may be the values ​​of additional attributes of adjustable element objects, such as the number of enemy unit skills, skill trigger frequency, and other non-numeric attribute values.

[0089] In one embodiment, a method for determining an adjustment coefficient may be to determine a preset time interval within which the start time of a game task at the exit node of the exit scene falls, and determine a preset first adjustment coefficient corresponding to the preset time interval as the first adjustment coefficient of the non-numerical attribute value of an adjustable element object in the current game task, query the corresponding task evaluation threshold according to the exit node, calculate the difference between the task completion degree and the task evaluation threshold, and query a preset second adjustment coefficient mapping table according to the difference to obtain the second adjustment coefficient of the non-numerical attribute value.

[0090] Optionally, another way to determine the first adjustment coefficient may be to query a mapping table containing coefficient values ​​of different stages according to the game task stage where the exit node of the exit scene is located, and obtain the first adjustment coefficient of the corresponding non-numeric attribute value. An exemplary example may be that the adjustable element object in the current game task is monster a, and the non-numeric attribute value of monster a is the skill quantity value. The mapping table containing coefficient values ​​of different stages is shown in the following table:

[0091] Game mission stage Phase coefficient value Start-up phase 0.2 Intermediate Stage 0.4 Ending stage 0.6

[0092] The above mapping table describes the mapping relationship between different game task stages and different stage coefficients. Specifically, when the game task stage is the opening stage, the corresponding stage coefficient value is 0.2; when the game task stage is the middle stage, the corresponding stage coefficient value is 0.4; when the game task stage is the ending stage, the corresponding stage coefficient value is 0.6. If the game task stage where the exit node of the current player's exit scene is located is the middle stage, then querying the above mapping table to obtain the first adjustment coefficient of the skill quantity value of monster a is 0.4.

[0093] In one embodiment, different exit nodes correspond to different task evaluation threshold intervals. A method for determining the second adjustment coefficient may be: determining the second adjustment coefficient of the non-numerical attribute value of the adjustable element object according to the position of the task evaluation threshold interval where the task completion falls. Optionally, the percentage of the interval occupied by the position of the task evaluation threshold interval where the task completion falls is determined as the second adjustment coefficient of the non-numerical attribute value of the adjustable element object. When the game task stage where the exit node is located is the start stage, the corresponding task evaluation threshold interval is (0, 30%]; when the game task stage where the exit node is located is the middle stage, the corresponding task evaluation threshold interval is (30%, 60%]; when the game task stage where the exit node is located is the end stage, the corresponding task evaluation threshold interval is (60%, 100%]; the game task node where the current exit node is located is the end stage, the task completion is 80%, and the percentage of the interval occupied by the position where the current task completion falls into the interval (60%, 100%] is 0.5, then 0.5 is determined as the second adjustment coefficient of the non-numerical attribute value of the adjustable element object.

[0094] Step S404: adjusting the size of the one or more attribute values ​​according to the first adjustment coefficient and the second adjustment coefficient to obtain adjusted attribute values, and configuring them to the adjustable element object for the player to perform the game task.

[0095] From the above, it can be seen that when the monitoring event is a game exit event and the exit scene is a game task scene, the first adjustment coefficient of the corresponding non-numerical attribute value is determined according to the exit node of the exit scene, the task evaluation threshold is determined according to the exit node, and the second adjustment coefficient of the non-numerical attribute value is determined based on the task completion degree and the task evaluation threshold. The adjustment coefficient of the non-numerical attribute value of the adjustable element object is determined by the exit node and the task completion degree, which can improve the rationality of the adjustment coefficient of the attribute value so that the adjusted game difficulty is more in line with player expectations.

[0096] Figure 5A flowchart of another method for adjusting game difficulty based on game parameters provided in an embodiment of the present application is provided, which provides a specific method for optimizing an optional adjustable element object, such as Figure 5 As shown, specifically including:

[0097] Step S501: when it is detected that a set monitoring event is triggered, the trigger information corresponding to the monitoring event and the game parameters of the player within a preset time period before the monitoring event is triggered are obtained.

[0098] Step S502: determining an adjustable element object in the current game task of the player, wherein the adjustable element object is associated with one or more attribute values, and different attribute values ​​correspond to different game difficulties.

[0099] Step S503, based on the trigger information and the game parameters, respectively determine the first adjustment coefficient and the second adjustment coefficient of the one or more attribute values, adjust the size of the one or more attribute values ​​according to the first adjustment coefficient and the second adjustment coefficient to obtain adjusted attribute values, and configure them to the adjustable element object for the player to perform game tasks.

[0100] Step S504: determining a tuning coefficient of the adjustable element object, and performing tuning processing on one or more attribute values ​​of the adjustable element object based on the tuning coefficient to obtain an updated adjustable element object for the player to perform a game task.

[0101] Among them, the tuning coefficient is used to characterize the coefficient for optimizing one or more attribute values ​​of the adjustable element object. The tuning coefficient can be used to make one or more attribute values ​​of the adjustable element object more reasonable, and improve the game experience of the player in the game task. After the adjusted one or more attribute values ​​are configured to the adjustable element object and used for the player to perform a game task for a period of time, the adaptability of the difficulty of the game task can be further optimized, and the one or more attribute values ​​of the adjustable element object are tuned by determining the tuning coefficient of the adjustable element object, so that the difficulty of the game task is more adapted to the player. Exemplarily, a tuning method for an adjustable element object can be to obtain a task settlement score in a game task containing an adjustable element object after reconfiguring the attribute value, and the task settlement score can be obtained by settling the number of outstanding performances and the number of good performances of the player, query the preset tuning coefficient table according to the task settlement score to obtain the corresponding tuning coefficient, substitute the tuning coefficient and the attribute value of the reconfigured adjustable element object into the preset tuning formula to calculate the tuning attribute value, and configure it to the adjustable element object.

[0102] Optionally, a method for determining the tuning coefficient of an adjustable element object may be: collecting player game data in a game task containing an adjustable element object after reconfiguring the attribute value, the player game data including the task completion time and the task completion complexity, and calculating the tuning coefficient of the adjustable element object based on the task completion time and the task completion complexity, wherein the task completion complexity may be the complexity of the player's operation when completing the game task, such as the complexity of the player's operation such as tapping the keyboard or clicking the screen when completing the game task. In one embodiment, the task completion time and the task completion complexity of the player in the game task containing the adjustable element object after reconfiguring the attribute value are collected, the time difference between the task completion time and the standard completion time and the complexity difference between the task completion complexity and the standard complexity are calculated, and the corresponding tuning coefficients to be calculated are determined according to the time difference and the complexity difference, and the tuning coefficients to be calculated are superimposed to obtain the tuning coefficient of the adjustable element object. For example, in the game tasks collected that include the adjustable element objects after reconfiguring the attribute values, the player's task completion time is 5 minutes, and the number of keyboard taps is 600 times. Assuming that the set standard completion time is 4 minutes, and the standard number of times is 500 times, the difference between the player's task completion time and the standard completion time is 1 minute, and the tuning coefficient to be calculated corresponding to the time difference is 0.2. The difference between the number of keyboard taps by the player and the standard number of times is 100 times, and the tuning coefficient to be calculated corresponding to the number difference is 0.5. The tuning coefficient of the adjustable element object obtained by superimposing the tuning coefficients to be calculated is 0.7.

[0103] In another embodiment, the method for determining the tuning coefficient may also be: collecting the task completion time and task completion complexity of the players in the game tasks that include the adjustable element objects after the reconfigured attribute values, querying the preset first tuning coefficient mapping table according to the task completion time to obtain the corresponding first tuning coefficient, querying the preset second tuning coefficient mapping table according to the task completion complexity to obtain the corresponding second tuning coefficient, determining the preset weight values ​​corresponding to the first tuning coefficient and the second tuning coefficient, multiplying the first tuning coefficient and the second tuning coefficient with the corresponding preset weight values ​​and superimposing them to obtain the tuning coefficient of the adjustable element object.

[0104] From the above, it can be seen that when adaptively adjusting the game difficulty, a tuning coefficient is further introduced for the adjustment of the attribute value of the adjustable element object. One or more attribute values ​​of the adjustable element object are tuned based on the tuning coefficient to obtain an updated adjustable element object, which is used for players to perform game tasks, further increasing the adaptability of the game task difficulty to the player, avoiding the problem of poor difficulty adjustment effect caused by over-adjustment or under-adjustment of the game difficulty, and improving the player's gaming experience and satisfaction.

[0105] Figure 6This is a module structure diagram of a game difficulty adjustment device based on game parameters provided in an embodiment of the present application. The system is used to execute a game difficulty adjustment method based on game parameters provided in the above embodiment, and has functional modules and beneficial effects corresponding to the execution method. Figure 6 As shown, the system specifically includes:

[0106] The acquisition module 101 is used to acquire the trigger information corresponding to the monitoring event and the game parameters of the player within a preset time period before the monitoring event is triggered when the monitoring event is detected to be triggered;

[0107] An object determination module 102 is used to determine an adjustable element object in the game task currently performed by the player, wherein the adjustable element object is associated with one or more attribute values, and different attribute values ​​correspond to different game difficulties;

[0108] A coefficient determination module 103, configured to determine a first adjustment coefficient and a second adjustment coefficient of the one or more attribute values ​​based on the trigger information and the game parameters;

[0109] An adjustment module 104, configured to adjust the magnitude of the one or more attribute values ​​according to the first adjustment coefficient and the second adjustment coefficient to obtain adjusted attribute values;

[0110] The configuration module 105 is used to configure the adjustable element object for the player to perform the game task.

[0111] It can be seen from the above scheme that by pre-setting a monitoring event and using the monitoring event to obtain the corresponding trigger information and game parameters, the adjustment coefficient of the attribute value of the adjustable element object during the game is determined based on the trigger information of the monitoring event and the associated preset duration game parameters, and the attribute value is adjusted to achieve flexible and reasonable adaptive matching of the game difficulty, which solves the technical problem of poor matching between the player's game process and the game task difficulty caused by the lack of a reasonable game difficulty adjustment mechanism in the existing game design process. Based on the obtained game parameters, the attributes of the adjustable element objects in the game tasks are reasonably adjusted, which optimizes the matching between the game difficulty and the player and improves the player's user experience.

[0112] In a possible embodiment, the configuration module 105 is specifically used to:

[0113] Configure monitoring events in the game, wherein the monitoring events include game recharge events and / or game exit events;

[0114] The adjustable element objects of each game task in the game are configured, and one or more attribute values ​​of the adjustable element objects are initialized.

[0115] In a possible embodiment, the coefficient determination module 103 is specifically configured to:

[0116] Calculating a combat power rate coefficient corresponding to the numerical attribute value based on the recharge amount, and calculating an activity coefficient corresponding to the numerical attribute value based on the game activity;

[0117] Correspondingly, adjusting the magnitudes of the one or more attribute values ​​according to the first adjustment coefficient and the second adjustment coefficient to obtain adjusted attribute values ​​includes:

[0118] Substitute the combat power rate coefficient and the activity coefficient into a preset attribute value adjustment formula to calculate an adjusted numerical attribute value.

[0119] In a possible embodiment, the coefficient determination module 103 is further configured to:

[0120] In the case where the exit scene is a game task scene, determining a first adjustment coefficient of a corresponding non-numerical attribute value according to an exit node of the exit scene;

[0121] A task evaluation threshold is determined according to the exit node, and a second adjustment coefficient of the non-numerical attribute value is determined based on the task completion degree and the task evaluation threshold.

[0122] In a possible embodiment, the coefficient determination module 103 is further configured to:

[0123] According to the game task stage where the exit node of the exit scene is located, a mapping table containing coefficient values ​​of different stages is queried to obtain a first adjustment coefficient of the corresponding non-numerical attribute value.

[0124] In a possible embodiment, the coefficient determination module 103 is further configured to:

[0125] A second adjustment coefficient of the non-numerical attribute value is determined according to the position of the task completion degree within the task evaluation threshold interval.

[0126] In a possible embodiment, a tuning module is further included, which is specifically used to:

[0127] Determining a tuning coefficient of the tunable element object;

[0128] Based on the tuning coefficient, one or more attribute values ​​of the adjustable element object are tuned to obtain an updated adjustable element object, which is used for the player to perform a game task.

[0129] In a possible embodiment, the tuning module is further used to:

[0130] Collecting player game data in a game task containing the adjustable element object after reconfiguring the attribute value, wherein the player game data includes task completion time and task completion complexity;

[0131] The tuning coefficient of the adjustable element object is calculated based on the task completion time and the task completion complexity.

[0132] Figure 7 A schematic diagram of a game difficulty adjustment device based on game parameters provided in an embodiment of the present application is shown in FIG. Figure 7 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 7 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 7 The example of connecting via a bus is taken. The memory 202, as a computer-readable storage medium, can be used to store software programs, computer executable programs and modules, such as program instructions or modules corresponding to a method for adjusting the difficulty of a game based on game parameters 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 method for adjusting the difficulty of a game based on game parameters. 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.

[0133] The embodiment of the present application further provides a storage medium including computer executable instructions, wherein the computer executable instructions are used to execute a method for adjusting game difficulty based on game parameters when executed by a computer processor, the method comprising:

[0134] When it is detected that a set monitoring event is triggered, the trigger information corresponding to the monitoring event and the game parameters of the player within a preset time period before the monitoring event is triggered are obtained;

[0135] Determine an adjustable element object in the game task currently performed by the player, wherein the adjustable element object is associated with one or more attribute values, and different attribute values ​​correspond to different game difficulties;

[0136] Determine a first adjustment coefficient and a second adjustment coefficient of the one or more attribute values ​​based on the trigger information and the game parameter;

[0137] The size of the one or more attribute values ​​is adjusted according to the first adjustment coefficient and the second adjustment coefficient to obtain adjusted attribute values, and the adjusted attribute values ​​are configured to the adjustable element object for the player to perform game tasks.

[0138] It is worth noting that in the above-mentioned embodiment of a game difficulty adjustment method system based on game parameters, 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.

[0139] Note that the above are only preferred embodiments of the present application and the technical principles used. Those skilled in the art will understand that the present application is not limited to the specific embodiments described herein, and that various obvious changes, readjustments and substitutions can be made to the present application without departing from the protection scope of the present application. Therefore, although the present application is described in more detail through the above embodiments, the present application is not limited to the above embodiments, and may include more other equivalent embodiments without departing from the concept of the present application, and the scope of the present application is determined by the scope of the appended claims.

Claims

1. A method for adjusting game difficulty based on game parameters, characterized in that: The method comprises: When it is detected that a set monitoring event is triggered, the trigger information corresponding to the monitoring event and the game parameters of the player within a preset time before the monitoring event is triggered are obtained; Determine an adjustable element object in the game task currently performed by the player, wherein the adjustable element object is associated with one or more attribute values, and different attribute values ​​correspond to different game difficulties; Determine a first adjustment coefficient and a second adjustment coefficient of the one or more attribute values ​​based on the trigger information and the game parameter; The size of the one or more attribute values ​​is adjusted according to the first adjustment coefficient and the second adjustment coefficient to obtain adjusted attribute values, and the adjusted attribute values ​​are configured to the adjustable element object for the player to perform game tasks.

2. The method for adjusting game difficulty based on game parameters according to claim 1, characterized in that: Before the monitoring event is triggered, the method further includes: Configure monitoring events in the game, wherein the monitoring events include game recharge events and / or game exit events; The adjustable element objects of each game task in the game are configured, and one or more attribute values ​​of the adjustable element objects are initialized.

3. The method for adjusting game difficulty based on game parameters according to claim 2, characterized in that: In the case where the monitoring event is a game recharge event, the trigger information includes the recharge amount, the game parameter includes the game activity, and the first adjustment coefficient and the second adjustment coefficient of the one or more attribute values ​​are determined based on the trigger information and the game parameter, respectively, including: Calculating a combat power rate coefficient corresponding to the numerical attribute value based on the recharge amount, and calculating an activity coefficient corresponding to the numerical attribute value based on the game activity; Correspondingly, adjusting the magnitudes of the one or more attribute values ​​according to the first adjustment coefficient and the second adjustment coefficient to obtain adjusted attribute values ​​includes: Substitute the combat power rate coefficient and the activity coefficient into a preset attribute value adjustment formula to calculate an adjusted numerical attribute value.

4. The method for adjusting game difficulty based on game parameters according to claim 2, characterized in that: In the case where the monitoring event is a game exit event, the trigger information includes an exit scene, the game parameter includes a task completion degree, and the first adjustment coefficient and the second adjustment coefficient of the one or more attribute values ​​are determined based on the trigger information and the game parameter, respectively, including: In the case where the exit scene is a game task scene, determining a first adjustment coefficient of a corresponding non-numerical attribute value according to an exit node of the exit scene; A task evaluation threshold is determined according to the exit node, and a second adjustment coefficient of the non-numerical attribute value is determined based on the task completion degree and the task evaluation threshold.

5. The method for adjusting game difficulty based on game parameters according to claim 4, characterized in that: The determining, according to the exit node of the exit scenario, a first adjustment coefficient of a corresponding non-numerical attribute value includes: According to the game task stage where the exit node of the exit scene is located, a mapping table containing coefficient values ​​of different stages is queried to obtain a first adjustment coefficient of the corresponding non-numerical attribute value.

6. The method for adjusting game difficulty based on game parameters according to claim 4, characterized in that: Different exit nodes correspond to different task evaluation threshold intervals. Accordingly, determining the second adjustment coefficient based on the task completion degree and the task evaluation threshold includes: A second adjustment coefficient of the non-numerical attribute value is determined according to the position of the task completion degree within the task evaluation threshold interval.

7. The method for adjusting game difficulty based on game parameters according to any one of claims 1 to 6, characterized in that: After configuring to the adjustable element object, the method further comprises: Determining a tuning coefficient of the tunable element object; Based on the tuning coefficient, one or more attribute values ​​of the adjustable element object are tuned to obtain an updated adjustable element object, which is used for the player to perform a game task.

8. The method for adjusting game difficulty based on game parameters according to claim 7, characterized in that: The determining the tuning coefficient of the adjustable element object includes: Collecting player game data in a game task containing the adjustable element object after reconfiguring the attribute value, wherein the player game data includes task completion time and task completion complexity; The tuning coefficient of the adjustable element object is calculated based on the task completion time and the task completion complexity.

9. A device for adjusting game difficulty based on game parameters, characterized in that: include: An acquisition module, for acquiring, when detecting that a set listening event is triggered, trigger information corresponding to the listening event and game parameters of the player within a preset time period before the listening event is triggered; An object determination module, used to determine an adjustable element object in the game task currently performed by the player, wherein the adjustable element object is associated with one or more attribute values, and different attribute values ​​correspond to different game difficulties; A coefficient determination module, configured to determine a first adjustment coefficient and a second adjustment coefficient of the one or more attribute values ​​based on the trigger information and the game parameters; An adjustment module, configured to adjust the magnitudes of the one or more attribute values ​​according to the first adjustment coefficient and the second adjustment coefficient to obtain adjusted attribute values; A configuration module is used to configure the adjustable element object for the player to perform game tasks.

10. A device for adjusting game difficulty based on game parameters, 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 difficulty adjustment method based on game parameters as described in any one of claims 1-8.

11. A storage medium storing computer executable instructions, wherein the computer executable instructions are used to execute the game difficulty adjustment method based on game parameters as described in any one of claims 1 to 8 when executed by a computer processor.

Citation Information

Patent Citations

  • Method and device for controlling game difficulty, electronic equipment and medium

    CN111841009A

  • Game dynamic adjustment method and system

    CN114832385A

  • Distributed ledger device and distributed ledger method for adjusting game difficulty based on blockchain

    JP6405478B1

Cited By

  • Motion game design analysis method, system and equipment and storage medium

    CN120586399A