Game auxiliary information prompting method and device, electronic equipment and storage medium

By outputting game assist policies on electronic devices and obtaining execution data, and dynamically adjusting the output frequency, the problem of disturbing users when outputting strategies of electronic devices is solved, and the user's gaming experience is improved.

CN119548817APending Publication Date: 2025-03-04REALME MOBILE TELECOMM SHENZHEN CO LTD
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Patent Information

Application Number
CN202411539742.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-30
Publication Date
2025-03-04

AI Technical Summary

Technical Problem

When an electronic device outputs game assist policies, it may disturb the user's gameplay and affect the user's gaming experience.

Method used

By outputting game auxiliary policies when running game applications, and obtaining execution data for output strategies, dynamically adjusting the output frequency based on execution data, so that the output frequency of electronic devices can adapt to user needs and habits.

Benefits of technology

It is realized that when electronic devices output game assist strategies, they dynamically adjust the output frequency according to user feedback to avoid disturbing users’ games and improve their gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a game auxiliary information prompting method and device, electronic equipment and a storage medium, the game auxiliary information prompting method is applied to the electronic equipment, and the game auxiliary information prompting method comprises the steps that in the process of running a game application, a game auxiliary strategy corresponding to the game application is output; obtaining execution data aiming at the output game auxiliary strategy; and based on the execution data, controlling the electronic equipment to output the output frequency of the game auxiliary strategy. According to the method, when the electronic equipment outputs the game auxiliary strategy in the game running process, the output frequency for outputting the game auxiliary strategy is dynamically adjusted according to the execution condition of the game auxiliary strategy, so that the frequency for outputting the game auxiliary strategy by the electronic equipment can adapt to the requirements and habits of a user, and the user experience is improved. And users are prevented from being disturbed to play games.
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Description

Technical Field

[0001] The present application relates to the technical field of electronic devices, and more specifically, to a method, device, electronic device and storage medium for prompting game auxiliary information. Background Art

[0002] With the rapid advancement of science and technology and living standards, electronic devices (such as smart phones, tablet computers, etc.) have become one of the commonly used electronic products in people's lives. As the configuration level of electronic devices is getting higher and higher, people often use electronic devices to play games. In addition, when some electronic devices are running games, they will display or broadcast some game auxiliary strategies (such as equipment strategies, combat skills, recommended routes, etc.) in the game so that users can perform better in the game. However, when the electronic devices in the related art output game auxiliary strategies, they may disturb the user from playing the game. Summary of the invention

[0003] The present application proposes a method, device, electronic device and storage medium for prompting game auxiliary information, which can enable the frequency of the electronic device outputting game auxiliary strategies to adapt to the needs and habits of the user and avoid disturbing the user from playing the game.

[0004] In a first aspect, an embodiment of the present application provides a method for prompting game assistance information, which is applied to an electronic device, and the method includes: during the running of a game application, outputting a game assistance strategy corresponding to the game application; obtaining execution data for the output game assistance strategy; and based on the execution data, controlling the output frequency of the game assistance strategy output by the electronic device.

[0005] In a second aspect, an embodiment of the present application provides a game assistance information prompt device, which is applied to an electronic device, and the device includes: a strategy output module, a data acquisition module and a frequency control module, wherein the strategy output module is used to output the game assistance strategy corresponding to the game application during the running of the game application; the data acquisition module is used to obtain execution data for the output game assistance strategy; the frequency control module is used to control the output frequency of the game assistance strategy output by the electronic device based on the execution data.

[0006] In a third aspect, an embodiment of the present application provides an electronic device, comprising: one or more processors; a memory; one or more applications, wherein the one or more applications are stored in the memory and configured to be executed by the one or more processors, and the one or more applications are configured to execute the game auxiliary information prompt method provided in the first aspect above.

[0007] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, in which a program code is stored. The program code can be called by a processor to execute the game auxiliary information prompt method provided in the first aspect above.

[0008] The solution provided by the present application outputs the game assistance strategy corresponding to the game application during the running of the game application, obtains the execution data for the output game assistance strategy, and controls the output frequency of the game assistance strategy output by the electronic device based on the execution data. Thus, when the electronic device outputs the game assistance strategy during the running of the game, the output frequency of the game assistance strategy can be dynamically adjusted according to the execution status of the game assistance strategy, so that the frequency of the electronic device outputting the game assistance strategy can adapt to the needs and habits of the user, and avoid disturbing the user from playing the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0009] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.

[0010] Figure 1 A schematic flow chart of a method for prompting game auxiliary information according to an embodiment of the present application is shown.

[0011] Figure 2 A schematic diagram of an interface provided in an embodiment of the present application is shown.

[0012] Figure 3 A flowchart of a method for prompting game auxiliary information according to another embodiment of the present application is shown.

[0013] Figure 4 A schematic flow chart of a method for prompting game auxiliary information according to yet another embodiment of the present application is shown.

[0014] Figure 5 A flowchart of a method for prompting game auxiliary information according to another embodiment of the present application is shown.

[0015] Figure 6 A schematic flow chart of a method for prompting game auxiliary information according to yet another embodiment of the present application is shown.

[0016] Figure 7 A schematic flow chart of a method for prompting game auxiliary information according to yet another embodiment of the present application is shown.

[0017] Figure 8A schematic flow chart of a method for prompting game auxiliary information according to yet another embodiment of the present application is shown.

[0018] Fig. 9 A block diagram of a device for prompting game auxiliary information according to an embodiment of the present application is shown.

[0019] Fig.10 It is a block diagram of an electronic device for executing a method for prompting game auxiliary information according to an embodiment of the present application.

[0020] Fig.11 It is a storage unit of an embodiment of the present application for storing or carrying program codes for implementing a method for prompting game auxiliary information according to an embodiment of the present application. DETAILED DESCRIPTION

[0021] In order to enable those skilled in the art to better understand the solution of the present application, the technical solution in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application.

[0022] At present, electronic devices are often used as entertainment devices by users to play games. In addition, more and more games are appearing in electronic devices, and people often encounter situations where they cannot pass levels, fail in games, have low rankings in games, or even cannot play when playing games. Therefore, when users use electronic devices to play games, they often need to use game strategies, auxiliary strategies, game suggestions, etc. for assistance, so game assistants, etc. appear in electronic devices to output game auxiliary strategies when users play games to improve the user's performance in the game. For example, in some game games, auxiliary strategies such as equipment purchase suggestions, line (game) skills, line recommendations, skill point recommendations, and skill release recommendations can be output to increase the possibility of users winning in game games.

[0023] However, when electronic devices output game auxiliary strategies during the game, some users are accustomed to playing the game according to their own understanding of the game, their own gaming abilities, gaming habits, etc. Users do not care about some of the auxiliary strategies output by the electronic devices, nor do they play the game according to the auxiliary strategies. On the contrary, when electronic devices output these auxiliary strategies, they may disturb or interfere with the users, thereby affecting the users' gaming experience.

[0024] In response to the above problems, the inventors have proposed a method, device, electronic device, and storage medium for prompting game auxiliary information provided in the embodiments of the present application, which can dynamically adjust the output frequency of the game auxiliary strategy when the electronic device outputs the game auxiliary strategy in the process of running the game according to the execution of the game auxiliary strategy, so that the frequency of the electronic device outputting the game auxiliary strategy can adapt to the needs and habits of the user and avoid disturbing the user from playing the game. Among them, the specific method for prompting game auxiliary information is described in detail in the subsequent embodiments.

[0025] The following is a detailed introduction to the game auxiliary information prompting method provided by the embodiment of the present application in conjunction with the accompanying drawings.

[0026] See also Figure 1 , Figure 1 FIG. 1 is a flow chart showing a method for prompting game auxiliary information provided by an embodiment of the present application. In a specific embodiment, the method for prompting game auxiliary information is applied to: Fig. 9 The game auxiliary information prompting device 700 and the electronic device 100 ( Fig.10 ). The following will take an electronic device as an example to illustrate the specific process of this embodiment. Of course, it can be understood that the electronic device used in this embodiment can be a smart phone, a tablet computer, an e-book, a laptop computer, etc., which is not limited here. Figure 1 The process shown in FIG. 1 is described in detail, and the method for prompting game auxiliary information may specifically include the following steps:

[0027] Step S110: During the running of the game application, the game assistance strategy corresponding to the game application is output.

[0028] In an embodiment of the present application, when running a game application, the electronic device can output a game assistance strategy corresponding to the game application to help the user play the game better and improve the user's performance in the game.

[0029] In some implementations, when the electronic device is running a game application, a function of the electronic device outputting the game assistance strategy may be enabled, so that the electronic device can output the game assistance strategy based on the function during the running of the game application.

[0030] In one possible implementation, after detecting that a game application is launched, the electronic device may actively enable a function of outputting a game assistance strategy; after launching the game application, the electronic device may also respond to the operation of a switch control for the function of the game assistance strategy and control the function of outputting the game assistance strategy to be in an on state.

[0031] Optionally, after detecting that a game application is started, the electronic device may determine whether the game application is an application in the target list; if the game application is an application in the target list, the game assistance strategy corresponding to the game application may be output during the running of the game application; if the game application is not an application in the target list, the above game assistance strategy may not be output. The target list is a list of applications that can output game assistance strategies during the game process, determined by the electronic device based on user operations.

[0032] In some embodiments, the game assistance strategy may include multiple types of assistance strategies, for example, tactical planning based on map characteristics (such as route recommendations, etc.), suggestions on the positioning and responsibilities of game characters (such as output, defense, assistance, etc.), strategies based on game mechanisms (such as skill combo suggestions, skill addition, equipment matching suggestions, laning skills, team battle suggestions, etc.), strategies based on game situations, etc. Of course, there is no specific limitation on the game assistance strategy, and the above game assistance strategies can be determined according to the running game application.

[0033] In some embodiments, the electronic device may generate the above game assistance strategy based on the game knowledge corresponding to the above game application acquired in advance, the real-time data acquired during the game, etc. Among them, the game knowledge may include the layout of the map, the resource distribution of the map, the key positions of the map, the attributes of the game character, the positioning of the game character, the rules and mechanisms of the game (such as skill attributes, equipment attributes), etc. The real-time data during the game may include the status of the character, the situation of the game, the player's operation, the resource situation in the game, the status of the opponent, etc. Of course, the specific game knowledge and the real-time data during the game may not be limited and can be determined according to the running game application.

[0034] In a possible implementation, the electronic device may use artificial intelligence (AI) technology to generate a game assisting strategy during the game based on the game knowledge corresponding to the above game application, the real-time data obtained during the game, etc. For example, a model for generating a game assisting strategy may be pre-trained, and when a game assisting strategy needs to be generated, the model may be used to generate the game assisting strategy.

[0035] In a possible implementation, the electronic device can obtain the above real-time data in real time during the running of the above game application, and generate a game assistance strategy based on the game knowledge corresponding to the game application and the obtained real-time data; if the generated game assistance strategy is different from the game assistance strategy generated last time, the generated game assistance strategy can be output. In this way, the electronic device can continuously output the game assistance strategy during the game process to better help the user play the game and better improve the user's performance in the game.

[0036] In a possible implementation, the electronic device can obtain the above real-time data at intervals of time T1 during the running of the above game application, and generate a game assistance strategy based on the game knowledge corresponding to the game application and the obtained real-time data, and then output the generated game assistance strategy. The specific value of time T1 may not be limited, for example, it may be 10 seconds, 1 minute, 5 minutes, 10 minutes, etc.

[0037] The above real-time data is obtained in real time, and a game assistance strategy is generated according to the game knowledge corresponding to the game application and the obtained real-time data; if the generated game assistance strategy is different from the game assistance strategy generated last time, the generated game assistance strategy can be output. In this way, the electronic device can continuously output the game assistance strategy during the game process to better help the user play the game and better improve the user's performance in the game.

[0038] In one possible implementation, the electronic device may obtain the above real-time data during the game process by identifying the interface image of the game interface; of course, the electronic device may also obtain the above real-time data from the game manufacturer if it has the authority to obtain game data from the game manufacturer.

[0039] In some implementations, when outputting a game assistance strategy corresponding to a game application, the electronic device may display the game assistance strategy in a display interface or may announce the game assistance strategy by voice announcement.

[0040] Optionally, when the electronic device displays the above game assistance strategy in the display interface, it can display a floating window at the target area in the display interface, and display the above game assistance strategy in the floating window. The target area can be an area in the identified game interface where no game operation controls are displayed, so as to avoid affecting the user's operation. For example, see Figure 2In the game interface A1, the floating window A2 can be displayed in the area in the lower left corner of the game interface A1 where no game operation controls are displayed. Of course, the above target area can also be an area determined according to user operations. For example, when a drag operation on the above floating window is detected, the position of the above floating window can be controlled to move according to the drag operation. A floating window is also called a floating window. A floating window is a window that is displayed floatingly on the screen of an electronic device.

[0041] Step S120: Obtaining execution data for the outputted game assistance strategy.

[0042] In the embodiment of the present application, the electronic device will output the game assistance strategy during the operation of the above game application, and can identify the execution status of each output game assistance strategy after each output of the game assistance strategy, and record it in the execution data according to the identified execution status, that is, whether the user refers to the output game assistance strategy to operate. The execution data may include the execution log after each output of the game assistance strategy, the accumulated number of executions, etc., and the execution log may include whether each output game assistance strategy is executed, etc.

[0043] In some embodiments, the electronic device can obtain an interface image of the game interface after each output of the game auxiliary strategy, and identify whether the user has executed the game auxiliary strategy based on the interface image. For example, for the strategy of outputting the recommended equipment, the equipment of the game character in the interface image can be identified, and then it can be determined whether the identified equipment matches the equipment in the recommended equipment; according to the matching result, if the identified equipment matches the equipment in the recommended equipment, it can be determined that the strategy of the recommended equipment is executed, and if it does not match, it can be determined that the strategy of the recommended equipment is not executed. For another example, for the output route recommendation strategy, the position of the game character in the interface image can be identified, and according to the identified position, it can be determined whether it is located in the route recommended in the route recommendation strategy; if it is located in the route recommended in the route recommendation strategy, it can be determined that the route recommendation strategy is executed, and if it is not located in the route recommended in the route recommendation strategy, it can be determined that the route recommendation strategy is not executed. Of course, the specific method of identifying whether to execute the game auxiliary strategy can be determined according to the specific auxiliary strategy output.

[0044] In some implementations, the electronic device may obtain the above execution data currently recorded each time the execution data of the game assistance strategy is updated, so as to control the output frequency of the game assistance strategy output by the electronic device based on the obtained execution data.

[0045] In some embodiments, the electronic device may obtain the currently recorded execution data for the output game assistance strategy at each interval T2, so as to control the output frequency of the electronic device outputting the game assistance strategy based on the obtained execution data. The specific value of the time length T2 may not be limited, for example, it may be 10 seconds, 1 minute, 5 minutes, 10 minutes, etc.

[0046] Step S130: Based on the execution data, controlling the output frequency of the electronic device to output the game assistance strategy.

[0047] In an embodiment of the present application, after obtaining the above execution data, the electronic device can control the output frequency of the game assistance strategy output by the electronic device according to the execution data, so that the output frequency of the game assistance strategy output by the electronic device matches the execution status of the game assistance strategy executed by the user, thereby making the frequency of the game assistance strategy output by the electronic device adapt to the needs and habits of the user, and avoid disturbing the user from playing the game.

[0048] In some embodiments, the electronic device can determine whether to adjust the output frequency of the game assistance strategy based on the above execution data, that is, to reduce or increase the above output frequency; based on the determination result, if it is determined that the output frequency of the game assistance strategy needs to be adjusted, the output frequency of the game assistance strategy can be adjusted. It can be understood that the above execution data can reflect the overall execution of the output game assistance strategy by the user, that is, whether the user adopts the suggestions of the game assistance strategy to form effective suggestions and assistance, so it can be determined whether to adjust the output frequency based on the above execution data.

[0049] In one possible implementation, when the number of times the user fails to execute the game assistance strategy is greater than a first threshold, or the number accounts for more than a first proportion in the total output times of the game assistance strategy, the output frequency of the game assistance strategy is reduced, thereby reducing the output times of the game assistance strategy to avoid interference with the user, and when the number of times the game assistance strategy is not executed is not greater than the first threshold, or the number accounts for less than a first proportion in the total output times of the game assistance strategy, the output frequency is not adjusted; in addition, when the number of times the user executes the game assistance strategy is greater than a second threshold, or the number accounts for more than a second proportion in the total output times of the game assistance strategy, the above output frequency can be increased to output more game assistance strategies, thereby further improving the game help for the user.

[0050] In a possible implementation, the execution data may include an execution record after each output of the game assisting strategy, and the execution record indicates whether the game assisting strategy is executed; based on the execution record, the change trend of the accumulated number of executions can be determined; if the change trend indicates a growth rate greater than

[0051] In some embodiments, the above output frequency may refer to the ratio of the number of times the electronic device generates and outputs the game assistance strategy to the unit time length, and may also be understood as the number of times the game assistance strategy is generated and output within the unit time length; the above output strategy may also refer to the ratio of the number of times the electronic device outputs the game assistance strategy to the number of times the electronic device generates the game assistance strategy, that is, although the electronic device may generate a game assistance strategy, it does not necessarily have to output the generated game assistance strategy.

[0052] In some embodiments, after the electronic device finishes running the above game application, it can record the above output frequency when the game application is finished running, that is, record the output frequency of the final output game assistance strategy after running the game application this time; when the electronic device starts the game application next time, it can read the recorded output frequency and compare the recorded output frequency with the target frequency; if the recorded output frequency is less than the target frequency, it means that during the last running of the game application, the user executed fewer game assistance strategies output by the electronic device, so that the electronic device controls the above output frequency to be at a lower value, so that the function of the electronic device to output the game assistance strategy can be controlled to be in an off state, that is, the function will not be actively turned on during the current running of the game application, so that the game assistance strategy will not be actively output to avoid interference with the user; if the recorded output frequency is greater than or equal to the target frequency, the function of the electronic device to output the game assistance strategy can be controlled to be in an on state, and when this function is in the on state, the electronic device can output the game assistance strategy corresponding to the game application during the running of the game application.

[0053] In addition, if the output frequency recorded above is less than the target frequency, after the electronic device controls the function of outputting the game assistance strategy of the electronic device to be in the off state, if an opening operation for the function is detected, the electronic device can respond to the opening operation and control the function to be in the on state. Thus, the game assistance strategy can be output only when the user actively turns on the function of outputting the game assistance strategy.

[0054] The game assistance information prompting method provided in the embodiment of the present application can control the output frequency of the game assistance strategy according to the execution status of the game assistance strategy when the game assistance strategy is output during the running of the game by the electronic device, so as to dynamically adjust the output frequency of the game assistance strategy according to the actual feedback of the user, so that the frequency of the game assistance strategy output by the electronic device can adapt to the needs and habits of the user and avoid disturbing the user from playing the game.

[0055] See also Figure 3 , Figure 3A flowchart of a method for prompting game auxiliary information provided by another embodiment of the present application is shown. The method for prompting game auxiliary information is applied to the above electronic device. Figure 3 The process shown in FIG. 1 is described in detail, and the method for prompting game auxiliary information may specifically include the following steps:

[0056] Step S210: During the running of the game application, the game assistance strategy corresponding to the game application is output.

[0057] Step S220: Obtain execution data for the output game assistance strategy, where the execution data includes the current cumulative execution times accumulated during the current running of the game application.

[0058] In the embodiment of the present application, the execution data for the output game assistance strategy may include the cumulative execution times currently accumulated during the current operation of the game application, that is, during the current operation of the game application, the electronic device will determine whether the output game assistance strategy has been executed for each output game assistance strategy, and accumulate the execution times according to the determination result, thereby obtaining the above cumulative execution times. If it is determined that the output game assistance strategy has been executed, the cumulative execution times can be increased by 1, and if it is determined that the output game assistance strategy has not been executed, the cumulative execution times can be kept unchanged.

[0059] Step S230: Based on the accumulated execution times, controlling the output frequency of the electronic device to output the game assistance strategy.

[0060] In the embodiment of the present application, when the electronic device controls the output frequency of the game assistance strategy, it can control the output frequency of the game assistance strategy based on the cumulative number of executions. It can be understood that the cumulative number of executions can represent the total number of times the user executes the game assistance strategy, so the output frequency of the electronic device outputting the game assistance strategy can be controlled based on the cumulative number of executions.

[0061] In some embodiments, the output frequency of the electronic device outputting the game assistance strategy is positively correlated with the cumulative number of executions, that is, the more the cumulative number of executions, the more the output frequency of the electronic device outputting the game assistance strategy. It can be understood that the more the above cumulative number of executions, the more times the user adopts the game assistance strategy output by the electronic device, that is, the more effective suggestions are formed, so the output frequency of the electronic device outputting the game assistance strategy can be higher, so as to output more game assistance strategies, and the fewer the above cumulative number of executions, the fewer times the user adopts the game assistance strategy output by the electronic device, so the output frequency of the electronic device outputting the game assistance strategy can be lower, so as to reduce the number of times the game assistance strategy is output, and avoid interference with the user when playing the game. In this method, the cumulative number of executions obtained this time can be compared with the cumulative number of executions obtained last time. If the cumulative number of executions obtained this time increases compared with the cumulative number of executions obtained last time, then the output frequency can be increased; if the cumulative number of executions obtained this time remains unchanged compared with the cumulative number of executions obtained last time, and remains unchanged compared with the cumulative number of executions obtained the pth time before this time, and the pth time differs from this time by at least 2 times, that is, the cumulative number of executions has remained unchanged for many consecutive times, then the output frequency can be reduced.

[0062] In some embodiments, when the electronic device controls the output frequency of the game assistance strategy output by the electronic device based on the cumulative number of executions, the difference between the cumulative number of executions obtained this time (i.e., the current cumulative number of executions) and the cumulative number of executions obtained the i-th time before this time can be determined, and the difference between the i-th time and this time is at least 2 times; if the difference is greater than the target threshold, and the target threshold is greater than or equal to 2, then it means that the cumulative number of executions has increased significantly from the i-th time to the current acquisition of the cumulative number of executions, and therefore the output frequency of the game assistance strategy output by the electronic device can be increased; if the difference is less than or equal to the target threshold, then it means that the cumulative number of executions has not increased significantly from the i-th time to the current acquisition of the cumulative number of executions, and therefore the output frequency of the game assistance strategy output by the electronic device can be reduced.

[0063] The game assistance information prompting method provided in the embodiment of the present application can control the output frequency of the game assistance strategy according to the current accumulated number of executions of the output game assistance strategy when the game assistance strategy is output during the running of the game by the electronic device, thereby being able to dynamically adjust the output frequency of the game assistance strategy according to the actual feedback of the user, so that the frequency of the game assistance strategy output by the electronic device can adapt to the needs and habits of the user, and avoid disturbing the user from playing the game.

[0064] See also Figure 4 , Figure 4A flowchart of a method for prompting game auxiliary information provided by another embodiment of the present application is shown. The method for prompting game auxiliary information is applied to the above electronic device. Figure 4 The process shown in FIG. 1 is described in detail, and the method for prompting game auxiliary information may specifically include the following steps:

[0065] Step S310: During the running of the game application, the game assistance strategy corresponding to the game application is output.

[0066] Step S320: Obtain execution data for the output game assistance strategy, where the execution data includes the current cumulative number of executions during the current running of the game application.

[0067] In the embodiment of the present application, step S320 can refer to the contents of the aforementioned embodiment and will not be described again here.

[0068] Step S330: Obtain the ratio of the cumulative execution times to the cumulative output times, where the initial values ​​of the cumulative execution times and the cumulative output times are M, where M is a positive integer, and the cumulative output times are the current cumulative output times of the game assistance strategy during the current running of the game application.

[0069] In the embodiment of the present application, when the output frequency of the electronic device outputting the game assistance strategy is controlled based on the cumulative execution times, the ratio of the cumulative execution times to the cumulative output times can be obtained, and the cumulative output times refers to the current cumulative output times of the game assistance strategy in the process of running the game application. It can be understood that by obtaining the above ratio, the proportion of the game assistance strategy executed by the user in all the output game assistance strategies can be determined. If the proportion is higher, it means that the user's acceptance of the output game assistance strategy is higher; if the proportion is lower, it means that the user's acceptance of the output game assistance strategy is lower.

[0070] In addition, in the embodiment of the present application, when counting the above cumulative execution times and the cumulative output times, the initial values ​​of the cumulative execution times and the cumulative output times are not 0, but a positive integer M, so as to avoid the above ratio calculated by the electronic device being too low during the initial time period when the electronic device starts to output the game assistance strategy, so as to avoid the output frequency being too low during the above initial time period when the output frequency of the game assistance strategy is subsequently controlled according to the ratio.

[0071] Exemplarily, the above M can be 4, then the initial value of the ratio is 100%; after the game assistance strategy is output for the first time, if the user does not execute the game assistance strategy, then the above cumulative execution times remain at 4, the cumulative output times become 5, and the ratio becomes 4 / 5; after the game assistance strategy is output for the second time, if the user does not execute the game assistance strategy, then the above cumulative execution times remain at 4, the cumulative output times become 6, and the ratio becomes 4 / 6; after the game assistance strategy is output for the third time, if the user does not execute the game assistance strategy, then the above cumulative execution times are updated to 5, the cumulative output times become 7, and the ratio becomes 5 / 7, and so on.

[0072] Step S340: Based on the ratio, controlling the electronic device to output an output frequency of the game assistance strategy, wherein the output frequency is positively correlated with the ratio.

[0073] In an embodiment of the present application, after obtaining the above ratio, the output frequency of the electronic device outputting the game assistance strategy can be controlled based on the above ratio, and the output frequency is positively correlated with the ratio. In other words, the higher the above ratio, the higher the output frequency of the electronic device outputting the game assistance strategy, and the lower the above ratio, the lower the output frequency of the electronic device outputting the game assistance strategy. It can be understood that the higher the above ratio, the higher the user's acceptance of the output game assistance strategy, so the above output frequency can be higher to provide more game assistance strategies for users to use; if the above ratio is lower, it means that the user's acceptance of the output game assistance strategy is lower, so as to reduce the number of times the game assistance strategy is output to avoid disturbing the user.

[0074] In some embodiments, considering that the above ratio is too high, the user's own habits and operations when playing games may match the game assistance strategy, so if the above output frequency is too high, it may disturb the user, or it may be that the novice plays the game completely according to the game assistance strategy, then the above output frequency is too high, which makes the novice completely rely on the game assistance strategy and cannot improve his own game ability. Therefore, based on the above ratio, when controlling the output frequency of the electronic device to output the game assistance strategy, the ratio can be compared with the target threshold; according to the comparison result, if the ratio is less than the target threshold, the output frequency of the electronic device to output the game assistance strategy is the first frequency, and the first frequency is positively correlated with the ratio; if the ratio is greater than or equal to the target threshold, the output frequency of the electronic device to output the game assistance strategy is the second frequency, and the second frequency is less than the maximum value of the first frequency, so as to avoid the above ratio being too large, the output frequency of the electronic device outputting the game assistance strategy is too high, causing disturbance to the user, or causing the novice user to completely rely on the game assistance strategy. Among them, the target threshold can be 0.80, 0.85, 0.95, etc., and the specific value can be not limited.

[0075] The game assistance information prompting method provided in the embodiment of the present application can output the game assistance strategy during the process of the electronic device running the game, by obtaining the ratio of the cumulative execution times of the output game assistance strategy to the cumulative output times of the game assistance strategy, and according to the obtained ratio, control the output frequency of the output game assistance strategy, so as to dynamically adjust the output frequency of the output game assistance strategy according to the actual feedback of the user, so that the frequency of the electronic device outputting the game assistance strategy can adapt to the needs and habits of the user, and avoid disturbing the user from playing the game; and the initial values ​​of the cumulative execution times and the cumulative output times are greater than 0, so as to avoid the electronic device from having an output frequency that is too low after controlling the output frequency according to the above ratio determined during the initial time period when the game assistance strategy starts to be output.

[0076] See also Figure 5 , Figure 5 A flowchart of a method for prompting game auxiliary information provided by another embodiment of the present application is shown. The method for prompting game auxiliary information is applied to the above electronic device. Figure 5 The process shown in FIG. 1 is described in detail, and the method for prompting game auxiliary information may specifically include the following steps:

[0077] Step S410: In response to the game application being started, the initial values ​​of the cumulative execution times and the cumulative output times are determined based on the historical execution times corresponding to the game application, wherein the historical execution times are the execution times of the game assistance strategies for output recorded when the game application was historically run, and the initial value is positively correlated with the historical execution times.

[0078] In an embodiment of the present application, an implementation method for determining the initial values ​​of the above cumulative execution times and the cumulative output times is also provided. The electronic device can determine the above initial values ​​in response to the above game application being started, that is, when the game application is started, the electronic device determines the above initial values. When determining the above initial values, the initial values ​​of the cumulative execution times and the cumulative output times can be determined based on the execution times of the game auxiliary strategies for output recorded when the game application is historically run, and the above initial values ​​are positively correlated with the historical execution times. In other words, the more the above historical execution times, the larger the above initial values, and the fewer the historical execution times, the smaller the above initial values. It can be understood that the larger the above historical execution times are, it means that the user has executed the game assistance strategy more times when playing the game application in the past. Therefore, the above initial value can be set to a larger value so that when the user plays the game this time, the frequency of outputting the game assistance strategy will not be too low due to the small number of game assistance strategy executions at the beginning of the game; conversely, the larger the above historical execution times are, the smaller the above initial value can be set, so that after the user starts the game, if the user executes the game assistance strategy few times, the frequency of outputting the game assistance strategy can be quickly reduced to better avoid interference with the user.

[0079] In some embodiments, considering that the game application in the electronic device may be logged in and used by different users, the historical execution times corresponding to different user identifiers can be recorded. The user identifier can be a game account, nickname, etc. When determining the above initial value, the electronic device can obtain the target execution times corresponding to the user identifier. The target execution times are the execution times of the game auxiliary strategy for output recorded when the user identifier is identified when the game application is run historically; then, based on the target execution times, the initial values ​​of the cumulative execution times and the cumulative output times are determined, and the initial values ​​are positively correlated with the target execution times. In this way, the initial value determined by the electronic device when starting the game application can be more accurate.

[0080] In an alternative manner, in response to the game application being started, when determining the initial value, the cumulative number of executions and the initial value of the cumulative number of outputs can be determined based on the final output frequency recorded each time the game application is run in history. The final output frequency is the output frequency when the game application is closed after each game application is run; the electronic device can obtain the average value of the final output frequency recorded each time, and determine the initial value based on the average value, and the initial value is positively correlated with the average value. That is, the larger the average value is, the larger the initial value is, and the larger the average value is, the smaller the initial value is.

[0081] Step S420: During the running of the game application, the game assistance strategy corresponding to the game application is output.

[0082] Step S430: Acquire execution data for the output game assistance strategy, where the execution data includes the current cumulative execution times during the current running of the game application.

[0083] Step S440: Obtain the ratio of the cumulative execution times to the cumulative output times, where the initial values ​​of the cumulative execution times and the cumulative output times are M, where M is a positive integer, and the cumulative output times are the current cumulative output times of the game assistance strategy during the current running of the game application.

[0084] Step S450: Based on the ratio, controlling the electronic device to output an output frequency of the game assistance strategy, wherein the output frequency is positively correlated with the ratio.

[0085] In the embodiment of the present application, steps S430 to S450 can refer to the contents of the aforementioned embodiment and will not be described again here.

[0086] The game assistance information prompting method provided in the embodiment of the present application can output the game assistance strategy during the process of the electronic device running the game, by obtaining the ratio of the cumulative execution times of the output game assistance strategy to the cumulative output times of the game assistance strategy, and according to the obtained ratio, control the output frequency of the output game assistance strategy, so that according to the actual feedback of the user, the output frequency of the output game assistance strategy of the electronic device can be dynamically adjusted to adapt to the needs and habits of the user, so as to avoid disturbing the user from playing the game; and the initial values ​​of the cumulative execution times and the cumulative output times are greater than 0, so as to avoid the output frequency of the electronic device being too low after the output frequency is controlled according to the above ratio determined during the initial time period of starting to output the game assistance strategy; in addition, when starting the game application, the initial values ​​of the cumulative execution times and the cumulative output times are determined based on the historical execution times recorded when the game application is historically run, so that the initial values ​​are more accurate, which effectively avoids the above output frequency being too low when the game is just started, and can also better avoid disturbing the user.

[0087] See also Figure 6 , Figure 6 A flowchart of a method for prompting game auxiliary information provided by another embodiment of the present application is shown. The method for prompting game auxiliary information is applied to the above electronic device. Figure 6 The process shown in FIG. 1 is described in detail, and the method for prompting game auxiliary information may specifically include the following steps:

[0088] Step S510: In response to the game application being started, based on the game ability reference value identified when the game application is run this time, determine the initial values ​​of the cumulative execution times and the cumulative output times, and the initial values ​​are negatively correlated with the game ability reference value. The game ability reference value is determined based on at least one of the identified character level, user rank and win rate.

[0089] In the embodiment of the present application, considering that different users have different gaming abilities when playing games, and for users with strong gaming abilities, they may not need too many game auxiliary strategies to help, the electronic device can respond to the above game application being started, and determine the initial values ​​of the cumulative execution times and the cumulative output times based on the game ability reference value identified when running the game application this time. Moreover, the initial values ​​of the cumulative execution times and the cumulative output times are negatively correlated with the game ability reference value, that is, the higher the game ability reference value, the smaller the above initial values, and the lower the game ability reference value, the larger the above initial values.

[0090] It can be understood that when the identified user's gaming ability reference value is higher, it means that the user's gaming ability is stronger. For users with stronger gaming ability, the less their need for gaming assistance strategies is. Therefore, it is determined that the above initial value can be smaller, so that after the user starts playing the game, if the user executes the gaming assistance strategy less times, the frequency of outputting the gaming assistance strategy can be quickly reduced to better avoid interference to the user; when the identified user's gaming ability reference value is lower, it means that the user's gaming ability is weaker. For users with weaker gaming ability, the possibility of their need for gaming assistance strategies is higher. Therefore, it is determined that the above initial value can be larger, so that when the user plays the game this time, the frequency of outputting the gaming assistance strategy will not be too low due to the small number of times the user executes the gaming assistance strategy at the beginning of the game.

[0091] In some embodiments, when the above game application is launched, the electronic device can identify the character level, user rank, win rate and other information related to the user's gaming ability based on the displayed game interface, and can determine the above gaming ability reference value based on at least one of the identified character level, user rank and win rate.

[0092] In a possible implementation, the electronic device can determine the game energy reference value based on the identified character level, user rank and win rate. Among them, the first reference value can be determined based on the character level, and the first reference value is positively correlated with the character level; the second reference value can be determined based on the user rank, and the second reference value is positively correlated with the user rank; the third reference value can be determined based on the win rate, and the third reference value is positively correlated with the win rate; then, based on the weight corresponding to the first reference value, the weight corresponding to the second reference value, and the weight corresponding to the third reference value, the above first reference value, the second reference value, and the third reference value are weighted calculated, such as weighted summation, to obtain the above game ability reference value.

[0093] Of course, the specific method for the electronic device to determine the gaming ability reference value may not be limited, and the gaming ability reference value may also be determined based on other identified information, as long as the determined gaming ability reference value can reflect the gaming ability of the user.

[0094] Step S520: During the running of the game application, the game assistance strategy corresponding to the game application is output.

[0095] Step S530: Obtain execution data for the output game assistance strategy, where the execution data includes the current cumulative execution times during the current running of the game application.

[0096] Step S540: Obtain the ratio of the cumulative execution times to the cumulative output times, where the initial values ​​of the cumulative execution times and the cumulative output times are M, where M is a positive integer, and the cumulative output times are the current cumulative output times of the game assistance strategy during the current running of the game application.

[0097] Step S550: Based on the ratio, controlling the electronic device to output an output frequency of the game assistance strategy, wherein the output frequency is positively correlated with the ratio.

[0098] In the embodiment of the present application, steps S530 to S550 can refer to the contents of the aforementioned embodiment and will not be described again here.

[0099] The game assistance information prompting method provided in the embodiment of the present application can output the game assistance strategy during the process of the electronic device running the game, by obtaining the ratio of the cumulative execution times of the output game assistance strategy to the cumulative output times of the game assistance strategy, and according to the obtained ratio, control the output frequency of the game assistance strategy, so that according to the actual feedback of the user, the output frequency of the game assistance strategy can be dynamically adjusted, so that the frequency of the electronic device outputting the game assistance strategy can adapt to the needs and habits of the user, and avoid disturbing the user from playing the game; and the initial values ​​of the cumulative execution times and the cumulative output times are greater than 0, so that the output frequency of the electronic device after controlling the output frequency according to the determined above ratio in the initial time period when the game assistance strategy starts to be output is too low; in addition, when starting the game application, the initial values ​​of the cumulative execution times and the cumulative output times are determined based on the identified game capability reference value, so that the initial values ​​are more accurate, which effectively avoids the above output frequency being too low when the game is just started, and can also better avoid disturbing the user.

[0100] See also Figure 7 , Figure 7 A flowchart of a method for prompting game auxiliary information provided by another embodiment of the present application is shown. The method for prompting game auxiliary information is applied to the above electronic device. Figure 7 The process shown in FIG. 1 is described in detail, and the method for prompting game auxiliary information may specifically include the following steps:

[0101] Step S610: During the running of the game application, a game assistance strategy corresponding to the game application is output, wherein the game assistance strategy is generated by a pre-trained assistance strategy generation model, and each game assistance strategy generated by the assistance strategy generation model includes at least one assistance strategy among multiple assistance strategies.

[0102] In an embodiment of the present application, the electronic device can continuously generate game auxiliary strategies through the pre-trained auxiliary strategy generation model during the operation of the above game application, and the auxiliary strategy generation model generates at least one auxiliary strategy in the game auxiliary strategies each time, and the multiple auxiliary strategies can include tactical planning based on map characteristics (such as route recommendations, etc.), suggestions for the positioning and responsibilities of game characters (such as output, defense, assistance, etc.), strategies based on game mechanisms (such as skill combo suggestions, skill points, equipment matching suggestions, line skills, team battle suggestions, etc.), strategies based on game situations, etc. In other words, the auxiliary strategy generation model has the function of generating the above multiple game auxiliary strategies, and each generated game auxiliary strategy may include at least two game auxiliary strategies, but at different moments in the game process, the generated results may include some auxiliary strategies of multiple auxiliary strategies. For example, at time t1, the auxiliary strategy generation model generates strategies for equipment matching suggestions and line skills, and at time t2, the auxiliary strategy generation model generates suggestions for skill points and skill combos.

[0103] In some embodiments, players' historical game data can be collected, including game status, player actions, game results, etc., and the data can be cleaned and preprocessed to ensure the quality and consistency of the data; key features such as character position, enemy position, prop distribution, etc. are extracted from the game status, and deep learning technology (such as convolutional neural network) is used to extract features of the game screen to obtain environmental features; a deep learning-based generative model is constructed, such as a generative adversarial network or a variational autoencoder, etc., for generating game auxiliary strategies. The model should be able to receive game status features as input and output corresponding auxiliary strategies; based on the player's historical game data as a training sample, the generative model is trained through a reinforcement learning algorithm (such as deep Q learning, policy gradient, etc.), thereby obtaining the above auxiliary strategy generation model. Of course, the specific method of training the above auxiliary strategy generation model may not be limited.

[0104] Step S620: Acquire execution data for the output game auxiliary strategy, wherein the execution data includes execution data corresponding to each auxiliary strategy.

[0105] In the embodiment of the present application, step S620 can refer to the contents of the aforementioned embodiment and will not be described again here.

[0106] Step S630: Based on the execution data corresponding to each auxiliary strategy, control the output frequency of each auxiliary strategy output by the electronic device.

[0107] In an embodiment of the present application, the execution data of the game auxiliary strategy may include the execution data corresponding to each auxiliary strategy. When controlling the electronic device to output the output frequency of each auxiliary strategy based on the execution data of the game auxiliary strategy, the electronic device may be controlled to output the output frequency of each auxiliary strategy based on the execution data corresponding to each auxiliary strategy. In other words, the electronic device is controlled to output the output frequency of each auxiliary strategy for each auxiliary strategy respectively. Among them, the method of controlling the electronic device to output the output frequency of each auxiliary strategy based on the execution data corresponding to each auxiliary strategy can refer to the method of controlling the electronic device to output the output frequency of each auxiliary strategy in the aforementioned embodiment, for example, the method of controlling the output frequency according to the number of executions in the aforementioned embodiment will not be repeated here.

[0108] In some embodiments, since each generated game auxiliary strategy may include at least two game auxiliary strategies, some of the at least two generated game auxiliary strategies may be output, while some may not be output. Therefore, when controlling the output frequency of each auxiliary strategy, the output frequency of each auxiliary strategy controlled may be the ratio of the number of times the electronic device outputs each auxiliary strategy to the total number of times each auxiliary strategy is generated by the auxiliary strategy generation model. For example, for auxiliary strategy A, its output frequency may be the ratio of the number of times the electronic device outputs auxiliary strategy A to the number of times the auxiliary strategy generation model generates auxiliary strategy A.

[0109] The following describes the method for prompting game auxiliary information provided in the embodiment of the present application in combination with the method of controlling the output frequency according to the ratio of the cumulative execution times to the cumulative output times in the aforementioned embodiment.

[0110] For example, see Figure 8, for any auxiliary strategy, after the auxiliary strategy generation model generates the auxiliary strategy, the ratio of the cumulative execution times to the cumulative output times can be queried; if the ratio is lower than 20%, the auxiliary strategy may not be output; if the ratio is higher than or equal to 20% and lower than 50%, the auxiliary strategy generation model may generate the auxiliary strategy every three times and output the generated auxiliary strategy once, that is, the output frequency is 1 / 3; if the ratio is higher than or equal to 50% and lower than 70%, the auxiliary strategy generation model may generate the auxiliary strategy every two times and output the generated auxiliary strategy once, that is, the output frequency is 1 / 2; if the ratio is higher than or equal to 70% and lower than 85%, the auxiliary strategy may be directly output, that is, the output frequency is 1; if the ratio is higher than or equal to 85%, the auxiliary strategy generation model may generate the auxiliary strategy every two times and output the generated auxiliary strategy once, that is, the output frequency is 1 / 2, that is, the above ratios are too high, which may be due to the user's own habits and operations when playing games, which are matched with the game auxiliary strategy, so the output frequency is reduced to avoid disturbing the user. In addition, after each output of the game assistance strategy, the above ratio is updated by identifying the execution status of the game assistance strategy.

[0111] The game auxiliary information prompting method provided in the embodiment of the present application is that the electronic device generates a game auxiliary strategy through an auxiliary strategy generation model, and each generated game auxiliary strategy includes at least one auxiliary strategy from multiple auxiliary strategies. The electronic device controls the output frequency of each auxiliary strategy, so as to better control the number of times the electronic device outputs each auxiliary strategy and better avoid disturbing the user.

[0112] See also Fig. 9 , which shows a structural block diagram of a game auxiliary information prompting device 700 provided in an embodiment of the present application. The game auxiliary information prompting device 700 applies the above-mentioned electronic device, and the game auxiliary information prompting device 700 includes: a strategy output module 710, a data acquisition module 720 and a frequency control module 730. Among them, the strategy output module 710 is used to output the game auxiliary strategy corresponding to the game application during the operation of the game application; the data acquisition module 720 is used to obtain the execution data of the output game auxiliary strategy; the frequency control module 730 is used to control the output frequency of the game auxiliary strategy output by the electronic device based on the execution data.

[0113] In some embodiments, the execution data includes the cumulative number of executions currently accumulated during the current operation of the game application, and the frequency control module 730 can be specifically used to: control the output frequency of the electronic device outputting the game assistance strategy based on the cumulative number of executions.

[0114] In a possible implementation, the frequency control module 730 can be specifically used to: obtain the ratio of the cumulative execution times to the cumulative output times, the initial values ​​of the cumulative execution times and the cumulative output times are M, M is a positive integer, and the cumulative output times are the currently accumulated output times of the game assistance strategy during the current operation of the game application; based on the ratio, control the output frequency of the game assistance strategy output by the electronic device, and the output frequency is positively correlated with the ratio.

[0115] Optionally, the frequency control module 730 can be specifically used to: if the ratio is less than a target threshold, control the electronic device to output the output frequency of the game assistance strategy to be a first frequency, and the first frequency is positively correlated with the ratio; if the ratio is greater than or equal to the target threshold, control the electronic device to output the output frequency of the game assistance strategy to be a second frequency, and the second frequency is less than the maximum value of the first frequency.

[0116] Optionally, the game auxiliary information prompting device 700 may further include an initial value determination module, which may be used to determine the initial values ​​of the cumulative execution times and the cumulative output times in response to the game application being started, based on the historical execution times corresponding to the game application, wherein the historical execution times are the execution times of the game auxiliary strategy for output recorded when the game application is historically run, and the initial value is positively correlated with the historical execution times.

[0117] Optionally, the initial value determination module can be specifically used to: in response to the game application being started, based on the user identifier identified when the game application is run this time, obtain the target execution number corresponding to the user identifier, the target execution number is the number of executions of the game auxiliary strategy for output recorded when the user identifier was identified when the game application was run historically; based on the target execution number, determine the initial value of the cumulative execution number and the cumulative output number, and the initial value is positively correlated with the target execution number.

[0118] Optionally, the game auxiliary information prompt device 700 may also include an initial value determination module, which may be used to determine the initial values ​​of the cumulative execution times and the cumulative output times in response to the game application being started, based on the game ability reference value identified when the game application is run this time, wherein the initial value is negatively correlated with the game ability reference value, and the game ability reference value is determined based on at least one of the identified character level, user rank and winning rate.

[0119] In some embodiments, the game assistance strategy is generated by a pre-trained assistance strategy generation model, and each game assistance strategy generated by the auxiliary strategy generation model includes at least one auxiliary strategy from multiple auxiliary strategies; the output frequency corresponding to each auxiliary strategy is the ratio of the number of times the electronic device outputs each auxiliary strategy to the total number of times each auxiliary strategy is generated by the auxiliary strategy generation model.

[0120] In a possible implementation, the execution data includes execution data corresponding to each auxiliary strategy, and the frequency control module 730 may be specifically used to control the output frequency of each auxiliary strategy output by the electronic device based on the execution data corresponding to each auxiliary strategy.

[0121] In some embodiments, the game auxiliary information prompting device 700 may further include a frequency recording module and a function control module. The frequency recording module is used to record the output frequency when the game application is finished running after the game application is finished running; the function control module is used to control the electronic device to output the game auxiliary strategy function in a closed state when the game application is started next time if the recorded output frequency is less than the target frequency.

[0122] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described devices and modules can refer to the corresponding processes in the aforementioned method embodiments, and will not be repeated here.

[0123] In several embodiments provided in the present application, the coupling between modules may be electrical, mechanical or other forms of coupling.

[0124] In addition, each functional module in each embodiment of the present application can be integrated into a processing module, or each module can exist physically separately, or two or more modules can be integrated into one module. The above integrated modules can be implemented in the form of hardware or software functional modules.

[0125] In summary, the solution provided by the present application is to output the game assistance strategy corresponding to the game application during the running of the game application, obtain the execution data for the output game assistance strategy, and control the output frequency of the game assistance strategy output by the electronic device based on the execution data. Thus, when the electronic device outputs the game assistance strategy during the running of the game, it can dynamically adjust the output frequency of the game assistance strategy according to the execution status of the game assistance strategy, so that the frequency of the electronic device outputting the game assistance strategy can adapt to the needs and habits of the user, and avoid disturbing the user from playing the game.

[0126] Please refer to Fig.10, which shows a structural block diagram of an electronic device provided in an embodiment of the present application. The electronic device 100 may be an electronic device capable of running applications, such as a smart phone, a tablet computer, an e-book, a laptop computer, etc. The electronic device 100 in the present application may include one or more of the following components: a processor 110, a memory 120, a display screen 130, an audio output device 140, and one or more applications, wherein one or more applications may be stored in the memory 120 and configured to be executed by one or more processors 110, and one or more applications are configured to execute the method described in the aforementioned method embodiment.

[0127] The processor 110 uses various interfaces and lines to connect various parts within the entire electronic device 100, and performs various functions of the electronic device 100 and processes data by running or executing instructions, programs, code sets or instruction sets stored in the memory 120, and calling data stored in the memory 120.

[0128] The memory 120 may be used to store instructions, programs, codes, code sets or instruction sets. The memory 120 may include a program storage area and a data storage area, wherein the program storage area may store instructions for implementing an operating system, instructions for implementing at least one function (such as a touch function, a sound playback function, an image playback function, etc.), instructions for implementing the above-mentioned various method embodiments, etc.

[0129] The display screen 130 is a display component for displaying images, and is usually arranged on the front panel of the electronic device 100. In the embodiment of the present application, the display screen 130 can be used to display the interface of the game application and display the game auxiliary strategy in the interface.

[0130] The audio output device 140 may include at least a speaker, and the audio output device 140 may be used to output the game assistance strategy.

[0131] Please refer to Fig.11 , which shows a structural block diagram of a computer-readable storage medium provided in an embodiment of the present application. The computer-readable medium 800 stores program codes, which can be called by a processor to execute the method described in the above method embodiment.

[0132] The computer readable storage medium 800 may be an electronic memory such as a flash memory, an EEPROM (electrically erasable programmable read-only memory), an EPROM, a hard disk, or a ROM. Optionally, the computer readable storage medium 800 includes a non-transitory computer-readable storage medium. The computer readable storage medium 800 has storage space for program code 810 that performs any method step in the above method. These program codes can be read from or written to one or more computer program products. The program code 810 can be compressed, for example, in an appropriate form.

[0133] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit it. Although the present application has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or make equivalent replacements for some of the technical features therein. However, these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present application.

Claims

1. A method for prompting game auxiliary information, characterized in that: Applied to electronic equipment, the method comprises: During the running of the game application, outputting the game assistance strategy corresponding to the game application; Obtaining execution data for the outputted game assistance strategy; Based on the execution data, the output frequency of the electronic device outputting the game assistance strategy is controlled.

2. The method according to claim 1, characterized in that The execution data includes the current accumulated execution times during the current running of the game application, and the controlling the output frequency of the game assisting strategy output by the electronic device based on the execution data includes: Based on the accumulated execution times, the output frequency of the electronic device outputting the game assistance strategy is controlled.

3. The method according to claim 2, characterized in that The step of controlling the output frequency of the game assisting strategy by the electronic device based on the number of executions includes: Obtaining a ratio of the cumulative number of executions to the cumulative number of outputs, wherein the initial values ​​of the cumulative number of executions and the cumulative number of outputs are M, wherein M is a positive integer, and the cumulative number of outputs is the current cumulative number of outputs of the game assistance strategy during the current running of the game application; Based on the ratio, the electronic device is controlled to output an output frequency of the game assistance strategy, and the output frequency is positively correlated with the ratio.

4. The method according to claim 3, characterized in that The step of controlling the output frequency of the game assisting strategy output by the electronic device based on the ratio includes: If the ratio is less than the target threshold, the electronic device is controlled to output the game assisting strategy at a first frequency, and the first frequency is positively correlated with the ratio; If the ratio is greater than or equal to the target threshold, the electronic device is controlled to output the game assistance strategy at an output frequency of a second frequency, where the second frequency is less than the maximum value of the first frequency.

5. The method according to claim 3, characterized in that: The method further comprises: In response to the game application being started, the initial values ​​of the cumulative execution times and the cumulative output times are determined based on the historical execution times corresponding to the game application. The historical execution times are the execution times of the game assistance strategies for output recorded when the game application was historically run, and the initial value is positively correlated with the historical execution times.

6. The method according to claim 5, characterized in that In response to the game application being started, determining the initial values ​​of the cumulative execution times and the cumulative output times based on the historical execution times corresponding to the game application, comprises: In response to the game application being started, based on the user identifier identified when the game application is currently being run, a target execution number corresponding to the user identifier is obtained, wherein the target execution number is the number of executions of the output game auxiliary strategy recorded when the user identifier is identified when the game application is historically run; Based on the target execution number, initial values ​​of the cumulative execution number and the cumulative output number are determined, and the initial values ​​are positively correlated with the target execution number.

7. The method according to claim 3, characterized in that The method further comprises: In response to the game application being started, the initial values ​​of the cumulative execution times and the cumulative output times are determined based on the game ability reference value identified when the game application is run this time, and the initial values ​​are negatively correlated with the game ability reference value. The game ability reference value is determined based on at least one of the identified character level, user rank and win rate.

8. The method according to any one of claims 1 to 7, characterized in that: The game auxiliary strategy is generated by a pre-trained auxiliary strategy generation model, and each game auxiliary strategy generated by the auxiliary strategy generation model includes at least one auxiliary strategy among a plurality of auxiliary strategies; The output frequency corresponding to each auxiliary strategy is the ratio of the number of times the electronic device outputs each auxiliary strategy to the total number of times each auxiliary strategy is generated by the auxiliary strategy generation model.

9. The method according to claim 8, characterized in that The execution data includes execution data corresponding to each auxiliary strategy, and the step of controlling the output frequency of the electronic device outputting the game auxiliary strategy based on the execution data includes: Based on the execution data corresponding to each auxiliary strategy, the output frequency of each auxiliary strategy output by the electronic device is controlled.

10. The method according to any one of claims 1 to 7, characterized in that: The method further comprises: After the running of the game application is finished, recording the output frequency when the running of the game application is finished; When the game application is started next time, if the recorded output frequency is less than the target frequency, the function of controlling the electronic device to output the game assistance strategy is in a closed state.

11. A device for prompting game auxiliary information, characterized in that: Applied to electronic equipment, the device comprises: a strategy output module, a data acquisition module and a frequency control module, wherein: The strategy output module is used to output the game auxiliary strategy corresponding to the game application during the running of the game application; The data acquisition module is used to acquire execution data of the output game assistance strategy; The frequency control module is used to control the output frequency of the electronic device outputting the game assistance strategy based on the execution data.

12. An electronic device, characterized in that: include: one or more processors; Memory; One or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, and the one or more programs are configured to execute the method according to any one of claims 1 to 10.

13. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores program codes, which can be called by a processor to execute the method according to any one of claims 1 to 10.