Information reminding method and device, electronic equipment and computer readable medium

By obtaining game information and device status information of the game application, determining the reminder scene and adjusting the reminder intensity, the problem of a single reminder method of existing game auxiliary functions is solved, and information reminders that are more in line with the scene and device status are achieved, improving user experience.

CN119548818AInactive Publication Date: 2025-03-04REALME MOBILE TELECOMM SHENZHEN CO LTD
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Patent Information

Application Number
CN202411607270.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-11
Publication Date
2025-03-04
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

The reminder method of existing game assistive functions is too single, and the reminder intensity cannot be adjusted according to different game scenes and device status, resulting in interference with users or poor reminder effect.

Method used

By obtaining game information and device status information of the game application on the electronic device, determining the corresponding reminder scene, and performing information reminder operations based on the scene, adjusting the reminder intensity to adapt to different game scenes and device status.

Benefits of technology

It realizes the method of dynamically adjusting information reminders based on game scenes and device status, reducing interference to users, and improving the effectiveness and user experience of reminders.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses an information reminding method and device, electronic equipment and a computer readable medium, and relates to the technical field of mobile terminals.The method comprises the steps that under the condition that the electronic equipment runs a game application program, target data is obtained, the target data comprises at least one of game information of the game application program and state information of the electronic equipment; determining a reminding scene corresponding to the target data, wherein the reminding scene is used for representing the reminding intensity of information reminding; and executing information reminding operation based on the reminding scene. Therefore, the corresponding reminding operation can be executed based on the game information of the game application and / or the state information of the electronic equipment, that is to say, the specific information reminding mode is related to the game scene and / or the state of the electronic equipment, so that the information reminding can better fit the current actual use condition.
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Description

Technical Field

[0001] The present application relates to the field of mobile terminal technology, and more specifically, to an information reminder method, device, electronic device and computer-readable medium. Background Art

[0002] With the rapid development of computer technology and Internet technology, a large number of game applications have appeared on mobile terminals. Currently, there is an AI assist function for games. After turning on the AI ​​assist function, users can get some suggestions for the current game stage, including but not limited to: equipment, routes, skill use, coordinated operations, danger reminders, etc. However, the reminders of the assist function may interfere with the normal use of users. Summary of the invention

[0003] The present application proposes an information reminder method, device, electronic device and computer-readable medium to improve the above-mentioned defects.

[0004] In a first aspect, the present application provides an information reminder method, which is applied to an electronic device, and the method comprises: when the electronic device runs a game application, obtaining target data, the target data comprising at least one of game information of the game application and status information of the electronic device; determining a reminder scene corresponding to the target data, the reminder scene being used to characterize the reminder intensity of the information reminder; and performing an information reminder operation based on the reminder scene.

[0005] In a second aspect, the present application also provides an information reminder device, which is applied to an electronic device, and the device includes: an acquisition unit, a determination unit, and a reminder unit. The acquisition unit is used to acquire target data when the electronic device runs a game application, and the target data includes at least one of game information of the game application and status information of the electronic device. The determination unit is used to determine the reminder scene corresponding to the target data, and the reminder scene is used to characterize the reminder intensity of the information reminder. The reminder unit is used to perform an information reminder operation based on the reminder scene.

[0006] In a third aspect, the present application also provides an electronic device comprising: one or more processors; a memory; and 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 above method.

[0007] In a fourth aspect, the present application further provides a computer-readable storage medium, wherein the computer-readable storage medium stores a program code executable by a processor, and when the program code is executed by the processor, the processor executes the above method.

[0008] The information reminder method, device, electronic device and computer-readable medium provided by the present application obtain target data when the electronic device runs a game application, the target data including at least one of the game information of the game application and the status information of the electronic device; determine the reminder scene corresponding to the target data, the reminder scene is used to characterize the reminder intensity of the information reminder; and perform the information reminder operation based on the reminder scene. Therefore, the corresponding reminder operation can be performed based on the game information of the game application and / or the status information of the electronic device, that is, the specific information reminder method is related to the game scene and / or the status of the electronic device, so that the information reminder can be more in line with the current actual usage.

[0009] Other features and advantages of the present application will be described in the following description, and partly become apparent from the description, or be understood by practicing the present application. The purpose and other advantages of the present application can be realized and obtained by the structures specifically pointed out in the written description, claims, and drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] 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.

[0011] Figure 1 A method flow chart of an information reminder method provided by an embodiment of the present application is shown;

[0012] Figure 2 A schematic diagram showing a control interface of an information reminder function provided by an embodiment of the present application;

[0013] Figure 3 A method flow chart of an information reminder method provided by another embodiment of the present application is shown;

[0014] Figure 4 A schematic diagram of a game interface provided by an embodiment of the present application is shown;

[0015] Figure 5 A reminder flow chart based on game information and status information provided by another embodiment of the present application is shown;

[0016] Figure 6 A method flow chart of an information reminder method provided by another embodiment of the present application is shown;

[0017] Figure 7 A schematic diagram of a game interface provided by another embodiment of the present application is shown;

[0018] Figure 8 A module block diagram of an information reminder device provided by an embodiment of the present application is shown;

[0019] Fig. 9 A structural block diagram of an electronic device provided in an embodiment of the present application is shown;

[0020] Fig.10 A storage unit for storing or carrying program codes for implementing the method according to an embodiment of the present application is shown. DETAILED DESCRIPTION

[0021] In order to make those skilled in the art better understand the present application scheme, the technical scheme in the present application embodiment will be clearly and completely described below in conjunction with the drawings in the present application embodiment. Obviously, the described embodiment is only a part of the present application embodiment, rather than all the embodiments. The components of the present application embodiment usually described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the present application for protection, but merely represents the selected embodiment of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.

[0022] It should be noted that similar reference numerals and letters represent similar items in the following drawings, so once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. At the same time, in the description of this application, the terms "first", "second", etc. are only used to distinguish the description and cannot be understood as indicating or implying relative importance.

[0023] With the rapid development of computer technology and Internet technology, a large number of game applications have appeared on mobile terminals. In today's Internet digital age, electronic games have become an important part of people's lives. In order to improve the user's gaming experience, reduce the difficulty of the user's game operation and increase the winning rate of the game, game assistance functions have emerged. For the current game assistance functions, after turning on the game assistance functions, users can get some suggestions for the current game stage, including but not limited to: equipment, routes, skill use, coordinated operations, danger reminders, etc. The game assistance function can be an AI assistance function obtained by AI model through big data collection and high-level game player marking, and large model training, which can provide effective help for most players.

[0024] However, the inventor found in the research that the strategy suggestions output by the current game assistive function have a relatively fixed frequency of push suggestions. The frequency of suggestions for different game scenes is the same, but in some game scenes, the recommended frequency is sometimes too high to disturb the user, and in some game scenes, the frequency of announcement is too low or the announcement method is not recognizable enough, so it cannot effectively assist the user. Therefore, the reminder method of the current game assistive function is too single and cannot adjust the announcement suggestions.

[0025] Therefore, to overcome the above defects, please refer to Figure 1 , an embodiment of the present application provides an information reminder method, which is applied to an electronic device, and the method includes: S101 to S103.

[0026] S101: When the electronic device is running a game application, acquiring target data, the target data including at least one of game information of the game application and status information of the electronic device.

[0027] As an implementation mode, the electronic device has an information reminder function for a game application. For example, the information reminder function may be the aforementioned game auxiliary function. After the information reminder function of the electronic device is activated, the electronic device can perform a target data acquisition operation when detecting that the game application is being run. For example, the information reminder function may be activated in the game application after the electronic device runs the game application. For example, the game application has a control interface, and an operation control of the information reminder function is provided in the control interface. The user may activate the information reminder function through the operation control. Of course, it may also be the control center of the electronic device (for example, a control interface activated by sliding down the top edge of the screen or sliding up the bottom edge), or the information reminder function may be activated in the setting interface of the electronic device.

[0028] That is, the electronic device may first start the information reminder function and then run the game application, or may first start the game application and then start the information reminder function. Figure 2 As shown, a game application is running on the screen of the electronic device, and a startup interface 200 of the information reminder function is displayed in the game application. As an implementation method, the information reminder function can be used as a plug-in of the game application, that is, the information reminder function is not a function embedded in the game application. As an implementation method, when the electronic device runs the game application, a specified control (for example, a floating ball) is displayed on the screen of the electronic device, and the user can open the control interface of the information reminder function by clicking the specified control. For example, an operation control 201 of the information reminder function is displayed in the control interface (such as Figure 2With the help of AI master in the information reminder function, the user can start the information reminder function through the operation control 201.

[0029] It should be noted that the information reminder function corresponds to a default parameter, which is used to set the reminder parameter of the information reminder function. The reminder parameter may include reminder frequency, reminder volume, reminder mode (text or voice), opening or closing of each reminder function, etc. After the electronic device determines that the game application is running, it may perform an adjustment operation on the default parameter based on the acquired target data, and then execute the information reminder function based on the adjusted parameters. In addition, a whitelist can also be set, and the applications in the whitelist are all game types. The applications in the whitelist have the permission to use the information reminder function, that is, the applications in the whitelist support the use of the information reminder function. Therefore, when the information reminder function is activated, it is detected that the currently running application belongs to the whitelist, then the target data is obtained and subsequent operations are performed.

[0030] As an implementation mode, the target data includes at least one of game information of a game application currently running on the electronic device and status information of the electronic device. It should be noted that the game application currently running on the electronic device refers to an application running on the screen of the electronic device, and the type of the application is a game type. The game information of the game application can be understood as game-related information within the game application currently running on the electronic device. The game information is usually related to the current game scene of the game application, that is, it can be used to determine the current game scene of the game application.

[0031] As an implementation method, it is assumed that the type of the game application is a multiplayer online tactical competitive game (Multiplayer Online Battle Arena, MOBA). Of course, the game type can also be a chess and card game, a role-playing game, etc. However, in order to more intuitively describe the various embodiments of the present application, the various contents related to the game application of the present application will be introduced in detail using MOBA games.

[0032] Exemplarily, taking MOBA games as an example, MOBA games are a kind of multiplayer online battle competitive game, and players usually fight in the form of teams. MOBA games combine real-time strategy and role-playing elements. Players control their respective characters (usually referred to as "heroes" or "roles") in the game and fight against enemies controlled by other players or computers. That is to say, in the map, in addition to the virtual characters selected by both players, there are also non-player-controlled game units (Non-Player Character, NPC) such as soldiers, defense towers, small monsters, special monsters, etc. Each player controls the selected virtual character to defeat the enemy hero or neutral party unit on the map, obtain resources, and finally destroy the enemy base to obtain the final victory. It should be noted that the meaning of defeat mentioned in the embodiment of the present application is the behavior of the player successfully defeating the other hero or NPC and reducing its blood volume to zero. Defeat usually brings experience and money rewards, and has a profound impact on the situation in some game mechanisms.

[0033] That is, MOBA games are usually multiplayer-versus-multiplayer team battles (for example, 5 vs. 5), and players need to work together and develop tactics to defeat their opponents. Players can choose different characters, each with unique skills and attributes. Characters are usually divided into different types, such as tanks, output, and auxiliary. Most MOBA games are played on a specific map with different paths (called "paths" or "lines") and key targets (such as defense towers, wild monsters, and dragons, etc.). Players gain experience and gold coins by defeating enemy characters and soldiers, which are used to upgrade and purchase equipment to enhance the character's capabilities. Real-time decision-making and tactical layout are required in the game, including when to attack, when to defend, and when to control the map.

[0034] Based on the above-mentioned game characteristics of MOBA, the corresponding game information may include: character feature data, player behavior data, game environment dynamic data, combat data, economic data, game environment data and emotional data.

[0035] Among them, the character feature data is used to characterize the information of each character that the player can select in the game application. For example, the character feature data may include the role type (such as tank, output, auxiliary, etc.) and the skill information of each character, such as the skill name, type (active / passive), cooling time, damage, effect (control, treatment, etc.), and may also include the basic attributes of each character, such as health, magic value, attack power, armor, spell strength, etc.; the player behavior data may include the role selected by the player, the length of the game, the number of times the player defeats other players and the number of times he is defeated, and the number of assists, that is, the number of times the player participates in defeating but does not directly defeat the enemy character; the game environment dynamic data may include wild area resource data, defense tower data and soldier line data. Specifically, the wild area resource data may include the number of various types of wild monsters, and the defense tower data may include the defense of each line. The health and number of towers, etc., and the soldier line data may include the spawning time, number, and distance from each defense tower or base of the soldiers; combat data may include skill data and team battle data, among which skill data may include skill cooling status, skill level, etc., and team battle data may include the occurrence time of team battles, participating players, defeat records, etc.; economic data may include the gold coin statistics of each player in the game, the props purchased by the player, the equipment selected by each character at different time points, etc.; game environment data may include the character selected by the opponent and its characteristics, important events in the game, such as the refresh of the dragon, the outcome of team battles, pushing towers, etc., as well as the team cooperation, for example, the team cooperation and formation, whether there are specific tactics (such as double line, single line, etc.); emotional data may include player emotional analysis, for example, through chat records or voice analysis, to understand the player's emotional state (such as anxiety, excitement, etc.).

[0036] It should be noted that the game scene of the game application includes a large map and a small map, wherein the large map can be used as the user's human-computer interaction interface, which usually includes a main perspective screen, a character status bar, skill shortcut keys and other operation controls. Specifically, the main perspective screen refers to the player observing the battlefield from the perspective of the character, performing operations such as moving, attacking, and releasing skills. The character status bar can display the player's character's health, mana (or other resources), inventory and other information. The skill shortcut key refers to the shortcut button used by the player to release skills, which is usually located at the bottom or side of the screen. The player performs direct operations through these buttons. Other operation controls may include a directional wheel key, directional auxiliary keys and toolbox controls. In MOBA games, the human-computer interaction interface is the main interaction area between the player and the game world, and all direct actions of the player (such as moving, attacking, casting skills, etc.) occur in this area.

[0037] The minimap is an auxiliary perspective that displays the overall layout of the game world and helps players understand the current battlefield situation. Usually located in the corner of the screen, the minimap provides real-time information through a reduced version of the global map. Players can view the following content in this area: the location of teammates and enemies, for example, displayed through different color logos to help players grasp the dynamics of the surrounding battlefield in real time; the location of important targets: such as the refresh location and status of important resources such as dragons and overlords; field of view information: the field of view is indicated by changes in brightness or shadows, prompting players which areas are illuminated by the enemy's field of view and which are controlled by their own field of view; regional status and events: such as the status of towers, base locations, and wild area resource refreshes.

[0038] It is understandable that the method for obtaining the above-mentioned game data can be by capturing the game interface image and analyzing the image. Of course, it can also be by obtaining game battle information through the interface disclosed by the game manufacturer, and obtaining game information of the current game scene based on the battle information.

[0039] In the embodiment of the present application, the screen during the game can be intercepted, and the features of the screen can be extracted, and the extracted features can be analyzed to obtain the above-mentioned game information. For example, the position of each player and enemy character on the map can be determined by image recognition; the health value, magic value, status effect (such as silence, dizziness, etc.) of each character and whether it is in an invisible state can be obtained by image recognition; by analyzing the on and off state of the skill icon, it can be judged whether the skill is in cooling; by analyzing the model and number of the soldiers, the status of the soldiers and buildings of each line can be judged; the health changes of the defense towers and crystals and whether they are attacked can be identified; the status and control of resource points (such as dragons, red and blue buffs, etc.) can be identified, etc. Exemplarily, the game information includes but is not limited to: the number and type of wild monsters in the intercepted small map, the survival status of the enemy and our characters in the small map, the specific characters of the enemy and our characters in the picture, the skill characteristics of the specific characters, the level of the specific characters, the blood volume of the characters, the situation of the defense towers of the enemy and our characters, etc.

[0040] In addition, the status information of the electronic device may include information related to the usage status of the electronic device, for example, it may include at least one of the battery level of the electronic device, battery charging status, power connection status, device power on / off status, CPU utilization, screen brightness, memory usage, and network connection status.

[0041] S102: Determine a reminder scenario corresponding to the target data, where the reminder scenario is used to characterize the reminder intensity of the information reminder.

[0042] It can be understood that the reminder scene is related to the current game scene of the game application. That is, different game scenes can set corresponding reminder scenes for them. For example, the duel scene means that the game mode in the game is the duel mode, that is, the number of opponents in the game is 1, then the duel scene belongs to the game scene, and it has a corresponding reminder scene.

[0043] Since the aforementioned target data is related to the current game scene of the game application, the game scene of the game application can be determined based on the game data. The reminder scene represents the reminder intensity in a certain game scene, that is, the user's acceptance of information reminders in the game scene.

[0044] Therefore, the corresponding relationship between the reminder scene and the game scene can be determined in advance, and each reminder scene corresponds to a reminder intensity of the information reminder.

[0045] Table 1

[0046]

[0047] It can be seen that different game scenes correspond to different reminder scenes. As an implementation mode, different reminder scenes correspond to different reminder operations. For example, each game scene under the reminder scene may correspond to a reminder operation, and the reminder strategy of each reminder operation under the reminder scene matches the reminder intensity corresponding to the reminder scene, for example, as shown in Table 2.

[0048] Table 2

[0049] Reminder scene 1 Reminder Action Game scene 1 Operation 1 Game scene 2 Operation 2

[0050] If both game scene 1 and game scene 2 belong to reminder scene 1, the reminder intensity corresponding to reminder scene 1 is weak, and both game scenes 1 and 2 have corresponding reminder operations, and the reminder operations corresponding to game scenes 1 and 2 are to weaken the reminder intensity of the information reminder. Of course, the reminder operations of various game scenes under a reminder scene may be the same operation, and this is not limited.

[0051] As an implementation method, the game scene may include dangerous scenes, scenes that need to be developed urgently, scenes where the enemy is weak and we are strong, team battle scenes, etc. Different game scenes correspond to reminder scenes, and the scene recognition method can be based on the aforementioned game information. For example, the number of survivors of both the enemy and us can be determined through combat data, so as to determine the strength of both the enemy and us. Exemplarily, the enemy and us survival ratio is determined to be X:Y, the number of enemy and us defense towers is A:B and the blood volume is U:V, so as to determine whether the enemy and us character game pros and cons score is greater than C. For example, if the difference in enemy and us survival is large, the difference in character level is widening, and the difference in the number of enemy and us characters in the interface is large, it is determined to be a dangerous scene. Specifically, different recognition rules can be set for different scenes, and the game scene can be identified based on the recognition rules and the above-mentioned game information.

[0052] As an implementation method, the game scene can be automatically identified based on the game information through an AI model. It can be understood that in order to automatically identify the game scene through AI, it is necessary to extract useful information from the above-mentioned multi-dimensional data and infer the current game scene based on this.

[0053] Exemplarily, a screenshot of a game application is obtained, and then features in the image are extracted and classified through an image analysis model (e.g., a convolutional neural network). For example, by using CNN to classify screenshots of scenes in the game, the environment in which the player is located (e.g., a city, a forest, a battle scene, etc.) can be determined. Using image segmentation technology, different scene elements (e.g., obstacles, enemies, props, etc.) are identified, and then the current game scene is determined based on these elements.

[0054] S103: Execute an information reminder operation based on the reminder scenario.

[0055] It should be noted that the reminder scenario represents the user's acceptance of information reminders. Different reminder methods correspond to different acceptance levels. For example, if the reminder scenario is a high-intensity reminder, the corresponding reminder method may be at least one of increasing the volume of the information reminder and increasing the frequency of the information reminder. Therefore, each reminder scenario may correspond to different reminder operations. The purpose of the reminder operation under a certain reminder scenario is to achieve the reminder intensity corresponding to the reminder scenario to meet the user's acceptance of information reminders under the reminder scenario.

[0056] Therefore, when the electronic device runs a game application, target data is obtained, the target data includes at least one of the game information of the game application and the status information of the electronic device; the reminder scene corresponding to the target data is determined, the reminder scene is used to characterize the reminder intensity of the information reminder; and the information reminder operation is performed based on the reminder scene. Therefore, the corresponding reminder operation can be performed based on the game information of the game application and / or the status information of the electronic device, that is, the specific information reminder method is related to the game scene and / or the status of the electronic device, so that the information reminder can be more in line with the current actual usage.

[0057] That is to say, the embodiments of the present application can determine the current reminder scenario through target data, that is, determine whether it is a scenario for reducing reminder interference or a scenario for enhancing reminder effect. Specifically, the subsequent embodiments of the present application will describe these two reminder scenarios respectively.

[0058] See also Figure 3 , an embodiment of the present application provides an information reminder method, which is applied to an electronic device, and the method includes: S301 to S303.

[0059] S301: When the electronic device is running a game application, target data is acquired, where the target data includes at least one of game information of the game application and status information of the electronic device.

[0060] S302: Determine a reminder scenario corresponding to the target data, where the reminder scenario is used to characterize the reminder intensity of the information reminder.

[0061] S303: If the reminder scenario is the first scenario, perform a first reminder operation, wherein the first reminder operation is used to reduce the interference of the information reminder to the user.

[0062] As an implementation mode, it is assumed that an embodiment of the present application includes two types of reminder scenarios, namely, a first scenario and a second scenario, wherein the first scenario refers to a scenario in which the reminder intensity needs to be reduced, that is, the interference of the reminder information to the user needs to be reduced. In other words, in the first scenario, the user's acceptance of information reminders is relatively low, then the information reminder operation in the first scenario is named the first reminder operation, and the first reminder operation refers to an information reminder operation based on the premise of reducing the interference of information reminders to the user or directly closing the information reminder operation.

[0063] Exemplarily, the first reminder operation may include at least one of the following operations: executing information reminder based on the reduced reminder frequency, playing voice reminder content based on the reduced playback volume, reminding the voice reminder content through text, and closing the reminder of at least part of the reminder content. Specifically, as mentioned above, assuming that the information reminder function of the electronic device corresponds to a default parameter, the default parameter includes a default reminder frequency, a default volume, a default reminder method, and a default reminder content. Then, the implementation method of executing information reminder based on the reduced reminder frequency includes reducing the default reminder frequency to obtain the reduced reminder frequency, and then executing information reminder based on the reduced reminder frequency. For example, the default 1 minute reminds the user of the battle situation analysis result, then in the first scenario, the reminder interval of the battle situation analysis result can be 2 minutes, that is, the reminder interval is increased, that is, the reminder frequency is reduced. Similarly, the implementation method of playing voice reminder content based on the reduced playback volume may include reducing the default sound to obtain the reduced playback volume, and then executing information reminder based on the reduced playback volume. The implementation method of reminding the voice reminder content through text may include changing the content that is broadcasted by voice in the information reminder operation to display the content on the screen in text.

[0064] It can be understood that the information reminder operation corresponds to multiple reminder contents, which can be understood as reminder items of the information reminder operation. The user can choose which reminder items to be reminded. For example, the reminder content can include field of view reminders, skill reminders, resource reminders, equipment suggestions, combat reminders and tactical suggestions, etc. Among them, the field of view reminder can include reminding the player of the enemy's location, especially after the enemy character disappears, reminding the player of the enemy's possible whereabouts to avoid being attacked by the enemy; skill reminders can include reminders of the skill cooldown and skill level of the player and / or enemy character; resource reminders can include reminders of the player's resources (such as red and blue buffs, wild buffs, etc.) equipment suggestions may include the most suitable equipment selection based on the player's role, enemy lineup and battle situation, to help players make more strategic equipment decisions; combat reminders may include enemy attack reminders (for example, the enemy jungle character is approaching your position, be careful of ambush), team battle preparation reminders (used to remind players to prepare before an important team battle occurs), tower defense reminders (for example, reminding players that the enemy is advancing a certain road or prompting players to push towers based on the position and status of enemy characters); tactical suggestions may include offensive or defensive suggestions (used to prompt whether it is time to attack or to wait for the enemy to make a mistake and then defend).

[0065] As an implementation method, each reminder content is turned on by default, that is, when the user turns on the AI ​​assistant (i.e., the information reminder function), when the electronic device does not obtain the target data this time and does not determine the reminder scene based on the target data, each reminder content will be turned on. Therefore, the implementation method of turning off at least part of the information reminder function can be to determine at least part of the reminder content among the multiple reminder contents corresponding to the information reminder operation, and turn off the reminder of the determined reminder content, that is, the reminder operation is not performed for the determined reminder content, wherein at least part of the information reminder content can be all reminder contents, then turning off all reminder contents is equivalent to turning off the information reminder function, that is, the electronic device does not perform the information reminder operation, of course, it can also be part of the reminder content, then the reminder content determined to be turned off is named as the target reminder content, then the target reminder content can be determined by determining the reminder content with relatively low user interest, for example, after the information reminder function is turned on, each reminder content will be turned on, but the user can actively turn off the reminder of some reminder content, therefore, the number of times the user turns off each reminder content within a preset time can be counted, and the reminder content with a turn-off number greater than the specified number is used as the target reminder content. Of course, the target reminder content may be content unrelated to the current scene. For example, if the current game scene has no wild area, that is, no wild monsters will be refreshed, the target reminder content may include the above-mentioned resource reminder.

[0066] Therefore, by identifying the current game scene in the game, if the identified current game scene matches the pre-set first scene, the broadcast mode is adjusted to reduce the disturbance to the user. It can be understood that the first scene can include multiple sub-scenes, and each sub-scene under the first scene can correspond to a game scene, so the information reminder operation of each sub-scene must meet the prerequisite of reducing the disturbance of the information reminder to the user.

[0067] As an implementation method, the first scene includes a first sub-scene, and the implementation method of S303 may include, if the reminder scene is the first sub-scene, closing the reminder of at least part of the reminder content, wherein the first sub-scene is used to characterize that multiple game virtual characters in the game application are in collective confrontation. Then the target data includes game information of the game application, and the implementation method of obtaining the first sub-scene based on the game information identification may be to obtain the current game screenshot, and by detecting the role model in the game screenshot, it can be determined whether a large number of enemy or friendly characters are concentrated in the same position (i.e., the assembly area). If the number of characters in a certain location suddenly increases, it may be the point where the group battle occurs. Then the multiple game virtual characters may refer to more than or equal to 6 characters, and the detection method for confrontation may be that the area during the group battle usually has a large number of skill effects (AOE attacks, control skills, explosion special effects, etc.), and image analysis can be used to analyze whether there are multiple skill effects in the aforementioned assembly area. If so, it is determined that the current group battle scene is in progress, i.e., the first sub-scene.

[0068] For example, for a team battle scene, a team battle is generally a full-scale confrontation between teams of 2 or more players, and each team will send multiple characters to participate. For a team battle scene, since players need to concentrate highly on the team battle, the information reminder operation may interfere with the user. Therefore, turning off the reminder of at least part of the reminder content allows the user to focus more on the team battle. For example, the way to turn off the reminder of at least part of the reminder content can be to turn off all reminder content, that is, to directly turn off the information reminder function, that is, not to perform the information reminder operation. Of course, it can also be to turn off the target reminder content, wherein the method for determining the target reminder content can refer to the aforementioned content, which will not be repeated here.

[0069] As another implementation, the first scene includes a second sub-scene, and the implementation of S303 may include, if the reminder scene is the second sub-scene, performing an information reminder operation based on the reduced reminder frequency, wherein the second sub-scene is used to characterize that the number of game virtual characters of the two opposing parties of the game application is less than the first number. Similarly, the number of game virtual characters of the two opposing parties can be determined based on the image analysis of the game scene. In addition, the method of reducing the reminder frequency can refer to the above content and will not be repeated here. It can be understood that the information reminder operation performed based on the reduced reminder frequency can be that the reminder content corresponding to the information reminder operation before reducing the reminder frequency is the same as the reminder content corresponding to the information reminder operation after reducing the reminder frequency, that is, the reminder content remains unchanged, but only the reminder frequency is reduced. Of course, it can also be that the reminder content corresponding to the information reminder operation after reducing the reminder frequency is lower than the reminder content corresponding to the information reminder operation before reducing the reminder frequency, that is, not only the reminder frequency is reduced, but also the reminder content is reduced.

[0070] Exemplarily, in the second sub-scenario, the number of game virtual characters of both sides is less than the first number, which means that the number of players in the second sub-scenario is relatively small, and the user needs to deal with fewer complex situations, so a lower frequency of information reminders can be used to reduce interference to the user. It should be noted that the number of game virtual characters of both sides may refer to the number of characters added to the current game mode. For example, if the current game mode is a one-on-one scene, i.e., a 1V1 battle scene, then the participating characters are 1 on each side, and the number of game virtual characters of both sides is 1. Assuming that the first number is 2, the number of game virtual characters of both sides is less than the first number.

[0071] Of course, the number of characters joining the current game mode may be greater than the first number, but the number of characters actually participating in the battle may be less than the first number. For example, if the current game mode is a 3V3 battle scene, there are 3 characters participating on each side. Of course, on one side, only the player himself is left participating in the battle, and the other two characters are offline or not participating in the battle (for example, they are not participating in the actual battle in the base), and there is only one character left on the enemy side participating in the battle. In this case, the number of virtual game characters on both sides is 1. Assuming the first number is 2, the number of virtual game characters on both sides is less than the first number.

[0072] like Figure 4 As shown, the game interface includes a small map control 410, a game character list 420 and a game character 430. The small map control 410 is used to display the small map content of the game, such as Figure 4 As shown, in addition to the reduced image of the entire game scene map, the mini-map content also includes character avatar icons 413, defense tower icons 412, and wild monster icons 411, wherein the character avatar icons correspond to the characters participating in the current game scene. Specifically, the character avatar icons in the mini-map may include icons corresponding to surviving characters in the same camp as the player, and icons corresponding to characters in the hostile camp that appear within the field of vision of the player camp, wherein the field of vision of the player camp may include the field of vision of any character in the player camp, as well as the field of vision of the defense towers and soldiers in the player camp. Therefore, by analyzing the mini-map areas in a certain number of game screenshots, the number of characters in the player camp and the hostile camp can be obtained. In addition, as Figure 4As shown, the game interface also includes a game character list 420, which includes multiple character icons. The multiple character icons include icons corresponding to multiple characters in the player's camp that participate in the current game scene. Therefore, the number of multiple characters participating in the current game scene can be determined by the number of icons in the list, and then it can be determined whether it belongs to the second sub-scene. Of course, it is also possible to obtain the combat data of the player's character within a period of time by obtaining screenshots of the player's multiple game interfaces, so as to determine the number of characters in the same camp of the character and the number of characters in the enemy camp. The specific method is not limited here.

[0073] As another implementation, the first scene includes a third sub-scene, and the implementation of S303 may include, if the reminder scene is the third sub-scene, turning off the prop reminder function, wherein the third sub-scene is used to represent that the winning probability of the camp where the current game account in the game application is located is greater than the winning probability of the other camp. It can be understood that the camp where the current game account in the game application is located refers to the camp where the character corresponding to the current game account in the game application is located.

[0074] Exemplarily, by analyzing the screenshots of the game, game data related to the winning rate can be obtained. For example, the game data related to the winning rate can include the number of survival characters of both sides, the number of defense towers of both sides, and the health of the defense towers of both sides. Based on the game data related to the winning rate, the winning probability of the player's camp and the winning probability of the opponent's camp can be analyzed. Specifically, the number of survival characters of both sides, that is, the number of survivors, is one of the most basic factors for measuring combat effectiveness in the game. Generally speaking, the party with more survivors has an advantage in group battles. If one party has more surviving players, especially at the decisive moment, it usually means a higher chance of controlling and defeating the enemy hero. Defense towers are one of the important factors that determine map control and offensive capabilities in MOBA. The number of surviving defense towers not only affects the opponent's advancement pressure, but also directly affects the player's economic and resource control. Health is an important indicator for measuring the instant combat effectiveness and survivability of a party. By analyzing the blood volume of each surviving player through images, the actual combat capabilities of the parties in the current state can be roughly evaluated.

[0075] Therefore, the ratio of the number of survivors of the two camps can be determined based on the number of surviving characters of both sides, for example, it can be the ratio of the number of surviving personnel of a certain camp to the total number of people in the camp, and then the first winning rate of the two camps can be obtained based on the ratio of the number of survivors of the two camps, for example, the ratio of the number of survivors of the camp divided by the sum of the ratio of the number of survivors of the two camps, so as to obtain the first winning rate of the camp. Similarly, the ratio of the number of surviving towers of the two camps can be determined based on the number of surviving defense towers of the two camps, for example, it can be the ratio of the number of surviving defense towers of a certain camp to the total number of defense towers of the camp, and then the second winning rate of the two camps can be obtained based on the ratio of the number of defense towers of the two camps, for example, the ratio of the number of defense towers of the camp divided by the sum of the ratio of the number of surviving defense towers of the two camps, so as to obtain the second winning rate of the camp. Similarly, the HP ratio of the defense towers of the two camps can be determined based on the remaining HP of the defense towers of both camps. For example, it can be the ratio of the HP of the defense tower of a certain camp to the HP of the total defense tower of the camp. Then, the third winning rate of the two camps is obtained based on the HP ratio of the defense towers of the two camps. For example, the HP ratio of the defense tower of the camp is divided by the sum of the HP ratios of the defense towers of the two camps, so as to obtain the third winning rate of the camp. Then, for each camp, based on the first winning rate, the second winning rate and the third winning rate, the winning rate of the corresponding camp is obtained by weighted summation, and then it is determined whether the current sub-scenario is the third.

[0076] It should be noted that the game data related to the winning rate may include at least one of the number of characters alive on both sides, the number of defense towers on both sides, and the health of defense towers on both sides. When there is only one item, the winning rate of the item is obtained by the above method to obtain the winning rate of the corresponding camp. When there are multiple items, the winning rate of the corresponding camp is obtained by the above weighted sum method. Therefore, you can choose to turn on or off some reminder options based on the situation information. For example, when you are in a big tailwind, the impact of the equipment on the situation is small, and you can choose to turn off the equipment reminder.

[0077] As another implementation, for the above-mentioned second sub-scenario, for example, a 1V1 battle scenario, the implementation method of performing the first reminder operation can also be to turn off the first object refresh reminder function, wherein the determination method of the second sub-scenario can refer to the above-mentioned embodiment and will not be repeated here, wherein the first object belongs to a game unit type not controlled by a player, that is, an NPC. It can be understood that in the game scene, soldier lines, wild monsters and defense towers all belong to NPCs, such as Figure 4As shown, some NPCs in the game scene can be refreshed, for example, the soldier line and wild monsters will be refreshed again after a certain time interval when the player defeats them and makes them disappear in the game. By detecting the image in the small map or the player's field of view, it can be determined whether the soldier line or wild monster is refreshed. In the embodiment of the present application, the first object is a wild monster, that is, in the 1V1 battle scene, it is not necessary to remind the wild monster to refresh, so the wild monster refresh reminder function can be turned off. It is understandable that since the icons corresponding to the wild monsters are distributed on the small map, the icons corresponding to the wild monsters will be displayed on the small map when the wild monsters in the wild area are not eliminated. After the wild monsters are eliminated, the icons corresponding to the wild monsters will disappear on the small map or change to another icon (for example, gray). Therefore, by detecting the small map, the wild monster refresh can be detected so as to perform the wild monster refresh reminder. Therefore, in the case where the wild monster refresh reminder is needed, the wild monster refresh reminder function can be turned on, and in the case where the wild monster refresh reminder is not needed, for example, in the second sub-scene, the wild monster refresh reminder function can be turned off.

[0078] In addition, in addition to determining whether it is in the reminder scene through the above-mentioned game information, the reminder scene can also be determined through the status information of the electronic device, so that when it is determined based on the status information of the electronic device that the electronic device currently needs to reduce the reminder intensity of the information reminder function, the corresponding reminder operation is performed. Specifically, the first scene may include a preset usage scene, and the implementation method of S303 may include, if the reminder scene is the preset usage scene, turning off the reminder of at least part of the reminder content, wherein the preset usage scene includes at least one of the remaining power of the electronic device being lower than the power threshold or the screen brightness of the electronic device being lower than the brightness threshold. Among them, the implementation method of turning off the reminder of at least part of the reminder content can refer to the aforementioned content, which will not be repeated here. In an embodiment of the present application, it may be to turn off the information reminder function.

[0079] Furthermore, if the reminder scenario is the preset usage scenario, after turning off the reminder of at least part of the reminder content, the method also includes: if it is detected that the electronic device is connected to a charging power source, the turned-off reminder function is turned back on. Therefore, in the embodiment of the present application, the terminal power, screen brightness, etc. are detected, the frequency of AI assistant information reminders is adjusted, and the reminder function is turned off when the power is lower than the threshold or the screen brightness is lower than the brightness threshold; when it is detected that the power is connected, the reminder function is turned back on.

[0080] like Figure 5 As shown, based on the game information and the system information (i.e. the aforementioned status information), the reminder scenario can be determined, such as Figure 5As shown, the reminder scene may include multiple ones, and each scene corresponds to a broadcast rule (i.e., a reminder operation), then the game information and the status information can jointly determine the reminder scene. For example, the status information of the electronic device is first obtained, and based on the status information of the electronic device, it is determined whether the reminder scene is a preset usage scene. If it is a preset usage scene, the reminder of at least part of the reminder content is turned off. If it is not a preset usage scene, the game information of the game application is obtained, the reminder scene is determined based on the game information, and the reminder operation corresponding to the corresponding reminder scene is executed.

[0081] See also Figure 6 , an embodiment of the present application provides an information reminder method, which is applied to an electronic device, and the method includes: S601 to S603.

[0082] S601: When the electronic device is running a game application, target data is acquired, where the target data includes at least one of game information of the game application and status information of the electronic device.

[0083] In the embodiment of the present application, the target data includes game information of the game application.

[0084] S602: Determine a reminder scenario corresponding to the target data, where the reminder scenario is used to characterize the reminder intensity of the information reminder.

[0085] S603: If the reminder scenario is the second scenario, execute a second reminder operation, wherein the second reminder operation is used to enhance the reminder effect of the information reminder on the user.

[0086] As mentioned above, in the embodiment of the present application, two types of reminder scenarios are included, namely the first scenario and the second scenario, wherein the second scenario refers to a scenario in which the reminder effect of the information reminder on the user is enhanced. That is to say, in the second scenario, the user's acceptance of the information reminder is relatively high, and the information reminder operation in the second scenario is named the second reminder operation, which refers to an information reminder operation based on the premise of enhancing the reminder effect of the information reminder on the user.

[0087] Exemplarily, the second reminder operation includes at least one of the following operations: executing information reminders based on the increased reminder frequency, playing voice reminder content based on the increased playback volume, and broadcasting voice reminder content based on a target tone, wherein the target tone corresponds to the emergency emotion.

[0088] Specifically, as mentioned above, assuming that the information reminder function of the electronic device corresponds to a default parameter, the default parameter includes a default reminder frequency, a default volume, a default reminder method, and a default reminder content. Then, the implementation method of executing the information reminder based on the increased reminder frequency includes increasing the default reminder frequency to obtain an increased reminder frequency, and then executing the information reminder based on the increased reminder frequency. For example, the default reminder frequency is 1 minute to remind the user of the battle situation analysis result. In the second scenario, the reminder interval of the battle situation analysis result can be 0.5 minutes, that is, the reminder interval is reduced, that is, the reminder frequency is increased. Similarly, the implementation method of playing the voice reminder content based on the increased playback volume may include increasing the default sound to obtain a reduced playback volume, and then executing the information reminder based on the increased playback volume. Broadcasting the voice reminder content based on the target tone may include broadcasting the voice reminder content of the non-target tone based on the target tone, and may also include converting the text reminder content into voice reminder content, and broadcasting the voice reminder content in the target tone.

[0089] It should be noted that if the target tone includes an urgent tone, there are at least two implementation methods for broadcasting the voice reminder content with the target tone. The first is to change the audio characteristics of the voice while keeping the voice content unchanged. The second is to change the voice content so that the voice playback reflects the target tone.

[0090] Specifically, the voice content to be played is determined as the basic voice content, the target audio characteristics are determined based on the target tone, and the voice to be broadcast with the target tone is obtained based on the target audio characteristics and the basic voice content. For example, the urgent emotion is usually manifested as a faster speech rate. By adjusting the speech rate parameter, the voice playback can be accelerated to make it more tense and urgent; in addition, the urgent emotional tone may be accompanied by an increase in pitch. By adjusting the pitch of speech synthesis, for example, raising the pitch, the voice can be made higher and more excited, thereby enhancing the sense of urgency; furthermore, the urgent tone is usually accompanied by a shorter pause, or even no pause, to maintain the tension of the sentence, so the pause time can be adjusted to reduce the pause time, thereby avoiding unnecessary long pauses and making the voice sound more urgent and coherent.

[0091] In addition, the implementation method of changing the voice content so that the voice playback reflects the target tone may include determining the voice content to be played as the basic voice content, performing text recognition on the basic voice content to obtain the basic text content, modifying the basic text content, and converting the modified text content into the voice to be broadcast with the target tone. Exemplarily, urgent or anxious words can be added to the basic text content, such as "quick!", "immediately", "hurry up", "right away", "urgent", "attention!", "must", etc. It is also possible to reduce unnecessary descriptions and pauses in the basic text content, keep the text compact, avoid long sentences and complex expressions, which will make the voice smoother and more tense. For example: "The problem is serious and must be dealt with immediately."

[0092] It is understandable that the second scene may include multiple sub-scenes, and each sub-scene under the second scene may correspond to a game scene. Then, the information reminder operation of each sub-scene must meet the prerequisite of enhancing the reminder effect of the information reminder on the user.

[0093] As an implementation method, the second scene may include a fourth sub-scene, and the implementation method of S603 may be, if the reminder scene is the fourth sub-scene, an information reminder operation is performed based on the increased reminder frequency, wherein the fourth sub-scene is used to characterize that the winning probability of the camp where the current game account is located in the game application is less than the winning probability of the opposing camp. Among them, the method for determining the winning rate can refer to the aforementioned content and will not be repeated here. Therefore, by identifying the current situation information during the game, the number of reminders assisted by the AI ​​game is adjusted according to the current situation information. For example, when the game is at a disadvantage, the number of reminders is increased to help the user change the situation.

[0094] As an implementation method, the second scene may include a fifth sub-scene, and the implementation method of S603 may be that if the reminder scene is the fifth sub-scene, a preset operation is performed, wherein the preset operation includes executing an information reminder based on the increased reminder frequency, playing voice reminder content based on the increased playback volume, and playing reminder information based on voice, and the fifth sub-scene is a second object refresh, wherein the second object is a non-player-controlled game unit in the game scene whose defeat reward meets the preset conditions.

[0095] It should be noted that the fifth sub-scene represents a particularly urgent scene, that is, the urgency of the information reminder is relatively high. For example, an emergency level is set for each game scene, and the fifth sub-scene can be the scene with the highest emergency level. In the embodiment of the present application, the fifth sub-scene is refreshed for the second object, that is, the second object belongs to a non-player-controlled game unit, i.e., an NPC, which has a greater impact on the battle situation, and the defeat reward of the second object meets the preset conditions. For example, the second object can be the NPC with the highest defeat reward among all NPCs, for example, the wild monster with the highest defeat reward.

[0096] Exemplarily, the wild monster with the highest reward for defeating is called a dragon, a master, etc. in some games. The difference between it and ordinary wild monsters is that killing the second object usually provides a very generous reward for the team. The most common reward is a gain effect shared by the whole team, such as increasing attack power, strengthening defense, etc. These gains usually have a significant impact on the rhythm of the entire game. General wild monsters usually give rewards in the form of money, experience points, or short-term gain effects. Therefore, in an embodiment of the present application, when the dragon has been refreshed, the reminder can be increased and voice can be used, that is, information reminders are executed based on the increased reminder frequency, voice reminder content is played based on the increased playback volume, and reminder information is played based on voice.

[0097] It is understandable that, in addition to the aforementioned, it is possible to determine whether the big dragon has been updated through the icon corresponding to the second object (e.g., the big dragon) in the small map, such as Figure 7 As shown, it is also possible to determine whether the big dragon 701 has been updated based on the image in the corresponding game interface of the player or the player's friendly forces. For example, when a player passes by the position of the big dragon, if the big dragon has been refreshed, the image in the corresponding game interface will include the image of the big dragon, thereby being able to determine whether the big dragon has been updated.

[0098] It should be noted that since players can have voice conversations with other players in the game, voice reminders need to be distinguished from voice chats in the game to avoid interfering with the user's normal voice chats. For example, when the player's voice input or other player's voice is detected, the volume of the voice reminder is reduced; when the player's voice input or other player's voice is not detected, the volume of the voice reminder is increased or restored to the volume before the reduction. In addition, when the voice is playing the reminder content, the voice content can also be displayed in text, so that the user can view the reminder content in text even if the voice is not heard clearly.

[0099] In addition, voice recognition and sound suppression technology can be used to ensure that system voice does not interfere with the player's voice chat. For example, when prompt voice and player voice occur at the same time, the game can set a voice priority mechanism to ensure that the player's voice is always clear and will not be interrupted. If there is a prompt voice, it will only play when the player is not speaking, or automatically reduce the reminder volume when the player's voice frequency is low.

[0100] Therefore, by identifying the game scenes and non-game scenes during the game, different AI-assisted recommended broadcast strategies are followed for different scenes, so that different scenes can have a better user experience. This solves the problem that the broadcast suggestions cannot be adjusted according to the current specific situation and scene, sometimes disturbing the user, and sometimes the reminder effect is not good.

[0101] See also Figure 8 , which shows a structural block diagram of an information reminder device 800 provided in an embodiment of the present application. The device may include: an acquisition unit 801, a determination unit 802 and a reminder unit 803.

[0102] The acquisition unit 801 is used to acquire target data when the electronic device runs a game application, where the target data includes at least one of game information of the game application and status information of the electronic device.

[0103] The determination unit 802 is used to determine a reminder scenario corresponding to the target data, where the reminder scenario is used to characterize the reminder intensity of the information reminder.

[0104] The reminder unit 803 is used to perform an information reminder operation based on the reminder scenario.

[0105] Furthermore, the reminder unit 803 is further configured to execute a first reminder operation if the reminder scenario is a first scenario, wherein the first reminder operation is configured to reduce interference of the information reminder to the user.

[0106] Furthermore, the first reminder operation includes at least one of the following operations: executing information reminders based on the reduced reminder frequency, playing voice reminder content based on the reduced playback volume, reminding the voice reminder content via text, and closing reminders of at least part of the reminder content.

[0107] Furthermore, the reminder unit 803 is further configured to close the reminder of at least part of the reminder content if the reminder scene is a first sub-scene, wherein the first sub-scene is configured to represent that a plurality of game virtual characters within the game application are in collective confrontation.

[0108] Furthermore, the reminder unit 803 is also used to perform an information reminder operation based on the reduced reminder frequency if the reminder scenario is a second sub-scenario, wherein the second sub-scenario is used to represent that the number of game virtual characters of the two opposing parties of the game application is less than the first number.

[0109] Furthermore, the reminder unit 803 is also used to turn off the prop reminder function if the reminder scene is the third sub-scene, wherein the third sub-scene is used to represent that the winning probability of the camp where the current game account in the game application is located is greater than the winning probability of the opponent's camp.

[0110] Furthermore, the reminder unit 803 is also used to turn off the first object refresh reminder function if the reminder scene is a second sub-scene, wherein the second sub-scene is used to represent that the number of game virtual characters of the two opposing sides of the game application is less than the first number, and wherein the first object belongs to a game unit type that is not controlled by the player.

[0111] Furthermore, the reminder unit 803 is also used to turn off the reminder of at least part of the reminder content if the reminder scenario is the preset usage scenario, wherein the preset usage scenario includes at least one of the remaining power of the electronic device being lower than a power threshold or the screen brightness of the electronic device being lower than a brightness threshold.

[0112] Furthermore, the reminder unit 803 is also used to re-enable the disabled reminder function if it is detected that the electronic device is connected to a charging power source.

[0113] Furthermore, the reminder unit 803 is further configured to execute a second reminder operation if the reminder scenario is a second scenario, wherein the second reminder operation is configured to enhance the reminder effect of the information reminder on the user.

[0114] Furthermore, the second reminder operation includes at least one of the following operations: executing information reminders based on the increased reminder frequency, playing voice reminder content based on the increased playback volume, and broadcasting voice reminder content based on a target tone, wherein the target tone includes an urgent tone.

[0115] Furthermore, the reminder unit 803 is also used to perform an information reminder operation based on the increased reminder frequency if the reminder scenario is the fourth sub-scenario, wherein the fourth sub-scenario is used to characterize that the winning probability of the camp to which the current game account belongs in the game application is less than the winning probability of the opposing camp.

[0116] Furthermore, the reminder unit 803 is also used to execute a preset operation if the reminder scene is the fifth sub-scene, wherein the preset operation includes executing an information reminder based on the increased reminder frequency, playing voice reminder content based on the increased playback volume, and playing reminder information based on voice, and the fifth sub-scene is a second object refresh, wherein the second object is a non-player-controlled game unit whose defeat reward in the game scene meets the preset conditions.

[0117] 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.

[0118] In several embodiments provided in the present application, the coupling between modules may be electrical, mechanical or other forms of coupling.

[0119] 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.

[0120] Please refer to Fig. 9 , 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, etc. The electronic device 100 in the present application may include one or more of the following components: a processor 110, a memory 120, and one or more applications, wherein the one or more applications may be stored in the memory 120 and configured to be executed by one or more processors 110, and the one or more programs are configured to execute the method described in the aforementioned method embodiment.

[0121] The processor 110 may include one or more processing cores. The processor 110 uses various interfaces and lines to connect various parts of the entire electronic device 100, and executes various functions and processes data of the electronic device 100 by running or executing instructions, programs, code sets or instruction sets stored in the memory 120, and calling data stored in the memory 120. Optionally, the processor 110 can be implemented in at least one hardware form of digital signal processing (DSP), field-programmable gate array (FPGA), and programmable logic array (PLA). The processor 110 can integrate one or a combination of a central processing unit (CPU), a graphics processing unit (GPU), and a modem. Among them, the CPU mainly processes the operating system, user interface, and application programs; the GPU is responsible for rendering and drawing display content; and the modem is used to process wireless communications. It can be understood that the above-mentioned modem may not be integrated into the processor 110, but may be implemented separately through a communication chip.

[0122] The memory 120 may include a random access memory (RAM) or a read-only memory (ROM). 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 following various method embodiments, etc. The data storage area may also store data (such as a phone book, audio and video data, chat record data) created by the electronic device 100 during use.

[0123] Please refer to Fig.10 , which shows a structural block diagram of a computer-readable medium provided in an embodiment of the present application. The computer-readable medium 1000 stores program codes, which can be called by a processor to execute the method described in the above method embodiment.

[0124] The computer readable medium 1000 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 medium 1000 includes a non-transitory computer-readable storage medium. The computer readable medium 1000 has storage space for program code 1010 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 1010 can be compressed, for example, in an appropriate form.

[0125] 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. An information reminder method, characterized in that: Applied to electronic equipment, the method comprises: When the electronic device runs a game application, acquiring target data, the target data including at least one of game information of the game application and status information of the electronic device; Determine a reminder scenario corresponding to the target data, where the reminder scenario is used to characterize the reminder intensity of the information reminder; An information reminder operation is performed based on the reminder scenario.

2. The method according to claim 1, characterized in that The information reminder operation includes a first reminder operation, and the performing of the information reminder operation based on the reminder scenario includes: If the reminder scenario is the first scenario, a first reminder operation is performed, wherein the first reminder operation is used to reduce the interference of the information reminder to the user.

3. The method according to claim 2, characterized in that The first reminder operation includes at least one of the following operations: executing information reminder based on the reduced reminder frequency, playing voice reminder content based on the reduced playback volume, reminding the voice reminder content through text, and closing the reminder of at least part of the reminder content.

4. The method according to claim 2, characterized in that: The target data includes game information of the game application, the first scene includes a first sub-scene, and if the reminder scene is the first scene, performing a first reminder operation includes: If the reminder scene is the first sub-scene, at least part of the reminder content is turned off, wherein the first sub-scene is used to represent that multiple game virtual characters in the game application are in a collective confrontation.

5. The method according to claim 2, characterized in that: The target data includes game information of the game application, the first scene includes a second sub-scene, and if the reminder scene is the first scene, performing a first reminder operation includes: If the reminder scenario is a second sub-scenario, an information reminder operation is performed based on the reduced reminder frequency, wherein the second sub-scenario is used to represent that the number of game virtual characters of the two opposing parties of the game application is less than the first number.

6. The method according to claim 2, characterized in that The target data includes game information of the game application, the first scene includes a third sub-scene, and if the reminder scene is the first scene, performing a first reminder operation includes: If the reminder scene is the third sub-scene, the prop reminder function is turned off, wherein the third sub-scene is used to represent that the winning probability of the camp where the current game account belongs to in the game application is greater than the winning probability of the opponent's camp.

7. The method according to claim 2, characterized in that The target data includes game information of the game application, the first scene includes a second sub-scene, and if the reminder scene is the first scene, performing a first reminder operation includes: If the reminder scene is the second sub-scene, turn off the first object refresh reminder function, wherein the second sub-scene is used to represent that the number of game virtual characters of the two opposing parties of the game application is less than the first number, and wherein the first object belongs to a game unit type that is not controlled by the player.

8. The method according to claim 2, characterized in that: The target data includes status information of the electronic device, the first scenario includes a preset usage scenario, and if the reminder scenario is the first scenario, performing a first reminder operation includes: If the reminder scenario is the preset usage scenario, the reminder of at least part of the reminder content is turned off, wherein the preset usage scenario includes at least one of the remaining power of the electronic device being lower than the power threshold or the screen brightness of the electronic device being lower than the brightness threshold.

9. The method according to claim 8, characterized in that If the reminder scenario is the preset usage scenario, after closing the reminder of at least part of the reminder content, the method further includes: If it is detected that the electronic device is connected to a charging power source, the disabled reminder function is turned on again.

10. The method according to any one of claims 1 to 9, characterized in that: The information reminder operation includes a second reminder operation, and the performing of the information reminder operation based on the reminder scenario includes: If the reminder scenario is the second scenario, a second reminder operation is performed, wherein the second reminder operation is used to enhance the reminder effect of the information reminder on the user.

11. The method according to claim 10, characterized in that The second reminder operation includes at least one of the following operations: executing information reminder based on the increased reminder frequency, playing voice reminder content based on the increased playback volume, and broadcasting voice reminder content based on the target tone, wherein the target tone includes an urgent tone.

12. The method according to claim 10, characterized in that The target data includes game information of the game application, the second scene includes a fourth sub-scene, and if the reminder scene is the second scene, performing a second reminder operation includes: If the reminder scenario is the fourth sub-scenario, an information reminder operation is performed based on the increased reminder frequency, wherein the fourth sub-scenario is used to represent that the winning probability of the camp where the current game account belongs to in the game application is less than the winning probability of the other camp.

13. The method according to claim 10, characterized in that The target data includes game information of the game application, the second scene includes a fifth sub-scene, and if the reminder scene is the second scene, performing a second reminder operation includes: If the reminder scene is the fifth sub-scene, a preset operation is performed, wherein the preset operation includes executing an information reminder based on the increased reminder frequency, playing voice reminder content based on the increased playback volume, and playing reminder information based on voice, and the fifth sub-scene is a second object refresh, wherein the second object is a non-player-controlled game unit whose defeat reward meets the preset conditions.

14. An information reminder device, characterized in that: Applied to electronic equipment, the device comprises: an acquisition unit, configured to acquire target data when the electronic device runs a game application, the target data comprising at least one of game information of the game application and state information of the electronic device; A determination unit, used to determine a reminder scenario corresponding to the target data, wherein the reminder scenario is used to characterize the reminder intensity of the information reminder; The reminder unit is used to perform an information reminder operation based on the reminder scenario.

15. An electronic device, characterized in that: include: one or more processors; 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 method according to any one of claims 1-13.

16. A computer readable medium, characterized in that The computer-readable medium stores a program code executable by a processor, and when the program code is executed by the processor, the processor executes the method according to any one of claims 1 to 13.