Game level generation method and device
By correcting preset difficulty, analyzing historical data and dynamic adjustment of feedback levels for Sudoku game levels, the problem of the difficulty of levels in the existing technology cannot be accurately controlled, and personalized game experience and satisfaction improvement are achieved.
Patent Information
- Application Number
- CN202411827749.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-12
- Publication Date
- 2025-03-18
- Estimated Expiration
- 2044-12-12
AI Technical Summary
In the prior art, the difficulty of Sudoku game levels cannot be accurately controlled, resulting in poor player experience.
By correcting the difficulty of the first game level based on the preset level difficulty, obtaining the historical game data of the game player, and dynamically adjusting the level based on the feedback information to generate a level suitable for the player's abilities.
It realizes precise control of the difficulty of the Sudoku game level, ensures that the difficulty of the level matches the player's actual abilities, and improves the personalization and satisfaction of the game experience.
Smart Images

Figure CN119633392A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to a method and device for generating game levels. Background Art
[0002] In Sudoku games, a game level usually refers to a Sudoku puzzle of a specific difficulty. These game levels are divided into elementary, intermediate and advanced levels according to their difficulty. Each game level may contain a different number of known numbers (the number of clues), and players need to fill in the remaining blank grids.
[0003] In the related art, the generation of game levels is usually random, which results in that the difficulty of the game levels of the Sudoku game cannot be accurately controlled. Summary of the invention
[0004] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for generating a game level, which can achieve precise control of the level difficulty of a Sudoku game level.
[0005] The technical solution of the embodiment of the present application is implemented as follows:
[0006] The present application embodiment provides a method for generating a game level, including:
[0007] Based on a preset level difficulty, modifying the difficulty of the first game level to obtain a second game level that meets the preset level difficulty;
[0008] In response to a generation instruction of the game level by a game player, historical game data of the game player is obtained, and based on the historical game data, difficulty of the second game level is modified to obtain a third game level adapted to the historical game data;
[0009] In response to the game player playing the game based on the third game level, feedback information of the game player regarding the third game level is obtained, and based on the feedback information, difficulty of a portion of the third game level that the game player has not played is modified to obtain a dynamic game level.
[0010] The embodiment of the present application provides a device for generating a game level, including:
[0011] A first correction module, used to correct the difficulty of the first game level based on a preset level difficulty, to obtain a second game level that meets the preset level difficulty;
[0012] a second correction module, configured to obtain historical game data of the game player in response to a generation instruction of the game level by the game player, and to correct the difficulty of the second game level based on the historical game data to obtain a third game level adapted to the historical game data;
[0013] The third correction module is used to obtain feedback information of the game player on the third game level in response to the game player playing the game based on the third game level, and based on the feedback information, correct the difficulty of part of the third game level that the game player has not played, so as to obtain a dynamic game level.
[0014] In the above scheme, the above-mentioned first correction module is also used to create the first game level, determine the level difficulty of the first game level, compare the level difficulty of the first game level with the preset level difficulty, and obtain a comparison result; when the comparison result indicates that the preset level difficulty is not equal to the level difficulty of the first game level, perform difficulty correction on the first game level to obtain the second game level.
[0015] In the above solution, the first correction module is further used to determine the first game level as the second game level when the comparison result indicates that the preset level difficulty is equal to the level difficulty of the first game level.
[0016] In the above scheme, the above-mentioned first correction module is also used to correct the difficulty of the first game level to obtain the first reference game level. When the level difficulty of the first reference game level is equal to the preset level difficulty, the first reference game level is determined as the second game level; when the level difficulty of the first reference game level is not equal to the preset level difficulty, traverse i to perform the following processing until the second game level is obtained: correct the difficulty of the i-th game level to obtain the i+1-th reference game level. When the level difficulty of the i+1-th reference game level is equal to the preset level difficulty, the i+1-th reference game level is determined as the second game level, and i is a positive integer greater than 1.
[0017] In the above scheme, the above-mentioned second correction module is also used to extract features from the historical game data to obtain historical game features of the historical game data; call the difficulty correction model to correct the difficulty of the second game level based on the historical game features of the historical game data to obtain a third game level adapted to the historical game data.
[0018] In the above scheme, the second game level includes multiple level elements associated with the level difficulty of the second game level. The above second correction module is also used to call the difficulty correction model, and based on the historical game characteristics of the historical game data, predict the correction elements corresponding to each of the level elements in the second game level to obtain the correction elements corresponding to each of the level elements, and the level difficulty corresponding to the correction elements is adapted to the historical game data; the level elements in the second game level that are associated with the level difficulty of the second game level are replaced by the corresponding correction elements to obtain a third game level adapted to the historical game data.
[0019] In the above scheme, the above-mentioned second correction module is also used to call the initial difficulty correction model, and based on the sample characteristics of the historical game data samples, correct the difficulty of the second game level to obtain the predicted game level; based on the preset game level and the labeled game level carried by the historical game data samples, determine the loss value of the initial difficulty correction model; based on the loss value, train the initial difficulty correction model to obtain the third game level.
[0020] In the above scheme, the above third correction module is also used to, when the feedback information is positive feedback information, increase the difficulty of a part of the third game level that the game player has not progressed to obtain the dynamic game level; when the feedback information is negative feedback information, reduce the difficulty of a part of the third game level that the game player has not progressed to obtain the dynamic game level.
[0021] In the above scheme, in the above scheme, the above third correction module is further used to correct the difficulty of part of the game levels in the third game level that the game player has not performed based on the feedback information to obtain a fourth game level; determine the clearance path of the fourth game level, and when the number of the clearance paths is multiple and the level difficulty of each of the clearance paths of the fourth game level meets the feedback information, determine the fourth game level as the dynamic game level; when the number of the clearance paths is one, determine the fourth game level as the dynamic game level; when the number of the clearance paths is multiple and the level difficulty of some of the clearance paths does not meet the feedback information, delete the clearance paths in the fourth game level whose level difficulty does not meet the feedback information to obtain the dynamic game level.
[0022] An embodiment of the present application provides an electronic device, including:
[0023] A memory for storing computer executable instructions or computer programs;
[0024] The processor is used to implement the method for generating a game level provided in an embodiment of the present application when executing the computer executable instructions or computer program stored in the memory.
[0025] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions for causing a processor to execute the game level generation method provided by the embodiment of the present application.
[0026] The embodiment of the present application provides a computer program product, which includes a computer program or a computer executable instruction, and the computer program or the computer executable instruction is stored in a computer-readable storage medium. The processor of the electronic device reads the computer executable instruction from the computer-readable storage medium, and the processor executes the computer executable instruction, so that the electronic device executes the method for generating a game level in the embodiment of the present application.
[0027] The embodiments of the present application have the following beneficial effects:
[0028] By modifying the difficulty of the first game level based on the preset level difficulty, a second game level that meets the preset level difficulty is obtained; in response to the game player's instruction to generate the game level, the game player's historical game data is obtained, and based on the historical game data, the difficulty of the second game level is modified to obtain a third game level that matches the historical game data; in response to the game player playing the game based on the third game level, feedback information from the game player on the third game level is obtained, and based on the feedback information, the difficulty of a part of the game level that the game player has not played in the third game level is modified to obtain a dynamic game level. In this way, a preliminary difficulty modification is made to the first game level based on the preset level difficulty to ensure that the basic difficulty setting of the level meets expectations. The modified first game level becomes the second game level, which meets the preset level difficulty, and is recorded. Record and analyze the player's behavior and performance in the game, including choices, number of failures, completion time, scores, etc., to obtain the player's historical game data. Based on the obtained player's historical game data, further difficulty correction is made to the second game level to ensure that the level can better adapt to the player's actual game ability. By analyzing the player's historical game data and instant feedback, developers can make more data-driven decisions to ensure that the level difficulty matches the player's actual ability. Game development is an iterative process. Developers need to continuously collect data, analyze feedback and adjust the level difficulty to achieve precise control, put the player's needs and experience at the core of the design process, and ensure that the game difficulty can provide challenges without frustrating the player. Based on the player's feedback on the third game level, the developer corrects the difficulty of the unplayed part of the level. This correction can include adjusting the enemy strength, changing the obstacle setting, providing more resources, etc., to create a dynamic game level that can adapt to the player's ability and preference in real time, can achieve precise control of the game level difficulty, provide a more personalized and adapted game experience to the player's needs, and can achieve precise control of the level difficulty of the game level. BRIEF DESCRIPTION OF THE DRAWINGS
[0029] Figure 1 It is a schematic diagram of the architecture of a system for generating game levels provided in an embodiment of the present application;
[0030] Figure 2 is a structural schematic diagram of an electronic device for generating game levels provided in an embodiment of the present application;
[0031] Figure 3 This is a flowchart of a method for generating a game level provided in an embodiment of the present application. Figure 1 ;
[0032] Figure 4 This is a flowchart of a method for generating a game level provided in an embodiment of the present application. Figure 2 ;
[0033] Figure 5 This is a flowchart of a method for generating a game level provided in an embodiment of the present application. Figure 3 ;
[0034] Figure 6 This is a flowchart of a method for generating a game level provided in an embodiment of the present application. Figure 4 ;
[0035] Figure 7 This is a flowchart of a method for generating a game level provided in an embodiment of the present application. Figure 5 ;
[0036] Figure 8 It is a structural diagram of the difficulty correction model provided in the embodiment of the present application. DETAILED DESCRIPTION
[0037] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be further described in detail below in conjunction with the accompanying drawings. The described embodiments should not be regarded as limiting the present application. All other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of this application.
[0038] In the following description, reference is made to “some embodiments”, which describe a subset of all possible embodiments, but it will be understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.
[0039] In the following description, the terms "first\second\third" involved are merely used to distinguish similar objects and do not represent a specific ordering of the objects. It can be understood that "first\second\third" can be interchanged with a specific order or sequence where permitted, so that the embodiments of the present application described here can be implemented in an order other than that illustrated or described here.
[0040] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as those commonly understood by those skilled in the art to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of this application and are not intended to limit this application.
[0041] Before further describing the embodiments of the present application in detail, the nouns and terms involved in the embodiments of the present application are explained. The nouns and terms involved in the embodiments of the present application are subject to the following interpretations.
[0042] 1) Game Levels: Game levels are specific stages or sections designed in video games that players need to complete certain tasks or challenges to pass. Each level usually contains a series of obstacles, enemies, and challenges, which together constitute a node in the game process. Game levels are designed to provide players with set goals and challenges while advancing the game story.
[0043] 2) Level Difficulty: Level difficulty refers to the difficulty level set in the game level, which determines the degree of challenge the player needs to face when completing the level. Level difficulty can be determined by a variety of factors, including the strength and number of enemies, the complexity of obstacles, the requirements of the task, etc. Appropriate level difficulty is crucial to maintaining the player's interest and challenge. Too high a difficulty may lead to player frustration, while too low a difficulty may lead to player boredom.
[0044] 3) Gamers: refers to individuals who participate in interactive video games. They interact with the game by operating game controllers or input devices to achieve in-game goals, complete tasks, or enjoy the game process. Historical game data is recorded through the game player's historical performance in the game, including but not limited to the time to complete the level, score, number of attempts, selected game path, etc. This data can be used to analyze the player's gaming habits, skill level, and preferences.
[0045] 4) Games: The game may be any of a massively multiplayer online role-playing game (MMORPG), a first-person shooter (FPS), a third-person shooter, a multiplayer online tactical competitive game (MOBA), a virtual reality application, a three-dimensional map program, a simulation program, or a multiplayer gunfight survival game.
[0046] During the implementation of the embodiments of the present application, the applicant discovered that the related technology has the following problems:
[0047] In the related art, the generation of game levels is usually random, which results in the difficulty of the game levels being unable to be accurately controlled.
[0048] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for generating a game level, which can achieve precise control of the level difficulty of the game level of a Sudoku game. The following describes an exemplary application of the game level generation system provided by the embodiments of the present application.
[0049] See also Figure 1 , Figure 1 It is a schematic diagram of the architecture of a game level generation system 100 provided in an embodiment of the present application. A terminal (terminal 400 is shown as an example) is connected to a server 200 via a network 300. The network 300 may be a wide area network or a local area network, or a combination of the two.
[0050] The terminal 400 is used for the user to use the client 410 to display the game level on the graphical interface 410-1 (graphical interface 410-1 is shown as an example). The terminal 400 and the server 200 are connected to each other via a wired or wireless network.
[0051] In some embodiments, the server 200 may be an independent physical server, or a server cluster or business system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms. The terminal 400 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart TV, a smart watch, a car terminal, etc., but is not limited thereto. The electronic device provided in the embodiment of the present application may be implemented as a terminal or as a server. The terminal and the server may be directly or indirectly connected via wired or wireless communication, which is not limited in the embodiment of the present application.
[0052] In some embodiments, the server 200 modifies the difficulty of the first game level based on a preset level difficulty to obtain a second game level that meets the preset level difficulty, obtains historical game data in response to a game player's instruction to generate a game level, and based on the historical game data, modifies the difficulty of the second game level to obtain a third game level, and sends the third game level to the terminal 400. The terminal 400 obtains feedback information from the game player on the third game level, and based on the feedback information, modifies the difficulty of a portion of the third game level that the game player has not performed to obtain a dynamic game level.
[0053] In some embodiments, the terminal 400 modifies the difficulty of the first game level based on a preset level difficulty to obtain a second game level that meets the preset level difficulty, obtains historical game data in response to a game player's instruction to generate a game level, and modifies the difficulty of the second game level based on the historical game data to obtain a third game level. The terminal 400 obtains feedback information from the game player on the third game level, and based on the feedback information, modifies the difficulty of a portion of the third game level that the game player has not performed to obtain a dynamic game level, and sends the dynamic game level to the server 200.
[0054] See also Figure 2 , Figure 2 is a structural diagram of an electronic device 500 for generating game levels provided in an embodiment of the present application, wherein: Figure 2 The electronic device 500 shown may be Figure 1 The server 200 or the terminal 400 in Figure 2 The electronic device 500 shown includes: at least one processor 430, a memory 450, and at least one network interface 420. The various components in the electronic device 500 are coupled together via a bus system 440. It is understood that the bus system 440 is used to achieve connection and communication between these components. In addition to the data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clarity, the bus system 440 is not described in detail. Figure 2 Various buses are labeled as bus system 440 .
[0055] The processor 430 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc., where the general-purpose processor can be a microprocessor or any conventional processor, etc.
[0056] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard drives, optical drives, etc. The memory 450 may optionally include one or more storage devices that are physically remote from the processor 430.
[0057] The memory 450 includes a volatile memory or a non-volatile memory, and may also include both volatile and non-volatile memories. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.
[0058] In some embodiments, memory 450 can store data to support various operations, examples of which include programs, modules, and data structures, or a subset or superset thereof, as exemplarily described below.
[0059] Operating system 451, including system programs for processing various basic system services and performing hardware-related tasks, such as a framework layer, a core library layer, a driver layer, etc., for implementing various basic services and processing hardware-based tasks;
[0060] The network communication module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420. Exemplary network interfaces 420 include: Bluetooth, Wireless Fidelity (WiFi), and Universal Serial Bus (USB).
[0061] In some embodiments, the game level generation device provided in the embodiments of the present application can be implemented in a software manner. Figure 2 The game level generation device 455 stored in the memory 450 is shown, which can be software in the form of a program and a plug-in, etc., including the following software modules: a first correction module 4551, a second correction module 4552 and a third correction module 4553. These modules are logical, so they can be arbitrarily combined or further divided according to the functions implemented. The functions of each module will be explained below.
[0062] In other embodiments, the game level generation device provided in the embodiments of the present application can be implemented in hardware. As an example, the game level generation device provided in the embodiments of the present application can be a processor in the form of a hardware decoding processor, which is programmed to execute the game level generation method provided in the embodiments of the present application. For example, the processor in the form of a hardware decoding processor can adopt one or more application specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field programmable gate arrays (FPGAs), or other electronic components.
[0063] The method for generating a game level provided in the embodiment of the present application will be described in combination with the exemplary application and implementation of the server or terminal provided in the embodiment of the present application.
[0064] See also Figure 3 , Figure 3 This is a flowchart of a method for generating a game level provided in an embodiment of the present application. Figure 1 , will combine Figure 3 Steps 101 to 105 are shown for illustration. The method for generating a game level provided in the embodiment of the present application can be implemented by a server or a terminal alone, or by a server and a terminal in collaboration. The following description will be made by taking the implementation by a server alone as an example.
[0065] In step 101, based on a preset level difficulty, the difficulty of a first game level is modified to obtain a second game level that meets the preset level difficulty.
[0066] In some embodiments, during the game design phase, the developer will preset a specific level difficulty based on the overall design goals of the game, the target audience of the player, the expectations of the game experience, etc. This difficulty is the benchmark for the game level design. The first game level is a level that has been initially designed or modified, and it may not have fully met the preset difficulty requirements. According to the preset level difficulty, the first game level is adjusted and optimized, and this process is called difficulty correction. Difficulty correction may include adjusting the number, difficulty, and position of enemies, changing the level layout, adjusting the player's resource allocation, or changing the game mechanism. Through difficulty correction, the first game level is adjusted to a version that meets the preset level difficulty, and this adjusted level is called the second game level. The second game level should be able to provide a game experience that matches the preset difficulty. The revised second game level usually needs to be tested to ensure that it does meet the preset difficulty. If the test results show that the level difficulty is still not ideal, further adjustment and iteration may be required. The difficulty correction process also needs to consider the balance of the game to ensure that the difficulty gradient between all levels is reasonable and the player's game experience will not be affected by improper level difficulty settings.
[0067] In some embodiments, see Figure 4 , Figure 4 This is a flowchart of a method for generating a game level provided in an embodiment of the present application. Figure 2 , Figure 3 Step 101 shown may be performed by Figure 4 Steps 1011 to 1012 are implemented as shown.
[0068] In step 1011, the first game level is created, and the level difficulty of the first game level is determined, and the level difficulty of the first game level is compared with the preset level difficulty to obtain a comparison result.
[0069] In some embodiments, the first level of the game is designed and created, including the level layout, enemy configuration, player objectives, game mechanics, etc. After the level is created, the developer needs to evaluate the difficulty of the level. This is usually done through player testing, internal evaluation by the developer, or using a difficulty evaluation tool. The evaluation indicators may include the number and type of enemies, the player's resource limitations, the challenge of the level design to the player, etc. According to the overall design of the game and the player's experience goals, an ideal level difficulty is preset. This preset difficulty is based on a comprehensive consideration of the game difficulty curve, the player's skill level, and the challenge of the game. The difficulty of the first game level is compared with the preset level difficulty. This comparison can be done through quantitative analysis (such as a difficulty scoring system) or qualitative analysis (such as player feedback). The comparison result will indicate whether the difficulty of the first game level is consistent with the preset difficulty. If it is consistent, it means that the level difficulty setting is reasonable; if it is not consistent, the developer may need to make further adjustments and optimizations to the level.
[0070] In some embodiments, after comparing the level difficulty of the first game level with the preset level difficulty and obtaining the comparison result, the following processing may be performed: when the comparison result indicates that the preset level difficulty is equal to the level difficulty of the first game level, the first game level is determined as the second game level.
[0071] In some embodiments, the difficulty of the first game level is evaluated and compared with the preset level difficulty. This step is to ensure that the level difficulty meets the design goals and player expectations. If the comparison result shows that the preset level difficulty is equal to the difficulty of the first game level, it means that the first game level has met the design requirements. In this case, the developer will determine the first game level as the second game level, that is, the final game level.
[0072] In step 1012, when the comparison result indicates that the preset level difficulty is not equal to the level difficulty of the first game level, the difficulty of the first game level is modified to obtain the second game level.
[0073] In some embodiments, the difficulty correction of the first game level to obtain the second game level can be achieved as follows: the difficulty correction of the first game level to obtain the first reference game level, when the level difficulty of the first reference game level is equal to the preset level difficulty, the first reference game level is determined as the second game level; when the level difficulty of the first reference game level is not equal to the preset level difficulty, traverse i to perform the following processing until the second game level is obtained: the difficulty correction of the i-th game level to obtain the i+1-th reference game level, when the level difficulty of the i+1-th reference game level is equal to the preset level difficulty, the i+1-th reference game level is determined as the second game level, where i is a positive integer greater than 1.
[0074] In some embodiments, there is an initial game level, referred to as the first game level. There is a preset level difficulty, which is used as the target difficulty. The difficulty of the first game level is corrected to obtain the first reference game level. Check whether the difficulty of the first reference game level is equal to the preset level difficulty. If the difficulty of the first reference game level is equal to the preset difficulty, the first reference game level is determined as the second game level, and the process ends. If the difficulty of the first reference game level is not equal to the preset difficulty, an iterative correction process is entered. Set an iteration variable i, with an initial value of 1. Correct the difficulty of the i-th game level to obtain the i+1-th reference game level. Check whether the difficulty of the i+1-th reference game level is equal to the preset level difficulty. If after the i-th iteration, the difficulty of the i+1-th reference game level is equal to the preset difficulty, the i+1-th reference game level is determined as the second game level, and the iterative process ends. If not, i is increased by 1, and the next iteration is continued until a level with matching difficulty is found. During the iteration process, there needs to be a way to correct the difficulty of the game level, which may involve adjusting parameters in the game, such as the number of enemies, difficulty level, rewards, etc. The efficiency depends on the method of difficulty correction and the number of iterations. If the difficulty correction method is not accurate enough, iteration may be required to find a suitable second game level.
[0075] As an example, the first game level is designed as follows: There are 10 enemies. The player has 3 lives. The enemy's life value is 2. Each enemy's damage to the player is 1. The preset level difficulty is "medium." The difficulty value is defined to be related to the number of enemies, the player's life value, and the enemy's life value. The difficulty of the first game level is evaluated, assuming that the current difficulty is "easy." The difficulty of the first game level "easy" is not equal to the preset difficulty "medium." i=1: Increase the number of enemies to 12, reduce the player's life to 2, increase the enemy's life to 3, and make the first correction to obtain the first reference game level. The difficulty of the first reference game level is evaluated, assuming that the difficulty is "normal" at this time. i=2: Increase the number of enemies to 15 again, keep the player's life unchanged, reduce the enemy's life to 2, and make the second correction to obtain the second reference game level. The difficulty of the second reference game level is evaluated, assuming that the difficulty is "medium" at this time. The difficulty of the second reference game level matches the preset difficulty, so the second reference game level is determined as the second game level.
[0076] Continuing with the above example, the first game level (initial): number of enemies: 10, player lives: 3; enemy lives: 2, difficulty assessment: easy; the first reference game level (i=1): number of enemies: 12; player lives: 2; enemy lives: 3; difficulty assessment: normal; the second reference game level (i=2): number of enemies: 15, player lives: 2; enemy lives: 2; difficulty assessment: medium; result: the second game level (final) matches the preset difficulty, and the iteration ends.
[0077] In this way, the difficulty of the game level is ensured to match the player's ability, providing a more personalized gaming experience, allowing players to enjoy the game at a difficulty that matches their skill level, thereby improving player satisfaction. The iterative correction process can dynamically adjust the difficulty of the game to meet the needs of different players, which can prevent beginners from being frustrated by excessive difficulty and experienced players from feeling bored because the game is too simple. In addition, by precisely controlling the difficulty of the level, game developers can better balance the challenge and playability of the game, enhance the attractiveness of the game and the stickiness of the players, and thus improve the competitiveness of the product in the highly competitive game market. Finally, this algorithm can also improve the efficiency of game design because it automates the process of difficulty adjustment, reduces reliance on manual adjustments, and saves development time and costs.
[0078] In step 102, in response to a generation instruction of the game player for the game level, historical game data of the game player is obtained.
[0079] In some embodiments, when a player issues an instruction about the generation of a game level, the content and intent of the instruction need to be parsed first. This may involve natural language processing (NLP) technology to understand the player's request. The player who issued the instruction must be able to be identified. This is usually achieved through the player's account information, an identifier in the game, or other authentication mechanisms. Once the player is identified, the system will query the database or data warehouse to obtain the player's historical game data. This data may include: the player's game progress, such as completed levels, achievements, etc. The player's game behavior, such as commonly used skills, playing time, number of challenge failures, etc. The player's game preferences, such as preferred game modes, characters, story lines, etc. After obtaining the player's historical data, the system needs to analyze the correlation between this data and the player's current instructions. For example, if the player requests to generate a more difficult level, the system may consider the player's past performance in similar difficulty levels. Using the player's historical data, the system can generate more personalized game levels. This may include: adjusting the difficulty of the level to match the player's skill level. Introducing elements preferred by the player, such as specific enemies, props, or game mechanisms. Create scenarios or challenges that tie into the player's past actions to provide a more immersive gaming experience.
[0080] In some embodiments, historical game data refers to the behavior tracking records of a single player on a game platform, which generally include but are not limited to the following: Game progress: the player's progress in the game, such as unlocked and completed levels, levels reached, achievements obtained, etc. Game performance: the player's specific performance in the game, such as scores, rankings, win-loss records, time spent, etc. Skill usage: statistics on the skills or strategies used by players in the game, including preferred skills, frequency of use, effects, etc. Resource management: how players manage and use resources in the game, such as the acquisition and use of gold coins, props, equipment, etc. Interactive behavior: the social interaction of players in the game, such as cooperation or competition with other players. Play time: the time period and total play time of players in the game. Consumption habits: if the game supports the purchase function, the player's consumption record, including purchased items, amount and frequency, etc. Personalization settings: the player's preferences for the game interface, control method or other customizable options.
[0081] In step 103, based on the historical game data, the difficulty of the second game level is modified to obtain a third game level adapted to the historical game data.
[0082] In some embodiments, the second game level generally refers to a game level that is close to but may not completely meet the player's ability level after the initial difficulty correction. The historical game data contains various behavioral records and performances of the player in the game, and these data reflect the player's gaming habits, skill levels, preference settings and other information. Based on historical game data, this means that the game system will use the player's historical game data as a basis for adjusting the difficulty of the level. These data can reveal the player's game style and skill strength, thereby providing guidance for level difficulty adjustment. The difficulty of the second game level is corrected. The second game level may have undergone one or more difficulty adjustments, but in order to more accurately match the player's ability, further corrections are required. Difficulty corrections may include adjusting the number, strength, and behavior patterns of enemies, changing obstacles or traps in the game environment, or adjusting the player's starting resources. Obtaining a third game level that is compatible with the historical game data, the ultimate goal is to create a third game level that is compatible with the player's historical game data in terms of difficulty. In other words, the third game level should be a level that can challenge the player in terms of difficulty, but not make the player feel too difficult or simple. Such levels can provide a gaming experience that meets players' expectations, allowing players to improve within their comfort zone or moderately break through their skill limits.
[0083] In some embodiments, see Figure 5 , Figure 5 This is a flowchart of a method for generating a game level provided in an embodiment of the present application. Figure 3 , Figure 3 The illustrated step 103 may be performed by Figure 5 Steps 1031 to 1032 are implemented as shown.
[0084] In step 1031, feature extraction is performed on the historical game data to obtain historical game features of the historical game data.
[0085] In some embodiments, historical game data refers to previously collected records of player behavior and performance in the game, which, as mentioned above, may include information such as game progress, performance, skill usage, resource management, etc. Feature extraction, which is a data processing process whose purpose is to identify important information that can represent the characteristics of the data from the raw data. In machine learning and data analysis, feature extraction is a key step because it helps the algorithm focus on the most important data attributes, thereby improving the performance and efficiency of the model. Historical game features, which are extracted from historical game data and can represent the key attributes or indicators of the player's game behavior and performance. These features are abstractions of the raw data, and they can capture the key behavioral patterns of players in the game.
[0086] In step 1032, the difficulty correction model is called to correct the difficulty of the second game level based on the historical game features of the historical game data to obtain a third game level adapted to the historical game data.
[0087] In some embodiments, the second game level includes a plurality of level elements associated with the level difficulty of the second game level. Step 1032 may be implemented as follows: calling the difficulty correction model, predicting correction elements corresponding to each of the level elements in the second game level based on historical game features of the historical game data, and obtaining correction elements corresponding to each of the level elements, wherein the level difficulty corresponding to the correction elements is adapted to the historical game data; and replacing the level elements in the second game level that are associated with the level difficulty of the second game level with the corresponding correction elements, respectively, to obtain a third game level adapted to the historical game data.
[0088] In some embodiments, the difficulty correction model is a pre-trained model used to predict how game level elements should be adjusted based on the player's historical game data to change the difficulty of the level. Historical game features of historical game data, historical game features are key attributes extracted from the player's historical game data, which can reflect the player's game and skill level. Level elements refer to the various components in the game level that affect the difficulty, such as the number of enemies, the strength of the enemies, the player's starting resources, etc. The correction elements are predicted based on the difficulty correction model and are used to replace or adjust the values of the original level elements to achieve the desired difficulty level. The difficulty correction model uses the player's historical game features to predict the correction elements corresponding to each level element. For example, if the model detects that the player performs well in fast clearance, it may predict reducing the enemy's health or increasing the player's starting resources as correction elements. The predicted correction elements will adapt the level difficulty to the player's historical game data, that is, the level difficulty will be more in line with the player's ability level. Replace the level elements associated with difficulty in the second game level with the predicted correction elements. This may involve programming logic to ensure that the game level can accept these changes and display them correctly. By replacing the original level elements, a third game level is obtained that is adapted to the player's historical game data. This level should be able to provide a challenging gaming experience that is both in line with the player's skill level.
[0089] In some embodiments, see Figure 8 , Figure 8 is a structural diagram of a difficulty correction model provided in an embodiment of the present application, Figure 8The difficulty correction model shown includes an encoding layer 1 and a decoding layer 2. The encoding layer 1 of the difficulty correction model is called to encode the historical game features of the historical game data to obtain the encoded features; the decoding layer 2 of the difficulty correction model is called to decode the encoded features to obtain the correction elements corresponding to each of the level elements.
[0090] As an example, to illustrate how to use the difficulty correction model to adjust the game level difficulty to fit the player's historical game data: suppose we have a platform jumping game, where the second game level is designed as follows: Number of enemies: 20; Number of platforms: 15; Number of obstacles on each platform: 5; Player starting health: 3; Level time limit: 120 seconds; The player's historical game characteristics show the following information: The player is usually able to kill 2 enemies on a platform. The player prefers longer platforms to give more time to prepare for the jump. The player often completes the level within the time limit, but sometimes fails due to obstacles. The player's historical game characteristics (such as ability to kill enemies, preferred platform length, time management ability, etc.) are input into the difficulty correction model. After analyzing the characteristics, the difficulty correction model predicts the following correction elements: The number of enemies is reduced from 20 to 15 to match the player's ability to kill 2 enemies at a time. The number of platforms is increased from 15 to 20, but the number of obstacles on each platform is reduced to 3 to give the player more space to jump and preparation time. The player's starting health remains unchanged because the player's historical data shows that this is not an obstacle. The level time limit is reduced from 120 seconds to 100 seconds, as the player can usually complete the level within the time limit. Replace the level elements and make the following adjustments to the second game level based on the correction elements predicted by the model: Reduce the number of enemies to 15. Increase the number of platforms to 20 and reduce the number of obstacles per platform to 3. Keep the player's starting health at 3. Reduce the level time limit to 100 seconds. After the above adjustments, the third game level is adapted to the player's historical game data and its difficulty is more in line with the player's play style and ability. This level now has the following configuration: Number of enemies: 15; Number of platforms: 20; Number of obstacles on each platform: 3; Player starting health: 3; Level time limit: 100 seconds.
[0091] In this way, the obtained correction elements can accurately match the elements of each level, ensuring that the corrected level difficulty is highly compatible with the historical game data, thereby improving the fairness and rationality of the game experience. By replacing the elements related to the level difficulty in the second game level with the corresponding correction elements, a third game level adapted to the historical game data was successfully constructed. This process not only optimizes the game difficulty curve, allowing players to better feel the challenge and achievement during the game, but also helps to improve player retention and satisfaction. This data- and model-based difficulty adjustment brings a more refined and personalized gaming experience to game developers and players.
[0092] In some embodiments, before the difficulty correction model is called to correct the difficulty of the second game level based on the historical game features of the historical game data to obtain a third game level adapted to the historical game data, the difficulty correction model can also be trained in the following manner: calling the initial difficulty correction model to correct the difficulty of the second game level based on the sample features of the historical game data sample to obtain a predicted game level; determining the loss value of the initial difficulty correction model based on the preset game level and the labeled game level carried by the historical game data sample; and training the initial difficulty correction model based on the loss value to obtain the third game level.
[0093] In some embodiments, the initial difficulty correction model is called to adjust the difficulty of the second game level. This model may include some pre-set parameters and algorithms for adjusting the difficulty of the level according to the game data and the player's behavior. Using historical game data samples, sample features are extracted, which may include the time it takes for the player to complete the level, the number of attempts, the error rate, the level completion rate, etc. These features will be used as inputs to the model to help the model understand the player's game behavior and the difficulty of the level. By analyzing the sample features, the model corrects the difficulty of the second game level and predicts a game level that is more suitable for the player. The purpose of this step is to make the game level more challenging to the player, providing challenges without being too difficult to cause player loss. The corrected predicted game level is compared with the preset game level (usually the ideal difficulty setting) and the labeled game level carried in the historical game data sample (the difficulty actually experienced by the player). By calculating the difference between the two, the loss value of the model can be obtained. This loss value reflects the accuracy of the model prediction.
[0094] In this way, based on the actual performance and historical behavior data of the players, the game levels suitable for the player's level can be accurately predicted, thereby improving the playability of the game and the player's satisfaction. Secondly, by comparing the preset game levels with the labeled game levels in the historical game data samples and calculating the loss value, the accuracy of the initial difficulty correction model can be effectively evaluated and optimized. Finally, training the model based on the loss value can not only further improve the model's predictive ability, but also obtain a third game level that is more in line with the player's expectations, thereby achieving the best match between the game difficulty and the player's ability, and increasing the player's game involvement and loyalty. This series of data analysis and model training processes provides game developers with an effective means to achieve a personalized gaming experience, while also bringing players richer and more adaptable game content.
[0095] In step 104, in response to the game player playing the game based on the third game level, feedback information of the game player for the third game level is obtained.
[0096] In some embodiments, when players start playing based on the third game level, they will interact with various elements in the game environment. This interaction may include solving problems, overcoming obstacles, completing tasks, etc., and the player's behavior and decision will directly affect their game experience. The game system will collect feedback information from players in the third game level. This information can be in various forms, such as: quantitative data: including the time, number of attempts, error rate, score, etc. for players to complete the level. Qualitative data: subjective evaluations of players' feelings, preferences, suggestions, etc. on the difficulty of the level collected through channels such as questionnaires, user interviews or social media. Collecting player feedback information is crucial for game developers because it provides the following information: Player experience: understand players' feelings about the difficulty, design and challenge of the level. Level balance: evaluate whether the level is too simple or too difficult and whether further adjustments are needed. Player behavior: analyze the player's behavior patterns in the game to optimize game design and player guidance. The collected feedback information needs to be processed and analyzed. This may include steps such as data cleaning, pattern recognition, and statistical analysis to extract useful insights from it. Based on player feedback, game developers can respond as follows: Adjust level difficulty: If players generally report that a level is too difficult or too easy, developers can adjust the difficulty accordingly. Improve game design: Improve level design and game elements based on player suggestions and preferences. Optimize player experience: Use feedback to improve the overall game experience and increase player retention and satisfaction.
[0097] In step 105, based on the feedback information, the difficulty of the part of the third game level that the game player has not yet played is modified to obtain a dynamic game level.
[0098] In some embodiments, see Figure 6 , Figure 6 This is a flowchart of a method for generating a game level provided in an embodiment of the present application. Figure 4 , Figure 3 The illustrated step 105 may be performed by Figure 6 Steps 1051A to 1052A are implemented as shown.
[0099] In step 1051A, when the feedback information is positive feedback information, the difficulty of the part of the third game level that the game player has not yet played is enhanced to obtain the dynamic game level.
[0100] In some embodiments, positive feedback indicates that the player is satisfied with the current level difficulty and design, which means that the level provides sufficient challenge without exceeding the player's ability. The player's behavior patterns will be analyzed, including the player's progress in the level, completion time, frequency of using items or skills, etc., to determine which aspects have received positive responses from the player. Based on the positive feedback from the players, the developer will increase the difficulty of the third game level that the player has not yet experienced. This may include the following ways: Increase the challenge: increase the challenge of the level by improving the enemy's ability, adding obstacles, introducing new mechanisms, etc. Adjust resource allocation: reduce the resources available to the player, such as health points, props or time limits, to increase the difficulty of the level. Optimize level design: while maintaining the smoothness of the game, add elements that require players to think and strategy. By increasing the difficulty of the unplayed part of the level, the developer obtains a dynamic game level. This level will be dynamically adjusted according to the player's ability and preferences to keep the game experience fresh and challenging.
[0101] In step 1052A, when the feedback information is negative feedback information, the difficulty of the part of the third game level that the game player has not progressed is reduced to obtain the dynamic game level.
[0102] In some embodiments, negative feedback indicates that players may think that the level is too difficult, the design is not user-friendly, or there are other problems that lead to unpleasant experiences. The specific behaviors of players in the level, such as the number of failures of the player, the stagnation time in a specific part, the abandonment rate, etc., will be analyzed to identify the specific links in the level that may cause negative feedback. In order to improve the player's experience, the developer will reduce the difficulty of the third game level that the player has not yet experienced. This may include the following measures: Reduce the challenge: Reduce the difficulty of the level by reducing the number or strength of enemies, simplifying obstacles, adjusting game mechanics, etc. Increase auxiliary resources: Provide more health points, props, or increase time limits to help players complete the level more easily. Optimize the level process: Improve the level design, reduce the links that may cause player frustration, and ensure a smoother game process.
[0103] In this way, when the feedback information is positive, the difficulty of the unexperienced level is increased, which can not only maintain the challenge and appeal of the game to the players, enhance the players' sense of achievement and satisfaction, but also improve the replayability of the game by increasing the diversity of the levels; and when the feedback information is negative, the difficulty of the unexperienced level is reduced, which helps to alleviate the players' frustration, improve the accessibility and inclusiveness of the game, and prevent players from churn, thereby optimizing the player experience as a whole, enhancing player loyalty and the long-term vitality of the game. This dynamic adjustment mechanism ensures that the game levels can better adapt to the abilities and preferences of different players, and realizes the personalization and refinement of the game experience.
[0104] In some embodiments, see Figure 7 , Figure 7 This is a flowchart of a method for generating a game level provided in an embodiment of the present application. Figure 5 , Figure 3 The illustrated step 105 may be performed by Figure 7 Steps 1051B to 1054B are implemented as shown.
[0105] In step 1051B, based on the feedback information, the difficulty of a portion of the third game level that the game player has not yet performed is modified to obtain a fourth game level.
[0106] In some embodiments, the feedback information is a direct evaluation of the player on the difficulty, design, challenge, etc. of the game level. This information is very valuable to developers because it directly reflects the needs and preferences of players. The purpose of difficulty correction is to ensure that the game level is both challenging and achievable for most players. Depending on the nature of the feedback information (positive feedback or negative feedback), the developer will adjust the difficulty of the level. If the player gives positive feedback, indicating that they like the current level difficulty, the developer may choose to increase the difficulty of the unprogressed part to maintain or increase the challenge of the game. This may include increasing the enemy's ability, introducing new obstacles, increasing the difficulty of the task, etc. If the player gives negative feedback, indicating that they think the level difficulty is too high or there are problems with the design, the developer will reduce the difficulty. This may involve simplifying the level design, reducing the strength of the enemy, providing more auxiliary tools or resources, etc.
[0107] In step 1052B, a clearance path for the fourth game level is determined. When there are multiple clearance paths and the level difficulty of each clearance path of the fourth game level satisfies the feedback information, the fourth game level is determined as the dynamic game level.
[0108] In some embodiments, a clearance path refers to a series of actions and choices that a player can take from the beginning to the end of a level. Developers need to design and determine these paths, which may include different obstacles, challenges, and solutions. Providing multiple clearance paths in the game can increase the playability and diversity of the game, giving players the opportunity to choose different game strategies based on their skills and preferences. It is necessary to ensure that the difficulty of each clearance path matches the player's feedback information. If the feedback information shows that the player wants the level to be more challenging, the difficulty of each path should be increased accordingly; if the feedback information shows that the player wants to reduce the difficulty, then each path should be adjusted accordingly. When there are multiple clearance paths in the fourth game level, and the difficulty of each path meets the player's feedback information, this level can be determined as a dynamic game level. Multiple clearance paths can meet the needs of different players and provide a personalized gaming experience. Dynamic game levels can be adjusted according to the player's behavior and feedback to keep the game attractive. Ensure that the difficulty of all paths is balanced, neither too easy nor too difficult, to accommodate players of different levels.
[0109] In step 1053B, when the number of the clearance paths is one, the fourth game level is determined as the dynamic game level.
[0110] In some embodiments, a single path to a level means that the player has only one main method or path to complete the challenge in the level. This may be due to specific requirements of the game design, such as to tell a linear story or to keep the game flow simple. Even if there is only one path to a level, developers can still achieve the dynamic nature of the level in the following ways: Difficulty adjustment: Based on player feedback, adjust the challenge elements, enemy capabilities, resource allocation, etc. in the level to adapt to the player's skill level. Environmental changes: Increase the diversity and dynamics of the game by changing the environmental conditions in the level, such as weather, time, available resources, etc. Story elements: Use the development of the storyline to guide players through the only path to a level, while providing different plot branches or decision points to affect the progress and outcome of the game.
[0111] In step 1054B, when there are multiple clearance paths and the level difficulty of some clearance paths does not satisfy the feedback information, the clearance paths in the fourth game level whose level difficulty does not satisfy the feedback information are deleted to obtain the dynamic game level.
[0112] In some embodiments, during the design phase, the game may contain multiple clearance paths, each providing different challenges and solutions. Developers need to evaluate whether these paths meet the player's expectations of difficulty. Collect player feedback on the difficulty of each clearance path, and analyze these feedbacks to determine which paths' difficulty settings do not meet the player's experience needs. Based on player feedback, developers identify those clearance paths that are too difficult or too low and do not meet the player's expectations. These paths may have a negative impact on the player's gaming experience. In order to ensure that the level difficulty matches the player's feedback, the developer decides to delete those clearance paths that are not suitable for difficulty. This decision is intended to maintain the playability and challenge of the game. After deleting the inappropriate paths, the developer may need to further optimize and adjust the remaining clearance paths to ensure that they can provide the challenges expected by the player and ensure the accessibility of the game. After adjustment, the remaining clearance paths in the fourth game level all meet the player's feedback information, and are thus determined to be dynamic game levels. This level can be dynamically adjusted according to the player's skills and preferences to provide a personalized gaming experience.
[0113] In this way, use the player feedback on the third game level to identify the difficulty parts that need to be adjusted. These corrections may include adding or reducing enemies, changing the difficulty of obstacles, adjusting resource allocation, etc. to ensure that the level difficulty meets the player's expectations. Determine the clearance paths for the fourth game level. These paths are different sequences of actions that players can take to complete the level. The number and difficulty design of the clearance paths will directly affect the playability and challenge of the game. If the fourth game level is designed with multiple clearance paths and the difficulty of each path meets the player feedback information, then this level can be considered a dynamic game level. The multi-path design allows players to choose different challenge methods according to their own game style and preferences. Even if the fourth game level has only one clearance path, developers can introduce dynamics in other ways, such as adjusting the level difficulty, environmental changes, or the development of the storyline. This design may be more suitable for games that emphasize storytelling or immersive experience. When there are multiple clearance paths, but the difficulty of some of the paths does not meet the player feedback, the developer may choose to delete these inappropriate paths. This ensures that the difficulty settings of the remaining paths can better meet the needs of players while maintaining the dynamism and diversity of the game. By adjusting difficulty and optimizing paths, games can better meet player expectations, thereby increasing satisfaction. Dynamic game levels can be adjusted in real time based on player skills and feedback, providing a more personalized gaming experience. By removing inappropriate clearance paths, developers can use resources more efficiently and optimize the design and development of game content.
[0114] As an example, based on the UI diagram example described in the text, this example will be used to illustrate how to adjust the difficulty of the game level according to different conditions and feedback. Level 1: The player needs to jump over 3 platforms, and the distance between each platform gradually increases. Based on the preset level difficulty, the difficulty of the first game level is modified. The distance from platform 1 to platform 2: 3 units; the distance from platform 2 to platform 3: 5 units; the distance from platform 3 to the end: 7 units. Player A performed well in the previous level, with an average jump distance of 5 units each time and rarely failed. Player B performed averagely in the previous level, with an average jump distance of 3 units each time and a high number of failures. The following difficulty modification is made to the second game level: For player A, increase the distance between platforms: the distance from platform 1 to platform 2: 5 units, the distance from platform 2 to platform 3: 7 units; the distance from platform 3 to the end: 9 units; for player B, keep the original setting or appropriately reduce the distance to adapt to the player's ability. Assume that player A's performance in the third game level is as follows: successfully jump over the first two platforms, but fail many times on the third platform. Based on this feedback, the difficulty of some unfinished game levels is modified: the distance from platform 3 to the end point is reduced, for example to 8 units, to accommodate the ability of player A. Some auxiliary mechanisms may be added, such as additional jump opportunities or energy recovery points, to help players complete the level. Through this process, we get a dynamic game level that can automatically adjust the difficulty according to the player's ability and feedback, thereby providing a challenging and playable game experience for each player. The first game level is set according to the preset difficulty. The second game level adjusts the difficulty according to the player's historical data. The third game level further adjusts the difficulty according to the player's actual performance and feedback. Dynamic game levels can provide appropriate challenges for players of different abilities.
[0115] The following is an explanation of an exemplary application of the embodiment of the present application in an actual Sudoku game application scenario.
[0116] In Tile Match games, the system dynamically adjusts the difficulty of levels based on players' historical behavior data (such as pass rate, number of attempts, and item usage rate). By changing the design of the blocks and adding or reducing obstacle elements, the game is ensured to be challenging and interesting for players of different skill levels, avoiding player loss due to inappropriate difficulty. This system can not only maintain the interest of existing players, but also attract new players of different levels, improving the overall user stickiness of the game.
[0117] The embodiment of the present application first analyzes the base model, performs conditional analysis on each visible or invisible block, analyzes the cost and conditions required when clicking each block, and then starts to call the difficulty curve to select the block that the player is expected to pay in this step. When the selected block does not meet the difficulty curve, it will make certain corrections in the subsequent selection to return it to the set difficulty curve;
[0118] At the same time, during the generation process, there will be obstacles such as side elimination mechanism, global elimination mechanism, and hierarchical mechanism. The algorithm can identify them one by one, make accurate judgments, and gradually complete an initial level.
[0119] After completing the initial level, the system uses big data analysis technology to extract and filter the behavioral data and algorithm models generated by some players during the game; then, this data is used to simulate the player's gaming experience for detailed level adjustments. Specifically, the system uses pattern recognition and behavioral analysis technology to identify at which steps players may die in the game due to challenge failures, or encounter setbacks when dealing with specific obstacles. Based on these analysis results, the development team can fine-tune the structure and difficulty parameters of the level to achieve the ideal design goals. This approach not only optimizes the level design to make it more in line with the player's skill level and expectations, but also improves the playability and challenge of the game.
[0120] The embodiment of the present application has a dynamic control system that integrates advanced data analysis algorithms and feedback adjustment mechanisms by monitoring the player's game data in real time, aiming to provide players with a personalized gaming experience. The system uses big data processing technology to analyze the player's behavior patterns, game preferences, interaction habits and causes of death in detail. Through the machine learning model, the system can identify the player's game style and challenge level, and dynamically adjust the game difficulty and the tendency of level design, which is conducive to making timely adjustments when the player has been dying at certain levels and has negative emotions, so as to prevent the loss of players; similarly, it can also be judged that the player will think that certain deaths are the fun of the level, and is more willing to use props or resurrection, so that there is a certain tendency in the design of the level. The system will continuously update and optimize the game parameters according to the player's feedback and behavior changes to ensure that each player can enjoy a highly personalized and immersive interactive experience, and will not make the levels stereotyped, making the players feel too simple or difficult.
[0121] The embodiment of this application aims to effectively avoid design defects that may occur in the generated levels by performing detailed analysis and parameterization of hierarchical levels and various obstacle elements. The technical team uses path optimization algorithms to deeply evaluate and adjust the optimal clearance path to ensure that it does not deviate significantly from the designed level path.
[0122] Without this design, when the difficulty control is just right for the player, a shortcut will appear, allowing the player to pass very easily; or there will be more wrong options in the early stage of the level, which will mislead the player in the early stage and prevent the player from finding any clues to the correct path, leaving the player unaware of the reason for each death. This will also cause deviations in the records of the dynamic control system, leading the player to think there is a problem, but in fact it is a problem with the level design, not the dynamic control system.
[0123] The embodiment of the present application designs a level test model, which simulates an algorithm model for finding a level clearance path based on the clearance paths selected by a large number of players during the game. By analyzing the path selection of the players, the model can generate a series of possible clearance paths. Then, these simulated paths are compared and analyzed with the previously set danger curve to evaluate the uniqueness of the path and the rationality of the level. The model effectively assists the secondary verification of the level path, helps identify and correct potential problem areas, and ensures the rigor and rationality of the level design.
[0124] In this way, the game playability and challenge are enhanced. The automatically generated levels are constantly changing, and the diverse obstacle elements are designed to continuously attract players, allowing them to constantly discover new challenges and fun in the game. Provide personalized gaming experience: adjust the difficulty in real time according to the performance of individual players, improve the satisfaction and retention rate of players of different levels, and increase the market competitiveness of the game. Improve development efficiency. Automatic generation technology greatly reduces the time and cost of manually designing levels, while better meeting players' needs for level diversity and difficulty.
[0125] The following is a description of an exemplary structure of a game level generation device 455 provided in an embodiment of the present application implemented as a software module. In some embodiments, for example, Figure 2 As shown, the software modules in the game level generation device 455 stored in the memory 450 may include: a first correction module 4551, which is used to correct the difficulty of the first game level based on a preset level difficulty, so as to obtain a second game level that meets the preset level difficulty; a second correction module 4552, which is used to obtain the historical game data of the game player in response to a generation instruction of the game level by the game player, and correct the difficulty of the second game level based on the historical game data, so as to obtain a third game level adapted to the historical game data; a third correction module 4553, which is used to obtain feedback information of the game player on the third game level in response to the game player playing the game based on the third game level, and correct the difficulty of a part of the game level that the game player has not played in the third game level based on the feedback information, so as to obtain a dynamic game level.
[0126] In some embodiments, the above-mentioned first correction module is also used to create the first game level, determine the level difficulty of the first game level, compare the level difficulty of the first game level with the preset level difficulty, and obtain a comparison result; when the comparison result indicates that the preset level difficulty is not equal to the level difficulty of the first game level, perform difficulty correction on the first game level to obtain the second game level.
[0127] In some embodiments, the first correction module is further configured to determine the first game level as the second game level when the comparison result indicates that the preset level difficulty is equal to the level difficulty of the first game level.
[0128] In some embodiments, the above-mentioned first correction module is also used to correct the difficulty of the first game level to obtain the first reference game level. When the level difficulty of the first reference game level is equal to the preset level difficulty, the first reference game level is determined as the second game level; when the level difficulty of the first reference game level is not equal to the preset level difficulty, traverse i to perform the following processing until the second game level is obtained: correct the difficulty of the i-th game level to obtain the i+1-th reference game level. When the level difficulty of the i+1-th reference game level is equal to the preset level difficulty, the i+1-th reference game level is determined as the second game level, and i is a positive integer greater than 1.
[0129] In some embodiments, the second correction module is further used to extract features from the historical game data to obtain historical game features of the historical game data; call the difficulty correction model to correct the difficulty of the second game level based on the historical game features of the historical game data to obtain a third game level adapted to the historical game data.
[0130] In some embodiments, the second game level includes multiple level elements associated with the level difficulty of the second game level. The above-mentioned second correction module is also used to call the difficulty correction model, and based on the historical game characteristics of the historical game data, predict the correction elements corresponding to each of the level elements in the second game level to obtain the correction elements corresponding to each of the level elements, and the level difficulty corresponding to the correction elements is adapted to the historical game data; the level elements in the second game level that are associated with the level difficulty of the second game level are replaced by the corresponding correction elements to obtain a third game level adapted to the historical game data.
[0131] In some embodiments, the above-mentioned second correction module is also used to call the initial difficulty correction model, and based on the sample characteristics of the historical game data sample, correct the difficulty of the second game level to obtain the predicted game level; based on the preset game level and the labeled game level carried by the historical game data sample, determine the loss value of the initial difficulty correction model; based on the loss value, train the initial difficulty correction model to obtain the third game level.
[0132] In some embodiments, the third correction module is further used to, when the feedback information is positive feedback information, increase the difficulty of a portion of the third game level that the game player has not yet performed, to obtain the dynamic game level; and, when the feedback information is negative feedback information, reduce the difficulty of a portion of the third game level that the game player has not yet performed, to obtain the dynamic game level.
[0133] In some embodiments, in some embodiments, the third correction module is further used to correct the difficulty of some game levels in the third game level that the game player has not performed based on the feedback information to obtain a fourth game level; determine the clearance path of the fourth game level, and when the number of the clearance paths is multiple and the level difficulty of each of the clearance paths of the fourth game level meets the feedback information, determine the fourth game level as the dynamic game level; when the number of the clearance paths is one, determine the fourth game level as the dynamic game level; when the number of the clearance paths is multiple and the level difficulty of some of the clearance paths does not meet the feedback information, delete the clearance paths in the fourth game level whose level difficulty does not meet the feedback information to obtain the dynamic game level.
[0134] The embodiment of the present application provides a computer program product, which includes a computer program or a computer executable instruction, and the computer program or the computer executable instruction is stored in a computer-readable storage medium. The processor of the electronic device reads the computer executable instruction from the computer-readable storage medium, and the processor executes the computer executable instruction, so that the electronic device executes the method for generating a game level in the embodiment of the present application.
[0135] The embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions, wherein the computer-executable instructions are stored. When the computer-executable instructions are executed by a processor, the processor will execute the method for generating a game level provided by the embodiment of the present application, for example, Figure 3 The method of generating game levels is shown.
[0136] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EP ROM, EEPROM, flash memory, magnetic surface storage, optical disk, or CD-ROM; or it may be various electronic devices including one or any combination of the above memories.
[0137] In some embodiments, computer executable instructions may be in the form of a program, software, software module, script or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.
[0138] As an example, computer-executable instructions may, but need not, correspond to a file in a file system, may be stored as part of a file storing other programs or data, such as in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files (e.g., files storing one or more modules, subroutines, or code portions).
[0139] As an example, computer executable instructions may be deployed to be executed on one electronic device, or on multiple electronic devices located at one site, or on multiple electronic devices distributed at multiple sites and interconnected by a communication network.
[0140] In summary, the embodiments of the present application have the following beneficial effects:
[0141] (1) Based on a preset level difficulty, the difficulty of a first game level is modified to obtain a second game level that meets the preset level difficulty; in response to a game player's instruction to generate a game level, the game player's historical game data is obtained, and based on the historical game data, the difficulty of the second game level is modified to obtain a third game level that matches the historical game data; in response to the game player playing a game based on the third game level, feedback information from the game player on the third game level is obtained, and based on the feedback information, the difficulty of a portion of the third game level that the game player has not played is modified to obtain a dynamic game level. In this way, the difficulty of the first game level is initially modified based on the preset level difficulty to ensure that the basic difficulty setting of the level meets expectations. The modified first game level becomes the second game level, which meets the preset level difficulty. , record and analyze the player's behavior and performance in the game, including choices, number of failures, completion time, scores, etc., to obtain the player's historical game data. Based on the obtained player's historical game data, further difficulty correction is made to the second game level to ensure that the level can better adapt to the player's actual game ability. By analyzing the player's historical game data and instant feedback, developers can make more data-driven decisions to ensure that the level difficulty matches the player's actual ability. Game development is an iterative process. Developers need to continuously collect data, analyze feedback and adjust the level difficulty to achieve precise control, put the player's needs and experience at the core of the design process, and ensure that the game difficulty can provide challenges without frustrating the player. Based on the player's feedback on the third game level, the developer corrects the difficulty of the unplayed part of the level. This correction can include adjusting the enemy strength, changing the obstacle setting, providing more resources, etc., to create a dynamic game level that can adapt to the player's ability and preference in real time, can achieve precise control of the game level difficulty, provide a more personalized and adapted to the player's needs game experience, and can achieve precise control of the level difficulty of the game level.
[0142] (2) It ensures that the difficulty of the game level matches the player's ability, providing a more personalized gaming experience so that players can enjoy the game at a difficulty that matches their skill level, thereby improving player satisfaction. The iterative correction process can dynamically adjust the difficulty of the game to meet the needs of different players, preventing beginners from being frustrated by excessive difficulty and experienced players from feeling that the game is too easy and boring. In addition, by precisely controlling the difficulty of the level, game developers can better balance the challenge and playability of the game, enhance the attractiveness of the game and the stickiness of the players, and thus improve the competitiveness of the product in the highly competitive game market. Finally, this algorithm can also improve the efficiency of game design because it automates the difficulty adjustment process, reduces the reliance on manual adjustments, and saves development time and costs.
[0143] (3) The obtained correction elements can accurately match the elements of each level, ensuring that the corrected level difficulty is highly compatible with the historical game data, thereby improving the fairness and rationality of the game experience. By replacing the elements related to the level difficulty in the second game level with the corresponding correction elements, a third game level that is compatible with the historical game data is successfully constructed. This process not only optimizes the game difficulty curve, allowing players to better feel the challenge and achievement during the game, but also helps to improve player retention and satisfaction. This data- and model-based difficulty adjustment brings a more refined and personalized gaming experience to game developers and players.
[0144] (4) Based on the actual performance and historical behavior data of the players, it can accurately predict the game levels that are suitable for the players' levels, thereby improving the playability of the game and the satisfaction of the players. Secondly, by comparing the preset game levels with the labeled game levels in the historical game data samples and calculating the loss value, the accuracy of the initial difficulty correction model can be effectively evaluated and optimized. Finally, training the model based on the loss value can not only further improve the model's prediction ability, but also obtain a third game level that is more in line with the players' expectations, thereby achieving the best match between the game difficulty and the players' abilities, and increasing the players' game involvement and loyalty. This series of data analysis and model training processes provides game developers with an effective means to achieve a personalized gaming experience, while also bringing players richer and more adaptable game content.
[0145] (5) When the feedback information is positive, increasing the difficulty of the unexperienced level can not only maintain the challenge and appeal of the game to the players, enhance the players' sense of achievement and satisfaction, but also improve the replayability of the game by increasing the diversity of the levels; when the feedback information is negative, reducing the difficulty of the unexperienced level can help alleviate the players' frustration, improve the accessibility and inclusiveness of the game, and prevent players from churn, thereby optimizing the player experience as a whole, enhancing player loyalty and the long-term vitality of the game. This dynamic adjustment mechanism ensures that the game levels can better adapt to the abilities and preferences of different players, and realizes the personalization and refinement of the game experience.
[0146] (6) Use player feedback on the third game level to identify areas where difficulty adjustments are needed. These modifications may include adding or reducing enemies, changing the difficulty of obstacles, adjusting resource allocation, etc. to ensure that the level difficulty meets player expectations. Determine the paths to the fourth game level. These paths are different sequences of actions that players can take to complete the level. The number and difficulty design of the paths to the fourth game level will directly affect the playability and challenge of the game. If the fourth game level is designed with multiple paths to the fourth game level and the difficulty of each path meets the player feedback information, then this level can be considered a dynamic game level. Multi-path design allows players to choose different challenge methods based on their own game style and preferences. Even if the fourth game level has only one path to the fourth game level, developers can introduce dynamics in other ways, such as adjusting the level difficulty, environmental changes, or the development of the storyline. This design may be more suitable for games that emphasize storytelling or immersive experience. When there are multiple paths to the fourth game level, but the difficulty of some of the paths does not meet player feedback, developers may choose to delete these inappropriate paths. This ensures that the difficulty settings of the remaining paths can better meet player needs while maintaining the dynamism and diversity of the game. By adjusting difficulty and optimizing paths, games can better meet player expectations, thereby increasing satisfaction. Dynamic game levels can be adjusted in real time based on player skills and feedback, providing a more personalized gaming experience. By removing inappropriate clearance paths, developers can use resources more efficiently and optimize the design and development of game content.
[0147] (7) Enhance the playability and challenge of the game. The automatically generated levels are constantly changing, and the diverse obstacle elements are designed to continuously attract players and enable them to constantly discover new challenges and fun in the game. Provide personalized gaming experience: Real-time adjustment of difficulty based on individual player performance improves the satisfaction and retention rate of players of different levels and increases the market competitiveness of the game. Improve development efficiency. Automatic generation technology greatly reduces the time and cost of manually designing levels, while better meeting players' needs for level diversity and difficulty.
[0148] The above is only an embodiment of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent substitutions and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.
Claims
1. A method for generating a game level, characterized in that: The method comprises: Based on a preset level difficulty, modifying the difficulty of the first game level to obtain a second game level that meets the preset level difficulty; In response to a generation instruction of the game level by a game player, historical game data of the game player is obtained, and based on the historical game data, difficulty of the second game level is modified to obtain a third game level adapted to the historical game data; In response to the game player playing the game based on the third game level, feedback information of the game player regarding the third game level is obtained, and based on the feedback information, difficulty of a portion of the third game level that the game player has not played is modified to obtain a dynamic game level.
2. The method according to claim 1, characterized in that: The method of modifying the difficulty of the first game level based on the preset level difficulty to obtain a second game level that meets the preset level difficulty includes: Creating the first game level, determining the level difficulty of the first game level, and comparing the level difficulty of the first game level with the preset level difficulty to obtain a comparison result; When the comparison result indicates that the preset level difficulty is not equal to the level difficulty of the first game level, the difficulty of the first game level is modified to obtain the second game level.
3. The method according to claim 2, characterized in that After comparing the level difficulty of the first game level with the preset level difficulty and obtaining a comparison result, the method further includes: When the comparison result indicates that the preset level difficulty is equal to the level difficulty of the first game level, the first game level is determined as the second game level.
4. The method according to claim 2, characterized in that: The step of modifying the difficulty of the first game level to obtain the second game level includes: Modifying the difficulty of the first game level to obtain a first reference game level, and when the level difficulty of the first reference game level is equal to the preset level difficulty, determining the first reference game level as the second game level; When the level difficulty of the first reference game level is not equal to the preset level difficulty, traverse i and perform the following processing until the second game level is obtained: The difficulty of the i-th game level is modified to obtain the i+1-th reference game level. When the level difficulty of the i+1-th reference game level is equal to the preset level difficulty, the i+1-th reference game level is determined as the second game level, where i is a positive integer greater than 1.
5. The method according to claim 1, characterized in that: The step of modifying the difficulty of the second game level based on the historical game data to obtain a third game level adapted to the historical game data includes: Performing feature extraction on the historical game data to obtain historical game features of the historical game data; The difficulty correction model is called to correct the difficulty of the second game level based on the historical game features of the historical game data, so as to obtain a third game level adapted to the historical game data.
6. The method according to claim 5, characterized in that The second game level includes a plurality of level elements associated with the level difficulty of the second game level, and the calling difficulty correction model corrects the difficulty of the second game level based on the historical game features of the historical game data to obtain a third game level adapted to the historical game data, including: The difficulty correction model is called to predict the correction elements corresponding to the level elements in the second game level based on the historical game features of the historical game data, so as to obtain the correction elements corresponding to the level elements, respectively, wherein the level difficulty corresponding to the correction elements is adapted to the historical game data; Level elements in the second game level that are associated with the level difficulty of the second game level are replaced with corresponding correction elements to obtain a third game level that is adapted to the historical game data.
7. The method according to claim 5, characterized in that Before calling the difficulty correction model and correcting the difficulty of the second game level based on the historical game features of the historical game data to obtain a third game level adapted to the historical game data, the method further includes: Calling the initial difficulty correction model, based on the sample characteristics of the historical game data sample, corrects the difficulty of the second game level to obtain a predicted game level; Determining the loss value of the initial difficulty correction model based on the preset game level and the tagged game level carried by the historical game data sample; Based on the loss value, the initial difficulty correction model is trained to obtain the third game level.
8. The method according to claim 1, characterized in that The step of modifying the difficulty of a portion of the third game level that the game player has not performed based on the feedback information to obtain a dynamic game level includes: When the feedback information is positive feedback information, increasing the difficulty of a portion of the third game level that the game player has not yet played, to obtain the dynamic game level; When the feedback information is negative feedback information, the difficulty of a portion of the third game level that the game player has not progressed through is reduced to obtain the dynamic game level.
9. The method according to claim 1, characterized in that: The step of modifying the difficulty of a portion of the third game level that the game player has not performed based on the feedback information to obtain a dynamic game level includes: Based on the feedback information, modify the difficulty of a portion of the third game level that the game player has not yet performed, to obtain a fourth game level; determining a clearance path for the fourth game level, and when there are multiple clearance paths and the level difficulty of each clearance path of the fourth game level satisfies the feedback information, determining the fourth game level as the dynamic game level; When the number of the clearance paths is one, determining the fourth game level as the dynamic game level; When there are multiple clearance paths and there are clearance paths whose level difficulty does not meet the feedback information, the clearance paths whose level difficulty does not meet the feedback information in the fourth game level are deleted to obtain the dynamic game level.
10. A device for generating game levels, characterized in that: The device comprises: A first correction module, used to correct the difficulty of the first game level based on a preset level difficulty, to obtain a second game level that meets the preset level difficulty; a second correction module, configured to obtain historical game data of the game player in response to a generation instruction of the game level by the game player, and to correct the difficulty of the second game level based on the historical game data to obtain a third game level adapted to the historical game data; The third correction module is used to obtain feedback information of the game player on the third game level in response to the game player playing the game based on the third game level, and based on the feedback information, correct the difficulty of part of the third game level that the game player has not played, so as to obtain a dynamic game level.
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