Method and apparatus for generating game level
By pre-setting and adjusting the difficulty of Sudoku game levels and dynamically adjusting them based on player history data, the problem of inaccurate level difficulty control has been solved, resulting in a personalized and adaptable gaming experience that improves game quality and player satisfaction.
Patent Information
- Application Number
- CN202411827749.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-12
- Publication Date
- 2025-11-21
- Estimated Expiration
- 2044-12-12
AI Technical Summary
In existing technologies, the difficulty of Sudoku game levels cannot be precisely controlled, resulting in a poor gaming experience.
By initially modifying the game levels based on preset difficulty, and combining historical data and feedback from game players, the difficulty of the levels is dynamically adjusted to generate dynamic game levels that match the players' abilities.
It achieves precise control over the difficulty of game levels, provides a personalized and highly adaptable gaming experience, and improves player satisfaction and game balance.
Smart Images

Figure CN119633392B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the technical field of computer, in particular to a game level generation method and device. BACKGROUND
[0002] In a Sudoku game, a game level usually refers to a Sudoku puzzle of a specific difficulty, and these game levels are divided into primary, intermediate and advanced levels according to difficulty, and each game level can contain different numbers of known numbers (hint numbers), and the player needs to fill in the remaining blank cells.
[0003] In related technologies, the generation of game levels is usually random, which can not accurately control the difficulty of the game levels of the Sudoku game. SUMMARY
[0004] The embodiments of the present application provide a game level generation method, device, electronic equipment, computer readable storage medium and computer program product, which can accurately control the level difficulty of the game levels of the Sudoku game.
[0005] The technical solutions of the embodiments of the present application are as follows:
[0006] The embodiments of the present application provide a game level generation method, comprising:
[0007] Based on the preset level difficulty, the difficulty of the first game level is corrected to obtain a second game level meeting the preset level difficulty;
[0008] In response to a generation instruction of a game player for the game level, historical game data of the game player is obtained, and based on the historical game data, the difficulty of the second game level is corrected 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 for the third game level is obtained, and based on the feedback information, the part of the game level which the game player has not played in the third game level is corrected in difficulty to obtain a dynamic game level.
[0010] The embodiments of the present application provide a game level generation device, comprising:
[0011] The first correction module is configured to correct the difficulty of the first game level based on a preset level difficulty to obtain a second game level meeting the preset level difficulty;
[0012] The second correction module is configured to, in response to generation instructions of the game player for the game level, acquire historical game data of the game player, and 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 configured to, in response to the game player playing the game based on the third game level, acquire feedback information of the game player for the third game level, and correct the difficulty of a part of the game level not played by the game player based on the feedback information to obtain a dynamic game level.
[0014] In the above scheme, the first correction module is further configured 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 to obtain a comparison result, correct the difficulty of the first game level when the comparison result indicates that the preset level difficulty is not equal to the level difficulty of the first game level to obtain the second game level.
[0015] In the above scheme, the first correction module is further configured to, when the comparison result indicates that the preset level difficulty is equal to the level difficulty of the first game level, determine the first game level as the second game level.
[0016] In the above scheme, the first correction module is further configured to correct the difficulty of the first game level to obtain a first reference game level, determine the first reference game level as the second game level when the level difficulty of the first reference game level is equal to the preset level difficulty, and perform the following processing until the second game level is obtained when the level difficulty of the first reference game level is not equal to the preset level difficulty: correct the difficulty of an i-th game level to obtain an i+1-th reference game level, determine the i+1-th reference game level as the second game level when the level difficulty of the i+1-th reference game level is equal to the preset level difficulty, and i is a positive integer greater than 1.
[0017] In the above scheme, the second correction module is further configured to extract features of the historical game data to obtain historical game features of the historical game data, and call a 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 scheme, the second game level includes a plurality of level elements associated with a level difficulty of the second game level, and the second correction module is further configured to call the difficulty correction model, predict 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 obtain the correction elements corresponding to each of the level elements, wherein the level difficulty corresponding to the correction element is adapted to the historical game data; and replace the level elements associated with the level difficulty of the second game level in the second game level with the corresponding correction elements respectively to obtain a third game level adapted to the historical game data.
[0019] In the scheme, the second correction module is further configured to call an initial difficulty correction model, correct the difficulty of the second game level based on sample features of a historical game data sample to obtain a predicted game level; determine a loss value of the initial difficulty correction model based on the preset game level and a labeled game level carried by the historical game data sample; and train the initial difficulty correction model based on the loss value to obtain the third game level.
[0020] In the scheme, the third correction module is further configured to, when the feedback information is positive feedback information, enhance the difficulty of the part of the game levels not played by the game player in the third game level to obtain the dynamic game level; and when the feedback information is negative feedback information, reduce the difficulty of the part of the game levels not played by the game player in the third game level to obtain the dynamic game level.
[0021] In the scheme, the third correction module is further configured to, based on the feedback information, correct the difficulty of the part of the game levels not played by the game player in the third game level to obtain a fourth game level; determine a clear path of the fourth game level, when the number of the clear paths is a plurality and the level difficulty of each of the clear paths of the fourth game level satisfies the feedback information, determine the fourth game level as the dynamic game level; when the number of the clear paths is one, determine the fourth game level as the dynamic game level; and when the number of the clear paths is a plurality and there is a clear path whose level difficulty does not satisfy the feedback information, delete the clear path whose level difficulty does not satisfy the feedback information in the fourth game level to obtain the dynamic game level.
[0022] Embodiments of the present application provide an electronic device, comprising:
[0023] a memory configured to store computer executable instructions or computer programs;
[0024] A processor is configured to execute computer-executable instructions or computer programs stored in the memory to implement the game level generation method provided in the embodiments of the present application.
[0025] The embodiments of the present application provide a computer-readable storage medium storing computer-executable instructions, which are configured to cause a processor to implement the game level generation method provided in the embodiments of the present application.
[0026] The embodiments of the present application provide a computer program product, which includes a computer program or computer-executable instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer-executable instructions from the computer-readable storage medium, and the processor executes the computer-executable instructions to cause the electronic device to perform the game level generation method provided in the embodiments of the present application.
[0027] The embodiments of the present application have the following beneficial effects:
[0028] The first game level is corrected in difficulty based on a preset level difficulty, and a second game level meeting the preset level difficulty is obtained; in response to a generation instruction of a game player for a game level, historical game data of the game player is acquired, and the second game level is corrected in difficulty based on the historical game data, and a third game level adapted to the historical game data is obtained; 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 acquired, and the part of the game level not played by the game player in the third game level is corrected in difficulty based on the feedback information, and a dynamic game level is obtained, so that the first game level is preliminarily corrected in difficulty based on the preset level difficulty, to ensure that the basic difficulty setting of the level meets the expectation, the first game level after correction becomes the second game level, which meets the preset level difficulty, and the behavior and performance of the player in the game, including selection, failure times, completion time, score, etc., are recorded and analyzed to obtain the historical game data of the player, and the second game level is further corrected in difficulty based on the obtained historical game data of the player, to ensure that the level can better adapt to the actual game ability of the player, through analysis of the historical game data and instant feedback of the player, the developer can make more data-driven decisions to ensure that the level difficulty matches the actual ability of the player, game development is an iterative process, the developer needs to continuously collect data, analyze feedback and adjust the level difficulty to achieve precise control, and the needs and experience of the player are placed at the core of the design process to ensure that the game difficulty can provide challenges without making the player feel frustrated, and based on the feedback of the player for the third game level, the developer corrects the difficulty of the part not played in the level. This correction can include adjusting enemy strength, changing obstacle settings, providing more resources, etc. to create a dynamic game level that can adapt to the ability and preferences of the player in real time, precise control of the difficulty of the game level can be achieved, and a more personalized and adaptive game experience to the needs of the player can be provided, and precise control of the level difficulty of the game level can be achieved. BRIEF DESCRIPTION OF DRAWINGS
[0029] Figure 1 is an architecture schematic diagram of a game level generation system provided by an embodiment of the present application;
[0030] Figure 2 is a structural schematic diagram of an electronic device for game level generation provided by an embodiment of the present application;
[0031] Figure 3 is a flow schematic diagram of a game level generation method provided by an embodiment of the present application Figure 1 ;
[0032] Figure 4 is a flow schematic diagram of a game level generation method provided by an embodiment of the present application Figure 2 ;
[0033] Figure 5 is a flowchart of a method for generating a game level according to an embodiment of the present application Figure 3 ;
[0034] Figure 6 is a flowchart of a method for generating a game level according to an embodiment of the present application Figure 4 ;
[0035] Figure 7 is a flowchart of a method for generating a game level according to an embodiment of the present application Figure 5 ;
[0036] Figure 8 is a structural diagram of a difficulty correction model according to an embodiment of the present application. DETAILED DESCRIPTION
[0037] In order to make the objectives, technical solutions and advantages of the present application clearer, the present application will be further described in detail below with reference to the accompanying drawings, and the described embodiments should not be regarded as limiting the present application, and all other embodiments obtained by those of ordinary skill in the art without creative work fall within the scope of protection of the present application.
[0038] In the following description, “some embodiments” are described, which describe a subset of all possible embodiments, but it can be understood that “some embodiments” can be the same subset or different subsets of all possible embodiments, and can be combined with each other without conflict.
[0039] In the following description, the terms “first\second\third” are only to distinguish similar objects, and do not represent a specific order of the objects, and it can be understood that “first\second\third” can be interchanged in a specific order or sequence as allowed, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.
[0040] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which the present application belongs. The terms used herein are only for the purpose of describing the embodiments of the present application and are not intended to limit the present application.
[0041] Before the embodiments of the present application are further described in detail, the terms and phrases involved in the embodiments of the present application are explained, and the terms and phrases involved in the embodiments of the present application are applicable to the following explanations.
[0042] 1) Game level: Game level refers to a specific stage or part designed in an electronic game, and players need to complete certain tasks or challenges to pass through. Each level usually contains a series of obstacles, enemies and challenges, which together constitute a node in the game process. The design of game level aims to provide players with established goals and challenges, while promoting the development of game story.
[0043] 2) Level difficulty: Level difficulty refers to the difficulty level set in the game level, which determines the degree of challenge players need to face when completing the level. Level difficulty can be determined by various factors, including the strength and number of enemies, the complexity of obstacles, and the requirements of tasks. Appropriate level difficulty is crucial to maintaining players' interest and challenge, and too high difficulty may lead to players' frustration, and too low difficulty may lead to players' boredom.
[0044] 3) Game player: refers to individuals participating in the interaction of electronic games. They interact with the game by operating game controllers or input devices to achieve goals, complete tasks or enjoy the game process. Historical game data is recorded through the historical performance of game players in the game, including but not limited to the time to complete the level, score, number of attempts, and selected game path. These data can be used to analyze players' game habits, skill levels and preferences.
[0045] 4) Game: Game can be any one of the following: massive multiplayer online role-playing game (MMORPG), first-person shooting game (FPS), third-person shooting game, multiplayer online battle arena game (MOBA), virtual reality application, three-dimensional map program, simulation program or multiplayer gun battle survival game.
[0046] In the implementation process of the embodiments of the present application, the applicant found that the related art has the following problems:
[0047] In the related art, the generation of game level is usually random, which makes it impossible to accurately control the difficulty of game level.
[0048] The embodiments of the present application provide a game level generation method, device, electronic equipment, computer readable storage medium and computer program product, which can accurately control the level difficulty of Sudoku game level. The following describes an exemplary application of the game level generation system provided by the embodiments of the present application.
[0049] Referring to Figure 1 ,Figure 1 FIG. 1 is a schematic diagram of an architecture of a game level generation system 100 provided by an embodiment of the present application. A terminal (exemplarily shown as terminal 400) is connected to a server 200 through a network 300. The network 300 can be a wide area network or a local area network, or a combination of the two.
[0050] The terminal 400 is configured to allow a user to use a client 410 to display a game level on a graphical interface 410-1 (exemplarily shown as graphical interface 410-1). The terminal 400 and the server 200 are connected to each other through a wired or wireless network.
[0051] In some embodiments, the server 200 can be a standalone physical server, a server cluster composed of multiple physical servers, or a business system. The server 200 can also be a cloud server that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The terminal 400 can be a smartphone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart television, a smart watch, a vehicle-mounted terminal, or the like, but is not limited thereto. The electronic device provided by an embodiment of the present application can be implemented as a terminal or a server. The terminal and the server can be directly or indirectly connected through wired or wireless communication, and the present application is not limited in this regard.
[0052] In some embodiments, the server 200 corrects 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. In response to a game player's generation instruction for the game level, the server 200 obtains historical game data and corrects the difficulty of the second game level based on the historical game data to obtain a third game level. The server 200 sends the third game level to the terminal 400. The terminal 400 obtains feedback information of the game player for the third game level and corrects the difficulty of the part of the third game level that the game player has not played based on the feedback information to obtain a dynamic game level.
[0053] In some embodiments, the terminal 400 corrects 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. In response to a game player's generation instruction for the game level, the terminal 400 obtains historical game data and corrects 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 of the game player for the third game level and corrects the difficulty of the part of the third game level that the game player has not played based on the feedback information to obtain a dynamic game level. The terminal 400 sends the dynamic game level to the server 200.
[0054] See Figure 2 , Figure 2 This is a schematic diagram of the structure of an electronic device 500 for generating game levels according to an embodiment of this application, wherein, Figure 2 The electronic device 500 shown can be Figure 1 Server 200 or terminal 400 in the middle, Figure 2 The illustrated electronic device 500 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 implement communication between these components. In addition to a data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for clarity, ... Figure 2 The general labeled all buses as Bus System 440.
[0055] 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. Among them, 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 storage, hard disk drives, optical disk drives, etc. The memory 450 may optionally include one or more storage devices physically located away from the processor 430.
[0057] The memory 450 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 450 described in this application embodiment is intended to include any suitable type of memory.
[0058] In some embodiments, memory 450 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.
[0059] Operating system 451 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks;
[0060] The network communication module 452 is configured to communicate with other electronic devices via one or more (wired or wireless) network interfaces 420, such as Bluetooth, Wireless Fidelity (WiFi), Universal Serial Bus (USB), and the like.
[0061] In some embodiments, the game level generation apparatus provided by the embodiments of the present application can be implemented in software, Figure 2 The game level generation apparatus 455 stored in the memory 450 is in the form of software, such as a program and a plug-in, and includes the following software modules: a first correction module 4551, a second correction module 4552, and a third correction module 4553. These modules are logical, and thus can be combined or further split according to the implemented functions. The functions of the modules will be described below.
[0062] In some embodiments, the game level generation apparatus provided by the embodiments of the present application can be implemented in software,
[0063] The game level generation method provided by the embodiments of the present application will be described in combination with the exemplary application and implementation of the server or terminal provided by the embodiments of the present application.
[0064] Referring to Figure 3 , Figure 3 is a flowchart of the game level generation method provided by the embodiments of the present application Figure 1 , the game level generation method provided by the embodiments of the present application will be described in combination with Figure 3 The game level generation method provided by the embodiments of the present application can be implemented by a server or a terminal alone, or by a server and a terminal in cooperation. The following will be described by taking the implementation of the server alone as an example.
[0065] In step 101, based on a preset level difficulty, the difficulty of the first game level is corrected to obtain a second game level that meets the preset level difficulty.
[0066] In some embodiments, in the game design stage, the developer will preset a specific level difficulty according to the overall design goal of the game, the target audience of the players, the expectation of the game experience, etc. This difficulty is the benchmark for game level design. The first game level is a level that has been preliminarily 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 resource allocation of the players, or changing the game mechanism, etc. Through difficulty correction, the first game level is adjusted to meet 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 corrected second game level usually needs to be tested to ensure that it indeed meets the preset difficulty. If the test results show that the level difficulty is still not ideal, further adjustment and iteration may be needed. The process of difficulty correction also needs to consider the balance of the game to ensure that the difficulty gradient between all levels is reasonable and the game experience of the players will not be affected by improper level difficulty settings.
[0067] In some embodiments, referring to Figure 4 , Figure 4 is a flowchart of a game level generation method provided by an embodiment of the present application Figure 2 , Figure 3 The step 101 shown in FIG. 1 can be implemented by the steps 1011 to 1012 shown in FIG. 1. Figure 4
[0068] In step 1011, the first game level is created, and the level difficulty of the first game level is determined. The level difficulty of the first game level is compared with the preset level difficulty to obtain a comparison result.
[0069] In some embodiments, a first level of a 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 assess the difficulty of this level. This is usually done through player testing, developer internal assessment, or using a difficulty assessment tool. The assessment metrics can include the number and types of enemies, the player's resource limitations, the level design's challenge to the player, etc. Based on the overall design of the game and the player's experience goals, a desired level difficulty is preset. This preset difficulty is based on a comprehensive consideration of the game's difficulty curve, player skill level, and game challenge. 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 matches the preset difficulty. If it matches, it means that the level difficulty is set reasonably; if it does not match, 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 a comparison result, the following processing can 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 will be assessed 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, i.e., 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 corrected to obtain the second game level.
[0073] In some embodiments, the above-mentioned difficulty modification of the first game level to obtain the second game level can be achieved by the following method: the difficulty of the first game level is modified 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, the following processing is performed by traversing i 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, and i is a positive integer greater than 1.
[0074] In some embodiments, there is an initial game level, called the first game level. There is a preset level difficulty as the target difficulty. The difficulty of the first game level is modified to obtain the first reference game level. Check if 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 modification process is entered. Set an iteration variable i with an initial value of 1. The difficulty of the i-th game level is modified to obtain the i+1-th reference game level. Check if the difficulty of the i+1-th reference game level is equal to the preset level difficulty. If the difficulty of the i+1-th reference game level is equal to the preset difficulty after the i-th iteration, the i+1-th reference game level is determined as the second game level, and the iteration process ends. If not, i increases by 1, and the next iteration continues until the difficulty matching level is found. During the iteration process, there needs to be a method to modify the difficulty of the game level, which may involve adjusting parameters in the game, such as the number of enemies, difficulty levels, rewards, etc. The efficiency depends on the method of difficulty modification and the number of iterations, if the difficulty modification method is not accurate enough, it may need to iterate to find the appropriate second game level.
[0075] As an example, the first game level is designed as follows: There are 10 enemies. The player has 3 lives. Enemies have 2 lives. Each enemy deals 1 damage to the player. The default level difficulty is "Medium." The difficulty value is defined as related to the number of enemies, player lives, and enemy lives. The difficulty of the first game level is evaluated, assuming the current difficulty is "Easy." The difficulty of the first game level "Easy" is not equal to the default difficulty "Medium." i=1: Increase the number of enemies to 12, reduce the player's lives to 2, increase the enemy lives to 3, perform the first adjustment, and obtain the first reference game level. The difficulty of the first reference game level is evaluated, assuming the current difficulty is "Normal." i=2: Increase the number of enemies again to 15, keep the player's lives unchanged, reduce the enemy lives to 2, perform the second adjustment, and obtain the second reference game level. The difficulty of the second reference game level is evaluated, assuming the current difficulty is "Medium." The difficulty of the second reference game level matches the default difficulty, therefore the second reference game level is determined as the second game level.
[0076] Continuing with the previous example, the first game level (initial): number of enemies: 10, player's lives: 3; enemy's lives: 2, difficulty assessment: easy; the first reference game level (i=1): number of enemies: 12; player's lives: 2; enemy's lives: 3; difficulty assessment: normal; the second reference game level (i=2): number of enemies: 15, player's lives: 2; enemy's lives: 2; difficulty assessment: medium; result: the second game level (final) matches the preset difficulty, and the iteration ends.
[0077] This ensures that the game's difficulty matches the player's ability, providing a more personalized gaming experience. Players can enjoy the game at a difficulty level appropriate to their skill level, thus increasing player satisfaction. The iterative adjustment process dynamically adjusts the game difficulty to suit the needs of different players, preventing beginners from feeling frustrated by excessive difficulty and avoiding experienced players finding the game too easy and uninteresting. Furthermore, by precisely controlling level difficulty, game developers can better balance the game's challenge and playability, enhancing its appeal and player engagement, thereby improving the product's competitiveness in the highly competitive game market. Finally, this algorithm also improves the efficiency of game design because it automates the difficulty adjustment process, reducing reliance on manual adjustments and saving development time and costs.
[0078] In step 102, in response to the game player's command to generate the game level, the game player's historical game data is obtained.
[0079] In some embodiments, when a player issues an instruction regarding game level generation, the content and intent of the instruction need to be parsed first. This can involve natural language processing (NLP) techniques to understand the player's request. The player who issued the instruction must be identified. This is usually achieved through the player's account information, in-game identifier, or other authentication mechanisms. Once the player is identified, the system will query a database or data warehouse for the player's historical game data. These data can include: the player's game progress, such as completed levels, achievements, etc. The player's game behavior, such as commonly used skills, play time, number of challenge failures, etc. The player's game preferences, such as preferred game modes, characters, storylines, etc. After obtaining the player's historical data, the system needs to analyze the relevance between these data and the player's current instruction. For example, if the player requests to generate a level with high difficulty, 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 can 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 a plot or challenge related to the player's past behavior to provide a more immersive gaming experience.
[0080] In some embodiments, historical game data refers to the behavior tracking records of individual players on the game platform, which typically include but are not limited to the following: game progress: the player's progress in the game, such as unlocked and completed levels, achieved levels, obtained achievements, etc. Game performance: the specific performance of the player in the game, such as score, ranking, win-loss record, time, etc. Skill usage: statistics of the player's skill or strategy usage in the game, including preferred skills, usage frequency, effects, etc. Resource management: how the player manages and uses resources in the game, such as acquisition and use of gold coins, props, equipment, etc. Interaction behavior: the player's social interaction in the game, such as cooperation or competition with other players. Play time: the time period and total play time of the player in the game. Consumption habits: if the game supports purchase functions, the player's consumption records, including purchase items, amount and frequency, etc. Personalized settings: the player's preference settings for game interface, control method or other customizable options.
[0081] In step 103, the difficulty of the second game level is corrected based on the historical game data 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 match the player's ability level after preliminary difficulty adjustment. The historical game data contains various records and performances of the player in the game, which reflect the player's game habits, skill level, preference settings, etc. Based on the historical game data, it means that the game system will use the player's historical game data as the basis for adjusting the level difficulty. These data can reveal the player's game style and skill level, thereby guiding the level difficulty adjustment. Difficulty adjustment is made to the second game level, which may have been adjusted in difficulty once or more times, but further correction is needed to more accurately match the player's ability. Difficulty adjustment may include adjusting the number, strength, behavior pattern of enemies, changing obstacles or traps in the game environment, or adjusting the player's starting resources, etc. The third game level adapted to the historical game data is obtained, and the ultimate goal is to create a third game level that is adapted to the player's historical game data in terms of difficulty. In other words, the third game level should be a level that is challenging to the player in terms of difficulty, but not too difficult or simple for the player. Such a level can provide a game experience that meets the player's expectations, allowing the player to improve within their comfort zone or moderately exceed their skill limit.
[0083] In some embodiments, referring to Figure 5 , Figure 5 is a flowchart of a game level generation method provided by an embodiment of the present application Figure 3 , Figure 3 The step 103 shown in FIG. 10 can be implemented by Figure 5 The steps 1031-1032 shown in FIG. 10.
[0084] In step 1031, the historical game data is feature extracted to obtain historical game features of the historical game data.
[0085] In some embodiments, the historical game data refers to records previously collected about the player's behavior and performance in the game, as previously described, which may include game progress, performance, skill use, resource management, etc. Feature extraction is a data processing process that aims to identify important information that can represent data characteristics from raw data. In machine learning and data analysis, feature extraction is a key step because it can help algorithms focus on the most important data attributes, thereby improving the performance and efficiency of the model. Historical game features are extracted from historical game data and can represent key attributes or indicators of the player's game behavior and performance. These features are an abstraction of raw data that can capture the key behavior patterns of the player in the game.
[0086] In step 1032, a 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, and step 1032 can be implemented by calling the difficulty correction model to predict a correction element corresponding to each of the level elements in the second game level based on the historical game features of the historical game data, to obtain a correction element corresponding to each of the level elements, and the level difficulty corresponding to the correction element is adapted to the historical game data; and replacing the level elements associated with the level difficulty of the second game level in 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 that predicts how game level elements should be adjusted to change the difficulty of the level based on the player's historical game data. The historical game features of the historical game data 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 various components in the game level that affect the difficulty, such as the number of enemies, the strength of enemies, the starting resources of the player, etc. 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 element corresponding to each level element. For example, if the model detects that the player performs well in fast completion, it may predict reducing the enemy's health or increasing the player's starting resources as a correction element. The predicted correction elements will adapt the level difficulty to the player's historical game data, i.e., the level difficulty will be more in line with the player's ability level. Replace the level elements associated with the 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 correctly display them. 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 game experience that is both in line with the player's skill level and challenging.
[0089] In some embodiments, referring to Figure 8 , Figure 8 is a structural diagram of the difficulty correction model provided by the embodiments 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 encodes the historical game features of the historical game data to obtain encoded features. The decoding layer 2 of the difficulty correction model decodes 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 difficulty of the game level to adapt to the historical game data of the player: suppose we have a platform jumping game, and the design of the second game level is 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 features show the following information: the player can usually eliminate 2 enemies on a platform. The player prefers longer platforms to have more time to prepare for jumping. The player often completes the level within the time limit, but sometimes fails because of obstacles. The player's historical game features, such as the ability to eliminate enemies, preference for platform length, time management ability, etc., are input into the difficulty correction model. After analyzing the features, 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 eliminate 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 jumping space and preparation time. The player's starting health remains unchanged because the player's historical data indicates that this is not an obstacle. The level time limit is reduced from 120 seconds to 100 seconds because the player usually completes the level within the time. Replace the level elements with the correction elements predicted by the model to make the following adjustments to the second game level: reduce the number of enemies to 15. Increase the number of platforms to 20, and reduce the number of obstacles on each 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 game 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 each level element, ensuring that the difficulty of the corrected level is highly adapted to the historical game data, thereby improving the fairness and reasonableness of the game experience. By replacing the elements related to the difficulty of the second game level with the corresponding correction elements, a third game level adapted to the historical game data is successfully constructed, which not only optimizes the game difficulty curve, allowing the player to better experience challenges and achievements during the game, but also helps to improve the player's retention rate and satisfaction. This data and model-based difficulty adjustment brings a more refined and personalized game 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 be obtained by training in the following way: calling an initial difficulty correction model, correcting the difficulty of the second game level based on sample features of a historical game data sample to obtain a predicted game level; determining a 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; 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 contain some pre-set parameters and algorithms for adjusting the difficulty of the level according to game data and player behavior. Using historical game data samples, sample features are extracted, which may include the time it takes for a player to complete a 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 balanced in terms of challenge for the player, providing both challenge and not being too difficult to cause the player to quit. The corrected predicted game level is compared with the preset game level (usually the ideal difficulty setting) and the labeled game level (the difficulty actually experienced by the player) carried by the historical game data sample. 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's prediction.
[0094] In this way, the game level suitable for the player's level can be accurately predicted based on the player's actual performance and historical behavior data, thereby improving the playability of the game and the satisfaction of the player. Secondly, by comparing the preset game level with the labeled game level in the historical game data sample, the loss value can be calculated to effectively evaluate and optimize the accuracy of the initial difficulty correction model. Finally, based on the loss value, the model is trained, which not only further improves the prediction ability of the model, but also obtains a third game level that better meets the expectations of the player, thereby achieving the best match between game difficulty and player ability, increasing the player's game investment and loyalty. This series of data analysis and model training process provides game developers with an effective means to achieve personalized game experience, and also brings players more diverse and adaptive 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 the player starts 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 decisions will directly affect their gaming experience. The game system will collect the feedback information of the player in the third game level. These information can be in various forms, such as: quantitative data: including the time the player completes the level, the number of attempts, the error rate, the score, etc. Qualitative data: subjective evaluation of the player's feelings about the level difficulty, love, suggestions, etc. collected through questionnaires, user interviews or social media. Collecting player feedback information is crucial for game developers, as it provides the following information: player experience: understanding the player's feelings about the level difficulty, design and challenge. Level balance: assess whether the level is too easy or too difficult, whether it needs further adjustment. 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 data cleaning, pattern recognition, statistical analysis, etc. to extract useful insights from it. Based on the feedback information of the players, the game developers can make the following responses: adjust the level difficulty: if the players generally reflect that the level is too difficult or too easy, the developers can adjust the difficulty accordingly. Improve game design: based on the suggestions and preferences of the players, improve the level design and game elements. Optimize player experience: use feedback information to improve the overall gaming experience of the players, increase the retention rate and satisfaction of the players.
[0097] In step 105, based on the feedback information, the part of the game level that the game player has not played in the third game level is modified in difficulty to obtain a dynamic game level.
[0098] In some embodiments, referring to Figure 6 , Figure 6 The step 105 shown in the game level generation method provided by the embodiments of the present application is implemented by Figure 4 , Figure 3 The step 1051A to step 1052A shown in the game level generation method provided by the embodiments of the present application is implemented by Figure 6
[0099] In step 1051A, when the feedback information is positive feedback information, the part of the game level that the game player has not played in the third game level is enhanced in difficulty to obtain the dynamic game level.
[0100] In some embodiments, positive feedback indicates that the player is satisfied with the current level of difficulty and design, meaning that the level provides enough challenge without exceeding the player's ability range. The player's behavior patterns will be analyzed, including their 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 player's positive feedback, the developer will enhance the difficulty of the parts of the third game level that the player has not yet experienced. This can include the following ways: increase the challenge: increase the challenge of the level by increasing the ability of the enemy, increasing the obstacles, introducing new mechanisms, etc. Adjust resource allocation: reduce the resources available to the player, such as health, items or time limit, to increase the difficulty of the level. Optimize level design: increase the elements that require the player to think and strategize while maintaining the smoothness of the game. By enhancing the difficulty of the parts of the level that have not been played, the developer obtains a dynamic game level. This level dynamically adjusts to the player's ability and preferences, maintaining the freshness and continuous challenge of the game experience.
[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 played is reduced to obtain the dynamic game level.
[0102] In some embodiments, negative feedback indicates that the player may consider the level too difficult, unfriendly in design, or have other problems that lead to an unpleasant experience. The player's specific behavior in the level will be analyzed, such as the number of failures, the stagnation time in a particular part, the abandonment rate, etc., to identify specific aspects of the level that may cause negative feedback. To improve the player's experience, the developer will reduce the difficulty of the parts of the third game level that the player has not yet experienced. This can include the following measures: reduce the challenge: reduce the difficulty of the level by reducing the number or strength of the enemy, simplifying the obstacles, adjusting the game mechanisms, etc. Increase auxiliary resources: provide more health, items or increase the time limit to help the player more easily complete the level. Optimize level flow: improve the level design, reduce elements that may cause the player to be frustrated, and ensure that the game flow is smoother.
[0103] In this way, when the feedback information is positive feedback, the difficulty of the unexperienced part of the level is enhanced, not only can maintain the challenge and attractiveness of the game to the player, improve the player's sense of achievement and satisfaction, but also can improve the replayability of the game by increasing the diversity of the level; when the feedback information is negative feedback, the difficulty of the unexperienced part of the level is reduced, which helps to alleviate the frustration of the player, improves the accessibility and inclusiveness of the game, and prevents the player from leaving, thereby optimizing the player's experience as a whole, enhancing the player's loyalty and the long-term vitality of the game. This dynamic adjustment mechanism ensures that the game level can better adapt to the ability and preferences of different players, and realizes the individualization and refinement of the game experience.
[0104] In some embodiments, referring to Figure 7 , Figure 7 is a flowchart of a method for generating a game level according to an embodiment of the present application Figure 5 , Figure 3 The step 105 shown in the figure can be implemented by Figure 7 steps 1051B to 1054B shown in the figure.
[0105] In step 1051B, based on the feedback information, difficulty correction is performed on the part of the game level that the game player has not played in the third game level, to obtain a fourth game level.
[0106] In some embodiments, the feedback information is the direct evaluation of the game player on the difficulty, design, challenge, etc. of the game level. These information is very valuable to the developer, because they directly reflect the needs and preferences of the players. The purpose of difficulty correction is to ensure that the game level is both challenging and achievable for most players. According to 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 of difficulty, the developer may choose to increase the difficulty of the unplayed part to maintain or increase the challenge of the game. This may include increasing the ability of the enemy, introducing new obstacles, increasing the task difficulty, etc. If the player gives negative feedback, indicating that they think the level difficulty is too high or the design has problems, 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, the pass-through path of the fourth game level is determined, and when the number of pass-through paths is multiple and the level difficulty of each pass-through path of the fourth game level meets the feedback information, the fourth game level is determined as the dynamic game level.
[0108] In some embodiments, a pass-through path refers to a series of actions and choices a player can take from the beginning to the end of a level. Developers need to design and determine these paths, which can include different obstacles, challenges, and solutions. Providing multiple pass-through paths in a 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 pass-through path matches the feedback information of the players. If the feedback information shows that the players want the level to be more challenging, the difficulty of each path should be increased accordingly; if the feedback information indicates that the players want to reduce the difficulty, each path should be adjusted accordingly. When there are multiple pass-through paths in the fourth game level, and the difficulty of each path matches the feedback information of the players, this level can be determined as a dynamic game level. Multiple pass-through paths can meet the needs of different players and provide personalized gaming experience. Dynamic game levels can be adjusted according to the behavior and feedback of players to maintain the attractiveness of the game. 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 pass-through paths is one, the fourth game level is determined as the dynamic game level.
[0110] In some embodiments, a single pass-through path 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 game design, such as to tell a linear story or to maintain the simplicity of game flow. Even if there is only one pass-through path, developers can still achieve the dynamic nature of the level by adjusting the difficulty: according to the feedback information of the players, adjust the challenge elements, the ability of the enemy, the allocation of resources, etc. in the level, to adapt to the skill level of the players. Environmental changes: by changing the environmental conditions in the level, such as weather, time, available resources, etc., to increase the diversity and dynamics of the game. Story elements: use the development of the plot to guide the player through the only pass-through path, while providing different plot branches or decision points that affect the progress and outcome of the game.
[0111] In step 1054B, when the number of pass-through paths is multiple, and there is a level difficulty that does not meet the feedback information, the pass-through path with the level difficulty that does not meet the feedback information is deleted from the fourth game level, and the dynamic game level is obtained.
[0112] In some embodiments, during the design phase, the game can contain multiple completion paths, each providing different challenges and solutions. The developer needs to assess whether these paths meet the players' expectations for difficulty. Collecting players' feedback on the difficulty of each completion path and analyzing these feedbacks to determine which paths' difficulty settings do not meet the players' experience needs. According to the players' feedback, the developer identifies those completion paths that are too difficult or too easy, not meeting the players' expectations. These paths can negatively impact the players' gaming experience. To ensure that the level difficulty matches the players' feedback, the developer decides to delete those completion paths that are not suitable in difficulty. This decision aims to maintain the game's playability and challenge. After deleting the unsuitable paths, the developer may need to further optimize and adjust the remaining completion paths to ensure that they can both provide the players' expected challenges and guarantee the game's accessibility. After adjustment, the remaining completion paths in the fourth game level all meet the players' feedback information, thus being determined as dynamic game levels. This level can dynamically adjust according to the players' skills and preferences, providing personalized gaming experiences.
[0113] Thus, using the players' feedback information on the third game level to identify the difficulty parts that need to be adjusted. These corrections may include increasing or decreasing enemies, changing obstacle difficulty, adjusting resource allocation, etc., to ensure that the level difficulty meets the players' expectations. Determine the completion paths of 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 completion paths will directly affect the game's playability and challenge. If the fourth game level is designed with multiple completion paths, and the difficulty of each path meets the players' feedback information, then this level can be considered a dynamic game level. The multi-path design allows players to choose different challenge ways according to their own game style and preferences. Even if the fourth game level has only one completion path, the developer 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 experiences. When there are multiple completion paths, but the difficulty of some paths does not meet the players' feedback, the developer may choose to delete these unsuitable paths. This ensures that the difficulty settings of the remaining paths can better meet the players' needs while maintaining the game's dynamics and diversity. By adjusting the difficulty and optimizing the paths, the game can better meet the players' expectations, thereby improving satisfaction. Dynamic game levels can be adjusted in real-time according to the players' skills and feedback, providing a more personalized gaming experience. By deleting unsuitable completion paths, the developer can more effectively utilize resources, optimizing the design and development of game content.
[0114] As an example, based on the text description of the UI illustration, we will 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, the distance between each platform increases gradually. Based on the preset level difficulty, the difficulty of the first game level is modified as follows: the distance between platform 1 and platform 2: 3 units; the distance between platform 2 and platform 3: 5 units; the distance between platform 3 and the end point: 7 units. Player A performs well in previous levels, with an average jump distance of 5 units and few failures. Player B performs averagely in previous levels, with an average jump distance of 3 units and more failures. The following difficulty modifications are made for the second game level: for player A, increase the distance between platforms: the distance between platform 1 and platform 2: 5 units; the distance between platform 2 and platform 3: 7 units; the distance between platform 3 and the end point: 9 units; for player B, keep the original settings or appropriately reduce the distance to adapt to the player's ability. Assuming that player A's performance in the third game level is as follows: successfully jumps over the first two platforms, but fails multiple times on the third platform. Based on this feedback, the difficulty of the uncompleted game level is modified as follows: reduce the distance between platform 3 and the end point, for example, to 8 units, to adapt to player A's ability. Some auxiliary mechanisms such as additional jump opportunities or energy recovery points may be added to help the player 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, providing each player with a challenging and playable game experience. The first game level is set according to the preset difficulty. The second game level adjusts the difficulty based on the player's historical data. The third game level further adjusts the difficulty based on the player's actual performance and feedback. The dynamic game level can provide appropriate challenges for players of different abilities.
[0115] In the following, an exemplary application of the embodiments of the present application in an actual Sudoku game application scenario will be described.
[0116] In the Tile Match type game, the system dynamically adjusts the level difficulty based on the player's historical behavior data (such as pass rate, number of attempts, and prop usage rate). By changing the design of the blocks and adding or reducing obstacle elements, the game's challenge and interest for players of different skill levels are ensured, and player attrition due to inappropriate difficulty is avoided. This system not only maintains the interest of existing players, but also attracts new players of different levels, improving the overall user stickiness of the game.
[0117] The embodiment of the application analyzes the bottom plate model first, analyzes the conditions of each visible or invisible block in the field, analyzes the cost and conditions required when each block is clicked, and then starts to call the difficulty curve to select the block that the player wants to pay at this step. When the selected block cannot meet the difficulty curve, certain modifications will be made in the subsequent selection to make it return 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, and this algorithm can identify and accurately judge them one by one, and gradually complete an initial level.
[0119] After completing the initial level, the system extracts and filters part of the behavior data and algorithm model generated by the players during the game process through big data analysis technology; then, these data are used to simulate the game experience of the players to make detailed level adjustment. Specifically, the system applies pattern recognition and behavior analysis technology to identify the steps in which the players may fail the challenge and cause game death, or encounter setbacks when dealing with specific obstacles. Based on these analysis results, the development team can make fine adjustments to the structure and difficulty parameters of the level to achieve the ideal design goal. This method not only optimizes the level design to make it more consistent with the skill level and expectations of the players, but also improves the playability and challenge of the game.
[0120] The embodiment of the application has a dynamic control system that monitors the game data of the players in real time, integrates advanced data analysis algorithms and feedback adjustment mechanisms, and aims to provide personalized game experience for the players. The system uses big data processing technology to analyze the behavior patterns, game preferences, and interaction habits of the players in detail and the causes of death. Through a machine learning model, the system can identify the game style and challenge level of the players and dynamically adjust the difficulty of the game and the tendency of the level design, which is beneficial to making timely adjustments when the players are always dying in certain levels and have negative emotions, and preventing the players from leaving; similarly, it can also determine that the players think that some deaths are the fun of the level and are more willing to use props or revive, and can have certain tendencies in designing the level. The system will continuously update and optimize the game parameters based on the feedback and behavior changes of the players to ensure that each player can enjoy a highly personalized and immersive interactive experience, and the levels are not all the same, so that the players do not feel too simple or difficult.
[0121] The embodiment of the application performs fine analysis and parameterization setting on the hierarchical level and various obstacle elements to effectively avoid possible design defects in the generated level. The technical team uses a path optimization algorithm to deeply evaluate and adjust the optimal pass-through path to ensure that there is no large deviation from the designed level path.
[0122] If there is no such design, the game will be designed to be just right for the player, and a shortcut will be created to make it very easy for the player to pass; or there will be more wrong options in the early stage of the level, which will mislead the player and make it difficult for him to find the correct path, so that the player does not know the reason for each death, which will also cause the dynamic control system to record deviations, thinking that there is a problem here, but in fact it is a problem with the level design, not the dynamic control system.
[0123] The embodiment of the application designs a level test model, which simulates an algorithm model for finding a path to pass the level based on a large number of paths selected by players during the game. By analyzing the path selection of the players, the model can generate a series of possible paths to pass the level. Then, the 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 to 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 change constantly, and the diverse obstacle elements aim to continuously attract players and make them discover new challenges and fun in the game. Providing personalized game experience: adjusting the difficulty in real time according to individual player performance improves the satisfaction and retention rate of players of different levels and increases the market competitiveness of the game. Improving development efficiency, the automatic generation technology greatly reduces the time and cost of manual level design, and better meets the needs of players for level diversity and difficulty.
[0125] The following continues to illustrate an exemplary structure of the game level generation apparatus 455 provided by the embodiment of the application as a software module. In some embodiments, as shown in Figure 2 The software module stored in the game level generation apparatus 455 of the memory 450 can include: a first correction module 4551 for correcting 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 4552 for obtaining historical game data of a game player in response to a generation instruction of the game player for the game level, and correcting the difficulty of the second game level based on the historical game data to obtain a third game level that adapts to the historical game data; and a third correction module 4553 for obtaining feedback information of the game player for the third game level in response to the game player playing the game based on the third game level, and correcting the difficulty of the part of the game level that the game player has not played in the third game level based on the feedback information to obtain a dynamic game level.
[0126] In some embodiments, the first modification module is further configured to create the first game level and determine a level difficulty of the first game level, compare the level difficulty of the first game level with the preset level difficulty to obtain a comparison result, and when the comparison result indicates that the preset level difficulty is not equal to the level difficulty of the first game level, modify the difficulty of the first game level to obtain the second game level.
[0127] In some embodiments, the first modification module is further configured to, when the comparison result indicates that the preset level difficulty is equal to the level difficulty of the first game level, determine the first game level as the second game level.
[0128] In some embodiments, the first modification module is further configured to modify the difficulty of the first game level to obtain a first reference game level, when the level difficulty of the first reference game level is equal to the preset level difficulty, determine the first reference game level as the second game level, and when the level difficulty of the first reference game level is not equal to the preset level difficulty, perform the following processing by traversing i until the second game level is obtained: modify the difficulty of the i-th game level to obtain an (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, determine the (i+1)-th reference game level as the second game level, and i is a positive integer greater than 1.
[0129] In some embodiments, the second modification module is further configured to extract features of the historical game data to obtain historical game features of the historical game data, call a difficulty modification model, and modify 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 a plurality of level elements associated with the level difficulty of the second game level, and the second modification module is further configured to call the difficulty modification model, predict a modification element corresponding to each of the level elements in the second game level based on the historical game features of the historical game data to obtain a modification element corresponding to each of the level elements, and the level difficulty of the modification element corresponds to the historical game data; and replace the level elements associated with the level difficulty of the second game level in the second game level with the corresponding modification elements respectively to obtain the third game level adapted to the historical game data.
[0131] In some embodiments, the second correction module is further configured to call an initial difficulty correction model, correct the difficulty of the second game level based on sample features of historical game data samples to obtain a predicted game level, determine a loss value of the initial difficulty correction model based on the preset game level and a labeled game level carried by the historical game data samples, train the initial difficulty correction model based on the loss value to obtain the third game level.
[0132] In some embodiments, the third correction module is further configured to, when the feedback information is positive feedback information, enhance the difficulty of the part of the third game level that is not played by the game player to obtain the dynamic game level, and when the feedback information is negative feedback information, reduce the difficulty of the part of the third game level that is not played by the game player to obtain the dynamic game level.
[0133] In some embodiments, the third correction module is further configured to, based on the feedback information, correct the difficulty of the part of the third game level that is not played by the game player to obtain a fourth game level, determine a clear path of the fourth game level, when the number of the clear paths is multiple and the level difficulty of each of the clear paths of the fourth game level satisfies the feedback information, determine the fourth game level as the dynamic game level, when the number of the clear paths is one, determine the fourth game level as the dynamic game level, and when the number of the clear paths is multiple and there is a clear path whose level difficulty does not satisfy the feedback information, delete the clear path whose level difficulty does not satisfy the feedback information in the fourth game level to obtain the dynamic game level.
[0134] The embodiment of the present application provides a computer program product, which includes a computer program or computer executable instructions stored in a computer readable storage medium. A processor of an electronic device reads the computer executable instructions from the computer readable storage medium, and the processor executes the computer executable instructions, so that the electronic device executes the game level generation method provided 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 in the computer readable storage medium. When the computer executable instructions are executed by a processor, the processor will execute the game level generation method provided in the embodiment of the present application, for example, the game level generation method shown in the embodiment of the present application. Figure 3 The embodiment of the present application provides a computer readable storage medium storing computer executable instructions, wherein the computer executable instructions are stored in the computer readable storage medium. When the computer executable instructions are executed by a processor, the processor will execute the game level generation method provided in the embodiment of the present application, for example, the game level generation method shown in the embodiment of the present application.
[0136] In some embodiments, the computer-readable storage medium can be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM, etc.; or various electronic devices including one or any combination of the above memories.
[0137] In some embodiments, the computer-executable instructions can be in the form of programs, software, software modules, scripts, or code, written in any form of programming language, including compiled or interpreted languages, or declarative or procedural languages, and can 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] By way of example, the computer-executable instructions can, but need not, reside in a file system's files, can be stored in a part of a file that is used to store other programs or data, for example, one or more scripts stored in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple files (for example, files that store one or more modules, sub programs, or code portions).
[0139] By way of example, the computer-executable instructions can be deployed to be executed on one electronic device or on multiple electronic devices that are located at one site, or that are distributed across multiple sites and that are interconnected by a communication network.
[0140] In summary, the embodiments of the present application have the following beneficial effects:
[0141] (1) 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 generation instruction for 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 adapts to the historical game data. In response to the game player playing the game based on the third game level, the feedback information of the game player for the third game level is obtained, and based on the feedback information, the part of the game level that the game player has not played in the third game level is modified in difficulty to obtain a dynamic game level. In this way, the difficulty of the first game level is preliminarily modified based on the preset level difficulty to ensure that the basic difficulty of the level meets the expectation. The modified first game level becomes the second game level, which meets the preset level difficulty. The behavior and performance of the player in the game, including selection, number of failures, completion time, score, etc., are recorded and analyzed to obtain the historical game data of the player. Based on the obtained historical game data of the player, the difficulty of the second game level is further modified to ensure that the level can better adapt to the actual game ability of the player. Through the analysis of the historical game data and the instant feedback of the player, the developer can make more data-driven decisions to ensure that the level difficulty matches the actual ability of the player. Game development is an iterative process, and developers need to continuously collect data, analyze feedback, and adjust the level difficulty to achieve precise control. The needs and experiences of players are placed at the core of the design process to ensure that the game difficulty can provide challenges without making players feel frustrated. Based on the feedback of the player for the third game level, the developer modifies the difficulty of the part of the level that has not been played. This modification can include adjusting the strength of the enemy, changing the obstacle setting, providing more resources, etc. to create a dynamic game level that can adapt to the ability and preferences of the player in real time. This can achieve precise control of the difficulty of the game level and provide a more personalized and adaptive game experience.
[0142] (2) Ensures that the game level difficulty matches 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 modification process can dynamically adjust the game difficulty to meet the needs of different players, preventing beginners from feeling frustrated due to high difficulty, and avoiding experienced players from finding the game too simple and boring. In addition, by precisely controlling the level difficulty, game developers can better balance the challenge and playability of the game, enhancing the attractiveness of the game and the stickiness of the players, thereby improving the competitiveness of the product in the competitive game market. Finally, this algorithm can also improve the efficiency of game design, as it automates the difficulty adjustment process, reducing reliance on manual adjustments, saving development time and cost.
[0143] (3) The obtained modified elements can accurately match each level element, ensuring that the difficulty of the modified level is highly adapted to the historical game data, thereby improving the fairness and rationality of the game experience. By replacing the elements related to level difficulty in the second game level with the corresponding modified elements, a third game level adapted to the historical game data is successfully constructed. This process not only optimizes the game difficulty curve, allowing players to better experience challenges and achievements during gameplay, but also helps to improve player retention and satisfaction. This data and model-based difficulty adjustment provides game developers and players with a more refined and personalized gaming experience.
[0144] (4) Based on the actual performance and historical behavior data of players, the game level suitable for the player's level can be accurately predicted, thereby improving the playability of the game and the satisfaction of the players. Secondly, by comparing the preset game level with the labeled game level in the historical game data sample, the loss value can be calculated to effectively evaluate and optimize the accuracy of the initial difficulty correction model. Finally, based on the loss value, the model is trained, which not only further improves the prediction ability of the model, but also obtains a third game level that better meets the expectations of players, thereby achieving the best match between game difficulty and player ability, increasing the game investment and loyalty of players. This series of data analysis and model training process provides game developers with an effective means to achieve personalized game experience, and also brings players more diverse and adaptive game content.
[0145] (5) When the feedback information is positive feedback, the difficulty of the unexperienced part of the level is enhanced, which not only maintains the challenge and attractiveness of the game to the players, improves the sense of achievement and satisfaction of the players, but also increases the diversity of the level to improve the replayability of the game. When the feedback information is negative feedback, the difficulty of the unexperienced part of the level is reduced, which helps to alleviate the frustration of the players, improves the accessibility and inclusiveness of the game, and prevents the loss of players, thereby optimizing the overall player experience and enhancing the loyalty of the players and the long-term vitality of the game. This dynamic adjustment mechanism ensures that the game level can better adapt to the abilities and preferences of different players, achieving personalized and refined game experience.
[0146] (6) Use player feedback on the third game level to identify difficulty sections that need adjustment. These modifications may include increasing or decreasing enemies, changing obstacle difficulty, adjusting resource allocation, etc., to ensure the level difficulty meets the player's expectations. Determine the clear path for the fourth game level. These paths are different sequences of actions that the player can take to complete the level. The number and difficulty design of the clear paths will directly affect the playability and challenge of the game. If the fourth game level is designed with multiple clear paths, and the difficulty of each path meets the player's feedback information, this level can be considered a dynamic game level. Multi-path design allows players to choose different challenge ways according to their own game style and preference. Even if the fourth game level has only one clear path, developers can introduce dynamics in other ways, such as adjusting level difficulty, environmental changes, or plot development. This design may be more suitable for games that emphasize storytelling or immersion. When there are multiple clear paths, but the difficulty of some paths does not meet the player's feedback, developers may choose to remove these unsuitable paths. This ensures that the difficulty settings of the remaining paths can better meet the needs of players, while maintaining the dynamic and diverse nature of the game. By adjusting the difficulty and optimizing the path, the game can better meet the expectations of players, thereby improving satisfaction. Dynamic game levels can be adjusted in real time according to the player's skills and feedback, providing a more personalized gaming experience. By removing unsuitable clear paths, developers can more effectively utilize resources, optimizing the design and development of game content.
[0147] (7) Enhance game playability and challenge, automatically generated levels change constantly, diverse obstacle elements aim to continuously attract players, making them discover new challenges and fun in the game. Provide personalized gaming experience: adjust difficulty in real time according to individual player performance, improve satisfaction and retention rate of players of different levels, increase market competitiveness of the game. Improve development efficiency, automatic generation technology greatly reduces the time and cost of manual level design, while better meeting the needs of players 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 modification, equivalent replacement and improvement made within the spirit and scope of the present application shall be 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 the preset level difficulty, the difficulty of the first game level is corrected, and the second game level meeting the preset level difficulty is obtained, wherein the second game level includes a plurality of level elements associated with the level difficulty of the second game level; in response to the game player's generation instruction for the game level, the historical game data of the game player is obtained, and the historical game data is feature extracted to obtain the historical game features of the historical game data; an initial difficulty correction model is called, and based on the sample features of the historical game data samples, the difficulty of the second game level is corrected to obtain a predicted game level; based on the preset game level and the label game level carried by the historical game data sample, the loss value of the initial difficulty correction model is determined; based on the loss value, the initial difficulty correction model is trained to obtain a difficulty correction model, wherein the difficulty correction model includes an encoding layer and a decoding layer; the difficulty correction model is called, the historical game features of the historical game data are encoded based on the encoding layer to obtain encoded features; the encoded features are decoded based on the decoding layer to obtain 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 associated with the level difficulty of the second game level in the second game level are replaced by the corresponding correction elements respectively 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, the feedback information of the game player for the third game level is obtained, and based on the feedback information, the difficulty of the part of the game level in the third game level which is not played by the game player is corrected to obtain a fourth game level; the pass-through path of the fourth game level is determined, when the number of pass-through paths is more than one, and the level difficulty of each pass-through path of the fourth game level meets the feedback information, the fourth game level is determined as a dynamic game level; wherein the determination of the pass-through path of the fourth game level comprises: based on the pass-through paths selected by a plurality of game players in the game process, a level test model for finding a level pass-through path is constructed, a simulation path is generated through the level test model, and the simulation path is compared and analyzed with a preset dangerous curve to evaluate the uniqueness of the simulation path and the rationality of the level; when the number of pass-through paths is one, the fourth game level is determined as a dynamic game level; when the number of pass-through paths is more than one, and there is a pass-through path whose level difficulty does not meet the feedback information, the pass-through path of the fourth game level whose level difficulty does not meet the feedback information is deleted to obtain a dynamic game level.
2. The method of claim 1, wherein, The method comprises: The first game level is created, and a level difficulty of the first game level is determined, the level difficulty of the first game level is compared with the preset level difficulty, and a comparison result is obtained; When the comparison result indicates that the preset level difficulty is not equal to the level difficulty of the first game level, difficulty correction is performed on the first game level to obtain the second game level.
3. The method of claim 2, wherein, After the comparison result is obtained by comparing the level difficulty of the first game level with the preset level difficulty, the method further comprises: 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 of claim 2, wherein, The difficulty correction on the first game level to obtain the second game level comprises: When the level difficulty of the first game level is not equal to the preset level difficulty, the following processing is performed by traversing i until the second game level is obtained: When the level difficulty of the first game level is not equal to the preset level difficulty, the following processing is performed by traversing i until the second game level is obtained: When the level difficulty of the first game level is not equal to the preset level difficulty, the following processing is performed by traversing i until the second game level is obtained:
5. The method of claim 1, wherein, The method further comprises: When the feedback information is positive feedback information, difficulty enhancement is performed on a part of game levels in the third game level which are not played by the game player to obtain a dynamic game level; When the feedback information is negative feedback information, difficulty reduction is performed on a part of game levels in the third game level which are not played by the game player to obtain a dynamic game level.
6. An apparatus for generating a game level, characterized by The device comprises: A first correction module configured to correct the difficulty of the first game level based on a preset level difficulty to obtain a second game level satisfying the preset level difficulty, the second game level comprising a plurality of level elements associated with the level difficulty of the second game level; A second correction module configured to, in response to a generation instruction of a game player for the game level, acquire historical game data of the game player, extract features of the historical game data to obtain historical game features of the historical game data, call an initial difficulty correction model, correct the difficulty of the second game level based on sample features of a historical game data sample to obtain a predicted game level, determine a loss value of the initial difficulty correction model based on a preset game level and a labeled game level carried by the historical game data sample, train the initial difficulty correction model based on the loss value to obtain a difficulty correction model, wherein the difficulty correction model comprises an encoding layer and a decoding layer. The difficulty correction model is called to encode historical game features of historical game data based on the encoding layer to obtain encoded features, and the encoded features are decoded based on the decoding layer to obtain 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 the level elements associated with the level difficulty of the second game level in the second game level are replaced by the corresponding correction elements respectively to obtain a third game level adapted to the historical game data. The third correction module is configured to, in response to the game player playing the game based on the third game level, acquire feedback information of the game player for the third game level, and based on the feedback information, correct the part of the game level in the third game level which is not played by the game player to obtain a fourth game level; determine a clear path of the fourth game level, when the number of the clear paths is multiple and the level difficulty of each of the clear paths of the fourth game level meets the feedback information, determine the fourth game level as a dynamic game level; and when the number of the clear paths is one, determine the fourth game level as a dynamic game level; wherein the determination of the clear path of the fourth game level comprises: based on the clear paths selected by multiple game players in the game process, constructing a level test model for finding a level clear path, generating a simulation path through the level test model, comparing and analyzing the simulation path with a preset danger curve to evaluate the uniqueness of the simulation path and the rationality of the level; when the number of the clear paths is multiple and the level difficulty of the clear paths does not meet the feedback information, deleting the clear path of the fourth game level whose level difficulty does not meet the feedback information to obtain the dynamic game level.
7. An electronic device, comprising: The electronic device comprises: a memory for storing executable instructions; a processor for executing the executable instructions or computer programs stored in the memory to implement the game level generation method of any one of claims 1 to 5.
8. A computer-readable storage medium storing executable instructions or a computer program, characterized in that, The executable instructions are executed by the processor to implement the game level generation method of any one of claims 1 to 5.
9. A computer program product comprising computer programs or instructions, characterized in that, The computer program or instructions are executed by the processor to implement the game level generation method of any one of claims 1 to 5. The computer program or instructions are executed by the processor to implement the game level generation method of any one of claims 1 to 5.
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