Game interface data identification method and system
Through adaptive screenshot interval and similarity calculation technology, the strategy of the smartphone game interface is automatically obtained and displayed, which solves the problem of users frequently switching interfaces and searching strategies in the game, and achieves more efficient and accurate game strategy acquisition.
Patent Information
- Application Number
- CN202411900164.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-23
- Publication Date
- 2025-04-15
- Estimated Expiration
- 2044-12-23
AI Technical Summary
When playing games with more plots on smartphones, users need to frequently switch the strategy interface and game interface, and the existing floating ball technology relies on users to manually search for strategies, resulting in inaccurate search results.
The game interface is screenshot through the adaptive screenshot interval, calculate the first similarity between the screenshot image and the pre-stored strategy image, obtain the game strategy list corresponding to the strategy image with high similarity, and display it to the user through a floating ball or pop-up window.
There is no need for users to manually search for strategies, and automatically obtain and display corresponding game strategies, improving user experience and ensuring the accuracy and convenience of strategies.
Smart Images

Figure CN119818955A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of data recognition, and in particular to a method and system for recognizing game interface data. Background Art
[0002] With the development of smart phones, more and more users play games on smart phones. For games with more plots, such as RPG games, users usually need to read the strategy while operating. However, since the screen of smart phones is relatively small, the same screen cannot display the strategy display interface and the game interface at the same time. Therefore, users can usually only switch back and forth between the strategy display interface and the game interface through background switching to achieve game operation with reference to the strategy.
[0003] In order to solve this technical problem, some existing technologies have also appeared that rely on floating ball technology to display strategies. Specifically, the user first searches for the required game strategy, then reduces the strategy display interface to a floating ball, and during the game operation, clicks the floating ball to pop up the strategy display interface, and after reading, clicks the zoom button in the display interface to reduce the game interface to a floating ball. However, this also brings a problem, that is, the user still needs to search for the game strategy by himself, and the search results are relatively dependent on the keywords entered by the user, so that the strategy that can solve the problem that the user wants to solve is not correctly searched out because the keyword input is not accurate enough. Summary of the invention
[0004] The purpose of the present invention is to disclose a game interface data recognition method and system to solve the technical problems raised in the background technology.
[0005] In order to achieve the above object, the present invention provides the following technical solutions:
[0006] In a first aspect, the present invention provides a method for identifying game interface data, comprising:
[0007] S1, taking screenshots of the game interface using an adaptive screenshot interval to obtain a screenshot image;
[0008] S2, identifying the screenshot image, and calculating a first similarity between the screenshot image and a pre-stored strategy image;
[0009] S3, determining whether the maximum first similarity is greater than a set similarity threshold, and if so, obtaining a pre-stored strategy image corresponding to the maximum first similarity;
[0010] S4, obtaining a corresponding game strategy list according to the pre-stored strategy image corresponding to the largest first similarity;
[0011] S5, after detecting that the user clicks on the floating ball displayed on the edge of the game interface, close the floating ball and display the list of game strategies in the form of a pop-up window; after detecting that the user clicks on the shrink button of the pop-up window, close the pop-up window and display the floating ball on the edge of the game interface again.
[0012] Preferably, the edges of the game interface include an upper edge, a lower edge, a left edge and a right edge.
[0013] Preferably, the floating ball displayed at the edge of the game interface includes a floating ball displayed at the upper edge.
[0014] Preferably, taking screenshots of the game interface using an adaptive screenshot interval includes:
[0015] After the countdown corresponding to the k-1th screenshot interval ends, take a screenshot of the game interface. After the screenshot is completed, calculate the kth screenshot interval t k , t k The calculation formula is:
[0016]
[0017] sim k-1,k-2 represents the second similarity between the screenshot images obtained after the countdown corresponding to the k-1th and k-2th screenshot intervals ends, simtop represents the upper limit of the second similarity, ncp represents a preset value, and nclic represents the number of similarities in the time interval [t end,k-1 -T,t end,k-1 ], the number of times the user clicks on the floating ball, t end,k-1 represents the time when the countdown corresponding to the k-1th screenshot interval ends, and occrat represents the time at which t end,k-1 The CPU occupancy rate of the device running the game. occtop indicates the upper limit of the occupancy rate. bs represents the set duration, α1, α2 and α3 represent the weight of similarity, the weight of the number of clicks and the weight of CPU occupancy respectively; T represents the length of the time interval;
[0018] In calculating t k After that, a countdown is performed, and the duration of the countdown is the k-th screenshot interval t k .
[0019] Preferably, the pre-stored strategy images are screenshot images of the games included in the game strategy.
[0020] Preferably, calculating the first similarity between the screenshot image and the pre-stored strategy image includes:
[0021] For the screenshot image P1 and the pre-stored strategy image P2, the calculation process of the first similarity between P1 and P2 is as follows:
[0022] If the resolution of P1 is greater than that of P2, P1 is reduced to the same resolution as P2 to obtain image P1b, and the first similarity between P1b and P2 is calculated;
[0023] If the resolution of P1 is smaller than that of P2, P2 is reduced to the same resolution as P1 to obtain image P2b, and a first similarity between P1 and P2b is calculated;
[0024] If the resolution of P1 is the same as the resolution of P2, the first similarity between P1 and P2 is directly calculated.
[0025] Preferably, for two screenshot images Pb and strategy images Pc with the same resolution, the first similarity between Pb and Pc is calculated in the following manner:
[0026] The preset mask image is used to calculate Pb and Pc to obtain images Pb1 and Pc1;
[0027] Calculate the number of sampling areas;
[0028] The first similarity between Pb1 and Pc1 is calculated based on the number of sampling regions.
[0029] Preferably, obtaining a list of corresponding game strategies according to the pre-stored strategy images corresponding to the largest first similarity includes:
[0030] Each game guide contains at least one guide image;
[0031] A list of game guides is generated based on the hyperlink titles of all game guides containing the pre-stored guide image corresponding to the largest first similarity.
[0032] Preferably, generating a list of game strategies based on the hyperlink titles of all game strategies containing pre-stored strategy images corresponding to the largest first similarity includes:
[0033] All hyperlink titles of game strategies that contain the pre-stored strategy image corresponding to the largest first similarity are sorted in order from the latest to the earliest release time of the game strategies to obtain a list of game strategies.
[0034] In a second aspect, the present invention provides a game interface data recognition system, including a screenshot module, a recognition module, a judgment module, an acquisition module and a detection module;
[0035] The screenshot module is used to take screenshots of the game interface using an adaptive screenshot interval to obtain screenshot images;
[0036] The recognition module is used to recognize the screenshot image and calculate the first similarity between the screenshot image and the pre-stored strategy image;
[0037] The judging module is used to judge whether the maximum first similarity is greater than a set similarity threshold, and if so, obtain the pre-stored strategy image corresponding to the maximum first similarity;
[0038] The acquisition module is used to acquire a list of corresponding game strategies according to the pre-stored strategy images corresponding to the largest first similarity;
[0039] The detection module is used to close the floating ball after detecting that the user clicks on the floating ball displayed on the edge of the game interface, and display the list of game strategies in the form of a pop-up window; after detecting that the user clicks on the shrink button of the pop-up window, close the pop-up window and display the floating ball on the edge of the game interface again.
[0040] Beneficial effects:
[0041] In the process of data recognition of the game interface on the smart phone, the present invention obtains a list of corresponding game strategies by calculating the first similarity between the screenshot image and the strategy image contained in the game strategy, thereby eliminating the need for the user to manually retrieve the game strategy, which is conducive to providing the user with a more accurate game strategy more conveniently and quickly. BRIEF DESCRIPTION OF THE DRAWINGS
[0042] In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the accompanying drawings required for describing the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of the present invention. For ordinary technicians in this field, other accompanying drawings can be obtained based on these accompanying drawings without paying creative work.
[0043] Figure 1 A schematic diagram of a method for identifying game interface data according to the present invention.
[0044] Figure 2 A schematic diagram of a game interface data recognition system of the present invention. DETAILED DESCRIPTION
[0045] The following will be combined with the drawings in the embodiments of the present invention to clearly and completely describe the technical solutions in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0046] In a first aspect, the present invention provides a method for identifying game interface data, comprising:
[0047] S1, taking screenshots of the game interface using an adaptive screenshot interval to obtain a screenshot image;
[0048] S2, identifying the screenshot image, and calculating a first similarity between the screenshot image and a pre-stored strategy image;
[0049] S3, determining whether the maximum first similarity is greater than a set similarity threshold, and if so, obtaining a pre-stored strategy image corresponding to the maximum first similarity;
[0050] S4, obtaining a corresponding game strategy list according to the pre-stored strategy image corresponding to the largest first similarity;
[0051] S5, after detecting that the user clicks on the floating ball displayed on the edge of the game interface, close the floating ball and display the list of game strategies in the form of a pop-up window; after detecting that the user clicks on the shrink button of the pop-up window, close the pop-up window and display the floating ball on the edge of the game interface again.
[0052] In the process of data recognition of the game interface on the smart phone, the list of corresponding game strategies is obtained by calculating the first similarity between the screenshot image and the strategy image contained in the game strategy, thereby eliminating the need for users to manually retrieve the game strategy, which is conducive to providing users with more accurate game strategies more conveniently and quickly.
[0053] Specifically, the similarity threshold may be set to 0.8.
[0054] Specifically, the size of the pop-up window is smaller than the size of the game interface, and a list of game strategies is displayed in the center of the pop-up window. When the user clicks on the name of the game strategy in the list, the detailed game strategy will be displayed in the pop-up window.
[0055] Preferably, the edges of the game interface include an upper edge, a lower edge, a left edge and a right edge.
[0056] Specifically, any one of the four edges may be displayed on the floating ball.
[0057] Preferably, the floating ball displayed at the edge of the game interface includes a floating ball displayed at the upper edge.
[0058] Since both sides of the lower edge are usually close to virtual buttons for operating game characters, and the left edge or the right edge usually displays information about ongoing tasks, the floating ball is displayed on the upper edge by default.
[0059] The floating ball can adopt a translucent design to reduce the degree of obstruction of the content of the game interface.
[0060] Preferably, taking screenshots of the game interface using an adaptive screenshot interval includes:
[0061] After the countdown corresponding to the k-1th screenshot interval ends, take a screenshot of the game interface. After the screenshot is completed, calculate the kth screenshot interval t k , t k The calculation formula is:
[0062]
[0063] sim k-1,k-2 represents the second similarity between the screenshot images obtained after the countdown corresponding to the k-1th and k-2th screenshot intervals ends, simtop represents the upper limit of the second similarity, ncp represents a preset value, and nclic represents the number of similarities in the time interval [t end,k-1 -T,t end,k-1 ], the number of times the user clicks on the floating ball, t end,k-1 represents the time when the countdown corresponding to the k-1th screenshot interval ends, and occrat represents the time at which t end,k-1 The CPU occupancy rate of the device running the game. occtop indicates the upper limit of the occupancy rate. bs represents the set duration, α1, α2 and α3 represent the weight of similarity, the weight of the number of clicks and the weight of CPU occupancy respectively; T represents the length of the time interval;
[0064] In calculating t k After that, a countdown is performed, and the duration of the countdown is the k-th screenshot interval t k .
[0065] The screenshot interval of the present invention is not a fixed value, but is related to the sim k-1,k-2 , nclic and occrat are related to these three parameters. k-1,k-2 The smaller it is, the larger the nclic is, the smaller the occrat is, the smaller the screenshot interval is, and the higher the screenshot frequency is within a given time length; if sim k-1,k-2The larger the value, the smaller the nclic, the larger the occrat, and the larger the screenshot interval, the lower the frequency of screenshots within a given time length. Such a screenshot interval calculation method can comprehensively consider multiple factors to obtain a more reasonable value, because if a fixed screenshot interval is set, if the screenshot interval is too small, when the CPU occupancy rate of the device running the game is high, or when the degree of change of the game screen is small, a high-frequency screenshot operation may still be performed, resulting in the need to occupy more CPU computing resources, affecting the smoothness and realistic effect of the game screen, and causing the overall power consumption of the device to be too high; if the screenshot interval is too large, the screenshot cannot be taken in time, which may cause the user to miss the game strategy in some scenes, affecting the game experience. Therefore, the present invention sets an adaptive screenshot interval to achieve a better comprehensive effect.
[0066] Specifically, the upper limit value of the second similarity is 1. The second similarity can be calculated by using cosine similarity.
[0067] Optional, the default value is 100.
[0068] Specifically, the upper limit of the occupancy rate is 100%.
[0069] Optional, set the duration to 5 seconds.
[0070] Optionally, the weight of the similarity, the weight of the number of clicks, and the weight of the CPU usage are 0.4, 0.4, and 0.2, respectively.
[0071] Optionally, the length of the time interval is 30 seconds.
[0072] Preferably, the pre-stored strategy images are screenshot images of the games included in the game strategy.
[0073] Specifically, a game guide generally includes screenshot images and text descriptions of the game, so that users who refer to the game guide can more clearly understand the content of the game guide.
[0074] Preferably, calculating the first similarity between the screenshot image and the pre-stored strategy image includes:
[0075] For the screenshot image P1 and the pre-stored strategy image P2, the calculation process of the first similarity between P1 and P2 is as follows:
[0076] If the resolution of P1 is greater than that of P2, P1 is reduced to the same resolution as P2 to obtain image P1b, and the first similarity between P1b and P2 is calculated;
[0077] If the resolution of P1 is smaller than that of P2, P2 is reduced to the same resolution as P1 to obtain image P2b, and a first similarity between P1 and P2b is calculated;
[0078] If the resolution of P1 is the same as the resolution of P2, the first similarity between P1 and P2 is directly calculated.
[0079] Specifically, since the resolutions of P1 and P2 may be different, in order to improve the accuracy of the calculation result of the first similarity, the present invention first adjusts the resolutions of the two to be the same and then calculates the first similarity.
[0080] Preferably, for two screenshot images Pb and strategy images Pc with the same resolution, the first similarity between Pb and Pc is calculated in the following manner:
[0081] The preset mask image is used to calculate Pb and Pc to obtain images Pb1 and Pc1;
[0082] Calculate the number of sampling areas;
[0083] The first similarity between Pb1 and Pc1 is calculated based on the number of sampling regions.
[0084] Specifically, when there are many game strategies, the number of pre-stored strategy images will also be large. If the similarity calculation is based on all pixels, it will obviously be difficult to obtain the similarity calculation result. Therefore, after the device running the game obtains the screenshot image, the screenshot image can be sent to the server storing the pre-stored strategy images, and then the server will perform the first similarity calculation based on the game strategies released within a set time period (for example, the last year).
[0085] In addition, the present invention also calculates the first similarity by obtaining a sampling area in the image obtained after mask image processing, thereby avoiding the calculation of the first similarity for areas containing the same content, and effectively reducing the number of pixels involved in the calculation process, further improving the calculation efficiency of the similarity.
[0086] Optionally, Pb and Pc are calculated using a preset mask image to obtain images Pb1 and Pc1, including:
[0087] The preset mask image has the same resolution as Pb; in the mask image, the grayscale value of the pixel points in the area where the character in the game is controlled is set to 0, the grayscale value of the pixel points in the display area of the character in the game is set to 0, and the grayscale value of the remaining pixel points is set to 1;
[0088] The process of obtaining Pb1 is as follows:
[0089] Step 1: Perform the following processing on each pixel in Pb:
[0090] For pixel z1 in Pb, obtain pixel z2 in the mask image with the same coordinates as z1, calculate the product G1 of the grayscale value of z1 and the grayscale value of z2, and modify the grayscale value of z1 to G1 in Pb;
[0091] Step 2:
[0092] Delete the pixels with gray value 0 in Pb to obtain image Pb1;
[0093] The process of obtaining Pc1 is as follows:
[0094] Step 1: Perform the following processing on each pixel in Pc:
[0095] For pixel z3 in Pc, obtain pixel z4 in the mask image with the same coordinates as z3, calculate the product G2 of the grayscale value of z3 and the grayscale value of z4, and modify the grayscale value of z3 to G2 in Pc;
[0096] Step 2:
[0097] Delete the pixels with grayscale value of 0 in Pc to obtain image Pc1.
[0098] Specifically, the area for controlling the characters in the game generally appears in the lower left and lower right corners of the game interface. Generally, the virtual button in the lower left corner is responsible for controlling the movement of the character, while the virtual button in the lower right corner is responsible for controlling the release of the character's skills. The display area of the characters in the game is usually the area near the center of the lower edge of the game interface. Specifically, the corresponding pixel points in the mask image can be adaptively adjusted according to the actual situation of the game.
[0099] Preferably, calculating the number of sampling areas includes:
[0100] For the screenshot image P obtained after the countdown corresponding to the kth screenshot interval ends k , based on P k The number of sampling areas numsamp during the calculation of the first similarity k The calculation formula is:
[0101]
[0102] numsamp bs represents the upper limit of the number of preset sampling areas, β1 and β2 are and The weight of .
[0103] The number of sampling areas of the present invention can follow the sim k-1,k-2 and t k changes with the changes in sim k-1,k-2 The larger the t k The larger the value, the smaller the change of the game screen is. Therefore, the present invention will appropriately increase the number of sampling areas to further improve the accuracy of the calculated first similarity. k-1,k-2 The smaller the t k The smaller the value, the greater the degree of change in the game screen. Therefore, the present invention will appropriately reduce the number of sampling areas to obtain a higher calculation efficiency of the first similarity. Therefore, the calculation formula of the number of sampling areas of the present invention can make an adaptive trade-off between calculation efficiency and calculation accuracy, thereby ensuring the overall accuracy while improving the overall calculation efficiency.
[0104] Optionally, the values of β1 and β2 are both 0.5.
[0105] Optionally, the upper limit of the number of preset sampling areas is 30.
[0106] Preferably, calculating the first similarity between Pb1 and Pc1 based on the number of sampling regions includes:
[0107] Using numsamp Pb Indicates the number of sampling areas corresponding to Pb, and randomly selects numsamp from Pb1 Pb Pixels are stored in the set Pxu1;
[0108] Get the sampling area corresponding to each pixel in Pxu1 respectively;
[0109] The first similarity is calculated using the following formula:
[0110]
[0111] simfir means the first similarity, sim i Represents the sampling area sampare corresponding to the i-th pixel in Pxu1 i with the area sampare in Pc1 i,Pc1 The similarity between
[0112] sampare i,Pc1 For Pc1 and sampare i The area formed by all pixels with the same coordinates as the pixels in .
[0113] Optionally, the sampling area sampare can be calculated by using the cosine similarity calculation method or the Jaccard similarity coefficient calculation method.i with the area sampare in Pc1 i,Pc1 The similarity between .
[0114] Optionally, the sampling area corresponding to each pixel in Pxu1 is obtained respectively, including:
[0115] For a pixel point px in Pxu1, the area formed by the pixel points in a square with a side length of R and centered at px is taken as the sampling area corresponding to px.
[0116] Optional, the value of R is 9.
[0117] Preferably, obtaining a list of corresponding game strategies according to the pre-stored strategy images corresponding to the largest first similarity includes:
[0118] Each game guide contains at least one guide image;
[0119] A list of game guides is generated based on the hyperlink titles of all game guides containing the pre-stored guide image corresponding to the largest first similarity.
[0120] Preferably, generating a list of game strategies based on the hyperlink titles of all game strategies containing pre-stored strategy images corresponding to the largest first similarity includes:
[0121] All hyperlink titles of game strategies that contain the pre-stored strategy image corresponding to the largest first similarity are sorted in order from the latest to the earliest release time of the game strategies to obtain a list of game strategies.
[0122] Second, as Figure 2 ,The present invention provides a game interface data recognition system, including a screenshot module, a recognition module, a judgment module, an acquisition module and a detection module;
[0123] The screenshot module is used to take screenshots of the game interface using an adaptive screenshot interval to obtain screenshot images;
[0124] The recognition module is used to recognize the screenshot image and calculate the first similarity between the screenshot image and the pre-stored strategy image;
[0125] The judging module is used to judge whether the maximum first similarity is greater than a set similarity threshold, and if so, obtain the pre-stored strategy image corresponding to the maximum first similarity;
[0126] The acquisition module is used to acquire a list of corresponding game strategies according to the pre-stored strategy images corresponding to the largest first similarity;
[0127] The detection module is used to close the floating ball after detecting that the user clicks on the floating ball displayed on the edge of the game interface, and display the list of game strategies in the form of a pop-up window; after detecting that the user clicks on the shrink button of the pop-up window, close the pop-up window and display the floating ball on the edge of the game interface again.
[0128] The preferred embodiments of the present invention disclosed above are only used to help illustrate the present invention. The preferred embodiments do not describe all the details in detail, nor do they limit the invention to the specific implementation methods described. Obviously, many modifications and changes can be made according to the content of this specification. This specification selects and specifically describes these embodiments in order to better explain the principles and practical applications of the present invention, so that those skilled in the art can understand and use the present invention well. The present invention is limited only by the claims and their full scope and equivalents.
Claims
1. A method for identifying game interface data, characterized in that: include: S1, taking screenshots of the game interface using an adaptive screenshot interval to obtain a screenshot image; S2, identifying the screenshot image, and calculating a first similarity between the screenshot image and a pre-stored strategy image; S3, determining whether the maximum first similarity is greater than a set similarity threshold, and if so, obtaining a pre-stored strategy image corresponding to the maximum first similarity; S4, obtaining a corresponding game strategy list according to the pre-stored strategy image corresponding to the largest first similarity; S5, after detecting that the user clicks on the floating ball displayed on the edge of the game interface, close the floating ball and display the list of game strategies in the form of a pop-up window; after detecting that the user clicks on the shrink button of the pop-up window, close the pop-up window and display the floating ball on the edge of the game interface again.
2. A method for identifying game interface data according to claim 1, characterized in that: The edges of the game interface include the top edge, the bottom edge, the left edge and the right edge.
3. A method for identifying game interface data according to claim 2, characterized in that: The floating ball displayed at the edge of the game interface includes a floating ball displayed at the upper edge.
4. A method for identifying game interface data according to claim 1, characterized in that: Use adaptive screenshot intervals to take screenshots of the game interface, including: After the countdown corresponding to the k-1th screenshot interval ends, take a screenshot of the game interface. After the screenshot is completed, calculate the kth screenshot interval t k , t k The calculation formula is: sim k-1,k-2 represents the second similarity between the screenshot images obtained after the countdown corresponding to the k-1th and k-2th screenshot intervals ends, simtop represents the upper limit of the second similarity, ncp represents a preset value, and nclic represents the number of similarities in the time interval [t end,k-1 -T,t end,k-1 ], the number of times the user clicks on the floating ball, t end,k-1 represents the time when the countdown corresponding to the k-1th screenshot interval ends, and occrat represents the time at which t end,k-1 The CPU occupancy rate of the device running the game. occtop indicates the upper limit of the occupancy rate. bs represents the set duration, α1, α2 and α3 represent the weight of similarity, the weight of the number of clicks and the weight of CPU occupancy respectively; T represents the length of the time interval; In calculating t k After that, a countdown is performed, and the countdown duration is the k-th screenshot interval t k .
5. A method for identifying game interface data according to claim 2, characterized in that: The pre-stored strategy images are screenshot images of the games included in the game strategy.
6. A method for identifying game interface data according to claim 1, characterized in that: Calculating the first similarity between the screenshot image and the pre-stored strategy image, including: For the screenshot image P1 and the pre-stored strategy image P2, the calculation process of the first similarity between P1 and P2 is as follows: If the resolution of P1 is greater than that of P2, P1 is reduced to the same resolution as P2 to obtain image P1b, and the first similarity between P1b and P2 is calculated; If the resolution of P1 is smaller than that of P2, P2 is reduced to the same resolution as P1 to obtain image P2b, and a first similarity between P1 and P2b is calculated; If the resolution of P1 is the same as the resolution of P2, the first similarity between P1 and P2 is directly calculated.
7. A method for identifying game interface data according to claim 6, characterized in that: For two screenshot images Pb and strategy images Pc with the same resolution, the first similarity between Pb and Pc is calculated as follows: The preset mask image is used to calculate Pb and Pc to obtain images Pb1 and Pc1; Calculate the number of sampling areas; The first similarity between Pb1 and Pc1 is calculated based on the number of sampling regions.
8. A method for identifying game interface data according to claim 1, characterized in that: Obtaining a corresponding game strategy list according to the pre-stored strategy image corresponding to the largest first similarity includes: Each game guide contains at least one guide image; A list of game guides is generated based on the hyperlink titles of all game guides containing the pre-stored guide image corresponding to the largest first similarity.
9. A method for identifying game interface data according to claim 1, characterized in that: A list of game guides is generated based on the hyperlink titles of all game guides containing the pre-stored guide images corresponding to the largest first similarity, including: All hyperlink titles of game strategies that contain the pre-stored strategy image corresponding to the largest first similarity are sorted in order from the latest to the earliest release time of the game strategies to obtain a list of game strategies.
10. A game interface data recognition system, characterized in that: It includes a screenshot module, a recognition module, a judgment module, an acquisition module and a detection module; The screenshot module is used to take screenshots of the game interface using an adaptive screenshot interval to obtain screenshot images; The recognition module is used to recognize the screenshot image and calculate the first similarity between the screenshot image and the pre-stored strategy image; The judging module is used to judge whether the maximum first similarity is greater than a set similarity threshold, and if so, obtain the pre-stored strategy image corresponding to the maximum first similarity; The acquisition module is used to acquire a list of corresponding game strategies according to the pre-stored strategy images corresponding to the largest first similarity; The detection module is used to close the floating ball after detecting that the user clicks on the floating ball displayed on the edge of the game interface, and display the list of game strategies in the form of a pop-up window; after detecting that the user clicks on the shrink button of the pop-up window, close the pop-up window and display the floating ball on the edge of the game interface again.
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