Game plane design generation system based on AI
By introducing real-time monitoring and multi-angle tracking technologies for route-oriented end, character setting end and game generation end in the AI-based game graphic design system, the problem of difficulty in tracking game paths and virtual AI character status in AI is solved, and a more efficient AI gaming experience is achieved.
Patent Information
- Application Number
- CN202411843736.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-14
- Publication Date
- 2025-04-22
- Estimated Expiration
- 2044-12-14
AI Technical Summary
AI-based game graphic design has problems such as inability to display paths in real time, difficulty tracking virtual AI character status, inaccurate positioning of AI characters and game pages, and insufficient flexibility in steering.
A system including route-oriented end, character setting end and game generation end is designed, using real-time monitoring modules and multi-angle tracking obstacles to track real-time virtual AI characters, and AI character positioning and steering adjustments are performed through Bluetooth voice control guidance and GIS technology.
Real-time display of AI-generated game plane paths is realized, improving the play effect of AI game screens; real-time tracking of virtual AI characters status reduces occlusion phenomenon, and enhancing interaction clarity; ensuring the timeliness and effectiveness of AI characters and game pages, and improving steering flexibility.
Smart Images

Figure CN119857270A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of graphic design technology, and in particular to an AI-based game graphic design generation system. Background Art
[0002] AI game graphic design is a field that involves the application of artificial intelligence technology in game design. It aims to improve the interactivity, challenge and fun of the game through intelligent algorithms and machine learning technologies. AI can be used to design character behavior in the game. Through machine learning algorithms, AI can dynamically adjust the character's behavior according to the player's behavior, making the game more challenging and unpredictable. Using AI technology, game levels can be automatically generated or optimized to ensure that each level has a unique challenge and layout. AI can dynamically adjust the game difficulty according to the player's skill level and game progress to provide a personalized gaming experience.
[0003] At present, there are some shortcomings in AI-based game plane design: 1. The path on the AI-generated game plane cannot be displayed in real time, especially when encountering obstacles, it is impossible to track the obstacles in real time, resulting in the inability to track the AI-generated game screen in real time, affecting the play effect of the AI game screen; 2. AI-generated game characters have limitations, and cannot track the real-time status of virtual AI characters in real time. When multiple virtual AI characters appear, it is easy to cause occlusion of virtual AI game characters, affecting the clarity of the interaction of virtual AI game characters; 3. When interacting with virtual AI games, there is a problem of inaccurate positioning of AI characters and game pages. At the same time, when reaching one end of the game, the AI character cannot be adjusted in advance, resulting in weak turning flexibility of the virtual AI character, affecting the AI game experience.
[0004] Therefore, a game plane design generation system based on AI is proposed to solve the above problems. Summary of the invention
[0005] The main purpose of the present invention is to provide an AI-based game plane design generation system to solve the problems raised in the above background.
[0006] To achieve the above-mentioned purpose, the technical solution adopted by the present invention is: a game plane design generation system based on AI, including a route guidance end, a character setting end and a game generation end, wherein the route guidance end, the character setting end and the game generation end are jointly provided with a real-time monitoring module;
[0007] The route guide terminal is used to set different game modes and set the game path in real time according to the selected game mode, and to capture and identify obstacles on the game path in real time, track obstacles in real time from multiple angles, determine what the obstacles are in time, and send out multi-position warning signals when the game page is abnormal;
[0008] The character setting terminal is used to track the game character generated by the virtual AI character in real time by selecting the game costume and the gender of the game character, and timely adjust the distance between the AI characters when there are multiple virtual AI characters, and track the real-time status of the virtual AI characters in real time;
[0009] The game generation end is used to conduct Bluetooth voice control guidance of the AI character in real time by opening the game, locate the current position of the virtual AI character in real time, and adjust the forward direction of the AI character in advance when the virtual AI character needs to turn, so as to ensure the timeliness and effectiveness of the virtual AI character and the game page;
[0010] The real-time monitoring module is used to visualize and monitor the game screen of the virtual AI character in real time through the monitoring device.
[0011] The route guidance terminal includes a game mode module, a mode path module and a multi-dimensional tracking module;
[0012] The game mode module includes a mode setting unit and a game selection unit;
[0013] The mode setting unit is used to set the game mode through the Windows operating system, combining GPS positioning and GIS map to set the game page, and the game mode includes single-machine, dual-machine and multi-machine operation;
[0014] The game selection unit is used to set game characters of different roles and set the clothing props corresponding to the characters through 3D rendering technology.
[0015] The mode path module includes a path setting unit and an obstacle setting unit;
[0016] The path setting unit is used to set the game path of the corresponding game character, and set the game area of the game character through GIS technology, and color-code the game path in the game area;
[0017] The obstacle setting unit is used to set a 3D game screen on a game path through virtual AI technology, the 3D game screen including trees, rockery, cars, rivers and buildings, and record the set 3D game screen outline in the system backup.
[0018] The multi-dimensional tracking module includes a multi-dimensional tracking unit and a multi-dimensional early warning unit;
[0019] The multi-dimensional tracking unit is used to track the moving path of the game character in the game area in real time through the positioning navigation device, and detect whether the moving path of the game character deviates in real time through multi-dimensional tracking, and the steps are as follows:
[0020] Step 1: Set the center point of the game path in the game area as the origin. The center point of the game path is the center position of different path widths in the game path. Establish a coordinate system and use the calculation formula to obtain the angle deviation value of the game character's moving path:
[0021]
[0022]
[0023] Wherein, α is the angle between the moving path of the game character and the positive direction of the X-axis, θ is the angle between the moving path of the game character and the positive direction of the Y-axis, H is the height of the game character, Δx is the vector of the game character in the X-axis direction at the current moment, and Δy is the vector of the game character in the Y-axis direction at the current moment;
[0024] Step 2: If the vector is 0, it means that the angle of movement of the game character is normal. If not, it means that the angle of movement of the game character is abnormal, and the reporting system issues a voice alarm;
[0025] The multi-dimensional warning unit is used to report the abnormal angle of the game character at the current moment, issue a voice alarm to the reporting system, display a reminder page on the computer, and calculate the average feature value of the feature points of the game character's moving trajectory according to the initial point of the game character's running route, the equidistant feature points of the route movement, and the currently tracked feature points, and then calculate the approximate outline of the obstacle in the current frame image according to the features in front of the path, and match the average feature value D of the feature points. t The calculation formula is as follows:
[0026]
[0027] Among them, f x,y-1 represents the feature point in front of the game character's moving area at time t-1, f x,y represents the obstacle feature point detected at time t, and M represents the sequence number of the feature point tracked at time t;
[0028] By knowing the characteristic value D of the obstacle in front of the game character at time t-1 t , the approximate outline of the obstacle in front of the game character at time t can be obtained. Different feature quantities are set for the items in the 3D game screen, and the difference between the calculated corresponding feature quantities and the 3D game screen is calculated. If the difference is equal to 0, it means corresponding, and if the difference is not equal to 0, it means non-corresponding, and the match between the approximate outline of the obstacle and the 3D game screen is obtained.
[0029] The character setting terminal includes a character selection module, an action tracking module and a character identification module;
[0030] The character selection module includes a clothing selection unit and a gender selection unit;
[0031] The clothing selection unit is used to select different character clothing according to the game character, and the character clothing is set on the left side or the right side of the game path, the left side and the right side of the road respectively occupy 50% of the entire path, and the character clothing set on the left side and the right side of the road are staggered;
[0032] The gender selection unit is used to set male and female gender selection keys on the game path through virtual AI generation technology. The male and female gender selection keys are set on the left side or right side of the game path, and the male and female gender selection keys set on the left side and right side of the path are staggered.
[0033] The motion tracking module includes a virtual AI display unit and a character tracking unit;
[0034] The virtual AI display unit is used to display the clothing and gender key of the game character through the virtual AI character, and automatically generate virtual game character special effects through the virtual AI;
[0035] The character tracking unit is used to track virtual game character special effects and game characters in real time through a data tracker and a character rangefinder.
[0036] The character identification module includes an object distance unit, a character identification unit and a blocking reminder unit;
[0037] The object distance unit is used to calculate the distance between the game character and the virtual game character special effect in real time, and remind the game character of the surrounding status. The distance measurement method is:
[0038] The position coordinates of the virtual game character special effect and the game character are set to (X1, Y1) and (X2, Y2), and the distance D between the position of the virtual game character special effect and the game character is:
[0039]
[0040] Wherein, (X2-X1) represents the difference between the horizontal coordinate position of the virtual game character special effect and the horizontal coordinate position of the game character, and (Y2-Y1) represents the difference between the horizontal coordinate position of the virtual game character special effect and the vertical coordinate position of the game character;
[0041] The character identification unit is used to arrange the game characters and virtual game character special effects in order by Arabic numerals;
[0042] The blocking reminder unit is used to report to the system to issue a character blocking reminder when the distance between the game character and the virtual game character special effect is calculated to be less than or equal to 1 meter, and to move the position of the virtual game character special effect by driving the device.
[0043] The game generation end includes an AI generation module, a character positioning module, a character turning module and a game tracking module;
[0044] The AI generation module includes a game start unit and an AI voice control unit;
[0045] The game start unit is used to display the game status in real time through the data sensor and the on-off switch, and the game status includes a pause button, a start button and a replay button;
[0046] The AI voice control unit is used to set the driving of the game character to Bluetooth receiving mode through the voice control sensor and the microphone array, and to realize interactive dialogue with the game character in real time through voice by connecting to the wireless Bluetooth.
[0047] The character positioning module is used to locate the current game position of the game character in real time through GPS positioning technology;
[0048] The character turning module is used to predict the character's turning angle by using the path deviation calculation formula twice when the game character moves to a T-shaped intersection. The prediction method is as follows:
[0049] The correct moving route of the game path is set, and the display landmarks are set according to the correct moving route, the current position of the game character is received in real time, the distance is measured and the moving angle is calculated in real time through the GIS map and the landmark, and the vector value of the moving path in the corresponding direction is automatically generated according to the displayed landmark. The vector value represents the predicted turning angle, and the turning angle is set according to different forks in the game moving path. The turning angle is set to one of 30°, 45°, 60°, 90° or 180°, and the moving angle of the game character after the turn is tracked through the angle deviation value of the moving path according to the angle after the turn.
[0050] The game tracking module includes a game self-tracking unit and a game adjustment unit;
[0051] The game self-tracking unit is used to track the real-time status of game characters and virtual game character special effects in the game area in real time through a data tracker;
[0052] The game adjustment unit is used to immediately report to the system to make character position adjustment when it is determined that the distance between the game character and the virtual game character special effect is less than a preset value.
[0053] The present invention has the following beneficial effects:
[0054] 1. In the present invention, by setting a route guide end, when the game plane design based on AI is generated, obstacles are captured and identified in real time on the game path, and obstacles are tracked in real time from multiple angles to timely determine what the obstacles are, so that the path on the game plane generated by AI can be displayed in real time, especially when encountering obstacles, what the obstacles are can be tracked in real time, which is convenient for the game screen generated by AI to be tracked in real time, thereby improving the play effect of the AI game screen.
[0055] 2. In the present invention, by setting a character setting terminal, when the game plane design based on AI is generated, the game character generated by the virtual AI character is tracked in real time, and the distance between the AI characters can be adjusted in time when multiple virtual AI characters appear, so as to avoid occlusion after the AI characters are generated, and the real-time status of the virtual AI character is tracked in real time. When multiple virtual AI characters appear, the occlusion of the virtual AI game characters can be avoided, thereby increasing the clarity of the interaction between the virtual AI game characters.
[0056] 3. In the present invention, by setting a game generation end, when the AI-based game plane design is generated, the Bluetooth voice control guidance of the AI character is carried out in real time by starting the game, the current position of the virtual AI character is located in real time, and the forward direction of the AI character is adjusted in advance when the virtual AI character needs to turn, so as to avoid the problem of inaccurate positioning of the AI character and the game page, and ensure the timeliness and effectiveness of the virtual AI character and the game page. At the same time, when arriving at one end of the game, the AI character can be turned through the character turning, so as to enhance the flexibility of the virtual AI character in the turning process and increase the gaming experience of the AI character. BRIEF DESCRIPTION OF THE DRAWINGS
[0057] Figure 1 This is a schematic diagram of the overall system architecture of an AI-based game plane design generation system of the present invention;
[0058] Figure 2 This is a schematic diagram of the architecture of a big data storage module of an AI-based game graphic design generation system of the present invention;
[0059] Figure 3 This is a schematic diagram of the architecture of a data processing module of an AI-based game plane design generation system of the present invention;
[0060] Figure 4 The present invention is a schematic diagram of the architecture of an advertisement recognition module of an AI-based game graphic design generation system. DETAILED DESCRIPTION
[0061] In order to make the technical means, creative features, objectives and effects achieved by the present invention easy to understand, the present invention is further explained below in conjunction with specific implementation methods.
[0062] Embodiment 1
[0063] Please refer to Figure 1 to Figure 2 As shown: A game plane design generation system based on AI, including a route guidance end, a character setting end and a game generation end, wherein the route guidance end, the character setting end and the game generation end are jointly provided with a real-time monitoring module;
[0064] The route guidance terminal is used to set different game modes and set the game path in real time according to the selected game mode, as well as to capture and identify obstacles on the game path in real time, track obstacles in real time from multiple angles, promptly determine what the obstacles are, and issue multi-location warning signals when the game page is abnormal;
[0065] The character setting terminal is used to track the game characters generated by virtual AI characters in real time by selecting game costumes and genders of game characters, and timely adjust the distance between AI characters when there are multiple virtual AI characters, and track the real-time status of virtual AI characters in real time;
[0066] The game generation end is used to conduct Bluetooth voice control guidance of the AI character in real time by opening the game, locate the current position of the virtual AI character in real time, and adjust the direction of the AI character in advance when the virtual AI character needs to turn, so as to ensure the timeliness and effectiveness of the virtual AI character and the game page;
[0067] The real-time monitoring module is used to visualize and monitor the game screen of the virtual AI character in real time through monitoring equipment.
[0068] The route guidance end includes a game mode module, a mode path module and a multi-dimensional tracking module;
[0069] The game mode module includes a mode setting unit and a game selection unit;
[0070] The mode setting unit is used to set the game mode through the Windows operating system, combining GPS positioning and GIS map to set the game page. The game modes include single-machine, dual-machine and multi-machine operation;
[0071] The game selection unit is used to set game characters of different roles and set the corresponding clothing props of the characters through 3D rendering technology.
[0072] The mode path module includes a path setting unit and an obstacle setting unit;
[0073] The path setting unit is used to set the game path of the corresponding game character, and set the game area of the game character through GIS technology, and color-code the game path in the game area;
[0074] The obstacle setting unit is used to set the 3D game screen on the game path through virtual AI technology. The 3D game screen includes trees, rockery, cars, rivers and buildings, and the set 3D game screen outline is recorded in the system backup.
[0075] The multi-dimensional tracking module includes a multi-dimensional tracking unit and a multi-dimensional early warning unit;
[0076] The multi-dimensional tracking unit is used to track the moving path of the game character in the game area in real time through the positioning navigation device, and detect whether the moving path of the game character deviates in real time through multi-dimensional tracking. The steps are as follows:
[0077] Step 1: Set the center point of the game path in the game area as the origin. The center point of the game path is the center position of different path widths in the game path. Establish a coordinate system and use the calculation formula to obtain the angle deviation value of the game character's moving path:
[0078]
[0079]
[0080] Wherein, α is the angle between the moving path of the game character and the positive direction of the X-axis, θ is the angle between the moving path of the game character and the positive direction of the Y-axis, H is the height of the game character, Δx is the vector of the game character in the X-axis direction at the current moment, and Δy is the vector of the game character in the Y-axis direction at the current moment;
[0081] Step 2: If the vector is 0, it means that the angle of movement of the game character is normal. If not, it means that the angle of movement of the game character is abnormal, and the reporting system issues a voice alarm;
[0082] The multi-dimensional warning unit is used to report the abnormal angle of the game character at the current moment, and send a voice alarm to the reporting system, and display a reminder page through the computer. According to the initial point of the route of the game character, the equidistant feature points of the route movement and the currently tracked feature points, the average feature value of the feature points of the game character's movement trajectory is calculated, and then the approximate outline of the obstacle in the current frame image is calculated according to the features in front of the path, and the average feature value D of the matching feature points is calculated. t The calculation formula is as follows:
[0083]
[0084] Among them, f x,y-1 represents the feature point in front of the game character's moving area at time t-1, f x,y represents the obstacle feature point detected at time t, and M represents the sequence number of the feature point tracked at time t;
[0085] By knowing the characteristic value D of the obstacle in front of the game character at time t-1 t, the approximate outline of the obstacle in front of the game character at time t can be obtained. Different feature quantities are set for the items of the 3D game screen, and the calculated corresponding feature quantities are differenced with the 3D game screen. If the difference is equal to 0, it means corresponding, and if the difference is not equal to 0, it means non-corresponding. The match between the approximate outline of the obstacle and the 3D game screen is obtained, and the path on the game plane generated by AI can be displayed in real time. In particular, when encountering an obstacle, it can track what the obstacle is in real time, so that the game screen generated by AI can be tracked in real time.
[0086] Embodiment 2
[0087] Please refer to Figure 3 As shown: Based on the first embodiment, the character setting end includes a character selection module, an action tracking module and a character identification module;
[0088] The character selection module includes a clothing selection unit and a gender selection unit;
[0089] The clothing selection unit is used to select different character clothing according to the game character. The character clothing is set on the left side or right side of the game path. The left side and the right side of the path account for 50% of the entire path respectively, and the character clothing set on the left side and the right side of the path are staggered.
[0090] The gender selection unit is used to set male and female gender selection keys on the game path through virtual AI generation technology. The male and female gender selection keys are set on the left side or right side of the game path, and the male and female gender selection keys set on the left side and right side of the road are staggered.
[0091] The motion tracking module includes a virtual AI display unit and a character tracking unit;
[0092] The virtual AI display unit is used to display the clothing and gender key of the game character through the virtual AI character, and automatically generate virtual game character special effects through the virtual AI;
[0093] The character tracking unit is used to track virtual game character special effects and game characters in real time through a data tracker and a character rangefinder.
[0094] The character identification module includes an object distance unit, a character identification unit and an obstruction reminder unit;
[0095] The object distance unit is used to calculate the distance between the game character and the virtual game character special effects in real time, and remind the game character of the surrounding status. The distance measurement method is:
[0096] The position coordinates of the virtual game character special effect and the game character are set to (X1, Y1) and (X2, Y2), and the distance D between the position of the virtual game character special effect and the game character is:
[0097]
[0098] Wherein, (X2-X1) represents the difference between the horizontal coordinate position of the virtual game character special effect and the horizontal coordinate position of the game character, and (Y2-Y1) represents the difference between the horizontal coordinate position of the virtual game character special effect and the vertical coordinate position of the game character;
[0099] The character identification unit is used to arrange the game characters and virtual game character special effects in order by Arabic numerals;
[0100] The blocking reminder unit is used to report to the system to issue a character blocking reminder when the calculated distance between the game character and the virtual game character special effects is less than or equal to 1 meter. By driving the device to move the position of the virtual game character special effects, the limitations of AI-generated game characters are reduced. It can track the real-time status of the virtual AI character in real time, and when multiple virtual AI characters appear, it can avoid obstruction of the virtual AI game characters.
[0101] Embodiment 3
[0102] Please refer to Figure 4 As shown: Based on the first embodiment, the game generation end includes an AI generation module, a character positioning module, a character turning module and a game tracking module;
[0103] The AI generation module includes a game start unit and an AI voice control unit;
[0104] The game start unit is used to display the game status in real time through the data sensor and the on / off switch. The game status includes the pause button, the start button and the replay button;
[0105] The AI voice control unit is used to set the driver of the game character to Bluetooth receiving mode through the voice control sensor and microphone array, and to interact with the game character in real time through voice by connecting to wireless Bluetooth.
[0106] The character positioning module is used to locate the current game position of the game character in real time through GPS positioning technology;
[0107] The character turning module is used to predict the character's turning angle by using the path deviation calculation formula when the game character moves to a T-junction. The prediction method is as follows:
[0108] The correct moving route of the game path is set, and the display landmarks are set according to the correct moving route, the current position of the game character is received in real time, the distance is measured and the moving angle is calculated in real time through the GIS map and the landmark, and the vector value of the moving path in the corresponding direction is automatically generated according to the displayed landmark. The vector value represents the predicted turning angle, and the turning angle is set according to different forks in the game moving path. The turning angle is set to one of 30°, 45°, 60°, 90° or 180°, and the moving angle of the game character after the turn is tracked through the angle deviation value of the moving path according to the angle after the turn.
[0109] The game tracking module includes a game self-tracking unit and a game adjustment unit;
[0110] The game self-tracking unit is used to track the real-time status of game characters and virtual game character special effects in the game area in real time through a data tracker;
[0111] The game adjustment unit is used to immediately report to the system to make character position adjustments when it determines that the distance between the game character and the virtual game character special effects is less than a preset value, thereby ensuring the timeliness and effectiveness of the virtual AI character and the game page. At the same time, when reaching one end of the game, the character can be turned to adjust the direction of the AI character in advance, thereby enhancing the flexibility of the virtual AI character's turning process.
[0112] In the present invention, a game plane design generation system based on AI is provided. When the system is in operation, different game modes are set, and the selected game mode is used to set the game path in real time, and obstacles are captured and identified in real time on the game path, and obstacles are tracked in real time from multiple angles to timely determine what the obstacles are, and multi-position warning signals are issued when the game page is abnormal. When the game plane design is generated based on AI, different game modes are set, and the game mode is selected, and the selected game mode is used to set the game path in real time, and obstacles are captured and identified in real time on the game path, and obstacles are tracked in real time from multiple angles to timely determine what the obstacles are, so that the path on the game plane generated by AI can be displayed in real time, especially when encountering obstacles, what the obstacles are can be tracked in real time, so that the game screen generated by AI can be tracked in real time, and the play effect of the AI game screen can be improved; by selecting game costumes and the gender of the game character, the game character generated by the virtual AI character is tracked in real time, and when there are multiple virtual AI characters, the distance between the AI characters is adjusted in time, and the real-time status of the virtual AI character is tracked in real time. When the game plane design is generated based on AI, the game character generated by the virtual AI character is tracked in real time by selecting game costumes and the gender of the game character. When multiple virtual AI characters appear, the distance between AI characters can be adjusted in time to avoid occlusion after the AI characters are generated, and a voice alarm can be issued when the virtual AI characters are blocked, thereby reducing the limitations of AI-generated game characters. The real-time status of virtual AI characters can be tracked in real time, and when multiple virtual AI characters appear, the occlusion of virtual AI game characters can be avoided, thereby increasing the clarity of interaction between virtual AI game characters. By starting the game, the Bluetooth voice control guidance of the AI character can be carried out in real time, the current position of the virtual AI character can be located in real time, and the forward direction of the AI character can be adjusted in advance when the virtual AI character needs to turn, thereby ensuring the timeliness and effectiveness of the virtual AI character and the game page. When the AI-based game graphic design is generated, the Bluetooth voice control guidance of the AI character can be carried out in real time by starting the game, the current position of the virtual AI character can be located in real time, and the forward direction of the AI character can be adjusted in advance when the virtual AI character needs to turn, thereby avoiding the problem of inaccurate positioning between the AI character and the game page, thereby ensuring the timeliness and effectiveness of the virtual AI character and the game page. At the same time, when reaching one end of the game, the AI character can be adjusted in advance through the character turning, thereby enhancing the flexibility of the virtual AI character in the turning process and increasing the gaming experience of the AI character.
[0113] The above shows and describes the basic principles and main features of the present invention and the advantages of the present invention. It should be understood by those skilled in the art that the present invention is not limited to the above embodiments. The above embodiments and descriptions are only for explaining the principles of the present invention. Without departing from the spirit and scope of the present invention, the present invention may have various changes and improvements, which fall within the scope of the present invention to be protected. The scope of protection of the present invention is defined by the attached claims and their equivalents.
Claims
1. A game plane design generation system based on AI, characterized in that: The system comprises a route guidance end, a character setting end and a game generation end, wherein the route guidance end, the character setting end and the game generation end are jointly provided with a real-time monitoring module; The route guide terminal is used to set different game modes and set the game path in real time according to the selected game mode, and to capture and identify obstacles on the game path in real time, track obstacles in real time from multiple angles, determine what the obstacles are in time, and send out multi-position warning signals when the game page is abnormal; The character setting terminal is used to track the game character generated by the virtual AI character in real time by selecting the game costume and the gender of the game character, and timely adjust the distance between the AI characters when there are multiple virtual AI characters, and track the real-time status of the virtual AI characters in real time; The game generation end is used to conduct Bluetooth voice control guidance of the AI character in real time by opening the game, locate the current position of the virtual AI character in real time, and adjust the forward direction of the AI character in advance when the virtual AI character needs to turn, so as to ensure the timeliness and effectiveness of the virtual AI character and the game page; The real-time monitoring module is used to visualize and monitor the game screen of the virtual AI character in real time through the monitoring device.
2. The system according to claim 1, characterized in that The route guidance terminal includes a game mode module, a mode path module and a multi-dimensional tracking module; The game mode module includes a mode setting unit and a game selection unit; The mode setting unit is used to set the game mode through the Windows operating system, combining GPS positioning and GIS map to set the game page, and the game mode includes single-machine, dual-machine and multi-machine operation; The game selection unit is used to set game characters of different roles and set the clothing props corresponding to the characters through 3D rendering technology.
3. The system according to claim 2, characterized in that The mode path module includes a path setting unit and an obstacle setting unit; The path setting unit is used to set the game path of the corresponding game character, and set the game area of the game character through GIS technology, and color-code the game path in the game area; The obstacle setting unit is used to set a 3D game screen on a game path through virtual AI technology, the 3D game screen including trees, rockery, cars, rivers and buildings, and record the set 3D game screen outline in the system backup.
4. The system according to claim 3, characterized in that The multi-dimensional tracking module includes a multi-dimensional tracking unit and a multi-dimensional early warning unit; The multi-dimensional tracking unit is used to track the moving path of the game character in the game area in real time through the positioning navigation device, and detect whether the moving path of the game character deviates in real time through multi-dimensional tracking, and the steps are as follows: Step 1: Set the center point of the game path in the game area as the origin. The center point of the game path is the center position of different path widths in the game path. Establish a coordinate system and use the calculation formula to obtain the angle deviation value of the game character's moving path: Wherein, α is the angle between the moving path of the game character and the positive direction of the X-axis, θ is the angle between the moving path of the game character and the positive direction of the Y-axis, H is the height of the game character, Δx is the vector of the game character in the X-axis direction at the current moment, and Δy is the vector of the game character in the Y-axis direction at the current moment; Step 2: If the vector is 0, it means that the angle of movement of the game character is normal. If not, it means that the angle of movement of the game character is abnormal, and the reporting system issues a voice alarm; The multi-dimensional warning unit is used to report the abnormal angle of the game character at the current moment, issue a voice alarm to the reporting system, display a reminder page on the computer, and calculate the average feature value of the feature points of the game character's moving trajectory according to the initial point of the game character's running route, the equidistant feature points of the route movement, and the currently tracked feature points, and then calculate the approximate outline of the obstacle in the current frame image according to the features in front of the path, and match the average feature value D of the feature points. t The calculation formula is as follows: Among them, f x,y-1 represents the feature point in front of the game character's moving area at time t-1, f x,y represents the obstacle feature point detected at time t, and M represents the sequence number of the feature point tracked at time t; By knowing the characteristic value D of the obstacle in front of the game character at time t-1 t , the approximate outline of the obstacle in front of the game character at time t can be obtained. Different feature quantities are set for the items in the 3D game screen, and the difference between the calculated corresponding feature quantities and the 3D game screen is calculated. If the difference is equal to 0, it means corresponding, and if the difference is not equal to 0, it means non-corresponding, and the match between the approximate outline of the obstacle and the 3D game screen is obtained.
5. The system according to claim 1, characterized in that The character setting terminal includes a character selection module, an action tracking module and a character identification module; The character selection module includes a clothing selection unit and a gender selection unit; The clothing selection unit is used to select different character clothing according to the game character, and the character clothing is set on the left side or the right side of the game path, the left side and the right side of the road respectively occupy 50% of the entire path, and the character clothing set on the left side and the right side of the road are staggered; The gender selection unit is used to set male and female gender selection keys on the game path through virtual AI generation technology. The male and female gender selection keys are set on the left side or right side of the game path, and the male and female gender selection keys set on the left side and right side of the path are staggered.
6. The system according to claim 5, characterized in that The motion tracking module includes a virtual AI display unit and a character tracking unit; The virtual AI display unit is used to display the clothing and gender key of the game character through the virtual AI character, and automatically generate virtual game character special effects through the virtual AI; The character tracking unit is used to track virtual game character special effects and game characters in real time through a data tracker and a character rangefinder.
7. The system according to claim 6, characterized in that The character identification module includes an object distance unit, a character identification unit and a blocking reminder unit; The object distance unit is used to calculate the distance between the game character and the virtual game character special effect in real time, and remind the game character of the surrounding status. The distance measurement method is: The position coordinates of the virtual game character special effect and the game character are set to (X1, Y1) and (X2, Y2), then the distance D between the position of the virtual game character special effect and the game character is: Wherein, (X2-X1) represents the difference between the horizontal coordinate position of the virtual game character special effect and the horizontal coordinate position of the game character, and (Y2-Y1) represents the difference between the horizontal coordinate position of the virtual game character special effect and the vertical coordinate position of the game character; The character identification unit is used to arrange the game characters and virtual game character special effects in order by Arabic numerals; The blocking reminder unit is used to report to the system to issue a character blocking reminder when the distance between the game character and the virtual game character special effect is calculated to be less than or equal to 1 meter, and to move the position of the virtual game character special effect by driving the device.
8. The system according to claim 1, characterized in that The game generation end includes an AI generation module, a character positioning module, a character turning module and a game tracking module; The AI generation module includes a game start unit and an AI voice control unit; The game start unit is used to display the game status in real time through the data sensor and the on-off switch, and the game status includes a pause button, a start button and a replay button; The AI voice control unit is used to set the driving of the game character to Bluetooth receiving mode through the voice control sensor and the microphone array, and to realize interactive dialogue with the game character in real time through voice by connecting to the wireless Bluetooth.
9. The system according to claim 8, characterized in that The character positioning module is used to locate the current game position of the game character in real time through GPS positioning technology; The character turning module is used to predict the character's turning angle by using the path deviation calculation formula twice when the game character moves to a T-shaped intersection. The prediction method is as follows: The correct moving route of the game path is set, and the display landmarks are set according to the correct moving route, the current position of the game character is received in real time, the distance is measured and the moving angle is calculated in real time through the GIS map and the landmark, and the vector value of the moving path in the corresponding direction is automatically generated according to the displayed landmark. The vector value represents the predicted turning angle, and the turning angle is set according to different forks in the game moving path. The turning angle is set to one of 30°, 45°, 60°, 90° or 180°, and the moving angle of the game character after the turn is tracked through the angle deviation value of the moving path according to the angle after the turn.
10. The system according to claim 9, characterized in that The game tracking module includes a game self-tracking unit and a game adjustment unit; The game self-tracking unit is used to track the real-time status of game characters and virtual game character special effects in the game area in real time through a data tracker; The game adjustment unit is used to immediately report to the system to make character position adjustment when it is determined that the distance between the game character and the virtual game character special effect is less than a preset value.
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