An AI-based game graphic design generation system
By real-time monitoring of obstacles and position adjustments of virtual AI characters, the problem of inaccurate obstacle tracking and positioning in AI games is solved, the real-time tracking capability and interactivity of the game screen are improved, and the gaming experience is enhanced.
Patent Information
- Application Number
- CN202411843736.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-14
- Publication Date
- 2025-09-05
- Estimated Expiration
- 2044-12-14
AI Technical Summary
Existing AI-based game graphics designs have problems such as difficulty in real-time tracking of obstacles, occlusion of virtual AI characters, and inaccurate positioning, which affect the gaming experience and interactive effects.
It uses real-time monitoring modules for route guidance, character setting, and game generation to ensure real-time display of game paths and accurate positioning of virtual AI characters through real-time monitoring of obstacles, adjustment of AI character spacing, and Bluetooth voice control guidance.
It achieves real-time tracking of obstacles on the AI-generated game plane, avoids occlusion by virtual AI characters, improves the game screen play effect and interactive clarity, and enhances the flexibility of AI characters and the gaming experience.
Smart Images

Figure CN119857270B_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 involving the application of artificial intelligence technology in game design. It aims to enhance the interactivity, challenge, and fun of games through intelligent algorithms and machine learning technologies. AI can be used to design character behaviors in games. Through machine learning algorithms, AI can dynamically adjust character behaviors based on player behavior, making games more challenging and unpredictable. Using AI technology, game levels can be automatically generated or optimized to ensure that each level has unique challenges and layouts. AI can dynamically adjust game difficulty based on 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 in 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 the virtual AI character's weak turning flexibility, affecting the AI game experience.
[0004] Therefore, an AI-based game plane design generation system 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 as follows: an AI-based game plane design generation system, comprising 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, 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-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 to adjust the distance between the AI characters in time when there are multiple virtual AI characters, and to track the real-time status of the virtual AI characters in real time;
[0009] The game generator is used to provide Bluetooth voice control guidance to the AI character in real time by starting 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;
[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 corresponding clothing props of 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 the game path through virtual AI technology. The 3D game screen includes trees, rockery, cars, rivers and buildings, and the outline of the set 3D game screen is recorded 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 movement path of the game character in the game area in real time through the positioning navigation device, and to detect whether the movement path of the game character deviates in real time through multi-dimensional tracking. 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 calculate the angular deviation value of the game character's movement path using the calculation formula:
[0021]
[0022]
[0023] Where α is the angle between the game character's moving path and the positive direction of the X-axis, θ is the angle between the game character's moving path and the positive direction of the Y-axis, H is the game character's height, 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 the game character's movement is normal. If not, it means that the angle of the game character's movement is abnormal, and the reporting system will issue a voice alarm;
[0025] The multi-dimensional warning unit is used to report the abnormal angle of the game character's movement at the current moment, issue a voice alarm to the reporting system, and display a reminder page on the computer. It also calculates the average feature value of the feature points of the game character's movement trajectory based on the initial point of the game character's route, the equidistant feature points of the route movement, and the currently tracked feature points. It then calculates the approximate outline of the obstacle in the current frame image based on the features in front of the path, and matches the average feature value D of the feature points. t The calculation equation 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 , we can obtain the approximate outline of the obstacle in front of the game character at time t. Different feature quantities are set for the items in the 3D game screen. The calculated corresponding feature quantities are differenced with the 3D game screen. If the difference is equal to 0, it means corresponding. 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.
[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 costumes according to the game character, and the character costumes are 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 costumes 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 an obstruction 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] Assume that the position coordinates of the virtual game character special effect and the position coordinates of the game character are (X1, Y1) and (X2, Y2), then the distance D between the position of the virtual game character special effect and the position of 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 sequence using 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 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-junction. 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 and movement angle are calculated in real time through the GIS map and the landmarks. The vector value of the corresponding direction of the moving path is automatically generated according to the displayed landmark. The vector value represents the predicted turning angle. 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°. 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 the 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 adjustments 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 is designed and generated based on AI, obstacles are captured and identified in real time on the game path, and obstacles are tracked in real time from multiple angles. The nature of the obstacles can be determined in a timely manner, so that the path on the AI-generated game plane can be displayed in real time. In particular, when an obstacle is encountered, the nature of the obstacle can be tracked in real time, which facilitates the real-time tracking of the AI-generated game screen and improves the playability of the AI game screen.
[0055] 2. In the present invention, by setting a character setting terminal, when the game plane design is generated based on AI, 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 characters can be 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, thereby avoiding the problem of inaccurate positioning of the AI character and the game page, ensuring the timeliness and effectiveness of the virtual AI character and the game page, and at the same time, through the character turning when reaching one end of the game, the AI character can be adjusted in advance 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 plane 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 This is a schematic diagram of the architecture of an advertising recognition module of an AI-based game graphic design generation system of the present invention. DETAILED DESCRIPTION
[0061] In order to make the technical means, creative features, objectives and effects achieved by the present invention easier to understand, the present invention is further described below in conjunction with specific implementation methods.
[0062] Example 1
[0063] Please refer to Figures 1 to 2 As shown: An AI-based game plane design generation system includes 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. It also captures and identifies obstacles on the game path in real time, tracks obstacles from multiple angles in real time, promptly determines what the obstacles are, and issues 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, and to adjust the distance between AI characters in time when there are multiple virtual AI characters, and to track the real-time status of virtual AI characters in real time;
[0066] The game generator is used to provide real-time Bluetooth voice guidance to the AI character by starting 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, ensuring 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 and 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 outline of the set 3D game screen 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 movement path of the game character in the game area in real time through the positioning navigation device, and to detect whether the movement 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 calculate the angular deviation value of the game character's movement path using the calculation formula:
[0078]
[0079]
[0080] Where α is the angle between the game character's moving path and the positive direction of the X-axis, θ is the angle between the game character's moving path and the positive direction of the Y-axis, H is the game character's height, 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 the game character's movement is normal. If not, it means that the angle of the game character's movement is abnormal, and the reporting system will issue a voice alarm;
[0082] The multi-dimensional warning unit is used to report the abnormal angle of the game character's movement at the current moment, issue a voice alarm to the reporting system, and display a reminder page on the computer. It also calculates the average feature value of the feature points of the game character's movement trajectory based on the initial point of the game character's route, the equidistant feature points of the route movement, and the currently tracked feature points. It then calculates the approximate outline of the obstacle in the current frame image based on the features in front of the path, and matches the average feature value D of the feature points. t The calculation equation 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 approximate outline of the obstacle is matched with the 3D game screen. 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] Example 2
[0087] Please refer to Figure 3 As shown: Based on the first embodiment, the character setting terminal includes a character selection module, a motion tracking module and a character identification module;
[0088] The character selection module includes clothing selection unit and gender selection unit;
[0089] The clothing selection unit is used to select different character costumes according to the game character. The character costumes are set on the left side or right side of the game path. The left side and the right side of the road each account for 50% of the entire path, and the character costumes set on the left and right sides of the road 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 special effects of the virtual game character 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] Assume that the position coordinates of the virtual game character special effect and the position coordinates of the game character are (X1, Y1) and (X2, Y2), then the distance D between the position of the virtual game character special effect and the position of 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 sequence using 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 the AI-generated game characters are reduced. It can track the real-time status of the virtual AI character in real time, and when there are multiple virtual AI characters, it can avoid obstruction of the virtual AI game characters.
[0101] Example 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, start button and replay button;
[0105] 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 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 when the game character moves to a T-junction. The path deviation calculation formula is used twice to calculate the character's turning angle. 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 and movement angle are calculated in real time through the GIS map and the landmarks. The vector value of the corresponding direction of the moving path is automatically generated according to the displayed landmark. The vector value represents the predicted turning angle. 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°. 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 the game characters and virtual game character special effects in the game area in real time through the 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 in the turning process.
[0112] The present invention provides an AI-based game plane design generation system. 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. Obstacles are captured and identified in real time on the game path. Obstacles are tracked in real time from multiple angles to promptly determine what the obstacles are. 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. The selected game mode is used to set the game path in real time. Obstacles are captured and identified in real time on the game path. Obstacles are tracked in real time from multiple angles to promptly determine what the obstacles are. This allows the path on the AI-generated game plane to be displayed in real time. In particular, when an obstacle is encountered, the obstacle can be tracked in real time, facilitating the real-time tracking of the AI-generated game screen, thereby improving the playability of the AI game screen. Game characters generated by virtual AI characters are tracked in real time by selecting game costumes and the gender of the game characters. When there are multiple virtual AI characters, the distance between the AI characters is adjusted in real time, and the real-time status of the virtual AI characters is tracked in real time. When the game plane design is generated based on AI, game characters generated by virtual AI characters are tracked in real time by selecting game costumes and the gender of the game characters. When multiple virtual AI characters appear, the spacing between AI characters can be adjusted in a timely manner to avoid occlusion after the AI characters are generated. A voice alarm can be issued when the virtual AI characters are obstructed, reducing the limitations of AI-generated game characters. The real-time status of virtual AI characters can be tracked in real time. When multiple virtual AI characters appear, occlusion of virtual AI game characters can be avoided, increasing the clarity of interaction between virtual AI game characters. By starting the game, the AI character's Bluetooth voice control guidance is carried out in real time, the current position of the virtual AI character is located in real time, and the AI character's forward direction is adjusted in advance when the virtual AI character needs to turn, ensuring the timeliness and effectiveness of the virtual AI character and the game page. When the AI-based game graphic design is generated, the AI character's Bluetooth voice control guidance 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 AI character's forward direction is adjusted in advance when the virtual AI character needs to turn, avoiding inaccurate positioning problems between the AI character and the game page, 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 turn to adjust the direction of the AI character in advance, enhancing the flexibility of the virtual AI character's turning process and improving the gaming experience of the AI character.
[0113] The basic principles, main features, and advantages of the present invention are shown and described above. Those skilled in the art should understand that the present invention is not limited to the above embodiments. The above embodiments and descriptions are merely illustrative of the principles of the present invention. Various changes and modifications may be made to the present invention without departing from the spirit and scope of the present invention. Such changes and modifications are intended to fall within the scope of the present invention. The scope of protection claimed in the present invention is defined by the appended claims and their equivalents.
Claims
1. A game plane design generation system based on AI, characterized by: The system includes 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, 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-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 to adjust the distance between the AI characters in time when there are multiple virtual AI characters, and to track the real-time status of the virtual AI characters in real time; The game generator is used to provide Bluetooth voice control guidance to the AI character in real time by starting 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; 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, wherein: 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 corresponding clothing props of 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 the game path through virtual AI technology. The 3D game screen includes trees, rockery, cars, rivers and buildings, and the outline of the set 3D game screen is recorded 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 movement path of the game character in the game area in real time through the positioning navigation device, and to detect whether the movement path of the game character deviates in real time through multi-dimensional tracking. 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 calculate the angular deviation value of the game character's movement path using the calculation formula: Where α is the angle between the game character's moving path and the positive direction of the X-axis, θ is the angle between the game character's moving path and the positive direction of the Y-axis, H is the game character's height, 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 the game character's movement is normal. If not, it means that the angle of the game character's movement is abnormal, and the reporting system will issue a voice alarm; The multi-dimensional warning unit is used to report the abnormal angle of the game character's movement at the current moment, issue a voice alarm to the reporting system, and display a reminder page on the computer. It also calculates the average feature value of the feature points of the game character's movement trajectory based on the initial point of the game character's route, the equidistant feature points of the route movement, and the currently tracked feature points. It then calculates the approximate outline of the obstacle in the current frame image based on the features in front of the path, and matches the average feature value D of the feature points. t The calculation equation 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 , we can obtain the approximate outline of the obstacle in front of the game character at time t. Different feature quantities are set for the items in the 3D game screen. The calculated corresponding feature quantities are differenced with the 3D game screen. If the difference is equal to 0, it means corresponding. 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.
5. The system according to claim 1, wherein: 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 costumes according to the game character, and the character costumes are 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 costumes 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 an obstruction 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: Assume that the position coordinates of the virtual game character special effect and the position coordinates of the game character are (X1, Y1) and (X2, Y2), then the distance D between the position of the virtual game character special effect and the position of 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 sequence using 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, wherein: 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 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-junction. 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 and movement angle are calculated in real time through the GIS map and the landmarks. The vector value of the corresponding direction of the moving path is automatically generated according to the displayed landmark. The vector value represents the predicted turning angle. 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°. 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 the 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 adjustments when it is determined that the distance between the game character and the virtual game character special effect is less than a preset value.
Citation Information
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AI-based gaming application content generation
CN115175750A
Real world simulation for meta-verse
US20240123353A1