Map random exploration reward issuing method and device in 2D game

By generating potential reward trigger points in real time in 2D games and setting trigger conditions for multiple interaction modes, combining the interactive behavior of game characters to match the reward pool, the problem of lack of fun and player participation in the reward mode in the existing technology is solved, and higher game appeal and stickiness are achieved.

CN120022606AActive Publication Date: 2025-05-23SHENZHEN JISHIWU TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202510176603.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-02-18
Publication Date
2025-05-23
Estimated Expiration
2045-02-18

AI Technical Summary

Technical Problem

The method of issuing random map exploration rewards in existing 2D games lacks fun and player participation, which leads players to become bored with the reward mode after multiple explorations, reducing the long-term attractiveness of the game.

Method used

By obtaining the current task completion status and game position of the game character in real time, generating potential reward trigger points, and setting trigger conditions for multi-interaction modes for each trigger point. According to the interactive behavior combination of the game characters, match the target reward pool in the reward pool, determine the exploration reward category and prop level, and finally issue the reward at the potential reward trigger point.

Benefits of technology

It enriches the interaction between players and maps, increases the fun and freshness of exploration, and enhances the long-term appeal of the game and player stickiness.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a map random exploration reward issuing method and device in a 2D game, and the method comprises the steps: generating a potential reward trigger point according to the current game task completion condition of a game role and the game position of the game role in a game map; setting a trigger condition for each potential reward trigger point; if the game role arrives at the potential reward trigger point and the interaction behavior of the game role meets a trigger condition, matching a target reward pool according to an interaction behavior combination completed by the game role; determining an exploration reward category according to the current game role grade and the current game progress of the game role, and determining an exploration reward prop and a reward prop grade according to the current game role attribute of the game role, the accumulated time in the game and the game world state; and extracting a final exploration reward from the target reward pool based on the exploration reward category, the exploration reward prop and the reward prop level, and issuing the final exploration reward to the game role. According to the invention, the viscidity of the game player to the game is improved.
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Description

Technical Field

[0001] The present invention relates to the field of computer technology, and in particular to a method and device for issuing random exploration rewards for maps in a 2D game. Background Art

[0002] In existing 2D games, the method of issuing rewards for random exploration of maps is usually relatively simple and direct. For example, when a player enters a specific area of ​​the map, or completes a specific exploration behavior (such as opening a treasure chest, defeating a specific monster), the game system directly issues rewards according to preset fixed rules. However, the existing method of issuing rewards for random exploration of maps lacks sufficient fun and player participation. Due to the fixed reward issuance rules, players are prone to get tired of the reward mode after multiple explorations, lacking the freshness and surprise of exploration, which reduces the long-term appeal of the game and leads to a reduction in the stickiness of gamers to the game. Summary of the invention

[0003] The present invention provides a method and device for issuing random exploration rewards for maps in a 2D game, which are used to improve the stickiness of game players to the game.

[0004] In a first aspect, the present invention provides a method for issuing random exploration rewards for a map in a 2D game, comprising:

[0005] Generate potential reward trigger points based on the completion status of the current game tasks of the game characters and the game positions of the game characters in the game map obtained in real time during the running of the 2D game;

[0006] Setting trigger conditions for each potential reward trigger point; the trigger conditions include completing at least two different interactive behaviors, the interactive behaviors include triggering a hidden mechanism, completing a specific path, talking to a specific character in a specific order, and using a specific prop to operate at a specific location;

[0007] During the process of the game character exploring the game map, if the game character reaches a potential reward trigger point and the interactive behavior of the game character meets the trigger condition, the target reward pool is matched in the reward pool set according to the interactive behavior combination completed by the game character; the reward pool set is updated according to the game version;

[0008] Determine the exploration reward category based on the current game character level and current game progress of the game character, and determine the exploration reward props and reward props level based on the current game character attributes, accumulated in-game time and game world status of the game character;

[0009] A final exploration reward is extracted from the target reward pool based on the exploration reward category, the exploration reward item and the reward item level, and the final exploration reward is displayed at a potential reward trigger point.

[0010] According to the method for issuing random exploration rewards for a map in a 2D game provided by an embodiment of the present invention, generating potential reward trigger points according to the completion status of the current game task of the game character obtained in real time during the running of the 2D game and the game position of the game character in the game map, includes:

[0011] Performing correlation strength analysis on the completion status of the current game task of the game character and the game position of the game character in the game map to obtain the correlation coefficient between the task progress and the game position;

[0012] Determine the location difficulty according to the terrain and virtual monster distribution of each area of ​​the game map, and perform matching analysis based on the task difficulty level and location difficulty of the current game task to obtain a difficulty matching coefficient;

[0013] The potential reward trigger point is generated based on the association coefficient, the difficulty matching coefficient and the location heat map of the game map; the location heat map represents the heat of each area and is constructed based on the frequency of appearance of game characters in different game locations.

[0014] According to the method for issuing random exploration rewards for a map in a 2D game provided by an embodiment of the present invention, the generating of the potential reward trigger point based on the association coefficient, the difficulty matching coefficient and the position heat map of the game map includes:

[0015] Predict each position in the game map based on the association coefficient, the difficulty matching coefficient and the position heat map of the game map to obtain an initial probability of each position in the game map becoming a reward trigger point;

[0016] The probability of each position becoming a reward trigger point is adjusted based on the current game time and the frequency of in-game activities of the game character, and the final probability of each position becoming a reward trigger point is obtained;

[0017] The final probability of each position becoming a reward trigger point is traversed, and the reward trigger point with a final probability greater than or equal to a preset probability threshold is determined as the potential reward trigger point.

[0018] According to the method for issuing random exploration rewards for a map in a 2D game provided by an embodiment of the present invention, matching a target reward pool in a reward pool set according to a combination of interactive behaviors completed by a game character includes:

[0019] Determining a behavior characteristic value of each target interactive behavior based on the behavior characteristics of the game character when completing each target interactive behavior in the interactive behavior combination;

[0020] Calculating the behavior combination complexity of the interactive behavior combination based on the behavior occurrence time interval between the target interactive behaviors in the interactive behavior combination and the behavior feature value of each target interactive behavior;

[0021] Based on the complexity of the behavior combination, matching is performed in the reward pool set to obtain a reward pool candidate set;

[0022] An association analysis is performed based on the reward pool candidate set and the game context when the interactive behavior combination occurs to obtain a target reward pool for the interactive behavior combination.

[0023] According to the method for issuing random exploration rewards for a map in a 2D game provided by an embodiment of the present invention, the association analysis is performed based on the candidate set of the reward pool and the game context when the interactive behavior combination occurs to obtain the target reward pool of the interactive behavior combination, including:

[0024] Determining the relevance of the interactive behavior combination to the game context based on the current stage of the game, the attribute state of the player character, and the environment state of the game world when the interactive behavior combination occurs;

[0025] Matching the candidate set of the reward pool based on the degree of association to obtain a final reward pool set;

[0026] Determining the compatibility of the interaction behavior combination with each reward pool in the final reward pool set based on the frequency of occurrence of the interaction behavior combination in the game history and the latest reward obtained by the game character;

[0027] The fitness of each reward pool is traversed, and the reward pool corresponding to the maximum fitness in the final reward pool set is determined as the target reward pool.

[0028] According to the method for issuing random exploration rewards to a map in a 2D game provided by an embodiment of the present invention, the exploration reward category is determined according to the current game character level and the current game progress of the game character, including:

[0029] Mapping the current game character level and the current game progress respectively to obtain a level mapping result and a progress stage division result;

[0030] Performing a cross-impact analysis based on the level mapping result and the progress stage division result to obtain a cross-impact value between the game character level and the game progress;

[0031] Determine the characteristics of the exploration area based on the danger level and resource richness of the exploration area when the game character explores the game map;

[0032] The exploration reward category is determined based on the cross-influence value, the exploration area characteristics and the role occupation tendency characteristics of the game character.

[0033] According to the method for issuing random exploration rewards for a map in a 2D game provided by an embodiment of the present invention, the method of determining exploration reward props and reward prop levels according to the current game character attributes, the accumulated time in the game, and the game world state of the game character includes:

[0034] Decompose the accumulated time in the game according to different game behaviors, and obtain the time factor of the game time of each game behavior to the exploration reward;

[0035] Based on the current game character attributes, the time factor of the exploration reward for each game behavior and the topological structure of the game world state, the initial exploration reward potential of the game character in the current state is determined; the topological structure is constructed with each area in the game world as a node and the connection relationship between areas as node edges;

[0036] The initial exploration reward potential is corrected based on the real-time dynamic events occurring in the game world to obtain a corrected reward potential value of the game character in the current state, and prop mapping is performed based on the corrected reward potential value to obtain the exploration reward prop and the reward prop level.

[0037] In a second aspect, the present invention further provides a device for issuing rewards for random exploration of maps in a 2D game, which is applied to the method for issuing rewards for random exploration of maps in a 2D game as described in the first aspect, comprising:

[0038] A trigger point generation module is used to generate potential reward trigger points based on the completion status of the current game tasks of the game characters and the game positions of the game characters in the game map obtained in real time during the running of the 2D game;

[0039] A setting module, used to set the trigger conditions for each potential reward trigger point;

[0040] A reward pool matching module is used to match a target reward pool in a reward pool set according to the combination of interactive behaviors completed by the game character when the game character reaches a potential reward trigger point and the interactive behavior of the game character meets the trigger condition during the game character's exploration of the game map;

[0041] A reward information generation module, used to determine the exploration reward category according to the current game character level and current game progress of the game character, and to determine the exploration reward props and reward props level according to the current game character attributes, accumulated in-game time and game world status of the game character;

[0042] A reward distribution module is used to extract a final exploration reward from the target reward pool based on the exploration reward category, the exploration reward item and the reward item level, and display the final exploration reward at a potential reward trigger point.

[0043] In a third aspect, the present invention further provides an electronic device, comprising: a memory for storing a computer software program; a processor for reading and executing the computer software program, thereby implementing any of the above-mentioned methods for issuing random exploration rewards for maps in a 2D game.

[0044] In a fourth aspect, the present invention further provides a non-transitory computer-readable storage medium, wherein a computer software program is stored in the storage medium, and when the computer software program is executed by a processor, the method for issuing random exploration rewards for a map in a 2D game as described in any of the above-mentioned methods.

[0045] In a fifth aspect, the present invention further provides a computer program product, including a computer program, which, when executed by a processor, implements any of the above-mentioned methods for issuing random exploration rewards for maps in 2D games.

[0046] The method for issuing rewards for random exploration of maps in 2D games provided by the embodiment of the present invention sets trigger conditions including multiple interactive modes for each potential reward trigger point, which greatly enriches the interaction between players and maps and increases the fun of exploration. On the other hand, the multiple interactive modes and complex judgment mechanism make it possible for players to trigger different rewards due to different interactive behaviors each time they explore, making it difficult to predict how to obtain rewards. This effectively solves the problem of players getting bored due to the fixed reward mode in the existing method, and improves the fun of the game and the participation of game players. Therefore, the embodiment of the present invention improves the stickiness of game players to the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0047] Figure 1 It is a flow chart of a method for issuing random exploration rewards for a map in a 2D game provided by an embodiment of the present invention;

[0048] Figure 2 It is a structural schematic diagram of a device for issuing random exploration rewards for a map in a 2D game provided by an embodiment of the present invention;

[0049] Figure 3 An embodiment diagram of an electronic device provided by an embodiment of the present invention;

[0050] Figure 4 An embodiment diagram of a computer-readable storage medium provided for an embodiment of the present invention. DETAILED DESCRIPTION

[0051] The following will be combined with the drawings in the embodiments of the present invention to clearly and completely describe the technical solutions in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present invention.

[0052] In the description of the present invention, the terms "first" and "second" are used for descriptive purposes only and should not be understood as indicating or implying relative importance or implicitly indicating the number of the indicated technical features. Thus, the features defined as "first" and "second" may explicitly or implicitly include one or more of the features. In the description of the present invention, the meaning of "plurality" is two or more, unless otherwise clearly and specifically defined.

[0053] In the description of the present invention, the term "for example" is used to mean "used as an example, illustration or explanation". Any embodiment described as "for example" in the present invention is not necessarily to be construed as being more preferred or advantageous than other embodiments. The following description is given to enable any technician in the field to implement and use the present invention. In the following description, details are listed for the purpose of explanation. It should be understood that a person of ordinary skill in the art can recognize that the present invention can be implemented without using these specific details. In other examples, well-known structures and processes will not be elaborated in detail to avoid obscuring the description of the present invention with unnecessary details. Therefore, the present invention is not intended to be limited to the embodiments shown, but is consistent with the widest scope consistent with the principles and features disclosed in the present invention.

[0054] See also Figure 1 As shown, Figure 1 : is a flow chart of a method for issuing rewards for random exploration of a map in a 2D game provided by the present invention. In an embodiment of the present invention, the execution subject of the method for issuing rewards for random exploration of a map in a 2D game is a game control device. Therefore, the method for issuing rewards for random exploration of a map in a 2D game includes:

[0055] Step 10, generating potential reward trigger points according to the completion status of the current game task of the game character and the game position of the game character in the game map obtained in real time during the running of the 2D game.

[0056] Optionally, the game player can click on the game app provided by the interface of the game control device to start the 2D game. After the 2D game is started, the game control device monitors the running process of the 2D game, such as the current game task performed by the game character controlled by the game player, the completion status of the current game task (i.e., the task completion stage), the game position of the game character in the game map, the current game character attributes, the accumulated time in the game, the environment status of the game world, the game world status, the current game character level, the current game progress, the attribute status of the game character (intelligence, health, attack power, etc.), etc.

[0057] Therefore, the game control device obtains the completion status of the current game task of the game character controlled by the game player during the running of the 2D game and the game position of the game character in the game map, and generates potential reward trigger points in the game map based on the completion status of the current game task of the game character and the game position of the game character in the game map, as described in steps 101 to 103.

[0058] Step 20, setting trigger conditions for each potential reward trigger point.

[0059] Furthermore, the game control device sets a trigger condition for each potential reward trigger point, wherein the trigger condition includes completing at least two different interactive behaviors, and the interactive behaviors include triggering a hidden mechanism, completing a specific path, talking to a specific character in a specific order, and using a specific prop to perform operations at a specific location, that is, the trigger condition is any two or any combination of triggering a hidden mechanism, completing a specific path, talking to a specific character in a specific order, and using a specific prop to perform operations at a specific location.

[0060] Step 30, during the process of the game character exploring the game map, if the game character reaches a potential reward trigger point and the game character's interactive behavior meets the trigger condition, the target reward pool is matched in the reward pool set according to the interactive behavior combination completed by the game character.

[0061] Optionally, in the embodiment of the present invention, the reward pool set of the 2D game is updated according to the game version, that is, when the 2D game is updated, the reward pool set of the 2D game is also updated.

[0062] Further, the game control device monitors the position of the game character in the process of exploring the game map. When it is determined that the position of the game character in the exploration of the game map is within the range of the potential reward trigger point, that is, the game character has reached the potential reward trigger point, the range of the potential reward trigger point is such as an area with a preset radius centered at the potential reward trigger point. At this time, the game control device monitors the interactive behavior of the game character. If it is determined that the game character has completed at least two interactive behaviors, that is, the interactive behavior of the game character meets the trigger condition, the interactive behaviors completed by the game character are integrated to obtain the interactive behavior combination completed by the game character.

[0063] Furthermore, the game control device matches the combination of interactive behaviors completed by the game characters in the reward pool set to obtain a target reward pool for issuing exploration rewards, as shown in steps 301 to 304.

[0064] Step 40, determining the exploration reward category according to the current game character level and current game progress of the game character, and determining the exploration reward props and reward props level according to the current game character attributes, accumulated in-game time and game world status of the game character.

[0065] Further, the game control device determines the exploration reward category according to the current game character level and current game progress of the game character, as described in steps 401 to 404. Further, the game control device determines the exploration reward props and the reward props level according to the current game character attributes, the accumulated time in the game, and the game world state of the game character, as described in steps 405 to 408.

[0066] Step 50, extract the final exploration reward from the target reward pool based on the exploration reward category, exploration reward props and reward prop level, and display the final exploration reward at the potential reward trigger point.

[0067] Furthermore, the game control device extracts the corresponding final exploration reward from the target reward pool based on the exploration reward category, exploration reward props and reward prop level, and displays the final exploration reward at the potential reward trigger point, that is, the final exploration reward is sent to the potential reward trigger point, and the game player can control the game character to pick up the final exploration reward at the potential reward trigger point.

[0068] The present invention sets trigger conditions including multiple interactive modes for each potential reward trigger point, which greatly enriches the interaction between players and maps and increases the fun of exploration. On the other hand, multiple interactive modes and complex judgment mechanisms enable players to trigger different rewards each time they explore due to different interactive behaviors, making it difficult to predict how to obtain rewards, thereby increasing the fun of the game and the participation of gamers, and thus increasing the stickiness of gamers to the game.

[0069] In one embodiment, the description of steps 101 to 103 is as follows:

[0070] Step 101, performing correlation strength analysis on the completion status of the current game task of the game character and the game position of the game character in the game map, and obtaining a correlation coefficient between the task progress and the game position.

[0071] Optionally, the game control device performs a correlation strength analysis on the completion status of the current game task of the game character and the game position of the game character, that is, analyzes the probability of different task stages appearing in each area of ​​the map to obtain the correlation coefficient between the task progress and the game position. In one embodiment, the total number of stages of the current game task is N G , the completion status of the current game task is stage G T , the median stage of the current game task is G median , the game character's game position in the game map is L T , therefore, the correlation coefficient C between task progress and game position TL , therefore, the correlation coefficient C TLThe specific calculation formula is:

[0072] C TL =[(G T / N G )*cos(Hash(L T )π)] / (1+|G T -G median |).

[0073] Step 102, determining the location difficulty according to the terrain of each area of ​​the game map and the distribution of virtual monsters, performing a matching analysis based on the task difficulty level and the location difficulty of the current game task, and obtaining a difficulty matching coefficient.

[0074] Furthermore, the game control device obtains the terrain and distribution of virtual monsters in each area of ​​the game map, divides the terrain of each area of ​​the game map into different terrain types, and divides the map area into preset grid sizes, and counts the number of monsters in each grid, where different terrain types include plains, mountains, rivers, forests, etc., and preset grid sizes are such as 3*3, 5*5, etc.

[0075] It should be noted that each terrain type has a pre-set complexity value. For example, plains have low complexity and a complexity value of 1; mountains have a complexity value of 3 due to the undulating terrain and difficult passage; if a river requires a special way of passage, the complexity value is 2; and forests may have sight obstructions, etc., so the complexity value is 2.

[0076] Furthermore, the game control device determines the terrain complexity of each area according to the proportion of different terrain types in each area and their corresponding complexity values. i Medium Terrain Type O j The area ratio is S ij , Terrain Type O j The complexity value is C j , then the region R i The terrain complexity TC i for:

[0077] Among them, N O Indicates the total number of terrain types.

[0078] Furthermore, the game control device obtains the average monster distribution density according to the number of monsters in all grids in each area. i N inside R grid, mth R The number of monsters in a grid is N im , the grid area is A m , then the region R i The monster distribution density is:

[0079]

[0080] Furthermore, the game control device determines the location difficulty DL of each area according to the terrain complexity and average monster distribution density of each area. i , specifically DL i =α*TC i +(1-α)*MD i , where α represents a preset weight coefficient, and the position difficulty corresponding to the area to which the game position of the game character in the game map belongs is determined as the position difficulty of the game position.

[0081] Furthermore, the game control device obtains the task difficulty level of the current game task, which can be obtained according to the version number of the current game task.

[0082] Furthermore, the game control device performs a matching analysis based on the task difficulty level and position difficulty of the current game task to obtain a difficulty matching coefficient. T , the position difficulty is DL, and the difficulty matching coefficient is M TL The specific formula is:

[0083] M TL = {cos[(D T / Max D )*DL]+1} / 2,Max D Indicates the maximum level of difficulty of the task.

[0084] Step 103, generating potential reward trigger points based on the correlation coefficient, the difficulty matching coefficient and the location heat map of the game map.

[0085] Optionally, the location heat map in the embodiment of the present invention represents the heat of each area, which is constructed based on the frequency of appearance of game characters in different game locations. In the location heat map, the heat value of each game location L is H(L), and the number of appearances of game location L in historical data is N. L , the total number of records is N total , the distance from the game position L to the center of the game map is dis L , then the heat value H(L) can be expressed as:

[0086] H(L)=(N L / N total )*[1 / (1+(dis L ) 2 )].

[0087] Furthermore, the game control device generates a potential reward trigger point according to the correlation coefficient, the difficulty matching coefficient and the position heat map of the game map, as specifically described in steps 1031 to 1033.

[0088] The embodiment of the present invention randomly generates potential reward trigger points according to the completion status of the current game task of the game character and the game position of the game character in the game map, which greatly enriches the interaction mode between the player and the map, increases the fun of exploration, and further improves the stickiness of the game players to the game.

[0089] In one embodiment, the description of steps 1031 to 1033 is as follows:

[0090] Step 1031, predict each position of the game map based on the correlation coefficient, the difficulty matching coefficient and the position heat map of the game map, and obtain the initial probability of each position in the game map becoming a reward trigger point.

[0091] Optionally, the game control device determines the heat value H(L) corresponding to each position in the game map according to the position heat map, and predicts each position in the game map according to the correlation coefficient, the difficulty matching coefficient and the heat value H(L) corresponding to each position, and obtains the initial probability of each position in the game map becoming a reward trigger point, wherein the initial probability of each position becoming a reward trigger point is The formula is as follows: Among them, ω 1 ,ω 2 ,ω 3 Respectively represent the preset coefficients, and ω 1 +ω 2 +ω 3 =1.

[0092] Step 1032, based on the current game time and the frequency of in-game activities of the game character, the probability of each position becoming a reward trigger point is adjusted to obtain a final probability of each position becoming a reward trigger point.

[0093] Furthermore, the game control device analyzes the current game time of the game character and the overall rhythm of the game (i.e., the frequency of in-game activities). Different game times and game rhythms have different effects on the possibility of reward trigger points. For example, in the early stage of the game, it may be more inclined to trigger simple rewards to guide players, and in the later stage, it may pay more attention to high-difficulty challenge rewards. The trigger point adjustment coefficient is calculated according to the current game time of the game character and the frequency of in-game activities. In one embodiment, the current game time is t, and the estimated total game duration is T total , the frequency of in-game activities is R f , the trigger point adjustment coefficient of position L under the influence of game time and game rhythm is AL , A L ={sin[(t / T total +R f )*π]} / 2+0.5.

[0094] Furthermore, the game control device adjusts the probability of each position becoming a reward trigger point according to the trigger point adjustment coefficient under the influence of the game time and the game rhythm, and obtains the final probability P of each position becoming a reward trigger point. L ,

[0095] Step 1033, traverse the final probability of each position becoming a reward trigger point, and determine the reward trigger point with a final probability greater than or equal to a preset probability threshold as a potential reward trigger point.

[0096] Furthermore, the game control device traverses the final probability of each position becoming a reward trigger point, and determines the reward trigger point with a final probability greater than or equal to a preset probability threshold as a potential reward trigger point.

[0097] The embodiment of the present invention randomly generates potential reward trigger points according to the correlation coefficient, difficulty matching coefficient and the position heat map of the game map, which greatly enriches the interaction mode between players and the map, increases the fun of exploration, and further improves the stickiness of game players to the game.

[0098] In one embodiment, the description of steps 301 to 304 is as follows:

[0099] Step 301, based on the behavior characteristics of the game character when completing each target interactive behavior in the interactive behavior combination, determine the behavior characteristic value of each target interactive behavior.

[0100] Optionally, the game control device extracts the behavior characteristics when completing each target interaction behavior in the interaction behavior combination. For example, when completing the target interaction behavior of triggering a hidden mechanism, the behavior characteristics are the location of the mechanism and the complexity of the triggering conditions; when completing the target interaction behavior of walking on a specific path, the behavior characteristics are the length of the path, the number of turns, and the rarity of the area passed by the path; when completing the target interaction behavior of talking with specific characters in a specific order, the behavior characteristics are the number of dialogue characters and the logic of the dialogue order; when completing the target interaction behavior of using specific props to operate at a specific location, the behavior characteristics are the rarity of the props and the specificity of the operation location.

[0101] Furthermore, the game control device determines the behavior characteristic value of each target interactive behavior according to the behavior characteristic of the character when completing each target interactive behavior in the interactive behavior combination.

[0102] For the target interaction behavior that triggers the hidden mechanism A 1 , its behavioral characteristic value F(A1 )=L location *C location , where L location Indicates the coordinate complexity value of the mechanism location (calculated based on the game map coordinate system), C location Indicates the complexity score of the trigger condition. For the target interaction behavior A that completes a specific path walking 2 , its behavioral characteristic value F(A 2 )=L path *N turn *R area , where L path represents the path length, N turn Indicates the number of turns, R area Indicates the rarity value of the area that the path passes through.

[0103] For target interactions with specific characters in a specific order A 3 , its behavioral characteristic value Among them, N character Indicates the number of dialogue roles, S order (i,i+1) represents the logical score of the order of the i-th and i+1-th dialogue roles. For the target interaction behavior A using a specific item at a specific location 4 , its behavioral characteristic value F(A 4 )=R item *S location , where R item Indicates the rarity of the item, S location Represents the operation site specificity score.

[0104] Step 302: Calculate the behavior combination complexity of the interaction behavior combination based on the behavior occurrence time interval between target interaction behaviors in the interaction behavior combination and the behavior feature value of each target interaction behavior.

[0105] Furthermore, the game control device obtains the behavior occurrence time interval between the target interactive behaviors in the interactive behavior combination, and calculates the behavior combination complexity of the interactive behavior combination according to the behavior occurrence time interval between the target interactive behaviors in the interactive behavior combination and the behavior feature value of each target interactive behavior. A , which includes the number of interactive behaviors N Q , target interaction behavior A i Interaction with target A i+1 The time interval between the behaviors is T(A i ,A i+1 ), therefore, the interaction behavior combination Q A The behavioral combination complexity (Q A )for:

[0106]

[0107] Step 303: Matching is performed in the reward pool set based on the behavior combination complexity to obtain a reward pool candidate set.

[0108] Furthermore, the game control device matches the reward pool set according to the correspondence between the reward pool and the behavior combination characteristics pre-set in the game and the complexity of the behavior combination to generate a reward pool candidate set, wherein the higher the combination complexity, the higher the potential reward value of the reward pool in the candidate set.

[0109] In one embodiment, the reward pool set is U = {u 1 ,u 2 ,...,u h}, and the reward pool value sequence corresponding to the reward pool set is V = {v 1 ,v 2 ,...,v h}, the complexity threshold sequence corresponding to the reward pool value sequence is X = {x 1 ,x 2 ,...,x h}, if Complexity(Q A )≥x k And Complexity(Q A ) <x k+1 , then the candidate set of the reward pool is Candidate={u i |i≥k}.

[0110] Step 304 , performing association analysis based on the reward pool candidate set and the game context when the interactive behavior combination occurs, to obtain a target reward pool for the interactive behavior combination.

[0111] Furthermore, the game control device obtains the game context when the interactive behavior combination occurs, wherein the game context includes the current stage of the game when the interactive behavior combination occurs, the attribute status of the player character and the environmental status of the game world, the environmental status of the game world such as the degree of danger and resource richness.

[0112] Furthermore, the game control device performs association analysis based on the reward pool candidate set and the game context when the interactive behavior combination occurs to obtain a target reward pool for the interactive behavior combination, as specifically described in steps 3041 to 3044 .

[0113] The embodiment of the present invention matches the target reward pool in the reward pool set according to the interactive behavior combination completed by the game characters, so that the final game reward issued is consistent with the game player's efforts in the game. At the same time, multiple interactive modes and complex judgment mechanisms make it possible for different rewards to be triggered each time the player explores due to different interactive behaviors, making it difficult to predict the way to obtain the rewards, thereby enhancing the fun of the game and the participation of game players, and further improving the stickiness of game players to the game.

[0114] In one embodiment, the description of steps 3041 to 3044 is as follows:

[0115] Step 3041, based on the current stage of the game when the interactive behavior combination occurs, the attribute status of the player character and the environmental status of the game world, determine the correlation between the interactive behavior combination and the game context.

[0116] Optionally, the game control device analyzes the correlation between the game context and the interactive behavior combination, that is, the correlation between the current stage of the game, the attribute status of the player character and the environmental status of the game world when the interactive behavior combination occurs and the interactive behavior combination.

[0117] In one embodiment, the game context vector is G={g 1 ,g 2 ,...,g s}, the correlation between the interactive behavior combination and the game situation is Among them, F(Q A ) represents the behavior combination characteristics in the interactive behavior combination, R factor (F(Q A ),g t ) represents the correlation measurement function between the behavior combination characteristics and the game situation factors, which can be measured by calculating the inverse of the distance between the behavior combination characteristic value and the game situation factor value in a specific space.

[0118] Step 3042, matching is performed in the reward pool candidate set based on the association degree to obtain a final reward pool set.

[0119] Furthermore, the game control device matches the candidate reward pools according to the degree of association to obtain a final reward pool set. i , and its corresponding correlation threshold is Thershold i , if Relevance(Q A ,G) <Thershold i , then the reward pool u i Remove from the reward pool candidate set to obtain the final reward pool set.

[0120] Step 3043, based on the frequency of occurrence of the interactive behavior combination in the game history and the latest reward obtained by the game character, determine the compatibility of the interactive behavior combination with each reward pool in the final reward pool set.

[0121] Further, the game control device obtains the frequency of occurrence of the interactive behavior combination in the game history and the latest reward obtained by the game character. Further, the game control device determines the compatibility of the interactive behavior combination with each reward pool in the final reward pool according to the frequency of occurrence of the interactive behavior combination in the game history and the latest reward obtained by the game character.

[0122] In one embodiment, the interaction behavior combination Q A The frequency of occurrence is Frequency(Q A ), the latest reward value sequence of the game character controlled by the game player is R recnt = {r 1 ,r 2 ,...,r q}, for each reward pool u in the final reward pool set i , its fitness with the interactive behavior combination Fitness(u i )for.

[0123] Among them, V(u i ) represents the reward pool u i The value measurement value.

[0124] Step 3044, traverse the fitness of each reward pool, and determine the reward pool corresponding to the maximum fitness in the final reward pool set as the target reward pool.

[0125] Furthermore, the game control device traverses the fitness of each reward pool, and determines the reward pool corresponding to the maximum fitness in the final reward pool set as the target reward pool.

[0126] The embodiment of the present invention uses multiple interaction modes and a complex judgment mechanism so that each player's exploration may trigger different rewards due to different interaction behaviors, making it difficult to predict how the rewards are obtained, thereby improving the fun of the game and the game player's participation, and further improving the game player's stickiness to the game.

[0127] In one embodiment, the description of steps 401 to 404 is as follows:

[0128] Step 401, respectively map the current game character level and the current game progress to obtain a level mapping result and a progress stage division result.

[0129] Optionally, the game control device divides the game character level into different level intervals to obtain a level mapping result of the game character level, wherein each interval corresponds to a different exploration reward tendency, for example, for a lower level interval, it may focus more on basic resource rewards, while for a high level interval, it may focus on rare props or special skill rewards. At the same time, the game control device divides the current game progress into different stages according to the progress of the game, and obtains the progress stage division result of the current game progress, such as the novice stage, the growth stage, the advanced stage, the mastery stage, etc. The exploration rewards at different stages will have different emphases. The novice stage may focus on guiding rewards, while the mastery stage may give more challenging and high-end rewards.

[0130] Step 402: Perform a cross-impact analysis based on the level mapping result and the progress stage division result to obtain a cross-impact value between the game character level and the game progress.

[0131] Furthermore, considering the mutual influence between level and progress, different levels may have different preferences for reward categories at different progress stages. For example, a high-level player may receive a reward that helps to quickly advance the game at the novice progress stage, while a low-level player may receive a reward that helps to improve strength at the mastery progress stage. Therefore, the game control device performs a cross-influence analysis based on the level mapping result and the progress stage division result to obtain a cross-influence value between the game character level and the game progress, which is obtained by analyzing the mapping matrix in the database, wherein the mapping matrix is ​​constructed based on the cross-influence value of the level interval i and the progress stage j.

[0132] Step 404, determining the characteristics of the exploration area based on the danger level and resource richness of the exploration area when the game character explores the game map.

[0133] Furthermore, the game control device obtains the danger level and resource richness of the exploration area of ​​the game character during the exploration of the game map, and determines the characteristics of the exploration area according to the danger level and resource richness of the exploration area. In one embodiment, the danger level of the exploration area is D d , the resource richness is D r , the exploration area feature is Feature(D d ,D r )=β 1 D r +β 2 D d , where β 1 ,β 2 is the preset coefficient.

[0134] Step 404, determining the exploration reward category based on the cross-influence value, the exploration area characteristics and the role occupation tendency characteristics of the game character.

[0135] Furthermore, the game control device obtains the character occupation tendency characteristics of the game character. For example, the warrior profession may be more inclined to combat rewards such as weapons and armor, and the wizard profession may be more in need of magic-related rewards such as spell books and magic crystals.

[0136] Furthermore, the game control device uses the cross-influence value, the exploration area feature and the role occupation tendency feature of the game character as matching features, performs mapping matching in the reward category library through a specific mapping relationship, and obtains the final exploration reward category.

[0137] The embodiment of the present invention can accurately determine the exploration reward category according to the current game character level and current game progress of the game character, so that the final game reward issued is consistent with the progress of the game player in the game, increasing the exploration experience and further improving the game player's stickiness to the game.

[0138] In one embodiment, the description of steps 405 to 408 is as follows:

[0139] Step 405, decompose the accumulated time in the game according to different game behaviors, and obtain the time factor of the game time of each game behavior to the exploration reward.

[0140] Optionally, the game control device decomposes the accumulated time in the game according to different game behaviors, analyzes the impact of each game behavior time on the exploration reward, and obtains the time factor of the game time of each game behavior on the exploration reward, wherein the game behaviors include combat behavior, gathering behavior, exploration behavior, etc.

[0141] In one embodiment, the accumulated time in the game is T G , the battle time accounts for p b , the collection time accounts for p c , the exploration time accounts for p e , and p b +p c +p e = 1. Time decomposition impact factor I T for:

[0142]

[0143] Step 406, based on the current game character attributes, the time factor of the exploration reward for each game behavior's game time, and the topological structure of the game world state, determine the initial exploration reward potential of the game character in the current state.

[0144] Optionally, the game control device of the embodiment of the present invention pre-builds a topological structure of the game world state, wherein the topological structure of the game world state is constructed with each area in the game world as a node and the connection relationship between the areas (such as path length, passage difficulty, etc.) as the node edge. Therefore, the game control device extracts the attribute feature F of the current game character attribute G According to the attribute characteristics of the current game character attributes, the time factor of the game time for each game behavior on the exploration reward, and the topological structure of the game world state, the initial exploration reward potential E of the game character in the current state is determined. w , where the initial exploration reward potential E w The calculation formula is Among them, N C Indicates the number of regions in the game world, w ij represents the node edge from region i to region j, d lk It is expressed as the shortest path length from node l to node k. When l = k, d lk =1.

[0145] Step 407, modifying the initial exploration reward potential based on the real-time dynamic events occurring in the game world, and obtaining a modified reward potential value of the game character in the current state.

[0146] Furthermore, the game control device obtains dynamic events that occur in the game world in real time, such as sudden monster attacks, limited-time treasure appearances, etc.

[0147] Furthermore, the game control device matches the dynamic event impact coefficient in the preset mapping matching table according to the real-time dynamic event, wherein the preset mapping matching table is an association relationship table constructed according to the dynamic event and its corresponding impact coefficient.

[0148] Furthermore, the game control device modifies the initial exploration reward potential according to the dynamic event influence coefficient to obtain the modified reward potential value E of the game character in the current state. f , where the modified reward potential value E f The calculation formula is: f =E w *(1+E k *rand(0,1)), where E k Represents the dynamic event impact coefficient, rand(0,1) represents a random number between 0 and 1.

[0149] Step 408, perform item mapping based on the corrected reward potential value to obtain exploration reward items and reward item levels.

[0150] Further, the game control device performs prop mapping according to the corrected reward potential value, analyzes the prop feature range of the corrected reward potential value, such as, if the corrected reward potential value is in the first prop feature range, the exploration reward prop is determined to be an exploration reward prop for restoring life value, if the corrected reward potential value is in the second prop feature range, the exploration reward prop is determined to be an exploration reward prop for enhancing attack power, if the corrected reward potential value is in the third prop feature range, the exploration reward prop is determined to be an exploration reward prop for enhancing defense power, and the reward prop level R is calculated according to the corrected reward potential value. L , among which, the reward prop level R L The calculation formula is: Indicates rounding down.

[0151] The embodiment of the present invention accurately determines the exploration reward props and reward prop levels according to the current game character attributes, the accumulated time in the game and the game world status of the game character, so that the final game rewards issued are consistent with the progress of the game player in the game, thereby increasing the exploration experience and further improving the game player's stickiness to the game.

[0152] Further, the following describes the system for issuing random exploration rewards for maps in 2D games provided by the present invention. The system for issuing random exploration rewards for maps in 2D games described below and the method for issuing random exploration rewards for maps in 2D games described above can be referred to each other. Figure 2 , Figure 2 2D game map random exploration reward issuing device provided by the present invention, the 2D game map random exploration reward issuing device comprises:

[0153] The trigger point generation module 210 is used to generate a potential reward trigger point according to the completion status of the current game task of the game character and the game position of the game character in the game map acquired in real time during the running of the 2D game;

[0154] A setting module 220, for setting a trigger condition for each potential reward trigger point;

[0155] The reward pool matching module 230 is used to match the target reward pool in the reward pool set according to the combination of interactive behaviors completed by the game character when the game character reaches a potential reward trigger point and the interactive behavior of the game character meets the trigger condition during the process of the game character exploring the game map;

[0156] The reward information generating module 240 is used to determine the exploration reward category according to the current game character level and the current game progress of the game character, and to determine the exploration reward props and the reward prop level according to the current game character attributes, the accumulated time in the game and the game world state of the game character;

[0157] The reward delivery module 250 is used to extract the final exploration reward from the target reward pool based on the exploration reward category, exploration reward props and reward prop level, and display the final exploration reward at the potential reward trigger point.

[0158] The embodiment of the present invention sets trigger conditions including multiple interactive modes for each potential reward trigger point, which greatly enriches the interaction between players and maps and increases the fun of exploration. On the other hand, the multiple interactive modes and complex judgment mechanism make it possible for players to trigger different rewards due to different interactive behaviors each time they explore, making it difficult to predict how to obtain rewards, thereby improving the fun of the game and the participation of gamers, and thus increasing the stickiness of gamers to the game.

[0159] See also Figure 3 , Figure 3 FIG. 1 is an embodiment diagram of an electronic device provided by an embodiment of the present invention. Figure 3 As shown, an embodiment of the present invention provides an electronic device 300, including a memory 310, a processor 320, and a computer program 311 stored in the memory 310 and executable on the processor 320. When the processor 320 executes the computer program 311, the following steps are implemented:

[0160] Generate potential reward trigger points based on the completion status of the current game tasks of the game characters and the game positions of the game characters in the game map obtained in real time during the running of the 2D game;

[0161] Set trigger conditions for each potential reward trigger point; the trigger conditions include completing at least two different interactive behaviors, including triggering hidden mechanisms, completing specific paths, talking to specific characters in a specific order, and using specific props to operate in specific locations;

[0162] When the game character explores the game map, if the game character reaches a potential reward trigger point and the game character's interactive behavior meets the trigger condition, the target reward pool is matched in the reward pool set according to the interactive behavior combination completed by the game character; the reward pool set is updated according to the game version;

[0163] Determine the exploration reward category based on the current game character level and current game progress of the game character, and determine the exploration reward props and reward props level based on the current game character attributes, accumulated in-game time and game world status of the game character;

[0164] The final exploration reward is drawn from the target reward pool based on the exploration reward category, exploration reward props and reward prop level, and the final exploration reward is displayed at the potential reward trigger point.

[0165] See also Figure 4 , Figure 4Detailed description of an embodiment of a computer-readable storage medium provided by an embodiment of the present invention. Figure 4 As shown, this embodiment provides a computer-readable storage medium 400, on which a computer program 311 is stored. When the computer program 311 is executed by a processor, the following steps are implemented:

[0166] Generate potential reward trigger points based on the completion status of the current game tasks of the game characters and the game positions of the game characters in the game map obtained in real time during the running of the 2D game;

[0167] Set trigger conditions for each potential reward trigger point; the trigger conditions include completing at least two different interactive behaviors, including triggering hidden mechanisms, completing specific path walking, talking to specific characters in a specific order, and using specific props to operate in a specific location;

[0168] When the game character explores the game map, if the game character reaches a potential reward trigger point and the game character's interactive behavior meets the trigger condition, the target reward pool is matched in the reward pool set according to the interactive behavior combination completed by the game character; the reward pool set is updated according to the game version;

[0169] Determine the exploration reward category based on the current game character level and current game progress of the game character, and determine the exploration reward props and reward props level based on the current game character attributes, accumulated in-game time and game world status of the game character;

[0170] The final exploration reward is drawn from the target reward pool based on the exploration reward category, exploration reward props and reward prop level, and the final exploration reward is displayed at the potential reward trigger point.

[0171] On the other hand, the present invention further provides a computer program product, which includes a computer program. The computer program can be stored on a non-transitory computer-readable storage medium. When the computer program is executed by a processor, the computer can execute the method for issuing random exploration rewards for a map in a 2D game provided by the above methods, and the method includes:

[0172] Generate potential reward trigger points based on the completion status of the current game tasks of the game characters and the game positions of the game characters in the game map obtained in real time during the running of the 2D game;

[0173] Set trigger conditions for each potential reward trigger point; the trigger conditions include completing at least two different interactive behaviors, including triggering hidden mechanisms, completing specific path walking, talking to specific characters in a specific order, and using specific props to operate in a specific location;

[0174] When the game character explores the game map, if the game character reaches a potential reward trigger point and the game character's interactive behavior meets the trigger condition, the target reward pool is matched in the reward pool set according to the interactive behavior combination completed by the game character; the reward pool set is updated according to the game version;

[0175] Determine the exploration reward category based on the current game character level and current game progress of the game character, and determine the exploration reward props and reward props level based on the current game character attributes, accumulated in-game time and game world status of the game character;

[0176] The final exploration reward is drawn from the target reward pool based on the exploration reward category, exploration reward props and reward prop level, and the final exploration reward is displayed at the potential reward trigger point.

[0177] The system embodiment described above is merely illustrative, wherein the units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place, or they may be distributed on multiple network units. Some or all of the modules may be selected according to actual needs to achieve the purpose of the solution of this embodiment. Those of ordinary skill in the art may understand and implement it without creative work.

[0178] Through the description of the above implementation methods, those skilled in the art can clearly understand that each implementation method can be implemented by means of software plus a necessary general hardware platform, and of course, it can also be implemented by hardware. Based on this understanding, the above technical solution is essentially or the part that contributes to the prior art can be embodied in the form of a software product, and the computer software product can be stored in a computer-readable storage medium, such as ROM / RAM, a disk, an optical disk, etc., including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to execute the methods described in each embodiment or some parts of the embodiments.

[0179] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention, rather than to limit it. Although the present invention has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or make equivalent replacements for some of the technical features therein. However, these modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present invention.

Claims

1. A method for issuing random exploration rewards for maps in a 2D game, characterized in that: include: Generate potential reward trigger points based on the completion status of the current game tasks of the game characters and the game positions of the game characters in the game map obtained in real time during the running of the 2D game; Setting trigger conditions for each potential reward trigger point; the trigger conditions include completing at least two different interactive behaviors, the interactive behaviors include triggering a hidden mechanism, completing a specific path, talking to a specific character in a specific order, and using a specific prop to operate at a specific location; During the process of the game character exploring the game map, if the game character reaches a potential reward trigger point and the interactive behavior of the game character meets the trigger condition, the target reward pool is matched in the reward pool set according to the interactive behavior combination completed by the game character; the reward pool set is updated according to the game version; Determine the exploration reward category based on the current game character level and current game progress of the game character, and determine the exploration reward props and reward props level based on the current game character attributes, accumulated in-game time and game world status of the game character; A final exploration reward is extracted from the target reward pool based on the exploration reward category, the exploration reward item and the reward item level, and the final exploration reward is displayed at a potential reward trigger point.

2. The method for issuing random exploration rewards for maps in 2D games according to claim 1, characterized in that: The generating of potential reward trigger points according to the completion status of the current game task of the game character and the game position of the game character in the game map acquired in real time during the running of the 2D game includes: Performing correlation strength analysis on the completion status of the current game task of the game character and the game position of the game character in the game map to obtain the correlation coefficient between the task progress and the game position; Determine the location difficulty according to the terrain and virtual monster distribution of each area of ​​the game map, and perform matching analysis based on the task difficulty level and location difficulty of the current game task to obtain a difficulty matching coefficient; The potential reward trigger point is generated based on the association coefficient, the difficulty matching coefficient and the location heat map of the game map; the location heat map represents the heat of each area and is constructed based on the frequency of appearance of game characters in different game locations.

3. The method for issuing random exploration rewards for maps in 2D games according to claim 2, characterized in that: The generating the potential reward trigger point based on the association coefficient, the difficulty matching coefficient and the position heat map of the game map includes: Predict each position in the game map based on the association coefficient, the difficulty matching coefficient and the position heat map of the game map to obtain an initial probability of each position in the game map becoming a reward trigger point; The probability of each position becoming a reward trigger point is adjusted based on the current game time and the frequency of in-game activities of the game character, and the final probability of each position becoming a reward trigger point is obtained; The final probability of each position becoming a reward trigger point is traversed, and the reward trigger point with a final probability greater than or equal to a preset probability threshold is determined as the potential reward trigger point.

4. The method for issuing random exploration rewards for maps in 2D games according to claim 1, characterized in that: The step of matching the target reward pool in the reward pool set according to the interactive behavior combination completed by the game character includes: Determining a behavior characteristic value of each target interactive behavior based on the behavior characteristics of the game character when completing each target interactive behavior in the interactive behavior combination; Calculating the behavior combination complexity of the interactive behavior combination based on the behavior occurrence time interval between the target interactive behaviors in the interactive behavior combination and the behavior feature value of each target interactive behavior; Based on the complexity of the behavior combination, matching is performed in the reward pool set to obtain a reward pool candidate set; An association analysis is performed based on the reward pool candidate set and the game context when the interactive behavior combination occurs to obtain a target reward pool for the interactive behavior combination.

5. The method for issuing random exploration rewards for maps in a 2D game according to claim 4, characterized in that: The performing of association analysis based on the reward pool candidate set and the game context when the interactive behavior combination occurs to obtain a target reward pool for the interactive behavior combination includes: Determining the relevance of the interactive behavior combination to the game context based on the current stage of the game, the attribute status of the player character, and the environment status of the game world when the interactive behavior combination occurs; Matching the candidate set of the reward pool based on the degree of association to obtain a final reward pool set; Determining the compatibility of the interaction behavior combination with each reward pool in the final reward pool set based on the frequency of occurrence of the interaction behavior combination in the game history and the latest reward obtained by the game character; The fitness of each reward pool is traversed, and the reward pool corresponding to the maximum fitness in the final reward pool set is determined as the target reward pool.

6. The method for issuing random exploration rewards for maps in a 2D game according to any one of claims 1 to 5, characterized in that: The exploration reward category is determined according to the current game character level and current game progress of the game character, including: Mapping the current game character level and the current game progress respectively to obtain a level mapping result and a progress stage division result; Performing a cross-impact analysis based on the level mapping result and the progress stage division result to obtain a cross-impact value between the game character level and the game progress; Determine the characteristics of the exploration area based on the danger level and resource richness of the exploration area when the game character explores the game map; The exploration reward category is determined based on the cross-influence value, the exploration area characteristics and the role occupation tendency characteristics of the game character.

7. The method for issuing random exploration rewards for maps in a 2D game according to any one of claims 1 to 5, characterized in that: The determination of the exploration reward props and the reward prop level according to the current game character attributes, the accumulated time in the game, and the game world state includes: Decompose the accumulated time in the game according to different game behaviors, and obtain the time factor of the game time of each game behavior to the exploration reward; Based on the current game character attributes, the time factor of the exploration reward for each game behavior and the topological structure of the game world state, the initial exploration reward potential of the game character in the current state is determined; the topological structure is constructed with each area in the game world as a node and the connection relationship between areas as node edges; The initial exploration reward potential is modified based on the real-time dynamic events in the game world to obtain the modified reward potential value of the game character in the current state; Prop mapping is performed based on the modified reward potential value to obtain the exploration reward prop and the reward prop level.

8. A device for issuing random exploration rewards for maps in a 2D game, characterized in that: The method for issuing random exploration rewards for a map in a 2D game as claimed in any one of claims 1 to 7 comprises: A trigger point generation module is used to generate potential reward trigger points based on the completion status of the current game tasks of the game characters and the game positions of the game characters in the game map obtained in real time during the running of the 2D game; A setting module, used to set the trigger conditions for each potential reward trigger point; A reward pool matching module is used to match a target reward pool in a reward pool set according to the combination of interactive behaviors completed by the game character when the game character reaches a potential reward trigger point and the interactive behavior of the game character meets the trigger condition during the game character's exploration of the game map; A reward information generation module, used to determine the exploration reward category according to the current game character level and current game progress of the game character, and to determine the exploration reward props and reward props level according to the current game character attributes, accumulated in-game time and game world status of the game character; The reward issuing module is used to extract the final exploration reward from the target reward pool based on the exploration reward category, the exploration reward props and the reward prop level, and display the final exploration reward at the potential reward trigger point.

9. An electronic device, comprising: Memory for storing computer software programs; A processor, used to read and execute the computer software program, characterized in that when the processor executes the computer software program, it implements the method for issuing random exploration rewards for maps in a 2D game as claimed in any one of claims 1 to 7.

10. A non-transitory computer-readable storage medium having a computer software program stored therein, characterized in that: When the computer software program is executed by a processor, the method for issuing random exploration rewards for maps in a 2D game as described in any one of claims 1 to 7 is implemented.

Citation Information

Patent Citations

  • Game method for generating random rewards by means of random events

    CN109045701A