User-oriented personalized game plot recommendation method and system
By collecting and analyzing the game pictures and feedback information of users in virtual scenes, personalized game plots are constructed, and the problem of inability to fully utilize users' past game events in the existing technology is solved, and personalized game plot recommendations with high accuracy and high matching are achieved.
Patent Information
- Application Number
- CN202510450612.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-10
- Publication Date
- 2025-06-10
- Estimated Expiration
- 2045-04-10
AI Technical Summary
When building personalized game plots, the existing technology cannot fully utilize the user's past game events, resulting in low matching of the game content framework and affecting the user's immersive experience.
By collecting the user's virtual game pictures and game feedback information in the virtual scene, the user's past game events are constructed, the user's game hobby features are identified, and the game content framework is determined based on these features, identity information and current scenes to synthesize personalized game plots.
It fully utilizes users' past game events, improves the accuracy of the game content framework and the matching of personalized game plots, and enhances the user's immersive experience.
Smart Images

Figure CN120114850A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of personalized games, and particularly to a method and system for recommending personalized game plots for users. Background Art
[0002] With the development of technology, games have been gradually applied to people's lives and gradually constructed using life themes. In the prior art, when a user plays a game, the user only satisfies the current game operations and does not manage the game events of the user in the game. When constructing a personalized game plot, it is necessary to recreate game events and cannot make full use of the user's past game events, which affects the high matching degree of the personalized game plot. Summary of the Invention
[0003] The purpose of the present invention is to overcome the deficiencies of the prior art, and the present invention provides a method and system for recommending personalized game plots for users.
[0004] An embodiment of the present invention provides a method for recommending a personalized game plot for a user, including: Collecting virtual game images of the user in a virtual scene; Constructing the user's past game events according to the virtual game images and the user's game feedback information, and determining the user's game hobby characteristics based on the recognition of the user's past game events; Determining a corresponding game content framework based on the user's game hobby characteristics, the user's identity information, and the current scene where the user is located, and constructing a corresponding personalized game plot according to the synthesis of the game content framework and the game style selected by the user; When the user is in the game time period, recommending the personalized game plot to the user's current APP; Triggering the switching of the user's current APP according to the user's click on the personalized game plot, and taking the user into the virtual scene of the personalized game plot.
[0005] An embodiment of the present invention provides a system for recommending a personalized game plot for a user. The system for recommending a personalized game plot for a user is applied to the above-mentioned method for recommending a personalized game plot for a user, and the system for recommending a personalized game plot for a user includes: A collecting module, configured to collect virtual game images of the user in a virtual scene; A game hobby characteristics module, configured to construct the user's past game events according to the virtual game images and the user's game feedback information, and determine the user's game hobby characteristics based on the recognition of the user's past game events; A personalized game plot module is used to determine a corresponding game content framework based on the user's game hobby characteristics, the user's identity information, and the current scene where the user is located, and construct a corresponding personalized game plot according to the synthesis of the game content framework and the game style selected by the user; A recommendation module is used to recommend the personalized game plot to the user's current APP when the user is in the game time period; A switching module is used to trigger the switching of the user's current APP according to the user's click on the personalized game plot, and enable the user to enter the virtual scene of the personalized game plot.
[0006] Compared with the prior art, the beneficial effects of the present invention are: In the embodiment of the present invention, through the method in the embodiment of the present invention, the virtual game screen of the user in the virtual scene is collected; the user's past game events are constructed based on the virtual game screen and the user's game feedback information, and the user's game hobby characteristics are determined based on the recognition of the user's past game events; a corresponding game content framework is determined based on the user's game hobby characteristics, the user's identity information, and the current scene where the user is located, and a corresponding personalized game plot is constructed according to the synthesis of the game content framework and the game style selected by the user, making full use of the user's past game events, thereby ensuring the accuracy of the game content framework and achieving a high degree of matching of the personalized game plot.
[0007] Therefore, when the user is in the game time period, the personalized game plot is recommended to the user's current APP; the switching of the user's current APP is triggered according to the user's click on the personalized game plot, and the user is enabled to enter the virtual scene of the personalized game plot, realizing one-key switching during the user's game time period and enabling the user to better experience the personalized game plot immersively. BRIEF DESCRIPTION OF THE DRAWINGS
[0008] Figure 1 is a schematic flowchart of a method for recommending a personalized game plot for users in an embodiment of the present invention; Figure 2 is a schematic flowchart of step S11 in the method for recommending a personalized game plot for users in an embodiment of the present invention; Figure 3 is a schematic flowchart of step S12 in the method for recommending a personalized game plot for users in an embodiment of the present invention; Figure 4 is a schematic flowchart of step S13 in the method for recommending a personalized game plot for users in an embodiment of the present invention; Figure 5 is a schematic flowchart of step S14 in the method for recommending a personalized game plot for users in an embodiment of the present invention; Figure 6 It is a schematic flowchart of step S15 in the method for recommending personalized game plots for users in the embodiments of the present invention; Figure 7 It is a schematic diagram showing the structural composition of the recommendation system for personalized game plots for users in the embodiments of the present invention. Detailed implementation manners
[0009] Next, the technical solutions in the embodiments of the present invention will be clearly and completely described in conjunction with the accompanying drawings in the embodiments of the present invention.
[0010] Please refer to Figures 1 to 7 , a method for recommending personalized game plots for users, which is applied to the scenario of recommending personalized game plots for users; the method for recommending personalized game plots for users includes: Step S11: Collect virtual game pictures of the user in the virtual scenario; Step S12: Construct the user's past game events based on the virtual game pictures and the user's game feedback information, and determine the user's game hobby characteristics based on the recognition of the user's past game events; Step S13: Determine the corresponding game content framework based on the user's game hobby characteristics, the user's identity information, and the current scenario where the user is located, and construct the corresponding personalized game plot according to the synthesis of the game content framework and the game style selected by the user; Step S14: When the user is in the game time period, recommend the personalized game plot to the user's current APP; Step S15: Trigger the switching of the user's current APP according to the user's click on the personalized game plot, and let the user enter the virtual scenario of the personalized game plot; Refer to Figure 2 , in step S11, collect virtual game pictures of the user in the virtual scenario; In the specific implementation process of the present invention, the specific steps are as follows: S111: The user enters the virtual scenario based on the head-mounted display and logs in to the corresponding virtual game; S112: The user plays the corresponding virtual game based on the virtual character, and is recorded by the head-mounted display to form past virtual game records, and construct the virtual game pictures of the user in the virtual scenario according to the past virtual game records.
[0011] In the embodiments of the present application, the user enters the virtual scenario based on the head-mounted display and logs in to the corresponding virtual game, so that the user can play the corresponding virtual game with the virtual character.
[0012] At this time, the Head-Mounted Display (HMD) is correctly connected to a computer or game console and is fully charged or connected to a power source; the HMD is equipped with a high-resolution display, an audio output device, and various sensors (such as gyroscopes, accelerometers, magnetometers, etc.) to provide an immersive virtual experience.
[0013] The user puts on the HMD on their head and adjusts the headband to ensure a comfortable and stable fit; at the same time, the user also needs to wear additional controllers or gamepads to interact in the virtual scene; the user starts a virtual reality application or game platform through the buttons on the HMD or an external controller; these applications provide a user-friendly interface for selecting games, adjusting settings, and viewing the game library. Meanwhile, in the application or game platform, the user selects the virtual game they want to play and clicks the "Start" or a similar button; the game system loads the virtual scene and presents it to the user through the display of the HMD; the user will then feel as if they are in a brand-new, three-dimensional virtual world.
[0014] After loading the virtual scene, the game system will request the user to authenticate; this is done by entering a username and password, scanning a QR code, using biometric technologies (such as facial recognition, fingerprint recognition), or logging in with a third-party account (such as Steam, Oculus account), etc.; once the authentication is successful, the user will be guided to the character selection interface; here, the user selects or creates their own virtual character; these characters have different appearances, skills, and backstories, and the user makes selections according to their preferences and game requirements.
[0015] After the user selects a character, the game system loads the game world or scene related to the character; this includes specific maps, levels, quests, or activity areas; the user then starts to explore and play in the virtual scene.
[0016] Specifically, assume the username is Alice, she owns an Oculus Rift S Head-Mounted Display, and she wants to play a space simulation game called "Elite Dangerous".
[0017] The Oculus Rift S is connected to her computer and fully charged. She puts on the HMD and adjusts the headband to ensure a comfortable fit. Meanwhile, she picks up the Oculus Touch controllers and gets ready to start the game. Alice launches the Oculus Home app via the button on the Oculus Rift S. In Oculus Home, she browses the game library, finds "Elite Dangerous" and clicks the "Start" button. The game begins to load the virtual scene of "Elite Dangerous". Alice sees a vast cosmic space filled with stars through the display screen of the HMD, as if she were in real space.
[0018] After the game finishes loading, Alice is required to enter her Oculus account and password for authentication. After successful authentication, she enters the character selection screen, selects a female astronaut character and names it. After choosing the character, the game system loads the game world of the character Alice selected - a vast galaxy. Alice is now freely exploring, trading, fighting and upgrading her spaceship in this virtual universe. Through this process, Alice successfully enters the virtual scene based on the head-mounted display and logs into the corresponding virtual game. She is now enjoying an immersive space adventure experience in "Elite Dangerous".
[0019] Therefore, the user plays the corresponding virtual game based on the virtual character, and is recorded by the head-mounted display to form previous virtual game records. The virtual game screen of the user in the virtual scene is constructed according to the previous virtual game records, realizing the control of the previous virtual game records and ensuring the accuracy of the virtual game screen of the user in the virtual scene.
[0020] At this time, the user controls the virtual character in the virtual scene through devices such as the controller built into the head-mounted display (HMD) or an external gamepad. These controllers are equipped with input devices such as buttons, joysticks, and touchpads, allowing the user to perform actions such as moving, jumping, attacking, and interacting. In the virtual scene, the user interacts with various objects, such as talking to NPCs (non-player characters), picking up items, using tools, and driving vehicles. These interactions are presented to the user through the display screen and audio output device of the HMD, providing rich sensory feedback.
[0021] The game system executes the corresponding game logic according to the user's input and the state of the virtual character. This includes calculating the movement path of the character, updating the character's health value, managing the inventory of items, triggering events, etc. The execution results of the game logic will be reflected in the virtual scene in real time, thus affecting the user's game experience.
[0022] The head-mounted display and / or game system will collect the user's behavioral data in the virtual scene in real time; this data includes the user's head movement, eye tracking, controller input, trigger time of in-game events (such as combat, trading, task completion, etc.), location information, etc.; the collected data will be stored in the local device (such as the built-in storage of the HMD, the hard disk of the game console, etc.) or the cloud server; this data constitutes the user's virtual game record, which will be used for subsequent user behavior analysis, personalized recommendations, and the preservation and recovery of game progress.
[0023] When the user enters the game again, the game system will read his previous virtual game records and reconstruct the user's position and status in the virtual scene based on these records; this includes information such as the character's position, orientation, health points, and item inventory; based on the reconstructed scene and the status of the user's character, the game system will render the virtual game screen in real time; these images are presented to the user through the HMD's display screen to provide an immersive gaming experience; the rendering process involves complex graphics processing formulas to ensure the realism and smoothness of the images; as the user moves and interacts in the virtual scene, the game system will dynamically update the virtual game screen; this includes updating the character's animation, adjusting the perspective, rendering new scene elements, etc.; these updates are based on the user's real-time input and the execution results of the game logic.
[0024] Specifically, suppose the user is named Bob, he owns a PlayStation VR head-mounted display, and is playing an open-world role-playing game called "The Elder Scrolls V: Skyrim VR"; Bob controls his virtual character in "Skyrim VR" through the PlayStation VR's Move controller; he swings the controller to swing the sword, pull the bowstring, use magic, etc.; at the same time, he observes the virtual environment around him through head movement and eye tracking; in the virtual scene, Bob talks to various NPCs, accepts quests, buys items, explores dungeons, fights dragons, etc.; these interactions are presented to him through the PlayStation VR's display and headphones, providing an immersive feeling.
[0025] PlayStation VR and the Skyrim VR game system collect Bob's behavioral data in the virtual scene in real time, including his head movement trajectory, Move controller input, trigger time of in-game events, etc.; this data is stored on the PlayStation 4's hard drive; when Bob starts Skyrim VR next time, the game system will read his previous virtual game records and reconstruct his position and status in the virtual scene; for example, if he explored a dungeon and defeated the enemies inside in the last game, then when he enters the game again, he will find himself standing at the entrance of the dungeon with the weapon he used in the last battle in his hand.
[0026] Based on the reconstructed scene and Bob's character status, the game system renders the virtual game screen in real time; Bob sees realistic images through the PlayStation VR display, including his character's animation, details of the surrounding environment, and any new game elements (such as newly appeared enemies or quest markers); as Bob moves and interacts in the virtual scene, the game system dynamically updates the screen; for example, when he walks into a new room, the items and layout in the room will be rendered; when he talks to an NPC, the dialogue options and the NPC's reactions will be presented to him in real time. Through this process, Bob is able to have a rich gaming experience in Skyrim VR based on his virtual character, and his game progress and behavior data will be recorded so that he can reconstruct and continue his adventure in subsequent games.
[0027] refer to Figure 3 , in step S12, constructing the user's past game events based on the virtual game screen and the user's game feedback information, and determining the user's game hobby characteristics based on the identification of the user's past game events; In the specific implementation process of the present invention, the specific steps are: S121: determining a corresponding game node based on the virtual game screen, and determining the user's game feedback information according to the matching of the game node and the user's feedback record, where the user's game feedback information includes voice feedback information, expression feedback information, and action feedback information; S122: interacting with the virtual game screen and the game feedback information of the user, and constructing the user's past game events based on the interaction of the virtual game screen and the game feedback information of the user to construct the user's past game events; S123: collecting the user's previous game events, and forming multiple sub-events according to the division of the user's previous game events, and determining the user's game hobby characteristics according to the identification of the multiple sub-events. At this time, the multiple sub-events are all events in which the user is in a happy state; In an embodiment of the present application, a corresponding game node is determined based on a virtual game screen, and the game feedback information of the user is determined according to the matching of the game node and the user's feedback record. The game feedback information of the user includes voice feedback information, expression feedback information, and action feedback information, which takes into account the overall matching of the game node and the user's feedback record, ensuring the accuracy of the user's game feedback information.
[0028] At this time, the game system first parses the current virtual game screen, which involves the recognition and analysis of elements such as images, texts, and sounds in the screen; through image recognition technology, the system recognizes key information such as objects, characters, and scenes in the screen; based on the parsed screen information, the system determines the current game node according to preset game logic and rules; a game node is a position or state with specific meaning or function in the game, such as a task trigger point, a plot turning point, a battle start / end point, etc.; optionally, once the game node is determined, the system will mark it internally for subsequent processing; these marks include key information such as the type, position, and state of the node.
[0029] After determining the game node, the system retrieves the user feedback records related to this node; these records are stored in a local or cloud database and contain various feedback information of the user on different game nodes; the system matches the current game node with the user feedback records to find the user feedback information related to this node; these feedback information include multiple aspects such as voice, expression, and action; the matched feedback information will be integrated together to form a complete user game feedback information report; this report will be used for subsequent game analysis, personalized recommendation, or user behavior research, etc.
[0030] Specifically, assume that the user name is Alice and she is playing an open-world adventure game called "The Legend of Zelda: Breath of the Wild"; when Alice explores an ancient ruins in the game, the game system parses the current virtual game screen and recognizes that she is at a key exploration node; this node is a hidden treasure room containing precious treasures and puzzles.
[0031] The system retrieved Alice's previous feedback records in the game and found that she would show excitement and curiosity at similar exploration nodes, and would give voice feedback such as "Wow, this place is so mysterious!" In addition, she would frequently use the buttons on the game controller to interact with objects in the scene, such as pushing stones and opening treasure chests. Based on the above matching results, the system integrated Alice's feedback information report at the current game node; this report pointed out that Alice showed excitement and curiosity when exploring ancient ruins, and gave excited voice feedback; at the same time, she also actively interacted with objects in the scene, trying to solve puzzles and find treasures. Through this process, the game system can accurately capture Alice's feedback information at the current game node, providing valuable data support for subsequent game analysis, personalized recommendations or user behavior research.
[0032] Furthermore, the virtual game screen and the user's game feedback information are interacted, and the user's past game events are constructed based on the interaction of the virtual game screen and the user's game feedback information, thereby ensuring the accuracy of the user's past game events.
[0033] At this time, the game system will capture the virtual game screen in real time, including the characters, scenes, items and other elements in the game, as well as the dynamic changes between them; at the same time, the system will also obtain the user's game feedback information in real time, such as voice, expression, action, etc.; in order to ensure the synchronization between the virtual game screen and the user's feedback information, the system will use timestamps or other synchronization mechanisms to ensure the temporal consistency of the two; in this way, when the user makes an action or gives some feedback in the game, the system can accurately match it with the current game screen.
[0034] At the same time, after capturing the virtual game screen and user feedback information, the system will perform interaction analysis; this includes analyzing which elements or events in the game screen the user feedback information is associated with, and how this feedback information affects the game process or user experience.
[0035] Based on the results of the interaction analysis, the system will define a series of game events; these events include a specific action of the user, interaction with a character in the game, completion of a task or challenge, etc.; each event will have a clear timestamp and related contextual information; the system will string the defined game events together in chronological order to form an interaction sequence of the user's previous game events; this sequence shows a series of events experienced by the user in the game and the connections between them.
[0036] Based on the sequential events, the system further constructs the user's past gaming events; this includes adding detailed descriptions, relevant character and item information, as well as the user's feedback and actions in each event; ultimately, these events are integrated into a complete storyline that reflects the user's gaming history and experience.
[0037] Specifically, assume the username is Charlie and he is playing a role-playing game called "The Elder Scrolls V: Skyrim"; when Charlie explores a town called "Whiterun" in the game, the game system captures in real-time his virtual gaming scenes such as walking in the town, talking to NPCs, and buying items; at the same time, the system also captures Charlie's voice feedback in the game, such as his laughter and conversation content when talking to NPCs; to ensure the synchronization of this information, the system uses timestamps to mark the specific time when each event occurs.
[0038] The system conducts an interactive analysis of the captured virtual gaming scenes and user feedback information; for example, it analyzes that Charlie showed great interest when talking to an NPC named "Balgruuf" and bought a rare weapon sold by this NPC; this information indicates that Charlie has positive interactions and feedback with the NPCs and items in the game; based on the results of the interactive analysis, the system defines a series of events for Charlie in the game; these events include his entry into Whiterun, talking to Balgruuf, buying a rare weapon, etc.; the system strings these events together in chronological order to form an interactive sequence of Charlie's gaming events in Whiterun; then, the system adds detailed descriptions, relevant character and item information, as well as Charlie's feedback and actions in each event; ultimately, these events are integrated into a complete storyline that showcases Charlie's gaming experience and encounter in Whiterun. Through this process, the game system can accurately capture and analyze the user's behaviors and feedback in the game, constructing a complete storyline that reflects the user's gaming history and experience; this helps game developers better understand user needs and behavior patterns, thereby optimizing game design and enhancing user experience.
[0039] Therefore, collect the user's past gaming events, form multiple sub-events according to the division of the user's past gaming events, and determine the user's gaming hobby characteristics based on the identification of multiple sub-events. At this time, all multiple sub-events are events when the user is in a happy state; At this point, the user's previous game events are collected and divided into multiple sub-events; these sub-events are divided based on factors such as event type, occurrence time, and the characters or items involved; for each divided sub-event, the system will define clear boundaries and characteristics for it; this includes the occurrence time, duration, characters and items involved, and the user's behavior and feedback in the sub-event, etc. The divided and defined sub-events will be integrated together to form a complete sub-event set; this set reflects a series of specific events experienced by the user in the game and the connections between them.
[0040] The system will extract features related to the user's gaming preferences from the sub-event set; these features include the user's preferred game types, characters, items, task types, etc.; the extracted features will undergo further analysis and processing, and based on the results of the feature analysis, the system will determine the user's gaming preference characteristics; these features reflect the user's preferences and interests in the game, and help game developers provide users with personalized game content and recommendations.
[0041] Optionally, multiple sub-events are events in which the user is in a happy state; this means that when dividing sub-events and extracting features, the system will pay special attention to events in which the user shows a happy state in the game; this is determined by analyzing the user's voice, expression, action and other feedback information; for example, the user's laughter, satisfied expression, positive actions, etc. are all regarded as manifestations of a happy state; by focusing on these events, the system can more accurately capture the user's positive gaming experience and points of interest.
[0042] Specifically, suppose the user's name is David, and he is playing a massively multiplayer online role-playing game called "World of Warcraft"; the game system collects David's log data, behavior records, and archive information in the game; these data include David's task completion, character growth process, equipment acquisition, and other information in the game; the system cleans and organizes these data, and removes duplicate and erroneous data; the system divides David's game events into multiple sub-events based on his game logs and behavior records; for example, he completed a team dungeon task, obtained a rare equipment, interacted with friends in the game, etc.; for each sub-event, the system defines clear boundaries and characteristics for it, including the time of occurrence, duration, characters and items involved, etc.
[0043] During the process of partitioning and defining sub-events, the system paid special attention to the events where David showed a happy state; for example, he laughed after completing a team dungeon task, showed a satisfied expression when obtaining rare equipment, etc.; these events were marked by the system as "happy state events"; the system extracted the features related to David's gaming hobbies from the happy state events; these features included the game types he preferred (such as team dungeons), characters (such as warriors), items (such as rare equipment), etc.; the system further analyzed and processed these features, and calculated indicators such as their frequencies and distributions. Based on the results of the feature analysis, the system determined David's gaming hobby features; for example, he liked to participate in team dungeon tasks, liked to collect and display rare equipment, liked to interact with friends in the game, etc.; these features reflected David's positive experiences and interests in the game, and helped game developers provide him with more personalized game content and recommendations.
[0044] Specifically, the gaming hobby feature matching table:
[0045] To more accurately determine the user's gaming hobby features, a weight is assigned to each sub-event, and the score is calculated based on the user's performance in different sub-events; the assignment of weights is determined based on factors such as the degree of association between the sub-event and the user's hobby features, the frequency of occurrence of the sub-event, etc.; based on David's performance in these sub-events, a score table is calculated for him:
[0046] Adding up the scores, David's total score is 3 + 2 + 0 + 1 + 0 = 6; finally, based on David's score, his gaming hobby features are determined; in this example, since David got relatively high scores in the two sub-events of "completing a team dungeon and obtaining rare equipment" and "having a voice chat with friends in the game", it is inferred that he prefers teamwork and collecting rare items, and also likes social interaction; these features reflect David's preferences and interests in the game.
[0047] Reference Figure 4 , in step S13, based on the user's gaming hobby features, the user's identity information, and the current scene where the user is located, the corresponding game content framework is determined, and the corresponding personalized game plot is constructed according to the synthesis of the game content framework and the game style selected by the user; In the specific implementation process of the present invention, the specific steps are as follows: S131: Determine the user's identity information based on the user's personal information, the user's game login code, and the user's game level; collect multiple environmental parameters and multiple venue features through the detection of the surroundings of the user's location, determine the corresponding environmental type based on the combination of multiple environmental parameters, and determine the current scene where the user is located based on the environmental type, multiple venue features, and the user's location; S132: Determine the corresponding game content framework through the multiple interactions of the user's game hobby characteristics, the user's identity information, and the current scene where the user is located; S133: Collect the game style selected by the user, form multiple game plot combinations based on the game content framework and the game style selected by the user, and construct the corresponding personalized game plot according to the multiple game plot combinations and the user.
[0048] In the embodiment of the present application, the user's identity information is determined based on the user's personal information, the user's game login code, and the user's game level; multiple environmental parameters and multiple venue features are collected through the detection of the surroundings of the user's location, the corresponding environmental type is determined based on the combination of multiple environmental parameters, and the current scene where the user is located is determined based on the environmental type, multiple venue features, and the user's location, which takes into account the overall consideration of the environmental type, multiple venue features, and the user's location, and ensures the accuracy of the current scene where the user is located.
[0049] At this time, the user's personal information, the user's game login code, and the user's game level are introduced. The system will first collect the user's personal information, which includes the user's name, age, gender, email or mobile phone number filled in during registration, etc.; these information are used to verify the user's identity and provide personalized services; when the user logs in to the game, they need to enter the game login code, which is a combination of the username and password; the system will verify the entered login code to ensure that the user is a legitimate account holder; at the same time, the user's game level reflects their activity and achievements in the game; the system will provide game content or challenges that match the user's experience level according to the user's game level; based on the above information, the system determines the user's identity information, including their real identity and in-game character identity.
[0050] Through GPS positioning technology or network positioning technology, the system obtains the user's real-time location information; collect multiple environmental parameters around the user's location; these parameters include temperature, humidity, light intensity, noise level, etc.; in addition to environmental parameters, the system will also identify multiple venue features around the user; these features include the types of nearby buildings (such as shopping malls, parks, schools, etc.), commercial facilities (such as restaurants, cafes, cinemas, etc.), and landmark buildings, etc.
[0051] The system will perform combined analysis using machine learning formulas or rule engines based on multiple collected environmental parameters to determine the type of environment the user is in. For example, if the temperature around the user is suitable, the humidity is moderate, the light is sufficient, and the noise level is low, the system will determine that the user is in a "livable environment". After determining the environmental type, the system will combine this type, the identified multiple place features, and the user's location information to construct the current scene where the user is located. This scene is a comprehensive description that includes both the natural environment where the user is (such as a livable environment) and the surrounding buildings and facilities (such as a livable environment near a shopping center).
[0052] Furthermore, the corresponding game content framework is determined based on the multiple interactions of the user's game hobby characteristics, the user's identity information, and the current scene where the user is located; realizing the multiple interactions of the user's game hobby characteristics, the user's identity information, and the current scene where the user is located, and further precisely controlling the corresponding game content framework.
[0053] At this time, the system will first analyze the user's game hobby characteristics, which include the game types the user prefers (such as adventure, strategy, role-playing, etc.), the game themes the user likes (such as history, science fiction, magic, etc.), the preferred game difficulty, etc.; based on the user's game hobby characteristics, the system will select a basic game type for the user; this type will serve as the core of the game content framework to ensure that the game content meets the user's preferences.
[0054] The system will adjust the character settings and game difficulty in the game according to the user's identity information, such as age, gender, game experience, etc.; for example, for young users, the system will provide more energetic and adventurous characters; for experienced players, the system will provide higher difficulty challenges. At the same time, the system will also adjust the game difficulty according to the user's game experience to ensure that the game is both challenging and does not make the user feel overly difficult or boring.
[0055] The system will analyze the current scene where the user is located, including the environmental type, place features, etc., to understand the physical environment where the user is located; based on the analysis of the current scene, the system will integrate relevant environmental elements into the game content framework; for example, if the user is in a neighborhood full of historical atmosphere, the game will include tasks or scenes related to the history of the neighborhood; by integrating environmental elements, the system enhances the interactive experience of the game and enables the user to feel the connection with the real world in the game. After considering the user's game hobby characteristics, identity information, and current scene, the system will make a comprehensive consideration to determine the final game content framework; this process is dynamic, that is, the system will adjust the game content framework according to the user's real-time feedback and behavior to ensure that the game always meets the user's expectations.
[0056] Specifically, assume the username is Lucy, a young female player who enjoys adventure and role-playing. Currently, she is visiting a historic city. First, the system analyzes Lucy's gaming hobby characteristics and finds that she likes adventure and role-playing games. Therefore, the system selects a basic game type centered around adventure and role-playing for her. Then, the system considers Lucy's identity information. Since she is a young female player, the system provides her with a female character with an adventurous spirit and an attractive appearance. At the same time, based on Lucy's gaming experience (assumed to be intermediate), the system sets a moderate game difficulty to ensure a balance between challenge and fun.
[0057] The system analyzes the current scene where Lucy is located - a historic city. To enhance the immersion and interactive experience of the game, the system incorporates elements related to the city's history into the game content framework. For example, the game includes tasks to explore historical relics of the city and interactions with historical figures. Finally, the system comprehensively considers Lucy's gaming hobby characteristics, identity information, and the current scene to determine the final game content framework. During the game process, the system will also adjust the game content according to Lucy's real-time feedback and behavior to ensure that the game always meets her expectations. For example, if Lucy shows a strong interest in a certain historical event in the game, the system will add tasks or scenes related to that event.
[0058] Furthermore, the system collects the game styles selected by the user and forms multiple game plot combinations based on the game content framework and the selected game styles. According to these combinations and the user, personalized game plots are constructed, making full use of the user's past game events, thus ensuring the accuracy of the game content framework and achieving a high degree of matching for personalized game plots.
[0059] At this time, the system first shows the user a series of optional game styles, including realism, fantasy, science fiction, horror, comedy, etc. The choice of style will affect the atmosphere, plot, and character settings of the game. The user selects one or more of the provided style options according to their preferences as their preferred game styles.
[0060] The system extracts the key plot elements from the previously determined game content framework, such as the main characters, core conflicts, key events, etc. Then, the system combines the game styles selected by the user with the extracted plot elements and makes the plot elements conform to the characteristics of the selected style by adjusting the plot, character dialogues, scene descriptions, etc. Based on the combined plot elements, the system generates multiple game plot combinations. These combinations maintain consistency in the core plot while being different in details to reflect different game styles.
[0061] The system analyzes the user's preferences for plot development, character settings, conflict resolution, etc. based on the user's previous behavioral data, selection preferences, and other information. Based on the user preference analysis, the system selects the most suitable plot elements from multiple game plot combinations for further customization and optimization. This process includes adjusting the plot rhythm, adding or deleting certain plots, changing the character's personality or behavior, etc. Finally, the system constructs a personalized game plot that fully meets the user's preferences. This plot not only matches the user's game hobbies, identity information, and current scenario but also fully considers the user's preferences for game styles and requirements for plot details.
[0062] Specifically, assume the username is Mike, a young male player who likes adventure and role-playing. The game content framework with a medieval magic world background has been determined, and the game style he chose is "Fantasy + Comedy". The system showed Mike the available game styles, including Realism, Fantasy, Science Fiction, etc. Mike chose "Fantasy" and "Comedy" as his preferred game styles according to his preferences.
[0063] The system extracted key plot elements based on the game content framework of the medieval magic world, such as brave knights, evil wizards, searching for legendary magic treasures, etc. Then, the system combined the "Fantasy" and "Comedy" styles with these plot elements to generate multiple game plot combinations. For example, one combination tells the story of a brave knight outwitting an evil wizard during the search for a magic treasure, with many humorous and funny plots interspersed.
[0064] The system analyzed Mike's previous behavioral data and selection preferences and found that he likes a light-hearted and humorous plot atmosphere and witty and humorous character dialogues. Therefore, the system selected a combination that best meets Mike's expectations from multiple plot combinations and further customized and optimized it. For example, the system added more humorous plots and character dialogues to make the plot more light-hearted and humorous. At the same time, it also adjusted the rhythm and conflict intensity of certain plots to ensure that the whole plot is both exciting and humorous. Finally, the system constructed a personalized game plot that fully meets his preferences for Mike. In this plot, Mike will play a brave knight and embark on an adventure journey full of fantasy and comedy elements in the medieval magic world.
[0065] In an embodiment of this application, user Mike chose "Adventure" and "Role-Playing" as his preferred game styles. The system will generate multiple game plot combinations based on the determined game content framework (such as background setting, main characters, core conflicts, etc.) and the game styles selected by the user. Game content framework matching table:
[0066] Based on the above game content framework matching table, the system generates the following two game plot combinations for Mike: Combination A: Mike plays a brave explorer, explores a mysterious island, searches for lost treasures, encounters monsters and solves puzzles on the way, and finally discovers the treasures and returns safely; Combination B: Mike plays a legendary hero, stops the conspiracy of an evil wizard in a magic kingdom, interacts with NPCs to improve skills, and finally saves the kingdom and becomes a hero.
[0067] Suppose the system sets the following weights for Mike's preferences: Adventure style weight: 0.7; Role-playing style weight: 0.5 (Note: The sum of weights is not necessarily 1, just for example here); For each plot combination, the system calculates the scores as follows: Combination A score = Adventure style matching degree (assumed to be 0.9) × 0.7 + Role-playing style matching degree (assumed to be 0.5) × 0.5 = 0.63 + 0.25 = 0.88; Combination B score = Adventure style matching degree (assumed to be 0.7) × 0.7 + Role-playing style matching degree (assumed to be 0.9) × 0.5 = 0.49 + 0.45 = 0.94; Based on the above calculations, the score of Combination B is higher, so the system selects Combination B as the basis for Mike's personalized game plot; Of course, in actual applications, the system will further customize and optimize the plot according to Mike's other preferences (such as plot tension, character personality, etc.); Finally, Mike will experience a personalized game plot with a magic kingdom as the background, playing a legendary hero to stop the conspiracy of an evil wizard, which contains rich role-playing elements and appropriate adventure challenges.
[0068] Reference Figure 5 , in step S14, when the user is in the game time period, recommend the personalized game plot to the user's current APP; In the specific implementation process of the present invention, the specific steps are as follows: S141: Determine the user's current role based on the user's identity information, and determine the corresponding game time period according to the current role and the game time matching table; S142: When the user is in the game time period, collect the user's current APP, and associate the background information channel of the current APP with the plot push information; S143: The plot push information enters the current APP through the background information channel, and the plot push information appears when the current APP is in the page stay state, so as to be displayed in the bottom display area of the current APP, so as to recommend the personalized game plot to the user's current APP.
[0069] In an embodiment of the present application, the current role of the user is determined based on the user's identity information, and the corresponding game time period is determined according to the current role and the game time matching table, taking into account the overall consideration of the current role and the game time matching table, and ensuring the accuracy of the corresponding game time period.
[0070] At this time, the system will first collect the user's identity information, which includes but is not limited to the user's age, gender, occupation, hobbies, etc. This information will be provided when the user registers or first uses the service, and will also be gradually improved through subsequent user behavior analysis. There is a role library maintained inside the system, which contains a variety of preset game roles. These roles are designed based on different game backgrounds, storylines or user portraits. The system will look for the most matching role in the role library according to the user's identity information. Therefore, the system determines a current role for the user, which will serve as the user's identity identifier in the game and affect the user's experience and behavior in the game.
[0071] The system will construct a game time matching table according to factors such as game type, user portrait, role setting, etc. This table records the suitability of different roles for playing games at different time periods. For example, some roles are more suitable for adventures at night, while others are more active during the day.
[0072] After determining the user's current role, the system will search the game time matching table to find the game time period that best matches the role. This time period is determined based on the activity rules of the role, the setting of the game plot or the user's actual work and rest habits. Finally, the system will determine one or more most suitable game time periods for the user according to the matching result, and these time periods will be used as the recommended time for the user to carry out game activities.
[0073] Specifically, assume there is a game called "Adventure Town" and the user name is Tom. Tom provided his identity information when registering, including age (25 years old), gender (male), occupation (programmer) and hobbies (likes exploration and puzzle-solving). The system found a role in the role library that matches Tom's identity information - "Explorer Jack". This role is a young and brave explorer who likes to explore unknown areas and solve various puzzles.
[0074] The system searches the game time matching table for the game time period that best matches "Explorer Jack". According to the table records, "Explorer Jack" prefers to conduct exploration activities at night because the atmosphere at night is more in line with the tension of exploration. At the same time, the system also takes into account Tom's actual work and rest habits. Since Tom is a programmer, he has more free time to play games at night. Considering all these factors, the system determines that the most suitable game time period for Tom is from 8 pm to 10 pm. During this time period, Tom conducts exploration activities in "Adventure Town" as the character "Explorer Jack". Through this process, the system not only determines a game character that matches the user's identity information and interests, but also recommends a most suitable game time period for the user, thus enhancing the user's gaming experience.
[0075] Further, when the user is in the game time period, collect the user's current APP and associate the background information channel of the current APP with the plot push information. At this time, the system first continuously monitors the current time and compares it with the user's game time period. When the user enters the preset game time period, the system triggers the collection action. The system has the ability to monitor the applications (APPs) running on the user's device, which is achieved through the operating system's API or specific background services. When the user is in the game time period and is using a certain APP, the system can identify what this APP is, which involves matching the APP package name, process name, or window title.
[0076] For the identified current APP, the system needs to find the background information channel used to receive push notifications, which is a specific API interface, message queue, push service SDK, etc. The system prepares corresponding plot push information based on factors such as the user's game character, game progress, and game time period. These information include text, pictures, videos, or links, etc. The system associates the prepared plot push information with the background information channel of the current APP, which means the system needs to ensure that the push information can be sent to the user's device through the correct channel and can be displayed when the user views the current APP.
[0077] Specifically, assume the user name is Lisa. She is a college student and likes to play a role-playing game called "Magic Kingdom" from 8 pm to 10 pm. At 8 pm, Lisa's mobile phone system automatically detects that she has entered the preset game time period. At this time, Lisa is using her social media APP "Moments" to browse the dynamics of her friends. The system identifies that the APP Lisa is currently using is "Moments" and records it.
[0078] The system knows that the "Magic Kingdom" game has a push notification function integrated with the "Moments" APP; this means that the game sends notifications to Lisa through the push service SDK of the "Moments" APP. Based on Lisa's game character (a brave wizard) and game progress (searching for the legendary magic gem), the system prepares a plot push message: "Brave wizard Lisa, the legendary magic gem is hidden in a mysterious link in your Moments! Click here to start your treasure hunt!" The system associates this push message with the push service SDK of the "Moments" APP to ensure that the message can be accurately sent to Lisa's device.
[0079] At 8:15 pm, when Lisa was still browsing the "Moments", she received a plot push notification from the "Magic Kingdom" game; after clicking the notification, she was guided to a specific plot page in the game and started her treasure hunt; through this example, we can see how step S142 collects the user's current APP when the user is in the game time period and associates the background information channel of the current APP with the plot push message; this not only improves the user experience but also increases the interactivity and fun of the game.
[0080] Therefore, the plot push message enters the current APP through the background information channel, and the plot push message appears when the current APP is in the page stay state, so as to be displayed in the bottom display area of the current APP, so as to recommend the personalized game plot to the user's current APP, ensuring the accurate recommendation of the personalized game plot.
[0081] At this time, when the system determines the user's game time period and the user is using a certain APP, the system will send the plot push message to the user's current APP through the previously associated background information channel; this process involves interacting with the push service of the APP to ensure that the information can reach the user's device accurately; after receiving the push message, the user's current APP will process it according to the internal logic of the APP; this involves parsing the information content, triggering the corresponding notification mechanism or updating the interface elements of the APP, etc.
[0082] To ensure that the plot push message does not disturb the user's ongoing operations, the system needs to detect whether the page of the user's current APP is in the stay state; this means that the user is browsing or operating a certain page, and the page has not been quickly switched or closed due to the user's operations.
[0083] When the page of the user's current APP is in a stationary state, the system triggers the logic for the emergence of plot push messages; this involves creating a new element (such as a pop-up window, floating icon, or notification bar message) on the APP's interface to display the content of the push message. According to the APP's design specifications and user experience considerations, the system needs to determine the display position and style of the plot push message on the APP's interface; in this step, the system selects to display the message in the bottom display area of the APP to ensure that it does not block the content the user is viewing while still attracting the user's attention.
[0084] According to the previous steps, the plot push message will finally be displayed in the bottom display area of the user's current APP; this message contains elements such as text, pictures, videos, or links to introduce the personalized plot content of the game to the user.
[0085] The user interacts with the push message through operations such as clicking or swiping; for example, clicking on the message will open a specific page in the game or jump to the game's download page; swiping the message will hide it or mark it as read; since the push message is prepared based on factors such as the user's game character, game progress, and game time period, it can provide personalized game plot recommendations for the user; this helps to increase the user's interest and engagement in the game.
[0086] Specifically, assume the username is Amy, who is a white-collar worker and likes to play an adventure game called "Fantasy Journey" from 9 pm to 11 pm; at 9:30 pm, Amy is using her news reading APP "Current Affairs Express" to browse the latest news; at this time, the "Fantasy Journey" game system detects that Amy has entered her game time period and, through the push service SDK previously associated with the "Current Affairs Express" APP, sends a plot push message to Amy's device.
[0087] After receiving the push message, the "Current Affairs Express" APP detects that Amy is browsing a news page and that the page is in a stationary state; according to the internal logic and design specifications of the APP, "Current Affairs Express" shows a small pop-up window in the bottom display area of the APP to display the plot push message of the "Fantasy Journey" game: "Amy, your Fantasy Journey is about to begin! Click here to explore the unknown mysterious realm!" Amy sees the pop-up window message in the bottom display area and is attracted by the content; she clicks on the link in the pop-up window and is guided to a specific plot page of the "Fantasy Journey" game; on this page, Amy sees the adventure plot customized for her and chooses to start a new game journey.
[0088] Reference Figure 6, in step S15, the switching of the user's current APP is triggered according to the user's click on the personalized game plot, and the user enters the virtual scene of the personalized game plot; In the specific implementation process of the present invention, the specific steps are as follows: S151: Monitor the personalized game plot in real time, collect the electrical signals at the location where the personalized game plot is located, and determine the user's click on the personalized game plot according to the matching of the electrical signals and the user's click frequency; S152: After the user clicks on the personalized game plot, the APP associated with the personalized game plot is switched with the user's current APP, and the APP associated with the personalized game plot is used as the current display content; S153: Trigger the corresponding virtual game according to the APP associated with the personalized game plot, and construct the corresponding virtual scene according to the personalized game plot, so that the user enters the corresponding virtual scene under the action of the head-mounted display.
[0089] In the embodiment of the present application, the personalized game plot is monitored in real time, the electrical signals at the location where the personalized game plot is located are collected, and the user's click on the personalized game plot is determined according to the matching of the electrical signals and the user's click frequency, which takes into account the overall matching of the electrical signals and the user's click frequency, and ensures the accuracy of the user's click on the personalized game plot.
[0090] At this time, the system can capture the display status of the personalized game plot at any time to make a timely response when the user interacts; at the same time, collect the display content of the user's current APP to determine the position and status of the personalized game plot; or, if the personalized game plot is displayed through specific UI elements (such as buttons, links), the system monitors the status changes of these UI elements.
[0091] When the user interacts with the personalized game plot (such as clicking), the system can capture the electrical signals generated by this behavior; at this time, for touch screen devices, when the user touches the screen, capacitance or resistance changes will occur at the touch position, and the system collects these electrical signals through the touch screen controller; for non-touch screen devices (such as mouse clicks), the system captures click events through the mouse sensor or the API provided by the operating system.
[0092] Combining the electrical signal and the user's click frequency, the system can identify whether the user has performed an effective click operation on the personalized game plot. At this time, the system first determines the position where the user touches or clicks according to the collected electrical signal. Then, the system checks whether this position matches the position where the personalized game plot is located. Finally, the system determines whether the click is effective based on the user's click frequency (such as single click, double click, etc.). For example, the system sets that only a single click is recognized as an effective click, while a double click or a long press is regarded as other types of interactions.
[0093] Specifically, assume that the user is using a smartphone to browse the social media APP "Moments" and sees a personalized game plot push from the game "Fantasy Journey" in it. This push contains a prominent "Start Game" button located in the lower right corner of the screen.
[0094] The system uses screen content recognition technology to analyze the display content of the "Moments" APP in real time and determines the position and state of the "Start Game" button. When the user touches the "Start Game" button on the screen with a finger, the touch screen controller collects the capacitance change signal at this position.
[0095] The system checks the position of the collected electrical signal and finds that it matches the position of the "Start Game" button. At the same time, the system detects that the user has performed a single click operation (the click frequency is 1), which meets the set conditions for an effective click. Therefore, the system determines that the user has clicked on this personalized game plot. In response, the system will trigger a series of subsequent operations, such as switching the user from the "Moments" APP to the "Fantasy Journey" game APP and loading the corresponding game scene or plot content. In this way, the user can seamlessly experience the game fun brought by the personalized game plot.
[0096] Furthermore, after the user clicks on this personalized game plot, the APP associated with this personalized game plot is switched with the user's current APP, and the APP associated with the personalized game plot is used as the current display content.
[0097] At this time, the user has interacted with the personalized game plot, which is a click operation. At the same time, on the front end, the user's interaction behavior is captured by listening for touch or click events. On the back end, the click is detected by monitoring the state change of specific UI elements (such as buttons) associated with the personalized game plot.
[0098] Determine which APP the personalized game plot clicked by the user belongs to. At this time, use a mapping table or database to associate the personalized game plot with the corresponding APP. When a click event is detected, query the mapping table or database to identify the associated APP.
[0099] Use the APIs provided by the operating system or middleware to implement the switching between apps; during the switching process, tasks such as data transfer, state saving and restoration need to be handled; according to the context of the personalized game plot, load the corresponding game scenes, interfaces or plot content; ensure that the content of the new app meets the user's expectations and provides a smooth user experience; ensure the correct loading and display of the content to avoid errors or omissions.
[0100] Specifically, assume that the user is using a smartphone to browse the social media app "Moments" and sees a personalized game plot push from the game "Fantasy Journey" in it; this push contains a "Start Game" button; the user clicks the "Start Game" button with their finger, and the front end detects this click event and passes it to the back end for processing.
[0101] The back end queries the mapping table and finds that the "Start Game" button is associated with the "Fantasy Journey" game app; the system uses the APIs provided by the operating system to switch the user from the "Moments" app to the "Fantasy Journey" game app; during the switching process, the system saves the current state of the "Moments" app so that the user can return later; after the user switches to the "Fantasy Journey" game app, the system loads the corresponding game scene according to the context of the personalized game plot; the user sees the game login interface and a welcome message indicating that they have entered the game through the personalized game plot in "Moments"; after the user enters their account password, they are guided to a specific game chapter or event page to start their game journey. Through this process, the user can seamlessly switch from the social media app to the game app and experience the game fun brought by the personalized game plot; this experience not only increases user participation but also improves the exposure and user stickiness of the game app.
[0102] Trigger the corresponding virtual game according to the app associated with the personalized game plot and construct the corresponding virtual scene according to the personalized game plot, so that the user enters the corresponding virtual scene under the action of the head-mounted display, realizing the one-key switching during the game time period and better enabling the user to immerse in the personalized game plot.
[0103] At this time, when the system detects that the user clicks on the app associated with the personalized game plot (such as a game launcher or a specific link), trigger an event or signal; this event or signal is passed to the game engine or game server to instruct it to start a specific virtual game; ensure the accuracy and timeliness of the triggering mechanism so that the user can seamlessly enter the game.
[0104] The game engine reads the data of personalized game plots, including scene descriptions, character settings, item layouts, etc.; uses 3D modeling, rendering technology, and a physics engine to construct a virtual scene based on this data; after the scene construction is completed, quality inspection and optimization are carried out to ensure that it meets the game's standards and requirements, ensuring a high degree of matching between the virtual scene and the personalized game plot, and providing an immersive gaming experience.
[0105] The head-mounted display establishes a connection with the game engine, receives and displays the video stream of the virtual scene; the user wears the head-mounted display, and through its built-in sensors (such as gyroscopes, accelerometers), tracks head movements and transmits these movement data to the game engine in real time; the game engine adjusts the perspective of the virtual scene according to the user's head movement data to achieve perspective synchronization and interaction.
[0106] Specifically, assume that the user clicks on a personalized game plot push from the "Fantasy Forest Adventure" game through the social media APP "Moments", which describes a mysterious forest scene and invites the user to join the adventure; after the user clicks the "Start Adventure" button, the system detects this operation and triggers an event, instructing the game server to start the "Fantasy Forest Adventure" game; after receiving the instruction, the game server starts the game engine and loads the game data associated with the personalized game plot.
[0107] The game engine reads the data of the forest scene described in the personalized game plot, including elements such as trees, grasslands, brooks, and wild animals; uses 3D modeling software to create models of these elements and uses rendering technology to add textures, lighting, and animation effects to them; after the scene construction is completed, quality inspection is carried out to ensure that there are no errors or omissions, and necessary optimizations are carried out to improve performance.
[0108] The user wears VR glasses and tracks head movements through its built-in sensors; the VR glasses establish a connection with the game engine, receive and display the video stream of the forest scene; when the user turns their head, the VR glasses transmit the head movement data to the game engine in real time; the game engine adjusts the perspective of the forest scene according to these data, enabling the user to explore this mysterious forest immersive; In the virtual scene, the user sees realistic trees, grasslands, and brooks, hears the chirping of birds and the sound of the wind, and even interacts with wild animals; this immersive experience makes the user feel as if they are in a real forest and enjoy the fun of the adventure.
[0109] Please refer to Figure 7 , Figure 7 which is a schematic structural diagram of the recommendation system for personalized game plots for users in the embodiments of the present invention; the recommendation system for personalized game plots for users includes: The acquisition module 21 is used to acquire the virtual game screen of the user in the virtual scene; The game hobby feature module 22 is used to construct the user's past game events based on the virtual game screen and the user's game feedback information, and determine the user's game hobby features based on the recognition of the user's past game events; The personalized game plot module 23 is used to determine the corresponding game content framework based on the user's game hobby features, the user's identity information, and the current scene where the user is located, and construct the corresponding personalized game plot according to the synthesis of the game content framework and the game style selected by the user; The recommendation module 24 is used to recommend the personalized game plot to the user's current APP when the user is in the game time period; The switching module 25 is used to trigger the switching of the user's current APP according to the user's click on the personalized game plot, and the user will enter the virtual scene of the personalized game plot.
[0110] For any combination of the technical features of the above embodiments, for the sake of brevity of description, not all combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, it should be considered as the scope described in this specification.
Claims
1. A method for recommending personalized game plots for users, characterized in that: include: Collecting virtual game images of users in virtual scenes; Constructing the user's past game events based on the virtual game screen and the user's game feedback information, and determining the user's game hobby characteristics based on the identification of the user's past game events; Determine the corresponding game content framework based on the user's game hobby characteristics, the user's identity information and the current scene in which the user is located, and construct the corresponding personalized game plot based on the synthesis of the game content framework and the game style selected by the user; When the user is in the game time period, the personalized game plot is recommended to the user's current APP; According to the user's click on the personalized game plot, the user's current APP is switched, and the user enters the virtual scene of the personalized game plot.
2. The method for recommending personalized game plots for users according to claim 1, characterized in that: The collecting of the user's virtual game screen in the virtual scene includes: The user enters the virtual scene based on the head-mounted display and logs into the corresponding virtual game; The user plays a corresponding virtual game based on the virtual character, and the game is recorded by the head-mounted display to form a record of the previous virtual game. The virtual game screen of the user in the virtual scene is constructed based on the previous virtual game record.
3. The method for recommending personalized game plots for users according to claim 1, characterized in that: The method of constructing the user's past game events based on the virtual game screen and the user's game feedback information, and determining the user's game hobby characteristics based on the identification of the user's past game events, includes: Determine a corresponding game node based on the virtual game screen, and determine the user's game feedback information according to the matching of the game node and the user's feedback record, where the user's game feedback information includes voice feedback information, expression feedback information, and action feedback information; Interacting with the virtual game screen and the game feedback information of the user, and constructing the user's past game events based on the interaction of the virtual game screen and the game feedback information of the user; The user's previous game events are collected, and multiple sub-events are formed according to the division of the user's previous game events, and the user's game hobby characteristics are determined according to the identification of multiple sub-events. At this time, the multiple sub-events are all events in which the user is in a happy state.
4. The method for recommending personalized game plots for users according to claim 1, characterized in that: The determining of the corresponding game content framework based on the game hobby characteristics of the user, the identity information of the user and the current scene of the user, and constructing the corresponding personalized game plot according to the synthesis of the game content framework and the game style selected by the user, includes: Determine the identity information of the user based on the user's personal information, the user's game login code and the user's game level; collect multiple environmental parameters and multiple location features based on the surrounding detection of the user's location, determine the corresponding environment type based on the combination of multiple environmental parameters, and determine the current scene of the user based on the environment type, multiple location features and the user's location; The corresponding game content framework is determined based on the user's game hobby characteristics, the user's identity information, and multiple interactions of the user's current scene.
5. The method for recommending personalized game plots for users according to claim 4, characterized in that: Determine the corresponding game content framework based on the user's game hobby characteristics, the user's identity information and the current scene where the user is, and construct the corresponding personalized game plot based on the synthesis of the game content framework and the game style selected by the user, and also include: The game style selected by the user is collected, and multiple game plot combinations are formed according to the game content framework and the game style selected by the user, and corresponding personalized game plots are constructed according to the multiple game plot combinations and the user.
6. The method for recommending personalized game plots for users according to claim 1, characterized in that: The method of recommending personalized game plots to the user's current APP when the user is in the game time period includes: Determine the current role of the user based on the user's identity information, and determine the corresponding game time period according to the current role and the game time matching table; When the user is in the game time period, the user's current APP is collected, and the background information channel of the current APP is associated with the plot push information.
7. The method for recommending personalized game plots for users according to claim 6, characterized in that: The method of recommending personalized game plots to the user's current APP when the user is in the game time period also includes: The plot push information enters the current APP through the background information channel. The plot push information appears when the current APP is in a page stay state, and is displayed in the bottom display area of the current APP to recommend personalized game plots to the user's current APP.
8. The method for recommending personalized game plots for users according to claim 1, characterized in that: The method of triggering the user's current APP switching according to the user's click on the personalized game plot and entering the user into a virtual scene of the personalized game plot includes: The personalized game plot is monitored in real time, and an electrical signal of a location where the personalized game plot is located is collected, and a user's click on the personalized game plot is determined based on a match between the electrical signal and the user's click frequency.
9. The method for recommending personalized game plots for users according to claim 8, characterized in that: The method of triggering the user's current APP switching according to the user's click on the personalized game plot and entering the user into a virtual scene of the personalized game plot also includes: After the user clicks on the personalized game plot, the APP associated with the personalized game plot is switched with the user's current APP, and the APP associated with the personalized game plot is used as the current display content; The corresponding virtual game is triggered according to the APP associated with the personalized game plot, and the corresponding virtual scene is constructed according to the personalized game plot, so that the user enters the corresponding virtual scene under the action of the head-mounted display.
10. A user-oriented personalized game plot recommendation system, characterized in that: The user-oriented personalized game plot recommendation system is applied to the user-oriented personalized game plot recommendation method as claimed in any one of claims 1 to 9, and the user-oriented personalized game plot recommendation system includes: A collection module, used to collect the virtual game screen of the user in the virtual scene; A game hobby feature module, used to construct the user's past game events based on the virtual game screen and the user's game feedback information, and determine the user's game hobby features based on the recognition of the user's past game events; A personalized game plot module is used to determine the corresponding game content framework based on the user's game hobby characteristics, the user's identity information and the current scene in which the user is located, and to construct the corresponding personalized game plot based on the synthesis of the game content framework and the game style selected by the user; The recommendation module is used to recommend personalized game plots to the user's current APP when the user is in the game time period; The switching module is used to trigger the switching of the user's current APP according to the user's click on the personalized game plot, and enter the user into the virtual scene of the personalized game plot.
Citation Information
Patent Citations
Method and apparatus for providing content to user device
CN103390095A
Method and apparatus for providing data to user device
CN103390096A
Application interaction method and device, equipment and medium
CN112817781A
Game segment recommendation method and device, electronic equipment and storage medium
CN117122935A
Interactive information dynamic generation method and device based on user behavior data, equipment and medium
CN118787947A
Cited By
Game assisting method, intelligent glasses system, equipment, medium and product
CN121944500A