Method and device for adjusting aiming direction in game and electronic equipment

By obtaining and analyzing the player's input signals, device parameters and aiming characteristics in the game, and adjusting the aiming direction of the sight, the low aiming accuracy and game fairness caused by poor equipment performance are solved, and the player experience and fairness are improved.

CN120154893APending Publication Date: 2025-06-17NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510365782.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-25
Publication Date
2025-06-17

AI Technical Summary

Technical Problem

In the shooting stage in the game, poor equipment performance leads to low aiming accuracy for players, affecting the fairness and experience of the game. It is difficult for players who first play to adapt to aiming operations quickly, resulting in loss.

Method used

The terminal device provides a graphical user interface to obtain the input signals of the human-computer interactive device, device parameters and targeting characteristics of the game account, and adjust the targeting direction of the sight based on this information to reduce the impact of device performance on players.

Benefits of technology

Improve the aiming accuracy and experience of players at different device levels in the game, enhance game fairness, and reduce the impact of device performance on operation.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a method and device for adjusting the aiming direction in a game and electronic equipment, and the method comprises the steps: obtaining an input signal generated by man-machine interaction equipment, equipment parameters of the man-machine interaction equipment, and aiming characteristics of a game account for controlling a virtual object in response to an aiming trigger event; the aiming feature is determined based on historical data of the game account; and determining a target aiming parameter corresponding to the virtual object based on the input signal, the equipment parameter and the aiming characteristic, and controlling the aiming direction of the front sight in the game scene to be adjusted according to the target aiming parameter. According to the mode, in the aiming process of the player, the input signal, the equipment parameters of the equipment used by the player and the player level are considered at the same time, and then the current aiming direction or position of the virtual object controlled by the player is determined, so that the influence of the equipment on game operation of the player is reduced; therefore, players at different levels can aim at the virtual object more easily, and the experience of the players is improved.
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Description

Technical Field

[0001] The present disclosure relates to the technical field of games, and in particular, to a method, device, and electronic device for adjusting the aiming direction in a game. Background Art

[0002] In the shooting session of a game, the aiming accuracy usually depends on the player's operation skills and device performance. When the player's device performance is poor, such as having a long delay time and low sensitivity, it will lead to low aiming accuracy of the player in the game, putting the player at a disadvantage in the competition, resulting in a poor player experience, and at the same time affecting the fairness of the game, and to a certain extent, affecting the game retention rate. Moreover, for the aiming operation in shooting games, players need to manually perform operations such as aiming and suppressing the gun to control the sight, resulting in low aiming accuracy for players who have just started shooting, and it is easy to generate a sense of difficulty, thus resulting in a low game retention rate. Summary of the Invention

[0003] In view of this, the purpose of the present disclosure is to provide a method, device, and electronic device for adjusting the aiming direction in a game to reduce the impact of the device on the player's game operations, improve the fairness of the game to a certain extent, and improve the player experience.

[0004] In a first aspect, an embodiment of the present disclosure provides a method for adjusting the aiming direction in a game. A graphical user interface is provided through a terminal device; the terminal device is connected to a human-computer interaction device; the graphical user interface displays a sight and a game scene; the game scene at least includes a virtual object controlled by the terminal device, and the sight is used to indicate the aiming direction of the virtual object in the game scene. The method includes: in response to an aiming trigger event, obtaining an input signal generated by the human-computer interaction device, device parameters of the human-computer interaction device, and aiming characteristics of the game account controlling the virtual object; the aiming characteristics are determined based on the historical data of the game account; based on the input signal, device parameters, and aiming characteristics, determining target aiming parameters corresponding to the virtual object, and controlling the aiming direction of the sight in the game scene to be adjusted according to the target aiming parameters.

[0005] In a second aspect, an embodiment of the present disclosure provides an aiming direction adjustment device in a game. A graphical user interface is provided through a terminal device; the terminal device is connected to a human-computer interaction device; the graphical user interface displays a sight and a game scene; the game scene at least includes a virtual object controlled by the terminal device, and the sight is used to indicate the aiming direction of the virtual object in the game scene; the device includes: an input signal acquisition module, configured to, in response to an aiming trigger event, acquire an input signal generated by the human-computer interaction device, device parameters of the human-computer interaction device, and aiming characteristics of a game account that controls the virtual object; the aiming characteristics are determined based on historical data of the game account; an aiming direction adjustment module, configured to determine target aiming parameters corresponding to the virtual object based on the input signal, device parameters, and aiming characteristics, and control the aiming direction of the sight in the game scene to be adjusted according to the target aiming parameters.

[0006] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned aiming direction adjustment method in a game.

[0007] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium. The machine-readable storage medium stores machine-executable instructions, and when the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the above-mentioned aiming direction adjustment method in a game.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] For the above-mentioned aiming direction adjustment method, device, and electronic device in a game, in response to an aiming trigger event, an input signal generated by the human-computer interaction device, device parameters of the human-computer interaction device, and aiming characteristics of a game account that controls the virtual object are acquired; the aiming characteristics are determined based on historical data of the game account; based on the input signal, device parameters, and aiming characteristics, target aiming parameters corresponding to the virtual object are determined, and the aiming direction of the sight in the game scene is controlled to be adjusted according to the target aiming parameters. In the process of a player aiming, this method simultaneously considers the input signal, device parameters of the device used by the player, and the player's level, and then determines the current aiming direction or position of the virtual object controlled by the player, reducing the influence of the device on the player's game operation, enabling players of different levels to more easily aim at the virtual object, and improving the player experience.

[0010] Other features and advantages of the present disclosure will be described in the following specification, and, in part, will be obvious from the specification, or will be understood by implementing the present disclosure. The objectives and other advantages of the present disclosure are achieved and obtained by the structures specifically pointed out in the specification, claims, and drawings.

[0011] In order to make the above objects, features, and advantages of the present disclosure more obvious and understandable, the following provides preferred embodiments in conjunction with the accompanying drawings and describes them in detail as follows. Description of the Drawings

[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings required for use in the description of the specific embodiments or the prior art. Obviously, the drawings in the following description are some embodiments of the present disclosure. For those skilled in the art, without creative efforts, other drawings can also be obtained based on these drawings.

[0013] Figure 1 It is a flowchart of a method for adjusting the aiming direction in a game provided by an embodiment of the present disclosure;

[0014] Figure 2 It is a schematic structural diagram of a device for adjusting the aiming direction in a game provided by an embodiment of the present disclosure;

[0015] Figure 3 It is a schematic structural diagram of an electronic device provided by an embodiment of the present disclosure. Detailed Embodiments

[0016] In order to make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the following will clearly and completely describe the technical solutions of the present disclosure in conjunction with the drawings. Obviously, the described embodiments are some, but not all, of the embodiments of the present disclosure. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative efforts fall within the protection scope of the present disclosure.

[0017] The aiming accuracy of shooting games highly depends on the player's operation skills and device performance, such as mouse sensitivity, joystick accuracy of the gamepad, etc. Device differences lead to different player experiences. Players with poor device conditions are at a disadvantage in the competition, affecting the fairness of the game.

[0018] In addition, for the aiming operation in shooting games, players need to manually perform operations such as aiming and suppressing the recoil to control the crosshair, which requires high operation accuracy. New players are likely to find it too difficult and unable to aim when they first come into contact with the game, resulting in player loss.

[0019] Based on this, an aiming direction adjustment method, device, and electronic device provided by an embodiment of the present disclosure can be applied to the shooting link in the game.

[0020] See Figure 1, first, an aiming direction adjustment method in a game provided by an embodiment of the present invention will be introduced. A graphical user interface is provided through a terminal device; the terminal device is connected to a human-computer interaction device; the graphical user interface displays a sight and a game scene. The game scene at least includes a virtual object controlled by the terminal device. The virtual object can be a virtual prop carried by a controlled virtual character, or can be directly a virtual prop, or a body part of the controlled virtual character that can perform shooting, etc. The sight is usually displayed in the center of the graphical user interface and is used to indicate the aiming direction of the virtual object in the game scene. The method includes the following steps:

[0021] Step S102, in response to an aiming trigger event, obtain the input signal generated by the human-computer interaction device, the device parameters of the human-computer interaction device, and the aiming characteristics of the game account that controls the virtual object; the aiming characteristics are determined based on the historical data of the game account.

[0022] The above-mentioned aiming trigger event can be generated by an operation of the player through the human-computer interaction device. For example, the player controls the controlled virtual character carrying the virtual object to enter a game session through an operation, or the player controls a body part of the controlled virtual character to aim through an operation. It can also be automatically generated by the game system at a preset moment. Specifically, it can be set according to requirements and will not be limited here.

[0023] The above-mentioned human-computer interaction device can be various, such as a mouse, a keyboard, a gamepad, a touch screen, a wearable interaction device, etc., and will not be limited here. When the player operates the human-computer interaction device, an input signal can be generated. The above-mentioned device parameters correspond to the human-computer interaction device currently connected to the terminal device. For example, when the human-computer interaction device is a mouse, the device parameters can include mouse positioning accuracy, mouse polling rate, mouse response delay time, etc. When the human-computer interaction device is a gamepad, the device parameters can include joystick dead zone, joystick linearity, and joystick response delay time. When the human-computer interaction device is a touch screen, the device parameters can include touch sampling rate, touch response delay time, etc.

[0024] When an aiming trigger event occurs, the input signal generated by the human-computer interaction device can usually control the aiming parameters corresponding to the virtual object. The aiming parameters corresponding to the virtual object can represent the aiming parameters corresponding to the virtual prop carried by the virtual object, or can be the aiming parameters corresponding to a body part of the virtual object that has a shooting function. Specifically, it can be set according to requirements and will not be limited here.

[0025] The aiming parameters can be the aiming direction, aiming position, aiming direction change speed, etc. Players can change the aiming parameters by moving the cursor of the mouse on the graphical user interface, or by toggling the joystick of the gamepad, or by performing specified touch operations on the touch screen, etc. It can be specifically set according to requirements and is not restricted here.

[0026] The level of operation ability of different game accounts will also affect the player's gaming experience. To improve the player's gaming experience, the aiming characteristics of the game account controlling the virtual object can be obtained. The aiming characteristics are determined based on the historical data of the game account and can usually reflect the shooting level of the game account. By parsing the historical data, one or more of the hit rate, headshot rate, follow - gun stability, kill / death ratio, and reaction time of the game account can be determined. Further, the aiming characteristics of the game account can be generated based on the above parameters. For example, weights can be set for the aiming rate and headshot rate of the game account, and then a value can be calculated according to the weights as the aiming characteristics of the game account. The aiming characteristics of the game account can be determined at a preset frequency, or the aiming characteristics of the game account can be updated after each login to the game. It can be specifically set according to requirements and is not restricted here.

[0027] Step S104: Based on the input signal, device parameters, and aiming characteristics, determine the target aiming parameters corresponding to the virtual object, and control the aiming direction of the aiming crosshair in the game scene to be adjusted according to the target aiming parameters.

[0028] After receiving the input signal sent by the human - machine interaction device, usually the aiming parameters corresponding to the virtual object can be determined based on the input signal. For example, when the player operates the virtual joystick control in the graphical user interface through the touch screen, the input signal can reflect the contact position of the player's touch operation. Based on the preset correspondence between the contact position and the aiming parameters and the current contact position, the aiming parameters corresponding to the virtual object can be determined.

[0029] When the sensitivity of the human-computer interaction device is low and the response delay time is long, the input signal generated by the human-computer interaction device cannot accurately reflect the player's operation intention. It is necessary to judge whether the sensitivity of the human-computer interaction device is low and whether the response delay time is long based on the device parameters. For different human-computer interaction devices, the applicable method of the human-computer interaction device needs to be used for judgment. For example, for a mouse, the sensitivity of the mouse can be judged based on the mouse positioning accuracy (dots per inch, DPI), also known as the mouse sensitivity; the mouse positioning accuracy refers to the maximum number of information that can be accurately positioned per inch of mouse movement; generally speaking, the higher the mouse positioning accuracy, the higher the mouse sensitivity. A mouse positioning accuracy threshold can be determined in advance, and when the positioning accuracy of a certain mouse is lower than the threshold, it is determined that the sensitivity of the mouse is low.

[0030] When it is determined that the sensitivity of the human-computer interaction device is low or the response time is long, it is necessary to compensate for this phenomenon. In the case of low sensitivity, when a player wants to control the aiming parameter to aim at a certain virtual character in the game scene, the operation of controlling the aiming parameter acting on a human-computer interaction device with high sensitivity can achieve the effect of aiming at the virtual character, but it is difficult to achieve the effect of aiming at the virtual character when acting on a human-computer interaction device with low sensitivity. At this time, the auxiliary adsorption angle can be increased to make it easier for the player to aim at the virtual character.

[0031] In the case of a long response time, the delay needs to be reduced. The aiming parameter that the player needs to achieve through operation next can be predicted, and then the prediction result is used to replace the aiming parameter determined by the input signal, so as to meet the player's control requirement for the aiming parameter as quickly as possible.

[0032] The aiming characteristics of the game account can usually reflect the shooting level of the game account. Several levels of shooting levels can be preset, and the shooting level of the game account is determined to be a certain preset shooting level based on the aiming characteristics of the game account. For different shooting levels, different assisted aiming means can be adopted. For example, for a lower shooting level, the adsorption threshold can be increased, and the follow-up shooting speed can be automatically corrected; while for a higher shooting level, the adsorption threshold can be reduced, and the correction of the follow-up shooting speed can be cancelled.

[0033] Both the shooting level of the game account and the device parameters will affect the aiming parameter. The influence between the two can be superimposed on each other, or one of the two can be taken, or weights can be set for the two influences respectively, so as to determine the final influence received by the aiming parameter determined by the input signal, and then the target aiming parameter is determined based on this influence. The target aiming parameter can be the target aiming direction, the change speed of the aiming direction, etc. Furthermore, the aiming direction of the crosshair in the game scene can be adjusted according to the target aiming parameter.

[0034] The above-mentioned aiming direction adjustment method in a game, in response to an aiming trigger event, obtains the input signal generated by the human-computer interaction device, the device parameters of the human-computer interaction device, and the aiming characteristics of the game account that controls the virtual object; the aiming characteristics are determined based on the historical data of the game account; based on the input signal, the device parameters, and the aiming characteristics, determines the target aiming parameters corresponding to the virtual object, and controls the aiming direction of the aiming crosshair in the game scene to be adjusted according to the target aiming parameters. This method takes into account the input signal, the device parameters of the device used by the player, and the player's level during the player's aiming process, and then determines the current aiming direction or position of the virtual object controlled by the player, reducing the influence of the device on the player's game operation, enabling players of different levels to more easily aim at the virtual object, and improving the player experience.

[0035] The following embodiments provide a specific method for determining the target aiming parameters corresponding to the virtual object based on the input signal, the device parameters, and the aiming characteristics, and controlling the aiming direction of the aiming crosshair in the game scene to be adjusted according to the target aiming parameters.

[0036] In practical applications, usually based on the input signal, the current aiming direction change speed corresponding to the virtual object is determined. For example, based on the moving direction and distance of the cursor of the mouse, the current aiming direction change speed corresponding to the virtual object after movement is determined. Then, based on the device parameters and the aiming characteristics, the target adsorption angle threshold can be determined. This target adsorption angle threshold (which can also be called the "auxiliary adsorption angle") is used to limit the direction of the line connecting the direction specified by the initial aiming parameters and the virtual object and other virtual characters.

[0037] Specifically, the first adsorption angle value can be determined based on the device parameters respectively, and the second adsorption angle value can be determined based on the aiming characteristics, and then based on the first adsorption angle value and the second adsorption angle value, the target adsorption angle value is determined. Specifically, the larger adsorption angle value of the two can be taken as the target adsorption angle value, or weights can be set for the two, and then based on the weights, the first adsorption angle value, and the second adsorption angle value, calculations are performed to obtain the target adsorption angle value.

[0038] When determining the first adsorption angle value, the sensitivity of the human-computer interaction device can be determined based on the device parameters. For example, the sensitivity of the mouse can be determined based on the mouse positioning accuracy and the mouse polling rate. Usually, the larger the resolution and the mouse polling rate of the mouse, the higher the sensitivity of the mouse; based on the handle rocker linearity, the sensitivity of the game handle can be determined; based on the touch sampling rate of the touch screen, the sensitivity of the touch screen can be determined, etc. Further, based on the sensitivity, the first adsorption angle value can be determined; the first adsorption angle value is negatively correlated with the sensitivity. When the sensitivity is lower than a certain preset threshold, the target adsorption angle threshold can be appropriately increased.

[0039] The above-mentioned aiming feature can generally reflect the player's level. It can usually be determined in the following way: First, obtain the historical data of the game account controlled by the terminal device. Then, based on the historical data, determine the shooting parameters of the game account. Specifically, the historical data can be parsed to obtain shooting parameters such as hit rate, headshot rate, tracking stability, kill-death ratio, and reaction time. Furthermore, based on the shooting parameters of the game account, determine the aiming feature of the game account. When implementing, different shooting parameters can be normalized, and then the aiming feature of the game account can be calculated based on the normalized multiple shooting parameters, so that the aiming feature can more comprehensively reflect the player's shooting level.

[0040] The above-mentioned aiming feature is one of multiple preset aiming features; each preset aiming feature has a corresponding adsorption angle value. The corresponding adsorption angle value can be set in advance for different device features. After determining the aiming feature, the adsorption angle value corresponding to the aiming feature can be determined as the second adsorption angle value.

[0041] After determining the target adsorption angle threshold, it is necessary to determine the target aiming direction change speed corresponding to the virtual object based on the current aiming direction change speed and the target adsorption angle threshold. There are usually other virtual characters in the game scene. For the convenience of writing, other virtual characters are referred to as the first virtual characters. First, the connection direction between the virtual object and the first virtual character, as well as the current aiming direction, can be determined. Then, calculate the angle between the current aiming direction and the connection direction. In response to the angle between the current aiming direction and the connection direction being less than or equal to the target adsorption angle threshold, add a speed component pointing to the first virtual character to the current aiming direction change speed to obtain the target aiming direction change speed corresponding to the virtual object. Then, the virtual object can aim at the first virtual object as soon as possible.

[0042] In practical applications, the response delay degree of the human-computer interaction device can also be determined based on device parameters. At this time, the device parameters can be the handle signal transmission delay, touch screen response time, etc. The delay time can be determined in the following way:

[0043] 1. Record the timestamp t1 when the input event (such as touch screen click, mouse button press, etc.) occurs.

[0044] 2. Record the timestamp t2 when the input event is detected in the game engine.

[0045] 3. Calculate the delay time = t2 - t1.

[0046] Generally speaking, the longer the delay time is, the higher the degree of response delay will be. Several time ranges can be set, corresponding to low, medium, and high degrees of response delay respectively. If the degree of response delay is greater than or equal to a preset degree threshold, for example, the degree of response delay is medium or high, it is necessary to determine the current aiming parameter and the aiming change parameter of the virtual object based on the input signal. Then, based on the current aiming parameter and the aiming change parameter, determine the target aiming parameter corresponding to the virtual object. Generally speaking, the aiming parameter changes in real time, and the target aiming parameter is usually the aiming parameter corresponding to the virtual object at the next moment predicted based on the current aiming parameter and the aiming change parameter.

[0047] In practical applications, the current aiming parameter can be the current sight position, and the aiming change parameter is the speed of sight position change. Then, based on the current sight position and the speed of sight position change corresponding to the virtual object in the first game frame, calculate the target sight position corresponding to the virtual object in the second game frame, where the second game frame is the game frame after the first game frame, and the first game frame and the second game frame are usually adjacent game frames. Specifically, the target sight position can be calculated through the following calculation formula: Target sight position = Current sight position + Sight change data × Game frame time interval; the game frame time interval is the time interval between the first game frame and the second game frame.

[0048] To improve the accuracy of the target sight position, the target sight position corresponding to the virtual object in the second game frame can be predicted based on the current sight position, the speed of sight position change, and the game frame time interval through the Kalman filtering technology.

[0049] Furthermore, the Kalman filter parameters can also be determined in advance based on the degree of response delay. The Kalman filter parameters can include the process noise covariance matrix, or can also include the observation noise covariance matrix. For high-latency devices, it is considered that the observed data of players is unreliable, and it is necessary to increase the observation noise covariance R and reduce the trust in the observed values; for low-latency devices, the observed data can be more accurate, and R can be reduced to increase the observation weight. The delay time d is positively correlated with R: R ∝ d. Regarding the operation volatility, the process noise covariance matrix is positively correlated with the randomness of the player's operation and negatively correlated with the device sensitivity. During specific adjustment, initial calibration is required: set Q and R according to the device delay test data, and perform online optimization: first monitor the prediction error Ek = Zk - H·xk; if the error continues to increase, dynamically adjust R (such as adjusting R to R × 1.1). Then continue to predict the target sight position corresponding to the virtual object in the second game frame based on the current sight position, the speed of sight position change, the Kalman filter parameters, and the game frame time interval through the Kalman filtering technology.

[0050] The embodiment of the present invention also provides another method for adjusting the aiming direction in a game. This method is Figure 1Implemented based on the method shown. In this method, device parameters (also known as "device basic parameters") need to be collected, such as mouse DPI, return rate, joystick dead zone / linearity of the handle, touch screen touch sampling rate, etc., and the input delay is monitored in real time, such as the handle signal transmission delay and touch screen response time, and then a compensation strategy is carried out. In this strategy, for low-sensitivity devices: enlarge the aiming adsorption range, for example, increase the adsorption angle of the assisted aiming from 2° to 4°, and reduce the micro-operation sensitivity; for high-latency devices, predict the player's input trajectory and calculate the crosshair offset in advance..

[0051] When predicting the crosshair position based on the Kalman filter-based crosshair offset, it is first necessary to define the system state. Specifically, the state vector can be defined as follows:

[0052]

[0053] Among them, P k is the current crosshair position (two-dimensional coordinates, such as [x, y]), and V k is the current crosshair speed (two-dimensional vector, such as [Vx, Vy]).

[0054] Specifically, the observation vector can be defined as follows:

[0055] z k =[p k

[0056] That is, the crosshair position data collected by the device, and this crosshair position data can represent the aiming direction.

[0057] And establish the state transition equation:

[0058] x k =F·x k-1 +w k

[0059] Among them, F is the state transition matrix, which is used to describe the change relationship between the crosshair position and speed.

[0060]

[0061] Among them, Δt is the sampling time interval; Wk is the process noise, assumed to be Gaussian distributed.

[0062] It is also necessary to establish the observation equation:

[0063] z k =H·x k +v k

[0064] Among them: H is the observation matrix, which maps the state vector to the observation vector; Vk is the observation noise, assumed to be Gaussian distributed. ​

[0065] The specific steps of the Kalman filter are as follows:

[0066] 1 Prediction stage:

[0067] The formula for predicting the state is specifically as follows:

[0068] x k - = F · x k-1

[0069] The formula for predicting the covariance is specifically as follows:

[0070] P k - = F · P k-1 · F T + Q

[0071] where Q is the process noise covariance matrix.

[0072] 2 Update stage:

[0073] Calculate the Kalman gain:

[0074]

[0075] where R is the measurement noise covariance matrix.

[0076] Update the state estimate:

[0077] x k = x k - + K k · (z k - H · x k - )

[0078] Update the covariance estimate:

[0079] P k = (I - K k · H) · P k -

[0080] Predict the sight offset:

[0081] According to the prediction result of the Kalman filter, calculate the sight position at the future time point t + Δt:

[0082] x t+Δt = F · x t

[0083] Apply the predicted sight position in the game, adjust the sight position in advance, and reduce the impact of input delay.

[0084] In specific implementation, it is necessary to collect the input signals of players in real time, such as the data of joystick or touch screen sliding; and record the crosshair position and speed data. Then, initialize the Kalman filter: set the initial state vector X0 and covariance matrix P0, and set the process noise covariance matrix QQ and observation noise covariance matrix RR; furthermore, perform real-time prediction and update, update the Kalman filter state every frame, predict the future crosshair position, and apply the prediction result to adjust the in-game crosshair position. It is also possible to dynamically adjust the parameters of the Kalman filter (such as Q and R) according to the device latency situation.

[0085] Assume that the current crosshair position is [100, 200] and the speed is [5, 10] (unit: pixels / frame), and the sampling time interval Δt = 1 frame.

[0086] The following formula can be used to predict the crosshair position in the next frame:

[0087]

[0088] The predicted crosshair position in the next frame is [105, 210]. Further, the crosshair position can be adjusted in advance to [105, 210] to reduce the impact of input latency. The adjustment of the crosshair position is actually an adjustment of the field of view direction. Adjusting the crosshair position to [105, 210] means adjusting the interface position at [105, 210] in the current frame to the display position of the crosshair on the interface, usually the center of the interface.

[0089] For players of different levels, the technical level of players can be dynamically judged through machine learning, and the assistance intensity can be adjusted. The specific implementation method is as follows:

[0090] 1. Determine the player level through data dimensions: hit rate, headshot rate, tracking stability, K / D, reaction time. These data can be regarded as the aiming characteristics of players.

[0091] Definition of hit rate: The ratio of the number of shooting hits by the player to the total number of shootings. Specifically, it can be set as follows: for novices, the range is 20% - 40%; for intermediate players, the range is 40% - 70%; for advanced players, the range is above 70%.

[0092] Definition of headshot rate: The ratio of the number of headshot hits by the player to the total number of hits. Specifically, it can be set as follows: for novices, the range is 5% - 15%; for intermediate players, the range is 15% - 30%; for advanced players, the range is above 30%.

[0093] Definition of Tracking Stability: When a player shoots at a moving target, it is the standard deviation of the offset between the sight and the target (the smaller, the more stable). Specifically, it can be set as follows: for beginners, the standard deviation > 3.0; for intermediate players, the standard deviation is 1.5 - 3.0; for advanced players, the standard deviation < 1.5.

[0094] Definition of Kill / Death Ratio (K / D): It is the ratio of the number of kills to the number of deaths of a player. Specifically, it can be set as follows: for beginners, the range is 0.5 - 1.0; for intermediate players, the range is 1.0 - 2.0; for advanced players, it is above 2.0.

[0095] Definition of Reaction Time: It is the time from when a player discovers a target to when they fire (unit: milliseconds). Specifically, it can be set as follows: for beginners, it is above 500 ms; for intermediate players, the range is 300 ms - 500 ms; for advanced players, it is below 300 ms.

[0096] Based on the above indicators, a comprehensive scoring model can be constructed to determine whether a player is a beginner.

[0097] Then, data preprocessing can be carried out through the comprehensive scoring model, that is, standardization: standardize the value range of each indicator to between 0 and 1 for easy model processing. For example, the hit rate (20% - 70%) can be mapped to between 0 and 1: the same applies to other indicators.

[0098] Then, weight assignment is carried out: different weights are assigned according to the influence degree of each indicator on the player's technical level. For example: W1 Hit Rate: weight 30%; W2 Headshot Rate: weight 20%; W3 Tracking Stability: weight 20%; W4 K / D Ratio: weight 20%; W5 Reaction Time: weight 10%.

[0099] Furthermore, a comprehensive scoring formula is needed. The comprehensive score (Score) can be calculated by weighted summation:

[0100] Score = W1·Hit Rate + W2·Headshot Rate + W3·Tracking Stability + W4·K / D Ratio + W5·Reaction TimeScore

[0101] Where:

[0102] W1, W2, W3, W4, W5 are the weights of each indicator respectively (W1 + W2 + W3 + W4 + W5 = 1).

[0103] The value of each indicator takes the standardized value (between 0 and 1).

[0104] Then, the judgment rules can be set. According to the comprehensive score, it is determined whether the player is a novice: Novice range: Score < 0.4; Intermediate range: 0.4 ≤ Score < 0.7; Advanced range: Score ≥ 0.7.

[0105] Suppose the data of a certain player is as follows: Hit rate: 35% (after standardization: 0.3); Headshot rate: 10% (after standardization: 0.2); Tracking stability: Standard deviation 3.5 (after standardization: 0.1); K / D Ratio: 0.8 (after standardization: 0.3); Reaction time: 600 ms (after standardization: 0.1).

[0106] Comprehensive score calculation:

[0107] Score = 0.3 × 0.3 + 0.2 × 0.2 + 0.2 × 0.1 + 0.2 × 0.3 + 0.1 × 0.1

[0108] = 0.09 + 0.04 + 0.02 + 0.06 + 0.01 = 0.22

[0109] Judgment result: Score = 0.22 < 0.4, this player is a novice.

[0110] To more accurately determine the player's level, a machine learning model (such as logistic regression, random forest, or neural network) can be used for training and prediction.

[0111] Features: Hit rate, headshot rate, tracking stability, K / D Ratio, reaction time.

[0112] Labels: Novice (0), Intermediate (1), Advanced (2).

[0113] During the model training process, a large amount of player data needs to be collected and their levels (novice, intermediate, advanced) are labeled. The standardized data is used to train the model. The model parameters are optimized through cross-validation to ensure the generalization ability of the model. After verification, the real-time data of the player is input, and the model outputs their level (novice, intermediate, advanced).

[0114] Then, according to the scoring model, dynamic adjustment is made for the player's level:

[0115] (1) Novice players: Increase the assistance intensity (such as adsorption range to 5°, automatic correction of tracking speed, enable recoil suppression assistance).

[0116] (2) Intermediate players: Gradually reduce the assistance (such as adsorption range to 1°, gradually turn off the automatic correction of tracking speed, gradually turn off the recoil suppression assistance).

[0117] (3) Advanced players: Turn off all aids. **Special abnormal fluctuation detection**: If a player suddenly performs extraordinarily well (such as a soaring hit rate), trigger an anti-cheat verification.

[0118] To achieve anti-cheat and fairness guarantee, dynamic signature verification: The algorithm calculates auxiliary parameters only on the server side, and the client only receives instructions to prevent tampering. And conduct behavior consistency detection, compare the player's historical operation mode with the current auxiliary effect, and trigger manual review when abnormal. Competitive mode grading: Casual mode: All functions are open, and the experience is guaranteed first. When in peak ranking, the auxiliary intensity can be restricted (such as disabling automatic gun tracking), and only basic adsorption is retained.

[0119] This method combines dual parameters of device performance and player level for dynamic decision-making, realizes multi-dimensional dynamic adjustment, reversely deduces hardware defects through peripheral device parameters and compensates them, realizes an adaptive compensation mechanism for devices, and directly embeds the anti-cheat logic into the auxiliary algorithm, improving the fairness of the game.

[0120] For the above method embodiments, see Figure 2 A device for adjusting the aiming direction in a game as shown, provides a graphical user interface through a terminal device; the terminal device is connected to a human-computer interaction device; the graphical user interface displays a sight and a game scene; the device includes:

[0121] An input signal acquisition module 202, configured to, in response to an aiming trigger event, acquire an input signal generated by the human-computer interaction device, device parameters of the human-computer interaction device, and aiming characteristics of the game account that controls the virtual object; the aiming characteristics are determined based on the historical data of the game account;

[0122] An aiming direction adjustment module 204, configured to determine target aiming parameters corresponding to the virtual object based on the input signal, device parameters, and aiming characteristics, and control the aiming direction of the sight in the game scene to be adjusted according to the target aiming parameters.

[0123] The above device for adjusting the aiming direction in a game, in response to an aiming trigger event, acquires an input signal generated by the human-computer interaction device, device parameters of the human-computer interaction device, and aiming characteristics of the game account that controls the virtual object; the aiming characteristics are determined based on the historical data of the game account; based on the input signal, device parameters, and aiming characteristics, determine target aiming parameters corresponding to the virtual object, and control the aiming direction of the sight in the game scene to be adjusted according to the target aiming parameters. This method considers the input signal, device parameters of the device used by the player, and the player's level during the player's aiming process, and then determines the current aiming direction or position of the virtual object controlled by the player, reducing the impact of the device on the player's game operation, enabling players of different levels to more easily aim at the virtual object, and improving the player experience.

[0124] The above-mentioned aiming direction adjustment module is further configured to: determine the current aiming direction change speed corresponding to the virtual object based on the input signal; determine the target adsorption angle threshold based on the device parameters and aiming characteristics; and determine the target aiming direction change speed corresponding to the virtual object based on the current aiming direction change speed and the target adsorption angle threshold.

[0125] The above-mentioned aiming direction adjustment module is further configured to: determine a first adsorption angle value based on the device parameters; determine a second adsorption angle value based on the aiming characteristics; and determine a target adsorption angle value based on the first adsorption angle value and the second adsorption angle value.

[0126] The above-mentioned aiming direction adjustment module is further configured to: determine the sensitivity of the human-computer interaction device based on the device parameters; determine a first adsorption angle value based on the sensitivity; and the first adsorption angle value is negatively correlated with the sensitivity.

[0127] The above-mentioned aiming characteristic is one of multiple preset aiming characteristics; each preset aiming characteristic has a corresponding adsorption angle value; the above-mentioned aiming direction adjustment module is further configured to: determine the adsorption angle value corresponding to the aiming characteristic as the second adsorption angle value.

[0128] The above-mentioned game scenario further includes a first virtual character; the above-mentioned aiming direction adjustment module is further configured to: determine the connection direction between the virtual object and the first virtual character, and the current aiming direction; in response to the angle between the current aiming direction and the connection direction being less than or equal to the target adsorption angle threshold, add a velocity component pointing to the first virtual character to the current aiming direction change speed to obtain the target aiming direction change speed corresponding to the virtual object.

[0129] The above-mentioned human-computer interaction device includes a mouse; the device parameters include: mouse positioning accuracy, and / or, mouse polling rate; or, the above-mentioned human-computer interaction device includes a gamepad; the device parameters include: joystick dead zone, and / or, joystick linearity; or, the above-mentioned human-computer interaction device includes a touch screen; the device parameters include: touch sampling rate.

[0130] The above-mentioned aiming direction adjustment module is further configured to: determine the response delay degree of the human-computer interaction device based on the device parameters; if the response delay degree is greater than or equal to a preset degree threshold, determine the current aiming parameters and aiming change parameters of the virtual object based on the input signal; and determine the target aiming parameters corresponding to the virtual object based on the current aiming parameters and aiming change parameters.

[0131] The above-mentioned current aiming parameters include the current sight position; the aiming change parameters include the sight position change speed; the above-mentioned aiming direction adjustment module is further configured to: calculate the target sight position of the virtual object corresponding to the second game frame based on the current sight position and the sight position change speed of the virtual object corresponding to the first game frame; the second game frame is the game frame after the first game frame.

[0132] The above-mentioned aiming direction adjustment module is further configured to: predict the aiming crosshair position of the virtual object corresponding to the second game frame based on the current crosshair position, the changing speed of the crosshair position, and the game frame time interval through Kalman filtering technology; the game frame time interval is the time interval between the first game frame and the second game frame.

[0133] The above-mentioned aiming direction adjustment module is further configured to: determine Kalman filter parameters based on the response delay degree; the Kalman filter parameters include the process noise covariance matrix and / or the observation noise covariance matrix; predict the aiming crosshair position of the virtual object corresponding to the second game frame based on the current crosshair position, the changing speed of the crosshair position, the Kalman filter parameters, and the game frame time interval through Kalman filtering technology.

[0134] The above-mentioned device further includes an aiming feature determination module, configured to: obtain the historical data of the game account controlled by the terminal device; determine the shooting parameters of the game account based on the historical data; the shooting parameters include one or more of hit rate, headshot rate, follow-shot stability, kill-death ratio, and reaction time; determine the aiming features of the game account based on the shooting parameters of the game account.

[0135] This embodiment further provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the above-mentioned aiming direction adjustment method in the game, for example:

[0136] In response to an aiming trigger event, obtain the input signal generated by the human-computer interaction device, the device parameters of the human-computer interaction device, and the aiming features of the game account that controls the virtual object; the aiming features are determined based on the historical data of the game account; determine the target aiming parameters corresponding to the virtual object based on the input signal, the device parameters, and the aiming features, and control the aiming direction of the aiming crosshair in the game scene to be adjusted according to the target aiming parameters.

[0137] In the above manner, during the process of the player aiming, the input signal, the device parameters of the device used by the player, and the player's level are considered simultaneously, so as to determine the current aiming direction or position of the virtual object controlled by the player, reduce the influence of the device on the player's game operation, enable players of different levels to aim at the virtual object more easily, and improve the player experience.

[0138] Optionally, the step of determining the target aiming parameters corresponding to the virtual object based on the input signal, the device parameters, and the aiming features includes: determining the current aiming direction changing speed corresponding to the virtual object based on the input signal; determining the target adsorption angle threshold based on the device parameters and the aiming features; determining the target aiming direction changing speed corresponding to the virtual object based on the current aiming direction changing speed and the target adsorption angle threshold.

[0139] Optionally, the step of determining the target adsorption angle threshold based on the device parameters and the aiming feature includes: determining a first adsorption angle value based on the device parameters; determining a second adsorption angle value based on the aiming feature; and determining a target adsorption angle value based on the first adsorption angle value and the second adsorption angle value.

[0140] Optionally, the step of determining the first adsorption angle value based on the device parameters includes: determining the sensitivity of the human-computer interaction device based on the device parameters; determining the first adsorption angle value based on the sensitivity; and the first adsorption angle value is negatively correlated with the sensitivity.

[0141] Optionally, the aiming feature is one of a plurality of preset aiming features; each preset aiming feature has a corresponding adsorption angle value; the step of determining the second adsorption angle value based on the aiming feature includes: determining the adsorption angle value corresponding to the aiming feature as the second adsorption angle value.

[0142] Optionally, the game scenario further includes a first virtual character; the step of determining the target aiming direction change speed corresponding to the virtual object based on the current aiming direction change speed and the target adsorption angle threshold includes: determining the connection direction between the virtual object and the first virtual character, and the current aiming direction; in response to the angle between the current aiming direction and the connection direction being less than or equal to the target adsorption angle threshold, adding a speed component pointing to the first virtual character to the current aiming direction change speed to obtain the target aiming direction change speed corresponding to the virtual object.

[0143] Optionally, the human-computer interaction device includes a mouse; the device parameters include: mouse positioning accuracy, and / or, mouse polling rate; or, the human-computer interaction device includes a gamepad; the device parameters include: joystick dead zone, and / or, joystick linearity; or, the human-computer interaction device includes a touch screen; the device parameters include: touch sampling rate.

[0144] Optionally, the step of determining the target aiming parameter corresponding to the virtual object based on the input signal, the device parameters and the aiming feature includes: determining the response delay degree of the human-computer interaction device based on the device parameters; if the response delay degree is greater than or equal to a preset degree threshold, determining the current aiming parameter and the aiming change parameter of the virtual object based on the input signal; and determining the target aiming parameter corresponding to the virtual object based on the current aiming parameter and the aiming change parameter.

[0145] Optionally, the above-mentioned current aiming parameter includes the current sight position; the aiming change parameter includes the sight position change speed; the step of determining the target aiming parameter corresponding to the virtual object based on the current aiming parameter and the aiming change parameter includes: calculating the target sight position of the virtual object corresponding to the second game frame based on the current sight position and the sight position change speed of the virtual object corresponding to the first game frame; the second game frame is the game frame after the first game frame.

[0146] Optionally, the step of calculating the target sight position of the virtual object corresponding to the second game frame based on the current sight position and the sight position change speed of the virtual object corresponding to the first game frame includes: predicting the target sight position of the virtual object corresponding to the second game frame based on the current sight position, the sight position change speed and the game frame time interval through the Kalman filtering technique; the game frame time interval is the time interval between the first game frame and the second game frame.

[0147] Optionally, the step of predicting the target sight position of the virtual object corresponding to the second game frame based on the current sight position, the sight position change speed and the game frame time interval through the Kalman filtering technique includes: determining the Kalman filter parameters based on the response delay degree; the Kalman filter parameters include the process noise covariance matrix, and / or, the observation noise covariance matrix; predicting the target sight position of the virtual object corresponding to the second game frame based on the current sight position, the sight position change speed, the Kalman filter parameters and the game frame time interval through the Kalman filtering technique.

[0148] Optionally, the above-mentioned aiming feature is determined by the following method: obtaining the historical data of the game account controlled by the terminal device; determining the shooting parameters of the game account based on the historical data; the shooting parameters include one or more of: hit rate, headshot rate, following gun stability, kill-death ratio and reaction time; determining the aiming feature of the game account based on the shooting parameters of the game account.

[0149] See Figure 3 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the aiming direction adjustment method in the above game.

[0150] Furthermore, Figure 3 The electronic device shown also includes a bus 102 and a communication interface 103. The processor 100, the communication interface 103 and the memory 101 are connected through the bus 102.

[0151] Among them, the memory 101 may include high-speed random access memory (RAM), and may also include non-volatile memory, such as at least one disk memory. The communication connection between this system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of representation, Figure 3 only a bidirectional arrow is used in Figure 3 , but it does not mean that there is only one bus or one type of bus.

[0152] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the integrated logic circuit in the hardware of the processor 100 or the instructions in software form. The above-mentioned processor 100 can be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it can also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field programmable gate array (FPGA for short), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The method disclosed in combination with the embodiments of the present disclosure can be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of hardware and software modules in the decoding processor. The software module can be located in a mature storage medium in the art such as random access memory, flash memory, read-only memory, programmable read-only memory, or electrically erasable programmable memory, register, etc. This storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and combines its hardware to complete the method of the foregoing embodiments.

[0153] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the aiming direction adjustment method in the above game.

[0154] A method, device, and electronic device for adjusting an aiming direction in a game provided by an embodiment of the present disclosure include a computer-readable storage medium storing program code, and the instructions included in the program code can be used to execute the method described in the foregoing method embodiment, for example:

[0155] In response to an aiming trigger event, obtain an input signal generated by a human-computer interaction device, device parameters of the human-computer interaction device, and aiming characteristics of a game account that controls a virtual object; the aiming characteristics are determined based on historical data of the game account; based on the input signal, device parameters, and aiming characteristics, determine target aiming parameters corresponding to the virtual object, and control the aiming direction of the aiming crosshair in the game scene to be adjusted according to the target aiming parameters.

[0156] In the above manner, during the aiming process of the player, the input signal, device parameters of the device used by the player, and the player's level are considered simultaneously, and then the current aiming direction or position of the virtual object controlled by the player is determined, reducing the influence of the device on the player's game operation, enabling players of different levels to more easily aim at the virtual object, and improving the player experience.

[0157] Optionally, the step of determining target aiming parameters corresponding to the virtual object based on the input signal, device parameters, and aiming characteristics includes: determining the current aiming direction change speed corresponding to the virtual object based on the input signal; determining a target adsorption angle threshold based on the device parameters and aiming characteristics; and determining the target aiming direction change speed corresponding to the virtual object based on the current aiming direction change speed and the target adsorption angle threshold.

[0158] Optionally, the step of determining the target adsorption angle threshold based on the device parameters and aiming characteristics includes: determining a first adsorption angle value based on the device parameters; determining a second adsorption angle value based on the aiming characteristics; and determining a target adsorption angle value based on the first adsorption angle value and the second adsorption angle value.

[0159] Optionally, the step of determining the first adsorption angle value based on the device parameters includes: determining the sensitivity of the human-computer interaction device based on the device parameters; determining the first adsorption angle value based on the sensitivity; the first adsorption angle value is negatively correlated with the sensitivity.

[0160] Optionally, the aiming characteristic is one of multiple preset aiming characteristics; each preset aiming characteristic has a corresponding adsorption angle value; the step of determining the second adsorption angle value based on the aiming characteristic includes: determining the adsorption angle value corresponding to the aiming characteristic as the second adsorption angle value.

[0161] Optionally, the above game scenario further includes a first virtual character; the step of determining the target aiming direction change speed corresponding to the virtual object based on the current aiming direction change speed and the target adsorption angle threshold includes: determining the connection direction between the virtual object and the first virtual character, and the current aiming direction; in response to the angle between the current aiming direction and the connection direction being less than or equal to the target adsorption angle threshold, adding a speed component pointing to the first virtual character to the current aiming direction change speed to obtain the target aiming direction change speed corresponding to the virtual object.

[0162] Optionally, the above human-computer interaction device includes a mouse; the device parameters include: mouse positioning accuracy, and / or, mouse polling rate; or, the above human-computer interaction device includes a gamepad; the device parameters include: joystick dead zone, and / or, joystick linearity; or, the above human-computer interaction device includes a touch screen; the device parameters include: touch sampling rate.

[0163] Optionally, the step of determining the target aiming parameters corresponding to the virtual object based on the input signal, device parameters, and aiming characteristics includes: determining the response delay degree of the human-computer interaction device based on the device parameters; if the response delay degree is greater than or equal to a preset degree threshold, determining the current aiming parameters and aiming change parameters of the virtual object based on the input signal; determining the target aiming parameters corresponding to the virtual object based on the current aiming parameters and aiming change parameters.

[0164] Optionally, the above current aiming parameters include the current sight position; the aiming change parameters include the sight position change speed; the step of determining the target aiming parameters corresponding to the virtual object based on the current aiming parameters and aiming change parameters includes: calculating the target sight position of the virtual object corresponding to the second game frame based on the current sight position and the sight position change speed of the virtual object corresponding to the first game frame; the second game frame is the game frame after the first game frame.

[0165] Optionally, the step of calculating the target sight position of the virtual object corresponding to the second game frame based on the current sight position and the sight position change speed of the virtual object corresponding to the first game frame includes: predicting the target sight position of the virtual object corresponding to the second game frame through Kalman filtering technology based on the current sight position, the sight position change speed, and the game frame time interval; the game frame time interval is the time interval between the first game frame and the second game frame.

[0166] Optionally, the step of predicting the aiming reticle position of the virtual object corresponding to the second game frame based on the current reticle position, the change speed of the reticle position, and the game frame time interval by using the Kalman filtering technique includes: determining the Kalman filtering parameters based on the response delay degree; the Kalman filtering parameters include the process noise covariance matrix, and / or the observation noise covariance matrix; predicting the aiming reticle position of the virtual object corresponding to the second game frame by using the Kalman filtering technique based on the current reticle position, the change speed of the reticle position, the Kalman filtering parameters, and the game frame time interval.

[0167] Optionally, the above-mentioned aiming feature is determined by the following method: obtaining the historical data of the game account controlled by the terminal device; determining the shooting parameters of the game account based on the historical data; the shooting parameters include one or more of: hit rate, headshot rate, follow-shot stability, kill-death ratio, and reaction time; determining the aiming feature of the game account based on the shooting parameters of the game account.

[0168] Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working processes of the systems and devices described above can refer to the corresponding processes in the foregoing method embodiments and will not be elaborated herein.

[0169] In addition, in the description of the embodiments of the present disclosure, unless otherwise clearly defined and limited, the terms "installation", "connection", and "connection" should be understood in a broad sense. For example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be directly connected or indirectly connected through an intermediate medium, and it can be the communication inside two components. For those skilled in the art, the specific meanings of the above terms in the present disclosure can be understood according to specific situations.

[0170] If the above-mentioned function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on such an understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in the embodiments of the present disclosure. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical discs that can store program codes.

[0171] In the description of the present disclosure, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation. Therefore, it should not be construed as a limitation to the present disclosure. In addition, the terms "first", "second", and "third" are only used for descriptive purposes and cannot be construed as indicating or implying relative importance.

[0172] Finally, it should be noted that the above embodiments are only specific embodiments of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions recorded in the foregoing embodiments or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should all be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. A method for adjusting aiming direction in a game, characterized in that: A graphical user interface is provided through a terminal device; the terminal device is connected to a human-computer interaction device; the graphical user interface displays a crosshair and a game scene, the game scene at least includes a virtual object controlled by the terminal device, and the crosshair is used to indicate the aiming direction of the virtual object in the game scene; the method includes: In response to an aiming trigger event, obtaining an input signal generated by the human-computer interaction device, a device parameter of the human-computer interaction device, and an aiming feature of a game account controlling the virtual object; the aiming feature is determined based on historical data of the game account; Based on the input signal, the device parameters and the aiming feature, a target aiming parameter corresponding to the virtual object is determined, and the aiming direction of the crosshair in the game scene is adjusted according to the target aiming parameter.

2. The method according to claim 1, characterized in that: The step of determining a target aiming parameter corresponding to the virtual object based on the input signal, the device parameter and the aiming feature comprises: Based on the input signal, determining a change speed of a current aiming direction corresponding to the virtual object; Determining a target adsorption angle threshold based on the device parameters and the aiming feature; Based on the current aiming direction change speed and the target adsorption angle threshold, a target aiming direction change speed corresponding to the virtual object is determined.

3. The method according to claim 2, characterized in that The step of determining a target adsorption angle threshold based on the device parameters and the aiming feature comprises: Based on the device parameters, determining a first adsorption angle value; Based on the aiming feature, determining a second adsorption angle value; A target adsorption angle value is determined based on the first adsorption angle value and the second adsorption angle value.

4. The method according to claim 3, characterized in that The step of determining a first adsorption angle value based on the device parameters comprises: Based on the device parameters, determining the sensitivity of the human-computer interaction device; Based on the sensitivity, a first adsorption angle value is determined; the first adsorption angle value is negatively correlated with the sensitivity.

5. The method according to claim 3, characterized in that: The aiming feature is one of a plurality of preset aiming features; each preset aiming feature has a corresponding adsorption angle value; Based on the aiming feature, the step of determining a second adsorption angle value comprises: The adsorption angle value corresponding to the aiming feature is determined as a second adsorption angle value.

6. The method according to claim 2, characterized in that The game scene also includes a first virtual character; The step of determining the target aiming direction change speed corresponding to the virtual object based on the current aiming direction change speed and the target adsorption angle threshold comprises: Determining a direction of a line connecting the virtual object and the first virtual character, and a current aiming direction; In response to the angle between the current aiming direction and the connecting line direction being less than or equal to the target adsorption angle threshold, a speed component pointing to the first virtual character is added to the current aiming direction change speed to obtain the target aiming direction change speed corresponding to the virtual object.

7. The method according to claim 1, characterized in that The human-computer interaction device includes a mouse; the device parameters include: mouse positioning accuracy, and / or, mouse reporting rate; or, The human-computer interaction device includes a game controller; the device parameters include: a handle rocker dead zone, and / or a handle rocker linearity; or, The human-computer interaction device includes a touch screen; the device parameters include: a touch sampling rate.

8. The method according to claim 1, characterized in that The step of determining a target aiming parameter corresponding to the virtual object based on the input signal, the device parameter and the aiming feature comprises: Determining a degree of response delay of the human-computer interaction device based on the device parameters; If the response delay degree is greater than or equal to a preset degree threshold, determining a current aiming parameter and an aiming change parameter of the virtual object based on the input signal; Based on the current aiming parameter and the aiming change parameter, a target aiming parameter corresponding to the virtual object is determined.

9. The method according to claim 8, characterized in that The current aiming parameter includes the current crosshair position; the aiming change parameter includes the crosshair position change speed; The step of determining the target aiming parameter corresponding to the virtual object based on the current aiming parameter and the aiming change parameter comprises: Based on the current crosshair position of the virtual object corresponding to the first game frame and the crosshair position change speed, the target crosshair position of the virtual object corresponding to the second game frame is calculated; the second game frame is a game frame after the first game frame.

10. The method according to claim 9, characterized in that The step of calculating the target crosshair position of the virtual object corresponding to the second game frame based on the current crosshair position of the virtual object corresponding to the first game frame and the crosshair position change speed includes: The target crosshair position of the virtual object corresponding to the second game frame is predicted by Kalman filtering technology based on the current crosshair position, the speed of change of the crosshair position and the game frame time interval; the game frame time interval is the time interval between the first game frame and the second game frame.

11. The method according to claim 10, characterized in that The step of predicting the target crosshair position of the virtual object corresponding to the second game frame by using Kalman filtering technology based on the current crosshair position, the crosshair position change speed and the game frame time interval includes: Determining Kalman filter parameters based on the response delay degree; the Kalman filter parameters include a process noise covariance matrix and / or an observation noise covariance matrix; The target crosshair position of the virtual object corresponding to the second game frame is predicted by Kalman filtering technology based on the current crosshair position, the crosshair position change speed, the Kalman filtering parameters and the game frame time interval.

12. The method according to claim 1, characterized in that The aiming feature is determined by: Obtaining historical data of the game account controlled by the terminal device; Determine shooting parameters of the game account based on the historical data; the shooting parameters include: one or more of hit rate, headshot rate, gun following stability, kill-death ratio and reaction time; Based on the shooting parameters of the game account, an aiming characteristic of the game account is determined.

13. A device for adjusting the aiming direction in a game, characterized in that: A graphical user interface is provided through a terminal device; the terminal device is connected to a human-computer interaction device; the graphical user interface displays a crosshair and a game scene, the game scene at least includes a virtual object controlled by the terminal device, and the crosshair is used to indicate the aiming direction of the virtual object in the game scene; the device includes: an input signal acquisition module, configured to acquire, in response to an aiming trigger event, an input signal generated by the human-computer interaction device, a device parameter of the human-computer interaction device, and an aiming feature of a game account controlling the virtual object; the aiming feature being determined based on historical data of the game account; The aiming direction adjustment module is used to determine the target aiming parameters corresponding to the virtual object based on the input signal, the device parameters and the aiming characteristics, and to control the aiming direction of the crosshairs in the game scene to be adjusted according to the target aiming parameters.

14. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the aiming direction adjustment method in the game as described in any one of claims 1-12.

15. A machine-readable storage medium, characterized in that: The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the aiming direction adjustment method in a game as described in any one of claims 1-12.