Method and device for putting air-dropped articles in virtual environment and electronic equipment
By generating a heat grid to plan the optimal flight path of the virtual airdrop aircraft and determine the target airdrop point, combining the method of matching the rarity of the airdrop items with the regional heat value, the problems of randomness of the airdrop position, fixed rarity and random generation of the flight path in the existing intelligent airdrop system are solved, and game balance and rhythm optimization in the virtual environment are achieved.
Patent Information
- Application Number
- CN202510687228.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-27
- Publication Date
- 2025-06-27
- Estimated Expiration
- 2045-05-27
AI Technical Summary
The existing intelligent airdrop system has problems in the virtual environment with excessive randomness of airdrop locations, fixed rarity of airdrop items, and random generation of flight paths, resulting in excessive concentration of resources in popular areas, no one is interested in unpopular areas, and poor game balance and rhythm.
By generating a heat grid based on virtual character activity data, the optimal flight path of the virtual airdrop aircraft is planned and the target airdrop point is determined to ensure that the airdrop point meets the game balance requirements; the rarity of the airdrop item is determined based on the heat value of the area to which the target airdrop point belongs, so that it matches the popularity of the area.
Effectively disperse virtual characters, optimize the game rhythm and balance, ensure that the rarity of airdrop items matches the popularity of the area, and avoid excessive resource concentration and unpopular areas without anyone to care about it.
Smart Images

Figure CN120204734A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the technical field of virtual environments, and in particular, to a method, an apparatus, and an electronic device for dropping items in a virtual environment. Background Art
[0002] In open-world survival multiplayer online games (such as Rust), intelligent airdrop systems are usually used to increase virtual character interaction and competition, and enhance the game fun. The current intelligent airdrop systems usually have the following defects: (1) The randomness of the airdrop position is too strong, resulting in an over-concentration of resources in popular areas and no one caring about unpopular areas; (2) The rarity of the airdropped items is fixed and does not match the distribution of virtual characters and the intensity of competition; (3) The flight path of the airdrop plane is randomly generated, and it is impossible to effectively disperse virtual characters and optimize the game rhythm and balance. Summary of the Invention
[0003] The main purpose of the embodiments of the present application is to propose a method, an apparatus, and an electronic device for dropping items in a virtual environment, aiming to plan the flight path of a virtual airdrop plane and determine the target airdrop point based on the heat grid generated from the activity data of each virtual character, which can ensure that the target airdrop point meets the game balance requirements; determine the rarity of the airdropped items according to the heat value of the area where the target airdrop point is located, so that the rarity of the airdropped items can match the popularity of the area, effectively disperse virtual characters, and optimize the game rhythm and balance.
[0004] To achieve the above object, the first aspect of the embodiments of the present application proposes a method for dropping items in a virtual environment, the method comprising: Generating a heat grid according to the activity data of each virtual character in the virtual game scene, the heat grid including the heat value corresponding to each area in the virtual game scene; Generating an optimal flight path of the virtual airdrop plane according to the heat grid; Selecting a target airdrop point from the optimal flight path according to the current position of the virtual airdrop plane; Determining the target rarity of the airdropped items to be dropped at the target airdrop point according to the real-time heat value of the area where the target airdrop point is located; When the virtual airdrop plane reaches the target airdrop point, dropping the airdropped items of the target rarity.
[0005] In an embodiment of the present application, the generating a heat grid according to the activity data of each virtual character in the virtual game scene includes: Based on the activity data of each virtual character in the virtual game scene, determine the number of virtual characters corresponding to each area in the virtual game scene, the number of virtual character deaths within a set past time, and the number of interactions between virtual characters within a set past time; Calculate the heat value corresponding to each area based on the number of virtual characters corresponding to each area, the number of virtual character deaths within a set past time, and the number of interactions between virtual characters within a set past time; Generate a heat grid based on the heat value corresponding to each area.
[0006] In an embodiment of the present application, calculating the heat value corresponding to each area based on the number of virtual characters corresponding to each area, the number of virtual character deaths within a set past time, and the number of interactions between virtual characters within a set past time is executed through the following formula: ; In the formula, represents the heat value corresponding to area , represents the virtual character density coefficient, represents the number of virtual characters in area , represents the death event coefficient, represents the number of virtual character deaths within a set past time in area , represents the interaction event coefficient, represents the number of interactions between virtual characters within a set past time in area .
[0007] In an embodiment of the present application, generating the optimal flight path of the virtual airdrop plane based on the heat grid includes: Determine the passing cost of the virtual airdrop plane passing through each area in the virtual game scene according to the heat grid, where the greater the heat value of the area, the lower the corresponding passing cost; Based on the passing cost of the virtual airdrop plane passing through each area in the virtual game scene, determine the optimal flight path of the virtual airdrop plane from the starting point to the ending point, where the optimal flight path is the path with the minimum passing cost.
[0008] In an embodiment of the present application, selecting a target airdrop point from the optimal flight path according to the current position of the virtual airdrop plane includes: Sample an alternative airdrop point at a preset distance interval on the optimal flight path to generate a set of alternative airdrop points; Select a target airdrop point from the set of alternative airdrop points, where the target airdrop point is any one of the alternative airdrop points on the optimal flight path that is after the current position of the virtual airdrop plane.
[0009] In an embodiment of the present application, the determining the target rarity of the airdrop item to be dropped at the target airdrop point according to the real-time heat value of the area where the target airdrop point is located includes: Determine the maximum rarity of the airdrop item and the historical pickup rate of the airdrop items in the area where the target airdrop point is located; According to the real-time heat value of the area where the target airdrop point is located, the maximum rarity, and the historical pickup rate, calculate the target rarity of the airdrop item to be dropped at the target airdrop point.
[0010] In an embodiment of the present application, the calculating the target rarity of the airdrop item to be dropped at the target airdrop point according to the real-time heat value of the area where the target airdrop point is located, the maximum rarity, and the historical pickup rate is performed by the following formula: ; In the formula, represents the target rarity of the airdrop item corresponding to the area where the target airdrop point is located , represents the maximum rarity, represents the adjustment factor, represents the real-time heat value of the area where the target airdrop point is located corresponding to, represents the incentive factor, represents the area where the target airdrop point is located historical pickup rate of airdrop items.
[0011] In an embodiment of the present application, the step of generating a heat grid according to the activity data of each virtual character in the virtual game scene is performed at intervals of a preset time to update the heat grid.
[0012] To achieve the above object, a second aspect of the embodiments of the present application proposes a device for dropping airdrop items in a virtual environment, and the device includes: A first generation module, configured to generate a heat grid according to the activity data of each virtual character in the virtual game scene, where the heat grid includes heat values corresponding to each area in the virtual game scene; A second generation module, configured to generate an optimal flight path of the virtual airdrop plane according to the heat grid; A selection module, configured to select a target airdrop point from the optimal flight path according to the current position of the virtual airdrop plane; A determination module, configured to determine a target rarity of an airdrop item to be dropped at the target airdrop point according to a real-time heat value of the area where the target airdrop point is located; A dropping module, configured to drop the airdrop item with the target rarity when the virtual airdrop plane reaches the target airdrop point.
[0013] To achieve the above object, a third aspect of the embodiments of the present application provides an electronic device. The electronic device includes a memory and a processor. The memory stores a computer program, and when the processor executes the computer program, the method described in the first aspect of the embodiments of the present application is implemented.
[0014] In the technical solution provided by the embodiments of the present application, according to the activity data of each virtual character in the virtual game scene, the heat value corresponding to each area in the virtual game scene can be calculated, so as to generate a heat grid. This heat grid can reflect the distribution of virtual characters and the competition intensity in each area, so as to master the popularity of each area. Then, an optimal flight path of the virtual airdrop plane is generated according to the heat grid, which can make the generated optimal flight path pass through more areas with high heat values as much as possible. Then, a target airdrop point is selected from the optimal flight path, so that the target airdrop point will basically not be in an area with too low heat value, which can ensure that the selected target airdrop point meets the requirements of game balance. After determining the target airdrop point, the target rarity of the airdrop item is determined according to the real-time heat value of the area where the target airdrop point is located, and the greater the real-time heat value, the smaller the corresponding target rarity. This can make the airdrop items corresponding to high-heat-value areas more conventional, while the airdrop items corresponding to low-heat-value areas are more rare, so that the rarity of the airdrop items can match the popularity of the area, effectively dispersing virtual characters and optimizing the game rhythm and balance.
[0015] Other features and advantages of the present application will become apparent through the following detailed description, or will be learned in part through the practice of the present application.
[0016] It should be understood that the above general description and the following detailed description are only exemplary and do not limit the present application. Description of the Drawings
[0017] By referring to the accompanying drawings and describing its exemplary embodiments in detail, the above and other objects, features and advantages of the present application will become more obvious.
[0018] Figure 1 is a flowchart of a method for dropping airdrop items in a virtual environment provided by an embodiment of the present application.
[0019] Figure 2 is a flowchart of steps for generating a heat grid according to the activity data of each virtual character in the virtual game scene provided by an embodiment of the present application.
[0020] Figure 3 It is a flowchart of steps for generating an optimal flight path of a virtual airdrop aircraft according to a heat grid provided by an embodiment of the present application.
[0021] Figure 4 It is a flowchart of steps for selecting a target airdrop point from the optimal flight path according to the current position of the virtual airdrop aircraft provided by an embodiment of the present application.
[0022] Figure 5 It is a flowchart of steps for determining the target rarity of the airdrop items to be dropped at the target airdrop point according to the real-time heat value of the area where the target airdrop point belongs provided by an embodiment of the present application.
[0023] Figure 6 It is a structural block diagram of a dropping device for airdrop items in a virtual environment provided by an embodiment of the present application.
[0024] Figure 7 It is a schematic diagram of the hardware structure of an electronic device provided by an embodiment of the present application. Detailed implementation manners
[0025] Now, in order to make the objectives, technical solutions and advantages of the present application more clear and understandable, the present application will be further described in detail below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present application and are not used to limit the present application.
[0026] It should be noted that although functional module division is performed in the device schematic diagram and the logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different module division in the device or a different order in the flowchart. Terms such as "first" and "second" in the specification, claims and the above-mentioned drawings are used to distinguish similar objects and do not necessarily need to describe a specific order or sequence.
[0027] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the technical field to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of this application and are not intended to limit this application.
[0028] In open-world survival multiplayer online games (such as Rust), intelligent airdrop systems are usually used to increase virtual character interaction and competition and enhance the game fun. The current intelligent airdrop systems usually have the following defects: (1) The randomness of the airdrop position is too strong, resulting in an over-concentration of resources in popular areas and no one caring about unpopular areas; (2) The rarity of the airdrop items is fixed and fails to match the virtual character distribution and competition intensity; (3) The flight path of the airdrop plane is randomly generated, which cannot effectively disperse virtual characters and optimize the game rhythm and balance.
[0029] Based on this, an embodiment of the present application provides a method for dropping airdrop items in a virtual environment, aiming to plan the flight path of a virtual airdrop plane and determine the target airdrop point based on the heat grid generated from the activity data of each virtual character, which can ensure that the target airdrop point meets the requirements of game balance; determine the rarity of the airdrop item according to the heat value of the area where the target airdrop point is located, so that the rarity of the airdrop item can match the popularity of the area, which can effectively disperse virtual characters and optimize the game rhythm and balance.
[0030] Refer to Figure 1 , Figure 1 is a flowchart of a method for dropping airdrop items in a virtual environment provided by an embodiment of the present application, including but not limited to steps S110 to S150.
[0031] Step S110, generate a heat grid according to the activity data of each virtual character in the virtual game scene, where the heat grid includes the heat value corresponding to each area in the virtual game scene.
[0032] In an embodiment of the present application, according to the activity data of each virtual character in the virtual game scene, such as the distribution of virtual characters in each area in the virtual game scene, the interaction situation between virtual characters in each area, and the death situation of virtual characters in each area, etc., calculate the heat value corresponding to each area in the virtual game scene to generate a heat grid. Among them, each area in the virtual game scene can be each area in the game map. The division of the area can be the same as or different from the area division on the game map, and the embodiment of the present application does not make specific limitations.
[0033] Exemplarily, if there are areas such as Area A, Area B, and Area H divided on the game map, then calculate the heat value corresponding to Area A according to the number of virtual characters distributed in Area A, the number of interactions between virtual characters in Area A in the past period of time (such as the past 1 minute), and the number of deaths of virtual characters in Area A in the past period of time (such as the past 1 minute). Similarly, the heat value corresponding to other areas such as Area B and the heat value corresponding to Area H can be calculated respectively, and thus the heat value corresponding to each area can be calculated to generate a heat grid. This heat grid can reflect the distribution of virtual characters and the competition intensity in each area, so that the popularity of each area can be grasped according to this heat grid.
[0034] It should be noted that if the activity data corresponding to each virtual character changes at different times. For example, relative to the current moment, at the next moment (such as 10 seconds later), the area where the virtual character is located changes, resulting in a change in the number of virtual characters corresponding to each area, which will cause the heat values corresponding to each area to change accordingly. Similarly, relative to the current moment, at the next moment (such as 10 seconds later), the interaction situation of the virtual characters in the area changes. For example, during these 10 seconds, multiple interaction events are added in the area, resulting in a change in the number of virtual character interactions counted in the past set time, which will cause the heat values corresponding to each area to change accordingly. Similarly, relative to the current moment, at the next moment (such as 10 seconds later), the death situation of the virtual characters in the area changes. For example, during these 10 seconds, multiple death events are added in the area, resulting in a change in the number of virtual character deaths counted in the past set time, which will cause the heat values corresponding to each area to change accordingly. That is, if the activity data corresponding to each virtual character changes at different times, the heat grid will change accordingly.
[0035] In the embodiments of the present application, step S110 may be executed every preset time interval (such as every 10 seconds) to update the heat grid every preset time interval. By updating the heat grid every preset time interval, the popularity of each area at different times can be accurately grasped, so that the change of the game state can be accurately reflected. Among them, the heat grid can be stored using a distributed memory database to improve the response efficiency.
[0036] Refer to Figure 2 , Figure 2 is a flowchart of the steps for generating a heat grid according to the activity data of each virtual character in a virtual game scene provided by an embodiment of the present application, including but not limited to steps S210 to S230.
[0037] Step S210, determine the number of virtual characters corresponding to each area in the virtual game scene, the number of virtual character deaths in the past set time, and the number of interactions between virtual characters in the past set time according to the activity data of each virtual character in the virtual game scene; Step S220, calculate the heat value corresponding to each area according to the number of virtual characters corresponding to each area, the number of virtual character deaths in the past set time, and the number of interactions between virtual characters in the past set time; Step S230, generate a heat grid according to the heat value corresponding to each area.
[0038] In the embodiments of the present application, according to the activity data of each virtual character in the virtual game scene, the number of virtual characters corresponding to each area in the virtual game scene, the number of virtual character deaths in the past set time, and the number of interactions between virtual characters in the past set time can be determined. Specifically, according to the distribution of virtual characters at the current moment in each area, the number of virtual characters accommodated in each area can be statistically obtained. By counting the interaction events between virtual characters in each area in the past set time (such as the past 1 minute), the number of interactions between virtual characters in each area in the past set time can be obtained. By counting the death events of virtual characters in each area in the past set time (such as the past 1 minute), the number of virtual character deaths in each area in the past set time can be obtained.
[0039] Next, by performing a weighted sum of the number of virtual characters corresponding to each area, the number of virtual character deaths in the past set time, and the number of interactions between virtual characters in the past set time, the heat value corresponding to each area can be calculated.
[0040] Specifically, according to the number of virtual characters corresponding to each area, the number of virtual character deaths in the past set time, and the number of interactions between virtual characters in the past set time, the heat value corresponding to each area can be calculated through the following formula 1. Formula 1 is as follows: (Formula 1); In Formula 1, represents the heat value corresponding to area ; represents the virtual character density coefficient, represents the number of virtual characters in area ; represents the death event coefficient, represents the number of virtual character deaths in area in the past set time; represents the interaction event coefficient, represents the number of interactions between virtual characters in area in the past set time. Among them, as an example, the player density coefficient can be 0.4, the death event coefficient can be 0.4, and the interaction event coefficient can be 0.2.
[0041] Finally, according to the calculated heat values corresponding to each area, a heat grid can be generated.
[0042] In the embodiments of the present application, according to the number of virtual characters corresponding to each area, the number of virtual character deaths within a set past time, and the number of interactions between virtual characters within a set past time, the heat value corresponding to each area can be calculated to generate a heat grid, so that the heat grid can reflect the virtual character distribution and competition intensity in each area, and thus the popularity of each area can be grasped through the heat grid.
[0043] Step S120, generate an optimal flight path for the virtual airdrop plane according to the heat grid.
[0044] In the embodiments of the present application, since the generated heat grid can accurately reflect the popularity of each area, an optimal flight path for the virtual airdrop plane can be further generated according to the heat grid, so that the virtual airdrop plane can pass through more areas with high popularity as much as possible, thereby increasing the interactivity and competitiveness of the game and enhancing the game fun.
[0045] Refer to Figure 3 , Figure 3 is a flowchart of steps for generating an optimal flight path for a virtual airdrop plane according to a heat grid provided by an embodiment of the present application, including but not limited to steps S310 to S320.
[0046] Step S310, determine the passing cost for the virtual airdrop plane to pass through each area in the virtual game scene according to the heat network, where the greater the heat value of the area, the lower the corresponding passing cost; Step S320, based on the passing cost for the virtual airdrop plane to pass through each area in the virtual game scene, determine the optimal flight path of the virtual airdrop plane from the starting point to the ending point, where the optimal flight path is the path with the minimum total passing cost.
[0047] In the embodiments of the present application, the passing cost of each area can be determined first according to the generated heat grid. Among them, the greater the heat value of the area, the lower the passing cost for passing through the area. This can make it more likely for the virtual airdrop plane to pass through areas with higher popularity. Then, based on the passing cost corresponding to each area, using algorithms such as the A* algorithm, ant colony algorithm, or genetic algorithm, the optimal flight path of the virtual airdrop plane from the starting point to the ending point can be determined. The optimal flight path is the path with the minimum total passing cost, so as to ensure that the determined optimal flight path passes through as many areas with high popularity as possible.
[0048] It can be understood that the starting point and ending point of the virtual airdrop plane can be determined in advance and randomly. That is, after the game starts, a point can be randomly selected from the game map as the starting point of the virtual airdrop plane, and another different point can be randomly selected from the game map as the ending point of the virtual airdrop plane.
[0049] Step S130: Select a target airdrop point from the optimal flight path according to the current position of the virtual airdrop aircraft.
[0050] In the embodiment of the present application, after determining the optimal flight path of the virtual airdrop aircraft according to the passing cost of each area, a target airdrop point can be further selected from the optimal flight path according to the current position of the virtual airdrop aircraft as the final airdrop point. Here, considering that the airdrop settings corresponding to different games are different. For example, in some games, an airdrop is set to be carried out every set time after the game starts. Specifically, the virtual airdrop aircraft is controlled to fly to the airdrop point for item delivery every set time. At this time, the virtual airdrop aircraft is first controlled to start from the starting point and fly along the optimal flight path. Therefore, the determination of the target airdrop point also needs to consider the current position of the virtual airdrop aircraft to prevent the selected target airdrop point from being before the current position of the virtual airdrop aircraft, resulting in a failed airdrop.
[0051] Refer to Figure 4 , Figure 4 FIG. is a flowchart of the steps of selecting a target airdrop point from the optimal flight path according to the current position of the virtual airdrop aircraft provided by an embodiment of the present application, including but not limited to steps S410 to S420.
[0052] Step S410: Sample an alternative airdrop point at every preset distance on the optimal flight path to generate a set of alternative airdrop points; Step S420: Select a target airdrop point from the set of alternative airdrop points, where the target airdrop point is any one of the alternative airdrop points on the optimal flight path that is after the current position of the virtual airdrop aircraft.
[0053] In the embodiment of the present application, an alternative airdrop point is sampled at every preset distance (such as every 200 meters) on the generated optimal flight path, and a set of alternative airdrop points is generated. Exemplarily, if the total travel of the generated optimal flight path is 1000 meters, and an alternative airdrop point is sampled at every 200 meters on the optimal flight path, then 5 alternative airdrop points can be obtained. By aggregating these 5 alternative airdrop points, a set of alternative airdrop points can be obtained. Then, according to the current position of the virtual airdrop aircraft, a qualified target airdrop point is selected from the set of alternative airdrop points. Among them, the target airdrop point can be any one of the alternative airdrop points on the optimal flight path that is after the current position of the virtual airdrop aircraft.
[0054] Exemplarily, if the total distance of the generated optimal flight path is 1000 meters, and an alternative airdrop point is sampled every 200 meters on the optimal flight path, then 5 alternative airdrop points can be obtained. By aggregating these 5 alternative airdrop points, an alternative airdrop point set can be obtained. If the current position of the virtual airdrop aircraft is at the starting point on the optimal flight path, any one of these 5 alternative airdrop points can be selected as the target airdrop point. If the current position of the virtual airdrop aircraft is 300 meters from the starting point on the optimal flight path, any one of the 4 alternative airdrop points after 300 meters from the starting point on the optimal flight path can be selected as the target airdrop point.
[0055] In the embodiments of the present application, since the optimal flight path is the path with the minimum total cost, the optimal flight path itself can pass through areas with relatively high popularity as much as possible. As a result, the target airdrop points selected on the optimal flight path are also likely to belong to areas with relatively high popularity, so that the target airdrop points are basically not in areas with too low heat values, ensuring that the selected target airdrop points meet the requirements of game balance.
[0056] In some embodiments, after sampling an alternative airdrop point every preset distance on the optimal flight path to generate an alternative airdrop point set, a target airdrop point can also be selected from the alternative airdrop point set. The target airdrop point is an alternative airdrop point with a moderate heat value in the corresponding area among all alternative airdrop points after the current position of the virtual airdrop aircraft on the optimal flight path.
[0057] In the embodiments of the present application, after sampling an alternative airdrop point every preset distance on the optimal flight path to generate an alternative airdrop point set, a qualified target airdrop point can be selected from the alternative airdrop point set according to the current position of the virtual airdrop aircraft. Among them, the target airdrop point can be an alternative airdrop point with a moderate heat value in the corresponding area among all alternative airdrop points after the current position of the virtual airdrop aircraft on the optimal flight path.
[0058] Exemplarily, if the total distance of the generated optimal flight path is 1000 meters, and an alternative airdrop point is sampled every 200 meters on the optimal flight path, then 5 alternative airdrop points can be obtained. By aggregating these 5 alternative airdrop points, an alternative airdrop point set can be obtained. If the current position of the virtual airdrop aircraft is at the starting point on the optimal flight path, then these 5 alternative airdrop points can be sorted according to the magnitude of the heat values corresponding to the regions to which they belong, and an alternative airdrop point with a moderate heat value can be selected from these 5 alternative airdrop points as the target airdrop point. If the current position of the virtual airdrop aircraft is 300 meters from the starting point on the optimal flight path, then the 4 alternative airdrop points after 300 meters from the starting point on the optimal flight path are sorted according to the magnitude of the heat values corresponding to the regions to which they belong, and an alternative airdrop point with a moderate heat value is selected from these 4 alternative airdrop points as the target airdrop point.
[0059] It should be noted that a moderate heat value can be understood as a heat value excluding the maximum heat value and the minimum heat value. That is, the selected target airdrop point with a moderate heat value is any one of the other alternative airdrop points excluding the alternative airdrop point corresponding to the maximum heat value and the alternative airdrop point corresponding to the minimum heat value.
[0060] In the embodiment of the present application, by selecting an alternative airdrop point with a moderate heat value as the target airdrop point, it can be ensured that the target airdrop point is neither in the most popular area nor in the least popular area, thereby avoiding the situation of over - concentration of resources in the popular area and no one caring about the unpopular area, and being able to balance the game experience.
[0061] Step S140: Determine the target rarity of the airdrop items to be dropped at the target airdrop point according to the real - time heat value of the region to which the target airdrop point belongs, where the greater the real - time heat value, the smaller the corresponding target rarity.
[0062] In the embodiments of the present application, after determining the target airdrop point, the target rarity of the airdrop items to be dropped at the target airdrop point can be determined according to the real-time heat value of the area where the target airdrop point is located. Among them, since the heat values corresponding to each area are updated every preset time interval (such as every 10 seconds), therefore, the real-time heat value of the area where the target airdrop point is located here refers to the heat value of the area where the target airdrop point is located obtained from the most recent update. In order to make the rarity of the airdrop items match the popularity of the area and disperse virtual characters. In the embodiments of the present application, it is set that the greater the real-time heat value of the area where the target airdrop point is located, the smaller the rarity of the airdrop items to be dropped at the target airdrop point. Thus, the airdrop items corresponding to the high heat value areas (areas with high popularity) are relatively conventional, while the airdrop items corresponding to the low heat value areas (areas with low popularity) are more rare, so that it is not easy to attract more virtual characters to concentrate in the popular areas, and it can also attract virtual characters to explore the less popular areas, thereby effectively dispersing virtual characters, avoiding over-concentration of resources in popular areas and no one caring about unpopular areas, and optimizing the game rhythm and balance.
[0063] Refer to Figure 5 , Figure 5 FIG. is a flowchart of steps for determining the target rarity of the airdrop items to be dropped at the target airdrop point according to the real-time heat value of the area where the target airdrop point is located provided by an embodiment of the present application, including but not limited to steps S510 to S520.
[0064] Step S510, determine the maximum rarity of the airdrop items and the historical pick-up rate of the airdrop items in the area where the target airdrop point is located; Step S520, calculate the target rarity of the airdrop items to be dropped at the target airdrop point according to the real-time heat value, the maximum rarity, and the historical pick-up rate of the area where the target airdrop point is located.
[0065] In the embodiments of the present application, first determine the maximum rarity of the airdrop items and the historical pick-up rate of the airdrop items in the area where the target airdrop point is located. Among them, the historical pick-up rate of the airdrop items in the area where the target airdrop point is located can represent the ease of picking up airdrop items in the area where the target airdrop point is located. Then, the target rarity of the airdrop items to be dropped at the target airdrop point can be calculated according to the real-time heat value, the maximum rarity, and the historical pick-up rate of the area where the target airdrop point is located. Specifically, the target rarity of the airdrop items to be dropped at the target airdrop point can be calculated by the following formula 2: (Formula 2); In Formula 2, represents the target rarity of the airdrop items corresponding to the area where the target airdrop point is located , represents the maximum rarity, represents the adjustment factor, Indicates the area to which the target airdrop point belongs The corresponding real-time heat value Indicates the incentive factor Indicates the area to which the target airdrop point belongs The historical pickup rate of the airdropped items. Among them, as an example, the adjustment factor Can be 0.7, and the incentive factor Can be 0.3
[0066] In the embodiment of the present application, in the process of determining the rarity of the airdropped items to be dropped at the target airdrop point, in addition to considering the real-time heat value of the area to which the target airdrop point belongs, the historical pickup rate of the airdropped items in the area to which the target airdrop point belongs is further considered. Thus, the greater the real-time heat value of the area to which the target airdrop point belongs and the greater the historical pickup rate of the airdropped items in the area to which the target airdrop point belongs, the smaller the rarity of the airdropped items to be dropped at the target airdrop point. Therefore, it can be ensured that the airdropped items corresponding to the high heat value area (the area with a high popularity) and the greater pickup rate (the easier to be picked up) are relatively conventional, while the airdropped items corresponding to the low heat value area (the area with a low popularity) and the smaller pickup rate (the more difficult to be picked up) are more rare. This can not only prevent more virtual characters from gathering in the popular areas, but also attract virtual characters to explore the less popular areas. At the same time, it can ensure that the rarer the airdropped items are, the more difficult they are to be picked up, effectively dispersing virtual characters and optimizing the game rhythm and balance
[0067] Step S150: When the virtual airdrop plane reaches the target airdrop point, drop the airdropped items with the target rarity
[0068] In the embodiment of the present application, after determining the target airdrop point and the target rarity of the airdropped items to be dropped at the target airdrop point, when the virtual airdrop plane reaches the target airdrop point, control the dropping of the airdropped items with the target rarity, and then a single airdrop can be completed to increase player interaction and competition and enhance the game fun
[0069] In the embodiments of the present application, according to the activity data of each virtual character in the virtual game scene, the heat value corresponding to each area in the virtual game scene can be calculated, so as to generate a heat grid. This heat grid can reflect the distribution of virtual characters and the competition intensity in each area, so that the popularity of each area can be grasped. Then, an optimal flight path of the virtual airdrop plane is generated according to the heat grid, which can make the generated optimal flight path pass through more areas with high heat values as much as possible. Then, a target airdrop point is selected from the optimal flight path, so that the target airdrop point will basically not be in an area with too low heat value, which can ensure that the selected target airdrop point meets the requirements of game balance. After determining the target airdrop point, the target rarity of the airdrop item is determined according to the real-time heat value of the area where the target airdrop point is located, and the greater the real-time heat value, the smaller the corresponding target rarity. This can make the airdrop items corresponding to high-heat-value areas more conventional, while the airdrop items corresponding to low-heat-value areas are more rare, so that the rarity of the airdrop items can match the popularity of the area, effectively dispersing virtual characters and optimizing the game rhythm and balance.
[0070] Please refer to Figure 6 , the embodiments of the present application also provide a device 60 for dropping airdrop items in a virtual environment, which can implement the method for dropping airdrop items in the virtual environment. The device 60 includes: A first generation module 610, configured to generate a heat grid according to the activity data of each virtual character in the virtual game scene, where the heat grid includes the heat values corresponding to each area in the virtual game scene; A second generation module 620, configured to generate an optimal flight path of the virtual airdrop plane according to the heat grid; A selection module 630, configured to select a target airdrop point from the optimal flight path according to the current position of the virtual airdrop plane; A determination module 640, configured to determine the target rarity of the airdrop item to be dropped at the target airdrop point according to the real-time heat value of the area where the target airdrop point is located; A dropping module 650, configured to drop the airdrop item with the target rarity when the virtual airdrop plane reaches the target airdrop point.
[0071] The specific implementation manner of the device 60 for dropping airdrop items in the virtual environment is basically the same as the specific embodiments of the method for dropping airdrop items in the virtual environment, and will not be elaborated here.
[0072] Please refer to Figure 7 , Figure 7 is a schematic diagram of the hardware structure of the electronic device provided by the embodiments of the present application. The electronic device includes: The processor 701 can be implemented in ways such as a general-purpose CPU (Central Processing Unit), a microprocessor, an application-specific integrated circuit (ASIC), or one or more integrated circuits, and is used to execute relevant programs to implement the technical solutions provided in the embodiments of the present application. The memory 702 can be implemented in forms such as a read-only memory (ROM), a static storage device, a dynamic storage device, or a random access memory (RAM). The memory 702 can store an operating system and other application programs. When implementing the technical solutions provided in the embodiments of this specification through software or firmware, the relevant program codes are stored in the memory 702 and are called by the processor 701 to execute the method for dropping items in the virtual environment in the embodiments of the present application. The input / output interface 703 is used to implement information input and output. The communication interface 704 is used to implement communication interaction between this device and other devices, and can achieve communication through wired means (such as USB, network cable, etc.) or wireless means (such as mobile network, WIFI, Bluetooth, etc.). The bus 705 transmits information between various components of the device (such as the processor 701, the memory 702, the input / output interface 703, and the communication interface 704). Among them, the processor 701, the memory 702, the input / output interface 703, and the communication interface 704 achieve communication connections with each other inside the device through the bus 705.
[0073] The embodiments described in the embodiments of the present application are for more clearly explaining the technical solutions of the embodiments of the present application and do not constitute a limitation on the technical solutions provided in the embodiments of the present application. Those skilled in the art know that with the evolution of technology and the emergence of new application scenarios, the technical solutions provided in the embodiments of the present application are equally applicable to similar technical problems.
[0074] Those skilled in the art can understand that the technical solutions shown in the figure do not constitute a limitation on the embodiments of the present application, and may include more or fewer steps than those shown in the figure, or combine certain steps, or different steps.
[0075] The device embodiments described above are merely illustrative. The units described as separate components may or may not be physically separated, that is, they may be located in one place or distributed to multiple network units. Some or all of the modules can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0076] Those of ordinary skill in the art can understand that all or some of the steps in the methods disclosed above, and the functional modules / units in systems and devices, can be implemented as software, firmware, hardware, and appropriate combinations thereof.
[0077] As used in the specification of this application and the above-mentioned drawings, the terms "first", "second", "third", "fourth", etc. (if any) are used to distinguish similar objects and do not necessarily have to be used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged under appropriate circumstances so that the embodiments of this application described here can be implemented in an order different from those illustrated or described here. In addition, the terms "comprising" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products, or devices.
[0078] It should be understood that in this application, "at least one (item)" means one or more, and "a plurality" means two or more. "And / or" is used to describe the association relationship of associated objects and indicates that three relationships can exist. For example, "A and / or B" can mean: only A exists, only B exists, and both A and B exist simultaneously. Here, A and B can be singular or plural. The character " / " generally indicates that the associated objects before and after are in an "or" relationship. "At least one (one) of the following" or similar expressions refer to any combination of these items, including any combination of single items (ones) or plural items (ones). For example, at least one (one) of a, b, or c can mean: a, b, c, "a and b", "a and c", "b and c", or "a and b and c", where a, b, c can be single or multiple.
[0079] In the several embodiments provided in this application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely illustrative. For example, the above-mentioned unit division is only a logical function division, and there can be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed coupling, direct coupling, or communication connection to each other can be through some interfaces, and the indirect coupling or communication connection of devices or units can be in electrical, mechanical, or other forms.
[0080] The units described above as separate components may or may not be physically separated. The components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0081] In addition, each functional unit in various embodiments of the present application may be integrated into a processing unit, or each unit may exist physically alone, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of a software functional unit.
[0082] If the integrated unit 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 this understanding, the technical solution of the present application, in essence, or the part that contributes to the prior art, or all or 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 multiple instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods in various embodiments of the present application. The aforementioned storage medium includes: various media that can store programs such as USB flash drives, mobile hard disks, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical discs.
[0083] The preferred embodiments of the embodiments of the present application have been described above with reference to the accompanying drawings, but this does not limit the scope of the rights of the embodiments of the present application. Any modification, equivalent replacement, and improvement made by those skilled in the art without departing from the scope and essence of the embodiments of the present application shall be within the scope of the rights of the embodiments of the present application.
Claims
1. A method for dropping items in a virtual environment, characterized in that, The method includes: Generating a heat grid based on the activity data of each virtual character in the virtual game scene, where the heat grid includes the heat values corresponding to each area in the virtual game scene; Generating an optimal flight path for the virtual airdrop plane according to the heat grid; Selecting a target airdrop point from the optimal flight path according to the current position of the virtual airdrop plane; Determining the target rarity of the airdrop items to be dropped at the target airdrop point according to the real-time heat value of the area where the target airdrop point is located, where the greater the real-time heat value, the smaller the corresponding target rarity; When the virtual airdrop plane reaches the target airdrop point, dropping the airdrop items of the target rarity.
2. The method according to claim 1, wherein The generating a heat grid based on the activity data of each virtual character in the virtual game scene includes: Determining the number of virtual characters corresponding to each area in the virtual game scene, the number of virtual character deaths in the past set time, and the number of interactions between virtual characters in the past set time according to the activity data of each virtual character in the virtual game scene; Calculating the heat value corresponding to each area according to the number of virtual characters corresponding to each area, the number of virtual character deaths in the past set time, and the number of interactions between virtual characters in the past set time; Generating a heat grid according to the heat values corresponding to each area.
3. The method according to claim 2, characterized in that, The calculating the heat value corresponding to each area according to the number of virtual characters corresponding to each area, the number of virtual character deaths in the past set time, and the number of interactions between virtual characters in the past set time is executed by the following formula: ; In the formula, represents the heat value corresponding to the area , represents the virtual character density coefficient, represents the area and the number of virtual characters within it, represents the death event coefficient, represents the area and the number of virtual character deaths within it over the past set time, represents the interaction event coefficient, represents the area and the number of interactions between virtual characters within it over the past set time.
4. The method according to claim 1, wherein The generating an optimal flight path for the virtual airdrop plane according to the heat grid includes: Determining the passing cost of the virtual airdrop plane passing through each area in the virtual game scene according to the heat grid, where the greater the heat value of the area, the lower the corresponding passing cost; Based on the passing cost of the virtual airdrop plane passing through each area in the virtual game scene, determining the optimal flight path of the virtual airdrop plane from the starting point to the ending point, where the optimal flight path is the path with the minimum total passing cost.
5. The method according to claim 1, characterized in that, The selecting a target airdrop point from the optimal flight path according to the current position of the virtual airdrop plane includes: Sampling an alternative airdrop point at a preset distance interval on the optimal flight path to generate a set of alternative airdrop points; Selecting a target airdrop point from the set of alternative airdrop points, where the target airdrop point is any one of the alternative airdrop points located after the current position of the virtual airdrop plane on the optimal flight path.
6. The method according to claim 1, characterized in that, The determining the target rarity of the airdrop items to be dropped at the target airdrop point according to the real-time heat value of the area where the target airdrop point is located includes: Determining the maximum rarity of the airdrop items and the historical pickup rate of the airdrop items in the area where the target airdrop point is located; Calculating the target rarity of the airdrop items to be dropped at the target airdrop point according to the real-time heat value of the area where the target airdrop point is located, the maximum rarity, and the historical pickup rate.
7. The method according to claim 6, wherein Calculating the target rarity of the airdrop items to be dropped at the target airdrop point according to the real-time heat value of the area where the target airdrop point belongs, the maximum rarity, and the historical pick-up rate is performed through the following formula: ; In the formula, represents the area to which the target airdrop point belongs The target rarity of the corresponding airdropped item, represents the maximum rarity, represents the adjustment factor, represents the area to which the target airdrop point belongs The corresponding real-time heat value, represents the incentive factor, represents the area to which the target airdrop point belongs The historical pickup rate of the airdropped item.
8. The method according to claim 1, characterized in that, The method further includes: Performing the step of generating a heat grid based on the activity data of each virtual character in the virtual game scene at preset time intervals to update the heat grid.
9. A delivery device for airdropping items in a virtual environment, characterized in that, The device includes: A first generation module, configured to generate a heat grid according to the activity data of each virtual character in the virtual game scene, where the heat grid includes heat values corresponding to each area in the virtual game scene; A second generation module, configured to generate an optimal flight path of the virtual airdrop plane according to the heat grid; A selection module, configured to select a target airdrop point from the optimal flight path according to the current position of the virtual airdrop plane; A determination module, configured to determine the target rarity of the airdrop items to be dropped at the target airdrop point according to the real-time heat value of the area where the target airdrop point belongs; A dropping module, configured to drop the airdrop items of the target rarity when the virtual airdrop plane reaches the target airdrop point.
10. An electronic device, characterized in that, The electronic device includes a memory and a processor, the memory stores a computer program, and when the processor executes the computer program, the method according to any one of claims 1-8 is implemented.
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