Virtual game method, device and equipment based on augmented reality and storage medium
By scanning the real game venues with augmented reality and randomly generating game levels, the fixed route problems of escape room and indoor parkour game venues are solved, interaction with real venues is achieved, the immersion and fun of the game is improved, and the cost of venue layout is reduced.
Patent Information
- Application Number
- CN202410038702.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-01-09
- Publication Date
- 2025-07-11
AI Technical Summary
The existing escape room and indoor parkour game venues lack game exploration and adventure due to fixed routes and non-player character guidance, and VR technology cannot support real game venue interaction, resulting in insufficient fun and freshness of the game.
Augmented reality technology is adopted to scan the real game venues with augmented reality, random game levels and virtual obstacles are generated, combined with the attribute information of the real game objects, interaction with the real game venues is achieved, and virtual object movements are controlled in response to game instructions.
It enhances the immersion and freshness of the game, reduces the cost of venue layout, provides adaptive game content, reduces game fatigue, supports multiple types of AR decoration and interaction, and improves the randomness and fun of the game experience.
Smart Images

Figure CN120285558A_ABST
Abstract
Description
Background Art
[0002] With the help of media communication in the Internet age, games such as escape room and indoor parkour have become popular among young people, and game venues specializing in such games have also become a choice for people to gather and play.
[0003] However, this type of game venue is limited by fixed game routes and relies on non-player characters (NPCs) to guide the game players' gameplay and game plots. It lacks the fun of exploration and adventure for game players, and the fun and freshness of the game brought to game players are very limited.
[0004] The virtual game world created by virtual reality (VR) technology provides gamers with simulations of vision, hearing and other senses, allowing gamers to experience the game immersively. However, VR virtual games generally do not support interaction with real game venues, lack situational game experience and social skills, and it is difficult for gamers to play games outside the constructed virtual game world. Therefore, VR technology is not suitable for games that require interaction with real game venues, such as escape room, indoor parkour, and script-killing games.
[0005] Therefore, in order to solve the above problems, a virtual game method based on augmented reality is proposed. Summary of the invention
[0006] The embodiments of the present application provide a virtual game method, apparatus, device and storage medium based on augmented reality to solve the problem of being unable to adaptively adjust game content and not supporting the interaction between virtual games and real game venues.
[0007] In a first aspect, an embodiment of the present application provides a virtual game method based on augmented reality, comprising:
[0008] Presenting a virtual game interface, the virtual game interface comprising: a field screen and a plurality of game levels; wherein the field screen is obtained by augmenting the reality of a real game field where a real game object is currently located; the plurality of game levels are randomly set on the field screen based on a preset game configuration information set, a field description set of the real game field, and an attribute information set of the real game object;
[0009] In response to the game instruction triggered by the real game object, the corresponding virtual game object is controlled to perform a corresponding action in the game level.
[0010] In a second aspect, the embodiment of the present application further provides a virtual game device based on augmented reality, including:
[0011] A presentation module for presenting a virtual game interface, where the virtual game interface includes: a venue screen and multiple game levels; among them, the venue screen is obtained by augmenting the real game venue where the real game object is currently located; the multiple game levels are randomly set on the venue screen based on a preset game configuration information set, a venue description set of the real game venue, and an attribute information set of the real game object.
[0012] A control module for controlling a corresponding virtual game object to perform corresponding actions in a game level in response to a game instruction triggered by the real game object.
[0013] Optionally, the presentation module is further configured to:
[0014] Display route prompt information in the virtual game interface, where the route prompt information is used to prompt the real game object to move along a route, and the route prompt information is generated based on a venue description set of the real game venue and a level information set of the multiple game levels;
[0015] In response to a movement operation of the real game object, control the corresponding virtual game object to move along a corresponding direction in the virtual game interface and display the venue screen after the movement in the virtual game interface.
[0016] Optionally, the control module includes at least one of the following triggering methods:
[0017] In response to a physical action made by the real game object in the real game venue, control the corresponding virtual game object to perform corresponding actions in the game level;
[0018] In response to a gesture action made by the real game object on the terminal device, control the corresponding virtual game object to perform corresponding actions in the game level, where the terminal device is used to run the corresponding virtual game and present the virtual game interface of the virtual game.
[0019] Optionally, the control module includes any one of the following physical actions:
[0020] In response to at least one of a tumbling action, a jumping action, and a running action made by the real game object in the real game venue, control the corresponding virtual game object to move in the game level;
[0021] In response to at least one of a tumbling action, a jumping action, a running action, a squatting action, and an evading action made by the real game object in the real game venue, control the corresponding virtual game object to avoid obstacles or other real game objects set in the game level;
[0022] In response to a climbing action performed by the real game object in the real game field, controlling the corresponding virtual game object to climb over obstacles set in the game level;
[0023] In response to the grabbing action performed by the real game object in the real game field, the corresponding virtual game object is controlled to perform the grabbing action in the game level.
[0024] Optionally, the control module is used to:
[0025] In response to a preset gesture operation made by the real game object on the terminal device, controlling the corresponding virtual game object to call the game props of the game level, and displaying a props use screen in the virtual game interface;
[0026] In response to the touch operation performed by the real game object on the item use screen, the item skill possessed by the game item is applied to the relevant object in the item use screen.
[0027] Optionally, the game state parameter value of the real game object is displayed in the virtual game interface, and the game state parameter value includes at least one of the following: character ability information and game contribution value of the real game object, and the presentation module is further used to:
[0028] Displaying multiple virtual obstacles generated based on augmented reality in the game level of the virtual game interface;
[0029] When it is detected that the real game object has an erroneous action or an illegal action against any virtual obstacle, the game state parameter value of the real game object is updated, and the updated game state parameter value is displayed in the virtual game interface.
[0030] Optionally, when the virtual obstacle is any one of virtual laser rays, fire, ocean, cliff, and cracked ground, the presentation module is also used to provide vibration feedback through the terminal device when displaying multiple virtual obstacles generated based on augmented reality in the game level of the virtual game interface.
[0031] Optionally, after displaying the updated game status parameter value in the virtual game interface, the presentation module is further configured to:
[0032] Displaying a game countdown in the virtual game interface, and when the countdown ends and the updated game status parameter value is lower than a set threshold, displaying a prompt message indicating that the game has failed, and jumping to the start page of the current game level;
[0033] When the countdown has not ended and the updated game state parameter value is not lower than the set threshold, display a prompt message indicating successful game clearance and jump to the game interface of the next game level.
[0034] Optionally, after presenting the virtual game interface, the presenting module is further configured to:
[0035] Play background music that conforms to the game rhythm of the virtual game interface through the terminal device to prompt the real game object to break through the levels according to the music beats of the background music.
[0036] Optionally, after presenting the virtual game interface, the presenting module is further configured to:
[0037] Display the clue object to be searched in the virtual game interface;
[0038] In response to the trigger operation of the real game object on the clue object to be searched, present a message window in the virtual game interface, and the message window is used to display the clue hint information carried by the clue object to be searched.
[0039] Optionally, after presenting the virtual game interface, the presenting module is further configured to:
[0040] Display a task release message in the virtual game interface, and the task release message is obtained by triggering a game guide object in the interface, and the task release message includes at least two game tasks with very different results;
[0041] In response to the trigger operation of the real game object on one of the game tasks, display the game result of executing the corresponding game task in the virtual game interface.
[0042] Optionally, when there are multiple real game objects in the venue screen, the presenting module is further configured to:
[0043] Display the respective role identifiers of each real game object in the virtual game interface;
[0044] In response to the trigger operation on any one of the role identifiers, present a message window in the virtual game interface, and the message window is used to display the specific information of the role played by the corresponding real game object, including at least one of the following: role positioning, role tasks, and skills possessed by the role.
[0045] In a third aspect, an embodiment of the present application further provides a computer device, including a processor and a memory, wherein the memory stores program code, and when the program code is executed by the processor, the processor is caused to execute the steps of any one of the above virtual game methods based on augmented reality.
[0046] Fourthly, an embodiment of the present application further provides a computer-readable storage medium, which includes program codes. When the program product runs on a computer device, the program codes are used to cause the computer device to execute the steps of any one of the above-described augmented reality-based virtual game methods.
[0047] Fifthly, an embodiment of the present application further provides a computer program product, including computer instructions. The computer instructions are executed by a processor to perform the steps of any one of the above-described augmented reality-based virtual game methods.
[0048] The beneficial effects of the present application are as follows:
[0049] An embodiment of the present application provides an augmented reality-based virtual game method, device, equipment, and storage medium. The method includes: presenting a virtual game interface, which includes: a scene picture and multiple game levels. Among them, the scene picture is obtained by performing augmented reality on the real game venue where the real game object is currently located, and the multiple game levels are randomly set on the scene picture based on a preset game configuration information set, a venue description set of the real game venue, and an attribute information set of the real game object; then, in response to a game instruction triggered by the real game object, controlling the corresponding virtual game object to perform corresponding actions in the game level.
[0050] The augmented reality technology supports interaction with the real game venue, is more suitable for the game scenario of the present application, and the enhanced venue picture is more realistic in visual perception, can create a good game atmosphere, and realizes immersive play. Moreover, augmented reality can realize various types of AR decorations. Even if the real game object frequently comes to the same venue to play and the placement positions of the facilities and items in the venue remain unchanged, it can still provide a different venue picture to the other party, which not only maintains the freshness of the real game object towards the game but also reduces the production cost of frequently arranging the venue.
[0051] Secondly, the game levels are randomly set on the scene picture based on a preset game configuration information set, a venue description set of the real game venue, and an attribute information set of the real game object. It can adaptively generate appropriate game content according to the personalized customization needs of the real game object, reduce the game frustration caused by too high game difficulty, and the randomly arranged game levels also make the play trend of the real game object more random. Even if the other party frequently comes to the same venue to play, there will be different game experiences under the same facilities, reducing the fatigue of the real game object and maintaining the freshness of the game.
[0052] Other features and advantages of the present application will be set forth in the following description, and in part will be obvious from the description, or may be learned by practice of the present application. The objectives and other advantages of the present application may be realized and attained by the structure particularly pointed out in the written description, claims, as well as the drawings. Description of the Drawings
[0053] The drawings described herein are for further understanding of the present application, and constitute a part of the present application. The schematic embodiments and descriptions thereof of the present application are used to explain the present application, and do not constitute an improper limitation of the present application. In the drawings:
[0054] Figure 1 It is an optional schematic diagram of an application scenario in an embodiment of the present application;
[0055] Figure 2A It is a schematic flowchart of generating game content provided by an embodiment of the present application;
[0056] Figure 2B It is a schematic logical diagram of generating game content provided by an embodiment of the present application;
[0057] Figure 2C It is a schematic logical diagram of scanning a real game venue provided by an embodiment of the present application;
[0058] Figure 2D It is a schematic diagram after the model is processed into a grid provided by an embodiment of the present application;
[0059] Figure 2E It is a schematic diagram of a page for selecting the number of players provided by an embodiment of the present application;
[0060] Figure 2F It is a schematic diagram of a page for selecting the basic information of players provided by an embodiment of the present application;
[0061] Figure 2G It is a schematic diagram of a page for selecting the basic information of coaches provided by an embodiment of the present application;
[0062] Figure 2H It is a schematic diagram of the collected 3D model provided by an embodiment of the present application;
[0063] Figure 2I It is a schematic logical diagram of the spatial A* pathfinding algorithm provided by an embodiment of the present application;
[0064] Figure 3A It is a schematic flowchart of a real game object playing an AR-based virtual game provided by an embodiment of the present application;
[0065] Figure 3B It is a schematic logical diagram of a real game object playing an AR-based virtual game provided by an embodiment of the present application;
[0066] Figure 3C Schematic diagram of the virtual game interface provided by the embodiment of the present application;
[0067] Figure 3D Schematic diagram of the virtual game interface with marked route prompt information provided by the embodiment of the present application;
[0068] Figure 3E Schematic diagram of the change in the virtual game interface caused by the rolling action provided by the embodiment of the present application;
[0069] Figure 3F Schematic diagram of the change in the virtual game interface caused by the climbing action provided by the embodiment of the present application;
[0070] Figure 3G Schematic diagram of the change in the virtual game interface caused by the grabbing action provided by the embodiment of the present application;
[0071] Figure 3H Schematic diagram of the virtual game interface for displaying game state parameters provided by the embodiment of the present application;
[0072] Figure 3I Schematic diagram of the virtual game interface for displaying updated game state parameters provided by the embodiment of the present application;
[0073] Figure 3J Schematic diagram of the change in the virtual game interface combined with time limit provided by the embodiment of the present application;
[0074] Figure 3K Schematic diagram of the change in the virtual game interface for triggering the object to be searched for clues provided by the embodiment of the present application;
[0075] Figure 3L Schematic diagram of the change in the virtual game interface for triggering the NPC game task provided by the embodiment of the present application;
[0076] Figure 3M Schematic diagram of the interface for displaying character information provided by the embodiment of the present application;
[0077] Figure 4 Schematic diagram of the process for playing the AR-based indoor parkour game provided by the embodiment of the present application;
[0078] Figure 5 Schematic diagram of the structure of a virtual game device based on augmented reality provided by the embodiment of the present application;
[0079] Figure 6 Schematic diagram of a hardware composition structure of a computer device applying the embodiment of the present application;
[0080] Figure 7A schematic diagram of a hardware composition structure of another computer device to which the embodiments of the present application are applied. Detailed implementation manners
[0081] To make the objectives, technical solutions, and advantages of the embodiments of the present application clearer, the technical solutions of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. Apparently, the described embodiments are only a part rather than all of the embodiments of the technical solutions of the present application. All other embodiments obtained by those of ordinary skill in the art based on the embodiments described in this application document without creative efforts shall fall within the scope of protection of the technical solutions of the present application.
[0082] The following explanations are provided for some terms in the embodiments of the present application to facilitate understanding by those skilled in the art.
[0083] 1. Artificial Intelligence (AI):
[0084] Artificial intelligence uses digital computers or machines controlled by digital computers to simulate, extend, and expand human intelligence, a theory, method, technology, and application system that perceives the environment, acquires knowledge, and uses knowledge to obtain the best results. In other words, artificial intelligence is a comprehensive technology in computer science that attempts to understand the essence of intelligence and produce a new intelligent machine that can react in a way similar to human intelligence. Artificial intelligence also studies the design principles and implementation methods of various intelligent machines to enable the machines to have the functions of perception, reasoning, and decision-making.
[0085] Artificial intelligence technology is an interdisciplinary subject with a wide range of fields, including both hardware-level technologies and software-level technologies. The basic technologies of artificial intelligence generally include technologies such as sensors, dedicated artificial intelligence chips, cloud computing, distributed storage, big data processing technology, operation / interaction systems, and mechatronics; the software technologies of artificial intelligence mainly include several major directions such as computer vision technology, speech processing technology, natural language processing technology, and machine learning / deep learning.
[0086] With the research and progress of artificial intelligence technology, artificial intelligence has been studied and applied in multiple fields. For example, common ones include smart homes, intelligent customer service, virtual assistants, smart speakers, intelligent marketing, driverless, autonomous driving, robots, intelligent healthcare, etc. It is believed that with the development of technology, artificial intelligence will be applied in more fields and play an increasingly important role.
[0087] 2. Machine learning:
[0088] Machine learning is an interdisciplinary field that involves multiple disciplines such as probability theory, statistics, approximation theory, convex analysis, and algorithm complexity theory. It specifically studies how computers can simulate or implement human learning behaviors to acquire new knowledge or skills, and reorganize the existing knowledge structure to continuously improve their own performance.
[0089] Machine learning is the core of artificial intelligence and the fundamental way to endow computers with intelligence. Its applications cover all fields of artificial intelligence, including technologies such as deep learning, reinforcement learning, transfer learning, inductive learning, and rote learning.
[0090] 3. Deep learning: It is a machine learning method in the field of artificial intelligence. Based on artificial neural network models, it processes data in layers, extracts simple features to complex representations, and uses a large amount of data for training to achieve efficient learning and prediction. Currently, deep learning has achieved remarkable results in many fields, such as computer vision, natural language processing, and speech recognition.
[0091] 4. Computer vision is a comprehensive discipline that combines multiple disciplines such as computer science, signal processing, physics, applied mathematics, statistics, and neurophysiology. It is also an important and challenging research direction in the scientific field.
[0092] This discipline uses various imaging systems as input means instead of visual organs, and the computer replaces the brain to complete processing and interpretation, enabling the computer to have the ability to observe and understand the world in a visual way like humans. Among them, the sub-fields of computer vision include face detection, face comparison, facial feature detection, blink detection, liveness detection, fatigue detection, etc.
[0093] 5. Virtual Reality (VR): Also known as virtual technology or virtual environment, it uses a computer to simulate and generate a virtual world in three-dimensional space, providing simulations for the user's visual and other organs, giving them a sense of immersion and allowing them to observe things in the three-dimensional space without restrictions.
[0094] 6. Augmented Reality (AR): By using a variety of technical means, it superimposes virtual objects generated by the computer or non-geometric information about real objects onto the real-world scene, thereby realizing the enhancement of the real world.
[0095] VR replaces the real world with an artificially constructed virtual world, while AR, as a variant of VR, is a technical way to change part of the real world. For example, VR constructs a virtual room and arranges a virtual table and a virtual teapot on the table in the room, while AR places a virtual teapot on a real-world table.
[0096] 7. Multi-View Reconstruction Technology: It is a computer vision and computer graphics technology that uses multiple images, videos, laser scanning data, etc. to reconstruct three-dimensional objects from different perspectives. This technology is applied in fields such as 3D modeling, virtual reality, augmented reality, and digital cultural relic protection.
[0097] The design concept of the embodiments of the present application is briefly introduced below:
[0098] With the help of media dissemination in the Internet era, games such as escape rooms and indoor parkour are highly favored by young people, and game venues specializing in such games have also become a choice for people to gather and play.
[0099] However, such game venues are limited by fixed game routes and gameplay and game plots that rely on non-player characters (NPCs) to guide game players, lacking the fun of exploration and adventure for game players, and the game interest and freshness brought to game players are very limited.
[0100] The virtual game world created by using VR technology, although providing simulations of senses such as vision and hearing for game players and allowing game players to experience the game immersively. However, VR virtual games generally do not support interaction with the real game venue, lacking a contextual game experience and social capabilities, and it is difficult for game players to play games outside the constructed virtual game world. Therefore, VR technology is not suitable for applications in games such as escape rooms, indoor parkour, and murder mystery games that require interaction with the real game venue.
[0101] Therefore, to solve the above problems, an augmented reality-based virtual game method is proposed. The method includes: presenting a virtual game interface, which includes: a scene picture and multiple game levels. Among them, the scene picture is obtained by augmenting reality for the real game venue where the real game object is currently located, and the multiple game levels are randomly set on the scene picture based on a preset game configuration information set, a venue description set of the real game venue, and an attribute information set of the real game object; then, in response to a game instruction triggered by the real game object, controlling the corresponding virtual game object to perform corresponding actions in the game level.
[0102] Augmented reality technology supports interaction with real game venues, which is more suitable for the game scene of this application. The enhanced venue picture is more realistic in visual experience, which can create a good game atmosphere and realize immersive play. Moreover, augmented reality can realize various types of AR decoration. Even if the real game object frequently comes to the same venue to play, the facilities and items in the venue are not changed. Since different venue pictures can be provided to the other party, it not only maintains the freshness of the real game object to the game, but also reduces the production cost of frequent venue layout.
[0103] Secondly, the game levels are randomly set on the scene screen based on the preset game configuration information set, the venue description set of the real game venue and the attribute information set of the real game objects. According to the personalized customization needs of the real game objects, the appropriate game content can be adaptively generated, reducing the frustration of the game caused by the high difficulty of the game. The randomly arranged game levels also make the play trends of the real game objects more random. Even if the other party frequently comes to the same venue to play, they will have different game experiences under the same facilities, reducing the fatigue of the real game objects and keeping the game fresh.
[0104] The preferred embodiments of the present application are described below in conjunction with the drawings in the specification. It should be understood that the preferred embodiments described herein are only used to illustrate and explain the present application, and are not used to limit the present application. In addition, the embodiments and features in the embodiments of the present application may be combined with each other if there is no conflict.
[0105] The virtual gaming method based on augmented reality provided in the embodiments of the present application can be applied to games such as escape room, indoor parkour, and script-killing games that require interaction with a real gaming venue.
[0106] Figure 1 One application scenario is shown, which includes two terminal devices 110 and a server 130. The terminal device 110 establishes a communication connection with the server 130 via a wired network or a wireless network.
[0107] Among them, the terminal device 110 includes but is not limited to: mobile phones, computers (such as tablet computers, laptops, desktop computers, etc.), smart wearable devices (such as smart glasses), and other devices that support AR functions.
[0108] The server 130 in the embodiments of the present application can be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, Content Delivery Network (CDN), and big data and artificial intelligence platforms. The present application does not make any restrictions here.
[0109] The real game object wears an intelligent wearable device for detecting limb movements and holds a mobile phone for presenting a virtual game interface. Before the game officially starts, the mobile phone first starts the game application pre-installed on the mobile phone, loads the game interface data sent by the background server 130 to the front end, and presents the successfully loaded virtual game interface to the real game object through the display screen 120 of the mobile phone. The interface includes: a scene picture obtained based on the real world, and multiple game levels randomly set on the scene picture based on a preset game configuration information set, a site description set of the real game site, and an attribute information set of the real game object.
[0110] During the game process, the mobile phone sends the preset gesture operations made by the real game object to the server 130, and the intelligent wearable device also sends the collected limb movement data of the real game object to the server 130. The server 130 determines the game instructions triggered by the real game object based on the obtained relevant data, and sends the corresponding game instructions to the mobile phone. The mobile phone then controls the corresponding virtual game object to perform corresponding actions in the game level in response to the game instructions triggered by the real game object.
[0111] Next, as Figures 2A - 2B shown, the process of generating game content is as follows.
[0112] S201: Perform an AR scan on the real game site and construct a corresponding 3D site model.
[0113] As Figure 2C shown, use devices such as mobile phones, AR glasses, and other instruments to perform an AR scan on the real game site, input videos and photos from multiple angles such as the overall facility content and scene layout in the scene into the system, and then use the multi-view reconstruction technology to perform automated modeling and model texturing based on the multi-angle videos and photos, and present the 3D site model in a visual manner on the front end.
[0114] The multi-view reconstruction technology generally includes the following steps:
[0115] (1) Camera calibration: Use a calibration board or special equipment to calibrate the camera to determine its internal and external parameters, such as focal length, distortion, rotation, and translation matrices.
[0116] (2) Feature extraction and matching: Extract key points and descriptors from multiple images and then perform matching to determine the correspondence between adjacent images.
[0117] (3) Point cloud reconstruction: Based on the correspondence between adjacent images, use triangulation or voxel-based methods to reconstruct the point cloud model.
[0118] (4) Mesh reconstruction: Based on the point cloud model, use a mesh generation algorithm to generate a triangular mesh model to represent the surface shape of the object.
[0119] (5) Texture mapping: Use the images captured by the camera or other materials to perform texture mapping on the model to enhance its realism.
[0120] Among them, during the modeling process, the system analyzes the input multi-angle videos and photos, calculates the venue type, venue size, venue material, the spacing between obstacles, and obstacle sizes (such as the height, angle, and radian of the obstacle from the ground) of the real game venue. These are the venue description sets of the real game venue and can be used as the basis for the point design and movement line design of the game in the game content generation link.
[0121] When this method is applied to a professional parkour venue, it can be scanned and photographed once by the venue operator. Since the modification cost of such venues is high and the venue layout will not change in a short time, the scanning results of such venues support repeated use, saving scanning costs.
[0122] When this method is applied to outdoor game venues, it can also be scanned and photographed by individual players or event organizers and the scanned and photographed content is recorded on the scanning device. However, due to the limited storage space of the scanning device, to avoid occupying too many resources, the scanned and photographed content can also be uploaded to the cloud for storage and supports obtaining relevant content through the network.
[0123] S202: Perform grid division on the 3D venue model to obtain multiple nodes, and perform type recognition on the multiple nodes to determine their respective node types.
[0124] Such as Figure 2DAs shown in the figure, grid nodes are added to the 3D venue model, and then AI tool A is called to automatically identify the node type, such as analyzing the flatness of the ground in the scene (that is, identifying where is flat ground and where is a gentle slope), obstacle types (such as light obstacles and hard obstacles), railings, springboards, etc. These are also the venue description sets of real game venues, and can also be used as the basis for the point design and dynamic line design of the game in the generation of game content.
[0125] AI tool A is pre-trained. The specific training steps are as follows:
[0126] (1) Data collection: Use web crawlers, self-photography, and public image libraries to collect a large number of site images of different types of nodes. Node types include but are not limited to: flat ground, gentle slopes, light obstacles, hard obstacles, railings, and springboards.
[0127] (2) Data preprocessing: In order to enhance the generalization ability of the model, the collected site images are subjected to data preprocessing such as scaling, rotation, and cropping. Based on the processed site images, training sets, validation sets, and test sets are generated.
[0128] (3) Labeling data: Use target detection or semantic segmentation to label the node type of each functional block in each processed site image.
[0129] Among them, the object detection method is to draw a bounding box for each functional block and mark the node type to which it belongs. Semantic segmentation is to classify each pixel in the image, and then select appropriate annotation tools such as Labelbox and VGG Image Annotator to complete the annotation task.
[0130] (4) Model selection: Select an appropriate deep learning model based on actual needs. For object detection tasks, you can choose models such as Faster R, Convolutional Neural Network (CNN), YOLO, SSD, etc. For semantic segmentation tasks, you can choose models such as U-Net and DeepLab. However, in order to improve training efficiency, you can also choose to use a pre-trained model for fine-tuning training.
[0131] (5) Training model: Use the training set to train the model and verify it on the validation set to adjust the model parameters to avoid the problem of overfitting. In addition, data enhancement techniques such as random flipping and scaling can be used during the training process to further improve the generalization ability of the model.
[0132] (6) Evaluation model: Evaluate the trained model on the test set, such as using metrics like recognition accuracy, recall rate, F1 score, etc. to measure the model performance. If the performance is not good, you can try to change the model structure or parameters, and you can also try to collect more data to retrain the model.
[0133] S203: Generate game plots and gameplays based on a preset game configuration information set, a site description set of the real game venue, and an attribute information set of real game objects.
[0134] The game configuration information set includes but is not limited to: game type, game difficulty, relevant information about extreme sports (such as various skills of extreme sports, site levels, movement routes and movement line solutions, etc.), relevant information about indoor and outdoor games (such as game scripts, scene layouts, plot settings, line settings, game levels, player interactions, NPC interactions, line performances, makeup and styling designs, atmosphere rendering, etc.).
[0135] Configurations such as game type and game difficulty can be selected by real game objects themselves or generated automatically by the system. For the two configuration information of relevant information about extreme sports and relevant information about indoor and outdoor games, they are pre-learned and stored locally by the system. These learning contents help AI tool B perform point design and movement line design, and then generate appropriate game plots and gameplays. Among them, extreme sports include but are not limited to parkour, roller skating (such as flatland freestyle roller skating, artistic roller skating), skateboarding, halfpipe, etc. For example, parkour is a game where players use various obstacles set in the venue to perform a series of operation with movement skills such as rolling, jumping, running and jumping to complete the movement of the game route.
[0136] The attribute information set of real game objects includes but is not limited to: number of players, player genders, player physical information, player ability information, and game duration.
[0137] Real game objects Figure 2E Enter the number of players participating in the game on the page shown. When the number of players is "1", it means that only one real game object participates in the game at this time, and can have plot interactions or level interactions with NPCs in the game; when the number of players is greater than 1, it means that multiple real game objects participate in the game at this time, and each real game object can interact with NPCs, and can also perform game behaviors such as interacting, cooperating or competing with other objects except itself.
[0138] For some game projects with teaching and coaching needs, real game objects can also Figure 2EEnter the number of teaching staff on the page shown, so that the system can generate teaching roles such as coaches and sparring partners, and according to the game plot, let the relevant roles provide teaching services for real game objects to help them obtain a better game experience.
[0139] The real game object enters Figure 2F their height and weight on the page shown, and selects their physiological gender and game duration. The real game object enters Figure 2G the height and weight of the teaching role on the page shown, and selects the physiological gender and game duration.
[0140] Among them, the entered height and weight information helps the system understand the physical conditions of the real game object. When setting game levels and designing game movement lines, the height and distance of the object during operations such as bouncing and touching can be considered. To enable the system to better understand the user's physical conditions, the "Take a photo to scan the user" button can also be clicked to call AR-enabled devices such as mobile phones and AR glasses to scan the real game object's body to obtain information such as height and body shape.
[0141] The entered gender information helps the system understand the physical limitations of the real game object, such as objective endurance, running speed, jumping ability, etc., so as to design game content that better meets the object's needs and help them obtain a better game experience.
[0142] The entered game duration controls the playable time of the game. This duration and the game difficulty are also related to the generation of game content. Moreover, during the game process, the real game object can choose to pause or terminate the game at any time, without having to wait until the set game duration is reached to end the game.
[0143] The real game object selects their player level (such as junior, middle, senior players, professional players, etc.) and enters their player skills (such as good at parkour, good at Rubik's Cube, good at decryption, etc.) on the player ability selection page, which helps the system understand the real game object's understanding and skill reserve in related sports fields or related games, and generate game levels that match the player's level.
[0144] After obtaining the game configuration information set, the site description set of the real game site, and the attribute information set of the real game object, call AI tool B to automatically generate game plots and game play (such as generating game levels, designing game movement lines and clues, generating interaction content with NPCs).
[0145] For example, for a multiplayer parkour game, at least two player characters are generated. Players with the same character are partners and can interact or cooperate with each other, while players with different characters are competitors and engage in game confrontations with each other. A game script is also generated, game play is formulated, and various player interaction methods are provided in the play. For example, for a capture game, two player characters are generated, one is a constable for performing capture tasks, and the other is a thief who needs to escape capture.
[0146] For another example, on the basis of setting specific scenarios and obstacles indoors, game content and interactive experiences related to the story line are added, such as dodging gunshots, virtual NPC pursuit and escape, searching for clues, hiding, and adding other difficult items (such as ground rotation illusions, virtual laser rays, earthquake tremors, fire, ocean, cliff, lava, poison gas, moving forward in the dark, etc.).
[0147] To enable real game objects to gain more sense of experience in the game, other game elements can also be integrated into the game. For example, in an indoor parkour game, a brain game is combined with the parkour game, allowing the game object to complete tasks such as answering intellectual questions, unlocking password locks, and maze exploration. This not only gives it a certain breathing time to recover physical strength instead of continuously running at a high intensity, but also achieves the purpose of increasing the sense of joy and real breakthrough feeling. For another example, in an outdoor parkour game, game elements such as plot, fighting, and martial arts character settings are integrated, which not only improves the game's interestingness, but also creates a tense and exciting dangerous atmosphere due to the realistic 3D visual effects and atmosphere effects, maximizing the excitement of extreme sports. During the game process, the actions with special effect atmosphere will also make the players more immersive.
[0148] Among them, the present application provides the following several other game elements:
[0149] (1). Logic puzzle-solving type elements: The real game object needs to complete the game by solving various logical problems and reasoning puzzles;
[0150] (2). Clue-searching type elements: The real game object needs to search for hidden clues and items in a secret room and use them to solve puzzles;
[0151] (3). Digital password type elements: The real game object needs to unlock various digital password locks and password puzzles to find a way to break through the levels;
[0152] (4). Item splicing type elements: The real game object needs to collect, combine, and use various items to solve puzzles;
[0153] (5). Horror and thriller type elements: When the game is set as a horror scene or a thriller scene, the real game object needs to solve puzzles in a tense game atmosphere;
[0154] (6) Maze exploration - type elements: The real game object needs to find the correct path and get out of a complex maze. Among them, the maze is generated in the following way: Based on the physical obstacles in the real game venue, AR technology is used to enhance and generate more virtual obstacles to create a feeling of being in a maze. However, in order to avoid danger during the play process, more guides will be set up to help the real game object distinguish between the enhanced virtual obstacles and the physical obstacles that serve as parkour fulcrums.
[0155] AI tool B is pre - trained, and the specific training steps are as follows:
[0156] (1) Obtain a physical model of a game venue and the respective node types of each node in the model.
[0157] (2) The data processor manually selects a gameplay data template, including but not limited to: selecting the number of players, selecting height and weight, selecting player abilities, selecting physiological gender, selecting game duration.
[0158] (3) The data processor manually studies the game rules of a large number of indoor and outdoor games and uses AI natural language processing tools to write the gameplay for this game venue. Such as various game types, scene layouts, plot settings, line settings, game levels, player interactions, NPC interactions, line performances, makeup and styling designs, atmosphere renderings, game scripts of related indoor games such as escape room games, battle royale games, murder mystery games, etc.
[0159] (4) The data processor manually selects a starting point and an ending point, uses the A* path - finding algorithm with customized spatial node condition states to automatically calculate a path, and adds virtual obstacles based on AR technology at the path points or at the nodes around the path according to the selected game difficulty. After adding all the virtual obstacles, regenerate the game route.
[0160] (5) The data processor manually combines the user gameplay, user data, game gameplay, and game route, and uses a custom json format to bind the game plot, game gameplay, and the venue identifier of the game venue into a set of training data.
[0161] (6) Repeat the above steps (1) - (5) until enough training data is collected to train AI tool B. To ensure the model performance and avoid over - fitting problems during the training process, more training data can also be prepared while training the model to conduct progressive training on AI tool B.
[0162] S204: According to the game script and game gameplay, perform texture mapping and node AR decoration on the 3D venue model.
[0163] Invoke AI tool C to perform texture mapping and node AR decoration on the 3D venue model according to the game script, gameplay, and game rules.
[0164] For example, for games of types such as espionage, tunnels, arrests, escape from desperate situations, and escape rooms, conventional game scenes are enhanced to scenes with scenarios such as virtual laser rays, vast oceans, cliffs, and bluestone steps piled with sundries at the entrance of alleys, which are more realistic in visual perception, creating a better game atmosphere and allowing game players to play immersive.
[0165] AI tool C is pre-trained, and the specific training steps are as follows:
[0166] (1) Data collection: Collect a dataset containing a large number of high-quality images and a large number of 3D models.
[0167] The more diverse and rich the dataset is, the more powerful the painting ability of AI tool C will be. Among them, high-quality images include various types of art works, such as oil paintings, sketches, watercolor paintings, etc. As Figure 2H shown, the 3D models should cover various types of models that you want AI tool C to generate, and existing 3D models can be obtained by means such as web crawlers and public model libraries.
[0168] (2) Data preprocessing: Perform data preprocessing such as scaling, rotation, and cropping on each of the collected high-quality images so as to convert these images into a format suitable for training. Perform data preprocessing such as model normalization, scaling, and mesh simplification on each of the collected 3D models so as to convert these models into a representation form that AI tool C can understand. In addition to preprocessing the dataset, it is also necessary to perform manual annotation on the dataset.
[0169] (3) Select model architecture: Generative models such as Generative Adversarial Nets (GAN) and Variational Auto-Encoder (VAE) can learn the underlying representation of images and generate new images under given input conditions. Therefore, the above-mentioned generative models are often used to perform AI painting tasks.
[0170] (4) Train the model: Use the collected image set to train the model. During the training process, the model will learn how to generate images with similar styles and similar contents according to the input conditions. Since model training may consume a large amount of computing resources and time, a Graphics Processing Unit (GPU) or other acceleration hardware will also be used to further improve the training speed.
[0171] (5) Parameter Tuning: During the training process, the model performance can be optimized by adjusting hyperparameters such as the learning rate, batch size, and number of iterations. By trying different combinations of hyperparameters, the best configuration that can generate high-quality images can be found.
[0172] (6) Model Evaluation: After the training is completed, quantitative evaluation and qualitative evaluation of the model performance are carried out using quantitative metrics such as Peak Signal-to-Noise Ratio (PSNR) and Structural Similarity Index (SSIM), as well as qualitative metrics such as observing the quality and diversity of the generated images.
[0173] S205: Generate multiple game routes based on multiple sets of journey endpoints, where each set of journey endpoints includes the starting point and the ending point of a section of the journey.
[0174] The A* algorithm is an algorithm widely used in the fields of path planning and graph search. It finds the shortest distance between the starting point and the ending point by combining a heuristic function and an actual cost. The Spatial A* Algorithm is an extension based on the A* pathfinding algorithm, which adds support for three-dimensional space on the basis of the A* pathfinding algorithm, enabling it to handle more complex problems and is specifically used to handle path planning problems in three-dimensional space.
[0175] This application precisely uses a customized Spatial A* Algorithm to generate multiple game routes. In this way, it is not necessary to frequently change the facilities and the placement positions of items in the venue, and multiple game routes can still be generated, making the movement trends of real game objects more random. Even if the other party frequently comes to the same venue to play, there will be different game experiences under the same facilities, reducing the fatigue of real game objects and maintaining the freshness of the game.
[0176] Compared with the Spatial A* Algorithm in the related technology, this application has carried out customized processing on the algorithm according to the actual needs of the application scenario. This is mainly reflected in configuring different conditional weights for each node to find the shortest path that better conforms to the characteristics of the node. For example, from a high platform node to the ground node, set the clearance time and game difficulty for different game players. Another example is to adjust from a climbing pole node to a soft cushion, and set the clearance time and game difficulty for different game players.
[0177] The key to the A* pathfinding algorithm in space A* lies in selecting an appropriate heuristic function to effectively guide the search process. For path planning in a three-dimensional space, commonly used heuristic functions include Euclidean Distance and Manhattan Distance. By reasonably choosing the heuristic function, the A* pathfinding algorithm in space A* can efficiently find the shortest path in a complex three-dimensional environment.
[0178] As Figure 2I shown below are the basic steps of the A* pathfinding algorithm in space A*.
[0179] (1). Initialization: Add the starting point and the ending point to the nodes to be processed, and assign a cost value to each node. This value includes: the actual cost (G) from the starting point to the current node, and the heuristic cost (H) from the current node to the ending point.
[0180] (2). Select the best node: Select the node with the lowest total cost value (F = G + H) from the nodes to be processed, remove it from the nodes to be processed, and add it to the processed nodes.
[0181] (3). Expand the node: For the currently selected best node, check all its neighbor nodes. For each neighbor node, calculate the actual cost (G) from the starting point to this neighbor node, and the heuristic cost (H) from the neighbor node to the ending point. If the neighbor node has not been processed or has a higher cost value in the nodes to be processed, then update its cost value and add it to the nodes to be processed.
[0182] (4). Check the ending point: If the ending point is already in the processed nodes, then it means the algorithm has successfully found the shortest path from the starting point to the ending point. However, if the nodes to be processed are empty while the ending point has not been processed yet, then it means that no path can be found from the starting point to the ending point.
[0183] (5). Repeat steps (2) to (4) until the shortest path is found or it is determined that no path can be found.
[0184] After executing the above steps 201 to 205, the game script and gameplay are generated, multiple game routes are found. Without the need to frequently change the positions of facilities and items in the venue, the movement trends of real game objects become more random. Also, texture mapping and three-dimensional node AR decoration are performed on the 3D venue model, making the visual experience more realistic, creating a better game atmosphere, and enabling real game objects to play in an immersive manner.
[0185] Next, as Figures 3A - 3B shown below is the process of playing the game using the method provided in this application.
[0186] S301: Present a virtual game interface, where the virtual game interface includes: a venue screen and multiple game levels; among them, the venue screen is obtained by augmenting reality for the real game venue where the real game object is currently located; the multiple game levels are randomly set on the venue screen based on a preset game configuration information set, a venue description set of the real game venue, and an attribute information set of the real game object.
[0187] During the game process, the real game object needs to wear a terminal device supporting the AR function, such as a mobile phone, a tablet computer, an AR glasses, etc. The virtual game interface as shown will be presented at the front end of these terminal devices. It can be clearly seen from the figure that the venue screen not only has the layout structure and physical obstacles existing in the real game venue itself, but also virtual obstacles such as virtual laser rays generated based on the AR technology. Due to the limited screen size, Figure 3C only two game levels are shown in it. One is to climb over the physical obstacle formed by stacking multiple wooden boxes, and the other is to avoid virtual laser rays. Figure 3C The route hint function is an important function in the game. It can help the real game object find the correct clearance route and provide a better game experience for it. The virtual game interface of this application shows route hint information, which is used to prompt the real game object to move along the route. This information is generated based on the venue description set of the real game venue and the level information set of multiple game levels. Various presentation forms such as text boxes, floating windows, and ground auxiliary lines can be used to show the route hint information in the virtual game interface. As
[0188] shown, in the form of ground auxiliary lines, the travel route is marked in the virtual game interface, and the real game player moves along the ground auxiliary line to pass the levels. Figure 3D However, this application also supports the real game object to design the clearance route by itself, stimulating the creativity and imagination of the other party, fully meeting the fun of exploration and adventure of the real game object in the game, and increasing the interestingness, randomness and challenge of the game.
[0189] For example, in an indoor parkour game, for the same wall climbing action, the game player can choose to use the power of arm grasping to swing himself onto the wall, or choose to use the support point under his feet to kick himself onto the wall.
[0190]
[0191] S302: In response to the game instruction triggered by the real game object, control the corresponding virtual game object to perform corresponding actions in the game level.
[0192] In step 302, it includes at least one of the following triggering methods, which are respectively:
[0193] (1) In response to the physical movements of the real game objects in the real game field, the corresponding virtual game objects are controlled to perform corresponding actions in the game level.
[0194] For games related to extreme sports, such as indoor and outdoor parkour games and skateboarding games, and sports games such as escape room and live-action shooting games, the terminal device will respond to the physical movements of the real game objects in the real game venue, and control the corresponding virtual game objects to perform corresponding actions in the game levels.
[0195] (a) In response to at least one of a rolling action, a jumping action, a running action, a squatting action, and a dodging action performed by a real game object in a real game field, controlling the corresponding virtual game object to avoid obstacles or other real game objects set in the game level.
[0196] This application provides any combination of multiple actions, namely:
[0197] Roll + Jump: The real game object first jumps into the air, then rolls to the ground when falling, turning into a combined action of "jumping forward";
[0198] Roll + Run: The real game object first runs, then rolls on the ground for a few times, which can avoid obstacles or other objects that are close to the ground but still have room below;
[0199] Roll + squat: The real game object first performs a roll action, and when it stops rolling, it squats down to avoid obstacles or other objects above its head;
[0200] Roll + Hide: The real game object first rolls to the vicinity of the cover, and then moves around the cover with the cover as the center to avoid obstacles or other objects near the cover;
[0201] Jump + Run: The real game object jumps up once every two steps to achieve fast movement and avoid obstacles or attacks from other objects;
[0202] Jump + Crouch: Every time the real game object jumps upward, it will crouch down at the moment of landing to avoid obstacles or attacks from other objects;
[0203] Jump + Hide: The real game object jumps to the vicinity of the cover, and then moves around the cover to avoid obstacles or other objects near the cover;
[0204] Run + Squat: The real game object runs two steps and squats once to avoid obstacles or attacks from other objects;
[0205] Running + Hiding: The real game object runs to the vicinity of the cover, and then moves around the cover to avoid obstacles or other objects near the cover;
[0206] Rolling + jumping + running: The real game object performs running, jumping and rolling to achieve fast movement and avoid obstacles or attacks from other objects;
[0207] Roll + Jump + Crouch: The real game object performs jump, roll and squat actions to avoid obstacles or attacks from other objects;
[0208] Roll + Jump + Hide: The real game object performs jump, roll and hide actions, and then moves around the cover to avoid obstacles or other objects near the cover;
[0209] Roll + run + squat, roll + run + hide, roll + squat + hide, jump + run + squat, jump + run + hide, run + squat + hide, roll + jump + run + squat, roll + jump + run + hide, roll + jump + run + squat + hide, etc.
[0210] The obstacles set in the game levels may be physical obstacles originally arranged in the real game venue, or virtual obstacles enhanced by AR technology. Among them, there are two ways to generate virtual obstacles. One is to enhance the reality of the physical obstacles themselves, such as enhancing the foam obstacles originally placed in the venue into bluestone steps full of debris at the entrance of the alley; the other is to enhance the reality of non-obstacles, for example, enhancing the flat non-obstacle ground in the venue into lava that is constantly approaching the player's feet.
[0211] In a multiplayer game, at least two player characters are generated. The real game objects of the same character are partners, who can interact or cooperate with each other, while the real game objects of different characters are game opponents, who compete with each other. Each real game object can play the player character of his or her choice in the theme scene of his or her preference, and rely on agile skills, strong physique, mastered sports skills, carefully planned game routes and concerted cooperation to avoid attacks, persevere and reason carefully, and finally complete the game level within the specified time.
[0212] For example, in response to the rolling action of the game player in the game venue, the corresponding virtual player is controlled to avoid the virtual laser beam set in the game level. As the perspective of the game player changes, the virtual game interface also changes. Figure 3E Switch to the left image Figure 3E Contents of the picture on the right.
[0213] (b) In response to a climbing action performed by a real game object in a real game field, the corresponding virtual game object is controlled to climb over obstacles set in the game level.
[0214] For example, in response to a climbing action made by a game player in a game venue, the corresponding virtual player is controlled to climb over multiple foam obstacles set in the game level. As the perspective of the game player changes, the virtual game interface also changes. Figure 3F Switch to the left image Figure 3F Contents of the picture on the right.
[0215] (c) In response to a grabbing action made by a real game object in a real game field, control the corresponding virtual game object to perform a grabbing action in the game level.
[0216] For example, Figure 3G As shown, in response to a grabbing action made by a game player in a game venue, the corresponding virtual player is controlled to grab a virtual apple set in a game level.
[0217] (2) In response to a gesture action made by a real game object to a terminal device, the corresponding virtual game object is controlled to perform a corresponding action in the game level. The terminal device is used to run the corresponding virtual game and present a virtual game interface of the virtual game.
[0218] For script-killing, escape room, live-action shooting and other games, it may also involve completing the level by controlling the terminal device. Specifically, the terminal device responds to the preset gesture operation made by the real game object on the terminal device, controls the corresponding virtual game object to call the game props of the game level, and displays the props use screen in the virtual game interface; then responds to the touch operation made by the real game object on the props use screen, and acts on the props skills possessed by the game props on the relevant objects in the props use screen.
[0219] For example, in response to the game player's call for firearms and props, the scope screen of the firearms and props is displayed in the virtual game interface. Whenever the movement of the terminal device is detected, the scope screen is automatically updated. Then, in response to the game player's click of the shooting button, the game shoots at the player or object aimed at by the crosshairs in the scope screen.
[0220] (3) In response to the physical movements of the real game object in the real game field, the corresponding virtual game object is controlled to perform the corresponding action in the game level; and in response to the gestures made by the real game object to the terminal device, the corresponding virtual game object is controlled to perform the corresponding action in the game level. The terminal device is used to run the corresponding virtual game and present a virtual game interface of the virtual game.
[0221] like Figure 3HAs shown, the game state parameters of real game objects are displayed in the virtual game interface. The game state parameter values include at least one of the following: the character ability information and game contribution value of the real game object. Among them, the character ability information includes, but is not limited to: character health, skill usage time, skill cooldown time. The game contribution value can be understood as the total game score obtained by the real game object during the clearance process.
[0222] When using AR technology to enhance the game atmosphere, object motion detection is also carried out. As Figure 3I shown, multiple virtual obstacles generated based on augmented reality are displayed in the game levels of the virtual game interface. When it is detected that the real game object has a mistake action or a violation action against any virtual obstacle, the game state parameter value of the real game object is updated, and the updated game state parameter value is displayed in the virtual game interface.
[0223] For example, in the game level, there are cliffs and the vast ocean below the cliffs. If the game player accidentally falls from the cliff into the sea, the game state parameter value of this player will be updated, and the updated game state parameter value will be displayed in the virtual game interface.
[0224] Another example is that in a pursuit and escape game, movable virtual laser rays, machine gun sweeps, etc. are set. The game player needs to perform corresponding limb actions to avoid the attacks launched by virtual obstacles such as virtual laser rays and machine gun sweeps. If the avoidance is successful, the corresponding parameter value is increased; if the relevant obstacle is touched during the avoidance process, it is regarded as a failed avoidance and a deduction is made for it.
[0225] For example, in a survival game in the post - apocalyptic world, virtual obstacles such as spreading viruses and corrosive liquids constantly appear beside the feet of the game player. If the player fails to escape in time and is detected to have touched these obstacles, it is regarded as a failed avoidance and the parameter value of this player is deducted.
[0226] Among them, when the virtual obstacle is any one of virtual laser rays, fire, vast ocean, cliff, and cracked ground, when multiple obstacles generated based on augmented reality are displayed in the game levels of the virtual game interface, vibration feedback is also carried out through the terminal device to create a strong game atmosphere and give the real game object a sense of immersive participation. For example, when a cracked ground appears in the virtual game interface, the mobile phone will give vibration feedback to create a tense game atmosphere and give the game player a sense of immersive participation.
[0227] The real game object needs to execute the tasks of the game level within the limited game duration to complete the clearance. Therefore, as Figure 3JAs shown, a game countdown is displayed in the virtual game interface. When the countdown ends and the updated game status parameter value is lower than the set threshold, a prompt message indicating game failure to pass the level is displayed, and it jumps to the starting page of the current game level; when the countdown has not ended and the updated game status parameter value is not lower than the set threshold, a prompt message indicating game success to pass the level is displayed, and it jumps to the game interface of the next game level.
[0228] For example, when a game player is playing the game of Escape Room, once a mistake or violation action is detected, the parameter value of this player will be deducted points. When at least one of the conditions that the game contribution points are deducted by 10 points and the character's health value is 0 is met, it is determined that this player fails to pass the level and jumps to the starting page of the current game level to let this player start over.
[0229] Another example is that in a multiplayer game, if a game player survives and defeats other players within the specified time, it is determined that this player is the winner of this game.
[0230] In addition, this application also supports playing background music that conforms to the game rhythm of the virtual game interface through a terminal device to prompt the real game object to pass the level according to the music beats of the background music.
[0231] In addition to using music beats for prompting, as Figure 3K shown, this application also displays clues to be searched in the virtual game interface. The clues to be searched can be real objects such as physical clue boxes and physical wooden boxes set in the real game venue itself, or real NPCs played by real people. By interacting with them, hidden clue hint information can be obtained. It can also be virtual objects such as virtual clue boxes and virtual wooden boxes generated based on AR technology, or virtual NPCs and virtual little monsters in the form of animated images generated based on AR technology. Then, in response to the trigger operation of the real game object on the clues to be searched, a message window is presented in the virtual game interface, and the message window is used to display the clue hint information carried by the clues to be searched.
[0232] Some game projects have the need for teaching and coaching. In response to the coaching function triggered by the real game object, the terminal device displays the corresponding coaching role and specific coaching content at the front end. The coaching content is relevant text, sound effects process, and level instructions provided by the background system in combination with the specific game script content.
[0233] For example, when a game player selects the role of a constable in a script murder game of the martial arts type, the system will provide mentor-like roles such as the constable head and the clerk, and at the same time promote the plot and provide action guidance and action assistance to help the game player obtain a better game experience.
[0234] During the game process, sometimes real NPCs, AI NPCs, wooden boxes, crates, little monsters, stones, relevant function controls and other game guiding objects are needed to push the game plot. Therefore, a task release message is also displayed in the virtual game interface. This message is obtained by triggering the game guiding objects in the interface, and the task release message includes at least two game tasks with very different results. Then, in response to the triggering operation of a real game object for one of the game tasks, the game result of executing the corresponding game task is displayed in the virtual game interface.
[0235] For example, a game player selects the role of a killer in a script murder game of the martial arts genre. During the process of breaking through levels, the player triggers Figure 3L the AI NPC in the virtual game interface as shown, and two game tasks are displayed: "Go to place A and assassinate someone, or stay where you are and save someone". When the game player selects "Go to place A and assassinate someone", a reminder message "Someone has died" is displayed in the pop-up window of the virtual game interface; when the player selects "Stay where you are and save someone", a reminder message "Someone has been resurrected" is displayed in the pop-up window of the virtual game interface.
[0236] As mentioned when generating game content, when the number of input players is greater than 1, a multiplayer game suitable for multiple players will be generated, and at least two player roles will be generated for real game objects to perform various game behaviors such as cooperation, interaction and confrontation. Then, when there are multiple real game objects in the venue scene, in order to facilitate distinguishing which people are teammates, which are opponents, and specific character information, Figure 3M the respective character identifiers of each real game object will be displayed in the virtual game interface as shown. The character identifier specifically includes: character name and character icon. In response to the triggering operation for any one of the character identifiers, a message window will be presented in the virtual game interface. The message window is used to display the specific information of the role played by the corresponding real game object, including at least one of the following: role positioning, role task, skills possessed by the role.
[0237] When there are multiple real game objects in the venue scene, in order to achieve the natural integration of virtual objects and the real world, the AR person masking technology involving computer vision, depth estimation and image processing technologies is adopted to identify and track people in real-time in the video stream of the real world, and then place the virtual objects based on AR technology in front of and behind the people. In Figure 3C the interface as shown, the front and back occlusion relationship between the three-dimensional node AR decoration and real people is clearly displayed.
[0238] The following are the key steps to implement AR person masking:
[0239] (1) Person detection and tracking: Computer vision algorithms (such as OpenCV) or deep learning models (such as YOLO, SSD, or Mask R-CNN) are used to detect people in the video stream. Once a person is detected, tracking algorithms (such as KCF, MOSSE, or GOTURN) can be used to track the position and pose of the person in real time.
[0240] (2) Depth estimation: To correctly place virtual objects in front of and behind a person, a depth sensor or depth estimation algorithm (such as a monocular depth estimation neural network) can be used to estimate the distance between the person and the camera in the real world.
[0241] (3) Person segmentation: To achieve a masking effect, semantic segmentation algorithms (such as Mask R-CNN or DeepLab) or image processing techniques (such as GrabCut or background subtraction) are used to segment the person from the background. The segmented person can be fused into the original video stream as an alpha channel.
[0242] (4) Virtual object rendering: 3D modeling and rendering software is used to create virtual objects and place them at appropriate depth positions. Based on the depth relationship between the person and the virtual object, it is determined whether the virtual object should be in front of or behind the person.
[0243] (5) Image fusion: Using the alpha channel obtained from person segmentation, the rendered virtual objects are fused with the original video stream to achieve a natural fusion of the virtual objects with the real world, making the virtual objects appear to be distributed in front of and behind the person.
[0244] To enable real game objects to be more immersed in the plot of game characters, an AR device can also be used to scan the object's body, perform AR clothing transformation on it, and increase the fun of the game. Moreover, through the built-in tracking camera of the AR device used by the object or the fixed cameras pre-installed in the venue, the entire playing process is recorded with high quality for video playback, allowing players to experience the realistic 3D visual effects and stereoscopic surround sound during the game, greatly increasing the viewing and interestingness of the game.
[0245] The augmented reality-based virtual game method provided by the embodiments of this application can be applied to games related to extreme sports such as parkour and skateboarding, and can also be applied to sports puzzle games such as murder mystery games, escape rooms, and live-action shooting games. As Figure 4 shown, taking an indoor parkour game as an example, the implementation process of its application to this game is introduced.
[0246] S401: On the display screen of the AR glasses worn by the game player, a parkour venue generated based on AR technology and game levels designed based on AI are presented;
[0247] S402: In response to a series of movement-skill operations of the game player, such as rolling, jumping, running and jumping, control the corresponding virtual player to perform corresponding actions in the parkour level. If the level is successfully cleared, the game contribution score increases by 10 points;
[0248] S403: In response to the triggering operation of the game player on the clue object to be searched, display the clue hint information it carries: "Unlock the password lock on the treasure chest to successfully clear the level";
[0249] S404: In response to the triggering operation of the game player on the treasure chest, after multiple attempts, the password lock of the chest is unlocked, and the game contribution score increases by 10 points;
[0250] S405: Detect that the game player touches the AR-based virtual lava, the game contribution score is deducted by 10 points, and one grid of the character's health value is deducted;
[0251] S406: Detect that the game player has completed all levels within the specified time, and both the game contribution score and the character's health value are not lower than the set threshold, determine that the player has successfully cleared the level and is the winner of the current game level.
[0252] In addition, it should be noted that in the specific implementation of this application, object data related to collecting data sets, etc. is involved. When the above embodiments of this application are applied to specific products or technologies, object permission or consent needs to be obtained, and the collection, use, and processing of relevant data need to comply with the relevant laws, regulations, and standards of relevant countries and regions.
[0253] Based on the same inventive concept as the above method embodiment, the embodiment of this application also provides an augmented reality-based virtual game device. As Figure 5 shown, the augmented reality-based virtual game device 500 may include:
[0254] A presentation module 501 for presenting a virtual game interface, which includes: a venue screen and multiple game levels; wherein, the venue screen is obtained by augmenting the real game venue where the real game object is currently located; the multiple game levels are randomly set on the venue screen based on a preset game configuration information set, a venue description set of the real game venue, and an attribute information set of the real game object;
[0255] A control module 502 for controlling the corresponding virtual game object to perform corresponding actions in the game level in response to the game instruction triggered by the real game object.
[0256] Optionally, the presentation module 501 is further configured to:
[0257] Displaying route prompt information in the virtual game interface, the route prompt information is used to prompt the real game object to move along the route, and the route prompt information is generated based on a field description set of the real game field and a level information set of multiple game levels;
[0258] In response to the movement operation of the real game object, the corresponding virtual game object is controlled to move along the corresponding direction in the virtual game interface, and the scene of the moved venue is displayed in the virtual game interface.
[0259] Optionally, the control module 502 includes at least one of the following triggering modes:
[0260] In response to the physical movements made by the real game object in the real game field, controlling the corresponding virtual game object to perform corresponding actions in the game level;
[0261] In response to gesture actions made by the real game object to the terminal device, the corresponding virtual game object is controlled to perform corresponding actions in the game level. The terminal device is used to run the corresponding virtual game and present a virtual game interface of the virtual game.
[0262] Optionally, the control module 502 includes any of the following body movements:
[0263] In response to at least one of a tumbling action, a jumping action, and a running action performed by a real game object in a real game field, controlling a corresponding virtual game object to move in a game level;
[0264] In response to at least one of a rolling action, a jumping action, a running action, a squatting action, and a dodging action performed by a real game object in a real game field, controlling the corresponding virtual game object to avoid obstacles or other real game objects set in a game level;
[0265] In response to a climbing action performed by a real game object in a real game field, controlling a corresponding virtual game object to climb over obstacles set in a game level;
[0266] In response to a grabbing action performed by a real game object in a real game field, a corresponding virtual game object is controlled to perform a grabbing action in a game level.
[0267] Optionally, the control module 502 is used to:
[0268] In response to a preset gesture operation made by a real game object on a terminal device, the corresponding virtual game object is controlled to call a game prop of a game level, and a prop usage screen is displayed in a virtual game interface;
[0269] In response to a touch operation performed by a real game object on the item usage screen, the item skill possessed by the game item is applied to relevant objects in the item usage screen.
[0270] Optionally, the game status parameter values of the real game object are displayed in the virtual game interface. The game status parameter values include at least one of the following: the character ability information and game contribution value of the real game object. The presentation module 501 is further configured to:
[0271] Display a plurality of virtual obstacles generated based on augmented reality in the game level of the virtual game interface;
[0272] When it is detected that the real game object has a mistake action or a violation action against any virtual obstacle, the game status parameter values of the real game object are updated, and the updated game status parameter values are displayed in the virtual game interface.
[0273] Optionally, when the virtual obstacle is any one of virtual laser rays, fire, ocean, cliff, and cracked ground, when the presentation module 501 is further configured to display a plurality of virtual obstacles generated based on augmented reality in the game level of the virtual game interface, vibration feedback is performed through the terminal device.
[0274] Optionally, after the updated game status parameter values are displayed in the virtual game interface, the presentation module 501 is further configured to:
[0275] Display a game countdown in the virtual game interface. When the countdown ends and the updated game status parameter values are lower than the set threshold, a prompt message indicating that the game has failed to pass the level is displayed, and the game jumps to the starting page of the current game level;
[0276] When the countdown has not ended and the updated game status parameter values are not lower than the set threshold, a prompt message indicating that the game has successfully passed the level is displayed, and the game jumps to the game interface of the next game level.
[0277] Optionally, after presenting the virtual game interface, the presentation module 501 is further configured to:
[0278] Play background music that conforms to the game rhythm of the virtual game interface through the terminal device to prompt the real game object to pass the level according to the music beats of the background music.
[0279] Optionally, after presenting the virtual game interface, the presentation module 501 is further configured to:
[0280] Display the clue object to be searched in the virtual game interface;
[0281] In response to a triggering operation of a real game object on a clue object to be searched, a message window is presented in the virtual game interface, and the message window is used to display the clue hint information carried by the clue object to be searched.
[0282] Optionally, after presenting the virtual game interface, the presentation module 501 is further configured to:
[0283] Display a task release message in the virtual game interface, where the task release message is obtained by triggering a game guiding object in the interface, and the task release message includes at least two game tasks with very different results;
[0284] In response to a triggering operation of a real game object on one of the game tasks, display the game result of executing the corresponding game task in the virtual game interface.
[0285] Optionally, when there are multiple real game objects in the venue screen, the presentation module 501 is further configured to:
[0286] Display the respective role identifiers of the real game objects in the virtual game interface;
[0287] In response to a triggering operation on any one of the role identifiers, present a message window in the virtual game interface, and the message window is used to display the specific information of the role played by the corresponding real game object, including at least one of the following: role positioning, role tasks, and skills possessed by the role.
[0288] For the convenience of description, the above parts are divided into respective modules (or units) according to functions and described separately. Of course, when implementing the present application, the functions of the respective modules (or units) can be implemented in the same or multiple software or hardware.
[0289] In the embodiments of the present application, the term "module" or "unit" refers to a computer program with a predetermined function or a part of a computer program, which works together with other related parts to achieve a predetermined goal. And it can be implemented in whole or in part by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Similarly, a processor (or multiple processors or memories) can implement one or more modules or units. In addition, each module or unit can be a part of the overall module or unit that includes the function of the module or unit.
[0290] After introducing the augmented reality-based virtual game method and device of the exemplary embodiments of the present application, next, a computer device according to another exemplary embodiment of the present application is introduced.
[0291] Those skilled in the art can understand that various aspects of the present application can be implemented as a system, a method, or a program product. Therefore, various aspects of the present application can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which can be collectively referred to as "circuit", "module", or "system" here.
[0292] Based on the same inventive concept as the above method embodiment, an embodiment of the present application also provides a computer device. In one embodiment, the computer device can be a server, such as Figure 3A the server 130 shown. In this embodiment, the structure of the computer device 600 is as Figure 6 shown, and it can at least include a memory 601, a communication module 603, and at least one processor 602.
[0293] The memory 601 is used to store the computer program executed by the processor 602. The memory 601 mainly includes a program storage area and a data storage area. Among them, the program storage area can store an operating system and programs required to run the instant messaging function, etc.; the data storage area can store various instant messaging information and operation instruction sets, etc.
[0294] The memory 601 can be a volatile memory, such as a random-access memory (RAM); the memory 601 can also be a non-volatile memory, such as a read-only memory, a flash memory, a hard disk drive (HDD), or a solid-state drive (SSD); or the memory 601 is any other medium that can be used to carry or store a desired computer program in the form of instructions or data structures and can be accessed by a computer, but is not limited thereto. The memory 601 can be a combination of the above memories.
[0295] The processor 602 can include one or more central processing units (CPUs) or be a digital processing unit, etc. The processor 602 is used to implement the above augmented reality-based virtual game method when calling the computer program stored in the memory 601.
[0296] The communication module 603 is used to communicate with terminal devices and other servers.
[0297] In the embodiments of the present application, the specific connection medium between the above memory 601, communication module 603, and processor 602 is not limited. The embodiments of the present application are inFigure 6 In the middle, the memory 601 and the processor 602 are connected through a bus 604. The bus 604 is described in thick lines in Figure 6 the middle. The connection methods between other components are only for illustrative purposes and are not limited thereto. The bus 604 can be divided into an address bus, a data bus, a control bus, etc. For ease of description, Figure 6 only a thick line is used to describe it in the middle, but it does not describe that there is only one bus or one type of bus.
[0298] The memory 601 stores a computer storage medium, and the computer storage medium stores computer-executable instructions for implementing the augmented reality-based virtual game method of the embodiments of the present application. The processor 602 is used to execute the above-mentioned augmented reality-based virtual game method, as Figure 3A shown.
[0299] In another embodiment, the computer device can also be other computer devices, such as Figure 3A the terminal device 110 shown. In this embodiment, the structure of the computer device can be as Figure 7 shown, including components such as a communication component 710, a memory 720, a display unit 730, a camera 740, a sensor 750, an audio circuit 760, a Bluetooth module 770, a processor 780, etc.
[0300] The communication component 710 is used to communicate with the server. In some embodiments, it may include a circuit Wireless Fidelity (WiFi) module. The WiFi module belongs to short-range wireless transmission technology, and the electronic device can help objects send and receive information through the WiFi module.
[0301] The memory 720 can be used to store software programs and data. The processor 780 executes various functions and data processing of the terminal device 110 by running the software programs or data stored in the memory 720. The memory 720 can include high-speed random access memory and can also include non-volatile memory, such as at least one disk storage device, a flash memory device, or other volatile solid-state storage devices. The memory 720 stores an operating system that enables the terminal device 110 to run. In the present application, the memory 720 can store the operating system and various application programs, and can also store the computer program for executing the augmented reality-based virtual game method of the embodiments of the present application.
[0302] The display unit 730 can also be used to display information input by an object or information provided to the object, as well as the graphical user interface (GUI) of various menus of the terminal device 110. Specifically, the display unit 730 may include a display screen 732 disposed on the front of the terminal device 110. Among them, the display screen 732 may be configured in the form of a liquid crystal display, a light-emitting diode, etc. The display unit 730 can be used to display the defect detection interface, model training interface, etc. in the embodiments of the present application.
[0303] The display unit 730 can also be used to receive input digital or character information and generate signal inputs related to the object settings and function controls of the terminal device 110. Specifically, the display unit 730 may include a touch screen 731 disposed on the front of the terminal device 110, which can collect touch operations of an object thereon or nearby, such as clicking a button, dragging a scroll box, etc.
[0304] Among them, the touch screen 731 can cover the display screen 732, or the touch screen 731 and the display screen 732 can be integrated to implement the input and output functions of the terminal device 110. After integration, it can be simply called a touch display screen. In the present application, the display unit 730 can display application programs and corresponding operation steps.
[0305] The camera 740 can be used to capture static images, and an object can publish the images captured by the camera 740 through an application. The camera 740 can be one or multiple. An object generates an optical image through a lens and projects it onto a photosensitive element. The photosensitive element can be a charge coupled device (CCD) or a complementary metal-oxide-semiconductor (CMOS) phototransistor. The photosensitive element converts the optical signal into an electrical signal, and then transmits the electrical signal to the processor 780 to convert it into a digital image signal.
[0306] The terminal device may further include at least one sensor 750, such as an acceleration sensor 751, a distance sensor 752, a fingerprint sensor 753, a temperature sensor 754. The terminal device may also be configured with other sensors such as a gyroscope, a barometer, a hygrometer, a thermometer, an infrared sensor, a light sensor, a motion sensor, etc.
[0307] The audio circuit 760, the speaker 761, and the microphone 762 can provide an audio interface between the object and the terminal device 110. The audio circuit 760 can transmit the electrical signal converted from the received audio data to the speaker 761, and the speaker 761 converts it into a sound signal for output. The terminal device 110 can also be configured with volume buttons for adjusting the volume of the sound signal. On the other hand, the microphone 762 converts the collected sound signal into an electrical signal, which is received by the audio circuit 760, converted into audio data, and then the audio data is output to the communication component 710 to be sent to, for example, another terminal device 110, or the audio data is output to the memory 720 for further processing.
[0308] The Bluetooth module 770 is used to interact with other Bluetooth devices with Bluetooth modules through the Bluetooth protocol. For example, the terminal device can establish a Bluetooth connection with a wearable electronic device (such as a smart watch) that also has a Bluetooth module through the Bluetooth module 770, so as to perform data interaction.
[0309] The processor 780 is the control center of the terminal device, connecting various parts of the entire terminal using various interfaces and lines. By running or executing software programs stored in the memory 720, and calling data stored in the memory 720, it executes various functions of the terminal device and processes data. In some embodiments, the processor 780 may include one or more processing units; the processor 780 can also integrate an application processor and a baseband processor. Among them, the application processor mainly processes the operating system, user interface, and application programs, etc., and the baseband processor mainly processes wireless communication. It can be understood that the above baseband processor may not be integrated into the processor 780. In this application, the processor 780 can run the operating system, application programs, user interface display, and touch response, as well as the augmented reality-based virtual game method of this application embodiment. In addition, the processor 780 is coupled to the display unit 730.
[0310] In some possible implementation manners, various aspects of the augmented reality-based virtual game method provided in this application can also be implemented in the form of a program product, which includes a computer program. When the program product runs on a computer device, the computer program is used to cause the computer device to execute the steps in the augmented reality-based virtual game method according to various exemplary embodiments of this application described above in this specification. For example, the computer device can execute the steps as shown in Figure 3A shown.
[0311] The program product may employ any combination of one or more readable media. The readable media may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium include: an electrical connection having one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or Flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
[0312] The program product of an embodiment of the present application may employ a portable compact disc read-only memory (CD-ROM) and include a computer program, and may be run on an electronic device. However, the program product of the present application is not limited thereto. In this document, a readable storage medium may be any tangible medium that contains or stores a program that can be used by or in conjunction with a command execution system, apparatus, or device.
[0313] The readable signal medium may include a data signal propagated in a baseband or as part of a carrier wave, which carries a readable computer program. Such a propagated data signal may take many forms, including but not limited to an electromagnetic signal, an optical signal, or any suitable combination of the foregoing. The readable signal medium may also be any readable medium other than the readable storage medium, which can send, propagate, or transmit a program for use by or in conjunction with a command execution system, apparatus, or device.
[0314] The computer program contained on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wired, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
[0315] The computer program for performing the operations of the present application may be written in any combination of one or more programming languages. The programming languages include object-oriented programming languages such as Java, C++, etc., and also include conventional procedural programming languages such as the "C" language or similar programming languages. The computer program may be executed entirely on the user's computer device, partially on the user's computer device, executed as a stand-alone software package, partially on the user's computer device and partially on a remote computer device, or entirely on the remote computer device. In the case of a remote computer device, the remote computer device may be connected to the user's computer device through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer device (e.g., through the Internet using an Internet service provider).
[0316] It should be noted that although several units or subunits of the device are mentioned in the above detailed description, this division is merely exemplary and not mandatory. In fact, according to the embodiments of the present application, the features and functions of the two or more units described above can be embodied in one unit. Conversely, the features and functions of one unit described above can be further divided and embodied by multiple units.
[0317] In addition, although the operations of the method of the present application are described in a specific order in the drawings, this does not require or imply that these operations must be performed in that specific order, or that all the operations shown must be performed to achieve the desired result. Additionally or alternatively, some steps may be omitted, multiple steps may be combined into one step for execution, and / or one step may be decomposed into multiple steps for execution.
[0318] Those skilled in the art should understand that the embodiments of the present application can be provided as a method, a system, or a computer program product. Therefore, the present application can take the form of a complete hardware embodiment, a complete software embodiment, or an embodiment combining software and hardware aspects. Moreover, the present application can take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk memories, CD-ROMs, optical memories, etc.) that contain computer-usable computer programs.
[0319] The present application is described with reference to the flowcharts and / or block diagrams of methods, devices (systems), and computer program products according to the embodiments of the present application. It should be understood that each flow and / or block in the flowchart and / or block diagram, and the combination of flows and / or blocks in the flowchart and / or block diagram, can be implemented by computer program instructions. These computer program instructions can be provided to the processor of a general-purpose computer, a special-purpose computer, an embedded processor, or other programmable data processing devices to generate a machine, such that the instructions executed by the processor of the computer or other programmable data processing devices generate a device for implementing the functions specified in Figure 1 one flow or multiple flows and / or blocks Figure 1 one block or multiple blocks.
[0320] These computer program instructions can also be stored in a computer-readable memory that can direct a computer or other programmable data processing device to work in a specific manner, such that the instructions stored in the computer-readable memory generate a manufactured article including an instruction device that implements the functions specified in Figure 1 one flow or multiple flows and / or blocks Figure 1 one block or multiple blocks.
[0321] These computer program instructions can also be loaded onto a computer or other programmable data processing apparatus, so that a series of operation steps are performed on the computer or other programmable apparatus to produce a computer-implemented process, and thus the instructions executed on the computer or other programmable apparatus provide steps for implementing the functions specified in one process or a plurality of processes and / or blocks Figure 1 one process or a plurality of processes and / or blocks Figure 1 steps for implementing the functions specified in one block or a plurality of blocks.
[0322] Although the preferred embodiments of the present application have been described, additional changes and modifications can be made to these embodiments by those skilled in the art once they learn of the basic creative concept. Therefore, the appended claims are intended to be construed to include the preferred embodiments as well as all changes and modifications falling within the scope of the present application.
[0323] Obviously, those skilled in the art can make various changes and modifications to the present application without departing from the spirit and scope of the present application. Thus, if these modifications and variations of the present application fall within the scope of the claims of the present application and their equivalent technologies, the present application is also intended to include these modifications and variations.
Claims
1. A virtual game method based on augmented reality, characterized in that include: Presenting a virtual game interface, the virtual game interface comprising: a field screen and a plurality of game levels; wherein the field screen is obtained by augmenting the reality of a real game field where a real game object is currently located; the plurality of game levels are randomly set on the field screen based on a preset game configuration information set, a field description set of the real game field, and an attribute information set of the real game object; In response to the game instruction triggered by the real game object, the corresponding virtual game object is controlled to perform a corresponding action in the game level.
2. The method according to claim 1, characterized in that, The method further comprises: Displaying route prompt information in the virtual game interface, the route prompt information is used to prompt the real game object to move along the route, and the route prompt information is generated based on the field description set of the real game field and the level information set of the multiple game levels; In response to the movement operation of the real game object, the corresponding virtual game object is controlled to move along the corresponding direction in the virtual game interface, and the scene of the moved venue is displayed in the virtual game interface.
3. The method according to claim 1, wherein The controlling the corresponding virtual game object to perform a corresponding action in the game level in response to the game instruction triggered by the real game object includes at least one of the following triggering methods: In response to the physical movements made by the real game object in the real game field, controlling the corresponding virtual game object to perform corresponding actions in the game level; In response to the gesture action made by the real game object to the terminal device, the corresponding virtual game object is controlled to perform the corresponding action in the game level. The terminal device is used to run the corresponding virtual game and present the virtual game interface of the virtual game.
4. The method according to claim 3, wherein The controlling the corresponding virtual game object to perform a corresponding action in the game level in response to the physical action performed by the real game object in the real game field includes any one of the following physical actions: In response to at least one of a rolling action, a jumping action, and a running action performed by the real game object in the real game field, controlling the corresponding virtual game object to move in the game level; In response to at least one of a rolling action, a jumping action, a running action, a squatting action, and a dodging action performed by the real game object in the real game field, controlling the corresponding virtual game object to avoid obstacles or other real game objects set in the game level; In response to a climbing action performed by the real game object in the real game field, controlling the corresponding virtual game object to climb over obstacles set in the game level; In response to the grabbing action performed by the real game object in the real game field, the corresponding virtual game object is controlled to perform the grabbing action in the game level.
5. The method according to claim 3, wherein The step of controlling the corresponding virtual game object to perform a corresponding action in the game level in response to the gesture action made by the real game object to the terminal device includes: In response to a preset gesture operation made by the real game object on the terminal device, controlling the corresponding virtual game object to call the game props of the game level, and displaying a props use screen in the virtual game interface; In response to a touch operation made by the real game object on the item usage screen, apply the item skill possessed by the game item to relevant objects in the item usage screen.
6. The method according to any one of claims 1 to 5, characterized in that, Display the game status parameter values of the real game object in the virtual game interface, where the game status parameter values include at least one of the following: the character ability information and game contribution value of the real game object. The method further includes: Display a plurality of virtual obstacles generated based on augmented reality in the game level of the virtual game interface; When it is detected that the real game object has a mistake action or a violation action against any virtual obstacle, update the game status parameter values of the real game object and display the updated game status parameter values in the virtual game interface.
7. The method according to claim 6, wherein When the virtual obstacle is any one of virtual laser rays, fire, ocean, cliff, and cracked ground, when displaying a plurality of virtual obstacles generated based on augmented reality in the game level of the virtual game interface, perform a vibration feedback through the terminal device.
8. The method according to claim 7, wherein After displaying the updated game status parameter values in the virtual game interface, it further includes: Display a game countdown in the virtual game interface. When the countdown ends and the updated game status parameter values are lower than the set threshold, display a prompt message indicating that the game clearance has failed and jump to the starting page of the current game level; When the countdown has not ended and the updated game status parameter values are not lower than the set threshold, display a prompt message indicating that the game clearance is successful and jump to the game interface of the next game level.
9. The method according to any one of claims 1 to 5, characterized in that, After presenting the virtual game interface, the method further includes: Play background music that conforms to the game rhythm of the virtual game interface through the terminal device to prompt the real game object to pass the levels according to the music beats of the background music.
10. The method according to any one of claims 1 to 5, characterized in that, After presenting the virtual game interface, the method further includes: Display the clue object to be searched in the virtual game interface; In response to a trigger operation of the real game object on the clue object to be searched, present a message window in the virtual game interface, and the message window is used to display the clue prompt information carried by the clue object to be searched.
11. The method according to any one of claims 1 to 5, characterized in that After presenting the virtual game interface, the method further includes: Display a task release message in the virtual game interface, and the task release message is obtained by triggering a game guide object in the interface. The task release message includes at least two game tasks with significantly different results; In response to a trigger operation of the real game object on one of the game tasks, display the game result of executing the corresponding game task in the virtual game interface.
12. The method according to any one of claims 1 to 5, characterized in that, When there are multiple real game objects in the venue screen, the method further includes: Display the respective character identifiers of each real game object in the virtual game interface; In response to a trigger operation on any one of the character identifiers, present a message window in the virtual game interface, and the message window is used to display the specific information of the role played by the corresponding real game object, including at least one of the following: role positioning, role task, and skills possessed by the role.
13. A virtual game device based on augmented reality, characterized in that, Include: A presentation module for presenting a virtual game interface, where the virtual game interface includes: a field screen and multiple game levels; among them, the field screen is obtained by performing augmented reality on the real game field where the real game object is currently located; the multiple game levels are randomly set on the field screen based on a preset game configuration information set, a field description set of the real game field, and an attribute information set of the real game object. A control module for controlling a corresponding virtual game object to perform corresponding actions in a game level in response to a game instruction triggered by the real game object.
14. A computer device, characterized in that, It includes a processor and a memory, where the memory stores program code, and when the program code is executed by the processor, the processor is caused to execute the steps of the method according to any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that, It includes program code, and when the program code runs on a computer device, the program code is used to cause the computer device to execute the steps of the method according to any one of claims 1 to 12.
16. A computer program product, characterized in that, It includes computer instructions, and when the computer instructions are executed by a processor, the steps of the method according to any one of claims 1 to 12 are implemented.