Game level verification method and device, equipment, medium and program product
By introducing AI models to the game levels for automatic verification, the inefficiency of verification caused by players' trial play is solved, and the error position points are quickly identified, which improves verification efficiency and user experience.
Patent Information
- Application Number
- CN202410081101.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-01-19
- Publication Date
- 2025-07-22
AI Technical Summary
In the prior art, players need to try the game levels themselves to verify their rationality, which leads to the verification process being time-consuming and labor-intensive and inefficient.
By introducing an AI model into the game level, the AI model is triggered to automatically verify the game level by using the verification button, and an error message is displayed, indicating the location point of the unfinished game content in the virtual environment.
It enables the quick identification of wrong position points in game levels without player verification, improves verification efficiency and accuracy, reduces player learning costs, and improves user experience and playability of UGC creation.
Smart Images

Figure CN120346534A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of human-computer interaction, and particularly to a method, apparatus, device, medium, and program product for verifying game levels. Background Art
[0002] User Generated Content (UGC) refers to game elements created by players themselves, such as characters, props, storylines, levels, and so on. UGC can enrich the playability and openness of games, and also provide a broad creative space for game developers. Players can build game levels by themselves, and then, they can verify the rationality of the game levels by playing them.
[0003] In the related art, a play button is displayed on the user interface. After the player builds a game level, the player can click the play button to play the game level by themselves and verify the rationality of the game level.
[0004] However, this method requires the player to play by themselves, and the verification process is time-consuming and laborious. Summary of the Invention
[0005] This application provides a method, apparatus, device, medium, and program product for verifying game levels. The technical solutions are as follows:
[0006] On the one hand, a method for verifying a game level is provided, and the method includes:
[0007] Display a game level screen; the game level screen includes a pre-created game level and a verification button, and the verification button is used to trigger an AI model to verify the game content corresponding to the game level;
[0008] Receive a trigger operation for the verification button; the trigger operation is used to trigger the verification button;
[0009] In response to the trigger operation, display an error prompt message for the game level;
[0010] Wherein, the error prompt message is used to prompt an error position point in the game level, and the error position point is the position point in the virtual environment corresponding to the game content that the AI model cannot complete.
[0011] In some embodiments, determining the falling point of the virtual object includes:
[0012] Determine the moving speed of the virtual object in the i-th section;
[0013] Determine the position point corresponding to when the moving speed is reduced to 0 as the falling point;
[0014] Or
[0015] Determine the jump starting point of the virtual object on the i-th section;
[0016] Based on the jump starting point and the jump height of the virtual object, determine a number of jump curves;
[0017] Based on the number of jump curves, determine a jump surface;
[0018] Determine the intersection point between the jump surface and the first plane as the falling point.
[0019] In some embodiments, the verification stop conditions include: all N sections of the at least one route are traversed, the i-th section of the current verification is the section where the end point of the at least one route is located, there is no corresponding (i + 1)-th section for the i-th section of the current verification, and there is at least one of the error position points not existing in the game level; the end point is set when the game level is created in advance.
[0020] In some embodiments, the method further includes:
[0021] Based on the type of the error position point, trigger the AI model to optimize the game content corresponding to the error position point.
[0022] In some embodiments, the error position point is the position point between the i-th section and the (i + 1)-th section of the at least one route in the game level;
[0023] The triggering the AI model to optimize the game content corresponding to the error position point based on the type of the error position point includes:
[0024] Determine the preset side of the (i + 1)-th section that is closest to the i-th section;
[0025] Pull the preset side based on the direction of the i-th section, and stretch the (i + 1)-th section by a first length so that the first reachable condition is satisfied between the i-th section and the (i + 1)-th section;
[0026] Or
[0027] Pull the preset side based on the direction of the i-th section, stretch the (i + 1)-th section by a second length, and translate the (i + 1)-th section by a third length along the vertical axis so that the second reachable condition is satisfied between the i-th section and the (i + 1)-th section;
[0028] Or
[0029] Pull the preset edge in the direction of the i-th section, and elongate the (i + 1)-th section by a fourth length, so that the third reachable condition is satisfied between the i-th section and the (i + 1)-th section.
[0030] On the other hand, a verification device for a game level is provided, and the device includes:
[0031] A display module for displaying a game level screen; the game level screen includes a pre-created game level and a verification button, and the verification button is used to trigger the AI model to verify the game content corresponding to the game level;
[0032] A receiving module for receiving a trigger operation for the verification button; the trigger operation is used to trigger the verification button;
[0033] The display module is further configured to display an error prompt message of the game level in response to the trigger operation; wherein, the error prompt message is used to prompt an error position point in the game level, and the error position point is the position point in the virtual environment corresponding to the game content that the AI model cannot complete.
[0034] On the other hand, a computer device is provided, and the computer device includes: a processor and a memory, and the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the above-mentioned game level verification method.
[0035] On the other hand, a computer-readable storage medium is provided, and the computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the above-mentioned game level verification method.
[0036] On the other hand, a computer program product is provided, and the computer program product includes computer instructions, and the computer instructions are stored in a computer-readable storage medium, and the processor obtains the computer instructions from the computer-readable storage medium, so that the processor loads and executes to implement the above-mentioned game level verification method.
[0037] The beneficial effects brought by the technical solutions provided in the embodiments of the present application at least include:
[0038] A computer device displays a game level screen; the game level screen includes a pre-created game level and a verification button, and the verification button is used to trigger an AI model to verify the game content corresponding to the game level; receive a trigger operation for the verification button; the trigger operation is used to trigger the verification button; in response to the trigger operation, display an error prompt message for the game level; wherein, the error prompt message is used to prompt the existence of an error position point in the game level, and the error position point is the position point in the virtual environment corresponding to the game content that the AI model cannot complete. Accordingly, the player only needs to trigger the verification button to trigger the AI model to verify the game level, without other complex interactions and without the player's own verification, which can greatly improve the efficiency and accuracy of verifying the game level and improve the playability of the UGC creation gameplay. At the same time, since the interaction method of the trigger operation is very simple, it can maximize the reduction of the player's learning cost and also improve the user experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0039] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the drawings in the following description are only some embodiments of the present application. For those of ordinary skill in the art, without creative efforts, other drawings can be obtained according to these drawings.
[0040] Figure 1 Shows a block diagram of a computer system provided by an exemplary embodiment of the present application;
[0041] Figure 2 Shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application;
[0042] Figure 3 Shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application;
[0043] Figure 4 Shows a flowchart of a method for verifying a game level provided by an exemplary embodiment of the present application;
[0044] Figure 5 Shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application;
[0045] Figure 6 Shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application;
[0046] Figure 7 Shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application;
[0047] Figure 8Schematic diagram showing the verification method of a game level provided by an exemplary embodiment of the present application;
[0048] Figure 9 Flowchart showing the verification method of a game level provided by an exemplary embodiment of the present application;
[0049] Figure 10 Schematic diagram showing the verification method of a game level provided by an exemplary embodiment of the present application;
[0050] Figure 11 Schematic diagram showing the verification method of a game level provided by an exemplary embodiment of the present application;
[0051] Figure 12 Schematic diagram showing the verification method of a game level provided by an exemplary embodiment of the present application;
[0052] Figure 13 Schematic diagram showing the verification method of a game level provided by an exemplary embodiment of the present application;
[0053] Figure 14 Schematic diagram showing the verification method of a game level provided by an exemplary embodiment of the present application;
[0054] Figure 15 Flowchart showing the verification method of a game level provided by an exemplary embodiment of the present application;
[0055] Figure 16 Flowchart showing the verification method of a game level provided by an exemplary embodiment of the present application;
[0056] Figure 17 Block diagram showing the verification device of a game level provided by an exemplary embodiment of the present application;
[0057] Figure 18 Block diagram showing the structure of a computer device provided by an exemplary embodiment of the present application. Detailed implementation manners
[0058] To make the objectives, technical solutions and advantages of the present application clearer, the embodiments of the present application will be further described in detail below with reference to the accompanying drawings.
[0059] Here, the exemplary embodiments will be described in detail, and the examples are shown in the accompanying drawings. When the following description refers to the accompanying drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. On the contrary, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.
[0060] The terms used in this application are for the purpose of describing specific embodiments only and are not intended to limit this application. The singular forms "a", "the", and "said" used in this application and the appended claims are also intended to include the plural forms unless the context clearly dictates otherwise. It should also be understood that the term "and / or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.
[0061] It should be understood that although the terms first, second, etc. may be used in this application to describe various information, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from each other. For example, without departing from the scope of this application, the first parameter may also be referred to as the second parameter, and similarly, the second parameter may also be referred to as the first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when" or "while" or "in response to determining".
[0062] It should also be noted that before and during the process of collecting relevant data of the user in this application (such as data related to virtual objects, pre-created game levels, trigger operations of verification buttons), a prompt interface, pop-up window, or voice prompt message can be displayed. The prompt interface, pop-up window, or voice prompt message is used to prompt the user that their relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the confirmation operation issued by the user for the prompt interface or pop-up window. Otherwise (that is, when the confirmation operation issued by the user for the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are ended, that is, the relevant data of the user is not obtained. In other words, all user data collected by this application is collected with the consent and authorization of the user, and the collection, use, and processing of the relevant user data need to comply with the relevant laws, regulations, and standards of the relevant countries and regions.
[0063] First, a brief introduction to the nouns involved in the embodiments of this application:
[0064] Virtual environment: It is a virtual environment displayed or provided when the client runs on the terminal. The virtual environment can be a simulation world of the real world, a semi-simulated and semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5D virtual environment, and a three-dimensional virtual environment. Optionally, the virtual environment is also used for virtual environment battles between at least two virtual objects, and there are virtual resources available for at least two virtual objects in the virtual environment. Optionally, the virtual environment includes a symmetric lower left area and an upper right area, and virtual objects belonging to two opposing camps respectively occupy one of the areas.
[0065] Virtual object: Refers to an active object in a virtual environment. The active object can be at least one of a virtual character, a virtual animal, and an anime character. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object can be a three-dimensional virtual model. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human bone technology, and the virtual object realizes different external images by wearing different skins. In some implementation manners, the virtual object can also be implemented by using a 2.5D or 2D model, and the embodiments of the present application do not limit this.
[0066] In response to: Used to represent the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more executed operations can be real-time or can have a set delay; without special instructions, there is no restriction on the execution order of the multiple executed operations.
[0067] Artificial Intelligence (AI): It is the theory, method, technology, and application system that uses a digital computer or a machine controlled by a digital computer to simulate, extend, and expand human intelligence, perceive the environment, acquire knowledge, and use knowledge to obtain the best results. In other words, artificial intelligence is a comprehensive technology in computer science. It 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.
[0068] Artificial intelligence technology is an interdisciplinary subject with a wide range of fields involved, including both hardware-level technologies and software-level technologies. The basic artificial intelligence technologies generally include, for example, sensors, dedicated artificial intelligence chips, cloud computing, distributed storage, big data processing technology, pre-trained model technology, operation / interaction systems, mechatronics, etc. Among them, the pre-trained model is also called a large model or a basic model, and after fine-tuning, it can be widely applied to downstream tasks in various major directions of artificial intelligence. The artificial intelligence software technologies mainly include several major directions such as computer vision technology, speech processing technology, natural language processing technology, and machine learning / deep learning.
[0069] User Generated Content (UGC): It is a game play method. Players can perform operations such as adjusting the terrain, building virtual buildings, and creating obstacles to form a game level. They can also add logic to the game level to form a gameplay map.
[0070] Parkour gameplay: It is a UGC gameplay. Players need to start from the starting point and overcome numerous difficulties, such as various obstacles, traps, and completing tasks, etc., and finally reach the end point. The one with the least time used is the winner. The parkour gameplay has been widely applied in games of various types such as Party games and Run games. In the following embodiments, the game level is mainly taken as an example of the parkour gameplay for illustration.
[0071] Figure 1 FIG. shows a block diagram of a computer system 100 provided by an exemplary embodiment of the present application. The computer system 100 can be implemented as the system architecture of the verification method for game levels. The computer system 100 includes: a terminal 120 and a server 140.
[0072] The terminal 120 is installed with and runs a client that provides support for a virtual environment. Exemplarily, the client can be any one of a battle royale shooting game, a Virtual Reality (VR) client, an Augmented Reality (AR) program, a 3D map program, a virtual reality game, an augmented reality game, a First-Person Shooting Game (FPS), a Third-Personal Shooting Game (TPS), a Multiplayer Online Battle Arena Games (MOBA), a Simulation Game (SLG), a Party game, and a Run game.
[0073] The terminal 120 is the terminal used by the user. The user uses the terminal 120 to control virtual objects located in the virtual environment. The control includes but is not limited to: adjusting the body posture of the virtual object, crawling, walking, running, cycling, jumping, driving, picking up, shooting, attacking, throwing, building virtual buildings, falling, and performing at least one of the tasks.
[0074] Optionally, the user can also use the terminal 120 (or other terminals) to pre-create a game level in advance, and this game level can be provided to other virtual objects in the virtual world for their use after it is released. In some embodiments, the terminal 120 has a verification button displayed thereon, and the terminal 120 also stores an AI model, and this verification button can also be displayed as an AI verification button. When the user uses the terminal 120 to pre-create a game level and triggers the verification button, the terminal 120 also performs a running test verification on the game content of this game level through this AI model. If there is game content in this game level that the AI model cannot complete, the terminal 120 also displays an error prompt message for this game level to prompt the error location point in this game level. In some embodiments, the terminal 120 also has an optimization button displayed thereon. When the user uses the terminal 120 to trigger the optimization button, the terminal 120 also optimizes the game content at the error location point in the game level through this AI model.
[0075] The terminal 120 can be connected to the server 140 through a wireless network or a wired network.
[0076] The server 140 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides cloud computing services, such as cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, Content Delivery Network (CDN), and cloud servers that provide basic cloud computing services such as big data and artificial intelligence platforms. The server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center.
[0077] Exemplarily, the server 140 includes a processor 144 and a memory 142. The memory 142 further includes a receiving module 1421, a control module 1422, and a sending module 1423. The receiving module 1421 is used to receive requests sent by the client, such as a trigger request for the verification button; the control module 1422 is used to control the rendering of the virtual environment screen; the sending module 1423 is used to send responses to the client, such as sending an error prompt message to the client. The server 140 is used to provide background services for the client of the terminal 120.
[0078] Optionally, the server 140 undertakes the main computing work, and the terminal 120 undertakes the secondary computing work; or, the server 140 undertakes the secondary computing work, and the terminal 120 undertakes the main computing work; or, the server 140 and the terminal 120 adopt a distributed computing architecture for collaborative computing.
[0079] The embodiments of the present application do not limit the form of the client installed on the terminal 120, including but not limited to the App (Application, client), mini-program, etc. installed in the terminal 120, and can also be in the form of a web page. The terminal 120 can generally refer to one of multiple terminals, and only the terminal 120 is used as an example in this embodiment. The device types of the terminal 120 include at least one of smart phones, tablet computers, wearable devices, PCs (Personal Computers), laptop computers, and desktop computers. The following embodiments take the terminal including a smart phone as an example for illustration.
[0080] Those skilled in the art can know that the number of the above-mentioned terminals 120 can be more or less. For example, the above-mentioned terminal 120 can be only one, or the above-mentioned terminal 120 can be multiple or a larger number. The embodiments of the present application do not limit the number and device types of the terminal 120.
[0081] Figure 2 The figure shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application. In the related art, a trial play button 110 is displayed on the user interface. After the player builds a game level, the player can click the trial play button 110 to trial play the game level by himself / herself to verify the rationality of the game level. Specifically, the player needs to perform a running trial play on each position point of the current route of the game level. In the case where there are multiple routes in the game level, each route needs to be run and trial played separately. In the case where there is an unreasonable position point in the route, the game level needs to be reset, and after the reset is completed, the running test is performed again, and so on in a loop until there are no unreasonable position points in the game level. Among them, an unreasonable position point refers to a position point that the player cannot pass through by at least one of the ways of walking, jumping, climbing, and falling. This method requires the player to trial play by himself / herself, and the verification process is time-consuming and laborious, with low efficiency.
[0082] Based on this, Figure 3 The figure shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application. This method is performed by a computer device, and the computer device can be Figure 1 the terminal 120 shown. The terminal 120 stores an AI model, and the steps of the method for verifying the game level executed by the terminal 120 are as follows:
[0083] 1. The terminal 120 displays the game level screen; as Figure 3As shown in (1) below, the game level screen includes a pre-created game level 122 and a verification button 121. The game level 122 includes a section 122-1 and a section 122-2. The verification button 121, also known as the AI verification button 121, is used to trigger the AI model to verify the game content corresponding to the game level 122. The terminal 120 stores the AI model. The game content can be set as at least one of the following: the player needs to reach section 122-2 from section 122-1 in a walking (running) manner, or the player needs to reach section 122-2 from section 122-1 in a jumping manner, or the player needs to reach section 122-2 from section 122-1 in a climbing manner, or the player needs to reach section 122-2 from section 122-1 in a falling manner;
[0084] 2. The terminal 120 receives a trigger operation for the verification button 121. The trigger operation is used to trigger the verification button 121, and the trigger operation includes at least one of: click, double-click, long-press, touch, and swipe;
[0085] 3. In response to the trigger operation, the terminal 120 displays an error prompt message 123 for the game level. The error prompt message 123 is used to prompt that there is an error position point in the game level 122. The error position point is the position point in the virtual environment corresponding to the game content that the AI model cannot complete. As Figure 3 shown in (2) below, an error prompt message 123 is displayed at the position point between section 122-1 and section 122-2 in the game level 122, which is used to prompt that the AI model cannot reach section 122-2 from section 122-1 in a walking manner, or is used to prompt that the AI model cannot reach section 122-2 from section 122-1 in a jumping manner, or is used to prompt that the AI model cannot reach section 122-2 from section 122-1 in a climbing manner, or is used to prompt that the AI model cannot reach section 122-2 from section 122-1 in a falling manner.
[0086] In summary, the method for verifying a game level provided by the embodiment of the present application is executed by a computer device. The computer device stores an AI model, and the computer device displays a game level screen; the game level screen includes a pre-created game level and a verification button, and the verification button is used to trigger the AI model to verify the game content corresponding to the game level; receive a trigger operation for the verification button; the trigger operation is used to trigger the verification button; in response to the trigger operation, display an error prompt message for the game level; wherein, the error prompt message is used to prompt the existence of an error position point in the game level, and the error position point is the position point in the virtual environment corresponding to the game content that the AI model cannot complete. Accordingly, the player only needs to trigger the verification button to trigger the AI model to verify the game level, without other complex interactions and without the player's own verification, which can greatly improve the efficiency and accuracy of verifying the game level and improve the playability of the UGC creation gameplay.
[0087] Figure 4 The flowchart of the method for verifying a game level provided by an exemplary embodiment of the present application is shown. Taking the method as being Figure 1 executed by the computer device shown as an example, the computer device may be Figure 1 the terminal 120 shown, and the terminal 120 stores an AI model. The method includes all or part of the steps in step 220, step 240, and step 260:
[0088] Step 220, display a game level screen; the game level screen includes a pre-created game level and a verification button, and the verification button is used to trigger the AI model to verify the game content corresponding to the game level.
[0089] The game level screen refers to the main interface displayed by the computer device.
[0090] Optionally, the game level screen may be an editing interface of the game level for generating the game level after editing. The type of the game level may be at least one of a parkour type, a racing type, and a party type. The type of the game content included in the game level may be at least one of passing through the gap between two sections (or: turntable, obstacle, conveyor belt) in at least one of the ways of walking, jumping, climbing, and falling, completing a specified game task, picking up a specified game item, and making a specified action.
[0091] Optionally, the game level may be pre-created before step 220. It may be pre-created by the player through the computer device of the present embodiment, or the player may pre-create it on other computer devices, and the other computer devices send the relevant data files of the pre-created game level to the computer device of the present embodiment, so as to display the game level screen on the computer device of the present embodiment.
[0092] Exemplarily, the computer device stores an AI model. The AI model is used to verify the game content corresponding to the game level to determine whether there is uncompletable game content in the game level. For example, the uncompletable game content may be: the distance between sections is too far to jump over, the height of a section is too high to jump or climb over, or the landing point of a section is too far to jump or fall over.
[0093] The verification button is a button that triggers the AI model to verify the game content corresponding to the game level. Optionally, the verification button can be at least one display form among a circle, a square, and a polygon, and the verification button can also display prompt text to indicate the button type of the verification button. For example, the verification button is displayed as a square and shows "AI Verification".
[0094] Exemplarily, the computer device displays a game level screen, which includes a pre-created game level and a verification button. The verification button is used to trigger the AI model to verify the game content corresponding to the game level. The verification button can also be displayed as an AI verification button.
[0095] In one possible implementation, Figure 5 shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application. As Figure 5 shown in (1) therein, a verification button 10 is displayed at the uppermost position of the game level screen, and the verification button 10 is displayed as "AI Verification". If the player clicks the verification button 10, the computer device uses the AI model to verify the game content corresponding to the game level.
[0096] Step 240, receive a trigger operation for the verification button; the trigger operation is used to trigger the verification button.
[0097] The trigger operation refers to an operation that triggers the verification button. Optionally, the trigger operation includes at least one of clicking, double-clicking, long-pressing, touching, and swiping. Exemplarily, the computer device receives the trigger operation for the verification button, thereby triggering the AI model to verify the game content in the game level.
[0098] In some embodiments, the verification button includes three states: normal state, in-progress state, and completed state. The normal state is the display state before the verification button is triggered, the in-progress state is the display state when the verification button is triggered and the AI model is verifying the game content of the game level, and the completed state is the display state when the verification button is triggered and the AI model has completed the verification of the game content of the game level. At least one of the display text, display color, display icon, display element, and display animation of these three states is different.
[0099] In a possible implementation, please continue to refer to Figure 5 . As Figure 5 shown in (2) of
[0100] , the verification button 10 includes three states: a normal state 11, an in-progress state 12, and a completed state 13. The normal state 11 is displayed as "AI Verification", the in-progress state 12 is displayed as "AI Verifying...", and the completed state 13 is displayed as "AI Verification". When there is game content in the game level that the AI model cannot complete, a "One-key Optimization" button is displayed at the peripheral position of "AI Verification".
[0101] The error prompt message is information used to prompt that there is game content in the game level that the AI model cannot complete. The error prompt message is used to prompt the existence of an error position point in the game level, and the error position point is the position point in the virtual environment corresponding to the game content that the AI model cannot complete.
[0102] Optionally, the game level includes multiple sections, and the game content can be set to at least one of the following: the player needs to walk from section 1 to section 2, or, the player needs to jump from section 1 to section 2, or, the player needs to climb from section 1 to section 2, or, the player needs to fall from section 1 to section 2. The error position point can be the position point between two sections. The computer device displays the error prompt message at the error position point, and the error prompt message can be used to prompt at least one of the following: used to prompt that the AI model cannot walk from section 1 to section 2, or, used to prompt that the AI model cannot jump from section 1 to section 2, or, used to prompt that the AI model cannot climb from section 1 to section 2, or, used to prompt that the AI model cannot fall from section 1 to section 2.
[0103] Exemplarily, the computer device responds to the trigger operation and displays the error prompt message of the game level. The error prompt message can be represented by at least one of: display elements, display icons, display text, display colors, display animations. By determining the error prompt message through the AI model and displaying the error prompt message on the computer device, the verification of the game level can be achieved without the player having to play by themselves.
[0104] In summary, the method for verifying a game level provided by the embodiments of the present application is executed by a computer device. The computer device stores an AI model. The computer device displays a game level screen, where the game level screen includes a pre-created game level and a verification button, and the verification button is used to trigger the AI model to verify the game content corresponding to the game level. A trigger operation for the verification button is received, and the trigger operation is used to trigger the verification button. In response to the trigger operation, an error prompt message for the game level is displayed, where the error prompt message is used to prompt the existence of an error position point in the game level, and the error position point is the position point in the virtual environment corresponding to the game content that the AI model cannot complete. Accordingly, the player only needs to trigger the verification button to trigger the AI model to verify the game level, without other complex interactions or the need for the player to verify by themselves, which can greatly improve the efficiency and accuracy of verifying the game level and enhance the playability of the UGC creation gameplay. At the same time, since the interaction method of the trigger operation is very simple, it can maximize the reduction of the player's learning cost and also improve the user experience.
[0105] ·Error prompt message display
[0106] In some embodiments, step 260 can be optionally implemented as step 262 and step 264:
[0107] Step 262, in response to the trigger operation, display a trial play screen. The trial play screen is a screen for viewing the virtual object trial play the game content corresponding to the game level from the perspective of the creator of the game level, and the virtual object is the visual model corresponding to the AI model in the game level.
[0108] Exemplarily, the computer device stores an AI model. When the AI model verifies the game level, the verification process can also be displayed on the computer device. Among them, the AI model is displayed as a virtual object, which is the visual model corresponding to the AI model in the game level, and the virtual object is consistent with the virtual objects corresponding to other players in the game. The virtual object corresponding to the AI model can also perform at least one of the following: adjusting the body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, building a virtual building, falling, and performing a task.
[0109] In some embodiments, in response to a trigger operation, a computer device displays a trial play screen; the trial play screen is a screen that views the game content corresponding to a game level from the perspective of the creator of the game level, and the virtual object is a visual model corresponding to the AI model in the game level. For example, when the perspective of the creator of the game level is the first-person perspective, the trial play screen is a first-person perspective screen; when the perspective of the creator of the game level is the third-person perspective, the trial play screen is a third-person perspective screen. During the verification process of the AI model, when the perspective of the creator of the game level switches from the first-person perspective to the third-person perspective, the trial play screen switches from the first-person perspective screen to the third-person perspective screen.
[0110] Exemplarily, the display forms such as the facial form, clothing, hairstyle, skin, etc. of the virtual object corresponding to the AI model can be set according to the theme or type of the game, game level, and game content, or can be preset by the creator of the game level. For example, if the game level is a party game level of an animal type, the virtual object corresponding to the AI model can be a display form of a virtual animal. Then, for the creator of the game level, they can see the virtual animal corresponding to the AI model and view the trial play screen of the game level.
[0111] Optionally, in response to a trigger operation, the computer device displays a trial play screen, which can be displayed in the main interface of the computer device, or can be displayed in the mini-map interface of the computer device. The mini-map interface can be located in the upper left corner, upper right corner, lower left corner, or lower right corner of the main interface, or can be displayed in both the main interface and the mini-map interface of the computer device at the same time. The main interface and the mini-map interface can correspond to the same perspective or different perspectives of the creator of the game level, and this embodiment does not make any restrictions.
[0112] In some embodiments, the creator of the game level also corresponds to a virtual object. During the process of the creator viewing the screen of the virtual object corresponding to the AI model playing the game content corresponding to the game level, the AI model controls the virtual object corresponding to itself. Although the creator cannot control the virtual object corresponding to the AI model, the creator can still control their own virtual object. For example, move the position of the virtual object, change the skin of the virtual object, etc. The creator can also perform editing operations on the game level, and this editing operation mainly targets the appearance of the game level. For example, change the theme of the game level, modify the color of the 3D model in the game level, decorate the game level, etc.
[0113] Step 264, in the trial play screen, display the error prompt information of the game level.
[0114] Exemplarily, the computer device displays the error prompt information of the game level in the trial play screen.
[0115] In some embodiments, the trial play screen and the error message are displayed synchronously. That is, while the AI model is playing the game level, if there is an error location point, the error message will be displayed synchronously during the process of playing the game level. This method can save the computing power of the computer device. Or, in some other embodiments, the trial play screen and the error message are displayed asynchronously. That is, after the AI model finishes playing the game level, if there is an error location point, the error message will be displayed all at once. This method can display all the error location points at once and improve the prompting efficiency of the computer device.
[0116] In this embodiment, the AI model is displayed as a virtual object in the trial play screen, and the creator of the game level can observe the process of the virtual object playing the game level, which improves the visualization degree during the verification process of the AI model and is beneficial for the creator to determine the verification progress of the AI model through the trial play screen, thus improving the user experience of the creator.
[0117] · Display of the trial play screen
[0118] In some embodiments, the virtual object refers to the virtual object corresponding to the AI model. There is at least one virtual object, and there is at least one route in the game level. Step 262 can be optionally implemented as step 262-1:
[0119] Step 262-1: In response to a trigger operation, display a trial play screen in which at least one virtual object moves along at least one route.
[0120] Since there is at least one route in the game level, the AI model needs to play each route in at least one route to ensure that each route in at least one route can be verified. Then, in response to the trigger operation, the computer device displays a trial play screen in which at least one virtual object moves along at least one route. Among them, at least one virtual object is controlled by the AI model. During the movement, the at least one virtual object can move in at least one of the ways of walking, jumping, climbing, and falling, so that the virtual object can not only verify each route but also complete the game content in each route.
[0121] In some embodiments, referring to the roads in the real world, a road is composed of road segments. For at least one road from the starting point to the ending point, the at least one road can include public roads and fork roads. Then, in the virtual world, for at least one route, the at least one route includes multiple road segments, and the at least one route includes at least one public road segment and at least two fork road segments.
[0122] In this embodiment, at least one virtual object corresponding to the AI model includes a first virtual object and a second virtual object, and the second virtual object is obtained by copying the first virtual object. Then, there is at least one first virtual object in at least one common section, and there is at least one second virtual object in each of at least two forked sections, and the number of second virtual objects corresponds to the number of at least two forked sections.
[0123] In a possible implementation manner, Figure 6 FIG. shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application. In the game level, the AI model corresponds to a virtual object 20, and this virtual object 20 is consistent with other virtual objects in the game. The game level includes at least one route from the starting point to the ending point, and the at least one route includes a common section 21 and three forked sections 22. In the trial play screen, it is shown that a virtual object 20 is moving on the common section 21. When moving to the three forked sections 22, this one virtual object 20 is copied into three identical virtual objects 23, and each of the three forked sections 22 shows a virtual object 23 moving. In addition, when the three forked sections 22 are merged into one common section 24 (not shown) again, then the three identical virtual objects 23 are merged into one virtual object 20 again, and it is shown that a virtual object 20 is moving on the common section 24.
[0124] In this embodiment, the AI model controls the virtual object corresponding to itself. At the same time, the creator can observe the verification process of the virtual object corresponding to the AI model, improving the visualization degree of this verification process. Moreover, when there are forked sections in the game level, by copying multiple AI models, each AI model can verify one forked section. First, it can improve the verification efficiency of the game level. Second, it can adaptively adjust the visualization display method according to the section, enriching the visualization display method and also improving the flexibility of the visualization display.
[0125] · Error reporting prompt method
[0126] The following embodiments provide multiple error reporting prompt methods. In actual applications, any one method can be used to display the error reporting prompt information, or multiple methods can be used to simultaneously display multiple error reporting prompt information. This embodiment does not limit this.
[0127] · Error reporting prompt method 1
[0128] In some embodiments, the error reporting prompt information includes an error reporting prompt element; then step 264 can be optionally implemented as step 264-1:
[0129] Step 264-1: Display an error prompt element for the game level at the error position point in the trial play screen; wherein, the error prompt element is used to indicate that the current position point is the error position point.
[0130] The error prompt element is a display element used to indicate that the current position point is the error position point.
[0131] Exemplarily, the computer device displays an error prompt element for the game level at the error position point in the trial play screen; wherein, the error prompt element is used to indicate that the current position point is the error position point. To make the error prompt element more prominent, the display color of the error prompt element can be red.
[0132] In some embodiments, according to the different types of error position points, the computer device can display different error prompt elements. The types of error position points include: being unable to pass through the error position point in at least one of the ways of walking, jumping, climbing, and falling.
[0133] In one possible implementation, Figure 7 shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application. Figure 7 It includes a display area 30 for the error prompt element and a display area 32 for the error prompt text. Among them, in the display area 30, an error prompt element 31 is displayed at the error position point, and in the display area 32, the error prompt text corresponding to different error prompt elements is displayed. The error prompt text can be at least one of the following: unable to jump over, unable to climb, unable to fall.
[0134] In this embodiment, by displaying an error prompt element at the error position point in the game level, it can accurately prompt the player that the current position point is the error position point, facilitating the player to determine the error position point. Moreover, since the error prompt element corresponds to the type of the error position point, through one error prompt element, both the error position point and the type corresponding to the error position point can be displayed, which can improve the efficiency and effect of error reporting.
[0135] · Error Prompt Method 2
[0136] In some embodiments, the error prompt information further includes error prompt text; then step 264 can be optionally implemented as step 264-2:
[0137] Step 264-2: Display the error prompt text corresponding to the error prompt element of the game level in the text display area of the trial play screen; wherein, the error prompt text is used to indicate the type of the error position point; the type includes: being unable to pass through the error position point in at least one of the ways of walking, jumping, climbing, and falling.
[0138] The text display area can be the right, left, upper, or lower display area in the trial play screen.
[0139] The error prompt text is used to prompt the type of the error position point. The error prompt text corresponds to the error prompt element. Since different types of error position points can cause the computer device to display different error prompt elements, correspondingly, the computer device can also display different error prompt texts.
[0140] Exemplarily, in the text display area of the trial play screen of the computer device, the error prompt text corresponding to the error prompt element of the game level is displayed; wherein, the error prompt text is used to indicate the type of the error position point; the types of the error position point include: being unable to pass through the error position point in at least one of the ways of walking, jumping, climbing, or falling.
[0141] In this embodiment, by displaying the error prompt text corresponding to the error prompt element in the text display area, it is possible to accurately prompt the player that the current position point is an error position point, facilitating the player to determine the error position point. Moreover, the error prompt text can indicate the type of the error position point, which can improve the efficiency and effect of error reporting, and is also beneficial for the player to manually optimize the error position point or use an AI model for optimization in the subsequent process.
[0142] · Optimization button display
[0143] In some embodiments, after step 260, the method may further optionally include step 280:
[0144] Step 280, display an optimization button in the peripheral area of the error position point; wherein, the optimization button is used to trigger the AI model to optimize the game content corresponding to the error position point.
[0145] The optimization button is a button that triggers the AI model to optimize the game content corresponding to the error position point in the game level. Optionally, the optimization button can be at least one display form of a circle, a square, or a polygon, and the optimization button can also display prompt text to prompt the button type of the optimization button. For example, the optimization button is displayed as a square and displays "Intelligent Optimization" or "One - key Optimization".
[0146] Exemplarily, the computer device displays an optimization button in the peripheral area of the error position point; wherein, the optimization button is used to trigger the AI model to optimize the game content corresponding to the error position point. The AI model used in the optimization process and the AI model used in the verification process can be the same AI model or different AI models, and this embodiment does not limit this. The optimization button can also be displayed as an AI optimization button, an AI intelligent optimization button, or an AI one - key optimization button.
[0147] In this embodiment, by displaying an optimization button in the peripheral area of the error reporting position point, it is convenient for the player to click the optimization button, which improves the visualization degree of the AI model for optimizing the error reporting position point, and is conducive to subsequent automatic and intelligent optimization of the error reporting position point through the AI model, thereby improving the intelligence and optimization efficiency of the optimization.
[0148] The following embodiments provide multiple ways to display the optimization button. In actual application, any one of the ways can be used to display the optimization button, or multiple ways can be used to display multiple optimization buttons simultaneously. This embodiment does not limit this.
[0149] · Optimization button display method 1
[0150] In some embodiments, step 280 can be optionally implemented as step 280-1:
[0151] Step 280-1, in response to the position point selection operation of the error reporting position point, display a first optimization button in the peripheral area of the first error reporting position point indicated by the position point selection operation; wherein, the position point selection operation is used to select the first error reporting position point from the error reporting position points, and the optimization button includes the first optimization button, and the first optimization button is used to trigger the optimization of the game content corresponding to the first error reporting position point.
[0152] The first optimization button is a button that triggers the AI model to optimize the game content corresponding to the first error reporting position point. The first error reporting position point is any error reporting position point in the selected area of the game level. In some other embodiments, when there are multiple error reporting position points in the selected area, the error reporting position point closest to the virtual object corresponding to the creator of the game level is determined as the first error reporting position point.
[0153] The position point selection operation corresponds to a selected area in the game level screen and is used to select the first error reporting position point from the error reporting position points. Optionally, the position point selection operation includes at least one of click, double-click, long-press, touch, and swipe.
[0154] Exemplarily, the computer device, in response to the position point selection operation of the error reporting position point, displays a first optimization button in the peripheral area of the first error reporting position point indicated by the position point selection operation. Wherein, the position point selection operation is used to select the first error reporting position point from the error reporting position points, and the optimization button includes the first optimization button, and the first optimization button is used to trigger the optimization of the game content corresponding to the first error reporting position point. In some other embodiments, the first optimization button is also referred to as an intelligent optimization button.
[0155] In a possible implementation manner, Figure 8The figure shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application. Taking the optimization button as the first optimization button as an example, as Figure 8 shown in (1) of Figure 8 , in the trial play screen, the player performs a position point selection operation through the aiming sight and selects the error position point corresponding to the error prompt element 41. Then, the computer device displays the intelligent optimization button 42 in the peripheral area of the error position point corresponding to the error prompt element 41. After the player triggers the intelligent optimization button 42, the computer device triggers the AI model to optimize the game content corresponding to the error position point.
[0156] In this embodiment, by displaying the first optimization button in the peripheral area of the first error position point indicated by the position point selection operation, it is possible to achieve targeted optimization of the first error position point after the player clicks the first optimization button, improving the pertinence and flexibility of the optimization, and also increasing the player's participation during the optimization process and enhancing the user experience.
[0157] · Optimization button display method 2
[0158] In some embodiments, step 280 can be optionally implemented as step 280-2:
[0159] Step 280-2: Display a second optimization button in the peripheral area of the error position point; wherein, the optimization button includes the second optimization button, and the second optimization button is used to optimize the game content corresponding to the second error position point. The second error position point is all or at least a part of the error position points among the error position points, or the second error position point is all or at least a part of the other error position points except the first error position point.
[0160] The second optimization button is a button that triggers the AI model to optimize the game content corresponding to the second error position point. The second error position point is all or at least a part of the error position points among the error position points, or the second error position point is all or at least a part of the other error position points except the first error position point. That is, step 280-2 can be executed after step 280-1, or step 280-2 can also be a parallel step of step 280-1 and can be executed in parallel with step 280-1.
[0161] Exemplarily, the computer device displays the second optimization button in the peripheral area of the error position point. Wherein, the optimization button includes the second optimization button, and the second optimization button is used to optimize the game content corresponding to the second error position point. The second error position point is all or at least a part of the error position points among the error position points, or the second error position point is all or at least a part of the other error position points except the first error position point. In some other embodiments, the second optimization button is also referred to as a one-key optimization button.
[0162] In this embodiment, by displaying a second optimization button in the peripheral area of the error reporting position point, after the player clicks the second optimization button, one-key optimization of the second error reporting position point can be achieved, improving the overall optimization efficiency, reducing the number of player operations, simplifying the player's optimization operation, and enhancing the user experience.
[0163] · Optimization process
[0164] In some embodiments, after step 280, the method may further optionally include step 292 and step 294:
[0165] Step 292, in response to the trigger operation of the optimization button, trigger the AI model to optimize the game content corresponding to the error reporting position point.
[0166] The trigger operation refers to the operation of triggering the optimization button. Optionally, the trigger operation includes at least one of click, double-click, long-press, touch, and slide. Exemplarily, the computer device triggers the AI model to optimize the game content corresponding to the error reporting position point in response to the trigger operation of the optimization button. Among them, the AI model used in the optimization process and the AI model used in the verification process may be the same AI model or different AI models, and this embodiment does not limit this.
[0167] Step 294, in response to the completion of the optimization of the game content, cancel the display of the error reporting prompt message; and cancel the display of the optimization button.
[0168] When there is no error reporting position point in the game level, the computer device does not need to display the error reporting prompt message and the optimization button. Exemplarily, the computer device cancels the display of the error reporting prompt message in response to the completion of the optimization of the game content; and cancels the display of the optimization button.
[0169] In this embodiment, the optimization of the error reporting position point is achieved through the AI model, improving the intelligence and efficiency of the optimization and saving the optimization time. By canceling the display of the error reporting prompt message and canceling the display of the optimization button, it can also prompt the player that the optimization is completed or there is no need to continue the optimization.
[0170] In some embodiments, during the optimization process of step 292, the method may further optionally include step 293:
[0171] Step 293, during the process of optimizing the game content corresponding to the error reporting position point, display an optimization progress bar; where the optimization progress bar is used to indicate the optimization progress of the AI model in optimizing the game content corresponding to the error reporting position point.
[0172] To enable players to know the optimization progress of the game content of the game level, for example, during the process of optimizing the game content corresponding to the error reporting position point, the computer device displays an optimization progress bar; wherein, the optimization progress bar is used to indicate the optimization progress of the AI model for optimizing the game content corresponding to the error reporting position point.
[0173] In some embodiments, the optimization progress bar can be formed by transforming an optimization button, or, the optimization progress bar can also be another separately added display element. Optionally, the optimization progress bar can be displayed in the peripheral area of the verification button, or, in the peripheral area of the error reporting position point, or, in the peripheral area of the first error reporting position point. Optionally, during the process of optimizing the game content corresponding to the error reporting position point, the verification button is displayed as non-clickable, and at this time, the player cannot trigger the verification button until the optimization is completed, and then the verification button returns to a clickable state. At this time, the player can choose whether to verify again according to actual technical needs.
[0174] In a possible implementation manner, please continue to refer to Figure 8 . As Figure 8 shown in (2) of, during the process of the AI model optimizing the game content corresponding to the error reporting position point, an optimization progress bar 50 is displayed in the peripheral area of the verification button, and this optimization progress bar is used to indicate the optimization progress of the AI model for optimizing the game content corresponding to the error reporting position point.
[0175] In this embodiment, by displaying the optimization progress bar, players can intuitively know the optimization progress, improve the player's participation during the optimization process, and improve the user experience.
[0176] · Determination of error reporting position point
[0177] In some embodiments, Figure 9 shows a flowchart of a verification method for a game level provided by an exemplary embodiment of the present application. Taking this method as being executed by the Figure 1 shown computer device as an example for description, this computer device can be the Figure 1 shown terminal 120, and this terminal 120 stores an AI model, and this method can be specifically executed by this AI model of the terminal 120. This method further includes: all or part of the steps of step 310, step 320, step 330, step 340, and step 350:
[0178] Step 310, determine the starting point of at least one route in the game level; the starting point is set when the game level is created in advance, and the at least one route includes N sections, where N is greater than or equal to 1.
[0179] In this embodiment, it is set that a game level includes a starting point and an ending point. Both the starting point and the ending point are set when the game level is created in advance. There is at least one route between the starting point and the ending point, and the at least one route includes N sections, where N is greater than or equal to 1.
[0180] Exemplarily, the computer device determines the starting point of at least one route in the game level. In some embodiments, the section where the starting point is located is also referred to as the starting section.
[0181] Step 320: Based on the starting point, determine the i-th section for this verification; i is greater than or equal to 1.
[0182] Exemplarily, the computer device determines the i-th section for this verification based on the starting point; i is greater than or equal to 1. Among them, when this is the first verification, the i-th section is the starting section where the starting point is located. When this verification is the second verification, the (i + 1)-th section (the next section) corresponding to the i-th section (the starting section) in the first verification is used as the i-th section.
[0183] Step 330: Determine the (i + 1)-th section corresponding to the i-th section.
[0184] Exemplarily, the computer device determines the (i + 1)-th section corresponding to the i-th section. Among them, in the game level, the player needs to reach the (i + 1)-th section from the i-th section in at least one of the ways of walking, jumping, climbing, and falling. The determination method of the (i + 1)-th section will be described in detail in the subsequent embodiments.
[0185] Step 340: When the reachable condition is met between the i-th section and the (i + 1)-th section, determine that there is no game content that the AI model cannot complete between the i-th section and the (i + 1)-th section; otherwise, determine the position point between the i-th section and the (i + 1)-th section as the error position point.
[0186] The reachable condition refers to the conditions that the AI model needs to meet to reach the (i + 1)-th section from the i-th section. Three reachable conditions are set in this embodiment, which will be described in detail in the subsequent embodiments.
[0187] Exemplarily, when the reachable condition is met between the i-th section and the (i + 1)-th section, the computer device determines that there is no game content that the AI model cannot complete between the i-th section and the (i + 1)-th section. At this time, there is no error position point between the i-th section and the (i + 1)-th section.
[0188] Otherwise, when the reachability condition is not satisfied between the i-th section and the (i + 1)-th section, the position point between the i-th section and the (i + 1)-th section is determined as the error position point; and, the computer device displays an error prompt message at the error position point.
[0189] Step 350, update i to i + 1, and re-execute the step of determining the (i + 1)-th section corresponding to the i-th section until the verification stop condition is satisfied, and determine the error position points in the game level.
[0190] Exemplarily, the computer device updates i to i + 1, and re-executes the step of determining the (i + 1)-th section corresponding to the i-th section until the verification stop condition is satisfied, and determines the error position points in the game level. Thus, the computer device determines and displays all the error position points in the game level.
[0191] In some embodiments, the verification stop condition includes: all N sections of at least one route are traversed, the i-th section of this verification is the section where the end point of at least one route is located, the i-th section of this verification has no corresponding (i + 1)-th section, and there is no error position point in the game level; the end point is set when the game level is created in advance.
[0192] In a possible implementation manner, Figure 10 shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application. Taking the example that the game level includes at least one route and at least one route includes multiple sections. The sections in the game level are available for virtual objects to walk, jump, climb or fall, and the sections can stretch the length and / or width. As Figure 10 shown in (1) of, the length of section A is 100 cm, and after stretching the length, the length of section A' can be 120 cm; as Figure 10 shown in (2) of, the width of section B is 20 cm, and after stretching the width, the width of section B' can be 40 cm; as Figure 10 shown in (3) of, the sections are arranged in sections, there is a gap between section C and section D, and the player will die if falling from the gap. The player needs to reach section D from section C in at least one of the ways of walking, jumping, climbing, or falling. Figure 11 shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application. As Figure 11 shown in (1) of, the computer device determines the starting point of at least one route in the game level, and the section 1 where the starting point is located is also called the starting section; the computer device emits rays from the front, back, top, bottom, left, and right 6 faces of the section model corresponding to section 1 to determine the next section corresponding to section 1, as Figure 11As shown in (2) therein, this section 1 may only correspond to section 2; for example Figure 11 As shown in (3) therein, this section 1 may also correspond to sections 2-1, 2-2, and 2-3. Then, the computer device determines whether the reachability conditions are met between section 1 and section 2, section 1 and section 2-1, section 1 and section 2-2, and section 1 and section 2-3 respectively; for example Figure 11 As shown in (4) therein, if the reachability condition is met between section 1 and section 2 and the end point is located in section 2, then there is no error position point on this route at this time; for example Figure 11 As shown in (5) therein, if the reachability conditions are met between section 1 and section 2-2 and between section 2-2 and section 3, and the end point is located in section 3, then there is no error position point on this route at this time; if the reachability condition is met between section 1 and section 2-2, but there is no corresponding next section for section 2-2, the end point of section 2-1 is determined as the error position point; if the reachability condition is met between section 1 and section 2-3, but there is no corresponding next section for section 2-3, the end point of section 2-3 is determined as the error position point. At this time, the verification ends.
[0193] In this embodiment, it is possible to implement the verification of the sections in the game level, improve the accuracy of verifying the game level, and improve the verification effect of the game level.
[0194] · Section determination
[0195] In some embodiments, step 330 may be optionally implemented as steps 332 and 334:
[0196] Step 332: Use the section model of the i-th section as an end point and emit a ray in the circumferential direction.
[0197] Step 334: In the case where the ray intersects with other sections, determine the other sections as the (i + 1)-th section corresponding to the i-th section.
[0198] Since at least one line in the game level includes multiple sections, and there are common sections and fork sections among the multiple sections, the i-th section may correspond to multiple (i + 1)-th sections. In order to determine all the (i + 1)-th sections corresponding to the i-th section, the (i + 1)-th section is determined by emitting a ray.
[0199] Exemplarily, the computer device uses the section model of the i-th section as an end point and emits a ray in the circumferential direction. In the case where the ray intersects with other sections, determine the other sections as the (i + 1)-th section corresponding to the i-th section. The number of the (i + 1)-th sections is greater than or equal to 1.
[0200] In this embodiment, it is possible to determine all the next road segments of the current road segment, which can avoid missing any road segment, thereby improving the accuracy of verifying the game level.
[0201] · Reachable condition setting 1
[0202] In some embodiments, setting the reachable condition includes a first reachable condition that the i-th road segment and the (i + 1)-th road segment are on the same plane; then the method may further optionally include step 411 and step 412:
[0203] Step 411, determining the shortest distance between the i-th road segment and the (i + 1)-th road segment.
[0204] Step 412, when the shortest distance is less than or equal to the first set distance, determining that the i-th road segment and the (i + 1)-th road segment satisfy the first reachable condition; wherein, the first set distance includes at least one of the maximum walking step length and the maximum jumping step length of the virtual object corresponding to the AI model. The maximum walking step length is the maximum distance between the moving starting point and the moving landing point, and the maximum jumping step length is the maximum distance between the jumping starting point and the jumping landing point.
[0205] The shortest distance is the distance between the two closest sides between the i-th road segment and the (i + 1)-th road segment.
[0206] The first set distance is a preset distance threshold. The first set distance includes at least one of the maximum walking step length and the maximum jumping step length of the virtual object corresponding to the AI model. Among them, the maximum walking step length is the maximum distance between the moving starting point and the moving landing point when the virtual object corresponding to the AI model reaches the (i + 1)-th road segment from the i-th road segment in a walking manner. The maximum jumping step length is the maximum distance between the jumping starting point and the jumping landing point when the virtual object corresponding to the AI model reaches the (i + 1)-th road segment from the i-th road segment in a jumping manner. In one example, the maximum walking step length is set to 50 cm, and the maximum jumping step length is set to 2 m.
[0207] Exemplarily, the computer device determines the shortest distance between the i-th road segment and the (i + 1)-th road segment. When the shortest distance is less than or equal to the first set distance, it is determined that the i-th road segment and the (i + 1)-th road segment satisfy the first reachable condition.
[0208] In one example, when the i-th road segment and the (i + 1)-th road segment are on the same plane and the shortest distance between the i-th road segment and the (i + 1)-th road segment is less than 2 m, the AI model can reach the (i + 1)-th road segment from the i-th road segment, and the i-th road segment and the (i + 1)-th road segment satisfy the first reachable condition.
[0209] In a possible implementation manner, Figure 12The figure shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application. As Figure 12 shown in (1-1) of Figure 12 , section 1 and section 2 are on the same plane, and the virtual object corresponding to the AI model needs to reach section 2 from section 1 by walking or jumping; as
[0210] · Reachable condition setting 2
[0211] In some embodiments, the reachable condition includes a second reachable condition. The i-th section and the (i + 1)-th section are on different planes. The i-th section is on the first plane, and the (i + 1)-th section is on the second plane, and the first plane is lower than the second plane. The method may further optionally include step 421, step 422, step 423, and step 424:
[0212] Step 421, determine the jumping starting point of the virtual object on the i-th section.
[0213] Step 422, based on the jumping starting point and the jumping height of the virtual object, determine a number of jumping curves.
[0214] Step 423, based on the number of jumping curves, determine a jumping surface.
[0215] Step 424, in the case where there is an intersection between the second plane corresponding to the (i + 1)-th section and the jumping surface, determine that the i-th section and the (i + 1)-th section satisfy the second reachable condition.
[0216] The jumping starting point refers to the position point where the virtual object corresponding to the AI model executes a jump on the i-th section when reaching the (i + 1)-th section by jumping.
[0217] The jumping height is a preset height. The jumping height can be set according to the type of the game, the game level, the game content, or the game level of the game creator. In one example, the maximum value of the jumping height is 30 cm.
[0218] The jumping curve refers to the curve between the jumping starting point and the jumping landing point, and the jumping curve is a parabola. In one example, the maximum value of the jumping landing point is 2 m. Establish a coordinate system with the horizontal axis being the distance / cm and the vertical axis being the height / cm. Then the jumping starting point is (0, 0), the jumping landing point is (0, 200), and the jumping highest point corresponding to the maximum jumping height is (100, 30).
[0219] The jumping surface is determined based on a number of jumping curves. Since the virtual object corresponding to the AI model can jump 360° around the i-th section, and each direction corresponds to a jumping curve, a number of jumping curves can form a jumping surface. When there is an intersection between the second plane corresponding to the (i + 1)-th section and the jumping surface, it is determined that the virtual object corresponding to the AI model can reach the (i + 1)-th section from the i-th section in a jumping manner, or can reach the (i + 1)-th section from the i-th section in a way of jumping first and then climbing.
[0220] Exemplarily, the computer device determines the jumping starting point of the virtual object in the i-th section; determines a number of jumping curves based on the jumping starting point and the jumping height of the virtual object; determines the jumping surface based on the number of jumping curves; when there is an intersection between the second plane corresponding to the (i + 1)-th section and the jumping surface, it is determined that the second reachability condition is satisfied between the i-th section and the (i + 1)-th section.
[0221] In a possible implementation manner, Figure 13 shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application. As Figure 13 shown in (2-1) in, section 1 and section 2 are on different planes. Section 1 is on the first plane, and section 2 is on the second plane, and the first plane is lower than the second plane. The virtual object corresponding to the AI model needs to reach section 2 from section 1 in a jumping manner; as Figure 13 shown in (2-2) in, the computer device determines a jumping curve based on the jumping starting point O and the jumping height H. The jumping curve is a parabola, and the maximum value of the jumping landing point is 2m. A coordinate system is established with the horizontal axis being the distance / cm and the vertical axis being the height / cm. Then the jumping starting point O is (0,0), and the jumping landing point L is (0,200), and the jumping highest point H corresponding to the maximum jumping height is (100,30); as Figure 13 shown in (2-3) in, the computer device determines the jumping surface based on a number of jumping curves. When there is an intersection between the second plane corresponding to section 2 and the jumping surface, it is determined that the second reachability condition is satisfied between section 1 and section 2. Otherwise, the position point between section 1 and section 2 is determined as an error position point.
[0222] · Reachable condition setting 3
[0223] In some embodiments, the reachable condition includes a third reachable condition. The i-th section and the (i + 1)-th section are on different planes. The i-th section is on the first plane, and the (i + 1)-th section is on the second plane, and the first plane is higher than the second plane. The method may further optionally include steps 431, 432, and 433:
[0224] Step 431, determine the falling point of the virtual object; the falling point is the starting position point where the virtual object performs free fall motion.
[0225] Step 432, determine the preset edge of the (i + 1)-th section closest to the i-th section.
[0226] When the distance between the preset edge and the free fall route of the virtual object is less than or equal to the second set distance, it is determined that the third reachable condition is satisfied between the i-th section and the (i + 1)-th section; wherein, the second set distance is determined based on the model width of the virtual object.
[0227] The falling point refers to the position point where the virtual object corresponding to the AI model starts to fall. The virtual object starts free fall motion from the falling point, and this falling point is also called the starting position point of the virtual object's free fall motion. The determination method of the falling point will be described in detail in the subsequent embodiments.
[0228] The preset edge refers to the edge of the (i + 1)-th section closest to the i-th section. Specifically, according to the positional relationship between the i-th section and the (i + 1)-th section, this preset edge can be the long edge of the (i + 1)-th section or the short edge of the (i + 1)-th section.
[0229] The second set distance refers to a preset distance threshold. Since the virtual object corresponding to the AI model is a three-dimensional model in a virtual environment and this virtual object has a certain model width. Therefore, the second set distance is determined based on the model width of the virtual object. Optionally, the second set distance is half of the model width. When the distance between the preset edge and the free fall route of the virtual object is less than or equal to the second set distance, it is determined that the virtual object corresponding to the AI model can reach the (i + 1)-th section from the i-th section in a falling manner.
[0230] Exemplarily, the computer device determines the falling point of the virtual object; determines the preset edge of the (i + 1)-th section closest to the i-th section; when the distance between the preset edge and the free fall route of the virtual object is less than or equal to the second set distance, it is determined that the third reachable condition is satisfied between the i-th section and the (i + 1)-th section.
[0231] In some embodiments, there are two determination methods for the falling point. In practical applications, either one of the methods or a combination of the two methods can be selected. Method 1: Step 431 can be optionally implemented as steps 431-11 and 431-12; Method 2: Step 431 can be optionally implemented as steps 431-21, 431-22, 431-23, and 431-24:
[0232] Step 431-11, determine the moving speed of the virtual object on the i-th section.
[0233] Step 431-12: Determine the position point corresponding to when the moving speed is reduced to 0 as the falling point.
[0234] When the virtual object corresponding to the AI model walks from the ith section to the (i + 1)th section, the virtual object has a certain moving speed. When the current position of the virtual object exceeds the end point of the ith section, this moving speed will gradually decrease to 0, and then the virtual object starts to fall.
[0235] Exemplarily, the computer device determines the moving speed of the virtual object in the ith section, and determines the position point corresponding to when the moving speed is reduced to 0 as the falling point. In one example, the end point corresponding to the ith section is set to (0, 0), and the position point corresponding to when the maximum moving speed is reduced to 0 is set to (0, 10). Then the farthest falling point is (0, 10).
[0236] Step 431-21: Determine the jumping start point of the virtual object in the ith section.
[0237] Step 431-22: Determine a number of jumping curves based on the jumping start point and the jumping height of the virtual object.
[0238] Step 431-23: Determine the jumping surface based on the number of jumping curves.
[0239] Step 431-24: Determine the intersection point between the jumping surface and the first plane as the falling point.
[0240] When the virtual object corresponding to the AI model jumps from the ith section to the (i + 1)th section, the virtual object can jump 360° from the periphery of the ith section. The jumping curve between the jumping start point and the jumping landing point is a parabola. If the virtual object has not reached the (i + 1)th section at the farthest jumping landing point, the virtual object starts to fall. Among them, both the jumping landing point and the jumping start point are located on the first plane where the ith section is located.
[0241] Exemplarily, the computer device determines the jumping start point of the virtual object in the ith section; determines a number of jumping curves based on the jumping start point and the jumping height of the virtual object; determines the jumping surface based on the number of jumping curves; and determines the intersection point between the jumping surface and the first plane as the falling point.
[0242] In a possible implementation manner, Figure 14 shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application. As Figure 14As shown in (3-1), section 1 and section 2 are on different planes. Section 1 is on the first plane, section 2 is on the second plane, and the first plane is higher than the second plane. The virtual object corresponding to the AI model needs to reach section 2 from section 1 in a falling manner or a jumping-then-falling manner; as Figure 14 As shown in (3-2), the computer device establishes a coordinate system with the horizontal axis being distance / cm and the vertical axis being height / cm. Then the end point O of section 1 is (0,0), and the virtual object starts to fall from the falling point X being (0,10). The dashed arrow is the free-fall route of the virtual object, and this free-fall route can be extended infinitely downward or to a set length. Since the virtual object has a model width AB, and the model width AB is set to 40 cm, when the distance between the preset edge of section 2 closest to section 1 and the free-fall route of the virtual object is less than or equal to 20 cm, the virtual object can fall onto section 2, and then the computer device determines that the third reachable condition is satisfied between section 1 and section 2; as Figure 14 As shown in (3-3), the computer device determines a jump curve based on the jump starting point O and the jump height H. This jump curve is a parabola, and the maximum value of the jump landing point is 2 m, so the jump landing point is (0,200). The jump landing point is the falling point X, and the virtual object will start to fall from the falling point X. The dashed arrow is the free-fall route of the virtual object, and this free-fall route can be extended infinitely downward or to a set length. Since the virtual object has a model width AB, and the model width AB is set to 40 cm, when the distance between the preset edge of section 2 closest to section 1 and the free-fall route of the virtual object is less than or equal to 20 cm, the virtual object can fall onto section 2, and then the computer device determines that the third reachable condition is satisfied between section 1 and section 2. Otherwise, the position point between section 1 and section 2 is determined as the error position point.
[0243] In the above embodiments, multiple reachable conditions are provided. In practical applications, the computer device can determine to use one or more of the reachable conditions according to the specific positional relationship between the two sections to verify whether the two sections meet the reachable conditions, which improves the flexibility and pertinence of verifying the game level, thereby improving the accuracy and effect of verifying the game level.
[0244] · Optimization method
[0245] In some embodiments, the AI model can optimize the game content. Then the method further includes step 510:
[0246] Step 510, trigger the AI model to optimize the game content corresponding to the error position point based on the type of the error position point.
[0247] When the reachability condition is not met between the i-th section and the (i + 1)-th section, the position point between the i-th section and the (i + 1)-th section is determined as the error reporting position point. Since there are three reachability conditions set, the types of error reporting position points can include three types. Correspondingly, the optimization methods for the game content can include three types. Exemplarily, the computer device can trigger the AI model to optimize the game content corresponding to the error reporting position point based on the type of the error reporting position point.
[0248] In some embodiments, if the optimization button is the first optimization button, when the first error reporting position point is selected, the computer device triggers the AI model to optimize the game content corresponding to the error reporting position point based on the type of the first error reporting position point. Or, if the optimization button is the first optimization button, the computer device triggers the AI model to optimize the game content corresponding to each error reporting position point in sequence based on the order in which the error prompt information of each error reporting position point appears, or based on the distance of the error reporting position point from the virtual object of the creator.
[0249] In this embodiment, by triggering the AI model to optimize the game content corresponding to the error reporting position point based on the type of the error reporting position point, the AI model can specifically optimize the error reporting position point, improving the flexibility and pertinence of the optimization, and enhancing the optimization efficiency and effect.
[0250] Specifically, the error reporting position point is the position point between the i-th section and the (i + 1)-th section of at least one route in the game level. Among the following optimization methods, one or more can be selected and executed:
[0251] · Optimization method 1
[0252] In some embodiments, step 520 is implemented as step 521 and step 522:
[0253] Step 521, determine the preset edge of the (i + 1)-th section that is closest to the i-th section;
[0254] Step 522, pull the preset edge based on the direction of the i-th section, and stretch the (i + 1)-th section by a first length so that the reachability condition between the i-th section and the (i + 1)-th section is met.
[0255] In this embodiment, the error reporting position point is the position point that does not meet the first reachability condition. Then the computer device determines the preset edge of the (i + 1)-th section that is closest to the i-th section, and pulls the preset edge in the direction of the i-th section, stretching the (i + 1)-th section by a first length so that the reachability condition between the i-th section and the (i + 1)-th section is met.
[0256] In a possible example, when the shortest distance between the i-th section and the (i + 1)-th section is less than or equal to the first set distance, it is determined that the first reachable condition is satisfied between the i-th section and the (i + 1)-th section. By pulling the preset edge of the (i + 1)-th section, the (i + 1)-th section is elongated by a first length, so that the first reachable condition is satisfied between the i-th section and the (i + 1)-th section.
[0257] · Optimization method 2
[0258] In some embodiments, step 520 is implemented as step 521 and step 523:
[0259] Step 521, determine the preset edge of the (i + 1)-th section that is closest to the i-th section;
[0260] Step 523, based on the direction of the i-th section, pull the preset edge to elongate the (i + 1)-th section by a second length, and translate the (i + 1)-th section by a third length along the vertical axis, so that the second reachable condition is satisfied between the i-th section and the (i + 1)-th section.
[0261] In this embodiment, the error position point is the position point that does not satisfy the second reachable condition. Then the computer device determines the preset edge of the (i + 1)-th section that is closest to the i-th section, and based on the direction of the i-th section, pulls the preset edge in the direction of approaching the i-th section to elongate the (i + 1)-th section by a second length, so that the second reachable condition is satisfied between the i-th section and the (i + 1)-th section. And, in the case where the second reachable condition still cannot be satisfied after pulling, translate the (i + 1)-th section by a third length along the vertical axis in the direction of approaching the i-th section, so that the second reachable condition is satisfied between the i-th section and the (i + 1)-th section.
[0262] In a possible example, when there is an intersection between the second plane corresponding to the (i + 1)-th section and the jump surface, it is determined that the second reachable condition is satisfied between the i-th section and the (i + 1)-th section. By pulling the preset edge of the (i + 1)-th section, and / or translating the (i + 1)-th section by a third length along the vertical axis, the second reachable condition is satisfied between the i-th section and the (i + 1)-th section.
[0263] · Optimization method 3
[0264] In some embodiments, step 520 is implemented as step 521 and step 524:
[0265] Step 521, determine the preset edge of the (i + 1)-th section that is closest to the i-th section;
[0266] Step 524: Pull the preset edge based on the direction of the i-th section, and lengthen the (i + 1)-th section by a fourth length so that the third reachability condition is satisfied between the i-th section and the (i + 1)-th section.
[0267] In this embodiment, the error position point is the position point that does not satisfy the third reachability condition. Then, the computer device determines the preset edge of the (i + 1)-th section that is closest to the i-th section, and based on the direction of the i-th section, pulls this preset edge in the direction of approaching the i-th section, and lengthens the (i + 1)-th section by a fourth length so that the third reachability condition is satisfied between the i-th section and the (i + 1)-th section.
[0268] In a possible example, when the distance between the preset edge and the free-fall route of the virtual object is less than or equal to the second set distance, it is determined that the third reachability condition is satisfied between the i-th section and the (i + 1)-th section. By pulling the preset edge of the (i + 1)-th section, the third reachability condition is satisfied between the i-th section and the (i + 1)-th section.
[0269] In the above embodiment, according to the positional relationship between the i-th section and the (i + 1)-th section, this preset edge can be the long side of the (i + 1)-th section or the short side of the (i + 1)-th section. For example, if the short side of section 1 is closest to the short side of section 2, then lengthening the short side of section 2 is equivalent to lengthening the length of section 2. If the short side of section 1 is closest to the long side of section 2, then lengthening the long side of section 2 is equivalent to widening the width of section 2. That is, the long side of the (i + 1)-th section can be pulled to widen the width of the (i + 1)-th section, or the short side of the (i + 1)-th section can be pulled to lengthen the length of the (i + 1)-th section, or the long side and the short side of the (i + 1)-th section can be pulled simultaneously to widen the width and lengthen the length of the (i + 1)-th section, so as to further make the third reachability condition satisfied between the i-th section and the (i + 1)-th section, and achieve the optimization of the error position point between the i-th section and the (i + 1)-th section.
[0270] In the above embodiment, multiple optimization methods are provided. In practical applications, the computer device can determine to use one or more of the optimization methods according to the specific positional relationship between the two sections and the reachability conditions that need to be satisfied after optimization between the two sections, so as to optimize the error position point, improve the flexibility and pertinence of optimizing the game level, and thus improve the optimization efficiency and optimization effect.
[0271] In the following embodiments, the computer device executes the verification method of the game level, and this computer device is Figure 1Taking the terminal 120 shown as an example, combined with the schematic diagram and the flowchart, the interface side and the background side of the game level verification method provided in this embodiment will be described respectively. Among them, the terminal 120 stores an AI model, through which the verification and optimization of the game level can be realized.
[0272] · Interface side
[0273] 1. As Figure 5 shown in (1) of, in the display area above the game level screen (UGC main interface), a new AI verification button 10 is added. As Figure 5 shown in (2) of, the AI verification button 10 shows the normal state 11 before being triggered. After the player clicks the AI verification button 10, this function will be activated, and the AI verification button 10 shows the in-progress state 12. After the verification is completed, the AI verification button 10 shows the completed state 13. At this time, the AI verification button 10 returns to the normal state. If there is an error position point in the game level, a one-key optimization button is added to the display area on the right side of the AI verification button 10.
[0274] 2. As Figure 6 shown, when the player clicks the AI verification button 10, a virtual object 20 corresponding to the AI model will appear at the starting point of the game level. The virtual object 20 corresponding to the AI model will verify along at least one route from the starting point to the ending point. If there is a fork section 22 in the at least one route, then according to the number of fork sections 22, the corresponding number of AI models 23 will be added to continue the verification along the corresponding section. If the fork sections 22 in the at least one route are merged into a common section again, then the corresponding number of AI models 23 will also be merged into one AI model.
[0275] 3. As Figure 7 shown, during the verification process, if the game level includes the following situations: being too far away to jump or walk over, being too high to jump or climb over, and the landing point being too far away to jump and fall over, then error prompt messages will be displayed at the corresponding error position points in the game level. The error prompt messages include error prompt elements 31 and corresponding error prompt texts.
[0276] 4. As Figure 8 shown in (1) of, after the verification is completed, the player can use the crosshair to aim at a selected area in the game level. If the selected area includes an error position point 41, then a smart optimization button will be displayed on the right side of the error position point 41. If the selected area includes multiple error position points, then select the error position point that is the closest. After the player clicks the smart optimization button, the computer device will optimize the route corresponding to the error position point through the AI model. As Figure 8As shown in (2) therein, during the optimization process, the intelligent optimization button itself will become a progress bar to indicate the optimization progress, and the AI verification button 10 will be grayed out and unavailable for the player to click until the optimization of the error location point is completed. When the optimization is completed, the error prompt message corresponding to the error location point is hidden.
[0277] 5. After the verification is completed, when the player clicks the one-key optimization button, the computer device will, through the AI model, optimize the routes corresponding to each error location point in sequence according to the order in which the error prompt messages appear, or according to the distance from the error location point to the creator's virtual object. As Figure 8 As shown in (2) therein, during the optimization process, the one-key optimization button itself will become a progress bar to indicate the optimization progress, and the AI verification button 10 will be grayed out and unavailable for the player to click until the optimization of all error location points is completed. When the optimization is completed, the error prompt messages corresponding to all error location points are hidden.
[0278] It should be noted that the above steps 4 and 5 can be parallel steps, or step 4 can be executed first and then step 5. This embodiment does not limit this.
[0279] · Back-end side
[0280] · Verification process
[0281] Figure 15 The figure shows a flowchart of the verification method for a game level provided by an exemplary embodiment of the present application. The steps of the verification process in the verification method for the game level executed by the computer device are as follows:
[0282] 1. Start;
[0283] 2. Determine whether the player has clicked the AI verification button; if yes, execute step 3, otherwise do nothing;
[0284] 3. Determine the starting point and ending point of the game level;
[0285] 4. Generate an AI model at the starting point, and the AI verification button is displayed as in progress; wherein, the AI model is displayed as a virtual object in the trial play screen, and this virtual object is the same as other virtual objects in the game and also supports walking, jumping, running, climbing, falling, etc.;
[0286] 5. The AI model verifies all the way from the starting point to the ending point according to the preset verification method; wherein, the verification method in this step includes two sections on the same plane and two sections on different planes, and there are a total of 3 verification methods. For details, reference can be made to the steps of the foregoing embodiment and will not be elaborated here;
[0287] 6. During the verification process, the AI model determines whether there are error location points in the game level;
[0288] 7. Determine the type of the error reporting position point; wherein, the type includes: 7-1. The distance between two sections is too far to jump over; 7-2. The height between two sections is too high to jump and climb over; 7-3. The landing point between two sections is too far to jump and fall over;
[0289] 8. Display the error reporting prompt information corresponding to the type of the error reporting position point at the error reporting position point;
[0290] 9. Continue to determine whether there is any other route in the game level; if yes, execute step 10, otherwise execute step 11;
[0291] 10. Verify along the other route; wherein, still verify in the manner of step 5;
[0292] 11. Determine whether there is any other error reporting position point that has not been displayed during this verification process; if yes, execute step 12;
[0293] 12. Display the error reporting prompt information of the other error reporting position point;
[0294] 13. End; wherein, the AI verification button is restored to the normal state.
[0295] · Optimization process
[0296] Figure 16 The flowchart of the verification method for the game level provided by an exemplary embodiment of the present application is shown. During the execution process or after the execution of the verification process of the computer device, the steps of the optimization process in the verification method for the game level executed by the computer device are as follows:
[0297] 1. Start;
[0298] 2. Determine whether there is an error reporting position point; if yes, execute step 3;
[0299] 3. Display the error reporting prompt information at the error reporting position point;
[0300] 4. Determine whether the player aims at an error reporting position point with the sight; if yes, execute step 6, otherwise execute step 5;
[0301] 5. Display a one-key optimization button on the right side of the AI verification button;
[0302] 6. Display an intelligent optimization button on the right side of the error reporting position point aimed at by the sight;
[0303] 7. Determine the type of the error reporting position point; wherein, the type includes: 7-1. The distance between two sections is too far to jump over; 7-2. The height between two sections is too high to jump and climb over; 7-3. The landing point between two sections is too far to jump and fall over.
[0304] 8. Stretch and / or move the next section corresponding to the current section until the reachable condition is met between the two sections; specifically, when the type of the error reporting position point is 7-1 and the distance between two sections is too far to jump over, stretch the preset edge closest to the current section of the next section so that the shortest distance between the two sections is less than 2m; when the type of the error reporting position point is 7-2 and the height between two sections is too high to jump and climb over, determine whether there is an intersection between the stretched next section and the jumping surface. If so, stretch the preset edge closest to the current section of the next section so that there is an intersection between the stretched next section and the jumping surface. If not, after stretching, the stretched next section needs to be moved along the Z-axis so that there is an intersection between the moved and stretched next section and the jumping surface; when the type of the error reporting position point is 7-3 and the landing point between two sections is too far to jump and fall over, stretch the next section so that there is an intersection between the stretched next section and the jumping surface; this step can specifically refer to the steps of the foregoing embodiments and will not be elaborated herein.
[0305] 9. End; wherein, after all the error reporting position points are optimized, cancel the display of the error reporting prompt message, the intelligent optimization button, and the one-key optimization button.
[0306] In summary, the game level verification method provided in this embodiment can achieve the following beneficial effects:
[0307] 1. By displaying the AI verification button, after the player clicks the AI verification button, the player can use the AI model to verify the game level during the creation process of the game level and when the game level creation is completed, improving the creation efficiency of the game level and the playability of the UGC creation gameplay;
[0308] 2. By using the AI model to verify the game level, the AI model can verify each route of the game level without the player having to perform any operations by themselves, saving a lot of time for the player;
[0309] 3. By displaying the error reporting prompt message, it can clearly prompt the position and type of the error reporting position point, improving the accuracy and efficiency of verifying the game level and facilitating the player to make manual modifications or optimize through the AI model in the follow-up;
[0310] 4. Through the display optimization button, after the player clicks the optimization button, the AI model can automatically optimize the route corresponding to the error position point, improving the intelligence and efficiency of optimization and saving optimization time.
[0311] 5. Players do not need to spend a lot of time verifying the rationality of the game level and can focus more on creating game levels, improving the quality of the game levels created in the UGC creation gameplay and enriching the playability, flexibility, and openness of the game.
[0312] 6. Based on the above beneficial effects, and since the verification process and optimization process only require the player to click the AI verification button and optimization button, the interaction method is simple and does not require other complex operations and understandings, which can maximize the reduction of the player's learning cost, improve the verification efficiency and verification effect of the game level, and also improve the optimization efficiency and optimization effect of the game level, thus improving the user experience.
[0313] Figure 17 The block diagram of a game level verification device 800 provided by an exemplary embodiment of the present application is shown. The game level verification device 800 includes:
[0314] A display module 810 for displaying a game level screen; the game level screen includes a pre-created game level and a verification button, and the verification button is used to trigger the AI model to verify the game content corresponding to the game level.
[0315] A receiving module 820 for receiving a trigger operation for the verification button; the trigger operation is used to trigger the verification button.
[0316] The display module 810 is further configured to display an error prompt message for the game level in response to the trigger operation; wherein the error prompt message is used to prompt that there is an error position point in the game level, and the error position point is the position point in the virtual environment corresponding to the game content that the AI model cannot complete.
[0317] In some embodiments, the display module 810 is configured to:
[0318] Display a trial play screen in response to the trigger operation; the trial play screen is a screen for viewing a virtual object trial-playing the game content corresponding to the game level from the perspective of the creator of the game level, and the virtual object is a visualization model corresponding to the AI model in the game level.
[0319] In the trial play screen, display the error prompt message for the game level.
[0320] In some embodiments, the error prompt message includes an error prompt element.
[0321] In some embodiments, the display module 810 is configured to:
[0322] On the error position point in the trial play screen, display the error prompt element of the game level;
[0323] Wherein, the error prompt element is used to prompt that the current position point is the error position point.
[0324] In some embodiments, the error prompt information further includes error prompt text;
[0325] In some embodiments, the display module 810 is configured to:
[0326] In the text display area of the trial play screen, display the error prompt text corresponding to the error prompt element of the game level;
[0327] Wherein, the error prompt text is used to indicate the type of the error position point; the type includes: unable to pass through the error position point in at least one of the ways of walking, jumping, climbing, and falling.
[0328] In some embodiments, there are at least one virtual object, the at least one virtual object is controlled by the AI model, and there is at least one route in the game level;
[0329] In some embodiments, the display module 810 is configured to:
[0330] In response to the trigger operation, display the trial play screen in which the at least one virtual object moves along the at least one route.
[0331] In some embodiments, the at least one virtual object includes a first virtual object and a second virtual object, and the second virtual object is obtained by copying the first virtual object;
[0332] The at least one route includes at least one common section and at least two fork sections. There is at least one first virtual object in the at least one common section, and there is at least one second virtual object in each of the at least two fork sections. The number of the second virtual objects corresponds to the number of the at least two fork sections.
[0333] In some embodiments, the display module 810 is configured to:
[0334] In the peripheral area of the error position point, display an optimization button;
[0335] Among them, the optimization button is used to trigger the AI model to optimize the game content corresponding to the error position point.
[0336] In some embodiments, the display module 810 is configured to:
[0337] In response to the position point selection operation of the error position point, display a first optimization button in the peripheral area of the first error position point indicated by the position point selection operation;
[0338] Among them, the position point selection operation is used to select the first error position point from the error position points, the optimization button includes the first optimization button, and the first optimization button is used to trigger the optimization of the game content corresponding to the first error position point.
[0339] In some embodiments, the display module 810 is configured to:
[0340] In the peripheral area of the error position point, display a second optimization button;
[0341] Among them, the optimization button includes the second optimization button, the second optimization button is used to optimize the game content corresponding to the second error position point, the second error position point is all or at least a part of the error position points in the error position points, or, the second error position point is all or at least a part of the other error position points except the first error position point.
[0342] In some embodiments, the display module 810 is configured to:
[0343] In response to the trigger operation of the optimization button, trigger the AI model to optimize the game content corresponding to the error position point;
[0344] In response to the completion of the optimization of the game content, cancel the display of the error prompt information; and cancel the display of the optimization button.
[0345] In some embodiments, the display module 810 is configured to:
[0346] During the process of optimizing the game content corresponding to the error position point, display an optimization progress bar;
[0347] Among them, the optimization progress bar is used to indicate the optimization progress of the AI model in optimizing the game content corresponding to the error position point.
[0348] In some embodiments, the device further includes a processing module; the processing module is configured to:
[0349] The method further includes:
[0350] Determine the starting point of the at least one route in the game level; the starting point is set when the game level is created in advance, and the at least one route includes N sections, where N is greater than or equal to 1;
[0351] Based on the starting point, determine the i-th section for this verification; i is greater than or equal to 1;
[0352] Determine the (i + 1)-th section corresponding to the i-th section;
[0353] When the reachable condition is satisfied between the i-th section and the (i + 1)-th section, determine that there is no game content that the AI model cannot complete between the i-th section and the (i + 1)-th section; otherwise, determine the position point between the i-th section and the (i + 1)-th section as the error position point;
[0354] Update i to i + 1, and re-execute the step of determining the (i + 1)-th section corresponding to the i-th section until the verification stop condition is satisfied, and determine the error position point in the game level.
[0355] In some embodiments, the processing module is configured to:
[0356] Emit a ray in the circumferential direction with the section model of the i-th section as an endpoint;
[0357] When the ray intersects with other sections, determine the other sections as the (i + 1)-th section corresponding to the i-th section.
[0358] In some embodiments, the reachable condition includes a first reachable condition, and the i-th section and the (i + 1)-th section are on the same plane;
[0359] In some embodiments, the processing module is configured to:
[0360] Determine the shortest distance between the i-th section and the (i + 1)-th section;
[0361] When the shortest distance is less than or equal to a first set distance, determine that the first reachable condition is satisfied between the i-th section and the (i + 1)-th section;
[0362] Wherein, the first set distance includes at least one of the maximum walking step length and the maximum jumping step length of the virtual object corresponding to the AI model, the maximum walking step length is the maximum distance between the moving starting point and the moving landing point, and the maximum jumping step length is the maximum distance between the jumping starting point and the jumping landing point.
[0363] In some embodiments, the reachability condition includes a second reachability condition, where the i-th section and the (i + 1)-th section are on different planes, the i-th section is on a first plane, the (i + 1)-th section is on a second plane, and the first plane is lower than the second plane;
[0364] In some embodiments, the processing module is configured to:
[0365] Determine the jump starting point of the virtual object on the i-th section;
[0366] Based on the jump starting point and the jump height of the virtual object, determine a number of jump curves;
[0367] Based on the number of jump curves, determine a jump surface;
[0368] When there is an intersection between the second plane corresponding to the (i + 1)-th section and the jump surface, determine that the second reachability condition is satisfied between the i-th section and the (i + 1)-th section.
[0369] In some embodiments, the reachability condition includes a third reachability condition, where the i-th section and the (i + 1)-th section are on different planes, the i-th section is on a first plane, the (i + 1)-th section is on a second plane, and the first plane is higher than the second plane;
[0370] In some embodiments, the processing module is configured to:
[0371] Determine the falling point of the virtual object; the falling point is the starting position point where the virtual object performs free fall motion;
[0372] Determine the preset side of the (i + 1)-th section that is closest to the i-th section;
[0373] When the distance between the preset side and the free fall route of the virtual object is less than or equal to a second set distance, determine that the third reachability condition is satisfied between the i-th section and the (i + 1)-th section;
[0374] Wherein, the second set distance is determined based on the model width of the virtual object.
[0375] In some embodiments, the processing module is configured to:
[0376] Determine the moving speed of the virtual object on the i-th section;
[0377] Determine the position point corresponding to when the moving speed is reduced to 0 as the falling point;
[0378] Or,
[0379] Determine the jumping starting point of the virtual object on the i-th section;
[0380] Based on the jumping starting point and the jumping height of the virtual object, determine a number of jumping curves;
[0381] Based on the number of jumping curves, determine a jumping surface;
[0382] Determine the intersection point between the jumping surface and the first plane as the falling point.
[0383] In some embodiments, the verification stop condition includes: all N sections of the at least one route have been traversed, the i-th section of the current verification is the section where the end point of the at least one route is located, there is no corresponding (i + 1)-th section for the i-th section of the current verification, and there is at least one of the error position points not existing in the game level; the end point is set when the game level is created in advance.
[0384] In some embodiments, the processing module is configured to:
[0385] Based on the type of the error position point, trigger the AI model to optimize the game content corresponding to the error position point.
[0386] In some embodiments, the error position point is the position point between the i-th section and the (i + 1)-th section of the at least one route in the game level;
[0387] In some embodiments, the processing module is configured to:
[0388] Determine the preset side of the (i + 1)-th section closest to the i-th section;
[0389] Pull the preset side based on the direction of the i-th section, and elongate the (i + 1)-th section by a first length, so that the first reachable condition is satisfied between the i-th section and the (i + 1)-th section;
[0390] Or,
[0391] Pull the preset side based on the direction of the i-th section, elongate the (i + 1)-th section by a second length, and translate the (i + 1)-th section along the vertical axis by a third length, so that the second reachable condition is satisfied between the i-th section and the (i + 1)-th section;
[0392] Or,
[0393] Pull the preset edge in the direction of the i-th section, and stretch the (i + 1)-th section by a fourth length so that the third reachable condition is satisfied between the i-th section and the (i + 1)-th section.
[0394] It should be noted that the specific limitations in the above-described embodiments of the verification device 800 for one or more game levels can be referred to the limitations on the game level verification method described above, and will not be elaborated here. Each module of the above device can be implemented in whole or in part by software, hardware, and their combination. Each module can be embedded in the processor of the computer device in hardware form or be independent of it, or be stored in the memory of the computer device in software form, so that the processor can call and execute the operations corresponding to each module.
[0395] Figure 18 The structural block diagram of a computer device provided by an exemplary embodiment of the present application is shown.
[0396] The computer device 1000 can be a portable mobile terminal, such as: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV) player. The computer device 1000 may also be referred to by other names such as a user device, a portable terminal, etc.
[0397] Generally, the computer device 1000 includes: a processor 1001 and a memory 1002.
[0398] The processor 1001 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. The processor 1001 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1001 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1001 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1001 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.
[0399] The memory 1002 may include one or more computer-readable storage media, and the computer-readable storage media may be tangible and non-transitory. The memory 1002 may further include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1002 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1001 to implement the game level verification method provided in the embodiments of the present application.
[0400] In some embodiments, the computer device 1000 may further optionally include: a peripheral device interface 1003 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit 1004, a touch display screen 1005, a camera 1006, an audio circuit 1007, and a power supply 1008.
[0401] The peripheral device interface 1003 can be used to connect at least one I / O (Input / Output) related peripheral device to the processor 1001 and the memory 1002. In some embodiments, the processor 1001, the memory 1002, and the peripheral device interface 1003 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1001, the memory 1002, and the peripheral device interface 1003 can be implemented on a separate chip or circuit board, and this embodiment does not limit this.
[0402] The radio frequency circuit 1004 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1004 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1004 converts an electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1004 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, etc. The radio frequency circuit 1004 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, each generation of mobile communication networks (2G, 3G, 4G, and 5G), a wireless local area network, and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1004 may further include a circuit related to NFC (Near Field Communication), and this application does not limit this.
[0403] The touch display screen 1005 is used to display the UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1005 also has the ability to collect touch signals on or above the surface of the touch display screen 1005. The touch signals can be input as control signals to the processor 1001 for processing. The touch display screen 1005 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 1005, which is provided on the front panel of the computer device 1000; in other embodiments, there may be at least two touch display screens 1005, which are respectively provided on different surfaces of the computer device 1000 or are in a foldable design; in some embodiments, the touch display screen 1005 may be a flexible display screen, which is provided on a curved surface or a folding surface of the computer device 1000. Even further, the touch display screen 1005 can also be set to an irregular non-rectangular shape, that is, an irregular-shaped screen. The touch display screen 1005 can be prepared using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0404] The camera module 1006 is used to collect images or videos. Optionally, the camera module 1006 includes a front camera and a rear camera. Generally, the front camera is used to implement video calls or selfies, and the rear camera is used to implement photo or video shooting. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth-of-field camera, and a wide-angle camera respectively, to implement the function of background blurring by fusing the main camera and the depth-of-field camera, and to implement panoramic shooting and VR (Virtual Reality) shooting functions by fusing the main camera and the wide-angle camera. In some embodiments, the camera module 1006 may further include a flash. The flash can be a single-color-temperature flash or a two-color-temperature flash. A two-color-temperature flash refers to a combination of a warm-light flash and a cold-light flash, which can be used for light compensation under different color temperatures.
[0405] The audio circuit 1007 is used to provide an audio interface between the user and the computer device 1000. The audio circuit 1007 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals for input to the processor 1001 for processing, or input to the radio frequency circuit 1004 to achieve voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the computer device 1000. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert the electrical signals from the processor 1001 or the radio frequency circuit 1004 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for uses such as ranging. In some embodiments, the audio circuit 1007 may further include a headphone jack.
[0406] The power supply 1008 is used to supply power to each component in the computer device 1000. The power supply 1008 may be alternating current, direct current, a disposable battery or a rechargeable battery. When the power supply 1008 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0407] In some embodiments, the computer device 1000 further includes one or more sensors 1009. The one or more sensors 1009 include but are not limited to: an acceleration sensor 1010, a gyroscope sensor 1011, a pressure sensor 1012, an optical sensor 1013, and a proximity sensor 1014.
[0408] The acceleration sensor 1010 can detect the magnitudes of accelerations on the three coordinate axes of the coordinate system established with the computer device 1000. For example, the acceleration sensor 1010 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 1001 can control the touch display screen 1005 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1010. The acceleration sensor 1010 can also be used for the collection of game or user's motion data.
[0409] The gyroscope sensor 1011 can detect the body orientation and rotation angle of the computer device 1000. The gyroscope sensor 1011 can cooperate with the acceleration sensor 1010 to collect the 3D actions of the user on the computer device 1000. Based on the data collected by the gyroscope sensor 1011, the processor 1001 can implement the following functions: motion sensing (such as changing the UI according to the user's tilting operation), image stabilization during shooting, game control, and inertial navigation.
[0410] The pressure sensor 1012 can be disposed on the side frame of the computer device 1000 and / or the lower layer of the touch display screen 1005. When the pressure sensor 1012 is disposed on the side frame of the computer device 1000, it can detect the holding signal of the user on the computer device 1000, and perform left / right hand recognition or shortcut operations according to the holding signal. When the pressure sensor 1012 is disposed on the lower layer of the touch display screen 1005, it can control the operable controls on the UI interface according to the pressure operation of the user on the touch display screen 1005. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0411] The optical sensor 1013 is used to collect the ambient light intensity. In one embodiment, the processor 1001 can control the display brightness of the touch display screen 1005 according to the ambient light intensity collected by the optical sensor 1013. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1005 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1005 is decreased. In another embodiment, the processor 1001 can also dynamically adjust the shooting parameters of the camera module 1006 according to the ambient light intensity collected by the optical sensor 1013.
[0412] The proximity sensor 1014, also known as the distance sensor, is usually disposed on the front of the computer device 1000. The proximity sensor 1014 is used to collect the distance between the user and the front of the computer device 1000. In one embodiment, when the proximity sensor 1014 detects that the distance between the user and the front of the computer device 1000 is gradually decreasing, the processor 1001 controls the touch display screen 1005 to switch from the lit state to the off state; when the proximity sensor 1014 detects that the distance between the user and the front of the computer device 1000 is gradually increasing, the processor 1001 controls the touch display screen 1005 to switch from the off state to the lit state.
[0413] Those skilled in the art can understand that Figure 18 the structure shown in
[0414] In an exemplary embodiment, the present application provides a chip, which includes programmable logic circuits and / or program instructions. When the chip runs on a computer device, it is used to implement the game level verification method provided in the above method embodiment.
[0415] The present application provides a computer-readable storage medium storing a computer program, which is loaded and executed by a processor to implement the game level verification method provided in the above method embodiment.
[0416] The present application provides a computer program product or a computer program, which includes computer instructions stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the processor of the computer device is loaded and executed to implement the game level verification method provided in the above method embodiment.
[0417] The serial numbers of the above embodiments of the present application are only for description and do not represent the advantages or disadvantages of the embodiments.
[0418] Those of ordinary skill in the art can understand that all or part of the steps to implement the above embodiments can be completed by hardware, or can be completed by a program instructing relevant hardware. The program can be stored in a computer-readable storage medium. The computer-readable storage medium mentioned above can be a read-only memory, a magnetic disk or an optical disc, etc.
[0419] Those skilled in the art should be able to realize that in the above one or more examples, the functions described in the embodiments of the present application can be implemented by hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or codes on a computer-readable medium. The computer-readable medium includes a computer storage medium and a communication medium, where the communication medium includes any medium that facilitates the transmission of a computer program from one place to another. The storage medium can be any available medium that can be accessed by a general-purpose or special-purpose computer.
[0420] The above are only optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.
Claims
1. A method for verifying a game level, characterized in that The method includes: Displaying a game level screen; the game level screen includes a pre-created game level and a verification button, and the verification button is used to trigger the AI model to verify the game content corresponding to the game level; Receiving a trigger operation for the verification button; the trigger operation is used to trigger the verification button; In response to the trigger operation, displaying an error prompt message for the game level; Wherein, the error prompt message is used to prompt the existence of an error position point in the game level, and the error position point is the position point in the virtual environment corresponding to the game content that the AI model cannot complete.
2. The method according to claim 1, characterized in that, The displaying the error prompt message for the game level in response to the trigger operation includes: In response to the trigger operation, displaying a trial play screen; the trial play screen is a screen for viewing a virtual object playing the game content corresponding to the game level from the perspective of the creator of the game level, and the virtual object is a visualization model corresponding to the AI model in the game level; In the trial play screen, displaying the error prompt message for the game level.
3. The method according to claim 2, wherein The error prompt message includes an error prompt element; The displaying the error prompt message for the game level in the trial play screen includes: On the error position point in the trial play screen, displaying the error prompt element for the game level; Wherein, the error prompt element is used to prompt that the current position point is the error position point.
4. The method according to claim 3, characterized in that, The error prompt message further includes an error prompt text; The displaying the error prompt message for the game level in the trial play screen further includes: In the text display area of the trial play screen, displaying the error prompt text corresponding to the error prompt element for the game level; Wherein, the error prompt text is used to indicate the type of the error position point; the type includes: being unable to pass through the error position point in at least one of the ways of walking, jumping, climbing, and falling.
5. The method according to claim 2, wherein There is at least one virtual object, and the at least one virtual object is controlled by the AI model, and there is at least one route in the game level; The displaying the trial play screen in response to the trigger operation includes: In response to the trigger operation, displaying the trial play screen in which the at least one virtual object moves along the at least one route.
6. The method according to claim 5, wherein The at least one virtual object includes a first virtual object and a second virtual object, and the second virtual object is obtained by copying the first virtual object; The at least one route includes at least one common section and at least two fork sections, there is at least one of the first virtual objects in the at least one common section, and there is at least one of the second virtual objects in each of the at least two fork sections, and the number of the second virtual objects corresponds to the number of the at least two fork sections.
7. The method according to any one of claims 1 to 6, characterized in that The method further includes: In the peripheral area of the error position point, displaying an optimization button; Wherein, the optimization button is used to trigger the AI model to optimize the game content corresponding to the error position point.
8. The method according to claim 7, wherein Display an optimization button in the peripheral area of the error reporting position point, including: In response to a position point selection operation at the error reporting position point, display a first optimization button in the peripheral area of the first error reporting position point indicated by the position point selection operation; Wherein, the position point selection operation is used to select the first error reporting position point from the error reporting position points, the optimization button includes the first optimization button, and the first optimization button is used to trigger the optimization of the game content corresponding to the first error reporting position point.
9. The method according to claim 7 or 8, characterized in that, The display of the optimization button in the peripheral area of the error reporting position point further includes: Display a second optimization button in the peripheral area of the error reporting position point; Wherein, the optimization button includes the second optimization button, the second optimization button is used to optimize the game content corresponding to the second error reporting position point, the second error reporting position point is all or at least a part of the error reporting position points in the error reporting position points, or, the second error reporting position point is all or at least a part of the other error reporting position points except the first error reporting position point.
10. The method according to claim 7, wherein The method further includes: In response to a trigger operation of the optimization button, trigger the AI model to optimize the game content corresponding to the error reporting position point; In response to the completion of the optimization of the game content, cancel the display of the error prompt information; and cancel the display of the optimization button.
11. The method according to claim 10, characterized in that, The method further includes: During the process of optimizing the game content corresponding to the error reporting position point, display an optimization progress bar; Wherein, the optimization progress bar is used to indicate the optimization progress of the AI model optimizing the game content corresponding to the error reporting position point.
12. The method according to any one of claims 1 to 6, characterized in that, The method further includes: Determine the starting point of the at least one route in the game level; the starting point is set when the game level is created in advance, the at least one route includes N sections, and N is greater than or equal to 1; Based on the starting point, determine the i-th section of the current verification; i is greater than or equal to 1; Determine the (i + 1)-th section corresponding to the i-th section; When the reachability condition is met between the i-th section and the (i + 1)-th section, determine that there is no game content that the AI model cannot complete between the i-th section and the (i + 1)-th section, otherwise, determine the position points between the i-th section and the (i + 1)-th section as the error reporting position points; Update i to i + 1, and re-execute the step of determining the (i + 1)-th section corresponding to the i-th section until the verification stop condition is met, and determine the error reporting position points in the game level.
13. The method according to claim 12, wherein The determination of the (i + 1)-th section corresponding to the i-th section includes: Taking the section model of the i-th section as an endpoint, emit a ray in the peripheral direction; When the ray intersects with other sections, determine the other sections as the (i + 1)-th section corresponding to the i-th section.
14. The method according to claim 12, wherein The reachability condition includes a first reachability condition that the i-th section and the (i + 1)-th section are on the same plane; The method further includes: Determine the shortest distance between the i-th section and the (i + 1)-th section; In the case where the shortest distance is less than or equal to the first set distance, determine that the first reachability condition is satisfied between the i-th section and the (i + 1)-th section; Wherein, the first set distance includes at least one of the maximum walking step length and the maximum jumping step length of the virtual object corresponding to the AI model. The maximum walking step length is the maximum distance between the movement starting point and the movement landing point, and the maximum jumping step length is the maximum distance between the jumping starting point and the jumping landing point.
15. The method according to claim 12, characterized in that The reachability condition includes a second reachability condition. The i-th section and the (i + 1)-th section are on different planes. The i-th section is on the first plane, the (i + 1)-th section is on the second plane, and the first plane is lower than the second plane; The method further includes: Determine the jumping starting point of the virtual object on the i-th section; Based on the jumping starting point and the jumping height of the virtual object, determine a plurality of jumping curves; Based on the plurality of jumping curves, determine a jumping surface; In the case where there is an intersection between the second plane corresponding to the (i + 1)-th section and the jumping surface, determine that the second reachability condition is satisfied between the i-th section and the (i + 1)-th section.
16. The method according to claim 12, wherein The reachability condition includes a third reachability condition. The i-th section and the (i + 1)-th section are on different planes. The i-th section is on the first plane, the (i + 1)-th section is on the second plane, and the first plane is higher than the second plane; The method further includes: Determine the falling point of the virtual object; the falling point is the starting position point of the free fall motion of the virtual object; Determine the preset edge of the (i + 1)-th section closest to the i-th section; When the distance between the preset edge and the free fall route of the virtual object is less than or equal to the second set distance, determine that the third reachability condition is satisfied between the i-th section and the (i + 1)-th section; Wherein, the second set distance is determined based on the model width of the virtual object.
17. A verification device for a game level, characterized in that, The device includes: A display module for displaying a game level screen; the game level screen includes a pre-created game level and a verification button for triggering the AI model to verify the game content corresponding to the game level; A receiving module for receiving a trigger operation for the verification button; the trigger operation is used to trigger the verification button; The display module is further configured to display an error prompt message for the game level in response to the trigger operation; wherein, the error prompt message is used to prompt an error position point in the game level, and the error position point is the position point in the virtual environment corresponding to the game content that the AI model cannot complete.
18. A computer device, characterized in that, The computer device includes: a processor and a memory. The memory stores a computer program, and the computer program is loaded and executed by the processor to implement the verification method of the game level as described in any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the verification method of the game level as described in any one of claims 1 to 16.
20. A computer program product, characterized in that, The computer program product includes computer instructions, the computer instructions are stored in a computer-readable storage medium, and the processor obtains the computer instructions from the computer-readable storage medium, so that the processor loads and executes to implement the verification method of the game level as described in any one of claims 1 to 16.