Game combat decision-making method, device and equipment and storage medium

CN120605505APending Publication Date: 2025-09-09NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202511088848.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-08-05
Publication Date
2025-09-09

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Abstract

The invention provides a game battle decision-making method, device and equipment and a storage medium, and the method comprises the steps: obtaining first online information of a current camp in a historical preset time period and current grade information of each virtual object in the current camp in response to a battle prediction instruction for a to-be-occupied area, and according to the first online information and the current grade information of each virtual object in the current camp, predicting to obtain second online information and virtual resource information of the current camp in at least one future preset time period, and according to the second online information and the virtual resource information, generating a target combat strategy for the to-be-occupied area. According to the invention, quantitative analysis of member states and camp resources is realized during combat decision making, and the accuracy of combat decision making is improved.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a game combat decision-making method, apparatus, device, and storage medium. Background Art

[0002] In some games, when deciding whether to capture a city, the leader of the camp needs to make combat decisions based on experience and inform the members of the camp of the specific combat time, the city to be captured, and the preparations that each member needs to make.

[0003] However, this manual decision-making method lacks quantitative analysis of member status, making it difficult to ensure that members' online time matches combat time, and it is also difficult to achieve a balance between combat needs and actual troop reserves. Therefore, there is a problem of low success rate of combat decisions. Summary of the Invention

[0004] The purpose of this application is to provide a game combat decision-making method, device, equipment and storage medium to address the deficiencies in the above-mentioned prior art, so as to solve the problem of low success rate of combat decision-making in games in the prior art.

[0005] To achieve the above objectives, the technical solutions adopted in this application are as follows: In a first aspect, the present application provides a game combat decision-making method, wherein a graphical user interface of the game is provided through a terminal device, the game having a corresponding scene map, the scene map including at least one area to be occupied; the method comprising: In response to combat prediction instructions for the area to be occupied, obtain the first online information of the current camp within a preset historical period and the current level information of each virtual object in the current camp; Predicting, based on the first online information and current level information of each virtual object in the current camp, second online information and virtual resource information of the current camp within at least one future preset time period; A target combat strategy for the area to be occupied is generated based on the second online information and the virtual resource information.

[0006] In a second aspect, the present application provides a game combat decision-making device, which provides a graphical user interface of the game through a terminal device, wherein the game has a corresponding scene map, and the scene map includes at least one area to be occupied; the device includes: A response module is used to respond to combat prediction instructions for the area to be occupied, obtain the first online information of the current camp within a preset historical period, and the current level information of each virtual object in the current camp; a prediction module, configured to predict, based on the first online information and current level information of each virtual object in the current camp, second online information and virtual resource information of the current camp within at least one future preset time period; The push module is used to generate a target combat strategy for the area to be occupied based on the second online information and virtual resource information.

[0007] In a third aspect, an embodiment of the present application further provides an electronic device comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of a game combat decision-making method as described in any one of the first aspects.

[0008] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the steps of a game combat decision-making method as described in any one of the first aspects are executed.

[0009] The beneficial effect of the present application is that by predicting the number of online players and virtual resources in future time periods based on the number of online players and virtual resources of the current camp in historical time periods, a quantitative analysis of the online status and resources of camp members is achieved, thereby enabling players to have a more accurate quantitative perception of the status of members of the current camp in future time periods. Compared with the existing technology of making combat decisions based on the player's own experience, the method of the present application can achieve a precise match between the camp's combat time and the combat time in the combat decision, and balance the camp's resource reserves with the resources required to capture the area to be occupied, reduce the communication cost of players in the camp, and improve the success rate of the final result of the combat decision.

[0010] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following is a brief introduction to the drawings required for use in the embodiments. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.

[0012] Figure 1 A schematic diagram of a graphical user interface provided by an embodiment of the present application is shown; Figure 2A flowchart of a game combat decision-making method provided by an embodiment of the present application is shown; Figure 3 A flowchart of predicting second online information and virtual resource information provided by an embodiment of the present application is shown; Figure 4 A flowchart of predicting second online information provided by an embodiment of the present application is shown; Figure 5 A flowchart of adjusting the number of online virtual objects provided by an embodiment of the present application is shown; Figure 6 A flowchart of predicting virtual resource information provided by an embodiment of the present application is shown; Figure 7 A flow chart of generating a target combat strategy provided by an embodiment of the present application is shown; Figure 8 A flowchart for determining a combat prediction result provided by an embodiment of the present application is shown; Figure 9 A flowchart of another target combat strategy generation method provided by an embodiment of the present application is shown; Figure 10 A schematic diagram of a display interface for combat prediction results provided by an embodiment of the present application is shown; Figure 11 A flowchart showing a combat success rate provided by an embodiment of the present application is shown; Figure 12 A flowchart of predicting virtual resource information of an area to be occupied provided by an embodiment of the present application is shown; Figure 13 A flowchart of another method for determining combat prediction results provided by an embodiment of the present application is shown; Figure 14 A schematic diagram of the structure of a game combat decision-making device provided in an embodiment of the present application is shown; Figure 15 A schematic structural diagram of an electronic device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION

[0013] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of this application.

[0014] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the existence of the features declared thereafter, but does not exclude the addition of other features.

[0015] In one embodiment of the present disclosure, the game combat decision-making method can be executed on a local terminal device or a server. When the game combat decision-making method is executed on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0016] In an optional embodiment, the cloud interaction system can run various cloud applications, such as cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game program's execution and the game screen presentation are separate. The game's combat decision-making methods are stored and executed on the cloud gaming server. The client device receives and sends data and presents the game screen. For example, the client device can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA. However, the cloud gaming server in the cloud performs information processing. When playing the game, the player operates the client device to send operational instructions to the cloud gaming server. The cloud gaming server runs the game according to the operational instructions, encodes and compresses the game screen and other data, and returns it to the client device via the network. Finally, the client device decodes and outputs the game screen.

[0017] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0018] In one possible implementation, an embodiment of the present invention provides a game combat decision-making method, which provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or the client device in the cloud interaction system mentioned above.

[0019] In an SLG (Strategy-Simulation Game) game, players control virtual characters in the game to join a faction and work with other players' virtual characters to complete various faction-specific tasks, such as capturing cities and seizing resources. In existing technology, the leader of a faction can use experience to determine the timing and required troops for capturing a city, and then issue orders to other players in the faction. After receiving the leader's orders, the remaining players must prepare their troops and engage in battle at the time and location indicated in the orders.

[0020] It should be understood that this application only uses SLG games as a possible embodiment to illustrate the game combat decision-making method of this application. People in this field can also apply the game combat decision-making method of this application to other types of games without paying any creative work, and this application does not impose any restrictions here.

[0021] However, in the existing technology, initiating combat relies on the manual experience of the alliance leader and lacks quantitative analysis of the status of members within the camp. Therefore, there may be a mismatch between the online time of camp members and the combat time in the command, or an imbalance between the camp's troop reserves and the troop required by the command, which in turn reduces the success rate of the combat.

[0022] Based on this, this application proposes a game combat decision-making method. By using the online status and troop reserves of members in the historical time period, the online status and troop reserves of the camp in the future time period are predicted. This method realizes the quantitative analysis of member status data and troop reserve data, effectively improves the success rate of camp combat, and thus improves the player's gaming experience. First, the game scenario in which the method of this application is applied is explained. Figure 1 It is a graphical user interface diagram in a game. Figure 1 The game scene has a scene map, which includes multiple areas. The areas can be classified into: areas occupied by the camp, areas occupied by the enemy camp, and unoccupied areas. The area to be occupied can be an unoccupied area.

[0023] When a player selects a region to be occupied on the scene map, the graphical user interface will display the region in the center of the interface, with resource information and reward information surrounding the region displayed, along with a prediction widget. Resource information includes food and fodder resources, military resources, city level, and city range, while reward information includes resource rewards and combat merit rewards after occupation.

[0024] In an embodiment of the present application, after the player selects the area to be occupied, he can click the prediction control on the right side of the area to be occupied to generate a combat prediction instruction. In this way, the electronic device can generate a target combat strategy for the area to be occupied based on the method of the present application, and send the target combat strategy to the players in the camp.

[0025] Next, combine Figure 2 The game combat decision-making method of this application is described with reference to Figure 2 , the method comprising: S201. In response to a combat prediction instruction for an area to be occupied, obtain the first online information of the current camp within a preset historical period and the current level information of each virtual object in the current camp.

[0026] Reference Figure 1 The graphical user interface displays the area to be occupied and a prediction control. Players can click or long-press the prediction control to generate a combat prediction instruction for the area to be occupied. In one possible implementation, the prediction control can be displayed in the graphical user interface of the player who can initiate combat instructions. For example, the leader can initiate combat instructions. The player who is the leader can select the area to be occupied on the graphical user interface and click the prediction control to trigger the combat prediction instruction.

[0027] In another possible implementation, if it is detected that the area to be occupied is in a contestable state, the combat prediction task can be automatically triggered, and after the user clicks confirm on the graphical user interface, a combat prediction instruction is generated.

[0028] Optionally, the current camp may be the camp to which the player who triggered the combat prediction indication belongs. The current camp includes multiple members, each of which is a virtual object controlled by the player. That is, members in the camp correspond one-to-one to players. The first online information may indicate the number of members in the current camp who are online or the online rate. It should be understood that "a member is online" may also refer to the player corresponding to the member being online. As an example, the first online information includes the online timestamps and number of online users for all members of the current camp within the past N hours (preset time period), where N is any value greater than 0. The historical preset time period may be a historical time period within a predetermined time range before the current time.

[0029] In one possible implementation, the logs of all members in the current camp can be parsed to obtain each member's login time, logout time, and member ID, and the login time, logout time, and member ID are used as the member's online information. After obtaining the online information of all members in the camp, the online information of all members is integrated to obtain the first online information of the current camp.

[0030] For example, assuming that the total number of players in the current camp is 50, the historical preset period includes multiple time periods in the past week. For example, the twenty-four hours of each day in the past week are divided into twelve time periods. The number of online players in each time period can be obtained, and the ratio of the number of online players to the total number of players, that is, the online rate, can be used as the first online information, or the number of online members can be directly used as the first online information.

[0031] Alternatively, the current level information may be the level of each virtual object within the current camp, including the virtual object's star rating, military type, maximum military force, and siege equipment level. Different levels of virtual objects correspond to different available resources, including available military force and available combat power. Therefore, by determining the current level information of each virtual object within the current camp, the available military force and combat power of the current camp can be determined.

[0032] S202: Predicting second online information and virtual resource information of the current camp within at least one future preset time period based on the first online information and current level information of each virtual object in the current camp.

[0033] The future preset time period may be a time period after the current moment. In a possible implementation, the future preset time period and the historical preset time period may be corresponding time periods within the same timing cycle.

[0034] Optionally, the second online information may indicate the number of online members or the online rate of members in the current faction within a preset future time period. It should be understood that "members online" may also refer to the online status of the corresponding players. As an example, the second online information includes the online timestamps and online count of all members of the current faction within the next M hours (preset time period), where M is any value greater than 0.

[0035] The virtual resource information may include the current camp's military strength, combat power, and dispatchable resources, including dispatchable food, acceleration items, etc. The virtual resource information of the current camp may be the sum of the virtual resource information of all virtual objects in the current camp.

[0036] It should be noted that each level of the virtual object controlled by the player corresponds to different virtual resource information. The virtual resource information of the virtual object can be determined based on the level information of the virtual object. By predicting the level information of the virtual object in a preset time period in the future, the virtual resource information of the virtual object in the preset time period in the future can be determined.

[0037] For example, assuming that the current time is 4 p.m., the historical preset time period includes multiple time periods in the past three days, that is, multiple time periods from 4 p.m. three days ago to the current time. For example, the twenty-four hours of each day in the past three days are divided into twelve time periods, resulting in 36 time periods. The second online information and virtual resource information for the next three days are predicted. Based on the second online information and virtual resource information from 3 p.m. to 4 p.m. in the past three days, the second online information and virtual resource information from 3 p.m. to 4 p.m. in the next three days can be predicted.

[0038] S203: Generate a target combat strategy for the area to be occupied based on the second online information and the virtual resource information.

[0039] In one possible implementation, the target combat strategy can indicate the combat tactics of different members during the battle. For example, virtual object A can be designated as the team's vanguard, virtual objects B, C, and D can be designated as the team's attacking force, and virtual object E can be designated as the surprise attack force. The combat location can be the location of the area to be occupied on the scene map, and the route can indicate the route of the combat tactics corresponding to different members. For example, the route of the surprise attack force can be different from that of the main force.

[0040] Optionally, the second online information and virtual resource information can be used as input parameters to call the large language model interface to generate a target combat strategy. The target combat strategy can be a structured instruction set that can be issued, including combat time, combat location, route, resource consumption budget, troop strength and combat power requirements, etc.

[0041] Optionally, after the target combat strategy is generated, the target combat strategy can be sent to the players to whom each virtual object belongs in the camp via email or in-game messages.

[0042] In one possible implementation, the target combat strategy can also be pushed to each player in the current camp. After each player receives the target combat strategy, a combat schedule reminder can be generated so that the device can send a reminder message and remind the player to log in to the game before the combat begins.

[0043] In the embodiment of the present application, by predicting the number of online people and virtual resources in the future time period based on the number of online people and virtual resources of the current camp in the historical time period, a quantitative analysis of the online status and resources of the camp members is achieved, so that players can have a more accurate quantitative perception of the status of the members of the current camp in the future time period. Compared with the existing technology of making combat decisions based on the player's own experience, the method of the present application can achieve a precise match between the camp combat time and the combat time in the combat decision, and balance the camp's resource reserves with the resources required to capture the area to be occupied, reduce the communication cost of players in the camp, and improve the success rate of the final result of the combat decision.

[0044] Next, the process of predicting the second online information and virtual resource information of the current camp within the preset time period in the future according to the first online information and the current level information is described. Figure 3 As shown, the above step S202 includes: S301: Predict and obtain second online information of the current camp within a preset future time period based on the first online information.

[0045] In a first implementation, the first online information may be used as an input parameter of a time series model, and the time series model may be used for prediction to obtain the second online information of the current camp within a preset time period in the future.

[0046] In the second implementation, an estimation can be performed based on the first online information to obtain the second online information of the current faction within a preset future time period. It should be understood that, based on a daily or weekly cycle, most users generally have relatively fixed online times. For example, if a player has been online from 2:00 PM to 4:00 PM every day for the past week, it can be assumed that the player's online time during the preset future time period will also be from 2:00 PM to 4:00 PM.

[0047] S302: Predict virtual resource information of the current camp within a preset future time period based on the current level information of each virtual object and the online time of each virtual object.

[0048] Optionally, based on the online time of each virtual object, the level improvement of the virtual object can be estimated, thereby estimating the level of the virtual object in a preset time period in the future. The virtual resource information of each level is different, and the virtual resource information of the virtual object can be determined based on the level of the virtual object in the preset time period in the future.

[0049] Optionally, the virtual resource information of the current camp may be the sum of the virtual resource information of all virtual objects in the current camp.

[0050] In an embodiment of the present application, by predicting the number of online users and available virtual resources of the current camp in a preset future period, the leader of the camp can have a quantitative understanding of the status of the members in the camp in the preset future period, thereby improving the success rate of combat decisions.

[0051] The following is a further explanation of the above prediction of the second online information of the current camp in the future period based on the first online information. Figure 4 As shown, the above step S301 includes: S401: Determine online information of virtual objects in the current camp within each historical preset time period based on first online information.

[0052] Optionally, the first online information includes the online time, offline time and user ID of each virtual object in the historical preset time period. The online time period consisting of the virtual object ID, online time and offline time can be used as the online information of the virtual object in the historical preset time period.

[0053] Among them, the virtual object may include multiple online time periods within the historical preset period. In one possible implementation method, the online time periods of the virtual object within the historical preset period can be counted, and the online time period with the highest frequency is used as the online information of the virtual object in the historical preset period.

[0054] S402: Using the online information of the virtual objects in the current camp within the historical preset period as the second online information of the current camp in the future preset period corresponding to the historical preset period.

[0055] Optionally, within the same timing cycle, each historical preset time period has a corresponding future preset time period. The future preset time periods corresponding to the historical preset time periods can be time periods of the same order within the same timing cycle. For example, if the timing cycle is one day, the historical preset time period is 2:00 PM to 4:00 PM every day in the past, and the future preset time period can be 2:00 PM to 4:00 PM every day in the future, or 2:00 PM to 4:00 PM on a specific day in the future.

[0056] Optionally, the online information includes: the number of online virtual objects in the current camp. The above process of determining the online information of virtual objects in the current camp in each historical period based on the first online information is as follows: Figure 5 As shown, the above step S401 includes: S501: If the virtual object includes online information in a first historical period, and the online information indicates that the virtual object is online in the first historical period, add 1 to the online number of the virtual object.

[0057] The first historical period may be any period among the preset historical periods.

[0058] If the virtual object has a real online record, the online information of the virtual object in the first historical period can be obtained. If the online information indicates that the virtual object is online in the first historical period, the online number of the virtual object is increased by 1.

[0059] Optionally, the online information indicates that the virtual object is online in a first historical period, which may be that the first historical period is between the online time and offline time of the virtual object.

[0060] S502: If the virtual object does not have online information in the first historical period, and the reference online information is online in the first historical period, add 1 to the online number of the virtual object.

[0061] S503: If the virtual object does not have online information in the first historical period, and the benchmark online information is offline in the first historical period, then the online number of the virtual object is not adjusted.

[0062] Optionally, the benchmark online information can be the online information of a virtual object used as a reference within a time period. For example, the online information of an old player in a camp who has just joined the current camp within a time period can be used as the benchmark online information.

[0063] If the virtual object is a new player's virtual object, it is likely that there is no actual online record in the first historical period. In this case, the online number of the virtual object can be adjusted based on the baseline online information. If the baseline online information indicates that the virtual object was online in the first historical period, the number of virtual objects in the current camp can be increased by 1. If the baseline online information indicates that the virtual object was offline in the first historical period, the online number of the virtual object will not be adjusted.

[0064] In one possible implementation, different weights may be set for online information without the first historical period and online information with the first historical period. For example, a higher weight may be set for virtual objects with real online records, and a lower weight may be set for baseline online information. This allows for a focus on players with real online records, and enables accurate prediction of second online information for a future preset period.

[0065] Next, the steps of predicting the virtual resource information of the current camp in the future preset period of time based on the current level information of each virtual object and the online time of each virtual object are further explained. Figure 6 As shown, the above step S302 includes: S601: Predict target level information of each virtual object in a future time period based on the current level information of each virtual object and the online time of the virtual object.

[0066] Optionally, each virtual object (e.g., a player-controlled character, city, or unit) has a level, reflecting its current strength or development. Online time indicates how long the virtual object has been active in the game. This data can be used to predict the target level the virtual object can achieve over a period of time.

[0067] For example, a player's current force level is 5, and the player has been online for an average of 2 hours per day over the past week. Based on the in-game experience acquisition rules and the experience points required for leveling up, it is predicted that within the next month, the player's force level may be upgraded to 8.

[0068] S602: Determine virtual resource information of each virtual object in the future time period according to target level information of the virtual object in the future time period.

[0069] Optionally, once the target level information is determined, virtual objects of different levels will be assigned different quantities and types of virtual resources in future time periods based on the game mechanics. Virtual resource information includes the types and quantities of virtual resources possessed by the virtual object within the game. For example, virtual resources include basic resources such as gold, wood, stone, and iron ore, as well as resource information such as military strength and combat power.

[0070] S603: The sum of the virtual resource information of all virtual objects in the current camp is used as the virtual resource information of the current camp.

[0071] Alternatively, by summing up the virtual resource information corresponding to all virtual objects within the current faction (e.g., castles and troops owned by all players within the faction), the overall virtual resource information for the faction can be obtained. This can be used to measure the overall strength of the faction, facilitating evaluation and strategy development in game stages such as faction battles and resource scrambles.

[0072] For example, suppose there are 10 players in a camp, and each player determines their own virtual resource information based on their own target level information. The military strength of these 10 players is added together to obtain the total military strength information of the camp.

[0073] In the embodiment of the present application, by predicting the virtual resource information of the current camp in a preset time period in the future, it can help players to quantitatively perceive the military strength of their own camp, thereby improving the success rate of players' combat decisions.

[0074] The following is a further explanation of the above-mentioned generation of target combat strategies for the area to be occupied based on the second online information and virtual resource information. Figure 7 As shown, the above step S203 includes: S701: Acquire current virtual resource information of the area to be occupied.

[0075] The virtual resources of the area to be occupied may be fixed. The current virtual resource information includes the resource types and the quantity of each type of virtual resources in the area to be occupied, such as the garrison strength, garrison combat power, number of defense facilities, defense facility types, and basic resource quantity in the area to be occupied.

[0076] S702. Determine the combat prediction results for each future preset time period based on the second online information of each time period, the virtual resource information of the current camp, and the current virtual resource information of the area to be occupied. The combat prediction results include: the online rate of virtual objects in the current camp in the future preset time period, the virtual resource information of the current camp, and the combat success rate.

[0077] Optionally, the online rate of virtual resources in the current camp may be the ratio of the number of online users predicted in a future preset period to the total number of users in the camp. The virtual resource information may be the total amount of virtual resources of all virtual objects in the current camp in a future preset period.

[0078] In one possible implementation, the second online information of each time period, the virtual resource information of the current camp, and the current virtual resources of the area to be occupied can be used as input parameters of the simulation algorithm. The combat process can be simulated through the simulation algorithm to obtain the combat prediction results for each time period.

[0079] Optionally, different weights can be assigned to players of different levels in the current camp. For example, a higher first weight can be assigned to players in the current camp whose levels are higher than a preset threshold, and a lower second weight can be assigned to players in the current camp whose levels are lower than the preset threshold. The first product of the number of players above the preset threshold and the first weight is calculated, and the second product of the number of players below the preset threshold and the second weight is calculated. The ratio of the sum of the first product and the second product to the total number of people in the camp is used as the online rate of virtual objects in the current camp.

[0080] S703: Generate a target combat strategy based on the combat prediction results for each future preset time period.

[0081] In the first implementation method, if multiple future preset time periods are included, the multiple future preset time periods can be sorted, and the combat prediction result with the highest combat success rate is retained, and the target combat strategy is generated based on the combat prediction result with the highest combat success rate.

[0082] In the second implementation method, the combat prediction results ranked in the top N success rates in the sorting can be displayed to the player, and the player selects a combat prediction result, and a target combat strategy is generated based on the combat prediction result selected by the player.

[0083] In the third implementation, if the combat success rate for all future preset time periods is below a minimum threshold, a target combat strategy can be generated based on the combat prediction results for the consecutive future preset time periods with the highest success rates. For example, if the combat success rate over three days is 50%, 55%, and 60%, showing an upward trend, a phased combat strategy can be developed. For example, a small force feint attack on the first day, a medium-sized force attack on the second day to deplete the enemy's forces, and a full force attack on the third day to increase the overall combat success rate.

[0084] In the fourth implementation method, the target combat strategy can be formulated in combination with the online time of the main forces of the current camp. For example, if the online time of the main players with higher levels in the current camp is 8-9 o'clock, the combat success rate can be used as a reference factor, and combined with the online time of the main players, 8-9 o'clock can be used as the combat time in the target combat strategy.

[0085] The following is a further explanation of the above-mentioned method of determining the combat prediction results for each future preset time period based on the second online information of each time period, the virtual resource information of the current camp, and the current virtual resource information of the area to be occupied. Figure 8 As shown, the above step S702 includes: S801: Use the online rate in the second online information as the online rate of virtual objects in the current camp within a future preset time period.

[0086] In a first implementation, the second online information includes the online rate of virtual objects in the current camp within a future preset period. In this case, the online rate in the second online information can be directly used as the online rate of virtual objects in the current camp within the future preset period.

[0087] In the second implementation method, the second online information includes the number of online virtual objects in the current camp within the future preset time period. At this time, the ratio of the online number in each future preset time period to the total number of people in the current camp can be calculated to obtain the online rate in each future preset time period.

[0088] S802. Determine the resource compliance rate of the current camp based on the virtual resource information of the current camp and the current virtual resource information of the area to be occupied.

[0089] The resource compliance rate is a quantitative indicator that represents whether the current faction's resources can support the occupation of the pending territory. This rate includes the troop compliance rate, combat power compliance rate, and basic resource compliance rate.

[0090] In one possible implementation, different weights can be set for different virtual resource information, the ratio of the virtual resource information of the current camp to the virtual resource information of the area to be occupied is calculated, and each ratio is weighted, and the sum of the weighted calculations is used as the resource compliance rate of the current camp.

[0091] For example, the ratio of the current camp's troop strength to the troop strength of the area to be occupied is used as the current camp's troop strength compliance rate, the ratio of the current camp's combat power to the combat power of the area to be occupied is used as the current camp's combat power compliance rate, and the ratio of the current camp's basic resources to the basic resources of the area to be occupied is used as the current camp's basic resource compliance rate.

[0092] S803. Determine the combat success rate for each future preset time period based on the resource achievement rate of the current camp and the second online information of each time period.

[0093] In one possible implementation, weights can be assigned to the resource compliance rate and the online rate, and the weighted sum can be calculated to yield the operational success rate. For example, at 8 p.m., if the resource compliance rate is 80% and the online rate is 90%, the overall score is 80% × 50% + 90% × 50% = 85%, corresponding to an operational success rate of 80%. At noon, if the resource compliance rate is 80% and the online rate is 40%, the overall score is 60%, corresponding to an operational success rate of 50%.

[0094] Next, we will explain how to generate target combat strategies based on the combat prediction results of each future preset period. Figure 9 As shown, the above step S703 includes: S901. Display the online rate, virtual resource information, and combat success rate of the current camp in each future preset time period.

[0095] Optionally, the online rate, virtual resource information, and combat success rate of a portion of a future preset period can be displayed in the graphical user interface. The virtual resource information can be, for example, the amount of virtual resources.

[0096] Figure 10 It is a display interface for combat prediction results, refer to Figure 10 , a table displays the online rate, virtual resource quantity, and combat success rate for each future preset time period. Different colors represent different probability intervals, and the height of the rectangle in the chart is proportional to the online rate, virtual resource quantity, and combat success rate.

[0097] S902: In response to the target being selected in a preset future time period, a target combat strategy is generated according to a combat prediction result of the target in the preset future time period.

[0098] Optionally, the player can select one of multiple future preset time periods as a target future preset time period, and then generate a target combat strategy based on the combat prediction results of the target future preset time period.

[0099] In the first implementation method, the target future preset time period can be filled into the preset position of the combat strategy template, and the number of virtual resources that each virtual object in the current camp needs to prepare can be determined based on the number of virtual resources in the current camp. The number of virtual resources that each virtual object needs to prepare is filled into the preset position of the combat strategy template to obtain the target combat strategy.

[0100] In the second implementation method, the interface of the large language model can be called to obtain the target combat strategy through the prediction of the large language model.

[0101] The following is a further explanation of the above-mentioned online information, virtual resource information and combat success rate of the current camp in each future preset time period. Figure 11 As shown, the above step S901 includes: S1101. Select at least one time period to be displayed based on the combat success rate of each future preset time period.

[0102] Optionally, the combat prediction results of each future preset time period can be sorted from high to low according to the combat success rate, and the first M future preset time periods with the highest combat success rate are determined as the time periods to be displayed, where M is any positive integer greater than 0.

[0103] In another possible implementation, the future preset time period with the highest combat success rate in each timing cycle can be selected in each future timing cycle as the time period to be displayed in each timing cycle. When the timing cycle is one day, the future preset time period with the highest combat success rate among all future preset time periods of each future day can be used as the time period to be displayed.

[0104] S1102: Display the online rate, virtual resource information, and combat success rate of each time period to be displayed in a preset area of ​​the graphical user interface.

[0105] Reference Figure 10 The preset area can be divided into a table area. Each column in the table represents a time period to be displayed, and each row represents the online rate, virtual resource quantity, and combat success rate for the time period to be displayed. The online rate for each time period to be displayed can be displayed in the first row of the table, the virtual resource quantity can be displayed in the second row of the table, and the combat success rate can be displayed in the third row of the table.

[0106] Click on the player Figure 1 After the prediction control in the device, the device can go through the above steps S201-S203 and display the Figure 10 The pop-up window shown above also displays the optimal combat strategy automatically recommended by the system and includes a "Confirm" control for confirming the launch of the battle. After the player clicks "Confirm", a target combat strategy is generated for the currently selected target at a preset time in the future and sent to other players in the current faction.

[0107] In a possible implementation, the garrison strength and basic resources of the area to be occupied may also change over time. Figure 12 As shown, the method of the present application also includes: S1201. Respond to a combat forecast instruction for the area to be occupied and obtain current virtual resource information of the area to be occupied.

[0108] Reference Figure 1 After the player clicks the prediction control on the graphical user interface, the device can obtain the current virtual resource information of the area to be occupied. The current virtual resource information of the area to be occupied includes: the number of troops in the area to be occupied, the number of defense facilities, and the amount of basic resources.

[0109] S1202: Predict virtual resource information of the area to be occupied within a preset future time period based on current virtual resource information of the area to be occupied.

[0110] The virtual resource information of the area to be occupied can increase gradually over time until it reaches a maximum value. When predicting the virtual resource information of the area to be occupied, the virtual resource information of the area to be occupied in the future preset time period can be predicted according to the time difference between the current time and the future preset time period.

[0111] For example, assuming that the current troop strength in the area to be occupied is 1,000, the troop strength increases by 25 per hour, and the troop strength upper limit is 3,000, it can be predicted that the troop strength in the area to be occupied will be 1,100 in the next four hours.

[0112] In the embodiment of the present application, by predicting the virtual resource information of the area to be occupied in a preset future time period, the force requirement for occupying the area to be occupied can be determined more accurately, thereby improving the accuracy of combat decisions.

[0113] After predicting the virtual resource information of the area to be occupied in the future preset time period, the above process of determining the combat prediction results of the future preset time period also includes: determining the combat prediction results of each future preset time period based on the second online information of each time period, the virtual resource information of the current camp and the virtual resource information of the area to be occupied in the future preset time period.

[0114] Among them, the combat prediction results within the future preset period include: the online rate of the current camp within the future preset period, the virtual resource information of the current camp and the combat success rate.

[0115] The following is a further explanation of the above-mentioned method of determining the combat prediction results for each future preset period based on the second online information of each period, the virtual resource information of the current camp, and the virtual resource information of the area to be occupied in the future preset period. Figure 13 As shown, including: S1301: Use the online rate in the second online information as the online rate of virtual objects in the current camp within a future preset time period.

[0116] S1302: Determine the resource compliance rate of the current camp based on the virtual resource information of the current camp in a future preset period of time and the virtual resource information of the area to be occupied in a future preset period of time.

[0117] Optionally, the ratio of the virtual resource information of the current camp to the virtual resource information of the area to be occupied can be used as the resource compliance rate of the current camp.

[0118] S1303. Determine the combat success rate for each future preset time period based on the resource achievement rate of the current camp and the second online information of each time period.

[0119] In the first implementation, the second online information includes the online rate of the virtual objects of the current camp. In this case, the process of determining the combat prediction results for each future preset time period based on the resource compliance rate of the current camp and the second online information of each time period includes: The product of the resource compliance rate at each time stamp in the first period and the online rate of the virtual objects of the current camp is determined.

[0120] The average value of each product in the first period is taken as the combat forecast result of the first period.

[0121] The first time period may be any time period within a preset time period in the future.

[0122] Optionally, the product of the resource achievement rate and the online rate in the first period can be calculated as the combat success rate in the future preset period, and the average value of all combat success rates in the first period can be used as the combat success rate in the first period.

[0123] In the second implementation method, the second online information can be the number of online members of the current camp in the future preset time period. At this time, the ratio of the number of online members to the total number of members in the camp can be calculated to obtain the online rate of members in the future preset time period, and then the product of the online rate of members and the resource achievement rate is used as the combat success rate in the future preset time period.

[0124] The following is a further explanation of the aforementioned generation of target combat strategies based on combat forecasts for various future preset time periods, including: The future preset time period corresponding to the target combat prediction result is used as the combat period, the area to be occupied is used as the combat location, and the virtual resource information of each virtual object within the combat period is used as the combat demand. The large language model interface is called to generate the target combat strategy.

[0125] In the first implementation method, the future preset time period, the area to be occupied, and the virtual resource information within the future preset time period can be filled into the preset prompt word template to obtain a prompt sentence, and the prompt sentence is used as the input parameter of the large language model, and the target combat strategy is generated by the large language model.

[0126] In the second implementation method, the future preset time period, the area to be occupied, the virtual resource information of the area to be occupied in the future preset time period, and the virtual resource information in the future preset time period can also be filled into the preset prompt word template to obtain a prompt sentence, and the prompt sentence is used as the input parameter of the large language model, and the target combat strategy is generated by the large language model.

[0127] For example, a prompt statement may be, "The known area to be occupied is [City A], and the future preset time period for the planned operation is [target future preset time period]. During this time period, the virtual resource information available to our camp is as follows: military resources ([military details]), basic resources ([basic resource details]), and special props ([special prop details]); the virtual resource information of the target area is as follows: garrison deployment ([garrison details]), fortifications ([fortification details]). Please combine the siege logic of the SLG game to generate a set of target combat strategies for all players in the current camp, including assembly arrangements, attack steps, resource allocation, and emergency plans." The prompt statement is input into the large language model, and the large language model can generate a target combat strategy. The target combat strategy can indicate the combat location, combat time, virtual resources that each virtual object in the camp needs to prepare, and the route of each virtual object.

[0128] Optionally, after generating a target strategy, the player can modify the target strategy and send the modified strategy to other players in the camp, including: In response to a strategy modification instruction for the target combat strategy, the target combat strategy is modified according to the strategy modification instruction to obtain a new target combat strategy, and the new target combat strategy is used as the target combat strategy.

[0129] After generating the target combat strategy, the player can choose to preview the target combat strategy on the graphical user interface and modify the content in the target combat strategy to generate a strategy modification instruction.

[0130] For example, the player can modify the combat time in the target combat strategy, and after the modification is completed, click Confirm Modification in the graphical user interface to generate a new target combat strategy.

[0131] The following is a further explanation of the aforementioned process of responding to combat prediction instructions for the area to be occupied, obtaining the first online information of the current camp within a preset historical period, and the current level information of each virtual object in the current camp. The specific process includes: In response to the prediction control corresponding to the area to be occupied being triggered, the first online information of the current camp within a historical preset time period and the current level information of each virtual object in the current camp are obtained.

[0132] Reference Figure 1 After the player clicks on the area to be occupied, the prediction control in the figure is displayed. After the player clicks on the prediction control, the system can obtain the first online information of the current camp within the historical preset period and the current level information of each virtual object in the current camp.

[0133] Reference Figure 10After the player clicks the prediction control, the device can generate multiple combat strategies. The player can select one of the multiple combat strategies as the target combat strategy and click the confirmation control. At this time, the device can push the target combat strategy to the members of the camp and generate schedule reminder information based on the target combat strategy, including: In response to confirming the target combat strategy, the target combat strategy is pushed to the players to whom each virtual object in the current camp belongs.

[0134] Optionally, the process of pushing the target combat strategy to the players to whom each virtual object belongs in the current camp includes: In response to selecting at least one virtual object in the current camp, the target combat strategy is pushed to the players to whom the selected virtual objects belong.

[0135] In a first implementation, based on the second online information, the target combat strategy may be pushed to the player of the virtual object indicated by the second online information who is online within a preset target future time period.

[0136] In the second implementation method, the target combat strategy can also be pushed to all players in the current camp to whom the virtual objects belong.

[0137] In the third implementation method, the leader of the current camp can manually select the members to be sent. After the leader completes the selection, the target combat strategy will be pushed to the players of all virtual objects selected by the leader.

[0138] When pushing the target combat strategy to the players to which each virtual object belongs, it can be pushed through in-game email, in-game single-line communication, or camp announcement. The specific method is not limited in this application.

[0139] In response to confirming the target combat strategy, a combat schedule prompt is generated for the players belonging to each virtual object in the current camp.

[0140] The battle schedule reminder is used to prompt players to log in to the game at the battle time indicated by the target battle strategy. Before the battle time indicated by the target battle strategy, the battle schedule reminder can trigger the generation of a prompt message, which is pushed and displayed in the message notification bar of the graphical user interface to prompt the player to log in to the game.

[0141] In the first implementation method, after clicking the confirmation control, the player can push the target combat strategy to other players in the current camp in the form of email or in-game message. After other players receive the target combat strategy on their devices, a combat schedule reminder will be automatically generated.

[0142] In the second implementation method, after clicking the confirmation control, the player can generate a combat reminder schedule based on the target combat strategy and simultaneously push the combat reminder schedule to other players in the current camp.

[0143] Based on the same inventive concept, the embodiment of the present application also provides a game combat decision device corresponding to the game combat decision method. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the above-mentioned game combat decision method in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0144] Figure 14 A schematic structural diagram of a game combat decision-making device provided in an embodiment of the present application is shown.

[0145] A response module 1401 is configured to respond to a combat prediction instruction for a region to be occupied, obtain the first online information of the current camp within a preset historical period, and obtain the current level information of each virtual object in the current camp; Prediction module 1402, configured to predict, based on the first online information and current level information of each virtual object in the current camp, second online information and virtual resource information of the current camp within at least one future preset time period; The push module 1403 is used to generate a target combat strategy for the area to be occupied based on the second online information and the virtual resource information.

[0146] In one possible embodiment, the prediction module 1402 is used to: Predicting the second online information of the current camp within a preset time period in the future based on the first online information; According to the current level information of each virtual object and the online time of each virtual object, the virtual resource information of the current camp in the future preset time period is predicted.

[0147] In one possible embodiment, the prediction module 1402 is used to: Determining online information of virtual objects in the current camp within each historical preset time period according to the first online information; The online information of the virtual objects in the current camp within the historical preset period is used as the second online information of the current camp in the future preset period corresponding to the historical preset period.

[0148] In a feasible implementation scheme, the online information includes: the number of online virtual objects in the current camp; In one possible embodiment, the prediction module 1402 is used to: If the virtual object includes online information in the first historical period, and the online information indicates that the virtual object is online in the first historical period, then the online number of the virtual object is increased by 1; If the virtual object does not have online information in the first historical period, and the benchmark online information is online in the first historical period, then the online number of the virtual object is increased by 1; If the virtual object does not have online information in the first historical period, and the benchmark online information is in an offline state in the first historical period, the online number of the virtual object is not adjusted.

[0149] In one possible embodiment, the prediction module 1402 is used to: According to the current level information of each virtual object and the online time of the virtual object, the target level information of the virtual object in the future period is predicted; Determining virtual resource information of each virtual object in the future period according to target level information of the virtual object in the future period; The sum of the virtual resource information of all virtual objects in the current camp is used as the virtual resource information of the current camp.

[0150] In one feasible implementation, the push module 1403 is used to: Obtain current virtual resource information of the area to be occupied; Determine the combat prediction results for each future preset period based on the second online information of each period, the virtual resource information of the current camp, and the current virtual resource information of the area to be occupied. The combat prediction results include: the online rate of virtual objects in the current camp, the amount of virtual resources in the current camp, and the combat success rate in the future preset period; Generate target combat strategies based on combat forecast results for each future preset time period.

[0151] In one feasible implementation, the push module 1403 is used to: The online rate in the second online information is used as the online rate of the virtual objects in the current camp in the future preset period; Determine the resource compliance rate of the current camp based on the virtual resource information of the current camp and the virtual resource information of the area to be occupied; Based on the resource achievement rate of the current camp and the second online information of each time period, the combat success rate of each future preset time period is determined.

[0152] In one feasible implementation, the push module 1403 is used to: Displays the current camp's online rate, virtual resource information, and combat success rate in each future preset time period; In response to the target's future preset time period being selected, a target combat strategy is generated based on the combat prediction results of the target's future preset time period.

[0153] In one feasible implementation, the push module 1403 is used to: Selecting at least one time period to be displayed based on the combat success rate of each future preset time period; The online rate, virtual resource information and combat success rate of each time period to be displayed are displayed in a preset area of ​​the graphical user interface.

[0154] In one possible implementation, the response module 1401 is configured to: Responding to combat forecast instructions for the area to be occupied, obtaining current virtual resource information of the area to be occupied; According to the current virtual resource information of the area to be occupied, the virtual resource information of the area to be occupied in a future preset time period is predicted.

[0155] In a feasible implementation scheme, the response module 1401 is further configured to: The combat prediction results for each future preset time period are determined based on the second online information of each time period, the virtual resource information of the current camp, and the virtual resource information of the area to be occupied in the future preset time period.

[0156] In one feasible implementation, the push module 1403 is used to: The online rate in the second online information is used as the online rate of the virtual objects in the current camp in the future preset period; Determine the resource compliance rate of the current camp based on the virtual resource information of the current camp in the future preset period and the virtual resource information of the area to be occupied in the future preset period; Based on the resource achievement rate of the current camp and the second online information of each time period, the combat success rate of each future preset time period is determined.

[0157] In a feasible embodiment, the second online information includes: the online rate of virtual objects in the current camp; In one feasible implementation, the push module 1403 is used to: Determine the product of the resource compliance rate at each time stamp in the first period and the online rate of the virtual objects in the current camp; The average value of each product in the first period is taken as the combat success rate of the first period.

[0158] In one feasible implementation, the push module 1403 is used to: The future preset time period corresponding to the target combat prediction result is used as the combat period, the area to be occupied is used as the combat location, and the virtual resource information of each virtual object within the combat period is used as the combat demand. The large language model interface is called to generate the target combat strategy.

[0159] In one feasible implementation, the push module 1403 is used to: In response to a strategy modification instruction for the target combat strategy, the target combat strategy is modified according to the strategy modification instruction to obtain a new target combat strategy, and the new target combat strategy is used as the target combat strategy.

[0160] In one possible implementation, the response module 1401 is configured to: In response to the prediction control corresponding to the area to be occupied being triggered, the first online information of the current camp within a historical preset time period and the current level information of each virtual object in the current camp are obtained.

[0161] In one possible implementation, the response module 1401 is configured to: In response to confirming the target combat strategy, the target combat strategy is pushed to the players to whom each virtual object in the current camp belongs.

[0162] In one possible implementation, the response module 1401 is configured to: In response to confirming the target combat strategy, a combat schedule reminder is generated for the player belonging to each virtual object in the current camp. The combat schedule reminder is used to prompt the player to log in to the game at the combat time indicated by the target combat strategy.

[0163] In the embodiment of the present application, by predicting the number of online people and virtual resources in the future time period based on the number of online people and virtual resources of the current camp in the historical time period, a quantitative analysis of the online status and resources of the camp members is achieved, so that players can have a more accurate quantitative perception of the status of the members of the current camp in the future time period. Compared with the existing technology of making combat decisions based on the player's own experience, the method of the present application can achieve a precise match between the camp combat time and the combat time in the combat decision, and balance the camp's resource reserves with the resources required to capture the area to be occupied, reduce the communication cost of players in the camp, and improve the success rate of the final result of the combat decision.

[0164] Figure 15 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application is shown, comprising: a processor 1501, a storage medium 1502, and a bus 1503. The storage medium 1502 stores machine-readable instructions executable by the processor 1501. When the electronic device runs a game combat decision-making method in the embodiment, the processor 1501 communicates with the storage medium 1502 via the bus 1503. The processor 1501 executes the machine-readable instructions. The processor 1501 performs the preamble of the method item to perform the following steps: In response to combat prediction instructions for the area to be occupied, obtain the first online information of the current camp within a preset historical period and the current level information of each virtual object in the current camp; Predicting, based on the first online information and current level information of each virtual object in the current camp, second online information and virtual resource information of the current camp within at least one future preset time period; Based on the second online information and the virtual resource information, a target combat strategy for the area to be occupied is generated.

[0165] In a feasible implementation, when the processor 1501 predicts the second online information and virtual resource information of the current camp within a preset time period in the future based on the first online information and the current level information, it is specifically configured to: Predicting the second online information of the current camp within a preset time period in the future based on the first online information; According to the current level information of each virtual object and the online time of each virtual object, the virtual resource information of the current camp in the future preset time period is predicted.

[0166] In a feasible implementation manner, when the processor 1501 predicts and obtains the second online information of the current camp within a preset time period in the future based on the first online information, the processor 1501 is specifically configured to: Determining online information of virtual objects in the current camp within each historical preset time period according to the first online information; The online information of the virtual objects in the current camp within the historical preset period is used as the second online information of the current camp in the future preset period corresponding to the historical preset period.

[0167] In a feasible implementation scheme, the online information includes: the number of online virtual objects in the current camp; In a feasible implementation manner, when determining the online information of virtual objects in the current camp in each historical period according to the first online information, the processor 1501 is specifically configured to: If the virtual object includes online information in the first historical period, and the online information indicates that the virtual object is online in the first historical period, then the online number of the virtual object is increased by 1; If the virtual object does not have online information in the first historical period, and the benchmark online information is online in the first historical period, then the online number of the virtual object is increased by 1; If the virtual object does not have online information in the first historical period, and the benchmark online information is in an offline state in the first historical period, the online number of the virtual object is not adjusted.

[0168] In a feasible implementation, when the processor 1501 predicts the virtual resource information of the current camp based on the current level information of each virtual object and the online time of each virtual object, it is specifically configured to: According to the current level information of each virtual object and the online time of the virtual object, the target level information of the virtual object in the future period is predicted; Determining virtual resource information of each virtual object in the future period according to target level information of the virtual object in the future period; The sum of the virtual resource information of all virtual objects in the current camp is used as the virtual resource information of the current camp.

[0169] In a feasible implementation manner, when the processor 1501 generates a target combat strategy for the area to be occupied based on the second online information and the virtual resource information, it is specifically configured to: Obtain current virtual resource information of the area to be occupied; Determine the combat prediction results for each future preset period based on the second online information of each period, the virtual resource information of the current camp, and the current virtual resource information of the area to be occupied. The combat prediction results include: the online rate of virtual objects in the current camp, the amount of virtual resources, and the combat success rate in the future preset period; Generate target combat strategies based on combat forecast results for each future preset time period.

[0170] In one feasible embodiment, when determining the combat success rate of each future preset time period based on the second online information of each time period, the virtual resource information of the current camp, and the current virtual resources of the area to be occupied, the processor 1501 is specifically configured to: The online rate in the second online information is used as the online rate of the virtual objects in the current camp in the future preset period; Determine the resource compliance rate of the current camp based on the virtual resource information of the current camp and the virtual resource information of the area to be occupied; Based on the resource achievement rate of the current camp and the second online information of each time period, the combat success rate of each future preset time period is determined.

[0171] In a feasible implementation, when the processor 1501 generates a target combat strategy based on combat prediction results for each future preset time period, it is specifically configured to: Displays the current camp's online rate, virtual resource information, and combat success rate in each future preset time period; In response to the target's future preset time period being selected, a target combat strategy is generated based on the combat prediction results of the target's future preset time period.

[0172] In one feasible embodiment, when the processor 1501 displays the online information, virtual resource information, and combat success rate of the current camp in each future preset time period, it is specifically configured to: Selecting at least one time period to be displayed based on the combat success rate of each future preset time period; The online rate, virtual resource information and combat success rate of each time period to be displayed are displayed in a preset area of ​​the graphical user interface.

[0173] In a feasible implementation manner, the processor 1501 is further configured to: Responding to combat forecast instructions for the area to be occupied, obtaining current virtual resource information of the area to be occupied; According to the current virtual resource information of the area to be occupied, the virtual resource information of the area to be occupied in a future preset time period is predicted.

[0174] In a feasible implementation manner, the processor 1501 is further configured to: The combat prediction results for each future preset time period are determined based on the second online information of each time period, the virtual resource information of the current camp, and the virtual resource information of the area to be occupied in the future preset time period.

[0175] In one feasible implementation, when the processor 1501 determines the combat prediction results for each future preset time period based on the second online information for each time period, the virtual resource information of the current camp, and the current virtual resources of the area to be occupied, it is specifically configured to: The online rate in the second online information is used as the online rate of the virtual objects in the current camp in the future preset period; Determine the resource compliance rate of the current camp based on the virtual resource information of the current camp and the virtual resource information of the area to be occupied within a preset time period in the future; Based on the resource achievement rate of the current camp and the second online information of each time period, the combat success rate of each future preset time period is determined.

[0176] In a feasible embodiment, the second online information includes: the online rate of virtual objects in the current camp; In one feasible implementation, when the processor 1501 determines the combat success rate of each future preset time period based on the resource achievement rate of the current camp and the second online information of each time period, it is specifically configured to: Determine the product of the resource compliance rate at each time stamp in the first period and the online rate of the virtual objects in the current camp; The average value of each product in the first period is taken as the combat success rate of the first period.

[0177] In a feasible implementation, when the processor 1501 generates a target combat strategy based on combat prediction results for each future preset time period, it is specifically configured to: The future preset time period corresponding to the target combat prediction result is used as the combat period, the area to be occupied is used as the combat location, and the virtual resource information of each virtual object within the combat period is used as the combat demand. The large language model interface is called to generate the target combat strategy.

[0178] In a feasible implementation manner, the processor 1501 is further configured to: In response to a strategy modification instruction for the target combat strategy, the target combat strategy is modified according to the strategy modification instruction to obtain a new target combat strategy, and the new target combat strategy is used as the target combat strategy.

[0179] In a feasible implementation, when executing the push of the target combat strategy to the players to whom each virtual object belongs in the current camp, the processor 1501 is specifically configured to: In response to selecting at least one virtual object in the current camp, the target combat strategy is pushed to the players to whom the selected virtual objects belong.

[0180] In one feasible embodiment, when executing the response to the combat prediction instruction for the area to be occupied and obtaining the first online information of the current camp within the historical preset time period and the current level information of each virtual object in the current camp, the processor 1501 is specifically configured to: In response to the prediction control corresponding to the area to be occupied being triggered, the first online information of the current camp within a historical preset time period and the current level information of each virtual object in the current camp are obtained.

[0181] In one feasible implementation, the processor 1501 is further configured to execute: In response to confirming the target combat strategy, the target combat strategy is pushed to the players to whom each virtual object in the current camp belongs.

[0182] In one feasible implementation, the processor 1501 is further configured to execute: In response to confirming the target combat strategy, a combat schedule reminder is generated for the player belonging to each virtual object in the current camp. The combat schedule reminder is used to prompt the player to log in to the game at the combat time indicated by the target combat strategy.

[0183] In the embodiment of the present application, by predicting the number of online people and virtual resources in the future time period based on the number of online people and virtual resources of the current camp in the historical time period, a quantitative analysis of the online status and resources of the camp members is achieved, so that players can have a more accurate quantitative perception of the status of the members of the current camp in the future time period. Compared with the existing technology of making combat decisions based on the player's own experience, the method of the present application can achieve a precise match between the camp combat time and the combat time in the combat decision, and balance the camp's resource reserves with the resources required to capture the area to be occupied, reduce the communication cost of players in the camp, and improve the success rate of the final result of the combat decision.

[0184] An embodiment of the present application further provides a computer-readable storage medium, wherein a computer program is stored on the computer-readable storage medium. The computer program is executed when a processor is run, and the processor performs the following steps: In response to combat prediction instructions for the area to be occupied, obtain the first online information of the current camp within a preset historical period and the current level information of each virtual object in the current camp; Predicting, based on the first online information and current level information of each virtual object in the current camp, second online information and virtual resource information of the current camp within at least one future preset time period; Based on the second online information and the virtual resource information, a target combat strategy for the area to be occupied is generated.

[0185] In a feasible implementation scheme, when the processor predicts the second online information and virtual resource information of the current camp within a preset time period in the future based on the first online information and the current level information, it is specifically configured to: Predicting the second online information of the current camp within a preset time period in the future based on the first online information; According to the current level information of each virtual object and the online time of each virtual object, the virtual resource information of the current camp in the future preset time period is predicted.

[0186] In a feasible implementation manner, when the processor predicts and obtains second online information of the current camp within a preset time period in the future based on the first online information, the processor is specifically configured to: Determining online information of virtual objects in the current camp within each historical preset time period according to the first online information; The online information of the virtual objects in the current camp within the historical preset period is used as the second online information of the current camp in the future preset period corresponding to the historical preset period.

[0187] In a feasible implementation scheme, the online information includes: the number of online virtual objects in the current camp; In a feasible implementation manner, when determining the online information of virtual objects in the current camp in each historical period based on the first online information, the processor is specifically configured to: If the virtual object includes online information in the first historical period, and the online information indicates that the virtual object is online in the first historical period, then the online number of the virtual object is increased by 1; If the virtual object does not have online information in the first historical period, and the benchmark online information is online in the first historical period, then the online number of the virtual object is increased by 1; If the virtual object does not have online information in the first historical period, and the benchmark online information is in an offline state in the first historical period, the online number of the virtual object is not adjusted.

[0188] In a feasible implementation manner, when the processor predicts and obtains virtual resource information of the current camp based on the current level information of each virtual object and the online time of each virtual object, the processor is specifically configured to: According to the current level information of each virtual object and the online time of the virtual object, the target level information of the virtual object in the future period is predicted; Determining virtual resource information of each virtual object in the future period according to target level information of the virtual object in the future period; The sum of the virtual resource information of all virtual objects in the current camp is used as the virtual resource information of the current camp.

[0189] In a feasible implementation manner, when the processor generates a target combat strategy for the area to be occupied based on the second online information and the virtual resource information, the processor is specifically configured to: Obtain current virtual resource information of the area to be occupied; Determine the combat prediction results for each future preset period based on the second online information of each period, the virtual resource information of the current camp, and the current virtual resource information of the area to be occupied. The combat prediction results include: the online rate of virtual objects in the current camp, virtual resource information, and combat success rate in the future preset period; Generate target combat strategies based on combat forecast results for each future preset time period.

[0190] In one feasible embodiment, when determining the combat success rate of each future preset time period based on the second online information of each time period, the virtual resource information of the current camp, and the current virtual resources of the area to be occupied, the processor is specifically configured to: The online rate in the second online information is used as the online rate of the virtual objects in the current camp in the future preset period; Determine the resource compliance rate of the current camp based on the virtual resource information of the current camp and the virtual resource information of the area to be occupied; Based on the resource achievement rate of the current camp and the second online information of each time period, the combat success rate of each future preset time period is determined.

[0191] In one feasible embodiment, when the processor generates a target combat strategy based on combat prediction results for each future preset time period, it is specifically configured to: Displays the current camp's online rate, virtual resource information, and combat success rate in each future preset time period; In response to the target's future preset time period being selected, a target combat strategy is generated based on the combat prediction results of the target's future preset time period.

[0192] In one feasible embodiment, when the processor displays the online information, virtual resource information, and combat success rate of the current camp in each future preset time period, it is specifically configured to: Selecting at least one time period to be displayed based on the combat success rate of each future preset time period; The online rate, virtual resource information and combat success rate of each time period to be displayed are displayed in a preset area of ​​the graphical user interface.

[0193] In one possible embodiment, the processor is further configured to: Responding to combat forecast instructions for the area to be occupied, obtaining current virtual resource information of the area to be occupied; According to the current virtual resource information of the area to be occupied, the virtual resource information of the area to be occupied in a future preset time period is predicted.

[0194] In a feasible implementation manner, after performing the prediction to obtain the virtual resource information of the area to be occupied within a preset future time period, the processor is further configured to: The combat prediction results for each future preset time period are determined based on the second online information of each time period, the virtual resource information of the current camp, and the virtual resource information of the area to be occupied in the future preset time period.

[0195] In one feasible embodiment, when determining the combat prediction results for each future preset time period based on the second online information for each time period, the virtual resource information of the current camp, and the current virtual resource information of the area to be occupied, the processor is specifically configured to: Determine the resource compliance rate of the current camp based on the virtual resource information of the current camp in the future preset period and the virtual resource information of the area to be occupied in the future preset period; Based on the resource achievement rate of the current camp and the second online information of each time period, the combat forecast results of each future preset time period are determined.

[0196] In a feasible embodiment, the second online information includes: the online rate of virtual objects in the current camp; In one feasible embodiment, when the processor determines the combat success rate of each future preset time period based on the resource achievement rate of the current camp and the second online information of each time period, it is specifically configured to: Determine the product of the resource compliance rate at each time stamp in the first period and the online rate of the virtual objects in the current camp; The average value of each product in the first period is taken as the combat success rate of the first period.

[0197] In one feasible embodiment, when the processor generates a target combat strategy based on combat prediction results for each future preset time period, it is specifically configured to: The future preset time period corresponding to the target combat prediction result is used as the combat period, the area to be occupied is used as the combat location, and the virtual resource information of each virtual object within the combat period is used as the combat demand. The large language model interface is called to generate the target combat strategy.

[0198] In one possible embodiment, the processor is further configured to: In response to a strategy modification instruction for the target combat strategy, the target combat strategy is modified according to the strategy modification instruction to obtain a new target combat strategy, and the new target combat strategy is used as the target combat strategy.

[0199] In a feasible implementation scheme, when executing the function of pushing the target combat strategy to the players to whom each virtual object in the current camp belongs, the processor is specifically used to: in response to selecting at least one virtual object in the current camp, push the target combat strategy to the players to whom each selected virtual object belongs.

[0200] In one feasible embodiment, when executing the response to the combat prediction instruction for the area to be occupied and obtaining the first online information of the current camp within a preset historical period and the current level information of each virtual object in the current camp, the processor is specifically configured to: In response to the prediction control corresponding to the area to be occupied being triggered, the first online information of the current camp within a historical preset time period and the current level information of each virtual object in the current camp are obtained.

[0201] In a feasible implementation scheme, the processor 1501 is further configured to execute: in response to confirming the target combat strategy, push the target combat strategy to the players to whom each virtual object in the current camp belongs.

[0202] In one feasible embodiment, when executing the generation of a target combat strategy for the area to be occupied, the processor 1501 is specifically configured to: in response to confirming the target combat strategy, generate a combat schedule reminder for the player belonging to each virtual object in the current camp. The combat schedule reminder is used to prompt the player to log in to the game at the combat time indicated by the target combat strategy.

[0203] In the embodiment of the present application, by predicting the number of online people and virtual resources in the future time period based on the number of online people and virtual resources of the current camp in the historical time period, a quantitative analysis of the online status and resources of the camp members is achieved, so that players can have a more accurate quantitative perception of the status of the members of the current camp in the future time period. Compared with the existing technology of making combat decisions based on the player's own experience, the method of the present application can achieve a precise match between the camp combat time and the combat time in the combat decision, and balance the camp's resource reserves with the resources required to capture the area to be occupied, reduce the communication cost of players in the camp, and improve the success rate of the final result of the combat decision.

[0204] In the embodiment of the present application, the computer program can also execute other machine-readable instructions when run by the processor to execute other methods described in the embodiment. For the specific execution method steps and principles, please refer to the description of the embodiment and will not be repeated here.

[0205] In the embodiments provided in this application, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interface, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0206] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0207] In addition, each functional unit in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0208] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a number of instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, and other media that can store program code.

[0209] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.

[0210] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The scope of protection of the present application is not limited thereto. Although the present application has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present application, or make equivalent replacements for some of the technical features thereof. However, these modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present application. They should all be included in the scope of protection of the present application. Therefore, the scope of protection of the present application should be based on the scope of protection of the claims.

Claims

1. A game combat decision-making method, characterized in that: Providing a graphical user interface of the game through a terminal device, wherein the game has a corresponding scene map, and the scene map includes at least one area to be occupied; The method comprises: In response to combat prediction instructions for the area to be occupied, obtain the first online information of the current camp within a preset historical period and the current level information of each virtual object in the current camp; Predicting, based on the first online information and current level information of each virtual object in the current camp, second online information and virtual resource information of the current camp within at least one future preset time period; A target combat strategy for the area to be occupied is generated based on the second online information and the virtual resource information.

2. The method according to claim 1, characterized in that The method of predicting the second online information and virtual resource information of the current camp within a preset time period in the future based on the first online information and the current level information includes: Predicting second online information of the current camp within a preset time period in the future based on the first online information; According to the current level information of each virtual object and the online time of each virtual object, the virtual resource information of the current camp in a future preset time period is predicted.

3. The method according to claim 2, characterized in that The predicting of obtaining second online information of the current camp within a preset future time period based on the first online information includes: Determining online information of virtual objects in the current camp within each historical preset time period according to the first online information; The online information of the virtual objects in the current camp within the historical preset period is used as the second online information of the current camp in the future preset period corresponding to the historical preset period.

4. The method according to claim 3, characterized in that The online information includes: the number of online virtual objects in the current camp; Determining online information of the virtual objects in the current camp in each historical period according to the first online information includes: If the virtual object includes online information within a first historical period, and the online information indicates that the virtual object is online during the first historical period, then the online number of the virtual object is increased by 1; If the virtual object does not have online information in the first historical period, and the benchmark online information is online in the first historical period, the online number of the virtual object is increased by 1; If the virtual object does not have online information in the first historical period, and the benchmark online information is offline in the first historical period, the online number of the virtual object is not adjusted.

5. The method according to claim 2, characterized in that The predicting of virtual resource information of the current camp based on the current level information of each virtual object and the online time of each virtual object includes: Predicting target level information of the virtual object in a future time period based on the current level information of each virtual object and the online time of the virtual object; determining virtual resource information of each virtual object in the future time period according to target level information of the virtual object in the future time period; The sum of the virtual resource information of all virtual objects in the current camp is used as the virtual resource information of the current camp.

6. The method according to claim 1, characterized in that Generating a target combat strategy for the area to be occupied based on the second online information and the virtual resource information includes: Obtain current virtual resource information of the area to be occupied; Determining combat prediction results for each future preset time period based on the second online information for each time period, the virtual resource information of the current camp, and the current virtual resource information of the area to be occupied, wherein the combat prediction results include: the online rate of virtual objects in the current camp, the virtual resource information of the current camp, and the combat success rate within the future preset time period; The target combat strategy is generated based on the combat prediction results of each future preset time period.

7. The method according to claim 6, characterized in that The determining of the combat prediction results for each future preset time period based on the second online information of each time period, the virtual resource information of the current camp, and the current virtual resource information of the area to be occupied includes: Using the online rate in the second online information as the online rate of virtual objects in the current camp within the future preset time period; Determining the resource compliance rate of the current camp based on the virtual resource information of the current camp and the current virtual resource information of the area to be occupied; The combat success rate of each future preset time period is determined based on the resource achievement rate of the current camp and the second online information of each time period.

8. The method according to claim 6, characterized in that Generating the target combat strategy based on the combat prediction results for each future preset time period includes: Display the online rate, virtual resource information and combat success rate of the current camp in each future preset time period; In response to a target preset time period being selected, the target combat strategy is generated according to the combat prediction result of the target preset time period in the future.

9. The method according to claim 8, characterized in that The display of the online rate, virtual resource information, and combat success rate of the current camp in each future preset time period includes: Selecting at least one time period to be displayed based on the combat success rate of each future preset time period; The online rate, virtual resource information and combat success rate of each time period to be displayed are displayed in a preset area of ​​the graphical user interface.

10. The method according to claim 1, characterized in that The method further comprises: Responding to combat forecast instructions for the area to be occupied, obtaining current virtual resource information of the area to be occupied; According to the current virtual resource information of the area to be occupied, the virtual resource information of the area to be occupied in a future preset time period is predicted.

11. The method according to claim 10, characterized in that After predicting and obtaining virtual resource information of the area to be occupied within a future preset time period, the method further includes: The combat prediction results of each future preset time period are determined based on the second online information of each time period, the virtual resource information of the current camp, and the virtual resource information of the area to be occupied in the future preset time period.

12. The method according to claim 11, characterized in that The determining of the combat prediction results for each future preset time period based on the second online information for each time period, the virtual resource information of the current camp, and the virtual resource information of the area to be occupied in the future preset time period includes: Using the online rate in the second online information as the online rate of virtual objects in the current camp within the future preset time period; Determining the resource compliance rate of the current camp based on the virtual resource information of the current camp in a future preset period of time and the virtual resource information of the area to be occupied in a future preset period of time; The combat success rate of each future preset time period is determined based on the resource achievement rate of the current camp and the second online information of each time period.

13. The method according to claim 7 or claim 12, characterized in that Determining the combat success rate of each future preset time period based on the resource achievement rate of the current camp and the second online information of each time period includes: Determine the product of the resource compliance rate at each time stamp in the first period and the online rate of the virtual objects of the current camp; The average value of each product in the first period is taken as the combat success rate of the first period.

14. The method according to claim 6, characterized in that Generating the target combat strategy based on the combat prediction results for each future preset time period includes: The future preset time period corresponding to the target combat prediction result is used as the combat period, the area to be occupied is used as the combat location, the virtual resource information of each virtual object in the combat period is used as the combat demand, and the large language model interface is called to generate the target combat strategy.

15. The method according to claim 14, characterized in that The method further comprises: In response to a strategy modification instruction for the target combat strategy, the target combat strategy is modified according to the strategy modification instruction to obtain a new target combat strategy, and the new target combat strategy is used as the target combat strategy.

16. The method according to claim 1, wherein The response to the combat prediction instruction for the area to be occupied, obtaining the first online information of the current camp within a preset historical period and the current level information of each virtual object in the current camp, including: In response to the prediction control corresponding to the area to be occupied being triggered, the first online information of the current camp within a historical preset time period and the current level information of each virtual object in the current camp are obtained.

17. The method according to claim 1, wherein After generating the target combat strategy for the area to be occupied, the method further includes: In response to confirming the target combat strategy, the target combat strategy is pushed to the players to whom each virtual object in the current camp belongs.

18. The method according to claim 1, wherein After generating the target combat strategy for the area to be occupied, the method further includes: In response to confirming the target combat strategy, a combat schedule prompt is generated for the player to whom each virtual object in the current camp belongs, the combat schedule prompt being used to prompt the player to log in to the game at the combat time indicated by the target combat strategy.

19. A game combat decision-making device, characterized in that: Providing a graphical user interface of the game through a terminal device, wherein the game has a corresponding scene map, and the scene map includes at least one area to be occupied; The device comprises: A response module is used to respond to combat prediction instructions for the area to be occupied, obtain the first online information of the current camp within a preset historical period, and the current level information of each virtual object in the current camp; a prediction module, configured to predict, based on the first online information and current level information of each virtual object in the current camp, second online information and virtual resource information of the current camp within at least one future preset time period; The push module is used to generate a target combat strategy for the area to be occupied based on the second online information and virtual resource information.

20. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of the game combat decision-making method as described in any one of claims 1 to 18.

21. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, which, when executed by a processor, executes the steps of the game combat decision-making method according to any one of claims 1 to 18.