Skill release parameter calibration method and device, terminal equipment and storage medium
By generating a skill calibration model and adjusting parameters, the problem of skill release offset caused by differences in virtual character appearance was solved, improving the gaming experience.
Patent Information
- Application Number
- CN202510990205.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-07-17
- Publication Date
- 2025-09-16
AI Technical Summary
In the game, the skin color matching and curvature design of the virtual character may cause visual interference, resulting in deviations in the player's skill release and reducing the gaming experience.
By obtaining the skill release data of the virtual character's current appearance and normal appearance, a skill calibration model is generated, and skill adjustment parameters are determined based on the model. The skill release parameters of the virtual character are adjusted to compensate for operational errors.
The operational errors when releasing player skills under different appearances are reduced, improving the gaming experience.
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Figure CN120643910A_ABST
Abstract
Description
Technical Field
[0001] The present application belongs to the field of game skill calibration technology, and in particular relates to a skill release parameter calibration method, a skill release parameter calibration device, a terminal device, and a computer-readable storage medium. Background Art
[0002] In games, character skins, as cosmetic enhancements, play a crucial role in the interactive experience, satisfying players' personalized needs. However, while the color matching and curvature of skins can enhance character recognition and enhance the three-dimensionality of the character, they can also create visual distractions in scenarios like team battles or high-speed maneuvers. For example, when highly saturated skill effects overlap with skin color blocks, players can easily misjudge the skill's range due to the color clash, leading to offset skill activation and other issues, degrading the player's gaming experience. Summary of the Invention
[0003] This application aims to address at least one of the technical problems existing in the prior art. To this end, this application proposes a skill release parameter calibration method, skill release parameter calibration device, terminal device, and computer-readable storage medium, which can compensate for player operation errors caused by differences in the appearance of virtual characters, thereby improving the player's gaming experience.
[0004] In a first aspect, the present application provides a method for calibrating skill release parameters, wherein a graphical user interface is provided on a screen of a terminal device, wherein the graphical user interface includes at least a portion of a game scene, and wherein the game scene includes a first virtual character controlled by the terminal device. The calibration method includes:
[0005] Obtaining a skill calibration model corresponding to a current appearance of a first virtual character, the skill calibration model generated based on first skill release data for the current appearance and second skill release data for the first virtual character in a normal appearance, where the normal appearance is different from the current appearance;
[0006] determining skill adjustment parameters based on the skill calibration model and current elements of the first virtual character, the current elements including visual elements of the current appearance in the graphical user interface;
[0007] Based on the skill adjustment parameters, skill release parameters of the first virtual character are adjusted.
[0008] In a second aspect, the present application provides a skill release parameter calibration device, comprising:
[0009] an acquisition module, configured to acquire a skill calibration model corresponding to a current appearance of a first virtual character, the skill calibration model being generated based on first skill release data for the current appearance and second skill release data for the first virtual character for a normal appearance, the normal appearance being different from the current appearance;
[0010] a determination module configured to determine a skill adjustment parameter based on the skill calibration model and current elements of the first virtual character, the current elements including visual elements of the current appearance in a graphical user interface;
[0011] An adjustment module is used to adjust the skill release parameters of the first virtual character based on the skill adjustment parameters.
[0012] In a third aspect, the present application provides a terminal device, comprising:
[0013] memory, processor, and display;
[0014] The memory is used to store one or more computer instructions;
[0015] The processor is configured to execute the one or more computer instructions to implement the calibration method;
[0016] The display is used to display a graphical user interface.
[0017] In a fourth aspect, the present application provides a computer-readable storage medium having one or more computer instructions stored thereon, characterized in that the instructions are executed by a processor to implement the above-mentioned calibration method.
[0018] The skill release parameter calibration method, skill release parameter calibration device, terminal device and computer-readable storage medium provided in the embodiments of the present application, when the first virtual character played by the player wears the current appearance and releases skills, the corresponding skill adjustment parameters are determined through the skill calibration model and current elements corresponding to the current appearance of the first virtual character. According to the skill adjustment parameters, the skill release parameters of the skill released by the player are adjusted accordingly, which can reduce the difference between the effect of the currently released skill and the effect of the skill with normal appearance, and compensate for the player's operation error.
[0019] Moreover, the different appearances of the first virtual character correspond to different skill calibration models. When the player switches between different appearances during play, the corresponding skill calibration model can be used to obtain the corresponding skill adjustment parameters for compensation, thereby ensuring the player's skill release effect under various appearances, reducing the operational errors of the player's skill release under different appearances, and improving the player's gaming experience.
[0020] Additional aspects and advantages of the embodiments of the present application will be given in part in the description below, and in part will become obvious from the description below, or will be learned through practice of the embodiments of the present application. BRIEF DESCRIPTION OF THE DRAWINGS
[0021] The above and / or additional aspects and advantages of the present application will become apparent and easily understood from the description of the embodiments in conjunction with the following drawings, in which:
[0022] Figure 1 This is an application scenario diagram of the skill release parameter calibration method provided in an embodiment of the present application;
[0023] Figure 2 This is a first flow chart of a skill release parameter calibration method provided in an embodiment of the present application;
[0024] Figure 3 This is a schematic diagram showing a skill deviation of a first virtual character caused by a skill special effect of a current appearance of the player;
[0025] Figure 4 It is a schematic diagram showing that the player's first virtual character has skill deviations due to the influence of another skin with the current appearance;
[0026] Figure 5 2 is a second flow chart of the skill release parameter calibration method provided in an embodiment of the present application;
[0027] Figure 6 3 is a schematic diagram of a third flow chart of a skill release parameter calibration method provided in an embodiment of the present application;
[0028] Figure 7 4 is a schematic diagram of a fourth flow chart of a skill release parameter calibration method provided in an embodiment of the present application;
[0029] Figure 8 5 is a schematic diagram of a fifth flow chart of a skill release parameter calibration method provided in an embodiment of the present application;
[0030] Figure 9 2 is a sixth flow chart of the skill release parameter calibration method provided in an embodiment of the present application;
[0031] Figure 10 Schematic diagram of a module of a skill release parameter calibration device provided in an embodiment of the present application;
[0032] Figure 11 This is a schematic diagram of the structure of the terminal device provided in an embodiment of the present application;
[0033] Figure 12 This is a schematic diagram of the hardware structure of the terminal device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0034] The following describes embodiments of the present application in detail. Examples of the embodiments of the present application are shown in the accompanying drawings, wherein the same or similar reference numerals throughout represent the same or similar elements or elements having the same or similar functions. The embodiments described below with reference to the accompanying drawings are exemplary and are only used to explain the present application, and should not be understood as limiting the present application.
[0035] The following description sets forth many specific details to facilitate a thorough understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the scope of the present application. Therefore, the present application is not limited to the specific embodiments disclosed below.
[0036] It should be noted that the terms "first", "second", "third", etc. in the claims, description and drawings of the present application are used to distinguish similar objects and are not used to describe a specific order or sequence. The data used in this way are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in a sequence other than that illustrated or described herein. In addition, the terms "including", "having" and their variations are intended to cover non-exclusive inclusions. For example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0037] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a description of the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.
[0038] It should be understood that in the embodiments of the present application, "B corresponding to A," "B corresponding to A," "A corresponds to B," or "B corresponds to A" means that B is associated with A and B can be determined based on A. Determining B based on A does not mean determining B based solely on A; B can also be determined based on A and / or other information.
[0039] Based on the problems existing in the background technology, the embodiments of the present application provide a skill release parameter calibration method, a skill release parameter calibration device, a terminal device and a computer-readable storage medium.
[0040] The in-game calibration method provided in the embodiment of the present application can be executed by an electronic device, which can be a terminal device or a server, etc. The terminal device can be a terminal device such as a smart phone, a tablet computer, or a laptop computer.
[0041] The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, as well as big data and artificial intelligence platforms.
[0042] In an optional embodiment, when the calibration method in the game is executed on a terminal device, the terminal device may include a display screen and a processor. The display screen is configured to present a graphical user interface (GUI), which at least partially displays the game screen. The display screen is also configured to receive commands generated by the player acting on the game screen. The game screen may include a portion of a virtual game scene, which is a virtual world in which virtual characters operate. The processor is configured to store the game application, execute the game, generate the game screen, respond to commands, and control the display of the game screen on the display screen. When the player operates the game screen via the display screen, the game screen can control the local content of the terminal device in response to the received commands.
[0043] There are many ways for the terminal device to provide the graphical user interface to the player. For example, the graphical user interface can be rendered and displayed on the display screen of the terminal device, or presented through holographic projection.
[0044] The game scene can be understood as a simulation of the real world in the game, a virtual environment that is semi-simulated and semi-fictional, or a purely fictional virtual environment. The game scene can be any of two-dimensional virtual scenes, 2.5-dimensional virtual scenes, and three-dimensional virtual scenes.
[0045] A virtual scene typically includes multiple scene elements, which are the elements required to construct the virtual scene. For example, they may include, but are not limited to, at least one of the following: virtual character elements, virtual item elements, virtual building elements, virtual terrain elements, and virtual vegetation elements. Virtual terrain elements may include, but are not limited to, natural landforms such as land, oceans, lakes, and rivers. A virtual scene is where players control virtual characters to complete game logic.
[0046] It is understood that a virtual character is a game character controlled by the player in the game. The player manipulates the virtual character to perform various game activities in the game scene, such as picking up props, fighting, exploring, or solving puzzles. The virtual character can represent the player's image and can be implemented as a three-dimensional virtual model or a two-dimensional virtual model, which is not specifically limited in this embodiment. Virtual characters include, but are not limited to, at least one of a virtual person, a virtual animal, and a virtual machine.
[0047] In an optional embodiment, when the calibration method in the game is run on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing.
[0048] A cloud gaming system consists of a server and client devices. The main operating entity of the game application and the main entity presenting the game screen are separate. The storage and operation of the in-game calibration method are completed on the server. The game screen is presented on the client, which is mainly used to receive and send game data and present the game screen. For example, the client can be a display device with data transmission capabilities close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc., but the terminal device that processes the game data is the cloud server.
[0049] When playing the game, the player operates the client to send instructions to the server. The server controls the game according to the instructions, encodes and compresses the game screen and other data, and returns it to the client through the network. Finally, the client decodes and outputs the game screen.
[0050] It should be noted that in the embodiments of the present application, the execution entity of the calibration method in the game can be a terminal device or a server, wherein the terminal device can be a local terminal device or the client device in the aforementioned cloud game. The embodiments of the present application do not limit the type of execution entity.
[0051] For example, combined with the above introduction, Figure 1 A game system 100 for implementing a game control method provided by an embodiment of the present application is shown. The game system 100 may include at least one terminal device 10, at least one server 20, at least one database 30, and a network.
[0052] The terminal device 10 held by the user can be connected to different servers through the network. The terminal device is any device with computing hardware that can support and execute the software application tool corresponding to the game.
[0053] In the above-mentioned game system 100, the terminal device 10 is used to install and run the game application. In some cases, the game application may not be installed in advance in the terminal device 10, and the player can directly access the game through a client such as a browser.
[0054] Players log into the game application using their registered game account and can control the virtual character associated with that account to participate in the game. When a player logs into the game application, the terminal device 10 sends a login request to the server 20. The server 20 verifies the game account used by the player and determines the game mechanism corresponding to the game account based on the login request. If the verification is successful, the server 20 returns a login success notification to the terminal device 10.
[0055] When players participate in the game through the game application, data is exchanged between the terminal device 10 and the server 20. The terminal device 10 sends various information to the server 20. The server 200 determines the display data of the terminal device 10 based on the stored game mechanism and the received information, and sends the display data to the terminal device 10, so that the display data sent by the server 20 can be displayed to the player through the terminal device 10.
[0056] In possible application scenarios, different terminal devices 10 may be served by different servers 20. Therefore, in order to distinguish the servers 20 corresponding to different terminal devices 10, the first and second descriptions will be used in the embodiments of this application. In fact, the servers 20 corresponding to different terminal devices 10 may also be the same server 200. Therefore, without distinguishing between the first and second, it can be understood that the terminal devices 10 corresponding to the virtual characters in the same game scene are served by the same server 20.
[0057] In addition, when the gaming system 100 includes multiple terminal devices, multiple servers, and multiple networks, different terminal devices can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc.
[0058] In addition, different terminal devices can also use their own Bluetooth network or hotspot network to connect to other terminal devices or connect to servers, etc.
[0059] In addition, the game system 100 may include multiple databases 30, which are coupled to different servers and can continuously store game-related information in the databases when different users play the multi-user game online.
[0060] Optionally, the database 30 includes a relational database (MySQL), a non-relational database (MongoDB), or other databases capable of storing structured data (player's operation records), which is not limited in this embodiment of the present application.
[0061] It should be noted that in the embodiments of the present application, the same virtual game is running on multiple terminal devices. Therefore, data exchange between the multiple terminal devices can be achieved through the virtual game server. Therefore, when terminal device 1 sends data to terminal device 2, it can be understood that terminal device 1 sends data to the virtual game server, and the server sends the data to terminal device 2. When terminal device 1 receives data sent by terminal device 2, it can be understood that terminal device 1 receives data sent by the virtual game server, which is the data sent by terminal device 2 to the server. Alternatively, there may be no game server, and terminal device 1 can send game data directly to terminal device 2.
[0062] It should be noted that Figure 1 The game system diagram shown is only an example. The game system 100 described in the embodiment of the present application is intended to more clearly illustrate the technical solution of the embodiment of the present application, and does not constitute a limitation on the technical solution provided in the embodiment of the present application. Ordinary technicians in this field can know that with the evolution of the game system and the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.
[0063] It should be noted that the triggering operations that appear in the subsequent detailed introduction to the calibration method in the game provided by the embodiment of the present application can all be regarded as operations performed by the player through fingers or controlling a medium such as a mouse, keyboard, or stylus. The specific medium to be used can be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a mobile phone, tablet computer, or game console, the player can perform touch operations on the touch screen through any suitable object or accessory such as a finger or stylus. When the terminal device is a non-touch screen terminal device such as a desktop computer or laptop computer, the player can perform operations through external devices such as a mouse and keyboard.
[0064] The technical solution of the present application is described in detail below through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described in detail in some embodiments.
[0065] See also Figure 2 A skill release parameter calibration method provided in an embodiment of the present application is implemented by steps 011, 012, and 013, which are described in detail below.
[0066] Step 011: Obtaining a skill calibration model corresponding to the current appearance of the first virtual character, where the skill calibration model is generated based on the first skill release data under the current appearance and the second skill release data of the first virtual character under the normal appearance, where the normal appearance is different from the current appearance;
[0067] The first virtual character refers to the virtual character currently operated by the player.
[0068] Among them, the skills of virtual characters include executable behaviors with characteristic rules and effects (such as passive skills and active skills in MOBA games), executable basic non-cooling cyclic attack behaviors (such as continuous shooting of guns in shooting games), and other behaviors.
[0069] The normal appearance is the default appearance design of the first virtual character, and the current appearance refers to the appearance design presented by the first virtual character at the current moment.
[0070] Optionally, the normal appearance and the current appearance of the first virtual character both include at least one of skin and skill effects.
[0071] For example, see Figure 3 and Figure 4 , the normal appearance skin of the first virtual character S1 is Figure 3 For clothing marked with a plus sign, the skill effect of skill A in the normal appearance is Figure 4 S3 is a virtual sphere shown in FIG.
[0072] If the current appearance skin of the first virtual character is different from the normal appearance skin (such as different character clothing, different clothing color, different accessories, etc.), it may interfere with the player's visual concentration and cause deviations in skill release; if the skill special effects of the current appearance of the first virtual character are different from the skill special effects under the normal appearance (such as particle effects, light effects), it may also interfere with the player's visual judgment, cause the player to make operational errors, and affect the player's skill release experience.
[0073] For example, if the skill effects of the first virtual character's appearance are too bright, they may obscure the target object (such as an enemy virtual character or a scene object); if the dynamic effects of the skill effects are too complex, they may distract the player's attention and cause the player to make operational errors.
[0074] See also Figure 3 , Figure 3 When a first avatar S1, controlled by a player and wearing a current appearance, releases skill A, the skill special effect S3 of skill A in the current appearance is a virtual sphere emitting light lines, which is different from the skill special effect in the normal skin. This causes color interference to the player (the skill special effect is more likely to cause interference when the first avatar moves at a high speed, Figure 3(The color difference is not shown in the figure), resulting in that when the first virtual character S1 uses skill A to attack the virtual character S2, the actual release direction of skill A (solid arrow line) deviates from the ideal release direction (dashed arrow line).
[0075] See also Figure 4 , Figure 4 When the first virtual character S1 controlled by the player and wearing another current appearance releases skill A, since the skin of the first virtual character S1 in the current appearance is a costume with an asterisk ( Figure 4 The curvature (or color) of the skin interferes with the player, causing the actual release direction (solid arrow line) of skill A to deviate from the ideal release direction (dashed arrow line) when the first virtual character S1 uses skill A to attack the virtual character S2.
[0076] The first skill release data refers to parameter information related to skill release of the first avatar in its current appearance, and the second skill release data refers to parameter information related to skill release of the first avatar in its normal appearance.
[0077] Using the second skill release data from the normal appearance as a reference for the skill release effect, a skill calibration model is generated by comparing the differences between the first and second skill release data. This skill calibration model then calibrates the skill release data when wearing the current appearance (i.e., not the normal appearance), ensuring that the skill release effect when the player is playing with the current appearance is the same as when playing with the normal appearance, effectively reducing operational deviations and improving the player's gaming experience.
[0078] In an optional embodiment, the first skill release data is obtained by the terminal device capturing a skill release event when the first virtual character releases a skill in the current appearance, and the second skill release data is obtained by the terminal device capturing a skill release event when the first virtual character releases a skill in the normal appearance.
[0079] Among them, skill release events refer to the behaviors and state changes triggered in the process of a virtual character performing skill-related actions and producing corresponding effects in the game. These behaviors and state changes are recorded in the corresponding skill release data.
[0080] Skill release events can be triggered in a variety of ways, such as by clicking a specific key or skill button on the graphical user interface to release the skill, passive triggers (such as hit triggers, death triggers, and injury triggers), or automatically triggering the skill release when the corresponding passive conditions are met.
[0081] Optionally, the first skill release data and the second skill release data can be obtained during the (current or previous) play process of the first virtual character under the control of the current player, or obtained during the (current or previous) play process of a virtual character with the same skills as the first virtual character controlled by a teammate player, a player from a different camp, etc.
[0082] For example, when a player is playing in clone mode, the player's first avatar corresponds to the same avatar as the avatar operated by a teammate. If the avatar operated by the teammate has the current appearance, the skill release data collected from the teammate is used as the first skill release data; if the avatar operated by the teammate has the normal appearance, the skill release data collected from the teammate is used as the second skill release data.
[0083] In an optional embodiment, the first skill release data and the second skill release data both include at least one of skill hit rate, aiming offset, skill release time, trajectory arc, trajectory speed, skill misoperation rate during skill cooling time, combo fluency and field of view obstruction frequency.
[0084] The skill hit rate refers to the ratio of the number of times a virtual character successfully acts on a target (enemy virtual character, scene object, etc.) when releasing a skill to the total number of times the skill is released;
[0085] Aim offset refers to the degree and range of deviation between the actual release direction and the player's aiming (expected) direction when the virtual character releases a skill;
[0086] Skill release time refers to the time interval between the player triggering the virtual character's skill release operation (such as pressing a shortcut key or clicking a skill button) and the skill actually taking effect.
[0087] Ballistic curvature refers to the degree of curvature of the trajectory of flying objects such as bullets, arrows, skill effects, etc. fired by virtual characters during flight;
[0088] Ballistic speed refers to the speed at which bullets, arrows, skill effects, and other flying objects fired by virtual characters fly from the launch point to the target point;
[0089] The skill misuse rate during skill cooldown refers to the probability that a player mistakenly triggers a skill operation due to various reasons (such as appearance influence) when the avatar's skill is in cooldown and cannot be used.
[0090] Combo fluency refers to the smoothness of the movement transitions and the overall consistency of the player's avatar's combo. Due to color and arc interference, the player's combo fluency may be reduced when controlling the first avatar with the current appearance.
[0091] Vision obstruction frequency refers to how frequently a player's vision is obstructed by various factors (such as appearance) during the game, and is usually measured by the number of times the vision is obstructed per unit time.
[0092] Among them, the skill calibration model is a data model used to adjust the relevant parameters of the skill release of the first virtual character under the current appearance.
[0093] In an optional embodiment, the skill calibration model is associated with the first virtual character of the current player, and the skill calibration model is generated based on the first visual element of the current appearance, the second visual element of the normal appearance, the first skill release data and the second skill release data.
[0094] The first visual elements refer to various visual design components used to form the current appearance of the virtual character, and the second visual elements refer to various visual design components used to form the normal appearance of the virtual character.
[0095] If the current player's primary avatar changes (for example, in a MOBA game, the current player originally controls avatar A, and in a new round controls avatar B, the primary avatar changes from avatar A to avatar B), the corresponding operational errors of the current player may vary. Therefore, each avatar controlled by the current player corresponds to a different skill calibration model.
[0096] In an optional embodiment, the normal appearance and current appearance of the first virtual character both include at least one of skin and skill special effects, and the first visual element and the second visual element include color characteristics and curvature characteristics of the skin, and at least one of color characteristics, brightness characteristics and dynamic effect characteristics of the skill special effects.
[0097] Among them, color features refer to the quantitative description of color.
[0098] The curvature feature refers to the curved shape and curvature distribution of the 3D model surface corresponding to the appearance of the virtual character. It is a key attribute for measuring the geometric shape of the model surface area.
[0099] Brightness characteristics refer to the brightness attributes of a virtual character's skills in visual presentation and their changing patterns.
[0100] Dynamic effect characteristics refer to the effect attributes of the virtual character's skills that change in real time due to factors such as environmental variables, character status, target attributes or the passage of time during the release, effectiveness or duration of the skills.
[0101] For example, a virtual character's normal appearance may be primarily yellow-red, with a traditional humanoid form, and the color effects when unleashing skills may be primarily red. The virtual character's current appearance may be primarily black-purple, with a mecha-style form, and the color effects when unleashing skills may be primarily purple. The normal and current appearances of the virtual character each provide a different visual experience for the player, potentially causing visual distraction, affecting the effectiveness of skill unleashing, and degrading the player's gaming experience.
[0102] In an optional embodiment, the skill calibration model is associated with the current player, and the skill calibration model is generated based on the first visual element, the second visual element, the first skill release data and the second skill release data when the current player controls the first virtual character to release a skill.
[0103] The first visual element corresponds to the first skill release data, and the second visual element corresponds to the second skill release data. By comparing the first and second skill release data, you can find the skills that need to be corrected and the corresponding correction value.
[0104] Step 012: determining skill adjustment parameters based on the skill calibration model and current elements of the first virtual character, where the current elements include visual elements of the current appearance in the graphical user interface;
[0105] The current elements refer to the primary visual elements displayed by the first avatar wearing the current appearance at the current moment. The visual elements displayed in the graphical user interface for the current appearance vary depending on the avatar's posture (e.g., running, walking, jumping, or crouching). The primary visual elements include the visual elements displayed in the graphical user interface for the avatar wearing the current appearance in different postures. The visual elements refer to the design components of the visual representation of the first avatar's current appearance in the graphical user interface.
[0106] The skill adjustment parameter is a parameter used to adjust the numerical value of the skill of the first virtual character.
[0107] In an optional embodiment, the skill adjustment parameters include at least one of an aiming offset correction value, a release time correction value, a hit determination range correction value, a trajectory arc correction value, a trajectory speed correction value, and a display parameter correction value of a skill indicator.
[0108] The aim offset correction value is the amount of adjustment made to offset the aim point deviation caused by the current appearance. For example, if the current player performs what they believe to be the same operation (which has actually been affected by the current appearance), and the aim point of the first avatar in the current appearance is 0.5 meters (in the virtual scene) directly above the aim point in the normal appearance, the aim offset correction value is 0.5 meters downward.
[0109] The release time correction value is the amount of adjustment made to offset the skill release time deviation caused by the current appearance. For example, if the current player performs what they believe to be the same operation (but the operation has actually been adjusted due to the current appearance), and the first avatar's release time in the current appearance is 10ms earlier than the release time in the normal appearance, the release time correction value is 10ms (or -10ms);
[0110] The hit detection range correction value is the amount of adjustment made to offset the aiming point deviation caused by the current appearance. For example, if the current player performs what they believe to be the same operation (which has actually been affected by the current appearance), and the center of the first avatar's hit detection range in the current appearance is 10 meters (in the virtual world) to the right of the center of the hit detection range in the normal appearance, the hit detection range correction value is 10 meters to the left (or right).
[0111] The trajectory arc correction value is the amount of adjustment made to offset the trajectory arc deviation caused by the current appearance. For example, if the current player performs what they believe to be the same operation (which has actually been affected by the current appearance), and the trajectory arc of the first avatar in the current appearance is 3 degrees higher than the trajectory arc in the normal appearance, the trajectory arc correction value is 3 degrees (or -3 degrees).
[0112] The velocity correction value is the amount of adjustment made to offset the velocity deviation caused by the current appearance. For example, if the current player performs what they believe to be the same operation (which has actually been affected by the current appearance), and the first avatar's velocity in the current appearance is 10m / s greater (in terms of length and time in the virtual scene) than in the normal appearance, the velocity correction value is 10m / s (or -10m / s).
[0113] The display parameter correction value of the skill indicator refers to the adjustment amount obtained to offset the deviation of the display parameters of the skill indicator caused by the current appearance; for example, when the current player performs what he believes to be the same operation (in fact, an operation error has occurred due to the current appearance), the display parameters of the skill indicator of the first virtual character under the current appearance are 0.2 greater than the display parameters of the skill indicator under the normal appearance, then the display parameter correction value of the skill indicator is 0.2 (or -0.2).
[0114] Specifically, the current element of the first virtual character is input into the skill calibration model, which outputs corresponding skill adjustment parameters, which adjust the values of various parameters that affect the effect of skill release. Optionally, the skill adjustment parameters include skill adjustment parameters for multiple skills corresponding to the first virtual character.
[0115] For example, when the first virtual character has three skills, skill adjustment parameters corresponding to the three skills are obtained respectively to ensure the release effect of each skill of the first virtual character under the current appearance and to ensure the player's gaming experience.
[0116] Step 013: Based on the skill adjustment parameters, adjust the skill release parameters of the first virtual character.
[0117] Skill release parameters refer to the parameters that determine how a skill is released and its effects in the game. These parameters include at least one of the following: aiming offset, release delay, release advance, hit detection range, trajectory arc, trajectory speed, and control parameters for the skill indicator display.
[0118] Among them, the aiming offset parameter is a parameter used to control the aiming offset of the skill;
[0119] The release time delay parameter is used to control the release delay time of the skill;
[0120] The release time advance parameter is used to control the advance release time of the skill;
[0121] The hit detection range parameter is used to control the skill's detection area.
[0122] The trajectory arc parameter is used to control the flight arc of flying objects (such as bullets, arrows, etc.) released by skills;
[0123] Ballistic speed is a parameter used to control the flight speed of flying objects (such as bullets, arrows, etc.) released by skills;
[0124] The control parameters of the skill indicator display parameters are parameters used to control the transparency and / or value size of the skill range indicator circle.
[0125] Optionally, the skill release parameters that need to be adjusted do not include: basic skill attributes (such as damage value, cooling time, etc.), because basic skill attributes have no direct correlation with the normal appearance or current appearance of the virtual character.
[0126] Specifically, based on the obtained skill adjustment parameters and the skill to be released by the first avatar, a game engine interface is called to integrate with the game engine's skill system based on the skill adjustment parameters and the skill parameters corresponding to the skill to be released, thereby compensating for the effect of the skill to be released. For example, the skill adjustment parameters can be directly summed with the corresponding skill parameters to obtain a parameter that serves as the parameter for the skill to be released based on the first avatar's current appearance.
[0127] In this way, the corresponding skill adjustment parameters are determined through the skill calibration model and current elements corresponding to the current appearance of the first virtual character. According to the skill adjustment parameters, the skill release parameters of the skills released by the player are adjusted accordingly, which can reduce the difference between the effect of the currently released skill and the effect of the skill with normal appearance, and compensate for the player's operation errors.
[0128] Moreover, the different appearances of the first virtual character correspond to different skill calibration models. When the player switches between different appearances during play, the corresponding skill calibration model can be used to obtain the corresponding skill adjustment parameters for compensation, thereby ensuring the player's skill release effect under various appearances, reducing the operational errors of the player's skill release under different appearances, and improving the player's gaming experience.
[0129] In some embodiments, see Figure 5 , step 012 includes step 0121, which is described in detail below.
[0130] Step 0121: Input the current element deviation into the skill calibration model to output the skill adjustment parameter. The current element deviation is the deviation between the current element and the target element. The target element is the element corresponding to the current element in the normal appearance.
[0131] Element deviation refers to the deviation between the different appearances of the virtual character and the normal appearance.
[0132] Specifically, by comparing the first visual element corresponding to the current appearance with the second visual element corresponding to the normal appearance, the different part is determined to be the corresponding element deviation, and the specific parameters of the element deviation part (such as the main color tone, contrast, brightness, curve complexity, shape deviation, etc. of the appearance) are extracted through a color model (such as the HSV color space model) and / or an algorithm (such as an edge detection algorithm), and the element deviation is quantified as the current element deviation.
[0133] For example, if the avatar is humanoid and the current and normal appearances have a visual difference only in the head, but the rest of the head is the same (i.e., the color and curvature are the same), then the element deviation is the visual difference in the head. Parameters such as the primary hue and contrast of the current and normal appearances are extracted using the HSV color space. Parameters such as the curve complexity of the current and normal appearances are extracted using an edge detection algorithm. These parameters are used together as the current element deviation.
[0134] In this way, by quantifying the element deviation between the current appearance and the normal appearance, we can provide a reference benchmark for precise adjustment, avoid subjective errors, and improve game development efficiency.
[0135] In an optional embodiment, the skill calibration model includes a mapping relationship between the corresponding element deviations and skill adjustment parameters in the current appearance and the normal appearance.
[0136] Specifically, after the current element deviation is input into the skill calibration model, the skill calibration model outputs the skill adjustment parameter mapped corresponding to the element deviation according to the element deviation corresponding to the current element deviation.
[0137] In this way, for game scenarios with high real-time requirements, time-consuming operations such as real-time calculation and memory access can be avoided, and skill adjustment parameters can be obtained directly through mapping relationships, reducing data dependence and communication delays, improving the response speed of the game system, and enhancing the player's gaming experience.
[0138] In some embodiments, please refer to Figure 5 , step 012 also includes step 0122 and step 0123, which are described in detail below.
[0139] Step 0122: Input the current element deviation to the skill calibration model to output multiple preset element deviations that match the current element deviation, where the current element deviation is the deviation between the current element and the target element, and the target element is the element corresponding to the current element in the normal appearance;
[0140] Step 0123: Based on the multiple preset element deviations and the current element deviation, interpolate the multiple skill deviation parameters corresponding to the multiple preset element deviations to obtain the skill adjustment parameter.
[0141] The preset element deviation is a deviation value set based on experience.
[0142] The skill deviation parameter is the skill adjustment parameter corresponding to the preset element deviation in the skill calibration model. The skill deviation parameter includes at least one of the following: aim offset correction value, release time correction value, hit detection range correction value, trajectory arc correction value, trajectory speed correction value, and skill indicator display parameter correction value.
[0143] Optionally, in MOBA games, the skill deviation parameter also includes: at least one of an adjustable skill indicator length, an adjustable skill indicator width, and a display method of a predicted path (such as a skill range prompt in League of Legends).
[0144] Specifically, when the current element deviation is not equal to any of the preset element deviations, the skill calibration model outputs a preset element deviation that matches the current element deviation and the corresponding skill deviation parameter. The matching preset element deviations are multiple preset element deviations that have the smallest difference from the current element deviation. The skill deviation parameters of the matching preset element deviations are processed using an interpolation algorithm (generating intermediate values from known data points, such as polynomial interpolation, piecewise linear interpolation, etc.), and the resulting values are used as the required skill adjustment parameters.
[0145] For example, the hit judgment range correction value output by the skill calibration model is in the range of [-0.1, +0.1] (distance units), and the interpolation algorithm dynamically takes values within this range to compensate for the player's operation errors.
[0146] Optionally, the matched preset element deviation may be a preset element deviation having the smallest difference with the current element deviation, and the skill deviation parameter corresponding to the preset element deviation is used as the skill adjustment parameter;
[0147] Optionally, the skill deviation parameters corresponding to multiple preset element deviations with the smallest difference from the current element deviation are averaged or weighted averaged, and the resulting value is used as the required skill adjustment parameter. For example, if the multiple aiming offset correction values output by the skill calibration model are nonlinear, an interpolation algorithm can generate a continuous adjustment curve between the discrete aiming offset correction value data points, and the values along the adjustment curve are taken to compensate for the player's operational errors.
[0148] In this way, the interpolation algorithm is used to dynamically generate skill adjustment parameters, and the skill adjustment parameters with smooth transitions are enhanced, thereby enhancing the continuity and integrity of the data.
[0149] In an optional embodiment, the skill calibration model includes multiple sets of correspondences, each set of correspondences including a preset element deviation and a corresponding skill deviation parameter;
[0150] Specifically, when the current element deviation is equal to any preset element deviation, the skill deviation parameter corresponding to the preset element deviation is the required skill adjustment parameter.
[0151] In some embodiments, please refer to Figure 5 , step 013 includes step 0131 and step 0132 to achieve compensation for the skill release effect, which is explained in detail below.
[0152] Step 0131: Determine a second skill release parameter based on the skill adjustment parameter and the first skill release parameter of the first virtual character, where the first skill release parameter is the skill release parameter of the first virtual character in a normal appearance;
[0153] Step 0132: Adjust the skill release parameters of the first virtual character to the second skill release parameters.
[0154] The second skill release parameter refers to the skill release parameter obtained by adjusting the first skill release parameter according to the skill calibration model.
[0155] Specifically, the sum or difference of the values of the first skill release parameter and the skill adjustment parameter is uniformly taken as the second skill release parameter. The second skill release parameter is used to control the skill release effectiveness process of the first virtual character.
[0156] For example, after obtaining the value of a skill adjustment parameter, apply it inversely to generate the second skill release parameter. For example, if the aim offset correction value for the first skill release parameter is +0.05 (units), the aim offset for the second skill release parameter is set to -0.05 (units) based on the aim offset value of the first skill release parameter.
[0157] In this way, the operational error between the player's current appearance and the normal appearance can be reduced, ensuring the player's gaming experience.
[0158] In some embodiments, please refer to Figure 6 Step 0132 includes step 01321, step 01322 and step 01323 to dynamically modify the skill release parameters of the first virtual character, which is described in detail below.
[0159] Step 01321: Obtain the real-time release parameters of the third skill of the first virtual character;
[0160] Step 01322: Based on the difference between the third skill release parameter and the second skill release parameter, modify the skill adjustment parameter;
[0161] Step 01323: Based on the corrected skill adjustment parameters, adjust the skill release parameters of the first virtual character again.
[0162] Among them, the third skill release parameter is the skill release parameter of the first virtual character under the current appearance.
[0163] Specifically, players may have different operational errors in different game environments (real environment, virtual background environment where the virtual character is located), and the second skill release parameters can compensate for the player's operational errors in most cases.
[0164] For example, in different situations such as bright, dim, gray, and dark lighting in the real environment, the operation errors caused by the player operating the first virtual character may be different.
[0165] For example, in different virtual background environments, such as forest environment, grassland environment, desert environment, ocean environment, sunny day, rainy day, etc., since the current appearance of the first virtual character operated by the player is unchanged, the player's operation error may be different when the first virtual character is in a rainy forest environment and a sunny desert environment respectively.
[0166] While the second skill release parameter can compensate for player operational errors in most situations, it can be difficult to fully compensate in some special cases, impacting the player's gaming experience. Therefore, by continuously acquiring the third skill release parameter and calculating the difference between the third and second skill release parameters, we can correct the skill adjustment parameters to compensate for player operational errors in different environments.
[0167] For example, after each skill release of the first virtual character, the parameter value related to the hit result in the skill adjustment parameter (such as the hit judgment range correction value) is fine-tuned according to the hit result corresponding to the real-time third skill release parameter; for example, the sliding window counts the hit rates of the last 10 times, and gradually adjusts the hit judgment range correction value for compensation.
[0168] Therefore, by dynamically modifying the skill release parameters, we can continuously compensate for the differences in players' operations in different environments and smoothly transition the players' gaming experience.
[0169] In some embodiments, see Figure 7 , step 011 includes step 0111, step 0112 and step 0113 to obtain the corresponding skill calibration model, which is described in detail below.
[0170] Step 0111: Acquire the first skill release data of the second virtual character in the current appearance and the second skill release data of the second virtual character in the normal appearance;
[0171] Step 0112: Calculate the element deviation between the first visual element of the current appearance and the second visual element of the normal appearance, as well as the skill deviation parameters of the corresponding first skill release data and second skill release data;
[0172] Step 0113: Based on the element deviation and the corresponding skill deviation parameters, generate a skill calibration model corresponding to the current appearance.
[0173] The second virtual character is a virtual character that was previously controlled by the current player or another player and is identical to the first virtual character. For example, the first virtual character is virtual character A; the second virtual character can be virtual character A previously controlled by the current player, virtual character A currently controlled by a teammate, or enemy virtual character A controlled by a player in a different faction.
[0174] Specifically, the first skill release data is associated with the current appearance (e.g., the ID corresponding to the current appearance), and the second skill release data is associated with the normal appearance (e.g., the ID corresponding to the normal appearance). By calculating a large amount of the first skill release data and the second skill release data, a large number of corresponding element deviations and skill deviation parameters are obtained. The element deviations can be used as a mapping relationship between preset element deviations and corresponding skill deviation parameters to form a skill calibration model corresponding to the current appearance. Alternatively, each element deviation and corresponding skill deviation parameter can be used as discrete data points, and a continuous curve generated through an interpolation algorithm to form a skill adjustment model.
[0175] Optionally, the second virtual character may only include virtual characters that were previously operated by the current player and are the same as the first virtual character. For current players with high activity, sufficient historical data (i.e., first skill release data and second skill release data) may be obtained to train the skill calibration model.
[0176] In this way, a universal skill calibration model obtained through the data of the majority of players can standardize the development process, reduce the development and maintenance costs of the game, and maintain the fairness of the game economy; the individualized skill calibration model obtained through the data of the current players can better adapt to the current players, improve the current players' game operation limit and immersion, and enhance the current players' willingness to consume.
[0177] In some embodiments, see Figure 8 Step 011 includes step 0114 and step 0115, and step 0111 includes step 01111. A large amount of sample data is obtained to generate a corresponding skill calibration model, which is described in detail below.
[0178] Step 0114: Capturing the first skill release event when the second virtual character releases a skill in the current appearance and storing it in the database;
[0179] Step 0115: Capturing a second skill release event when the second virtual character releases a skill in a normal appearance and storing the event in a database;
[0180] Step 01111: Acquire the first skill release event and the second skill release event stored in the database to obtain the first skill release data and the second skill release data.
[0181] Among them, the first skill release event refers to the behavior and state changes triggered in the process of the second virtual character performing skill-related actions and producing corresponding effects in the game.
[0182] Among them, the second skill release event refers to the behavior and state changes triggered in the process of the second virtual character performing skill-related actions and producing corresponding effects in the game.
[0183] Specifically, first and second skill release events of a second virtual character operated by multiple players are obtained online and stored in a database. A large amount of first and second skill release data is obtained from the database. By calculating this large amount of first and second skill release data, a large number of corresponding element deviations and skill deviation parameters are obtained, thereby developing a highly versatile skill calibration model.
[0184] In this way, a universal skill calibration model can be obtained through the data of most players, which can standardize the development process, reduce the development and maintenance costs of the game, and maintain the fairness of the game economy.
[0185] In some embodiments, see Figure 9 , step 011 includes step 0116 and step 0117, which are described in detail below.
[0186] Step 0116: Extracting skin color features using a preset color model. The skin color features include the skin's main hue, contrast, and brightness.
[0187] Step 0117: Extracting curvature features of the skin through an edge detection algorithm, where the curvature features include at least one of curve complexity and shape deviation.
[0188] The preset color model is a known color model generated based on experience or adopted. For example, the preset color model may be the HSV color space. The HSV color space is a color space model of hue, saturation, and value, oriented towards visual perception, and can be used to describe color characteristics.
[0189] Among them, the edge detection algorithm is an image feature extraction technology based on the change of pixel grayscale value, which can find the set of pixels with the largest brightness or color change in the image.
[0190] In an optional embodiment, the first visual element and the second visual element include color characteristics and curvature characteristics of the skin.
[0191] Specifically, the OpenCV library boasts high-performance image processing capabilities, a rich library of image processing algorithms, and high flexibility. The OpenCV library can be used to process and analyze the skin of the current appearance. The specific process includes: reading images of the skin from various angles in the game and converting them into parameters of a preset color model (such as hue, saturation, and brightness in the HSV color space). Using a clustering algorithm (such as the K-means algorithm), the most representative color is found as the hue. The standard deviation of the skin's separated brightness channels is calculated as the quantized saturation, and the average brightness of the separated brightness channels is calculated as the brightness.
[0192] Optionally, the Dlib library, the Halcon library, etc. may be used to perform image processing and analysis on the skin of the current appearance.
[0193] The curvature features of the skin can be extracted through edge detection algorithms. The specific process is as follows: reading images of the skin at various angles in the game and removing noise, using algorithms such as Canny to detect the edge contour of the skin, tracking the edge contour to obtain a continuous curve, and calculating the curvature distribution and the number of inflection points of the continuous curve. The curvature distribution and the number of inflection points reflect the complexity of the curve; comparing the edge contour with a standard model of normal skin, calculating the difference between the contour point and the reference shape of the standard model (such as average distance, Fourier descriptor difference, or shape matching error), and quantifying the shape deviation.
[0194] Optionally, the curvature features of the skin may be extracted by using algorithms such as the Halcon edge detection operator and the Zernike moment edge detection operator.
[0195] In this way, by extracting the color and curvature features of the skin, the impact of the skin design on the operation is quantified, providing quantitative indicators for the subsequent construction of the skill calibration model.
[0196] In some embodiments, please refer to Figure 9 , step 0112 includes step 01121 to calculate the corresponding element deviation and skill deviation parameters, which are described in detail below.
[0197] Step 01121: Based on a preset numerical calculation library, calculate the element deviation between the first visual element of the current appearance and the second visual element of the normal appearance, as well as the skill deviation parameters of the first skill release data and the second skill release data.
[0198] The preset numerical computing library is an empirically generated or adopted known numerical computing library. For example, the preset numerical computing library may be the NumPy library, a core library in the Python ecosystem for efficiently processing multidimensional arrays and performing mathematical operations. The NumPy library provides Python with high-performance multidimensional array objects and tools for processing these arrays. The NumPy library features high-performance computing, high memory efficiency, reduced cache loss, increased data read speed, and a rich tool set.
[0199] Specifically, by using a pre-defined numerical computation library (such as NumPy) as a statistical analysis tool, element deviation and skill deviation parameters are calculated. The difference between the composition of the first visual element and the composition of the second visual element is calculated as the element deviation. The difference between the skill hit rate, aiming offset, and other data of the first skill release data and the second skill release data is calculated one by one. These differences serve as correction values to form the skill deviation parameter.
[0200] Optionally, the element deviation and skill deviation parameters may be calculated by calling MATLAB, JAX, SciPy, etc.
[0201] In this way, the element deviation and skill deviation parameters can be obtained quickly and accurately, improving the efficiency of building the skill calibration model.
[0202] In some embodiments, please refer to Figure 9 , step 0113 includes step 01131 to generate a complete skill calibration model, which is described in detail below.
[0203] Step 01131: Process the element deviation and the corresponding skill deviation parameters through the regression model to generate a skill calibration model.
[0204] Among them, the regression model is a statistical model used to establish the quantitative relationship between independent variables and dependent variables, which can be used to generate a skill calibration model.
[0205] Optionally, the regression model can be a linear regression model, a polynomial regression model, an elastic network regression model, a neural network regression model, a robust regression model, etc., which is not limited in the embodiments of the present application.
[0206] Specifically, the regression model is used to map the deviations of various elements of the current appearance (such as the main color tone in the color feature, the curve complexity in the arc feature, etc.) to one or more corresponding skill deviation parameters (such as the aiming offset correction value, the release time correction value, etc.).
[0207] In this way, by generating a game skill calibration model through a regression model, an accurate skill calibration model can be generated, the compensation effect of the skill can be enhanced, and the player's gaming experience can be improved.
[0208] Based on the skill release parameter calibration method described in the above embodiment, the present application also provides a skill release parameter calibration device for executing the steps in the skill release parameter calibration method. Figure 10 , Figure 10 : is a schematic diagram of a module of a calibration device 200 provided in an embodiment of the present application. The calibration device 200 includes:
[0209] An acquisition module 201 is configured to acquire a skill calibration model corresponding to a current appearance of a first virtual character, the skill calibration model being generated based on first skill release data under the current appearance and second skill release data under the first virtual character's normal appearance, where the normal appearance is different from the current appearance.
[0210] A determination module 202 is configured to determine a skill adjustment parameter based on the skill calibration model and current elements of the first virtual character, the current elements including visual elements of a current appearance in a graphical user interface;
[0211] The adjustment module 203 is used to adjust the skill release parameters of the first virtual character based on the skill adjustment parameters.
[0212] It should be noted that the specific details of each module unit in the above-mentioned calibration device have been described in detail in the embodiment of the above-mentioned skill release parameter calibration method, and will not be repeated here.
[0213] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program that has a predetermined function and works together with other related parts to achieve a predetermined goal, and can be implemented in whole or in part by using software, hardware (such as processing circuits or memories) or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be part of an overall module or unit that includes the function of the module or unit.
[0214] In some embodiments, the calibration device in the embodiments of the present application can be implemented in hardware, such as a terminal device, or a component in the terminal device, such as an integrated circuit or chip; the calibration device can also be implemented in software, such as as an application installed in the terminal device.
[0215] The present application also provides a terminal device comprising a memory, a processor, and a display. The memory is used to store one or more computer instructions to implement the above-mentioned skill release parameter calibration method; and the display is used to display a graphical user interface.
[0216] In some embodiments, see Figure 11 , Figure 11 This is a schematic diagram of the structure of a terminal device provided in an embodiment of the present application. Terminal device 300 includes a processor 301, memory 302, and a display 303. Display 303 is used to display a graphical user interface. Memory 302 stores a computer program 304 executable on processor 301. When executed by processor 301, program 304 implements the various processes of the aforementioned calibration method embodiment and achieves the same technical effects. To avoid repetition, these details are not repeated here.
[0217] See also Figure 12 , Figure 124 is a schematic diagram of the hardware structure of a terminal device provided in an embodiment of the present application. The terminal device can be a terminal or a server. Exemplarily, the terminal device 400 includes a central processing unit (CPU) 401, a system memory 404 including a random access memory (RAM) 402 and a read-only memory (ROM) 403, and a system bus 405 connecting the system memory 404 and the central processing unit 401.
[0218] In some embodiments, the terminal device 400 may also include a basic input / output system (BIOS) 406 for facilitating information transmission between various components within the computer, and a large-capacity storage device 407 for storing an operating system 413, application programs 414, and other program modules 415.
[0219] In some embodiments, the basic input / output system 406 includes a display 408 for displaying information and an input device 409 such as a touch panel and other input devices for user input of information. A touch panel is also called a touch screen. A touch panel may include two parts: a touch device and a touch controller. Other input devices may include, but are not limited to, a physical keyboard, function keys (such as a volume control button, an on / off button, etc.), a trackball, a mouse, and a joystick, which are not described in detail here.
[0220] The display 408 and input device 409 are both connected to the CPU 401 via an input / output controller 410 connected to the system bus 405. The basic input / output system 406 may also include an input / output controller 410 for receiving and processing input from a touch panel, other input devices, etc. Similarly, the input / output system 406 may also include output devices, such as a display screen, a printer, or other types of output devices.
[0221] The mass storage device 407 is connected to the central processing unit 401 via a mass storage controller (not shown) connected to the system bus 405. The mass storage device 407 and its associated computer-readable medium provide non-volatile storage for the terminal device 400. In other words, the mass storage device 407 may include a computer-readable medium (not shown) such as a hard disk or a Compact Disc Read-Only Memory (CD-ROM) drive.
[0222] According to various embodiments of the present application, the terminal device 400 may also be connected to a remote computer on the network 417 via a network such as the Internet. That is, the terminal device 400 may be connected to the network 417 via the network interface unit 416 connected to the system bus 405, or the network interface unit 416 may be used to connect to other types of networks or remote computer systems (not shown).
[0223] An embodiment of the present application also provides a computer-readable storage medium, which stores a computer program. When the computer program is executed by a processor, it implements the various processes of the embodiment of the above-mentioned calibration method and can achieve the same technical effect. To avoid repetition, it will not be repeated here.
[0224] The processor may be the processor in the terminal device in the above embodiment. The computer readable storage medium may be a computer read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[0225] Computer-readable media may include computer storage media and communication media. Computer storage media include volatile and non-volatile, removable and non-removable media implemented by any method or technology for storing information such as computer-readable instructions, data structures, program modules or other data. Computer storage media include RAM, ROM, Erasable Programmable Read-Only Memory (EPROM), Electrically Erasable Programmable Read-Only Memory (EEPROM), flash memory or other solid-state memory technology, CD-ROM, Digital Versatile Disc (DVD) or other optical storage, tape cassettes, magnetic tape, disk storage or other magnetic storage devices. Of course, those skilled in the art will appreciate that computer storage media are not limited to the above.
[0226] The present application also provides a computer program product, including a computer program, which, when executed by a processor, implements the aforementioned calibration method. The processor may be the processor in the terminal device described in the aforementioned embodiment. When executed by the processor, the computer program implements each of the processes in the aforementioned calibration method embodiment, achieving the same technical effects. To avoid repetition, these processes are not described here.
[0227] It is understandable that in the specific implementation of this application, data related to user identity or characteristics is involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.
[0228] Any process or method description in a flowchart or otherwise described herein may be understood to represent a module, segment or portion of code comprising one or more executable instructions for implementing the steps of a specific logical function or process, and the scope of the preferred embodiments of the present application includes alternative implementations in which functions may be performed out of the order shown or discussed, including performing functions in a substantially simultaneous manner or in the reverse order depending on the functions involved, which should be understood by those skilled in the art to which the embodiments of the present application belong.
[0229] Although the embodiments of the present application have been shown and described, those skilled in the art will appreciate that various changes, modifications, substitutions, and variations may be made to the embodiments without departing from the principles and intent of the present application, and that the scope of the present application is defined by the claims and their equivalents.
Claims
1. A method for calibrating skill release parameters, characterized in that: A graphical user interface is provided through a screen of a terminal device, wherein the graphical user interface includes at least a portion of a game scene, and the game scene includes a first virtual character controlled by the terminal device, and the calibration method includes: Obtaining a skill calibration model corresponding to a current appearance of a first virtual character, the skill calibration model generated based on first skill release data for the current appearance and second skill release data for the first virtual character in a normal appearance, where the normal appearance is different from the current appearance; determining skill adjustment parameters based on the skill calibration model and current elements of the first virtual character, the current elements including visual elements of the current appearance in the graphical user interface; Based on the skill adjustment parameters, skill release parameters of the first virtual character are adjusted.
2. The calibration method according to claim 1, wherein: The skill calibration model is generated based on the first visual element of the current appearance, the second visual element of the normal appearance, the first skill release data and the second skill release data.
3. The calibration method according to claim 2, wherein: The skill calibration model is associated with the first virtual character of the current player, and the skill calibration model is generated based on the first visual element, the second visual element, the first skill release data and the second skill release data when the current player controls the first virtual character to release a skill.
4. The calibration method according to claim 2, wherein: The normal appearance and current appearance of the first virtual character both include at least one of skin and skill special effects, and the first visual element and the second visual element include color characteristics and curvature characteristics of the skin, and at least one of color characteristics, brightness characteristics and dynamic effect characteristics of the skill special effects.
5. The calibration method according to claim 2, wherein: The first skill release data is obtained by the terminal device capturing a skill release event when the first virtual character releases a skill in the current appearance, and the second skill release data is obtained by the terminal device capturing a skill release event when the first virtual character releases a skill in the normal appearance.
6. The calibration method according to claim 2 or 5, characterized in that: The first skill release data and the second skill release data both include at least one of skill hit rate, aiming offset, skill release time, trajectory arc, trajectory speed, skill misoperation rate during skill cooling time, combo fluency, and field of view obstruction frequency.
7. The calibration method according to claim 1, wherein: The skill calibration model includes a mapping relationship between element deviations and skill adjustment parameters corresponding to the current appearance and the normal appearance. Determining the skill adjustment parameters based on the skill calibration model and the current element of the first virtual character includes: A current element deviation is input into the skill calibration model to output the skill adjustment parameter, wherein the current element deviation is the deviation between the current element and a target element, and the target element is the element in the normal appearance corresponding to the current element.
8. The calibration method according to claim 1, wherein: The skill calibration model includes multiple sets of correspondences, each set of correspondences includes a preset element deviation and a corresponding skill deviation parameter; and determining the skill adjustment parameter based on the skill calibration model and the current element of the first virtual character includes: Inputting a current element deviation into the skill calibration model to output a plurality of preset element deviations that match the current element deviation, wherein the current element deviation is a deviation between the current element and a target element, and the target element is an element in the normal appearance that corresponds to the current element; Based on the plurality of preset element deviations and the current element deviation, interpolation is performed among the plurality of skill deviation parameters corresponding to the plurality of preset element deviations to obtain the skill adjustment parameter.
9. The calibration method according to any one of claims 1, 7 and 8, characterized in that: The skill adjustment parameters include at least one of an aiming offset correction value, a release time correction value, a hit determination range correction value, a trajectory arc correction value, a trajectory speed correction value, and a display parameter correction value of a skill indicator.
10. The calibration method according to claim 1, wherein: The adjusting the skill release parameter of the first virtual character based on the skill adjustment parameter includes: determining a second skill release parameter based on the skill adjustment parameter and a first skill release parameter of the first virtual character, where the first skill release parameter is a skill release parameter of the first virtual character in a normal appearance; The skill release parameters of the first virtual character are adjusted to the second skill release parameters.
11. The calibration method according to claim 10, characterized in that: The adjusting the skill release parameter of the first virtual character to the second skill release parameter includes: Obtaining the real-time release parameters of the third skill of the first virtual character; Modifying the skill adjustment parameter based on the difference between the third skill release parameter and the second skill release parameter; Based on the corrected skill adjustment parameters, the skill release parameters of the first virtual character are adjusted again.
12. The calibration method according to claim 1, wherein: The obtaining of the skill calibration model corresponding to the current appearance of the first virtual character includes: Obtaining first skill release data of the second virtual character in the current appearance and second skill release data of the second virtual character in the normal appearance; Calculating an element deviation between a first visual element of the current appearance and a second visual element of the normal appearance, and a skill deviation parameter of the corresponding first skill release data and second skill release data; Based on the element deviation and the corresponding skill deviation parameter, a skill calibration model corresponding to the current appearance is generated.
13. The calibration method according to claim 12, wherein: Obtaining a skill calibration model corresponding to the current appearance of the first virtual character, including: capturing a first skill release event when the second virtual character releases a skill in the current appearance and storing the event in a database; capturing a second skill release event when the second virtual character releases a skill in the normal appearance and storing the event in a database; The obtaining of the first skill release data of the second virtual character in the current appearance and the second skill release data of the second virtual character in the normal appearance includes: The first skill release event and the second skill release event stored in the database are acquired to obtain the first skill release data and the second skill release data.
14. The calibration method according to claim 12, wherein: The first visual element and the second visual element include color features and curvature features of the skin, and the step of obtaining a skill calibration model corresponding to the current appearance of the first virtual character further includes: Extracting color features of the skin using a preset color model color space, wherein the color features of the skin include the main color tone, contrast, and brightness of the skin; The curvature feature of the skin is extracted by an edge detection algorithm, where the curvature feature includes at least one of curve complexity and shape deviation.
15. The calibration method according to claim 12, wherein: The calculating of the element deviation between the first visual element of the current appearance and the second visual element of the normal appearance, and the skill deviation parameter of the first skill release data and the second skill release data includes: Based on a preset numerical calculation library, the element deviation of the first visual element of the current appearance and the second visual element of the normal appearance, as well as the skill deviation parameters of the first skill release data and the second skill release data are calculated.
16. The calibration method according to claim 12, wherein: Generating a skill calibration model corresponding to the current appearance based on the element deviation and the corresponding skill deviation parameter includes: The element deviation and the corresponding skill deviation parameter are processed through a regression model to generate the skill calibration model.
17. A device for calibrating skill release parameters, characterized in that: include: an acquisition module, configured to acquire a skill calibration model corresponding to a current appearance of a first virtual character, the skill calibration model being generated based on first skill release data for the current appearance and second skill release data for the first virtual character for a normal appearance, the normal appearance being different from the current appearance; a determination module configured to determine a skill adjustment parameter based on the skill calibration model and current elements of the first virtual character, the current elements including visual elements of the current appearance in a graphical user interface; An adjustment module is used to adjust the skill release parameters of the first virtual character based on the skill adjustment parameters.
18. A terminal device, characterized in that: include: memory, processor, and display; The memory is used to store one or more computer instructions; The processor is configured to execute the one or more computer instructions to implement the skill release parameter calibration method according to any one of claims 1 to 16; The display is used to display a graphical user interface.
19. A computer-readable storage medium having one or more computer instructions stored thereon, characterized in that: The computer instructions are executed by a processor to implement the skill release parameter calibration method according to any one of claims 1 to 16.