Linkage effect control method and device in multi-player game and electronic equipment

By constructing behavioral feature vectors and calculating the impact range of chain effects in multiplayer games, the problem of isolated player operations in existing technologies is solved, achieving a more interactive and immersive gaming experience.

CN120754528APending Publication Date: 2025-10-10NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510798154.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-13
Publication Date
2025-10-10

AI Technical Summary

Technical Problem

Existing multiplayer cooperative games lack a real-time behavioral feedback mechanism, which leads to isolated player operations, difficulty in forming a close sense of teamwork, unbalanced gaming experience and low retention rate.

Method used

By acquiring real-time operation information of players in multiplayer games, we construct behavioral feature vectors, determine the triggering conditions of chain effects, calculate the impact range and intensity, and generate feedback effects within the impact range.

Benefits of technology

It enhances the interactivity and immersion of the game, achieves a more balanced and personalized gaming experience, and improves the sense of cooperation and game fun among players.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a linkage effect control method in a multi-player game. The method comprises the following steps: acquiring real-time operation information of a plurality of players in the multi-player game; on the basis of the real-time operation information, constructing a behavior feature vector representing player operation; determining whether a triggering condition of a linkage effect is met or not based on the behavior feature vector; when the triggering condition of the linkage effect is met, calculating the influence range and the influence intensity of the linkage effect; and applying the influence of the linkage effect to the game roles controlled and operated by other players within the influence range, and generating a feedback effect. Through the method provided by the embodiment of the invention, the player operation in the multi-player game can generate a dynamic chain reaction, the interactivity and immersion of the game are enhanced, meanwhile, more balanced and personalized game experience is realized by quantifying player behaviors and accurately calculating the influence range and intensity of the chain effect, and the user experience is improved. And the collaboration feeling among players and the overall interestingness of the game are improved.
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Description

Technical Field

[0001] The present invention relates to the field of game technology, and in particular to a method and device for controlling chain effects in multiplayer games, a storage medium, and an electronic device. Background Art

[0002] In current multiplayer cooperative gaming, the player interaction experience is significantly deficient. Existing game systems generally lack real-time behavioral feedback mechanisms, resulting in relatively isolated player actions and difficulty forming a sense of close teamwork. In many cooperative games, player rescue actions only have a short-lived effect and lack a lasting impact. Furthermore, fixed event scripts make the gaming experience lack dynamic communication. When players of varying skill levels team up, the lack of dynamic adjustment mechanisms creates an unbalanced gaming experience, leading to low player retention.

[0003] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute prior art known to ordinary technicians in the field. Summary of the Invention

[0004] The purpose of the present invention is to provide a method and device for controlling chain effects in multiplayer games, a storage medium, and an electronic device, thereby overcoming one or more problems caused by the limitations and defects of related technologies to at least a certain extent.

[0005] According to one aspect of the present disclosure, a method for controlling chain effects in a multiplayer game is provided, the method further comprising: Get real-time operation information of multiple players in multiplayer games; Based on the real-time operation information, construct a behavior feature vector representing the player's operation; Determining whether a triggering condition for a chain effect is met based on the behavior feature vector; When the triggering condition of the chain effect is met, calculating the impact range and impact intensity of the chain effect; and The influence of the chain effect is applied to game characters controlled by other players within the influence range, and a feedback effect is generated.

[0006] According to another aspect of the present disclosure, A chain effect control device in a multiplayer game, the device comprising: The acquisition module is used to obtain real-time operation information of multiple players in a multiplayer game; A construction module, configured to construct a behavior feature vector representing the player's operation based on the real-time operation information; a determination module, configured to determine whether a triggering condition for a chain effect is satisfied based on the behavior feature vector; a calculation module, configured to calculate the impact range and impact intensity of the chain effect when the triggering condition of the chain effect is met; and The generation module is used to apply the influence of the chain effect to the game characters controlled by other players within the influence range and generate a feedback effect.

[0007] According to another aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the method for controlling a chain effect in a multiplayer game described in any one of the above is implemented.

[0008] According to another aspect of the present disclosure, there is provided an electronic device, including: processor, display device; and a memory for storing executable instructions of the processor; The processor is configured to execute any one of the above-mentioned chain effect control methods in a multiplayer game by executing the executable instructions.

[0009] The present application provides a method for controlling chain effects in a multiplayer game. This method obtains real-time operation information from multiple players in the multiplayer game. Based on the real-time operation information, a behavioral feature vector representing the player's operation is constructed. Based on the behavioral feature vector, it is determined whether the triggering condition for the chain effect is satisfied. When the triggering condition for the chain effect is satisfied, the influence range and intensity of the chain effect are calculated. The influence of the chain effect is then applied to game characters controlled by other players within the influence range, generating a feedback effect. The method provided in this embodiment enables player operations in a multiplayer game to generate dynamic chain reactions, enhancing the interactivity and immersion of the game. Furthermore, by quantifying player behavior and accurately calculating the influence range and intensity of the chain effect, a more balanced and personalized gaming experience is achieved, improving the sense of collaboration between players and the overall fun of the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] The above and other features and advantages of the present disclosure will become more apparent by describing in detail exemplary embodiments thereof with reference to the accompanying drawings. Obviously, the drawings described below are only some embodiments of the present disclosure, and those skilled in the art can derive other drawings based on these drawings without inventive effort. In the accompanying drawings: Figure 1 is an architecture diagram of a cloud interaction system in an exemplary embodiment of the present disclosure; Figure 2 is a flow chart of a method for controlling chain effects in a multiplayer game in an exemplary embodiment of the present disclosure; Figure 3This is a composition diagram of a chain effect control method and apparatus in a multiplayer game according to an exemplary embodiment of the present disclosure; Figure 4 A schematic diagram of the structure of a computer-readable storage medium in an exemplary embodiment of the present disclosure; Figure 5 FIG. 1 is a diagram showing the composition of an electronic device in an exemplary embodiment of the present disclosure. DETAILED DESCRIPTION

[0011] It should be noted that, in the absence of conflict, the embodiments and features of the embodiments in this application can be combined with each other. The present invention will be described in detail below with reference to the accompanying drawings and in combination with the embodiments.

[0012] In order to enable those skilled in the art to better understand the solutions of the present invention, the technical solutions in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of the present invention.

[0013] It should be noted that the information involved in this application (including but not limited to: information input by the user, such as information entered by the user into the input box), data (including but not limited to data used for analysis, stored data, displayed data, etc., such as context code, the entire code of the current project, the service pressure corresponding to the operations performed on the entire code of the current project, and the code development status of the current project) and signals are all authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards. For example, the context code, operations performed on the entire code of the current project, and the service pressure corresponding to the operations, code development status, etc. involved in this application are all obtained with full authorization.

[0014] It should be noted that the terms "first," "second," and the like in the specification and claims of the present invention and the accompanying drawings are used to distinguish similar objects and are not necessarily used to describe a particular order or precedence. It should be understood that the terms used in this manner are interchangeable where appropriate for the embodiments of the present invention described herein. In addition, the terms "including," "having," and any variations thereof are intended to cover non-exclusive inclusions. For example, a process, method, system, product, or apparatus comprising a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units that are not explicitly listed or that are inherent to these processes, methods, products, or apparatuses.

[0015] It should also be noted that the various triggering events disclosed in this specification can be preset, and different triggering events can trigger the execution of different functions.

[0016] In one embodiment of the present disclosure, a chain effect control method in a multiplayer game can be run on a terminal device or a server. The terminal device can be a local terminal device. When the display control method is run on the 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. Figure 1 FIG. 1 is a diagram showing an architecture of a cloud interaction system provided by the present disclosure. As shown in the diagram, the cloud interaction system may include: a client device 10 and a server 20 , wherein the client device 10 may be connected to the server 20 via a network 30 .

[0017] In an optional embodiment, various cloud applications, such as cloud gaming, can be run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the main body running the game program and the main body presenting the game screen are separated. The storage and operation of the chain effect control method in multiplayer games are completed on the cloud gaming server. The client device is used to receive and send data and present 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, PDA, etc.; however, the terminal device performing information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation 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.

[0018] In an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the 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 various ways, for example, it can be rendered and displayed on the terminal display, 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 including 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.

[0019] Figure 2 This embodiment provides a method for controlling chain effects in a multiplayer game. Figure 2is a flow chart of a method for controlling a chain effect in a multiplayer game according to an embodiment of the present disclosure. Figure 2 As shown, the process includes the following steps: Step S1, obtaining real-time operation information of multiple players in a multiplayer game; Step S2, constructing a behavior feature vector representing the player's operation based on the real-time operation information; Step S3, determining whether the triggering condition of the chain effect is met based on the behavior feature vector; Step S4, when the triggering condition of the chain effect is met, calculating the impact of the chain effect and step S5, applying the influence of the chain effect to other players within the influence range. Control the game character and generate feedback effects.

[0020] The method provided in this embodiment enables player operations in multiplayer games to produce dynamic chain reactions, enhancing the interactivity and immersion of the game. At the same time, by quantifying player behavior and accurately calculating the scope and intensity of the chain effect, a more balanced and personalized gaming experience is achieved, improving the sense of collaboration between players and the overall fun of the game.

[0021] The above steps are described in detail below.

[0022] In step S1, real-time operation information of multiple players in a multiplayer game is obtained.

[0023] Among them, real-time operation information is the various operation behavior data performed by players on the game interface during the game.

[0024] In an optional embodiment, real-time operation information may include, but is not limited to, the player's movement commands, skill releases, attack behaviors, defensive actions, item usage, and interactions with the environment or other players. For example, during game play, a terminal device may continuously collect command signals sent by the player through input devices such as a keyboard, mouse, controller, or touch screen. These signals are converted into corresponding actions of the character in the game, such as moving forward, backward, jumping, attacking, or using special skills.

[0025] In an optional embodiment, real-time operation information may also include multi-dimensional data such as the timestamp of the operation, spatial location coordinates, the operation object, the operation result, and the game environment status at the time of the operation. For example, the terminal device may record the precise moment when the player releases a skill in the game, the location coordinates of the character at the time of the skill release, the target object of the skill (such as an enemy character or environmental element), whether the skill hits the target, and the game scene conditions at the time of the skill release (such as terrain features, weather effects, and the location of other players).

[0026] In step S2, a behavior feature vector representing the player's operation is constructed based on the real-time operation information.

[0027] Among them, the behavioral feature vector is a mathematical representation used to quantify and describe the various characteristic dimensions of player operation behavior.

[0028] In an optional embodiment, the behavioral feature vector can include multiple attribute indicators, such as operation type code, operation frequency, operation accuracy, operation consistency, reaction speed, and other numerical features. For example, the terminal device can convert the player's movement, attack, skill release, and other action types into discrete numerical codes, and combine the operation frequency statistics, success rate calculation, and time series analysis to construct a multidimensional vector representing the player's current operation characteristics.

[0029] In an optional embodiment, the process of constructing behavioral feature vectors can utilize data dimensionality reduction and feature extraction techniques to extract the most representative feature combinations from the raw operation data. For example, the terminal device can use algorithms such as principal component analysis (PCA) or autoencoders to extract key features from the high-dimensional raw operation data, generating a more compact and effective feature representation, allowing the operational characteristics of different players to be clearly distinguished in the feature space.

[0030] In one specific application, after a player performs a series of actions in a multiplayer cooperative shooter game, the terminal device analyzes the player's action data from the last 30 seconds and encodes the action type (including rapid movement, precise shooting, and tactical cover) as [0.85, 0.92, 0.76]. It calculates the action success rate as 0.88 (indicating that 88% of shots hit the target) and assesses its adaptability to the current environment as 0.79 (indicating that the action fits the current map area 79% of the time). The terminal device combines these values ​​into a behavioral feature vector B = [0.85, 0.92, 0.76, 0.88, 0.79], which serves as the basis for determining the triggering of a chain reaction.

[0031] In step S3, based on the behavior feature vector, it is determined whether the triggering condition of the chain effect is met.

[0032] Among them, the triggering conditions of the chain effect refer to the specific states or threshold conditions that can trigger a chain reaction in the game.

[0033] In an optional embodiment, the trigger condition can be determined based on a specific dimension value in the behavior feature vector or a combination of multiple dimension values, and the trigger condition is considered to be met when the calculation result exceeds a preset threshold. For example, the terminal device can set that when the operation accuracy of the player exceeds 90% and at least 4 consecutive valid operations are completed within 3 seconds, a positive chain effect is triggered; or when the player makes 3 consecutive mistakes and the operation interval is abnormal, a negative chain effect is triggered.

[0034] In step S4, when the trigger condition of the chain effect is met, the influence range and influence intensity of the chain effect are calculated.

[0035] The influence range refers to the spatial area or the set of target players that the chain effect can affect, and the influence intensity represents the degree or amplitude of the effect of the chain effect on the affected target.

[0036] In an optional embodiment, the influence range can be determined based on spatial distance, tactical relevance or team structure relationship, and the influence intensity can be calculated according to the behavior performance of the trigger player, the state of the target player and the distance decay between them. For example, the terminal device can set the basic influence radius of the chain effect to be 30 meters of game units, and then adjust it according to the skill level and operation score of the trigger player, while considering the terrain obstruction and line of sight accessibility, to finally determine the actual influence range; the influence intensity can be calculated from the basic value according to the distance to apply a non-linear decay formula to calculate the specific intensity value for each affected player.

[0037] In a specific application, in a multi-player team competition game, when a marksman character player completes a brilliant four-hit, the terminal device determines that this behavior triggers a positive chain effect. The terminal device first calculates the basic influence range to be 25 meters of game units, and since the player is currently in a high place with an open view, the influence range is expanded to 32 meters. Then the terminal device calculates the reference intensity a to be 0.65 (based on skill power calculation), the behavior score S to be 4.2 (based on hit difficulty and accuracy), sets the sensitivity coefficient β to be 0.5, and the distance decay factor γ to be 0.85. For the teammate A who is 15 meters away from the marksman, the terminal device uses the formula I = 0.65*(1+e^(-0.5*4.2)) * 0.85^15 to calculate the influence intensity to be 0.32, which will provide a 32% attack speed boost effect.

[0038] In step S5, the influence of the chain effect is applied to the game characters controlled by the other players in the influence range, and a feedback effect is generated.

[0039] The feedback effect includes one or more of the following: particle special effects, sound effects or visual effects.

[0040] The impact of a chain reaction is the positive or negative effect that the triggering player's behavior has on other players' characters within the affected area. This impact can manifest as adjustments to the game character's abilities, status changes, or other changes to game mechanics.

[0041] In an optional embodiment, the chain effect can affect various attribute parameters of the game character, including but not limited to movement speed, attack power, defense power, skill cooldown, etc. For example, when a player successfully uses a defensive skill, a positive chain effect can be triggered, providing teammates within the affected area with a 5% defense boost for 10 seconds. Conversely, when a player makes a mistake in operation, a negative chain effect may be triggered, which may reduce the movement speed of teammates within the affected area by 10% for 3 seconds.

[0042] In an optional implementation, the impact of a chain effect can also manifest as a change in the game character's status, such as adding a special status effect or removing a negative effect. For example, when a support character casts a healing skill that reaches an excellent rating, in addition to the basic healing effect, a chain effect is triggered, removing a negative status effect for teammates within the affected area. Similarly, when a tank character in a team successfully attracts the enemy's attention, they can provide a temporary damage reduction status to teammates within the affected area.

[0043] The impact range refers to the specific area extending outward from the source of the chain reaction. Player characters within this area will be affected by the chain reaction. The impact range can be a fixed circular area or an irregular area that dynamically adjusts based on player behavior.

[0044] Among them, game characters controlled by other players refer to virtual characters controlled by other players within the affected range, in addition to the player who triggered the chain effect. These characters are the recipients of the chain effect, and their attributes or status will be changed by the chain effect.

[0045] In an alternative embodiment, the other player-controlled characters can be teammates on the same team as the triggering player. They will receive varying degrees of benefits or debuffs depending on the type of chain effect. For example, in a 5v5 team match, when a damage-focused character successfully kills an enemy character, a "Victory Morale" chain effect is triggered, increasing the attack power of all teammates within 15 meters by 8% for 5 seconds.

[0046] In an optional embodiment, other player-controlled characters can also respond differently to chain effects based on their character type. For example, a tank-type character might receive a more significant boost to their defensive attributes when receiving a positive chain effect than other characters; whereas a support-type character might trigger a passive skill to mitigate the impact when receiving a negative chain effect.

[0047] Feedback effects are sensory information, such as visual and auditory information, generated by the game system to intuitively demonstrate the triggering and propagation of chain reactions. These effects include particle effects, sound effects, or visual effects. These effects allow players to clearly perceive the occurrence and impact of chain reactions.

[0048] In an optional embodiment, particle effects can appear as light particles or energy waves radiating outward from the triggering player character. The color and shape of the particles vary depending on the type of chain effect. For example, a positive chain effect might use blue star-shaped particles radiating outward, while a negative chain effect might use red jagged particles. The density and speed of the particles can reflect the strength of the chain effect; a stronger chain effect will generate more and faster particle streams.

[0049] In an optional embodiment, sound effects can be used to express the type and intensity of a chain reaction by varying pitch, tempo, and volume. For example, a positive chain reaction could trigger an ascending harmonic sound at approximately 800Hz, while a negative chain reaction could trigger a deep warning sound at approximately 400Hz. The volume and duration of the sound effects can be dynamically adjusted based on the impact range and duration of the chain reaction, creating a more three-dimensional auditory experience.

[0050] In an optional embodiment, visual effects may include temporary changes in character appearance, adjustments to ambient lighting, or the application of special screen effects. For example, a character affected by a positive chain effect may appear with a light blue halo; a negative chain effect may cause the character's outline to flash red; particularly strong chain effects may also temporarily change the lighting effects in the scene or produce a specific color rendering at the edge of the screen, enhancing the overall drama and readability of the gaming experience.

[0051] In one specific application, a terminal device is running a 5v5 team-based competitive game. A player's support character uses the team-boosting skill "Battle Song" and achieves a "Perfect" rating, triggering a positive chain reaction. The system immediately calculates the impact radius as an 18-meter circular area around the support character, encompassing three teammate characters. The chain reaction grants all affected characters a 10% attack speed boost for 8 seconds. Simultaneously, the system generates bright blue star-shaped particles that spread outward from the support character, forming a brief blue halo upon reaching each teammate. A rising, harmonious sound effect plays as the particles spread. A text prompt reading "+10% Attack Speed" appears above the heads of the affected teammate characters, and a light blue halo effect appears around their model outlines, visually indicating the duration of the buff.

[0052] In a chain effect control method in a multiplayer game provided in one embodiment of the present application, constructing a behavior feature vector characterizing a player's operation includes: obtaining the player's action type, operation success rate, and environmental adaptability; and combining the action type, operation success rate, and environmental adaptability to form a behavior feature vector.

[0053] Through the method provided in this embodiment, the system can accurately capture and quantify the multiple dimensional features of the player's operations, construct a more comprehensive and accurate behavioral feature vector, and provide a rich and effective data basis for the judgment of the subsequent chain effect triggering conditions, so as to more accurately identify the operational behaviors worthy of triggering chain effects, thereby improving the accuracy of chain effect triggering and the smoothness of the game experience.

[0054] The action type is a classification identifier of the specific operation behavior performed by the player during the game.

[0055] In an optional embodiment, action types refer to the classification of various interactive and control behaviors performed by players in the game. These classifications can be defined based on gameplay and mechanics, including but not limited to attack operations, defense operations, movement operations, skill release, item use, etc. For example, in a multiplayer game, action types may include different types of operations such as normal attack, skill attack, dodge, block, displacement, healing, and buff casting.

[0056] In a specific application, after receiving the player's input, the terminal device immediately identifies the type of action the current operation belongs to. For example, when it detects that the player presses a skill button and points in a specific direction, the operation is identified as a "directional skill release" type and encoded into a corresponding numerical identifier, providing the first key dimension for constructing the behavioral feature vector.

[0057] Among them, the operation success rate is a score of the completion quality and effect of the player performing a specific type of operation.

[0058] In one optional embodiment, the Operation Success Rate is a metric that quantitatively evaluates the quality of a player's execution of a specific action. It represents the player's accuracy, timing, and effectiveness of the action. It is typically expressed as a decimal between 0 and 1, with higher values ​​representing more successful executions. For example, when a player unleashes a skill, the system calculates an Operation Success Rate based on factors such as the accuracy of the skill's impact on the target and the appropriateness of the timing of the release.

[0059] In an optional embodiment, the calculation of the operation success rate can be based on multiple sub-factors, including but not limited to target hit rate, critical timing judgment, operation continuity, operation difficulty coefficient, etc., which are averaged by weighting to obtain the final operation success rate. For example, when the player performs a continuous operation, the system can consider the accuracy of each operation, the smoothness of the connection between operations, and the overall completion degree, and finally calculate a comprehensive operation success rate value.

[0060] In a specific application, after the terminal device releases a group attack skill by the player, the terminal device immediately calculates the proportion of the number of targets affected by the skill to the total number of potential affected targets, and considers whether the timing of the skill release is appropriate, such as releasing in a concentrated enemy state to obtain a higher score, and releasing in a dispersed enemy state to obtain a lower score, and finally obtains an operation success rate value between 0 and 1.

[0061] Among them, the environment adaptation degree is a quantitative index of the matching degree of the player's operation and the current game environment.

[0062] In an optional embodiment, the environment adaptation degree is a measure of the matching degree of the player's selected operation and the current game environment, reflecting the player's understanding of the game situation and the rationality of the tactical selection, including the comprehensive consideration of environmental factors such as terrain features, teammate positions, and enemy distribution. For example, using a range skill in a narrow pass, using a long-range attack with a view advantage on high ground, etc. will obtain a higher environment adaptation degree score.

[0063] In an optional embodiment, the environment adaptation degree can be calculated by analyzing the relevance between multiple key features of the current game environment and the player's operation type, which may include terrain height, obstacle distribution, teammate status, enemy density, etc. For example, the system analyzes whether the player uses a suitable skill in suitable terrain conditions and whether the player provides appropriate assistance when the teammates need support, thereby evaluating the adaptation degree of the operation and the environment.

[0064] In a specific application, the terminal device analyzes the enemy distribution density, teammate status, and map features in the game scene in real time, and when the player releases a range damage skill in an enemy dense area, the system gives a higher environment adaptation degree score; when the player uses the same skill in an enemy-free area, the player gets a lower score. The environment adaptation degree score directly affects the triggering judgment of the subsequent chain effect.

[0065] In an embodiment of the chain effect control method in a multi-player game provided in the application, the operation information includes: step S11, initializing a sliding window in time dimension and a position index structure in space dimension; step S12, storing the operation sequence of the player in the sliding window; Step S13: Process the operation sequence through convolution to extract timing features.

[0066] Through the method provided in this embodiment, the system can efficiently capture and process the spatiotemporal characteristics of player behavior, ensure real-time performance through sliding window technology, optimize spatial data management using a position index structure, and extract the temporal patterns of player operations in combination with convolution processing technology, thereby providing a rich and accurate data basis for subsequent chain effect judgments, greatly improving the accuracy and response speed of the game interaction experience.

[0067] The above scheme is described in detail below.

[0068] In step S11, the sliding window of the time dimension and the position index structure of the space dimension are initialized.

[0069] The sliding window structure in the time dimension is a data structure used to store and manage continuous time series data. It has a fixed capacity and updates its content over time. The position index structure in the spatial dimension is a data management system used to efficiently store and query player position data in three-dimensional space.

[0070] In an optional implementation, a sliding window in the time dimension is a dynamic data structure used to record and update player operation data over a recent period in real time, maintaining a fixed window size and updating content according to the first-in, first-out principle. For example, a terminal device can initialize a double-ended queue with a length of 60 frames (approximately 1 second) as a sliding window. When new operation data arrives, it is added to the end of the queue and the oldest data at the head of the queue is removed, ensuring that the window always contains the latest 60 frames of operation data.

[0071] In an optional embodiment, a spatial location index structure is a data structure specifically designed for quickly locating and querying a player's spatial location within a game scene. It can divide the three-dimensional game world into grids or regions, enabling efficient spatial data management. For example, a terminal device can implement a spatial hash grid, dividing the game world into 10m x 10m square grids, with each grid corresponding to a hash bucket. A simple hash function is used to map the player's location to the corresponding grid, enabling O(1) time complexity for neighboring player queries.

[0072] In step S12, the player's operation sequence is stored in the sliding window.

[0073] Among them, the operation sequence refers to an ordered set of game control instructions and behavior data executed by the player within the sliding window time range.

[0074] In an optional embodiment, the operation sequence contains detailed information about various commands and actions executed by the player in the game, such as key attributes such as action type, trigger time, and execution status, arranged in chronological order to form a sequence. For example, the terminal device can capture and record every player's skill release, movement command, item use, and other operations, encapsulating them into a data structure containing fields such as operation type, execution timestamp, target location, and success status, and storing them sequentially in a sliding window.

[0075] In one optional implementation, the process of storing player operation sequences includes three steps: data collection, preprocessing, and organized storage to ensure the integrity and availability of the operation data. For example, the terminal device first captures the player's controller input or keyboard and mouse clicks through the game engine's input system, then performs preprocessing (such as denoising and normalizing coordinates). Finally, the processed operation data is attached with necessary contextual information (such as the current game environment state) and stored in a sliding window data structure.

[0076] In step S13, the operation sequence is processed by convolution to extract temporal features.

[0077] Convolution is a mathematical operation applied to time series data, extracting local patterns and features by sliding a convolution kernel over a sequence of operations. Time series features refer to characteristic information extracted from time series data that characterizes how the data changes over time.

[0078] In an optional implementation, convolution processing employs one-dimensional convolutional neural network (1D-CNN) technology, which automatically learns and extracts temporal patterns and features within an operation sequence by sliding convolution kernels of varying sizes across the sequence. For example, a terminal device can convert the operation sequence within a sliding window into a vector form, then apply a 1D-CNN model to the vector using multiple convolution kernels of varying sizes (e.g., 3×1, 5×1, and 7×1) to extract features at different time scales, ultimately generating a feature vector representing the temporal pattern of the player's operations.

[0079] In an optional embodiment, the temporal feature extraction process includes steps such as data normalization, convolutional layer processing, and feature fusion, capable of capturing temporal information such as the speed, rhythm, and combination pattern of player operations. For example, the terminal device first normalizes the operation sequence, then extracts features through a multi-layer convolutional structure. Each convolution layer is followed by an activation function and pooling operation. Finally, through a fully connected layer or feature fusion method, the features at different levels are integrated into a comprehensive feature representation describing the temporal characteristics of the player's operations.

[0080] In a specific application, the terminal device converts the 60-frame operation sequence into multi-channel input data, where each channel represents information of different dimensions such as operation type, execution coordinates, and state. Then a 3-layer 1D-CNN network is applied for processing, the first layer uses 32 3x1 convolution kernels to capture short-time operation patterns, the second layer uses 64 5x1 convolution kernels to extract medium-length combined patterns, and the third layer uses 128 7x1 convolution kernels to identify long-time operation strategies. Finally, through global average pooling and a fully connected layer, a 128-dimensional time sequence feature vector is generated, which accurately represents the time dynamic characteristics of the player's operation.

[0081] In an embodiment of the present application, a chain effect control method in a multi-player game is provided. The environment adaptation degree is determined by analyzing one or more of the following: current game environment conditions, surrounding enemy density, teammate status, and map features.

[0082] Through the method provided by the embodiment, the environment adaptation degree is determined by analyzing multiple key factors of the game environment, thereby achieving more accurate chain effect trigger condition evaluation, improving the accuracy and adaptability of chain effect generation, and further enhancing the interaction between game characters and the immersion of the game experience.

[0083] The above scheme will be described in detail below.

[0084] The environment adaptation degree is a quantitative index for measuring the matching degree of player operation and the current game environment, and is used as an adaptability parameter for evaluating whether the player's behavior meets the requirements of the current game scene.

[0085] In an optional embodiment, the environment adaptation degree is a numerical index obtained by quantitatively calculating the matching degree of player operation and the state of the surrounding game world. This index reflects the rationality of player behavior decision and the accuracy of timing. For example, when a player uses a displacement skill in a high terrain complexity area, the terminal device can calculate whether the displacement trajectory avoids dangerous areas, and evaluate the environment adaptation degree score according to the efficiency of obstacle avoidance. High-efficiency obstacle avoidance operation can obtain a high adaptation degree score of 0.8 or higher.

[0086] In an optional embodiment, the environment adaptation degree is a numerical value usually ranging from 0 to 1, representing the player's understanding and response ability to the surrounding battlefield situation. The calculation result directly affects the trigger probability and effect strength of the chain effect. For example, when the team is performing a raid mission, the terminal device detects that the player uses a silent movement skill instead of regular walking. The system will determine this behavior as a high environment adaptation operation and assign an environment adaptation degree value of 0.9, making it easier for the player to trigger positive chain effects.

[0087] Among them, the current game environment conditions refer to the collection of various environmental factors in the game world that affect the player's behavior, including but not limited to dynamic and static environmental characteristics such as weather, lighting, terrain height, obstacle distribution, etc.

[0088] In an optional embodiment, current game environment conditions refer to external environmental factors that affect the effectiveness of player operations, including various environmental parameters such as the weather system, day / night cycle, terrain undulations, and special area effects. For example, a terminal device may detect that a stormy weather simulation is in progress in the game, which will reduce the baseline accuracy of ranged attacks. If the player chooses to use melee skills instead of ranged attacks, the terminal device will determine this as high environmental adaptability and increase the environmental adaptability score.

[0089] Among them, the surrounding enemy density refers to the distribution of the number of hostile units within a specific range around the player's character, which is used to assess the current battlefield pressure and threat level.

[0090] In an optional implementation, surrounding enemy density is a battlefield threat indicator calculated using spatial grid division and unit counting algorithms, reflecting the immediate combat pressure faced by the player. For example, the terminal device divides the 50-meter area around the player into 10×10 grids and counts the number of enemy units within each grid. If the terminal device detects the player using crowd control skills in a high-density enemy group, it will determine this action as a high-adaptation behavior and assign an environmental adaptation score of 0.92.

[0091] Among them, teammate status refers to the current status data of the game characters controlled by other players in the same team, including but not limited to health points, energy points, gain / debuff effects, skill cooldown status, etc.

[0092] In an optional implementation, teammate status refers to a collection of real-time status parameters of other team members, including health, skill availability, and movement status, used to assess the fundamental conditions for team coordination. For example, a terminal device continuously monitors the health trend of teammates. If a teammate's health is continuously decreasing and falls below 30%, and the player immediately uses a healing skill, the terminal device will identify this as high environmental awareness and assign an environmental adaptability score of 0.95.

[0093] In an optional implementation, teammate status includes information such as each teammate's location, orientation, current activity, and tactical role, forming a complete team situational picture and serving as an important basis for assessing the adaptability of player behavior. For example, if a team's tank character is drawing enemy fire, and the terminal device detects that a damage-dealing player is using this opportunity to unleash a high-damage skill, it will assess the environmental adaptability of this collaborative behavior as 0.9, increasing the likelihood of triggering a chain reaction such as a damage buff.

[0094] Among them, map features refer to the structured information of the game map, including terrain height, channel distribution, location of key resource points, division of safe areas and dangerous areas, and other spatial feature data.

[0095] In an optional embodiment, map features are a digital representation of the spatial layout of the game world, including information such as terrain elevation, path accessibility, field of view obstruction, and strategic resource points. These features are used to assess the rationality of a player's positional choices and movement routes. For example, the terminal device analyzes the distribution of commanding heights on the map. If a player takes a high, advantageous position at a critical moment and leverages the visual advantage provided to provide remote support, the terminal device will identify this tactical positioning as highly adaptive and assign a fitness score of 0.88.

[0096] In one specific application, when processing a player's behavioral feature vector, the terminal device uses a weighted scoring model to calculate environmental compatibility. This model first detects the current map as a "forest maze," implying restricted vision. It then calculates that there are five enemy units within a 10-meter radius around the player, representing a medium threat density. Analysis of teammate status reveals that two are under debuffs. Finally, considering the player's terrain as low-lying, the terminal determines this behavior is highly compatible with the current environment, calculating an environmental compatibility score of 0.87. This triggers the "Battlefield Insight" chain effect, providing nearby teammates with enhanced vision for 15 seconds.

[0097] In a method for controlling a chain effect in a multiplayer game provided in one embodiment of the present application, calculating the influence range and influence strength of the chain effect includes: step S51, analyzing a player's historical behavior sequence through a memory network to determine an influence baseline value; step S52, calculating the chain influence using a dynamic adjustment formula, wherein the dynamic adjustment formula includes the baseline strength, the behavior score, the distance attenuation factor, and the distance between game characters; Step S53: determining the type and degree of impact of the chain effect based on the calculation result.

[0098] The method provided in this embodiment enables the gaming system to dynamically calculate the influence of chain reactions based on players' historical behavior and current status, achieving more precise chain reaction control. By extracting players' historical behavior characteristics through a memory network and combining them with dynamic adjustment formulas, the system can generate personalized and balanced chain reactions, enhancing the realism of player interactions while ensuring a fair and smooth gaming experience, thereby improving multiplayer immersion and player satisfaction.

[0099] The above scheme is described in detail below.

[0100] In step S51, the player's historical behavior sequence is analyzed through the memory network to determine the influence benchmark value.

[0101] Among them, the memory network is a neural network structure used to process sequence data and retain historical information. The historical behavior sequence is a record of operations performed by players over a period of time in the game. The influence benchmark value is the initial reference value for the intensity of the chain effect.

[0102] In an optional embodiment, the memory network can be a deep learning model capable of analyzing time series data, such as a long short-term memory network (LSTM), a gated recurrent unit network (GRU), or a recurrent neural network with an attention mechanism. For example, the terminal device can use a memory network with a two-layer LSTM structure, with 128 neurons in each layer, to process all game operation records of the player in the last 60 seconds and extract operation pattern features from them.

[0103] In an optional implementation, the historical behavior sequence can include multi-dimensional information such as the player's recent operation type, operation frequency, operation accuracy, and operation consistency. For example, the terminal device can record all skill casting, movement commands, item usage, and other operations performed by the player in the past 10 minutes, and organize them into a sequence data structure in chronological order. Each operation node contains attribute information such as operation ID, execution time, and execution result.

[0104] In an optional implementation, the influence baseline value is a numerical value reflecting a player's current skill level and historical performance, serving as a starting point for chain effect calculations. For example, a terminal device may assign a baseline value between 0 and 10 to a player based on the quality of their performance across their historical behavior sequence. Highly skilled players might receive a baseline value of 7-9, while novice players might receive a baseline value of 3-5. This baseline value serves as an important parameter in subsequent calculations.

[0105] In one specific application, the terminal device maintains a circular buffer containing the player's most recent 200 operations. Each time the player performs a new operation, the operation information is added to the buffer, and the oldest operation record is removed. These operation records are pre-processed and input into the memory network. The network analyzes this sequence data and outputs an influence baseline value between 0 and 10, which reflects the player's historical operation level and consistency performance.

[0106] In step S52, a dynamic adjustment formula is applied to calculate the chain influence, wherein the dynamic adjustment formula includes the baseline strength, the behavior score, the distance attenuation factor and the distance between the game characters.

[0107] Among them, the dynamic adjustment formula is a mathematical expression used to calculate the final chain influence. The baseline strength is a parameter preset by the system or derived from the influence baseline value. The behavior score is an evaluation value of the quality of the behavior that currently triggers the chain effect. The distance attenuation factor is a coefficient that controls the degree to which the chain effect weakens with distance. The distance between game characters is the spatial distance between the character that triggers the chain effect and the affected character.

[0108] In an optional embodiment, the dynamic adjustment formula can use a nonlinear mathematical expression to comprehensively consider the combined effects of multiple factors on the chain influence. For example, the terminal device can use a formula such as I = α*(1+e^(-β*S)) * γ^d to calculate the chain influence, where I is the final influence, α is the baseline strength, S is the behavior score, β is the sensitivity coefficient, d is the distance between roles, and γ is the distance attenuation factor. This formula can achieve the effect of exponential attenuation of influence as distance increases.

[0109] In an optional embodiment, the baseline strength may be an adjusted value obtained from the influence baseline value obtained in step S51, used to control the overall strength level of the chain effect. For example, the terminal device may multiply the influence baseline value obtained in step S51 by the balance coefficient of the current game stage (e.g., 0.8 in the early stage, 1.0 in the middle stage, and 1.2 in the late stage) to obtain the final baseline strength to meet the balance requirements of different game stages.

[0110] In an optional embodiment, a behavior score can be derived by evaluating the quality, difficulty, and contextual appropriateness of the actions that trigger the chain reaction. For example, the terminal device can analyze the accuracy of the current action (such as hit rate), the difficulty of the action (such as multi-key combination operation), and the adaptability to the current gaming environment (such as calm operation under high pressure), and comprehensively calculate a behavior score between -5 and 5, with positive values ​​indicating positive behavior and negative values ​​indicating negative behavior.

[0111] In an optional embodiment, the distance decay factor is a constant that controls the rate at which the impact of the chain effect decays with distance, and is typically set between 0 and 1. For example, the terminal device can set different decay factors based on the game type. In an open world game, it may be set to 0.9, indicating slow decay, while in a compact map game, it may be set to 0.7, indicating faster decay, to ensure that the chain effect range is reasonable.

[0112] In an optional embodiment, the distance between game characters can be the Euclidean distance between characters in the virtual game world, used to determine the spatial attenuation of the chain effect. For example, the terminal device can calculate the difference in the three-dimensional coordinates of the character that triggers the chain effect and other characters in the game to obtain an accurate spatial distance value. This distance value is used as an input parameter in the formula to influence the final effect strength.

[0113] In step S53, the type and influence degree of the chain effect are determined based on the calculation result.

[0114] wherein the type of the chain effect is a specific manifestation of the chain reaction, and the influence degree is the intensity and duration of the chain effect acting on the game character.

[0115] In an optional embodiment, the type of the chain effect can be determined according to the nature of the triggering behavior and the calculated influence value, including but not limited to gain type, loss type, neutral type, and the like. For example, the terminal device can trigger a gain type chain effect (such as increasing the moving speed, attack power or defense power) when the influence value is positive and high, trigger a loss type chain effect (such as deceleration, damage reduction) when the influence value is negative and the absolute value is high, and trigger a neutral chain effect with pure visual effect when the influence value is close to zero.

[0116] In an optional embodiment, the influence degree can be determined by the size of the influence, including the effect intensity and duration.

[0117] In a specific application, after the terminal device calculates the influence value as 8.5, it determines to trigger a high-level positive chain effect "encouragement", which increases the attack power of the affected character by 17% (10% of the base increase plus an additional 7% from the influence), reduces the cooling time by 12%, and lasts for 6 seconds (4 seconds of the base plus an additional 2 seconds from the influence). At the same time, the system generates a halo special effect around the affected character with an intensity proportional to the influence, and plays a sound effect feedback corresponding to the intensity level.

[0118] In an embodiment of the chain effect control method in a multi-player game provided by the present application, applying the influence of the chain effect includes: calculating a decay value according to the distance between game characters by applying a non-linear decay formula; obtaining a team tacit understanding coefficient between players; and calculating a final chain influence based on the skill power, the decay value and the team tacit understanding coefficient.

[0119] Through the method provided by the present embodiment, the terminal device can calculate accurate chain effect influence based on multi-dimensional parameters, realize fine control of the chain effect, and improve the game interactivity and player experience. By introducing the non-linear decay formula and the team tacit understanding coefficient, the chain effect transmission is more consistent with the real perception, and at the same time, the cooperation between players is encouraged, improving the balance and interest of the game.

[0120] The above scheme will be described in detail below.

[0121] In step S71, a decay value is calculated according to the distance between game characters by applying a non-linear decay formula.

[0122] The nonlinear attenuation formula is an algorithm model for calculating the attenuation degree of the chain effect according to a specific mathematical relationship. The formula maps the distance value to the attenuation coefficient, so that the influence of the chain effect can be weakened with the increase of the distance, and the weakening degree follows a nonlinear law.

[0123] In an optional embodiment, the nonlinear attenuation formula is a calculation method that uses an exponential or power function relationship to make the attenuation effect present nonlinear changes. The nonlinear attenuation formula can more accurately simulate the attenuation law of energy transmission in the real world, avoiding unnatural effects that may be caused by simple linear attenuation. For example, the terminal device can use an attenuation formula in the form of an inverse proportional function, a power function, or an exponential function to calculate the corresponding attenuation value according to the distance between the two game characters.

[0124] In an optional embodiment, the nonlinear attenuation formula can be a function based on an inverse proportional relationship, which increases the exponential term to make the attenuation curve attenuate more slowly at close distances and attenuate faster at long distances. For example, the terminal device can apply a formula such as decay = 1 / (1 + k*distance^n), where decay represents the attenuation value, distance represents the distance, and k and n are parameters that control the attenuation rate. When n>1, the attenuation rate will increase with the increase of the distance, which conforms to the intuitive cognition of influence transmission in multiplayer games.

[0125] In step S72, the team tacit coefficient between players is obtained.

[0126] The team tacit coefficient is a numerical index that quantifies the degree of cooperation and efficiency of players in the game. This coefficient reflects the quality and frequency of historical cooperation between players and is an important reference value for evaluating the collaborative ability of player combinations.

[0127] In an optional embodiment, the team tacit coefficient is a numerical value that quantitatively evaluates the degree of tacit cooperation between players by analyzing historical interaction data between players. The team tacit coefficient is usually represented by a value between 0 and 1, and the higher the value, the more tacit the cooperation between players, and the higher the transmission efficiency of the chain effect. For example, the terminal device can analyze the cooperation frequency, cooperation success rate, and number of mutual behavior of two players in historical games to calculate their team tacit coefficient.

[0128] In an alternative embodiment, the team chemistry coefficient can be obtained through multi-dimensional data analysis, including but not limited to factors such as the frequency of cooperation between players, the utilization rate of complementary skills, and the efficiency of achieving common goals. For example, a terminal device can track and record data such as the number of skill combinations between players A and B, the efficiency of their joint defeat of enemies, and the number of times they provide mutual assistance, and then apply a weighted average algorithm to calculate their team chemistry coefficient. This coefficient can be dynamically updated as the game progresses, reflecting the development and changes in the collaborative relationship between players.

[0129] In one specific application, a terminal device can query the player collaboration history stored in the game database, extracting interaction data between two players from the past 10 games, including the number of battles they participated in together, the success rate of skill coordination, the number of times they rescued each other, and other data. Using a preset calculation formula, the team tacit understanding coefficient is calculated. For example, if players A and B have a history of good coordination, their team tacit understanding coefficient may reach 0.85, while for players C and D, who are cooperating for the first time, their team tacit understanding coefficient may only be the basic value of 0.5.

[0130] In step S73, the final chain influence is calculated based on the skill power, attenuation value and team tacit understanding coefficient.

[0131] The final chain effect refers to the actual impact of the chain effect on the target character. It is the result of the combined effect of multiple factors. This influence determines the specific benefits or losses brought to the target character by the chain effect.

[0132] In an optional implementation, the final chain influence is calculated by multiplying the base skill power by various modifiers. This factor comprehensively considers the skill's inherent strength, its decay during transfer, and the collaborative nature of players, ensuring that the chain effect's performance is more consistent with in-game logic and player experience expectations. For example, a terminal device can use the influence calculation formula: Final Influence = Skill Power × Decay Value × Team Collaboration Coefficient to determine the specific impact strength of the chain effect on a specific target character.

[0133] In an optional implementation, the calculation of the final chain effect can incorporate additional adjustment parameters, such as the current game stage coefficient and character attribute matching, to achieve more refined influence control. For example, the terminal device can add parameters such as the game duration correction coefficient (gradually increasing the chain effect as the game progresses) and the character type complementarity coefficient (tanks have a stronger chain effect on support characters) to the basic calculation formula, making the chain effect more diverse and enhancing the game's strategy and playability.

[0134] In one specific application, when calculating the impact of player A's advanced skill "Aura of Courage" on player B, the terminal device first calculates the skill's base power of 80 points, then multiplies it by the previously calculated decay value of 0.75 and the team cohesion coefficient of 0.85, resulting in a final chain effect of 80 × 0.75 × 0.85 = 51 points. This means that player B will receive a 51-point attribute buff, such as a 51-point increase in attack power or a 51% reduction in cooldown time. The specific effect depends on the design of the "Aura of Courage" skill.

[0135] In a chain effect control method in a multiplayer game provided in one embodiment of the present application, a balance assurance mechanism is also included: step S91, recording the number of positive and negative chain triggers of each player; step S92, when it is detected that the player triggers a negative chain a predetermined number of times in succession, a compensation opportunity is automatically generated; and step S93, dynamically adjusting the chain strength coefficient based on the player's ability score.

[0136] Through the method provided in this embodiment, the system can monitor and record situations in which players trigger chain effects during the game, promptly identify players who encounter continuous setbacks and provide appropriate compensation, and dynamically adjust chain system parameters according to the players' actual performance levels, thereby achieving a balanced gaming experience. This not only prevents players with lower technical levels from feeling frustrated due to continuous failures, but also ensures that players with higher technical levels obtain the corresponding challenge difficulty, thereby enhancing the fairness and playability of the game and improving overall user satisfaction and retention.

[0137] The above scheme is described in detail below.

[0138] In step S91, the number of positive and negative chain triggers for each player is recorded.

[0139] Players are users who participate in multiplayer games, each interacting by controlling a character. Positive chain reactions refer to the beneficial effects triggered by a player's excellent play, which positively impact their own players or teammates. Negative chain reactions refer to the debuffs triggered by a player's poor play, which negatively impact their own players or teammates. Chain trigger counts refer to the number of times a player successfully triggers a chain effect during gameplay, including both positive and negative chain reactions.

[0140] In an alternative embodiment, recording the number of chain triggers by a player can be achieved by establishing a mapping relationship between player IDs and chain data, and storing this mapping relationship in a game data structure. For example, the terminal device can maintain a data structure for each player, including fields such as player ID, positive chain counter, negative chain counter, and consecutive negative chain counter, and these values ​​are updated in real time during the game.

[0141] In an alternative embodiment, the number of chain triggers can be recorded using a time decay model, whereby earlier chain events are weighted less heavily, prioritizing the player's recent performance. For example, the terminal device can timestamp each chain trigger event and apply a decay function to the statistics, so that a chain effect triggered 10 minutes ago is only weighted 50% of the most recent trigger event, thereby more accurately reflecting the player's current state.

[0142] In a specific application, when player A controls the character to continuously cast skills in the game and successfully hits the enemy character, the terminal device recognizes the event as a positive chain trigger and adds 1 to the positive chain counter in player A's data record; when player B controls the character and accidentally falls into a trap while avoiding enemy attacks, the terminal device recognizes the event as a negative chain trigger and adds 1 to the negative chain counter in player B's data record, and at the same time adds 1 to the continuous negative chain counter, which is used to subsequently determine whether the compensation mechanism needs to be triggered.

[0143] In step S92 , when it is detected that the player has triggered a predetermined number of negative chains in succession, a compensation opportunity is automatically generated.

[0144] The "predetermined number" refers to the system's pre-set threshold for triggering consecutive negative chains, which determines whether to activate the compensation mechanism. A streak occurs when a player continuously generates negative chain effects without interrupting a positive chain within a certain time window. Compensation opportunities refer to additional game advantages or auxiliary mechanisms provided by the system to alleviate the player's frustration caused by consecutive failures.

[0145] In an alternative embodiment, detecting consecutive triggers can be achieved by maintaining a consecutive counter that increments each time a negative chain occurs and resets each time a positive chain occurs. For example, the terminal device can set a consecutive negative chain counter for each player. Each time the player triggers a negative chain effect, the counter increments by 1. The counter resets to 0 when the player triggers a positive chain or after a certain time threshold (e.g., 5 minutes) has passed.

[0146] In an alternative embodiment, compensation opportunities can be generated based on the player's character type and the game environment, providing targeted compensation for different types of players. For example, the terminal device can provide additional defense compensation for tank-type characters, additional attack compensation for damage-type characters, and reduced skill cooldown compensation for support-type characters, making the compensation effect more tailored to the player's character positioning and game needs.

[0147] In a specific application, when player C fails to cast a skill for three consecutive times in a team battle (e.g., the skill misses the target, the position is incorrect, or the timing is inappropriate), the terminal device detects that the player has reached the predetermined threshold of consecutive negative chain times (three times), and the system automatically generates a compensation opportunity for the player. When player C casts a skill next time, the skill hit range is expanded by 20% or the skill effect strength is increased by 15%, helping the player break the consecutive failure situation and restore the game confidence and experience.

[0148] In step S93, the chain strength coefficient is dynamically adjusted based on the player ability score.

[0149] The player ability score refers to a skill level indicator obtained by analyzing historical performance, operation accuracy, reaction speed, and other multi-dimensional data of the player. The chain strength coefficient refers to a parameter for adjusting the influence size of the chain effect, which directly affects the final effect of the chain effect. Dynamic adjustment refers to the process of adaptively modifying system parameters according to real-time game data and player performance.

[0150] In an optional embodiment, the player ability score can adopt a multi-factor weighted calculation model, considering factors such as operation accuracy, reaction time, and tactical decision quality. For example, the terminal device can collect data such as the player's average hit rate, the time interval from skill release to hit, and the number of effective operations per unit time, and calculate a 0-100 ability score through weighted calculation as the basis for adjusting the chain system parameters.

[0151] In an optional embodiment, the adjustment of the chain strength coefficient can adopt a non-linear mapping relationship, so that players of different ability levels can obtain a game experience suitable for themselves.

[0152] In a specific application, the terminal device analyzes the historical game data of player D and calculates that the player's ability score is 85 (high-level player). The system adjusts the positive chain effect strength coefficient triggered by the player to 0.85 and the negative chain effect strength coefficient to 1.15 accordingly, which means that the positive chain effect triggered by the player will be slightly weakened and the negative chain effect will be slightly enhanced, providing a more challenging game experience for high-level players. Meanwhile, the terminal device analyzes that the ability score of player E is 35 (low-level player), and the system adjusts the positive chain strength coefficient of the player to 1.15 and the negative chain strength coefficient to 0.85, helping the technically weak player to obtain more positive feedback and reduce negative experience, thereby improving the overall balance of the game.

[0153] In a chain effect control method in a multiplayer game provided in one embodiment of the present application, when it is detected that a player has continuously triggered a negative chain for a predetermined number of times, a compensation opportunity is automatically generated, including: the predetermined number of times is 3 times, and the compensation opportunity includes lowering the difficulty threshold of the next successful triggering of a positive chain or increasing the strength of the positive chain effect.

[0154] Through the method provided in this embodiment, the system can intelligently identify and appropriately compensate players for situations where they continuously encounter negative impacts, effectively balancing the gaming experience and preventing players from feeling frustrated due to continuous negative chain reactions. At the same time, it ensures the balance and fairness of the game and improves the gaming experience and long-term engagement of players.

[0155] The above scheme is described in detail below.

[0156] The predetermined number of times is a counting threshold for players to continuously trigger negative chain reactions, which is used to determine when a compensation opportunity should be provided to the player.

[0157] In an alternative embodiment, the predetermined number of times can be a specific value set based on the game environment and player group characteristics to balance the gaming experience. For example, in this embodiment, the predetermined number of times is set to 3 times, which means that if the system detects that a player has triggered a negative chain reaction three times in a row during the game, the compensation mechanism will be triggered.

[0158] In an alternative embodiment, the predetermined number of times can be a dynamically adjusted parameter that changes based on game difficulty, player proficiency, or game mode. For example, in novice mode, the predetermined number of times may be set to 2 to provide compensation to novice players more quickly; while in expert mode, the predetermined number of times may be set to 4 or more to increase the challenge of the game.

[0159] In one specific application, the terminal device can maintain a counter to record the number of times each player triggers a negative chain reaction. When a player's operational error causes a negative chain reaction, the counter for that player increases by 1. If the player triggers a positive chain reaction or fails to trigger a negative chain reaction for a certain period of time, the counter resets to 0. When the counter reaches a predetermined threshold of three times, the terminal device immediately marks the player as "compensation eligible."

[0160] Among them, compensation opportunity is a mechanism designed to balance the gaming experience. When players are continuously affected by negative chain effects, the system provides a feedback adjustment.

[0161] In an alternative embodiment, the compensation opportunity can manifest as a lowering of the difficulty threshold for successfully triggering a positive chain, making it easier for players to trigger positive game effects. For example, after a player receives a compensation opportunity, the triggering condition for a positive chain may be temporarily lowered from "requiring 80% operation accuracy" to "requiring 65% operation accuracy," making it easier for players to receive positive feedback in the subsequent game.

[0162] In an alternative embodiment, a compensation opportunity can also be manifested as increasing the strength of positive chain effects, enhancing the positive impact of a player's successful actions. For example, after a player obtains a compensation opportunity, the next successful positive chain effect they trigger may receive a 25% additional benefit, such as increased skill damage, extended buff duration, or expanded range.

[0163] In one specific application, when a terminal device detects that a player has triggered a negative chain three times in a row, it adds a temporary "compensation marker" to the player's character data. The next time the player performs an action, the terminal device checks for the presence of this marker. If it does, it lowers the threshold for triggering a positive chain from 75 points to 60 points, or increases the base strength of the positive chain effect by 30%. This gives the player a better chance of success and helps them break free from a streak of errors.

[0164] In a chain effect control method in a multiplayer game provided in one embodiment of the present application, the balance assurance mechanism also includes: adjusting chain parameters based on different character types so that the chain effects triggered by different types of characters have differentiated characteristics, and the character types include one or more of tank type, output type and auxiliary type.

[0165] The method provided in this embodiment makes it possible to accurately adjust the chain effect parameters according to the positioning of different characters, create exclusive chain performances for different characters, improve the diversity of game characters and the depth of tactical cooperation, and enable players to experience the interdependence between characters in teamwork, further enhancing the balance and strategy of the game experience.

[0166] The above scheme is described in detail below.

[0167] Character types are pre-defined character classes within the game, used to differentiate the functional positioning and combat styles of different characters. Chain parameters refer to the numerical values ​​that control chain effect triggering conditions, effect strength, duration, and other attributes. Differentiating features refer to the unique visual presentation, functional attributes, and tactical value of chain effects triggered by each character type.

[0168] In an alternative embodiment, character types can be divided based on their role within the team and their areas of expertise, with each character type having its own unique attribute distribution and skill set. For example, a tank character typically has high health and defensive capabilities, focusing on withstanding damage and protecting teammates; a damage-dealing character typically has high attack power and burst, focusing on dealing damage; and a support character typically has strong control and healing abilities, focusing on providing support to teammates.

[0169] In an optional embodiment, chain parameters may include chain trigger thresholds, chain effect duration, chain effect strength coefficient, chain propagation speed, and chain cooldown time. For example, for different character types, the terminal device can set different chain trigger thresholds to make certain characters more likely to trigger specific types of chain effects; adjust the chain effect duration to make the chain effect triggered by a certain type of character last longer; modify the chain effect strength coefficient to make the chain effect triggered by a certain type of character have a stronger or weaker impact; adjust the chain propagation speed to make the chain effect triggered by a certain type of character spread faster or slower; and set different chain cooldown times to control the frequency with which characters trigger chain effects.

[0170] In an optional embodiment, differentiated features refer to differences in the effect type, visual presentation, and tactical purpose of the chain effects triggered by different character types. For example, the chain effects triggered by a tank character might favor defense buffs and aggro draw; the chain effects triggered by a damage-dealing character might favor damage bonuses and increased critical strike rate; and the chain effects triggered by a support character might favor healing effects and enhanced control capabilities.

[0171] In an alternative embodiment, a tank character can be a common character type in multiplayer games, whose primary responsibility is to protect teammates and draw enemy fire. For example, a terminal device can configure chain parameters for the tank character so that when the tank character successfully draws enemy attacks or uses a taunt skill, a chain effect of defensive buffs is triggered, providing a damage reduction shield to nearby teammates. The shield strength can be adjusted based on the proportion of damage the tank itself withstands.

[0172] In an optional embodiment, a DPS character is a character whose primary goal is to deal high damage and is responsible for eliminating enemy units within a team. For example, a terminal device can design chain parameters for a DPS character so that after successfully defeating an enemy unit or achieving a combo, a chain effect of attack buffs is triggered, providing nearby teammates with increased attack power or critical hit rate. The strength of the buff can be dynamically adjusted based on the proportion of damage caused by the DPS character.

[0173] In an optional embodiment, a support character is a character type that focuses on providing buffs to teammates, healing, or controlling enemies. For example, a terminal device can design chain parameters for the support character so that when it successfully heals a teammate or controls an enemy unit, a chain recovery effect is triggered, providing continuous healing to nearby teammates or reducing skill cooldowns. The strength of the recovery effect can be dynamically calculated based on the amount of healing or control duration performed by the support character.

[0174] In one specific application, a terminal device can implement a dynamic adjustment system that automatically configures the corresponding chain parameter set based on the player's selected role type. When a player chooses a tank-type role, the system sets a low chain trigger threshold but a small chain effect range, allowing the player to frequently trigger defensive chain effects and provide protection for nearby teammates. When a player chooses a damage-dealing role, the system sets a high chain trigger threshold but a large chain effect strength, allowing the player to trigger high-powered offensive chain effects at critical moments, significantly increasing team output. When a player chooses a support-type role, the system sets a medium chain trigger threshold but a large chain effect range, allowing the player to trigger team-boosting chain effects at the right time and provide support to teammates over a wide range. This differentiated design fosters closer teamwork, requiring players to play their roles according to their respective characteristics.

[0175] In a chain effect control method in a multiplayer game provided in one embodiment of the present application, generating the feedback effect includes: step S1210, determining the chain reaction type, and calling the corresponding visual and sound resources; step S1211, generating a marking effect at the chain trigger point; step S1212, creating a visual effect that spreads outward from the source point to show the chain propagation path; step S1213, generating a halo effect around the game character.

[0176] Through the method provided in this embodiment, the terminal device can generate corresponding visual marks and effects according to different types of chain reactions, thereby improving the intuitiveness and feedback clarity of the game, allowing players to more intuitively perceive the propagation process and impact range of the chain effect, and enhancing the immersiveness and interactivity of the gaming experience. At the same time, through visually differentiated performance, players can quickly identify different types of chain effects, thereby improving the response speed and decision-making efficiency of game operations.

[0177] The above scheme is described in detail below.

[0178] In step S1210 , the chain reaction type is determined and the corresponding visual and sound effect resources are called.

[0179] Among them, chain reaction types are divided into different categories according to the nature of the chain effect and the impact results, which can include chain reactions with different properties, different intensities or different modes of action.

[0180] In an optional embodiment, the chain reaction type can be determined by analyzing the triggering conditions, impact strength, and impact characteristics of the chain effect. For example, in a multiplayer cooperative shooting game, the terminal device can classify chain reactions into benefit-type chain reactions and debuff-type chain reactions. Benefit-type chain reactions are triggered by a player successfully defeating an enemy or completing a specific objective, providing additional attack or defense bonuses to surrounding teammates. Debuff-type chain reactions are triggered by a player making a mistake or being hit by an enemy, causing surrounding teammates to have their movement speed reduced or receive additional damage.

[0181] In an optional embodiment, invoking corresponding visual and audio effects resources involves selecting and loading corresponding graphic and audio effects from a pre-set resource library based on the determined chain reaction type. For example, in a fantasy multiplayer role-playing game, a terminal device might invoke red particle effects and burning sounds for a fire chain reaction, and blue ice crystal effects and freezing sounds for an ice chain reaction. This differentiated audiovisual presentation allows players to intuitively distinguish between different types of chain reactions.

[0182] In step S1211 , a marking effect is generated at the chain trigger point.

[0183] The chain trigger point is the spatial location where the chain effect initially occurs, typically corresponding to the location of the player character that triggered the chain effect or the specific location affected by their action. A marker effect is a prominent visual indicator that clearly indicates the origin of the chain effect.

[0184] In an alternative embodiment, the chain trigger point can be determined by recording the coordinates of the player's location that triggered the chain effect, or by recording the location where a specific skill was released. For example, in a massively multiplayer online strategy game, the terminal device can use the location of the player character using a special ability as the chain trigger point, or mark the location where the player's skill was released as the chain trigger point, ensuring that the propagation of the chain effect has a clear starting point.

[0185] In an alternative embodiment, the marker effect can be a striking visual element used to highlight the origin of a chain reaction. For example, in a sci-fi multiplayer competitive game, the terminal device can generate a pulsating energy ball as a marker at the chain trigger point, or create a light column rising from the ground as a marker, allowing players to clearly identify the source of the chain reaction and facilitate understanding of cause and effect relationships in the game.

[0186] In one specific application, when a player successfully defeats a high-value target, the terminal device generates an upward beam of light at the target's downfall location (the chain trigger point). The beam's height is proportional to the strength of the chain effect, and its color varies depending on the chain type. Upon appearance, the beam rapidly expands and then stabilizes, remaining visible for three seconds. This allows all players to clearly identify the chain effect's origin point and make appropriate tactical adjustments, such as moving closer to gain a positive effect or moving away to avoid a negative effect.

[0187] In step S1212, a visual effect is created that spreads outward from the source point to demonstrate the chain propagation path.

[0188] The origin is the starting point of a chain effect, which is the same as or close to the chain trigger point. The spread visual effect is a dynamically changing graphical representation that simulates the spread of a chain effect in the game space. The chain propagation path is the trajectory or direction of the chain effect from the origin outward.

[0189] In an optional embodiment, the diffusion visual effect can take the form of ripples, light, or particle flow to intuitively demonstrate the propagation process of the chain reaction. For example, in a multiplayer maritime-themed sailing game, the terminal device can create a water ripple-like diffusion effect to represent the spread of the chain reaction, or use flowing light to connect multiple affected player ships, allowing players to intuitively see how the chain reaction spreads from a single point to the entire affected area.

[0190] In step S1213, a halo effect is generated around the game character.

[0191] In an optional embodiment, a halo effect is a luminous effect surrounding a game character, used to indicate the character's current chain effect status. For example, in a multiplayer role-playing game, a terminal device may generate a golden halo around a character experiencing a positive chain effect, indicating a positive effect; while a red halo around a character experiencing a negative chain effect indicates a negative effect. The brightness or intensity of the halo may correspond to the strength of the chain effect.

[0192] In a method for controlling a chain effect in a multiplayer game provided in an embodiment of the present application, the method further includes capturing a highlight moment, including: Step S1310, using a preset action importance scoring algorithm to evaluate the chain event value; Step S1320, when the score exceeds a preset threshold, record the action information and surrounding information of the game character. step S1330, using the curve to plan the best viewing angle and lens movement trajectory; and step S1340, generating playback clips and commentary content based on the recorded information.

[0193] The method provided by the embodiment enables the terminal device to intelligently identify a highlight moment in a game and automatically capture the highlight moment, filter out a game clip that is truly valuable through a scientific scoring algorithm, record and display the game clip in an optimal viewing angle, provide a high-quality playback experience for a player, enhance the ornamental value and social sharing value of the game, and provide valuable reference materials for game data analysis and player skill improvement.

[0194] The above scheme will be described in detail below.

[0195] In step S1310, the value of the chain event is evaluated using a preset action importance scoring algorithm.

[0196] The preset action importance scoring algorithm is a calculation method for quantifying the value of an event occurring in the game. The algorithm can comprehensively evaluate the importance and ornamental value of the event according to multiple dimensions.

[0197] In an optional embodiment, the preset action importance scoring algorithm can be constructed based on a multi-factor weighted calculation model, considering indexes such as influence, rarity, and combo number. For example, the terminal device can design a weight distribution scheme, assigning a weight of 0.6 to influence, a weight of 0.3 to rarity, and a weight of 0.1 to combo number, and calculating the final score through linear weighting. The preset action importance scoring algorithm is: Score = 0.6*impact + 0.3*rarity + 0.1*combo; where Score is the score, impact is the influence, rarity is the rarity, and combo is the combo number.

[0198] In step S1320, when the score exceeds a preset threshold, the action information and environment information of the game character are recorded.

[0199] The preset threshold is a score standard line set by the system, which is used to filter game events worth recording. Only events with a score exceeding the threshold will be captured and recorded by the system.

[0200] In a specific application, when the terminal device calculates that the score of an event is 8.7, the score is compared with the preset threshold of 7.5. Since 8.7 exceeds the preset threshold, the terminal device immediately starts recording the action information of the game character related to the event (such as skill casting sequence, movement path, attack target, etc.) and the environment information (such as terrain features, states of other characters around, time nodes, etc.), which will serve as basic data for generating a highlight playback.

[0201] In step S1330, a curve is used to plan an optimal viewing angle and a lens movement trajectory.

[0202] Among them, curve planning is a mathematical method to determine the camera movement path, which is used to calculate the smooth movement trajectory of the lens in three-dimensional space to provide the best viewing experience.

[0203] In an optional implementation, curve planning can utilize a Bezier curve algorithm, achieving smooth lens movement through control point settings. For example, the terminal device can set the starting point, end point, and intermediate control points based on the location of the highlight event, and use a third-order Bezier curve to calculate a smooth lens movement path, making the viewing experience more fluid and natural.

[0204] In one specific application, when a player performs a series of exciting actions, the terminal device analyzes the spatial distribution and temporal flow of the entire event, determining the optimal viewing starting point (e.g., a 45-degree bird's-eye view slightly above the character) and key observation nodes. The terminal device then uses the Catmull-Rom spline curve algorithm to calculate a smooth camera movement trajectory, allowing the camera to capture the entire event from the optimal angle. At key moments, the camera can appropriately zoom in or switch perspectives to highlight the highlights.

[0205] In step S1340 , playback segments and commentary content are generated based on the recording information.

[0206] The replay clips are video contents reproduced based on the recorded game information, and the commentary content is a text or voice description of the events in the replay clips.

[0207] In an optional embodiment, replay clips can be optimized using various video rendering techniques to enhance the viewing experience. For example, the terminal device can apply slow motion effects to highlight key moments, add special filters to emphasize important actions, or add dynamic labels to highlight skill usage and damage values, making the replay more enjoyable and informative.

[0208] In an optional implementation, commentary can be automatically generated using natural language processing technology, analyzing event characteristics and context to provide professional commentary. For example, a terminal device could automatically generate commentary text such as "Player A cleverly exploited the terrain, unleashing three skills in quick succession to defeat two opponents and turn the tide of the battle" based on a template-based generation system, combining information such as event type, skill usage sequence, and game status. This can then be converted to voice output.

[0209] In one specific application, the terminal device uses the game engine's replay function to re-render the entire highlight clip based on previously recorded game character action and environmental information. This replay, applying the previously planned optimal viewing angle and camera movement trajectory, generates a 15-second replay video of the highlight. The terminal device also analyzes the characteristics of this highlight moment (such as continuous skill use and teamwork), automatically generating commentary such as "The player successfully executed a combo, inflicting heavy damage and defeating multiple opponents." It also provides the option to share on social media, enhancing the social nature of the game.

[0210] In a chain effect control method in a multiplayer game provided in one embodiment of the present application, it also includes generating a chain effect visualization panel, which displays one or more of the following information: the number of chains triggered by each player, the impact range, the teammate cooperation index, and the spatial distribution of the chain effect through a heat map.

[0211] Through the method provided in this embodiment, the chain effect related data in the game can be intuitively presented in a visual form, helping players to better understand the chain effect mechanism in the game, improving the transparency and comprehensibility of the gaming experience, and at the same time providing players with data support for tactical adjustments and team cooperation, thereby optimizing the players' decision-making process and team collaboration effect.

[0212] Among them, the chain effect visualization panel is a data display interface displayed in the game interface, which is used to intuitively present various data information related to the chain effect, helping players understand the triggering and impact of the chain effect in the game.

[0213] In an optional embodiment, the Chain Effects Visualization Panel is an interactive interface that integrates multiple data visualization charts and displays statistical data and dynamic changes related to chain effects during gameplay. For example, the panel can be designed as a semi-transparent floating window that can be called up during gameplay via a specific key combination or viewed in the post-game data analysis interface. Players can use this panel to obtain detailed information about chain effects.

[0214] In an optional embodiment, the Chain Effect visualization panel can display data using a variety of chart formats, including but not limited to bar charts, line charts, radar charts, and heat maps, and supports players in filtering data and selecting time periods. For example, the terminal device can simultaneously display a pie chart showing the percentage of chain effects triggered by different players, and a line chart showing the changing trend of chain effect triggering frequency during the game, allowing players to fully understand the role of chain effects in the game.

[0215] Among them, the number of chains triggered by each player is the cumulative number of times each player successfully triggers the chain effect during the game, including separate statistics for positive and negative chains.

[0216] In an optional embodiment, the number of chain triggers per player is a basic statistic that can intuitively reflect the player's activity and influence in triggering chain effects in the game. For example, the terminal device can display each player's chain trigger count via a bar graph, distinguishing the proportion of positive and negative chain triggers, with different colored bars representing positive and negative chain triggers, respectively, to help players identify the main contributors to the chain effect within their team.

[0217] In an optional implementation, the number of chain effects triggered by each player can be further broken down into different types of chain effects, and these can be identified in the visualization panel using different colors or icons. For example, the terminal device can create a separate data card for each player in the team in the panel, displaying the player's character information, the total number of chain effects triggered, and the percentage of each chain type. Players can click on the card to view a more detailed chain trigger record and timeline.

[0218] Among them, the teammate synergy index is a numerical value that quantifies the frequency and effect of chain effect interactions between players, reflecting the degree of team collaboration.

[0219] In an optional embodiment, the Teammate Synergy Index is a comprehensive indicator that assesses the quality of the chain effect interaction between team members and can be calculated using a specific algorithm. For example, the terminal device can analyze the frequency of chain effect transmission between players, the success rate of triggering, and the resulting benefit to generate a synergy index value between 0 and 100. This is displayed in the dashboard as a star rating or numerical value, allowing players to understand the effectiveness of their team's collaboration.

[0220] In an optional embodiment, the Teammate Synergy Index can be displayed in a matrix format to illustrate the level of synergy between any two players on a team. For example, a terminal device can generate a Teammate Synergy Matrix on the dashboard, with the rows and columns representing the players on the team. The color or number at the intersection represents the synergy index between the two players, helping to identify the most compatible team duos and providing data reference for subsequent team tactical planning.

[0221] Among them, the heat map is a visual chart that intuitively displays the distribution density of chain effects on the game map through changes in color depth.

[0222] In an optional implementation, a heat map is an advanced visualization tool that intuitively displays the distribution of chain effects across the game space, using color gradients to indicate the frequency or intensity of chain effect triggering in different areas. For example, a terminal device can generate a heat map overlay on the game map based on collected chain effect data, with red areas indicating high-frequency chain effect triggering and blue areas indicating low-frequency chain effect triggering, helping players identify "hot spots" and "tactical key points" in the game.

[0223] In an optional embodiment, the heat map can support dynamic display of the time dimension, showing the changing trend of the chain effect distribution as the game progresses.

[0224] In one specific application, when a player presses a specific shortcut key during a game, a translucent chain effect visualization panel pops up on the edge of the game interface. The top of the panel displays the portraits of each player on the team and a bar showing the number of chain effects triggered, with positive chains indicated in green and negative chains in red. The middle section displays a teammate synergy index matrix, with darker colors indicating higher levels of synergy between the two players. The bottom section displays a miniature heat map of the game map, with a gradient of red, yellow, green, and blue representing the distribution of chain effect triggers from high to low frequency. Players can click on the tabs on the panel to switch between different data views, such as trend charts and detailed statistics. They can also review data performance from previous periods using a timeline to assist in adjusting team tactics and strategies.

[0225] This exemplary embodiment also discloses a chain effect control device in a multiplayer game. Figure 3 FIG. 1 is a diagram showing the composition of a chain effect control device in a multiplayer game according to an exemplary embodiment of the present disclosure. Figure 3 As shown, the device includes: The acquisition module is used to obtain real-time operation information of multiple players in a multiplayer game; A construction module, configured to construct a behavior feature vector representing the player's operation based on the real-time operation information; a determination module, configured to determine whether a triggering condition for a chain effect is satisfied based on the behavior feature vector; a calculation module, configured to calculate the impact range and impact intensity of the chain effect when the triggering condition of the chain effect is met; and The generation module is used to apply the influence of the chain effect to the game characters controlled by other players within the influence range and generate a feedback effect.

[0226] Optionally, constructing the behavior feature vector includes: obtaining the player's action type, operation success rate, and environmental adaptability; and combining the action type, operation success rate, and environmental adaptability to form the behavior feature vector.

[0227] Optionally, obtaining real-time operation information includes: initializing a sliding window of a time dimension and a position index structure of a space dimension; storing the player's operation sequence in the sliding window; and processing the operation sequence through convolution to extract timing features.

[0228] Optionally, environmental suitability is determined by analyzing one or more of the following: current game environment conditions, surrounding enemy density, teammate status, and map characteristics.

[0229] Optionally, calculating the scope and intensity of the chain effect includes: analyzing the player's historical behavior sequence through a memory network to determine an influence baseline value; applying a dynamic adjustment formula to calculate the chain influence, the dynamic adjustment formula includes the baseline intensity, the behavior score, the distance attenuation factor and the distance between the game characters; and determining the type and degree of influence of the chain effect based on the calculation results.

[0230] Optionally, the dynamic adjustment formula is: I = α*(1+e^(-β*S)) * γ^d, where I is the chain influence, α is the baseline strength, S is the behavior score, β is the sensitivity coefficient, d is the distance between game characters, and γ is the distance attenuation factor.

[0231] Optionally, applying the impact of the chain effect includes: applying a nonlinear attenuation formula to calculate the attenuation value according to the distance between the game characters; obtaining the team tacit understanding coefficient between the players; and calculating the final chain influence based on the skill power, the attenuation value and the team tacit understanding coefficient.

[0232] Optionally, the nonlinear decay formula is: decay = 1 / (1 + 0.3*distance^1.5), where decay is the decay value and distance is the Euclidean distance between game characters.

[0233] Optionally, it also includes implementing a balance assurance mechanism: recording the number of positive and negative chain triggers for each player; automatically generating a compensation opportunity when it is detected that a player has triggered a negative chain a predetermined number of times in a row; and dynamically adjusting the chain strength coefficient based on the player's ability score.

[0234] Optionally, the predetermined number of times is 3 times, and the compensation opportunity includes lowering the difficulty threshold for successfully triggering a positive chain next time or increasing the intensity of the positive chain effect.

[0235] Optionally, it also includes: adjusting chain parameters based on different role types so that the chain effects triggered by different types of roles have differentiated characteristics, and the role types include one or more of tank type, output type and auxiliary type.

[0236] Optionally, generating a feedback effect includes: determining the chain reaction type and calling corresponding visual and sound resources; generating a marking effect at the chain trigger point; creating a visual effect that spreads outward from the source point to show the chain propagation path; and generating a halo effect around the game character.

[0237] Optionally, it also includes capturing highlight moments: using a preset action importance scoring algorithm to evaluate the value of chain events; when the score exceeds a preset threshold, recording the action information and environmental information of the game character; using curves to plan the best viewing angle and lens movement trajectory; and generating playback clips and commentary content based on the recorded information.

[0238] Optionally, the default action importance scoring algorithm is: Score = 0.6 impact + 0.3 rarity + 0.1*combo, where Score is the score, impact is the impact, rarity is the rarity, and combo is the number of combos.

[0239] The method provided in this embodiment enables player operations in multiplayer games to produce dynamic chain reactions, enhancing the interactivity and immersion of the game. At the same time, by quantifying player behavior and accurately calculating the scope and intensity of the chain effect, a more balanced and personalized gaming experience is achieved, improving the sense of collaboration between players and the overall fun of the game.

[0240] The specific details of each module unit in the above embodiment have been described in detail in the corresponding chain effect control method in the multiplayer game. In addition, the chain effect control device in the multiplayer game also includes other unit modules corresponding to the chain effect control method in the multiplayer game, so they will not be repeated here.

[0241] It should be noted that although several modules or units of the device for action execution are mentioned in the detailed description above, this division is not mandatory. In fact, according to the embodiments of the present disclosure, the features and functions of two or more modules or units described above can be concretized in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be concretized.

[0242] Figure 4 FIG. 1 is a schematic diagram of a computer-readable storage medium in an exemplary embodiment of the present disclosure. Figure 4FIG. 1 shows a program product 1100 according to an embodiment of the present disclosure, which stores a computer program that, when executed by a processor, implements the method steps of the aforementioned method for controlling chain reactions in a multiplayer game. The method provided in this embodiment enables player actions in a multiplayer game to generate dynamic chain reactions, enhancing the game's interactivity and immersion. Furthermore, by quantifying player behavior and accurately calculating the impact range and intensity of chain reactions, a more balanced and personalized gaming experience is achieved, improving player collaboration and overall game enjoyment.

[0243] A computer-readable storage medium may include a data signal propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A computer-readable storage medium may transmit, propagate, or transfer a program for use by or in conjunction with an instruction execution system, apparatus, or device.

[0244] The program code contained in the computer-readable storage medium can be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, radio frequency, etc., or any suitable combination of the foregoing.

[0245] The following combination Figure 5 The electronic device 1000 in this exemplary embodiment is described. The electronic device 1000 is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.

[0246] See also Figure 5 As shown, electronic device 1000 is implemented as a general-purpose computing device. Components of electronic device 1000 may include, but are not limited to, at least one processor 1010 , at least one memory 1020 , a bus 1030 connecting various system components (including processor 1010 and memory 1020 ), and a display unit 1040 .

[0247] Memory 1020 stores program code that can be executed by processor 1010, causing processor 1010 to execute the specific steps of the aforementioned method for controlling chain reactions in a multiplayer game by executing the executable instructions. The method provided in this embodiment enables player actions in a multiplayer game to generate dynamic chain reactions, enhancing the game's interactivity and immersion. Furthermore, by quantifying player behavior and accurately calculating the impact range and intensity of chain reactions, a more balanced and personalized gaming experience is achieved, improving the sense of collaboration between players and the overall fun of the game.

[0248] The electronic device may further include: a power supply component configured to manage power for executing the electronic device; a wired or wireless network interface configured to connect the electronic device to a network; and an input / output (I / O) interface. The electronic device may operate based on an operating system stored in the memory, such as Android, iOS, Windows, Mac OS X, Unix, Linux, FreeBSD, or the like.

[0249] From the above description of the embodiments, it will be readily apparent to those skilled in the art that the exemplary embodiments described herein can be implemented via software or via a combination of software and necessary hardware. Therefore, the technical solutions according to the embodiments of the present invention can be embodied in the form of a software product, which can be stored on a non-volatile storage medium (such as a CD-ROM, USB flash drive, or mobile hard drive) or on a network and includes instructions for causing a computing device (such as a personal computer, server, electronic device, or network device) to execute the methods according to the embodiments of the present invention.

[0250] Other embodiments of the present disclosure will readily occur to those skilled in the art after considering the specification and practicing the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the present disclosure that follow the general principles of the present disclosure and include common knowledge or customary techniques in the art not disclosed herein. The description and examples are to be considered as exemplary only, with the true scope and spirit of the present disclosure being indicated by the claims.

[0251] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes can be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims

1. A method for controlling chain effects in a multiplayer game, characterized in that: include: Get real-time operation information of multiple players in multiplayer games; Based on the real-time operation information, construct a behavior feature vector representing the player's operation; Determining whether a triggering condition for a chain effect is met based on the behavior feature vector; When the triggering condition of the chain effect is met, calculating the impact range and impact intensity of the chain effect; as well as The influence of the chain effect is applied to game characters controlled by other players within the influence range, and a feedback effect is generated.

2. The method according to claim 1, wherein Constructing the behavior feature vector includes: Obtain the player's action type, operation success rate, and environment adaptability; and The action type, operation success rate and environment adaptability are combined to form a behavior feature vector.

3. The method according to claim 2, characterized in that Acquiring the real-time operation information includes: Initialize the sliding window of the time dimension and the position index structure of the spatial dimension; Storing the player's operation sequence in the sliding window; and The sequence of operations is processed by convolution to extract temporal features.

4. The method according to claim 2, characterized in that The environmental adaptability is determined by analyzing one or more of the following: current game environment conditions, surrounding enemy density, teammate status, and map features.

5. The method according to claim 1, wherein Calculating the scope and intensity of the chain reaction includes: Analyze the player's historical behavior sequence through the memory network to determine the influence baseline value; Calculating chain influence using a dynamic adjustment formula that includes a baseline strength, a behavior score, a distance decay factor, and the distance between game characters; and Determine the type and extent of the chain reaction based on the calculation results.

6. The method according to claim 5, wherein The dynamic adjustment formula is: I = α*(1+e^(-β*S)) * γ^d Among them, I is the chain influence, α is the baseline strength, S is the behavior score, β is the sensitivity coefficient, d is the distance between game characters, and γ is the distance attenuation factor.

7. The method according to claim 1, characterized in that The impacts of applying the described knock-on effects include: Calculate the attenuation value using a nonlinear attenuation formula based on the distance between game characters; Obtaining the team chemistry coefficient between players; and Calculates the final chain effect based on skill power, decay value, and team tacit understanding coefficient.

8. The method according to claim 7, wherein The nonlinear attenuation formula is: decay = 1 / (1 + 0.3*distance^1.5) Wherein, decay is the decay value, and distance is the Euclidean distance between the game characters.

9. The method according to claim 1, characterized in that It also includes the implementation of balance protection mechanisms: Record the number of positive and negative chain triggers for each player; Automatically generate a compensation opportunity when a player is detected to have triggered a predetermined number of consecutive negative chains; and Dynamically adjusts chain strength coefficients based on player ability ratings.

10. The method according to claim 9, characterized in that The predetermined number of times is 3 times, and the compensation opportunity includes lowering the difficulty threshold for successfully triggering a positive chain next time or increasing the intensity of the positive chain effect.

11. The method according to claim 9, characterized in that Also includes: The chain parameters are adjusted based on different role types so that the chain effects triggered by different types of roles have differentiated characteristics. The role types include one or more of tank type, output type and auxiliary type.

12. The method according to claim 1, characterized in that The generating feedback effect includes: Determine the chain reaction type and call the corresponding visual and sound effect resources; Generates a marking effect at the chain trigger point; Create visual effects that spread outward from a source to illustrate chain reactions; and Generates a halo effect around the game character.

13. The method according to claim 1, wherein Also includes capturing highlight moments: Use a preset action importance scoring algorithm to evaluate the value of chain events; When the score exceeds the preset threshold, the game character's action information and environmental information are recorded; Use curves to plan the best viewing angle and lens movement trajectory; as well as Generate playback clips and commentary content based on the recorded information.

14. The method according to claim 13, wherein The preset action importance scoring algorithm is: Score = 0.6*impact + 0.3*rarity + 0.1*combo Among them, Score is the score, impact is the influence, rarity is the rarity, and combo is the number of combos.

15. The method according to claim 1, wherein The method also includes generating a chain effect visualization panel, which displays one or more of the following information: the number of chain effects triggered by each player, the impact range, the teammate synergy index, and the spatial distribution of the chain effects through a heat map.

16. A chain effect control device in a multiplayer game, characterized in that: The device comprises: The acquisition module is used to obtain real-time operation information of multiple players in a multiplayer game; A construction module, configured to construct a behavior feature vector representing the player's operation based on the real-time operation information; a determination module, configured to determine whether a triggering condition for a chain effect is satisfied based on the behavior feature vector; a calculation module, configured to calculate the impact range and impact intensity of the chain effect when the triggering condition of the chain effect is met; and The generation module is used to apply the influence of the chain effect to the game characters controlled by other players within the influence range and generate a feedback effect.

17. A computer-readable storage medium storing a computer program, characterized in that: When the computer program is executed by a processor, the computer program implements the steps of controlling a chain effect in a multiplayer game according to any one of claims 1 to 15.

18. An electronic device comprising a processor and a memory, characterized in that: The memory stores a computer program, and when the processor executes the computer program, the steps of controlling the chain effect in the multiplayer game according to any one of claims 1 to 15 are implemented.