Card combat method, system and equipment based on music rhythm and medium

By real-time detection of deck characteristics to generate matching background music and rhythm data, dynamically generating Boss attack patterns, and combining operational accuracy and card release timing, it solves the fusion problem of music rhythm games and card battle games, achieving a deep fusion of rhythm and strategy, and enhancing the fun and challenge of the game.

CN120754537APending Publication Date: 2025-10-10广州三七极耀网络科技有限公司
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Patent Information

Application Number
CN202511166557.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-08-20
Publication Date
2025-10-10

AI Technical Summary

Technical Problem

Existing music rhythm games and card battle games are independent of each other and lack deep integration, resulting in a monotonous or slow-paced gaming experience that cannot meet players' demand for fast-paced, high-intensity games.

Method used

By real-time detection of player deck characteristics, generating matching background music and rhythm data, dynamically generating Boss attack patterns, combining operation accuracy and card release timing to calculate synergy points, and recommending the optimal card combination, a deep integration of music rhythm and card battles is achieved.

Benefits of technology

It improves the fun and challenge of the game, increases the tension and strategy, enriches the game resource acquisition mechanism, provides additional rewards and surprises, and enhances the immersion and playability of the game.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a card combat method, system and device based on music rhythm and a medium, and the method specifically comprises the steps: detecting the attribute distribution and skill type of a player card group in real time, and obtaining the characteristic data of the card group; generating structured rhythm data based on the card group characteristic data; dynamically generating an attack mode of the Boss virtual object according to the structured rhythm data; acquiring operation precision data of a player for performing a treading operation to trigger a card skill through the user interface, and dynamically converting the rhythm value into an energy value and a sense value according to a preset proportion through a resource conversion engine based on the operation precision data; and according to the operation precision data and the card release opportunity of the player, calculating a cooperation score, and when the cooperation score reaches a preset score threshold, activating the hidden Combo. According to the method, the music rhythm and the card combat are deeply fused, the traditional game type limit is broken, brand new game experience with rhythm sensation and strategy is brought to players, and game interestingness and challenge are improved.
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Description

Technical Field

[0001] The present invention relates to the field of game development technology, and in particular to a card battle method, system, device and medium based on music rhythm. Background Art

[0002] In today's gaming market, music rhythm games and card battle games are two extremely popular game types, each with a huge player base.

[0003] Rhythm games, with their unique gameplay, require players to precisely tap or slide on-screen indicators to the beat of the music to score points. This type of game offers significant advantages, such as ease of use and a strong sense of rhythm. This allows players to quickly immerse themselves in the fusion of music and controls, leading to widespread adoption on platforms such as mobile devices and game consoles. However, a significant issue with these games is that, after extended play, the relatively simple gameplay, primarily centered around rhythmic tapping, lacks variety and depth, which can easily lead to a feeling of monotony and boredom, reducing the game's continued appeal.

[0004] Card battle games, on the other hand, focus on strategic gameplay. Players collect various cards, improve their abilities through upgrades and enhancements, and strategically select and use them to defeat their opponents based on their abilities and the battlefield situation. This type of game offers strong strategic appeal and high replayability, allowing players to experience the joy of deep thinking and decision-making during the process of collecting, combining, and formulating battle strategies. Consequently, it is extremely popular across various gaming platforms. However, card battle games also suffer from a slower pace. Battles often require players to spend considerable time thinking and planning, lacking the thrilling, immediate feedback needed to satisfy some players' desire for a fast-paced, high-intensity gaming experience.

[0005] Currently, despite their respective development and maturity, music rhythm games and card battle games operate independently of each other, and there's no effective way to deeply integrate the two to fully leverage their respective strengths and deliver a brand-new gaming experience to players. Therefore, how to organically integrate these two game types, while enhancing the game's fun and challenge while creating an innovative gameplay that combines rhythm and strategy, has become a key issue urgently needed in the current field of game development.

[0006] Furthermore, the integration process presented several minor challenges. On the one hand, effectively integrating the music rhythm and card battle systems, retaining both the core gameplay of the music rhythm game—following the rhythm—and the core gameplay of the card battle game—strategic card use—while also creating new gameplay fun based on these two approaches, presented a technical challenge that needed to be overcome. On the other hand, to further increase the game's playability and challenge, it was necessary to incorporate more complex strategic elements into the integrated gameplay, requiring players to comprehensively consider more factors and make more precise and ingenious decisions. This also placed higher demands on the design and implementation of the gameplay. Summary of the Invention

[0007] The purpose of the present invention is to provide a card battle method, system, device and medium based on music rhythm, which deeply integrates music rhythm and card battle, breaks the boundaries of traditional game types, and brings players a new game experience with both rhythm and strategy, thereby enhancing the fun and challenge of the game, so as to solve at least one of the above-mentioned existing technical problems.

[0008] In a first aspect, the present invention provides a card battle method based on music rhythm, the method specifically comprising: Real-time detection of the attribute distribution and skill type of the player's deck to obtain deck characteristic data; Based on the deck feature data, the matching BGM information is generated through the Magenta or AIVA framework, and the rhythm points, beat intensity and paragraph characteristics of the BGM information are analyzed to generate structured rhythm data; Dynamically generate the attack pattern of the Boss virtual object based on structured rhythm data, and render the card battle scene and rhythm operation interface in real time on the user interface; Obtain the player's operation accuracy data when performing card skills through the user interface. Based on this operation accuracy data, the resource conversion engine dynamically converts the rhythm value into energy and morale values ​​according to the preset ratio. The synergy score is calculated based on the operation accuracy data and the player's card release timing. When the synergy score reaches the preset score threshold, the hidden combo is activated; During the rhythm interval, based on the battlefield status of the current game scene, the card value evaluation model is used to recommend the optimal card combination.

[0009] In a second aspect, the present invention provides a card battle system based on music rhythm, the system specifically comprising: The data collection module is used to detect the attribute distribution and skill type of the player's deck in real time and obtain the deck characteristic data; The data parsing module is used to generate matching BGM information based on the deck feature data through the Magenta or AIVA framework, and parse the rhythm points, beat intensity and paragraph characteristics of the BGM information to generate structured rhythm data; The battle rendering module is used to dynamically generate the attack pattern of the Boss virtual object based on the structured rhythm data, and render the card battle scene and rhythm operation interface in real time on the user interface; The operation detection module is used to obtain the operation accuracy data of the player's tapping operation through the user interface to trigger card skills. Based on the operation accuracy data, the resource conversion engine dynamically converts the rhythm value into energy value and morale value according to the preset ratio; The collaborative calculation module is used to calculate the collaborative score based on the operation accuracy data and the player's card release timing. When the collaborative score reaches the preset score threshold, the hidden combo is activated; The card recommendation module is used to recommend the optimal card combination based on the battlefield status of the current game scene during the rhythm interval through the card value evaluation model.

[0010] In a third aspect, the present invention provides a computer device comprising: a memory and a processor and a computer program stored in the memory, wherein when the computer program is executed on the processor, the card battle method based on music rhythm as described in any one of the above methods is implemented.

[0011] In a fourth aspect, the present invention provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements a card battle method based on music rhythm as described in any one of the above methods.

[0012] Compared with the prior art, the present invention has at least one of the following technical effects: 1. This invention deeply integrates music rhythm and card battles, breaking the boundaries of traditional game types, bringing players a new gaming experience with both rhythm and strategy, and enhancing the fun and challenge of the game.

[0013] 2. The present invention generates matching BGM by real-time detection of player deck characteristics and dynamically generates Boss attack patterns based on rhythm data, so that the game rhythm changes with the rhythm of the music. At the same time, players need to operate cards according to the rhythm, which increases the tension and uncertainty of the game, avoids the monotony of traditional music rhythm games and the slow rhythm of card battle games, and greatly enhances the fun and challenge of the game.

[0014] 3. The present invention generates matching BGM according to the characteristics of the card deck and parses the structured rhythm data, so that the music rhythm is closely related to the card battle, enhancing the immersion and rhythm of the game.

[0015] 4. The present invention dynamically generates the boss attack mode according to the structured rhythm data and renders the interface in real time, so that the battle rhythm changes with the music, increasing the tension and uncertainty of the battle.

[0016] 5. The present invention dynamically converts rhythm values ​​into energy and morale values ​​through the player's stepping operation accuracy, motivating players to operate accurately, enriching the game resource acquisition mechanism, and improving the game strategy.

[0017] 6. The present invention combines operation accuracy and card release timing to calculate and activate hidden combos, providing players with extra rewards and surprises, and increasing the depth and playability of the game.

[0018] 7. The present invention recommends the optimal card combination based on the battlefield status during the rhythm interval, helping players make more reasonable decisions in complex combat situations and improving the strategy and competitiveness of the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.

[0020] Figure 1 This is a flow chart of a card battle method based on music rhythm provided by one embodiment of the present invention; Figure 2 This is a schematic structural diagram of a music rhythm-based card battle system provided by one embodiment of the present invention; Figure 3 It is a structural diagram of a computer device provided by one embodiment of the present invention. DETAILED DESCRIPTION

[0021] In the following description, specific details such as specific system structures and techniques are provided for purposes of illustration rather than limitation to facilitate a thorough understanding of the embodiments of the present application. However, it will be apparent to those skilled in the art that the present application may be implemented in other embodiments without these specific details. In other cases, detailed descriptions of well-known systems, devices, circuits, and methods are omitted to avoid obscuring the description of the present application with unnecessary detail.

[0022] It should be understood that when used in the present specification and the appended claims, the term "comprising" indicates the presence of described features, integers, steps, operations, elements and / or components, but does not preclude the presence or addition of one or more other features, integers, steps, operations, elements, components and / or collections thereof.

[0023] It will also be understood that the term "and / or" used in this specification and the appended claims refers to and includes any and all possible combinations of one or more of the associated listed items.

[0024] As used in this specification and the appended claims, the term "if" can be interpreted as "when" or "upon" or "in response to determining" or "in response to detecting," depending on the context. Similarly, the phrase "if it is determined" or "if [described condition or event] is detected" can be interpreted as meaning "upon determination" or "in response to determining" or "upon detection of [described condition or event]" or "in response to detecting [described condition or event]," depending on the context.

[0025] In addition, in the description of the present application specification and the appended claims, the terms "first", "second", "third", etc. are only used to distinguish the descriptions and cannot be understood as indicating or implying relative importance.

[0026] References to "one embodiment" or "some embodiments" in this specification mean that a particular feature, structure, or characteristic described in conjunction with that embodiment is included in one or more embodiments of the present application. Thus, phrases such as "in one embodiment," "in some embodiments," "in other embodiments," and "in other embodiments" appearing in various places in this specification do not necessarily refer to the same embodiment, but rather mean "one or more but not all embodiments," unless otherwise specifically emphasized. The terms "including," "comprising," "having," and variations thereof all mean "including but not limited to," unless otherwise specifically emphasized.

[0027] In the embodiments of the present application, the execution subject of the process includes a terminal device, which includes but is not limited to: a server, a computer, a smart phone, a tablet computer, and other devices capable of executing the method disclosed in the present application. Figure 1 A flowchart of a card battle method based on music rhythm disclosed in an embodiment of the present invention is shown, and is described in detail as follows: S101, real-time detection of the attribute distribution and skill type of the player's deck to obtain deck characteristic data.

[0028] In this embodiment, after the game starts and enters the card battle preparation phase, the system first initializes the deck detection module. This module iterates through the player's currently selected deck, analyzing each card in the deck individually. For each card, the detection module reads its preset attribute information. These attributes include, but are not limited to, basic attributes such as the card's attack power, defense power, health points, speed, and any special attributes such as elemental attributes (fire, water, wind, earth, etc.), race attributes (human, elf, orc, etc.), or class attributes (warrior, mage, assassin, etc.). By summarizing the values ​​of all cards in the deck across various attribute dimensions, the system can calculate the sum and average of each attribute, thereby determining the overall attribute distribution of the deck. For example, if the majority of cards in the deck have high attack power attributes and relatively low defense attributes, it can be preliminarily determined that the deck is an offensive deck, focusing on quickly striking enemies.

[0029] After completing the attribute distribution test, the detection module will continue to analyze the skill type of each card in the deck. Card skill types are rich and diverse, including active skills, passive skills, group skills, single-target skills, healing skills, control skills, and so on. The system will count the number of cards of each skill type in the deck and calculate its proportion in the entire deck. For example, if the deck has a large proportion of active group attack skill cards and a small proportion of healing skill cards, it indicates that the deck is more inclined to actively launch large-scale attacks in battle, and may have certain shortcomings in combat sustainability and recovery ability.

[0030] To more fully understand a deck's characteristics, the system also considers skill synergies between cards. The detection module analyzes whether there are skill combinations within the deck that can complement and enhance each other's effectiveness. For example, some card skills can provide buffs to other cards, such as increasing attack damage, critical hit chance, or reducing skill cooldowns; while other card skills may deal additional damage or apply special statuses to specific enemy types. By identifying these potential skill synergies, the system can further enrich the deck's characteristic data, providing a more accurate basis for subsequently generating matching background music (BM) information and dynamically adjusting combat modes.

[0031] After a comprehensive inspection and analysis of deck attribute distribution and skill types, the system integrates and stores all collected data to form a complete set of deck characteristic data. This data will serve as an important reference for subsequent gameplay, guiding the generation of background music, the dynamic adjustment of boss virtual object attack patterns, and the optimization of card battle strategies, thereby providing players with a more personalized, challenging, and interesting gaming experience.

[0032] S102, based on the deck characteristic data, generate matching BGM information through Magenta or AIVA framework, and analyze the rhythm points, beat intensity and paragraph characteristics of the BGM information to generate structured rhythm data.

[0033] In this embodiment, during game play, after completing real-time detection of the player's deck attribute distribution and skill types and obtaining deck characteristic data, the system enters the background music (BGM) generation and rhythm data analysis phase. First, the system determines the musical style and tone based on the deck characteristic data. If the deck characteristic data indicates that the deck is primarily composed of high-attack, fast-attack cards, favoring an overall aggressive combat style, the system will determine that a music style with a brisk tempo and exciting melodies, such as electronic rock or marches, is suitable. If the deck characteristics indicate that the deck focuses on defense and sustained combat, with a high concentration of cards with healing and buff effects, the system will select a music style with a relatively steady tempo, soothing melodies, and a certain sense of solemnity, such as slow movements from classical music or certain ambient music.

[0034] After determining the musical style, the system invokes the pre-integrated Magenta or AIVA framework. Both frameworks possess powerful music generation capabilities, storing vast amounts of musical material and algorithms. The system passes the deck's characteristic data as input parameters to the selected framework, which then filters and matches its musical material library based on these parameters. For example, if the deck's elemental attributes are primarily fire, the framework will prioritize instruments with passionate and unrestrained characteristics, such as trumpets and drums, and construct a musical melody and rhythmic framework around these timbres. If the deck's ethnic attributes are elven, the framework may select ethereal and melodious timbres, such as harps and flutes, to create a musical atmosphere that embodies the characteristics of the elven race.

[0035] After the framework generates preliminary BGM information, the system will further optimize the generated BGM. During the optimization process, the system will fine-tune the rhythm, melody, and harmony of the music based on the overall game settings and deck characteristics. For example, to enhance the relevance of the music's rhythmic feel to card combat, the system will adjust the density and beat intensity of the BGM's rhythm points based on the frequency and intensity of the card skill releases in the deck. If the release intervals of most card skills in the deck are short and the effects are strong, the system will increase the number of rhythm points in the BGM accordingly and increase the beat intensity to make the music rhythm more consistent with the card combat rhythm.

[0036] After optimizing the background music, the system utilizes a dedicated rhythm analysis module to further analyze the background music information. This module first identifies the rhythmic points within the background music and then determines the exact location of each rhythmic point by analyzing the amplitude changes and frequency characteristics of the audio signal. For example, in music with prominent drum beats, the module can accurately capture the timing of each drum hit and mark it as a rhythmic point.

[0037] Next, the rhythm analysis module evaluates the beat strength of each rhythm point. It considers factors such as the audio signal's energy and frequency distribution to assign a beat strength value to each rhythm point. Generally speaking, rhythm points with high energy and frequencies concentrated in the low-frequency range, such as heavy drum beats, are considered to have high beat strength; while rhythm points with low energy and a more dispersed frequency distribution, such as light tapping, are considered to have low beat strength.

[0038] Finally, the rhythm analysis module analyzes the segment characteristics of the background music. It divides the background music into different segments, such as the prelude, verse, chorus, interlude, and coda, based on factors such as melody changes, rhythm transitions, and instrumental changes. The module also records the start and end times of each segment, as well as the overall rhythmic characteristics and stylistic features of the segment, such as a relatively steady rhythm in the verse and a strong and varied rhythm in the chorus. After this series of processing, the system integrates the analyzed background music rhythm point positions, beat intensity values, and segment characteristic information to generate structured rhythm data.

[0039] S103, dynamically generating an attack pattern of the Boss virtual object according to the structured rhythm data, and rendering a card battle scene and a rhythm operation interface in real time on the user interface.

[0040] In this embodiment, the structured rhythm data includes key information such as the location of the BGM's rhythm points, beat intensity, and paragraph characteristics. The system uses the rhythm point locations as a time reference to plan the timing of the boss's attacks. For example, in areas with dense rhythms, the system will arrange for the boss to launch a series of small skill attacks, with the intervals between these small skill attacks matching the intervals between the rhythm points, allowing players to clearly feel the resonance with the music when responding to the attacks. In areas with longer intervals between the rhythm points, the system will allow the boss to accumulate energy to launch powerful large skill attacks, increasing the tension and strategy of the battle.

[0041] The system adjusts the strength and effectiveness of the boss's attacks based on the value of the beat intensity. When the beat intensity is high, the boss's attacks not only deal more damage but may also carry special control effects such as stun and slowdown, presenting a greater challenge to the player. Conversely, when the beat intensity is low, the boss's attacks deal less damage and have less control, providing players with a chance to breathe and adjust their strategies.

[0042] Based on the characteristics of the background music, the system designs attack patterns for the boss at different stages. During the prelude, the boss may be in its initial state, with relatively simple and slow attacks, primarily testing the player's defenses and countermeasures. As the music gradually accelerates and changes its rhythm, the boss's attack patterns become more complex and diverse, potentially launching multiple different types of attacks simultaneously, requiring the player to react and make quick decisions. During the chorus, the music reaches a climax, and the boss enters a frenzy, launching a series of high-frequency and high-intensity attacks. During this period, the player must fully utilize their strategic and operational skills, and utilize card skills wisely to resist the attacks. The interlude provides a brief period of adjustment, during which the boss's attacks will temporarily weaken or cease, allowing the player to recharge, adjust their deck layout, and so on. During the epilogue, the boss's attacks gradually weaken, setting the stage for the end of the battle.

[0043] When generating attack patterns, the system also considers the characteristics of the player's deck. If the player's deck is primarily defensive, the system will appropriately increase the frequency and intensity of the boss's attacks to test the player's defensive capabilities. If the player's deck is more offensive, the system will make the boss's attacks more strategic, such as setting up attacks that require specific card combinations to effectively defend against, encouraging the player to use cards more flexibly.

[0044] While dynamically generating the attack mode of the Boss virtual object, the system will start the user interface rendering module, which is responsible for real-time rendering of the card battle scene and rhythm operation interface.

[0045] The rendering of card battle scenes is dynamically adjusted based on the current battle situation, including the boss's attack pattern, the player's deck status, and the battlefield environment. For example, when a boss unleashes a powerful attack, corresponding special effects such as fire, frost, and lightning appear on the scene to enhance the visual impact of the attack. At the same time, players' cards will also display unique animation effects when unleashing skills. Different card types have different skill effects. For example, offensive cards may appear as sharp sword energy or magical beams, while healing cards will emit a soft light to restore teammates' health. The battlefield environment will also change according to the game settings and the progress of the battle. For example, in certain levels, the battlefield may gradually change from day to night, or experience weather changes such as rain or snow, creating a more realistic and immersive combat experience for players.

[0046] The rendering of the rhythm control interface is closely integrated with structured rhythm data. The interface displays the rhythm points of the background music in an intuitive manner, such as through flashing icons or dynamic light bars to indicate the occurrence of rhythm points. Players need to follow these rhythm cues and perform tapping operations at the precise time to trigger card skills. To facilitate player operation, the rhythm control interface is designed to be simple and clear, with rhythm cues and card operation areas arranged in a reasonable manner. At the same time, the interface also displays real-time feedback on the player's operation accuracy, such as through color changes or score display to inform the player of the accuracy of the current operation, allowing players to adjust their operation rhythm in time.

[0047] During the rendering process, the system ensures that the card battle scene and the rhythm operation interface are updated synchronously. When the boss's attack pattern changes, the battle scene will immediately adjust accordingly, and the rhythm operation interface will provide accurate prompts based on the new attack rhythm, ensuring that players can smoothly operate the game in the real-time changing battle environment, achieving a perfect fusion of music rhythm and card battle.

[0048] S104, obtaining the operation accuracy data of the player triggering the card skill by performing the tapping operation through the user interface, and based on the operation accuracy data, dynamically converting the rhythm value into energy value and morale value according to a preset ratio through the resource conversion engine.

[0049] In this embodiment, during the game, when the card battle phase begins and the background music (BGM) begins playing, the user interface will synchronously display rhythmic control prompts. These prompts are presented using intuitive visual elements, such as flashing lights or moving marker lines in specific areas of the screen that follow the rhythm of the music. Players must follow these visual cues and perform tapping operations at precise times by touching the screen or operating the game controller to trigger card skills. The system sets an ideal time window for each rhythm point, determined based on the precise rhythm of the music and the operational tolerance required by the game design. When the player taps a rhythm point, the system records the actual time of the tapping operation. The system then compares the actual time of the tapping operation with the center of the ideal time window for that rhythm point. The time difference between the two is calculated and combined with the width of the ideal time window to assess the timing accuracy of the player's tapping operation. To more comprehensively assess operational accuracy, the system also considers operational stability. If the player's timing fluctuates slightly during multiple consecutive tapping operations, it indicates relatively stable operation and will be given a certain bonus in the overall operation accuracy assessment. Conversely, if the timing fluctuates significantly, the operation accuracy score will be reduced accordingly. Combining these two factors, timing accuracy and operation stability, the system ultimately determines the operation accuracy data for each tapping operation to trigger a card skill. This data is presented as a specific value or level. The higher the value or level, the better the player's operation accuracy.

[0050] The system has a pre-configured resource conversion engine, which converts tempo points into energy and morale points according to a preset ratio. After receiving the player's accuracy data, the resource conversion engine begins its work. First, the system determines a tempo gain coefficient based on the accuracy data. The higher the accuracy, the larger the coefficient; the lower the accuracy, the smaller the coefficient. For example, at the highest level of accuracy, the coefficient is set to 1.5; at lower levels, the coefficient might be 0.8. This directly links the player's performance to the amount of tempo points gained: the more accurate the player's play, the more tempo points they earn. Next, the resource conversion engine distributes the tempo points according to a preset ratio. This ratio is set based on the game's balance and strategic nature. For example, a 3:1 ratio is set for energy and morale. This means that for every 4 tempo points gained, 3 are converted into energy and 1 into morale. During this conversion process, the system updates the player's energy and morale values ​​in real time. Energy is primarily used to unleash various card skills. Different card skills consume different amounts of energy, with more powerful skills typically requiring more energy. Morale is related to the player's combat status and special ability activation. When morale reaches a certain level, the player can activate buffs or special skills, such as increasing attack power, increasing defense, or gaining extra card play opportunities.

[0051] At the same time, the system will dynamically adjust the preset ratio based on the progress of the game and the player's combat performance. For example, at a critical stage in the battle or when the player faces a powerful boss, in order to increase the tension and strategy of the game, the system may appropriately increase the conversion ratio of morale value, encouraging players to accumulate morale value through precise operations to cope with more powerful challenges. Conversely, during a relatively easy stage of the battle, the conversion ratio of energy value may be appropriately increased, allowing players to release card skills more frequently and speed up the battle rhythm. Through this dynamic adjustment mechanism, the conversion of energy value and morale value is always guaranteed to match the overall rhythm of the game and the needs of the players, bringing players a richer and more interesting gaming experience.

[0052] S105, calculating the coordination score based on the operation accuracy data and the player's card release timing, and activating the hidden combo when the coordination score reaches a preset score threshold.

[0053] In this embodiment, the system accurately records the timing of a player's card releases, including the specific time each card is released, as well as information related to game states such as the current music rhythm section and the boss attack mode phase. For example, the system records whether a player releases a card during the warning phase before a boss attack or during the attack itself.

[0054] The system internally pre-sets a set of collaborative calculation rules, which comprehensively considers the operation accuracy data and the card release timing. For the operation accuracy data, different levels are divided according to the score range, for example, 0-30 points are defined as low accuracy level, 31-70 points are defined as medium accuracy level, and 71-100 points are defined as high accuracy level. Different accuracy levels correspond to different operation accuracy weight coefficients, the low accuracy level weight coefficient may be set to 0.5, the medium accuracy level to 1.0, and the high accuracy level to 1.5. The purpose of such setting is to highlight the greater contribution of high-precision operation to the synergy score.

[0055] For the card release timing, the system will define a series of favorable card release timing conditions according to the design logic and battle strategy of the game. For example, releasing a card with defense or counterattack effect within a specific time window before the boss launches a powerful attack is considered as a very favorable release timing; releasing a card that can enhance its own ability or cause high damage to the boss at the climax of the music rhythm is also considered as a favorable timing. The system sets a timing score for each favorable card release timing condition, and the score range is also set between 0 and 100 points, which is scored according to the degree of fit between the release timing and the ideal timing. Then, according to different favorable timing conditions, set the corresponding timing weight coefficient, for example, for very critical favorable timing, the weight coefficient is set to 2.0, and for general favorable timing, the weight coefficient is set to 1.0.

[0056] In calculating the synergy score, the system multiplies the operation accuracy score by its corresponding operation accuracy weight coefficient to get the operation accuracy contribution value; at the same time, the card release timing score is multiplied by its corresponding timing weight coefficient to get the card release timing contribution value. Finally, add the two contribution values to get the player's synergy score in this card release operation. For example, the player's operation accuracy score is 80 points (high accuracy level, weight coefficient 1.5), the operation accuracy contribution value is 80x1.5=120; the card release timing score is 70 points (general favorable timing, weight coefficient 1.0), the card release timing contribution value is 70x1.0=70. Then the synergy score of this operation is 120+70=190 points.

[0057] The system will set a hidden Combo activation score threshold in advance, which will be adjusted according to the difficulty level and overall balance of the game. For example, at normal difficulty, the score threshold is set to 200 points; at hard difficulty, the score threshold is set to 250 points. After the player completes the card release operation and calculates the synergy score, the system will immediately compare the synergy score with the preset score threshold. If the synergy score reaches or exceeds the preset score threshold, the system will trigger the hidden Combo activation mechanism. At this time, the system will prompt the player that the hidden Combo has been activated through specific visual effects and sound effects on the user interface, such as a dazzling light effect on the screen, accompanied by an exciting sound effect. Combo represents a set of hidden combat effect combinations, which are not directly triggered by the player's regular operation skills or effects, but require the player to accurately grasp the operation precision and card release timing to activate the synergy score to a certain threshold. This hidden Combo may contain a series of powerful combat effects, such as causing high continuous damage to the boss, making the player himself obtain special gain state (improve attack power, defense power, movement speed, etc.), or applying special debuff state to the boss (reduce its attack power, defense power, make it move slowly, etc.).

[0058] After activating the hidden Combo, the player will obtain a series of additional game rewards and special effects. These rewards and effects will vary according to the game design and the type of hidden Combo. For example, the player may obtain additional energy value replenishment, enabling him to release more powerful card skills; or obtain attribute enhancement for a certain period of time, such as a significant increase in attack power and defense power; or unlock special card combination effects that cannot be used in normal game play. The activation of hidden Combo not only brings the player additional surprises and a sense of achievement, but also further enriches the game play and strategy, encouraging players to continuously improve their operation precision and timing of card release to pursue higher synergy scores and more opportunities for hidden Combo activation.

[0059] To ensure that the game's interest and challenge remain at a reasonable level, the system will dynamically adjust and optimize the synergy score calculation rules and hidden Combo activation mechanism based on the player's game performance and feedback data. For example, if it is found that most players can easily reach the hidden Combo activation score threshold in the game, it means that the current rules may be too lenient, and the system will appropriately increase the score threshold or adjust the operation precision weight coefficient and timing weight coefficient to increase the difficulty of activating hidden Combo. Conversely, if players generally report that it is difficult to activate hidden Combo, resulting in a lack of achievement in game experience, the system will appropriately lower the score threshold or optimize the weight coefficient settings to allow more players to experience the joy of hidden Combo.

[0060] At the same time, the system will continuously enrich the types and effects of hidden combos based on game updates and the addition of new content. For example, as new cards are released, new hidden combos will be designed to bring players more novel gaming experiences. Through this dynamic adjustment and optimization mechanism, the function that calculates synergy points based on operation accuracy data and card release timing and activates hidden combos ensures that it always matches the development of the game and the needs of players, providing players with continuously interesting and challenging gameplay.

[0061] S106, during the rhythm interval, based on the battlefield status of the current game scene, the card value evaluation model is used to recommend the optimal card combination.

[0062] In this embodiment, during game play, the system continuously monitors the music rhythm and the attack patterns of the boss virtual object. When the system detects a relatively slow beat and the boss virtual object makes no obvious attacking movements or briefly pauses after preparing to attack for a period of time (a specific timeframe can be set based on game settings, such as 2-3 seconds), it determines this is a rhythm break. Once a rhythm break is determined, the system immediately initiates the collection of battlefield status information. This battlefield status information covers multiple aspects. First, the status of the player's deck, including the number of remaining cards, each card's attributes (such as attack power, defense power, special effects, etc.), card cooldowns (if a card requires a cooldown before it can be used again), and the player's current health, energy, morale, and other resource values. Second, the status of the boss virtual object, including its current health, attack phase (such as whether it is in a berserk state or defense-enhanced state), and any existing buffs or debuffs (such as increased attack power, decreased defense, etc.). Finally, there's the battlefield environment, such as the presence of special field effects (e.g., poisonous fog areas that continuously inflict damage, holy aura areas that boost player attributes, etc.). The system records and organizes this multifaceted battlefield status information in detail, providing a comprehensive data foundation for subsequent card value assessments.

[0063] The card value evaluation model is the core of the entire recommendation system. It comprehensively considers multiple factors to evaluate the value of each card in the current battlefield state. The model scores cards from multiple dimensions, including: (1) Direct damage dimension: Based on the card's attack power attribute and the current boss's defense status, the direct damage value that the card can cause to the boss after being released is evaluated. If the card has a special damage mechanism, such as true damage (ignoring the boss's defense) or percentage damage (damage caused by the percentage of the boss's health), it will also be given corresponding bonus points in the evaluation. For example, a card with high attack power and the ability to cause true damage will receive a higher score in this dimension. (2) Auxiliary effect dimension: Considering the impact of the card's auxiliary effect on the battlefield situation. Auxiliary effects include improving the player's own attributes (such as increasing attack power, defense power, speed, etc.), restoring the player's health or energy value, applying a debuff to the boss (such as reducing the boss's attack power, defense power, movement speed, etc.), and changing the battlefield environment. The system will score based on the strength and duration of these auxiliary effects. For example, a card that can significantly increase the player's attack power and lasts for a long time will perform well in this dimension. (3) Card synergy dimension: Analyze the synergy between the card and other cards in the current player's deck. If a card can form a powerful combination skill with other cards or produce a chain reaction to enhance the overall combat capability, then the card will be given a higher score in the synergy dimension. For example, some card combinations can trigger additional attack effects or special states. The system will identify and evaluate this synergy potential. (4) Resource consumption dimension: Consider the resource cost required to release the card, including energy value, morale value, etc. Although a card has strong damage and effects, if it consumes too many resources, causing the player to be short of resources in subsequent battles, then its overall value will be affected to a certain extent. The system will score based on the ratio of the card's resource consumption to the player's current resource reserves. Cards with relatively low resource consumption and greater effectiveness have more advantages in this dimension.

[0064] The system assigns a corresponding weighting factor to each dimension, which can be dynamically optimized based on game balance adjustments and player feedback. For example, in the early stages of the game, a card's direct damage ability may be more important, so the weighting factor for the direct damage dimension will be set higher. In the later stages of the game, as players' strategic requirements increase, the weighting factors for the auxiliary effect dimension and the card synergy dimension may increase accordingly. By combining the scores and weighting factors of each dimension, the system can calculate the comprehensive value score of each card in the current battlefield state.

[0065] After evaluating the value of all cards, the system begins searching for the optimal playing combination. The system employs a strategy based on combinatorial optimization, selecting combinations of varying numbers of cards from the player's current deck (this could be two-card combinations, three-card combinations, and so on, with the specific number of combinations determined based on the game design and the number of cards in the deck). For each possible card combination, the system calculates its overall value. This value doesn't simply add up the values ​​of each card in the combination; it instead takes into account the synergy between the cards and the overall impact of the combination on the battlefield. For example, if two cards in a combination can trigger special effects together, resulting in greater combat power than when used individually, the system will assign additional points when calculating the overall value. The system also considers the resource consumption of the combination to ensure that the recommended combination is feasible within the player's current resource reserves. The system iterates and evaluates all possible card combinations, ranking them from highest to lowest overall value. Based on the user interface's display capabilities and the player's operating habits, the system selects the top-ranked card combinations for presentation as a recommended list. The recommended list will display in detail the card names included in each card combination, the comprehensive value score of the combination, and the special effects or advantages that the combination may produce, making it easier for players to quickly understand and choose.

[0066] In some embodiments, in step S101, the real-time detection of the attribute distribution and skill type of the player's deck to obtain deck characteristic data specifically includes: The game engine interface reads the attribute tags and skill description text of each card in the player's current deck in real time to form the original deck characteristic data; Based on the original deck characteristic data, the attribute parser identifies the card element attributes, and calculates the distribution of the element attributes of each card in the deck to obtain the first deck characteristic data; Based on the original deck characteristic data, skill type labels are extracted through a decision tree classifier, and the energy consumption value of each type of skill is recorded to obtain the second deck characteristic data; Based on the first deck characteristic data and the second deck characteristic data, the ratio of the number of offensive skill cards to defensive skill cards is calculated and used as the offensive tendency coefficient. At the same time, the three attributes with the highest proportion of card element attributes are marked as the core attribute combination to form the target deck characteristic data.

[0067] In this embodiment, during the game running process, the system establishes a stable connection through the interface preset with the game engine. The game engine, as the running carrier of the core logic of the game, stores the detailed information of the current card group of the player. The system uses the interface to send a read request to the game engine at a certain time interval (for example, every 0.5 seconds, which can be adjusted according to the actual running situation and performance requirements of the game). After receiving the request, the game engine feeds back the attribute label of each card in the current card group of the player and the skill description text to the system. The attribute label contains the basic attribute information of the card, such as attack power, defense power, and life value, and may also involve the element attribute of the card, such as fire, water, wind, and earth; the skill description text details the special skills and effects of the card. The system integrates the information obtained from the game engine, records them in order according to the order of the cards in the card group, and forms the original card group characteristic data.

[0068] After obtaining the original card group characteristic data, the system starts the attribute parser to process the data. The attribute parser is a module specially used to identify and count the element attributes of the cards, which will scan each card attribute label in the original card group characteristic data one by one. When the element attribute related information is scanned, the attribute parser will identify it according to the pre-set element attribute classification rules. For example, if the card attribute label contains the word "fire" or a specific identifier related to the fire element, it is determined that the card has the fire element attribute. After identifying the element attribute of each card, the attribute parser will count the number of occurrences of the element attribute of each card in the card group. After the statistics are completed, the proportion distribution of each element attribute in the card group is calculated, that is, the number of cards of each element attribute divided by the total number of cards in the card group. In this way, the system obtains the first card group characteristic data with the core content of the proportion distribution of the element attributes of each card, and stores it in the corresponding data storage location, providing a basis for subsequent comprehensive analysis of card group characteristics.

[0069] When processing the raw deck characteristic data to obtain the secondary deck characteristic data, the system invokes a decision tree classifier. This model, built on a machine learning algorithm, has been trained with extensive card skill data to accurately identify and classify different skill types. The system inputs the skill description text from the raw deck characteristic data into the decision tree classifier. The classifier uses pre-trained classification rules based on features such as keywords and grammatical structure in the text to determine and classify the skill type. It assigns each skill a corresponding skill type label, such as offensive, defensive, or supportive. The decision tree classifier also extracts the energy cost of each skill type from the raw deck characteristic data. Energy cost represents the amount of player resources consumed when a card activates a skill and is crucial for assessing card usage costs and strategic choices. The system organizes and records the extracted skill type labels and corresponding energy cost values, creating secondary deck characteristic data primarily comprised of these labels and values, and stores them in a designated data storage area.

[0070] After obtaining the first and second deck characteristic data, the system performs further comprehensive processing to generate the target deck characteristic data. First, the system counts the number of offensive and defensive skill cards based on the skill type tags recorded in the second deck characteristic data. It then calculates the ratio of offensive to defensive skill cards and uses this ratio as the offensive tendency coefficient. The offensive tendency coefficient intuitively reflects the offensive and defensive strategy of the player's deck in battle. A larger value indicates a deck that favors offense, while a smaller value indicates a deck that favors defense. Next, the system ranks all elemental attributes from highest to lowest based on the distribution of elemental attributes of each card in the first deck characteristic data. The three elemental attributes with the highest percentage are selected and marked as the core attribute combination. This core attribute combination reflects the player's deck's key elemental characteristics and strengths, providing valuable reference for subsequent steps such as generating background music (BGM) tailored to the deck's characteristics and designing the attack patterns of virtual bosses. Finally, the system integrates the calculated offensive tendency coefficient and the marked core attribute combination to form complete target deck characteristic data, and stores it in the system's core data storage area so that it can be called and used at any time in other related modules of the game, providing key deck characteristic information support for the entire music rhythm-based card battle method.

[0071] In some embodiments, in step S102, the process of generating matching BGM information based on the deck characteristic data through the Magenta or AIVA framework, and analyzing the rhythm points, beat intensity, and paragraph characteristics of the BGM information to generate structured rhythm data specifically includes: Generate AI generation instructions including music style and rhythm intensity based on the core attribute combination and offensive tendency coefficient of the deck characteristic data; Input AI-generated instructions into the Magenta or AIVA framework, and synthesize a matching BGM audio stream through the neural network composition engine; Based on the BGM audio stream, a peak detection algorithm is used to identify the beat point timestamps, the mean amplitude of each measure is calculated as the beat intensity value, the main chorus paragraph boundary is marked as the paragraph feature, and structured rhythm data with hierarchical labels is generated.

[0072] In this embodiment, the core attribute combination includes the three elemental attributes with the highest proportion in the player's deck. For example, this could be a combination of fire, wind, and thunder, or water, earth, and light. These elemental attributes often have potential associations with specific musical styles. For example, the fire attribute generally conveys a passionate and exciting feeling, potentially corresponding to musical styles such as rock and heavy metal; while the water attribute may evoke a sense of tranquility and tranquility, which aligns with soothing passages in classical music or light music styles. The offensive tendency coefficient reflects the offensive and defensive strategy of the player's deck in battle, with a higher value indicating a more offensive deck. The system further determines the rhythm intensity of the music based on the offensive tendency coefficient. A higher offensive tendency coefficient indicates a more intense and impactful rhythm is required to match the deck's offensive nature, and in this case, the rhythm intensity is set to high. Conversely, a lower offensive tendency coefficient sets the rhythm intensity to low, creating a relatively peaceful and stable musical atmosphere. Based on the analysis of the core attribute combination and the offensive tendency coefficient, the system generates AI generation instructions that include the music style and rhythm intensity. For example, if the core attribute combination is Fire, Wind, and Thunder, and the offensive tendency coefficient is high, the AI-generated command may be "Generate rock-style music with high rhythmic intensity." This command will serve as the basis for subsequent music generation, ensuring that the generated background music accurately reflects the characteristics of the deck.

[0073] The system inputs the generated AI-generated instructions into the pre-configured Magenta or AIVA framework. Both Magenta and AIVA are advanced neural network-based composition engines with powerful music generation capabilities, capable of creating diverse musical works based on the input instructions. After receiving the AI-generated instructions, the neural network of the Magenta or AIVA framework begins to work. The neural network references its extensive internal storage of music data and patterns, and combines the input musical style and rhythmic intensity requirements to perform complex calculations and creative processes. It automatically selects appropriate musical elements such as notes, chords, and rhythmic patterns, organically combining them to gradually construct a complete musical melody and rhythmic structure. After a series of calculations and optimizations, the neural network composition engine ultimately synthesizes a matching background music audio stream. This audio stream is a continuous digital audio signal containing musical content that matches the characteristics of the deck, providing the raw material for subsequent rhythmic analysis.

[0074] To extract useful rhythmic information from the generated background music audio stream, the system analyzes the audio stream using a peak detection algorithm. Peak detection algorithms identify local amplitude maxima in the audio signal, which typically correspond to beats in the music. The system samples the audio stream at regular intervals and records the amplitude value at each sampling point. It then compares the amplitude values ​​of adjacent sampling points to identify locations where the amplitude is significantly higher than that of surrounding points. These locations serve as the timestamps of the beats.

[0075] After identifying the beat timestamps, the system calculates the mean amplitude of each measure as the beat intensity value. To determine the boundaries of each measure, the system divides the audio stream into several measures based on the musical beat patterns and known rhythmic information. For each measure, the system calculates the mean amplitude of all sampling points within that measure, which represents the beat intensity of that measure. The beat intensity value can intuitively reflect the strength of each measure of music, providing an important reference for subsequent music rhythm analysis and applications.

[0076] In addition to beat points and beat intensity, the system also needs to identify the paragraph characteristics of background music. Music typically has different paragraph structures, such as verses and choruses, and these paragraphs have significant differences in melody, rhythm, and emotional expression. The system marks the boundaries between the verse and chorus paragraphs by analyzing characteristics such as melody changes, rhythm transitions, and energy distribution in the audio stream. For example, when the melody changes significantly, the rhythm speeds up or slows down, or the energy suddenly increases or decreases, it may indicate a paragraph transition. The system marks these paragraph boundaries and, combined with the previously obtained beat point and beat intensity information, generates structured rhythm data with hierarchical labels. The hierarchical labels can clearly identify the measure to which each beat point belongs and the paragraph to which each measure belongs, making the rhythm data more organized and easy to understand, providing accurate rhythm information support for other aspects of the subsequent music rhythm-based card battle method, such as the design of the attack pattern of the boss virtual object.

[0077] In some embodiments, in step S103, dynamically generating the attack pattern of the Boss virtual object based on the structured rhythm data and rendering the card battle scene and rhythm operation interface in real time on the user interface specifically includes: Generate a hierarchical attack instruction set based on the segment markers and beat point sequences of the structured rhythm data through the behavior tree engine; Based on the layered attack instruction set, the attack effect parameters are dynamically adjusted in combination with the beat intensity value; In the user interface, the attack animation of the Boss virtual object and the card skill special effects are rendered in real time according to the adjusted attack effect parameters. At the same time, a dynamic note track is generated according to the beat point sequence, and the operable area is highlighted at the corresponding timestamp.

[0078] In this embodiment, after acquiring structured rhythm data, the system imports it into the Behavior Tree Engine. The Behavior Tree Engine is a powerful tool for constructing agent behavioral logic. It can generate complex and ordered behavioral instructions based on input conditions and rules. Structured rhythm data contains key information such as paragraph markers and beat point sequences. The Behavior Tree Engine first analyzes the paragraph markers. Different paragraphs often correspond to different combat phases and atmospheres. For example, the verse paragraph may represent the beginning of a battle, during which the boss virtual object's behavior is relatively calm, primarily engaging in tentative attacks. The chorus paragraph typically signals the climax of the battle, when the boss virtual object launches more intense and threatening attacks. Based on the paragraph markers, the Behavior Tree Engine determines the basic attack strategy framework for the boss virtual object within each paragraph. Next, the engine meticulously processes the beat point sequence. Beat points are key nodes in the musical rhythm and can be closely integrated with the boss virtual object's attack actions in combat scenes. The Behavior Tree Engine decomposes attack actions into different levels based on the density and regularity of beat points. For example, in areas with dense beat points, rapid, continuous attack actions are arranged; whereas in areas with wider intervals between beat points, some charging or special attacks are set. In this way, the behavior tree engine combines segment markers and beat point sequences to generate a layered attack instruction set. This instruction set specifies in detail the attack type, sequence, and triggering conditions that the boss virtual object should perform at different segments and beat points, providing precise guidance for subsequent attack pattern generation.

[0079] After obtaining the layered attack command set, the system further dynamically adjusts the attack effect parameters based on the beat intensity values ​​in the structured rhythm data. The beat intensity value reflects the intensity of the music at each beat point and can be used to determine the power and effectiveness of the attack in combat scenes. For each attack action command in the layered attack command set, the system adjusts the parameters based on its corresponding beat intensity value. For example, a higher beat intensity value indicates that the attack at that beat point should be more powerful. The system will accordingly increase the attack's damage value, expand the attack's range, or enhance the attack's visual effects, such as making the attack effects brighter and more intense. Conversely, when the beat intensity value is low, the attack effect parameters will be appropriately weakened to create a combat atmosphere that matches the rhythm of the music. The system also considers the changing trend of the beat intensity value. If the beat intensity value gradually increases over time, the boss virtual object's attack effect will also gradually increase, giving the player a sense of gradually increasing combat pressure. Conversely, if the beat intensity value suddenly decreases, the attack effect will also rapidly decrease, bringing a change and turning point to the combat rhythm. Through this dynamic adjustment, the attack effect of the Boss virtual object is closely integrated with the rhythm of the music, enhancing the immersion and fun of the game.

[0080] In terms of user interface rendering, the system first renders the boss virtual object's attack animations and card skill special effects in real time based on the adjusted attack effect parameters. The system boasts a comprehensive animation rendering engine, which precisely controls every detail of the boss virtual object's movements and special effects based on attack action instructions and effect parameters. When the boss virtual object executes an attack, the animation rendering engine calls upon the appropriate animation resources and special effects models based on the attack type and effect parameters. For example, for powerful attacks, the engine plays a more exaggerated and impactful attack animation and adds cool special effects such as fire and lightning; whereas for normal attacks, relatively simple animations and special effects are used. Furthermore, the animation rendering engine ensures that the attack animations and special effects are synchronized with the game time based on real-time time information, giving players a smooth and realistic combat experience.

[0081] In addition to rendering the boss's virtual object's attack animations and card skill effects, the system also generates a dynamic note track based on the beat sequence. This dynamic note track is a crucial element in guiding players through rhythmic manipulation, visually displaying the musical rhythm and actionable timings. Based on the beat sequence, the system generates a series of note icons in a specific area of ​​the user interface and arranges them into a track shape to the rhythm of the music.

[0082] At the timestamp corresponding to each beat point, the system will highlight the note icon at that location and mark the operable area. The operable area is usually highlighted in a specific color or shape, prompting the player to perform corresponding operations within that time, such as clicking, sliding, etc. When the player operates the operable area within the correct timestamp, the system will give corresponding feedback and rewards based on the accuracy and completion of the operation, further enhancing the player's interactivity and sense of rhythm with the game. In this way, the system realizes real-time rendering of card battle scenes and rhythm operation interfaces in the user interface, providing players with an immersive gaming experience environment.

[0083] In some embodiments, in step S104, obtaining the operation accuracy data of the player triggering the card skill by performing the tapping operation through the user interface, and dynamically converting the rhythm value into the energy value and morale value according to a preset ratio through the resource conversion engine based on the operation accuracy data, specifically includes: Through the touch event monitoring module of the user interface, the timestamp data of the player's tapping operation is obtained in real time; The calculated timestamp data is compared with the theoretical time of the beat point in the structured rhythm data, and the preset accuracy level is matched according to the deviation value; Determine whether each player's tapping operation is a valid operation based on the preset accuracy level. When the player's tapping operation is determined to be a valid operation, extract the basic rhythm value of the card corresponding to the operation from the card skill configuration library; Input the preset accuracy level and basic rhythm value into the resource conversion engine, decompose the basic rhythm value into energy value component and morale value component according to the preset ratio matrix, apply the conversion gain coefficient according to the preset accuracy level, and generate resource increment; Incrementally add resources to the player's resource pool, and dynamically render the resource bar change animation in the user interface.

[0084] In this embodiment, the system pre-integrates a touch event monitoring module in the user interface. This module has the ability to monitor all kinds of touch operations performed by players on the interface in real time, and especially accurately captures touch events generated when players perform tapping operations. When the player clicks, slides, and performs other operations on the operable area in the dynamic note track on the user interface, the touch event monitoring module will respond immediately and record the specific time when the operation occurs, that is, the timestamp data. This timestamp data is accurate to the millisecond level and can accurately reflect the actual time point of the player's operation, providing a basic basis for the subsequent evaluation of the operation accuracy. For example, in the operable area corresponding to a beat point, the player performs a click operation at a specific moment, and the touch event monitoring module will accurately record the time of the click operation as the timestamp data of the tapping operation.

[0085] After the system receives the timestamp data of the player's tapping operation, it compares and analyzes it with the theoretical timing of the corresponding beat point in the structured rhythm data. The structured rhythm data predefines the exact theoretical timing of each beat point, which serves as a standard reference for measuring the accuracy of the player's operation. The system calculates the difference between the player's tapping operation timestamp and the theoretical timing of the beat point to obtain a deviation value. This deviation value reflects the time difference between the player's operation and the ideal beat point. The smaller the deviation value, the higher the accuracy of the player's operation. After obtaining the deviation value, the system matches it according to the preset accuracy level rules. The accuracy level rules divide the deviation value into multiple ranges, each corresponding to a specific accuracy level. For example, a deviation value between 0 and 10 milliseconds may correspond to the "accurate" level; a deviation value between 10 and 30 milliseconds corresponds to the "good" level; and a deviation value greater than 30 milliseconds corresponds to the "fair" level. Based on the calculated deviation value, the system determines the accuracy level of the tapping operation for subsequent effectiveness assessment and resource conversion.

[0086] Based on a preset accuracy level, the system determines the validity of each player tapping operation. The criteria for valid operations are set based on game design requirements. Typically, only operations that meet a certain accuracy level are considered valid. For example, only operations with an accuracy level of "Precise" or "Good" are considered valid, while operations with an accuracy level of "Fair" may not be considered valid. When a player's tapping operation is determined to be valid, the system retrieves the base tempo value of the corresponding card from the card skill configuration database. The card skill configuration database is a database that stores information about all cards, including key parameters such as each card's base tempo value. The base tempo value is the initial attribute value of a card in the rhythm system, reflecting its connection to the musical rhythm and its potential energy. Based on the type of card operated by the player, the system accurately finds the corresponding base tempo value from the configuration database, providing data support for subsequent resource conversion.

[0087] After obtaining the preset accuracy level and base tempo value, the system inputs these two data points into the resource conversion engine. The resource conversion engine is the core module of the entire conversion process, and it has preset scaling matrices and conversion gain coefficients. The scaling matrix defines how the base tempo value is decomposed into energy and morale components. For example, it might stipulate that 60% of the base tempo value is converted into energy and 40% into morale. Furthermore, the system applies a corresponding conversion gain coefficient based on the preset accuracy level. Higher accuracy levels increase the conversion gain coefficient, meaning that more precise player operations result in greater resource increments. For example, a "Precision" level corresponds to a conversion gain coefficient of 1.5, a "Good" level to a conversion gain coefficient of 1.2, and a "Fair" level may apply no or a smaller gain coefficient. Based on the scaling matrix and conversion gain coefficients, the resource conversion engine calculates and converts the base tempo value, ultimately generating incremental energy and morale values, or resource increments.

[0088] The system accumulates the generated resource increments into the player's resource pool. The player resource pool is a container for storing the player's energy and morale in the game, reflecting the player's current resource status. Each time a player performs a valid site-spotting operation and completes a resource conversion, the corresponding resource increment is added to the resource pool in real time, updating the player's resource value.

[0089] Meanwhile, to provide intuitive feedback to the player, the system dynamically renders resource bar change animations on the user interface. The resource bar is a graphical element in the user interface that displays the player's energy and morale values. It is usually presented in the form of a progress bar. When the resource increment is accumulated in the resource pool, the system adjusts the length and color of the resource bar according to the change in resource value, and displays the change process of the resource bar through animation effects. For example, when the energy value increases, the energy resource bar will gradually lengthen, and may be accompanied by special effects such as lighting; the change in morale value will also be dynamically rendered in a similar manner. This dynamic rendering method allows the player to clearly see the resource changes brought about by their operations, enhancing the interactivity and immersion of the game.

[0090] In some embodiments, in step S105, the synergy score is calculated according to the operation accuracy data and the player's card release timing, and the hidden Combo is activated when the synergy score reaches a preset score threshold, specifically including: Based on the preset Boss behavior state machine, the battlefield environment coefficient is extracted, including the current skill charging state of the Boss and the attribute restriction relationship; Real-time acquisition of card release timestamp data of the current combat frame, input of operation accuracy data, card release timestamp data and battlefield environment coefficient into the synergy engine; In the synergy engine, the operation accuracy data is converted into an accuracy coefficient, the alignment degree of the card release timestamp data and the rhythm paragraph starting point is calculated as a timing coefficient, and the battlefield environment coefficient is combined to generate a synergy score; When the synergy score reaches the preset score threshold, the hidden Combo that can be activated by the current card group is matched by searching the card combination library, and the Combo activation special effect is rendered on the user interface and the subsequent Boss action is locked for a preset time; After each activation of the hidden Combo, the preset score threshold is adjusted according to the Combo damage value feedback.

[0091] In this embodiment, during the game operation, the system's built-in preset Boss behavior state machine continuously monitors and records various behavioral state information of the Boss virtual object. The state machine accurately models the Boss's skill release process, attribute characteristics, etc. based on pre-set rules and logic. Based on this state machine, the system can extract the battlefield environment coefficient in real time. This coefficient contains two key elements: the Boss's current skill charging state and the attribute restraint relationship. The system determines the Boss's current skill charging state by monitoring the preparation stage before the Boss skill is released. For example, if the Boss is charging to launch a powerful attack skill, the system will quantify it into a specific value based on factors such as the length of charging time and the skill type to reflect the degree of impact of the skill charging on the battlefield environment. The attribute restraint relationship is determined according to the element attribute rules set in the game. Different cards and Bosses have their own attributes, such as fire, water, wind, earth, etc. The system analyzes the current player's card attributes and the boss's attributes. If a card's attributes restrain the boss's attributes, a positive coefficient value is assigned; conversely, if the card is restrained, a negative coefficient value is assigned; if there is no restraint relationship, a neutral coefficient value is assigned. These coefficients together constitute the battlefield environment coefficient, providing an important environmental reference factor for the subsequent calculation of the coordination score.

[0092] During each combat frame, the system captures card release timestamp data in real time. This data is acquired through the interaction between the user interface and the game logic. When a player releases a card on the interface, the system precisely records the exact moment of the action, known as the timestamp. Simultaneously, the system captures the player's operational accuracy data, which reflects the accuracy of the player's spotting. This operational accuracy data, along with the card release timestamp data and the previously extracted battlefield environment coefficient, are input into the collaboration engine. The collaboration engine is the core module of the entire calculation process, capable of comprehensive processing and analysis of multiple data types. Based on pre-set algorithms and rules, it integrates these different types of data to calculate the final collaboration score.

[0093] Within the collaboration engine, the operation accuracy data is first converted into an accuracy coefficient. This conversion process is based on a pre-defined relationship between accuracy levels and coefficients. For example, operation accuracy is categorized into three levels: "Precise," "Good," and "Fair," each corresponding to a different accuracy coefficient. Higher accuracy corresponds to higher coefficient values. Next, the alignment between the card release timestamp and the rhythm segment start point is calculated and used as the timing coefficient. The rhythm segment start point is a key point in the game, pre-determined based on the musical rhythm and combat flow. Cards released at the right time can achieve optimal synergy with the rhythm. The system determines the timing coefficient by comparing the time difference between the card release timestamp and the rhythm segment start point and applying pre-defined alignment evaluation rules. The smaller the time difference, the higher the alignment and the larger the timing coefficient. Finally, the collaboration engine weights the accuracy coefficient, timing coefficient, and battlefield environment coefficient to generate a collaboration score. During this weighting process, each coefficient is assigned a different weight based on its impact on the collaboration score. For example, operation accuracy and card release timing may have a greater impact on the collaboration score and are therefore given a higher weight; while the battlefield environment coefficient has a relatively smaller impact and is therefore given a lower weight. Through this weighted calculation method, multiple factors such as player operation, card release timing, and battlefield environment are comprehensively considered. The resulting coordination score can more accurately reflect the degree of coordination between the player and the game rhythm and combat environment.

[0094] The system pre-sets a score threshold. When the synergy score reaches or exceeds this threshold, the synergy engine triggers the hidden combo activation mechanism. The system searches the card combination library, which stores all possible card combinations and their corresponding hidden combo information. Based on the player's current deck, the system matches the card combination library to find a matching hidden combo that meets the criteria. Once a matching hidden combo is found, the system renders the combo activation effects on the user interface. These effects are designed to enhance the game's visual impact and the player's sense of accomplishment. For example, they may feature gorgeous lighting effects and special sound cues. Furthermore, to ensure that players can fully utilize the hidden combo, the system locks the boss's actions for a preset period of time. During this period, the boss cannot attack or perform other actions, allowing players to safely unleash their hidden combo skills and deal heavy damage to the boss.

[0095] Each time a hidden combo is activated, the system will adjust the preset score threshold based on the damage value caused by the combo. This adjustment mechanism is designed to dynamically balance the difficulty of activating hidden combos based on the player's actual performance and game progress. If the damage value caused by the hidden combo activated this time is high, it means that the player has performed well in operation and card usage. The system will appropriately increase the preset score threshold, making it more difficult to activate subsequent hidden combos, increasing the challenge and strategy of the game. Conversely, if the damage value is low, the system will lower the preset score threshold, making it easier for players to activate hidden combos, encouraging players to continue trying and exploring different card combinations and operation methods. Through this dynamic adjustment mechanism, the game can maintain a moderate difficulty level and provide players with a continuously interesting gaming experience.

[0096] In some embodiments, in step S106, during the rhythm interval, based on the battlefield status of the current game scene, recommending the optimal card combination using a card value evaluation model specifically includes: During the rhythm interval, when the parsed structured rhythm data contains k consecutive beatless points that exceed a preset duration threshold, the battlefield status data of the current game scene is captured. The battlefield status data includes the player's remaining health and resource pool values, the boss's currently charged skill type and countdown, and the buff / debuff status that is continuously effective on the field; Input battlefield status data into the card value evaluation model, calculate the damage potential coefficient of each card based on the attribute restraint relationship, calculate the card cost-effectiveness weight based on resource consumption, evaluate the tactical avoidance value based on boss behavior prediction, and output the value data of each card; Based on the value data of individual cards, detect the chain reaction gains between cards and select the optimal card combination that meets the current resource constraints.

[0097] In this embodiment, when the system detects that there are k consecutive beatless points in the structured rhythm data, and the cumulative duration of these k beatless points exceeds a preset duration threshold, it can be determined that the current period is in the rhythm gap period. This preset duration threshold is carefully set based on the overall rhythm design of the game and the player's operating experience, aiming to ensure that subsequent operations are triggered at a stage when the rhythm is relatively slow and the player has enough time to think about the card-playing strategy. Once it is determined that the rhythm gap period has begun, the system immediately starts capturing the battlefield status data of the current game scene. Battlefield status data covers several key aspects: first, the player's own status information, including the player's remaining health, which directly reflects the player's survivability in the current battle; resource pool values, such as energy and morale, which are the basis for the player to unleash card skills; second, the boss's status information, including the type of skill the boss is currently charging. Different skill types have different attack effects and ranges, and the degree of threat to the player also varies; as well as the skill charging countdown, which allows players to understand the urgency of the boss's skill release; finally, the ongoing buffs and debuffs on the field, such as the player's potential buffs such as increased attack power and increased defense, or debuffs such as reduced movement speed and reduced attack power. These buffs directly affect the player's combat ability and card playing strategy. By interacting with various game modules, the system comprehensively and accurately collects this battlefield status data, providing a solid foundation for subsequent card recommendations.

[0098] After acquiring battlefield status data, the system inputs it into a pre-built card value assessment model. This AI model, trained and optimized using extensive data, accurately assesses the value of each card in the current battlefield environment. The model first calculates each card's damage potential coefficient based on attribute restraint relationships. Attribute restraint relationships are key rules governing the interactions between cards and bosses in the game. For example, a fire card might deal extra damage to an ice boss, while dealing less damage to a water boss. Based on the current boss's attributes and those of each card, combined with pre-set attribute restraint rules, the model calculates each card's theoretical potential damage against the boss and quantifies this value as a damage potential coefficient. The model then calculates the card's cost-effectiveness weight based on the card's resource consumption. Resource consumption refers to the amount of resources, such as energy and morale, required to activate each card. The cost-effectiveness weight reflects the combat effectiveness of a card given a certain resource consumption. The model comprehensively considers a card's damage potential coefficient and resource consumption, calculating each card's cost-effectiveness weight through a specific algorithm. A higher weight indicates a card's value relative to current resource availability. Furthermore, the model assesses tactical avoidance value based on boss behavior prediction. Boss behavior prediction involves analyzing and learning from the boss's behavioral state machine to predict the boss's likely actions in the upcoming battle. For example, if a boss is predicted to unleash an area-of-effect attack, cards with displacement or invincibility effects would have a higher tactical avoidance value. Based on the boss behavior prediction results, the model assigns a corresponding tactical avoidance value coefficient to each card, further enriching the evaluation of individual card value. Finally, the model integrates these factors to output individual card value data for each card, which comprehensively and objectively reflects the overall value of each card in the current battlefield state.

[0099] After obtaining the individual card value data for each card, the system begins screening for optimal playing combinations. First, the system detects whether there are chain reaction benefits between cards. Chain reaction benefits refer to the ability to trigger additional effects or enhance overall combat effectiveness when certain cards are released in a certain order or combination. For example, certain card combinations can create combos, dealing continuous damage to bosses; or certain cards can work together to enhance each other's attributes or skill effects. Through in-depth analysis of card attributes and skills, the system identifies all possible chain reaction benefit combinations. The system then screens all possible playing combinations based on the player's current resource constraints. Resource constraints primarily include limits on resources such as energy and morale in the player's resource pool. The system eliminates combinations that consume more resources than the player currently has, ensuring that the recommended combinations are realistic given the player's current resource availability. For combinations that meet resource constraints, the system comprehensively evaluates each combination based on individual card value data and chain reaction benefits. Evaluation metrics include the combination's total value, the magnitude of the chain reaction benefit, and its ability to respond to boss skills. By comparing the evaluation scores of different combinations, the system selects the highest-scoring combination and recommends it to the player as the optimal combination. This optimal combination maximizes the player's combat capabilities in the current battlefield state and increases the chance of defeating the boss. The system also displays the recommended optimal combination in an intuitive user interface for easy viewing and operation.

[0100] Reference Figure 2 An embodiment of the present invention provides a card battle system 2 based on music rhythm, and the system 2 specifically includes: Data collection module 201, used to detect the attribute distribution and skill type of the player's deck in real time and obtain deck characteristic data; The data analysis module 202 is used to generate matching BGM information based on the deck characteristic data through the Magenta or AIVA framework, and analyze the rhythm points, beat intensity and paragraph characteristics of the BGM information to generate structured rhythm data; The battle rendering module 203 is used to dynamically generate the attack mode of the Boss virtual object according to the structured rhythm data, and render the card battle scene and rhythm operation interface in real time on the user interface; The operation detection module 204 is used to obtain the operation accuracy data of the player's tapping operation to trigger the card skill through the user interface, and based on the operation accuracy data, dynamically convert the rhythm value into energy value and morale value according to a preset ratio through the resource conversion engine; The collaborative calculation module 205 is used to calculate the collaborative score based on the operation accuracy data and the player's card release timing, and activate the hidden combo when the collaborative score reaches a preset score threshold; The card playing recommendation module 206 is used to recommend the optimal card playing combination based on the battlefield status of the current game scene through the card value evaluation model during the rhythm interval.

[0101] It is understandable that if Figure 1 The contents of the embodiment of the card battle method based on music rhythm shown in the figure are applicable to the embodiment of the card battle system based on music rhythm. The functions specifically implemented by the embodiment of the card battle system based on music rhythm are similar to those in the embodiment of the card battle method based on music rhythm shown in the figure. Figure 1 The embodiment of the card battle method based on music rhythm is the same as that shown in FIG. Figure 1 The beneficial effects achieved by the illustrated embodiment of the card battle method based on music rhythm are also the same.

[0102] It should be noted that the information interaction, execution process and other contents between the above-mentioned systems are based on the same concept as the embodiment of the method of the present invention. Their specific functions and technical effects can be found in the method embodiment part and will not be repeated here.

[0103] Those skilled in the art can clearly understand that, for the convenience and brevity of description, only the division of the above-mentioned functional units and modules is used as an example for illustration. In actual applications, the above-mentioned functions can be distributed and completed by different functional units and modules as needed, that is, the internal structure of the system can be divided into different functional units or modules to complete all or part of the functions described above. The functional units and modules in the embodiment can be integrated into one processing unit, or each unit can exist physically alone, or two or more units can be integrated into one unit. The above-mentioned integrated unit can be implemented in the form of hardware or in the form of software functional units. In addition, the specific names of the functional units and modules are only for the convenience of distinguishing each other, and are not used to limit the scope of protection of this application. The specific working process of the units and modules in the above-mentioned system can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0104] Reference Figure 3 The embodiment of the present invention further provides a computer device 3, comprising: a memory 302, a processor 301, and a computer program 303 stored in the memory 302. When the computer program 303 is executed on the processor 301, the card battle method based on music rhythm as described in any one of the above methods is implemented.

[0105] The computer device 3 may be a desktop computer, a notebook computer, a PDA, a cloud server or other computing devices. The computer device 3 may include, but is not limited to, a processor 301 and a memory 302. Those skilled in the art will understand that Figure 3This is merely an example of the computer device 3 and does not constitute a limitation on the computer device 3 . The computer device 3 may include more or fewer components than shown in the figure, or a combination of certain components, or different components. For example, the computer device 3 may also include input and output devices, network access devices, etc.

[0106] The processor 301 may be a central processing unit (CPU), or other general-purpose processors, digital signal processors (DSP), application-specific integrated circuits (ASIC), field-programmable gate arrays (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. A general-purpose processor may be a microprocessor or any conventional processor.

[0107] In some embodiments, the memory 302 may be an internal storage unit of the computer device 3, such as a hard drive or memory of the computer device 3. In other embodiments, the memory 302 may also be an external storage device of the computer device 3, such as a plug-in hard drive, a Smart Media Card (SMC), a Secure Digital (SD) card, a flash memory card, etc. equipped on the computer device 3. Furthermore, the memory 302 may include both an internal storage unit of the computer device 3 and an external storage device. The memory 302 is used to store an operating system, application programs, a boot loader, data, and other programs, such as the program code of the computer program. The memory 302 may also be used to temporarily store data that has been output or is about to be output.

[0108] An embodiment of the present invention further provides a computer-readable storage medium having a computer program stored thereon. When the computer program is executed by a processor, the card battle method based on music rhythm as described in any one of the above methods is implemented.

[0109] In this embodiment, if the integrated unit is implemented as a software functional unit and sold or used as a standalone product, it can be stored in a computer-readable storage medium. Based on this understanding, the present application can implement all or part of the process steps in the above-mentioned method embodiments by using a computer program to instruct the relevant hardware. The computer program can be stored in a computer-readable storage medium. When executed by a processor, the computer program can implement the steps of each of the above-mentioned method embodiments. The computer program includes computer program code, which can be in source code form, object code form, executable file, or some intermediate form. The computer-readable medium can include at least: any entity or device capable of carrying computer program code to a camera / terminal device, recording medium, computer memory, read-only memory (ROM), random access memory (RAM), electric carrier signals, telecommunication signals, and software distribution media. Examples include USB flash drives, removable hard drives, magnetic disks, or optical disks. In some jurisdictions, based on legislation and patent practice, computer-readable media cannot be electric carrier signals or telecommunication signals.

[0110] In the above embodiments, the description of each embodiment has its own focus. For parts that are not described or recorded in detail in a certain embodiment, reference can be made to the relevant description of other embodiments.

[0111] Those skilled in the art will appreciate that the units and algorithm steps of each example described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are performed in hardware or software depends on the specific application and design constraints of the technical solution. Professional and technical personnel can use different methods to implement the described functions for each specific application, but such implementation should not be considered beyond the scope of this application.

[0112] In the embodiments disclosed in the present application, it should be understood that the disclosed devices / terminal equipment and methods can be implemented in other ways. For example, the device / terminal equipment embodiments described above are merely schematic. For example, the division of the modules or units is merely a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0113] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

Claims

1. A card battle method based on music rhythm, characterized in that: The method specifically includes: Real-time detection of the attribute distribution and skill type of the player's deck to obtain deck characteristic data; Based on the deck feature data, the matching BGM information is generated through the Magenta or AIVA framework, and the rhythm points, beat intensity and paragraph characteristics of the BGM information are analyzed to generate structured rhythm data; Dynamically generate the attack pattern of the Boss virtual object based on structured rhythm data, and render the card battle scene and rhythm operation interface in real time on the user interface; Obtain the player's operation accuracy data when performing card skills through the user interface. Based on this operation accuracy data, the resource conversion engine dynamically converts the rhythm value into energy and morale values ​​according to the preset ratio. The synergy score is calculated based on the operation accuracy data and the player's card release timing. When the synergy score reaches the preset score threshold, the hidden combo is activated; During the rhythm interval, based on the battlefield status of the current game scene, the card value evaluation model is used to recommend the optimal card combination.

2. The method according to claim 1, characterized in that The real-time detection of the attribute distribution and skill type of the player's deck to obtain deck characteristic data specifically includes: The game engine interface reads the attribute tags and skill description text of each card in the player's current deck in real time to form the original deck characteristic data; Based on the original deck characteristic data, the attribute parser identifies the card element attributes, and calculates the distribution of the element attributes of each card in the deck to obtain the first deck characteristic data; Based on the original deck characteristic data, skill type labels are extracted through a decision tree classifier, and the energy consumption value of each type of skill is recorded to obtain the second deck characteristic data; Based on the first deck characteristic data and the second deck characteristic data, the ratio of the number of offensive skill cards to defensive skill cards is calculated and used as the offensive tendency coefficient. At the same time, the three attributes with the highest proportion of card element attributes are marked as the core attribute combination to form the target deck characteristic data.

3. The method according to claim 2, characterized in that Based on the deck feature data, matching BGM information is generated through the Magenta or AIVA framework, and the rhythm points, beat intensity and paragraph characteristics of the BGM information are analyzed to generate structured rhythm data, specifically including: Generate AI generation instructions including music style and rhythm intensity based on the core attribute combination and offensive tendency coefficient of the deck characteristic data; Input AI-generated instructions into the Magenta or AIVA framework, and synthesize a matching BGM audio stream through the neural network composition engine; Based on the BGM audio stream, a peak detection algorithm is used to identify the beat point timestamps, the mean amplitude of each measure is calculated as the beat intensity value, the main chorus paragraph boundary is marked as the paragraph feature, and structured rhythm data with hierarchical labels is generated.

4. The method according to claim 1, wherein The method of dynamically generating the attack mode of the Boss virtual object according to the structured rhythm data and rendering the card battle scene and rhythm operation interface in real time on the user interface specifically includes: Generate a hierarchical attack instruction set based on the segment markers and beat point sequences of the structured rhythm data through the behavior tree engine; Based on the layered attack instruction set, the attack effect parameters are dynamically adjusted in combination with the beat intensity value; In the user interface, the attack animation of the Boss virtual object and the card skill special effects are rendered in real time according to the adjusted attack effect parameters. At the same time, a dynamic note track is generated according to the beat point sequence, and the operable area is highlighted at the corresponding timestamp.

5. The method according to claim 1, characterized in that The step of obtaining the operation accuracy data of the player triggering the card skill by performing the tapping operation through the user interface, and dynamically converting the rhythm value into the energy value and the morale value according to the preset ratio through the resource conversion engine based on the operation accuracy data, specifically includes: Through the touch event monitoring module of the user interface, the timestamp data of the player's tapping operation is obtained in real time; The calculated timestamp data is compared with the theoretical time of the beat point in the structured rhythm data, and the preset accuracy level is matched according to the deviation value; Determine whether each player's tapping operation is a valid operation based on the preset accuracy level. When the player's tapping operation is determined to be a valid operation, extract the basic rhythm value of the card corresponding to the operation from the card skill configuration library; Input the preset accuracy level and basic rhythm value into the resource conversion engine, decompose the basic rhythm value into energy value component and morale value component according to the preset ratio matrix, apply the conversion gain coefficient according to the preset accuracy level, and generate resource increment; Incrementally add resources to the player's resource pool, and dynamically render the resource bar change animation in the user interface.

6. The method according to claim 1, characterized in that The synergy score is calculated based on the operation accuracy data and the player's card release timing. When the synergy score reaches a preset score threshold, the hidden combo is activated. Specifically, it includes: Extracting battlefield environment coefficients based on a preset Boss behavior state machine, wherein the battlefield environment coefficients include the Boss's current skill charge state and attribute restraint relationship; Obtain the card release timestamp data of the current battle frame in real time, and input the operation accuracy data, card release timestamp data and battlefield environment coefficient into the collaborative engine; In the collaboration engine, the operation accuracy data is converted into an accuracy coefficient, and the alignment between the card release timestamp data and the rhythm section start point is calculated as the timing coefficient. This is then weighted with the battlefield environment coefficient to generate a collaboration score. When the synergy score reaches the preset threshold, the card combination library is searched to match the hidden combo that can be activated in the current deck, and the combo activation effect is rendered in the user interface and the boss action is locked within the preset time. Each time a hidden combo is activated, the preset score threshold is adjusted based on the combo damage value feedback.

7. The method according to any one of claims 1 to 6, characterized in that During the rhythm interval, based on the battlefield status of the current game scene, the card value evaluation model recommends the optimal card combination, specifically including: During the rhythm interval, when the parsed structured rhythm data contains k consecutive beatless points that exceed a preset duration threshold, the battlefield status data of the current game scene is captured. The battlefield status data includes the player's remaining health and resource pool values, the boss's currently charged skill type and countdown, and the buff / debuff status that is continuously effective on the field; Input battlefield status data into the card value evaluation model, calculate the damage potential coefficient of each card based on the attribute restraint relationship, calculate the card cost-effectiveness weight based on resource consumption, evaluate the tactical avoidance value based on boss behavior prediction, and output the value data of each card; Based on the value data of individual cards, detect the chain reaction gains between cards and select the optimal card combination that meets the current resource constraints.

8. A card battle system based on music rhythm, characterized in that: The system specifically includes: The data collection module is used to detect the attribute distribution and skill type of the player's deck in real time and obtain the deck characteristic data; The data parsing module is used to generate matching BGM information based on the deck feature data through the Magenta or AIVA framework, and parse the rhythm points, beat intensity and paragraph characteristics of the BGM information to generate structured rhythm data; The battle rendering module is used to dynamically generate the attack pattern of the Boss virtual object based on the structured rhythm data, and render the card battle scene and rhythm operation interface in real time on the user interface; The operation detection module is used to obtain the operation accuracy data of the player's tapping operation through the user interface to trigger card skills. Based on the operation accuracy data, the resource conversion engine dynamically converts the rhythm value into energy value and morale value according to the preset ratio; The collaborative calculation module is used to calculate the collaborative score based on the operation accuracy data and the player's card release timing. When the collaborative score reaches the preset score threshold, the hidden combo is activated; The card recommendation module is used to recommend the optimal card combination based on the battlefield status of the current game scene during the rhythm interval through the card value evaluation model.

9. A computer device, characterized in that: include: A memory, a processor, and a computer program stored in the memory, which, when executed on the processor, implements the card battle method based on music rhythm as claimed in any one of claims 1 to 7.

10. A computer-readable storage medium, characterized in that A computer program is stored thereon, and when the computer program is executed by a processor, the card battle method based on music rhythm as claimed in any one of claims 1 to 7 is implemented.