Game processing method and device, program product and electronic equipment
By automatically identifying and recommending updated lineups through the game lineup recommendation service, the problem of complex operations for players to manually edit lineups in SLG and auto chess games is solved, reducing operational complexity and device pressure, and improving the gaming experience.
Patent Information
- Application Number
- CN202511310165.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-09-12
- Publication Date
- 2025-11-11
AI Technical Summary
In games like SLG and auto chess, players need to edit their own frequently used lineups, which leads to high operational complexity, increased learning costs, and increased computing and storage pressure on terminal devices or servers. At the same time, frequently used lineups cannot effectively match the random game characters and lack effective references.
By providing game lineup recommendation services through terminal devices or servers, the system automatically identifies lineup elements in the game screen using a graphical user interface, recommends matching updated lineups, reduces the complexity of player operations, and reduces device storage pressure.
It reduces the complexity and learning cost for players, reduces the computing and storage pressure on terminal devices or servers, and provides effective lineup update references, thereby improving the gaming experience.
Smart Images

Figure CN120919636A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and more particularly to a game processing method, apparatus, program product, and electronic device. Background Technology
[0002] In games like SLG (Simulation Game) and auto chess, team composition is a crucial factor in determining victory. Currently, related technologies require players to manually edit their preferred team compositions. During gameplay, players need to access a saved team composition interface to view these compositions for future reference. This increases the complexity and learning curve for players, and also puts a strain on terminal devices and servers. Summary of the Invention
[0003] This disclosure provides a game processing method, apparatus, program product, and electronic device to at least partially solve the related technical problems.
[0004] According to a first aspect of this disclosure, a game processing method is provided, which provides a graphical user interface through a terminal device, the graphical user interface displaying a game screen of a first virtual character controlled by the terminal device in a game match; the game match includes multiple first game stages, the first game stages supporting the updating of a first game lineup corresponding to the first virtual character; the method includes: determining the first game lineup; and displaying one or more recommended game lineups based on the first game lineup to provide update guidance for the first game lineup.
[0005] According to a second aspect of this disclosure, a game processing apparatus is provided, which provides a graphical user interface via a terminal device, the graphical user interface displaying a game screen of a first virtual character controlled by the terminal device in a game match; the game match includes multiple first game stages, the first game stages supporting the updating of a first game lineup corresponding to the first virtual character; the apparatus includes: a game lineup determination module configured to determine the first game lineup; and a game lineup recommendation module configured to display one or more recommended game lineups based on the first game lineup, to provide update guidance for the first game lineup.
[0006] According to a third aspect of this disclosure, a computer program product is provided, including a computer program that, when executed by a processor, implements the method of the first aspect described above and possible implementations thereof.
[0007] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the method of the first aspect and possible implementations thereof by executing the executable instructions.
[0008] The technical solution disclosed herein has the following beneficial effects:
[0009] During gameplay, the system determines the initial team composition for the player's first virtual character. Based on this initial composition, recommended team compositions are displayed to guide players in updating their team. This approach eliminates the need for players to edit and save their preferred team compositions during gameplay; the program automatically determines and displays recommended compositions based on the initial composition, reducing player complexity and learning curve. Furthermore, it eliminates the need for terminals or servers to store numerous preferred compositions for different players, reducing computational and storage pressure on these devices. On the other hand, the matching of recommended and initial team compositions provides effective reference and guidance for players' subsequent team composition updates, better meeting their gaming needs and enhancing the overall gaming experience. Attached Figure Description
[0010] Figure 1 A schematic diagram of a system architecture according to an embodiment of this disclosure is shown;
[0011] Figure 2 A schematic diagram showing a game screen according to an embodiment of this disclosure;
[0012] Figure 3 A flowchart illustrating a game processing method according to an embodiment of this disclosure is shown;
[0013] Figure 4 A schematic diagram of a first preset interface according to an embodiment of the present disclosure is shown;
[0014] Figure 5 A schematic diagram of a second preset interface according to an embodiment of this disclosure is shown;
[0015] Figure 6 A schematic diagram of a third preset interface according to an embodiment of this disclosure is shown;
[0016] Figure 7 A schematic diagram of a fourth preset interface according to an embodiment of this disclosure is shown;
[0017] Figure 8 This diagram illustrates the structure of a game processing device according to an embodiment of the present disclosure.
[0018] Figure 9A schematic diagram of the structure of an electronic device according to an embodiment of the present disclosure is shown. Detailed Implementation
[0019] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.
[0020] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Embodiments can be implemented in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0021] In related technologies, players need to manually edit their frequently used lineups in games like SLG and auto chess. For example, outside of a game, players can access the lineup editing interface, create a suitable lineup, and save it as their preferred lineup. During a game, they need to access the preferred lineup interface to view the saved lineups and use them as a reference for lineup combinations. However, this method has the following problems:
[0022] Editing team compositions is a rather cumbersome process, and players also find it complicated to view frequently used team compositions during gameplay. This increases the complexity of the operation, and the terminal devices or servers need to store frequently used team compositions for different players, thereby increasing the computational and storage pressure on the terminal devices or servers to process player operations.
[0023] Players need a certain level of game experience or understanding to edit their lineups, which increases the learning curve for players.
[0024] In a game, the game characters that players obtain (such as cards representing game heroes, chess pieces, etc.) have a certain degree of randomness and may not match the commonly used lineup. In this case, the commonly used lineup cannot provide a valid reference.
[0025] In view of one or more of the above-mentioned problems, this disclosure provides a game processing method. Based on this game processing method, a game lineup recommendation service is implemented (which may include game lineup monitoring, information prompts, and other functions). The game lineup recommendation service can be configured within the game as an embedded service. For example, the code corresponding to the game processing method can be part of the game program. During the operation of the game program, the game lineup recommendation service is implemented by loading and executing the code corresponding to the game processing method. Alternatively, the game lineup recommendation service can be configured outside the game as an external service or function. For example, the code corresponding to the game processing method can be an independent program outside the game program, such as a game-related auxiliary program. During the operation of the game program, the auxiliary program can be run simultaneously to implement the game lineup recommendation service.
[0026] Whether it is an in-game service or an external service, all services obtain and use the necessary information, including first-screen information and second-screen information corresponding to the game screen, only with the authorization of the user and other relevant parties and in accordance with relevant regulations.
[0027] Figure 1 A system architecture diagram of the operating environment of this embodiment is shown. This system architecture may include a terminal device 110 and a server 120. The game processing method in this embodiment can be executed by any one or more of the terminal device 110 and the server 120.
[0028] Terminal device 110 is used by the player and can be a mobile phone, tablet, personal computer, smart wearable device, game console, etc. Terminal device 110 has a display function and can provide a graphical user interface. When terminal device 110 runs a game program (such as a game client program), the graphical user interface displays the game screen. Server 120 is a backend system that provides the game lineup recommendation service in this embodiment. In one embodiment, server 120 can be a game server, such as one configured with a game server program, capable of processing game data. In another embodiment, server 120 can be a dedicated server for the game lineup recommendation service, providing the game lineup recommendation service but not processing game data.
[0029] In one implementation, the terminal device 110 can be connected to the server 120 via a wired or wireless communication link for data transmission.
[0030] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be based on the aforementioned system architecture. Various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is responsible for receiving and sending data, as well as presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing the game, the player operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0031] In one implementation, the above method can be implemented by the terminal device 110 alone. For example, without deploying the server 120, the code and other information of the game processing method can be completely deployed on the terminal device 110, and the terminal device 110 can execute the game processing method.
[0032] In this embodiment of the disclosure, the graphical user interface displays the game screen of the first virtual character controlled by the terminal device 110 during a game match. The game match includes multiple first game stages, and each first game stage supports updating the first game lineup corresponding to the first virtual character.
[0033] In this game, multiple virtual characters compete against each other to achieve game objectives such as winning or avoiding defeat. The first virtual character is the one controlled by the player through terminal device 110, which can be the virtual character the player chooses to play in the game. Additionally, other players can control other virtual characters in the game through other terminal devices, i.e., second virtual characters. The first and second virtual characters can be adversaries. Alternatively, the virtual characters participating in the game can be divided into different teams, with virtual characters in the same team being teammates and virtual characters in different teams being adversaries.
[0034] The first game lineup refers to the lineup possessed by the first virtual character in a game match, and can be composed of lineup elements. In one implementation, lineup elements include, but are not limited to, one or more of the following: lineup characters, which are virtual characters that can participate in battles, such as virtual chess pieces or virtual cards in an auto chess game; virtual items, such as virtual equipment that can be equipped on lineup characters, or virtual props that can be used; and buff objects, which are virtual objects that can be configured to provide buffs to lineup characters or the game lineup, such as runes in the game. In one implementation, the lineup characters in the first game lineup can include the first combat character and non-combat characters. For example, in an auto chess game, players can arrange different lineup characters to participate in battles in different rounds. The lineup characters arranged to participate in battles in the first game lineup are the first combat characters, and the lineup characters not arranged to participate in battles are non-combat characters. Lineup characters are configured with character attributes, which are attributes related to the character's competitive behavior, such as the character's attack, defense, strength, intelligence, etc., and may also include the character's skill attributes. In one implementation, character attributes include character trait attributes, such as in-game synergy attributes, which are typically related to the race and class of the characters in the lineup. The effect can be determined based on the number of characters in the first game lineup (or the first combat character) with the same character trait attribute. For example, if there are four characters with the "Warrior" synergy in the first combat character, it can produce the effect corresponding to "Warrior" synergy * 4, such as increased physical damage or increased defense.
[0035] In one implementation, the first and second virtual characters can be virtual commander characters. For example, the first virtual character is the commander of the first game lineup. During the game, players can assume the role of this commander, making it easier for players to understand that their game objective is to lead their team to victory as the virtual commander, thus increasing game immersion and engagement. The virtual commander character may not directly participate in the battle but indirectly participate by casting skills or adding specific effects.
[0036] The game consists of multiple phases, with the first phase allowing players to update their initial lineup. For example, the first phase might include a preparation phase where players can purchase new lineup characters and sell existing ones to update their initial lineup. The first phase can also include a battle phase, where players can also purchase new lineup characters and sell characters not yet used in battles to update their initial lineup.
[0037] In one implementation, a game match may include one or more rounds, each round comprising multiple game phases. In another implementation, a game match may include one or more large rounds, each large round comprising multiple small rounds, and each small round comprising one or more game phases. Large rounds and small rounds are two different units of measurement for game progress; a large round has a greater game progress than a small round, for example, each large round may include three small rounds. Unless otherwise specified, a round may refer to a small round.
[0038] The game can be divided into different types of rounds, such as the element selection round, the neutral faction battle round, and the player-versus-player (PVP) round. The element selection round consists of one game phase where the game provides a number of selectable elements (such as characters, virtual items, etc.), which players can choose in a specific order. The selected elements are then added to the player's current lineup. The neutral faction battle round consists of two game phases: a preparation phase and a battle phase. In the battle phase, player-controlled faction characters fight against neutral faction characters (such as neutral creatures). The PVP round consists of two game phases: a preparation phase and a battle phase. In the battle phase, characters controlled by different players fight against each other.
[0039] It should be understood that during a game, players can update their initial lineup at different points in time, and can continuously update and improve their initial lineup as the game progresses.
[0040] The following explains the player interaction features during the game.
[0041] In one implementation, the game processing method further includes the following steps:
[0042] In the first game phase, respond to the lineup update command and update the first game lineup.
[0043] The first game phase can include a team composition selection phase, a preparation phase, and potentially a battle phase. During the first game phase, players can update their team compositions.
[0044] In one implementation, updating the first game lineup in response to a lineup update command includes at least one of the following steps:
[0045] In response to a command to add a team element, a new team element is added to the first game team. Commands to add team elements include, but are not limited to, commands to purchase team elements, commands to select team elements from those provided by the game program, etc. Commands to add team elements trigger the addition of a new team element to the first game team, thereby updating the team.
[0046] In response to a lineup element removal command, remove one or more existing lineup elements from the first game lineup. Lineup element removal commands include, but are not limited to, lineup element sell commands and lineup element discard commands. Lineup element removal commands can trigger the removal of existing lineup elements from the first game lineup, thereby updating the lineup.
[0047] In response to the lineup element transfer command, lineup elements are transferred between different lineup characters in the first game lineup, or between the inventory of a lineup character in the first game lineup and the first virtual character. Transferable lineup elements include virtual items, buff objects, etc., and the lineup element transfer command includes the player dragging and dropping lineup elements to transfer them. The lineup element transfer command can trigger the transfer of lineup elements between different lineup characters in the first game lineup, or between the inventory of a lineup character in the first game lineup and the first virtual character, thus changing the combination of lineup characters and lineup elements, which is also a type of lineup update.
[0048] In one implementation, the game includes multiple second game phases, which may be battle phases. The game processing method further includes the following steps:
[0049] In the second game phase, players control the current first game lineup to battle against the second game lineup corresponding to the second virtual character.
[0050] For example, in auto chess games, during the battle phase, the game program automatically controls the game lineups of both sides to fight until one side is completely eliminated. Of course, in other games, players can also manually control their current first game lineup against the second game lineup corresponding to a second virtual character.
[0051] In one implementation, the game scene includes a battle zone, which is an area where game lineups corresponding to different virtual characters engage in battle, such as the chessboard area in auto chess. The above-mentioned control of the current first game lineup to battle against the second game lineup corresponding to the second virtual character includes the following steps:
[0052] Control the first character in the current first game lineup to fight against the second character in the second game lineup; the first and second characters are the lineup characters in the battle zone.
[0053] For example, the first game lineup includes characters in the battle zone (the first combat character) and characters not in the battle zone (non-combat characters). During the battle phase, the player controls the first combat character to fight against the second combat character in the second game lineup, who is also in the battle zone. The non-combat characters do not fight each other.
[0054] In one implementation, the game also includes multiple third game phases, which can be preparation phases. The game scene also includes a preparation zone, which is an area where players prepare to fight, such as the area outside the chessboard in auto chess. The characters in the preparation zone are non-combat characters. The game processing method also includes the following steps:
[0055] In the third game phase, in response to the preparation adjustment command, the characters in the lineup of the first game are moved between the battle zone and the preparation zone;
[0056] At the end of the third game phase, the characters in the battle zone of the first game lineup are designated as the first battle characters, and the first battle characters are assigned to fight in the next second game phase after the third game phase.
[0057] For example, in the third phase of a player-versus-player round, players can move characters from their lineup that need to be used in battle to the battle zone and characters that don't need to be used to the standby zone. At the end of this third phase, the characters from the first lineup that are in the battle zone are designated as the first combat characters, and in the following second phase, players control these first combat characters to fight.
[0058] Figure 2 A schematic diagram of the game screen is shown. This screen illustrates the battle zone 210 and the preparation zone 220 in the game scene. In the third game phase, players can adjust the positions of characters in their first game lineup. Characters placed in battle zone 210 become the primary combat characters, while characters placed in preparation zone 220 become non-combat characters. The first game lineup 230 can include both primary combat characters and non-combat characters. In the second game phase, the game program automatically controls the primary combat characters in the first game lineup 230 to battle against the secondary game lineup 240 (or more specifically, the secondary combat characters in the secondary game lineup 240).
[0059] Figure 3 An exemplary flow of a game processing method is shown, including the following steps S310 and S220:
[0060] Step S310: Determine the first game lineup;
[0061] Step S320: Based on the first game lineup, display one or more recommended game lineups to provide update guidance for the first game lineup.
[0062] based on Figure 3This method determines the initial game lineup corresponding to the player's first virtual character during a game. Based on this initial lineup, it displays recommended lineups that match, providing guidance for updating that lineup. Firstly, it eliminates the need for players to edit their preferred lineups and access a saved lineup interface during gameplay; the program automatically determines and displays recommended lineups based on the initial lineup, reducing player complexity and learning curve. Furthermore, it eliminates the need for terminal devices or servers to store numerous preferred lineups for different players, reducing computational and storage pressure on these devices and servers. Secondly, the matching of recommended lineups with the initial lineup provides effective reference and guidance for players' subsequent lineup updates during gameplay, better meeting their gaming needs and enhancing the gaming experience.
[0063] The following is about Figure 3 Each step is explained in detail.
[0064] refer to Figure 3 In step S310, the first game lineup is determined.
[0065] This disclosure provides a game lineup recommendation service, which can recommend suitable lineups to players. A first game lineup can be determined first, that is, which lineup elements are included in the first game lineup. In one embodiment, the current information of a first virtual character in a game can be obtained, and the first game lineup can be obtained from this current information.
[0066] In one implementation, determining the first game lineup includes the following steps:
[0067] Obtain the first-screen information corresponding to the game screen containing the first game lineup;
[0068] The first game lineup is determined based on the information displayed on the first screen.
[0069] In the game phases such as the preparation phase and the battle phase, the game screen corresponding to the first virtual character includes the first game lineup, from which the first screen information can be obtained. For example, a screenshot of the game screen can be taken, and the obtained image can be used as the first screen information.
[0070] Since the first game lineup is displayed on the game screen, it can be determined based on the information displayed on the first screen. For example, the first game lineup can be determined by identifying icons in the game, including icons representing lineup elements, based on the information displayed on the first screen.
[0071] In one implementation, determining the first game lineup based on the first screen information includes the following steps:
[0072] Extract the first lineup element images from the first screen information;
[0073] An image recognition model is used to process the image of the first lineup elements to identify the first lineup elements corresponding to the first lineup elements image, and the first game lineup is determined based on the identified first lineup elements.
[0074] In this process, the first lineup element image can be extracted from the first screen information. For example, the first screen information includes a screenshot of the game screen, from which an image of a single lineup element can be further extracted to obtain the first lineup element image. In one implementation, considering that the first screen information may contain information about other game lineups (such as a second game lineup that is fighting against the first game lineup), the lineup elements belonging to the first game lineup can be determined based on the position and color markings of the lineup elements in the first screen information (when two game lineups are fighting, the bottom or top of the lineup elements of different game lineups have different color markings, such as one side being red and the other side being blue), and the first lineup element image can be extracted.
[0075] Image recognition models are computer vision models used to identify elements in a formation. This disclosure does not limit their specific structure or type; for example, YoLoV8 or MobileNetV3 can be used, combined with an attention mechanism, to implement the image recognition model. This image recognition model features a lightweight design, with a model size not exceeding 50MB and a recognition time of less than 50ms for a single frame, making it particularly suitable for real-time response processing in games.
[0076] In one implementation, the training process of the image recognition model includes the following steps:
[0077] Obtain the first sample image, which contains the lineup elements in the game;
[0078] The first sample image is processed by one or more of the following methods: perspective transformation, image quality adjustment, and interface scaling, to obtain the second sample image;
[0079] The image recognition model is trained using the first sample image and the second sample image.
[0080] The process involves extracting images containing team composition elements from the game as the first sample image. For example, a first sample image can be extracted for each team composition element in the game. The team composition elements in the first sample image can be labeled (e.g., manually), obtaining the corresponding labeling information. In the game, players can change the viewing angle (e.g., rotate the camera), adjust the image quality (e.g., adjust to different resolutions), and zoom the interface (e.g., shrink the interface, which is equivalent to increasing the distance between the virtual camera lens and the game scene). To simulate the actual game visual effects, one or more of these processes—viewpoint transformation, image quality adjustment, and interface scaling—are applied to the first sample image to obtain the second sample image. For example, random viewpoint transformation parameters (e.g., rotation matrix) can be generated, and the first sample image can be transformed using these parameters to obtain the second sample image. Random image quality adjustment coefficients can be generated, and the pixels of the first sample image can be multiplied by these coefficients to obtain the second sample image. Random interface scaling ratios can be generated, and the first sample image can be scaled based on these ratios to obtain the second sample image. The second sample image can reuse the labeling information corresponding to the first sample image. By performing one or more of the aforementioned processing on the first sample image, the original dataset was enhanced and supplemented, forming a dataset that includes the first sample image and the second sample image. The image recognition model was trained using this enhanced and supplemented dataset, enabling it to learn element information under different viewpoints, image qualities, and interface scaling ratios, thus improving its image recognition accuracy. Its F1-score on the test set exceeded 98%.
[0081] During a game, the trained image recognition model is used to identify the first lineup element images extracted from the first screen information, thereby identifying the corresponding first lineup elements and determining the first game lineup.
[0082] In one implementation, first-frame information can be extracted from keyframes of the game screen, and the first game lineup can be determined based on this first-frame information. This eliminates the need to process every single frame of the game screen, reducing the computational load.
[0083] Continue to refer to Figure 3 In step S320, one or more recommended game lineups are displayed based on the first game lineup to provide update guidance for the first game lineup.
[0084] The recommended game lineup is a lineup that matches the first game lineup. For example, the recommended game lineup and the first game lineup have some of the same lineup elements, making it easier for players to update their first game lineup to the recommended game lineup.
[0085] In one implementation, displaying one or more recommended game lineups based on the first game lineup includes the following steps:
[0086] Based on the first game lineup, determine the matching degree between the candidate game lineup and the first virtual character;
[0087] Based on the match rate, one or more recommended game lineups are determined from the candidate game lineups and displayed.
[0088] The candidate game lineups are recommended game lineups, typically featuring reasonable team compositions and often used by popular or high-ranking players. The match rate between the candidate game lineups and the first virtual character indicates the ease with which the first virtual character obtains a candidate game lineup by updating their first game lineup. A higher match rate means it's easier for the first virtual character to obtain a candidate game lineup. One or more lineups with the highest match rates can be selected from the candidate game lineups as recommended game lineups. For example, the candidate game lineups with the highest match rates can be displayed as recommended game lineups, or a certain number (e.g., 5) of candidate game lineups can be selected and displayed as recommended game lineups, ordered from highest to lowest match rate.
[0089] This disclosure does not limit the specific calculation method for the matching degree. For example, the image similarity and semantic similarity between the first game lineup and the candidate game lineup can be calculated, and the matching degree can be determined based on the calculation results.
[0090] In one implementation, determining the matching degree between the candidate game lineup and the first virtual character based on the first game lineup includes the following steps:
[0091] Based on the first game lineup and the first game resources corresponding to the first virtual character, determine the matching degree between the candidate game lineup and the first virtual character.
[0092] Here, the first game resource refers to the game resources currently owned and / or obtainable by the first virtual character, such as: the gold coins currently owned by the first virtual character, and the lineup elements currently available for purchase in the shop. Based on the first game lineup and the first game resource, the matching degree between the candidate game lineup and the first virtual character is determined, so that the matching degree includes two aspects: the matching relationship between the first game lineup and the candidate game lineup, and the matching relationship between the first game resource and the candidate game lineup. The matching degree obtained in this way is more comprehensive and accurate.
[0093] In one implementation, determining the matching degree between the candidate game lineup and the first virtual character based on the first game resources corresponding to the first game lineup and the first virtual character includes the following steps:
[0094] The first lineup element in the first game lineup, the second lineup element in the first game resource, and the third lineup element in the candidate game lineup are matched to determine the matching degree between the candidate game lineup and the first virtual character.
[0095] The first lineup element is the existing lineup element in the first game lineup, the second lineup element is the lineup element obtainable based on the resources in the first game, and the third lineup element is the lineup element in the candidate game lineup. The first and second lineup elements are matched with the third lineup element respectively to obtain the matching degree between the candidate game lineup and the first virtual character at the lineup element level.
[0096] In one implementation, the process of matching the first lineup elements in the first game lineup, the second lineup elements in the first game resources, and the third lineup elements in the candidate game lineup to determine the matching degree between the candidate game lineup and the first virtual character includes the following steps:
[0097] The first, second, and third lineup elements are matched, and the number of first lineup elements that match the third lineup elements and the number of second lineup elements that match the third lineup elements are weighted to obtain the matching degree between the candidate game lineup and the first virtual character.
[0098] For example, the first lineup element includes existing lineup characters, existing virtual items, and existing buff objects in the first game lineup. The second lineup element includes purchasable lineup characters, purchasable virtual items, and purchasable buff objects. The third lineup element includes recommended lineup characters, recommended virtual items, and recommended buff objects. Matching existing lineup characters with recommended lineup characters yields the first match count, which is the number of existing lineup characters that match the recommended lineup characters. Similarly, matching existing virtual items with recommended virtual items yields the second match count, matching existing buff objects with recommended buff objects yields the third match count, matching purchasable lineup characters with recommended lineup characters yields the fourth match count, matching purchasable virtual items with recommended virtual items yields the fifth match count, and matching purchasable buff objects with recommended buff objects yields the sixth match count. These match counts can be weighted based on preset weights (which can be set according to experience or specific business needs) to obtain the matching degree between the candidate game lineup and the first virtual character. This approach fully considers information from all aspects, ensuring the accuracy and comprehensiveness of the matching degree calculation.
[0099] In one implementation, when displaying one or more recommended game lineups, the matching degree corresponding to the recommended game lineups can be displayed.
[0100] In one implementation, when displaying one or more recommended game lineups, the game processing method further includes one or more of the following steps:
[0101] Based on the matching results between the first team composition element and the third team composition element in the recommended game team composition, the recommendation reason is displayed in the relevant position of the recommended game team composition. The recommendation reason can include "6 heroes match, 2 items match...", allowing players to intuitively see the matching situation between the first game team composition and the recommended game team composition.
[0102] The system uses a first display parameter to show third-team elements in the recommended game lineup that match the first lineup element, and a second display parameter to show third-team elements in the recommended game lineup that do not match the first lineup element. The first display parameter differs from the second display parameter. For example, the brightness of the first display parameter is higher than that of the second display parameter to achieve a highlighted display effect for the matched third-team elements. This makes it easier for players to distinguish between third-team elements that match and those that do not, and to intuitively see information such as the number of matched third-team elements.
[0103] In one implementation, determining and displaying one or more recommended game lineups from the candidate game lineups based on matching degree includes:
[0104] The first preset interface displays a first recommended game lineup, which is the candidate game lineup with the highest matching degree with the first virtual character;
[0105] In response to the first switching command, the system switches from the first preset interface to the second preset interface. The second preset interface displays multiple second recommended game lineups, which include multiple candidate game lineups determined in descending order of their matching degree with the first virtual character.
[0106] Among them, reference Figure 4 The first preset interface, as shown, displays the recommended game lineup with the highest matching degree, i.e., the first recommended game lineup. In one implementation, the first preset interface is displayed in response to entering a game match, or at a specific round or stage of a game match. Alternatively, the first preset interface is displayed in response to a lineup recommendation trigger command (such as an operation command from a player clicking the recommended lineup control).
[0107] The first switching command is the instruction that triggers the switch from the first preset interface to the second preset interface. For example, in the first preset interface, more recommended controls are set up. When a player clicks on a control, the first switching command is generated, triggering the switch from the first preset interface to the second preset interface. The second preset interface can display more recommended game lineups. For example, six candidate game lineups can be selected according to their matching degree with the first virtual character from high to low, and displayed as the second recommended game lineup in the second preset interface. The second recommended game lineup can include the first recommended game lineup. (Reference) Figure 5 The second preset interface, as shown, displays multiple recommended game lineups under the "Real-time Match Lineup" section. Additionally, other recommended game lineups can be displayed in the second preset interface, such as the lineup the player last selected or the lineup the player last edited in-game.
[0108] In one implementation, in the second preset interface, based on the matching result of the first lineup element and the third lineup element in the second recommended game lineup, the recommendation reason is displayed in the associated position of the second recommended game lineup. (See reference...) Figure 5 As shown, the reason for the recommendation is displayed below each second recommended game lineup, allowing players to intuitively see the match between the first and second recommended game lineups.
[0109] In one implementation, in the second preset interface, a first display parameter is used to display the third lineup element in the second recommended game lineup that matches the first lineup element, and a second display parameter is used to display the third lineup element in the second recommended game lineup that does not match the first lineup element. The first display parameter is different from the second display parameter.
[0110] In one implementation, the second preset interface is configured to display a preset number of second recommended game lineups in a list format. The game processing method may further include the following steps:
[0111] In response to a scroll command for the second preset screen, adjust the second recommended game lineup displayed in the second preset screen.
[0112] For example, refer to Figure 5 As shown, the second preset interface displays 4 or 6 recommended game lineups in a list format. Players can scroll through the second preset interface, such as swiping up and down, to adjust the displayed lineups. Swiping up reveals the less-shown and missing lineups at the bottom of the screen, allowing players to see more recommended game lineups.
[0113] In one implementation, in response to a size adjustment command for the second preset interface, the number of second recommended game lineups displayed in the second preset interface is adjusted. The size adjustment command is used to adjust the size of the second preset interface; for example, when the player drags the second preset interface upwards to enlarge it, more second recommended game lineups are displayed, and when the player drags the second preset interface downwards to shrink it, fewer second recommended game lineups are displayed.
[0114] In one implementation, the first preset interface and the second preset interface can be located at different positions within the graphical user interface. For example, the first preset interface may be located in the upper right corner of the graphical user interface, while the second preset interface may be located in the center of the graphical user interface.
[0115] In one implementation, the game processing method may further include the following steps:
[0116] In response to the second switching command, switch from the first preset interface or the second preset interface to the third preset interface, and display the monitoring information of the first game lineup in the third preset interface.
[0117] The third preset interface is used to monitor the first game lineup to help players better update it. For example, when a player selects a recommended game lineup, they can switch from the first or second preset interface to the third preset interface. (See reference...) Figure 4 The first preset interface shown will trigger a second switching command if the player clicks to use the lineup controls, switching from the first preset interface to the third preset interface. (Reference) Figure 5 The second preset interface shown provides a lineup control in the associated position of each second recommended game lineup. When the player clicks to use the lineup control, a second switching command is generated, switching from the second preset interface to the third preset interface.
[0118] In one implementation, the first game lineup includes one or more first lineup elements. The monitoring information includes one or more of the following:
[0119] The total number of first-line elements in a game. (See reference...) Figure 6 The third preset interface shown displays the first game lineup, with the number "13 / 16" displayed below the leftmost lineup character. The number "16" indicates that the total number of this lineup character in the game is 16, meaning that all players can obtain a total of 16 of this lineup character.
[0120] The remaining obtainable quantity of the first lineup element during the game. (See reference...) Figure 6 The third preset interface shown indicates that the number "13" in "13 / 16" means that the remaining number of characters in this lineup that can be obtained in a game is 13.
[0121] The number of first lineup elements acquired by the first virtual character. For example, if the first virtual character has acquired 3 of a certain first lineup element, meaning the first game lineup currently includes 3 of that first lineup element, the number "3" can be displayed in the associated position of that first lineup element in the third preset interface. It should be noted that there may be multiple identical lineup characters that can be combined in the game. For example, 3 one-star identical lineup characters can be combined into 1 two-star lineup character. In this case, the number of first lineup elements acquired by the first virtual character displayed in the third preset interface can represent the number before combination. For example, if the first game lineup currently includes 1 two-star of a certain first lineup element, the corresponding acquired quantity can be displayed as 3, indicating that the first virtual character has acquired 3 one-star of that first lineup element.
[0122] In one implementation, the second switching instruction includes a recommended lineup selection instruction, used to determine a third recommended game lineup from a first or second recommended game lineup. For example, if a player clicks an operation instruction to use the lineup control in a first or second preset interface, the third recommended game lineup is the one the player chooses to use. Accordingly, the game processing method further includes the following steps:
[0123] Once the third recommended game lineup is determined, lineup prompts will be displayed based on the third recommended game lineup.
[0124] The third recommended game lineup includes one or more third lineup elements, and the lineup prompt information includes one or more of the following:
[0125] The system provides prompts for obtaining third-party elements. For example, when a purchasable third-party element (which may include characters or virtual items) appears in the shop, a prompt icon is displayed in the associated location of that element to encourage the player to purchase it. Alternatively, during the element selection phase, the player is prompted to choose the desired third-party element from the available options. Or, when the game program distributes buffs, a prompt icon is displayed on the buffs included in the third-party element to encourage the player to select them.
[0126] The system provides information on equipping third-team elements. For example, if a first virtual character obtains a virtual item that belongs to the third recommended team composition, and the third recommended team provides suggestions on equipping this item, then the system can display information about the virtual item according to the third recommended team composition. For instance, when the player drags the virtual item, a prompt icon will appear on the suggested third-team character to indicate that the virtual item should be equipped to that character to match the recommended team composition.
[0127] This message prompts the player to adjust their preparation according to the third recommended team composition. For example, if the first virtual character already possesses some elements from the third recommended team composition but hasn't deployed all of them, a prompt can be displayed to suggest adjusting preparations to include the currently acquired third-team elements in the battle. Alternatively, if the first virtual character possesses many team elements that don't belong to the third recommended team composition, a prompt can be displayed to sell these elements.
[0128] By presenting lineup prompts, players can more easily update their first game lineup to the third recommended game lineup.
[0129] In one implementation, key game information prompts can be displayed on a third preset interface, including but not limited to: prompts about other players' key game lineup updates (such as player BB's character xx is 3 cards away from three stars), prompts about the battle results between other players, etc.
[0130] In one implementation, monitoring information of the third recommended game lineup can be displayed on the third preset interface, including but not limited to: the total number of third lineup elements in the game; the remaining number of third lineup elements that can be acquired in the game; and the number of third lineup elements acquired by the first virtual character.
[0131] In one implementation, the game processing method further includes the following steps:
[0132] The fourth preset interface displays one or more second game lineups corresponding to the second virtual characters; the second virtual characters are virtual characters other than the first virtual character in the game.
[0133] The second virtual character is a virtual character played by other players (or program-controlled players, i.e., "AI" players) in the game. The second game lineup is the game lineup currently owned by the second virtual character. The fourth preset interface is used to display the second game lineup, allowing players to intuitively see the lineups of other players. This eliminates the need for players to click on other players' avatars to view them one by one, simplifying the player's operation and reducing the pressure on terminal devices or servers.
[0134] In one implementation, a fourth preset screen is displayed in response to entering a game, or a specific round or phase of a game. Alternatively, the fourth preset screen is displayed in response to a viewing command from another player. For example, see [reference needed]. Figure 4 The first preset interface shown or Figure 6The third preset interface shown provides a control for viewing all players. When a player clicks on this control, it generates a command to view other players, triggering the display of the fourth preset interface. Players can switch to the fourth preset interface from either the first or third preset interface.
[0135] In one implementation, the first game lineup can be displayed on the fourth preset interface, along with monitoring information for that lineup. This allows players to see both their own lineup information and the lineup information of other players on the fourth preset interface.
[0136] In one implementation, a third recommended game lineup can be displayed on a fourth preset interface, and monitoring information of the third recommended game lineup can also be displayed.
[0137] In one implementation, the game processing method further includes the following steps:
[0138] In the fourth preset interface, the preset event information of the corresponding second virtual character is displayed in the associated position of the second game lineup.
[0139] The preset events for the second virtual character include, but are not limited to: a crucial update to the game's lineup for the second virtual character, or a change in the second virtual character's status (such as reduced health after a battle loss), etc. (See reference) Figure 7 The fourth preset interface shown displays the second game lineup corresponding to each second virtual character within a rectangle. If a preset event occurs for a second virtual character, the corresponding preset event information can be displayed within the rectangle corresponding to that second virtual character, such as... Figure 7 The game displays information such as "Character xx is 3 stars away from three stars," "Health is only 10," and "Character yy is 2 stars away from three stars." This allows players to intuitively see pre-set event information during the game and grasp the overall situation.
[0140] In one implementation, displaying the second game lineup corresponding to one or more second virtual characters in the fourth preset interface includes the following steps:
[0141] Obtain the second screen information corresponding to the game screen containing the second game lineup;
[0142] The second game lineup is determined based on the information in the second screen and displayed in the fourth preset interface.
[0143] From the perspective of the first virtual character, a second game lineup corresponding to the second virtual character can be seen in some situations. For example, obtaining the second screen information corresponding to the game screen containing the second game lineup includes at least one of the following steps:
[0144] The second screen information is obtained based on the game screen of the first and second virtual characters battling each other. When the first and second virtual characters are battling, both sides can see each other's game lineups. Therefore, the game screen of the first virtual character can contain the second game lineups, from which the second screen information can be obtained, such as by capturing an image from the game screen of the battle.
[0145] Information about the second screen is obtained by viewing the game screen of the second virtual character based on the first virtual character. Specifically, the first virtual character can view the second virtual character, for example, by clicking on the player avatar corresponding to the second virtual character (e.g., ...). Figure 2 The player avatar shown in the game screen can be used to view the battle screen of the second virtual character, including the second game lineup, and to obtain the second screen information, such as by taking a screenshot of the game screen of the second virtual character.
[0146] Having obtained the second screen information, the second game lineup is determined based on the second screen information. For example, referring to the method described above for determining the first game lineup, images of the second lineup elements can be extracted from the second screen information, processed using an image recognition model to identify the fourth lineup element corresponding to the second lineup element image, and the second game lineup is determined based on the identified fourth lineup element.
[0147] In one implementation, the fourth preset interface can also display relevant information about the second game lineup, such as total quantity, remaining obtainable quantity, and current quantity, etc.
[0148] In one implementation, preset event information of the second virtual character can also be determined based on the information in the second screen and displayed in the fourth preset interface.
[0149] In one implementation, in order to obtain second screen information in a timely manner and determine the second game lineup, preset event information, etc., a prompt can be presented at a preset node in the game (such as the end of the preparation phase) to prompt the player to check the second virtual character and thus obtain the second screen information. The second game lineup and preset event information displayed in the fourth preset interface are updated in real time based on the second screen information.
[0150] In one implementation, in the third or fourth preset interface, in response to a recommended lineup modification command, such as when a player clicks the command to modify the lineup control and changes the third recommended game lineup, the player can switch from the third or fourth preset interface to the second preset interface and reselect the third recommended game lineup in the second preset interface.
[0151] In one implementation, in response to a command to view oneself in a fourth preset interface, as shown in the reference... Figure 7 As shown in the fourth preset interface, players can switch from the fourth preset interface to the third preset interface by clicking the command to only view their own controls. This will remove the second game lineup and make the interface more concise.
[0152] In one implementation, a screen collapse control is provided in one or more of the first, second, third, and fourth preset screens. When the player triggers the screen collapse control, the currently displayed first, second, third, or fourth preset screen is collapsed, i.e., displayed in a minimized state. Afterwards, the player can expand the minimized screen to trigger the display of the complete first, second, third, or fourth preset screen.
[0153] In one implementation, one or more of the first, second, third, and fourth preset interfaces are located above or outside the game screen. For example, they can be displayed above the game screen as a floating ball or as an independent window outside the game screen. This way, when the player operates on the first, second, third, or fourth preset interface, they will not interact with the controls on the game screen, thus avoiding accidental operation.
[0154] In one implementation, a first game lineup can be determined based on information from a first screen, and a second game lineup can be determined based on information from a second screen, thereby implementing the relevant logic for the game lineup recommendation service. Furthermore, recommended game lineups or other relevant information (such as monitoring information for the first game lineup, the second game lineup, preset event information, etc.) can be displayed through one or more of a first preset interface, a second preset interface, a third preset interface, and a fourth preset interface that float above or are independent of the game screen. The game lineup recommendation service can be implemented without relying on the game program itself, and this service can be reused for different games. This eliminates the need to configure embedded services separately for each game, thus reducing development costs.
[0155] This disclosure also provides a game processing apparatus. A graphical user interface (GUI) is provided via a terminal device, which displays the game screen of a first virtual character controlled by the terminal device during a game match. The game match includes multiple first game stages, and each first game stage supports updating a first game lineup corresponding to the first virtual character. (Reference) Figure 8 As shown, the game processing device 800 includes:
[0156] The game lineup determination module 810 is configured to determine the first game lineup;
[0157] The game lineup recommendation module 820 is configured to display one or more recommended game lineups based on the first game lineup to provide update guidance for the first game lineup.
[0158] In one implementation, determining the first game lineup includes:
[0159] Obtain the first screen information corresponding to the game screen containing the first game lineup;
[0160] The first game lineup is determined based on the information displayed on the first screen.
[0161] In one implementation, determining the first game lineup based on the first screen information includes:
[0162] Extract the first lineup element image from the first screen information;
[0163] The image of the first lineup element is processed using an image recognition model to identify the first lineup element corresponding to the first lineup element image, and the first game lineup is determined based on the identified first lineup element.
[0164] In one embodiment, the game processing device 800 further includes a model training module configured to:
[0165] Obtain a first sample image, which contains lineup elements from the game;
[0166] The first sample image is subjected to one or more of the following processing methods: perspective transformation, image quality adjustment, and interface scaling, to obtain the second sample image;
[0167] The image recognition model is trained using the first sample image and the second sample image.
[0168] In one implementation, displaying one or more recommended game lineups based on the first game lineup includes:
[0169] Based on the first game lineup, determine the matching degree between the candidate game lineup and the first virtual character;
[0170] Based on the matching degree, one or more recommended game lineups are determined from the candidate game lineups and displayed.
[0171] In one implementation, determining the matching degree between the candidate game lineup and the first virtual character based on the first game lineup includes:
[0172] Based on the first game lineup and the first game resources corresponding to the first virtual character, determine the matching degree between the candidate game lineup and the first virtual character.
[0173] In one implementation, determining the matching degree between the candidate game lineup and the first virtual character based on the first game lineup and the first game resources corresponding to the first virtual character includes:
[0174] The first lineup element in the first game lineup, the second lineup element in the first game resource, and the third lineup element in the candidate game lineup are matched to determine the matching degree between the candidate game lineup and the first virtual character.
[0175] In one implementation, matching the first lineup element in the first game lineup, the second lineup element in the first game resource, and the third lineup element in the candidate game lineup to determine the matching degree between the candidate game lineup and the first virtual character includes:
[0176] The first lineup element, the second lineup element, and the third lineup element are matched. The number of first lineup elements that match the third lineup element and the number of second lineup elements that match the third lineup element are weighted to obtain the matching degree between the candidate game lineup and the first virtual character.
[0177] In one implementation, the game lineup recommendation module 820 is further configured to perform one or more of the following steps when displaying one or more recommended game lineups:
[0178] Based on the matching result between the first lineup element and the third lineup element in the recommended game lineup, the recommendation reason is displayed in the associated position of the recommended game lineup;
[0179] The recommended game lineup uses a first display parameter to display the third lineup element that matches the first lineup element, and uses a second display parameter to display the third lineup element that does not match the first lineup element. The first display parameter is different from the second display parameter.
[0180] In one implementation, determining and displaying one or more recommended game lineups from the candidate game lineups based on the matching degree includes:
[0181] The first preset interface displays a first recommended game lineup, which is the candidate game lineup with the highest matching degree with the first virtual character;
[0182] In response to the first switching command, the system switches from the first preset interface to the second preset interface, where multiple second recommended game lineups are displayed. These multiple second recommended game lineups are candidate game lineups determined in descending order of their matching degree with the first virtual character.
[0183] In one implementation, the second preset interface is configured to display a preset number of second recommended game lineups in a list format; the game lineup recommendation module 820 is further configured to:
[0184] In response to a scrolling command for the second preset interface, the second recommended game lineup displayed in the second preset interface is adjusted.
[0185] In one implementation, the game lineup recommendation module 820 is further configured to:
[0186] In response to the second switching command, the system switches from the first preset interface or the second preset interface to the third preset interface, where the monitoring information of the first game lineup is displayed.
[0187] In one implementation, the first game lineup includes one or more first lineup elements; the monitoring information includes one or more of the following:
[0188] The total number of the first lineup element in the game;
[0189] The remaining acquireable quantity of the first lineup element in the game match;
[0190] The number of the first lineup elements that the first virtual character has acquired.
[0191] In one implementation, the second switching instruction includes a recommended lineup selection instruction for determining a third recommended game lineup from the first recommended game lineup or the second recommended game lineup; the game lineup recommendation module 820 is further configured to:
[0192] If the third recommended game lineup is determined, lineup prompt information is presented based on the third recommended game lineup;
[0193] The third recommended game lineup includes one or more third lineup elements, and the lineup prompt information includes one or more of the following:
[0194] The prompt indicates the need to obtain information about the third lineup element;
[0195] The system prompts for information on assembling the third lineup element;
[0196] The message prompts you to adjust your preparations according to the third recommended game lineup.
[0197] In one implementation, the game lineup recommendation module 820 is further configured to:
[0198] The fourth preset interface displays one or more second game lineups corresponding to the second virtual characters; the second virtual characters are virtual characters other than the first virtual character in the game.
[0199] In one implementation, the game lineup recommendation module 820 is further configured to:
[0200] In the fourth preset interface, the preset event information of the corresponding second virtual character is displayed at the associated position of the second game lineup.
[0201] In one implementation, displaying the second game lineup corresponding to one or more second virtual characters in the fourth preset interface includes:
[0202] Obtain the second screen information corresponding to the game screen containing the second game lineup;
[0203] The second game lineup is determined based on the second screen information and displayed on the fourth preset interface.
[0204] In one implementation, obtaining the second screen information corresponding to the game screen containing the second game lineup includes at least one of the following steps:
[0205] The second screen information is obtained based on the game screen of the first virtual character and the second virtual character fighting against each other;
[0206] Based on the first virtual character, view the game screen of the second virtual character to obtain the second screen information.
[0207] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.
[0208] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0209] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the methods described above.
[0210] In one implementation, the computer program product can be a tangible product, such as a computer-readable storage medium storing a computer program. The readable storage medium can be based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, and includes, but is not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.
[0211] In one implementation, the computer program product can be an intangible product. For example, the computer program product can be a virtual digital product, such as an executable file or installation package containing a computer program.
[0212] Computer program code can be written in one or more programming languages. Examples of programming languages include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).
[0213] Computer programs can be carried or transmitted via signals such as electrical, magnetic, optical, electromagnetic, and infrared rays. Electronic devices can convert signals carrying computer programs into digital signals, thereby executing the computer programs. When a computer program runs on an electronic device, its code causes the electronic device to execute (more specifically, its processor) the method steps of various embodiments of this disclosure, such as... Figure 3 The steps are shown.
[0214] Implementing the above method steps through a computer program achieves the following technical effects: During a game, the program determines the first game lineup corresponding to the player's first virtual character and displays a recommended lineup that matches it, providing guidance for updating the first game lineup. Firstly, players no longer need to edit their frequently used lineups and access the saved lineups during a game; the program automatically determines and displays the recommended lineup based on the first game lineup, reducing the complexity and learning cost for players. Furthermore, terminal devices or servers do not need to store a large number of frequently used lineups for different players, reducing the computational and storage pressure on these devices and servers. Secondly, the matching of the recommended lineup with the first game lineup provides effective reference and guidance for players' subsequent lineup updates during games, helping to meet players' gaming needs and improve the gaming experience.
[0215] Exemplary embodiments of this disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as computer programs. The processor executes these executable instructions to perform the method steps of various exemplary embodiments of this disclosure.
[0216] The following is for reference. Figure 9 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 9 The electronic device 900 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.
[0217] like Figure 9 As shown, the electronic device 900 may include: a processor 910, a memory 920, a bus 930, an I / O (input / output) interface 940, and a network adapter 950.
[0218] The memory 920 may include volatile memory, such as RAM 921 and cache unit 922, and may also include non-volatile memory, such as ROM 923. The memory 920 may also include one or more program modules 924, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 924 may include the modules described above.
[0219] The processor 910 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).
[0220] The processor 910 can be used to execute executable instructions stored in the memory 920 to perform method steps of various embodiments of this disclosure, such as... Figure 3 The steps are shown.
[0221] By executing the above method steps through processor 910, the following technical effects are achieved: During a game, the first game lineup corresponding to the player's first virtual character is determined, and a recommended game lineup matching the first game lineup is displayed, providing guidance for updating the first game lineup. On one hand, players no longer need to edit frequently used lineups and view saved lineups in the frequently used lineups interface during a game; the program automatically determines and displays the recommended game lineup based on the first game lineup, reducing the complexity and learning cost for players. Furthermore, terminal devices or servers do not need to store a large number of frequently used lineups for different players, reducing the computational and storage pressure on terminal devices or servers processing player operations. On the other hand, the recommended game lineup matches the first game lineup, providing effective reference and guidance for players' subsequent lineup updates during games, which helps meet players' game needs and improves the game experience.
[0222] Bus 930 is used to connect different components of electronic device 900 and may include data bus, address bus and control bus.
[0223] Electronic device 900 can communicate with one or more external devices 1000 (such as keyboard, mouse, external controller, etc.) through I / O interface 940.
[0224] Electronic device 900 can communicate with one or more networks via network adapter 950. For example, network adapter 950 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 950 can communicate with other modules of electronic device 900 via bus 930.
[0225] although Figure 9 As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 900, including but not limited to: a display, microcode, device driver, redundant processor, external disk drive array, RAID (Redundant Arrays of Independent Disks) system, tape drive, and data backup storage system.
[0226] As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or a combination of hardware and software implementations, which may be referred to as "circuit," "module," or "system," respectively.
[0227] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.
Claims
1. A game processing method, characterized in that, A graphical user interface is provided through a terminal device, which displays the game screen of a first virtual character controlled by the terminal device in a game match. The game includes multiple first game phases, and each first game phase supports updating the first game lineup corresponding to the first virtual character. The method includes: Determine the first game lineup; Based on the first game lineup, one or more recommended game lineups are displayed to provide update guidance for the first game lineup.
2. The method according to claim 1, characterized in that, Determining the first game lineup includes: Obtain the first screen information corresponding to the game screen containing the first game lineup; The first game lineup is determined based on the information displayed on the first screen.
3. The method according to claim 2, characterized in that, Determining the first game lineup based on the first screen information includes: Extract the first lineup element image from the first screen information; The image of the first lineup element is processed using an image recognition model to identify the first lineup element corresponding to the first lineup element image, and the first game lineup is determined based on the identified first lineup element.
4. The method according to claim 3, characterized in that, The method further includes: Obtain a first sample image, which contains lineup elements from the game; The first sample image is subjected to one or more of the following processing methods: perspective transformation, image quality adjustment, and interface scaling, to obtain the second sample image; The image recognition model is trained using the first sample image and the second sample image.
5. The method according to any one of claims 1 to 4, characterized in that, The step of displaying one or more recommended game lineups based on the first game lineup includes: Based on the first game lineup, determine the matching degree between the candidate game lineup and the first virtual character; Based on the matching degree, one or more recommended game lineups are determined from the candidate game lineups and displayed.
6. The method according to claim 5, characterized in that, The step of determining the matching degree between the candidate game lineup and the first virtual character based on the first game lineup includes: Based on the first game lineup and the first game resources corresponding to the first virtual character, determine the matching degree between the candidate game lineup and the first virtual character.
7. The method according to claim 5, characterized in that, The step of determining the matching degree between the candidate game lineup and the first virtual character based on the first game lineup and the first game resources corresponding to the first virtual character includes: The first lineup element in the first game lineup, the second lineup element in the first game resource, and the third lineup element in the candidate game lineup are matched to determine the matching degree between the candidate game lineup and the first virtual character.
8. The method according to claim 7, characterized in that, The step of matching the first lineup element in the first game lineup, the second lineup element in the first game resource, and the third lineup element in the candidate game lineup to determine the matching degree between the candidate game lineup and the first virtual character includes: The first lineup element, the second lineup element, and the third lineup element are matched. The number of first lineup elements that match the third lineup element and the number of second lineup elements that match the third lineup element are weighted to obtain the matching degree between the candidate game lineup and the first virtual character.
9. The method according to claim 7, characterized in that, When displaying one or more recommended game lineups, the method further includes one or more of the following steps: Based on the matching result between the first lineup element and the third lineup element in the recommended game lineup, the recommendation reason is displayed in the associated position of the recommended game lineup; The recommended game lineup uses a first display parameter to display the third lineup element that matches the first lineup element, and uses a second display parameter to display the third lineup element that does not match the first lineup element. The first display parameter is different from the second display parameter.
10. The method according to claim 5, characterized in that, The step of determining and displaying one or more recommended game lineups from the candidate game lineups based on the matching degree includes: The first preset interface displays a first recommended game lineup, which is the candidate game lineup with the highest matching degree with the first virtual character; In response to the first switching command, the system switches from the first preset interface to the second preset interface, where multiple second recommended game lineups are displayed. These multiple second recommended game lineups include multiple candidate game lineups determined in descending order of their matching degree with the first virtual character.
11. The method according to claim 10, characterized in that, The second preset interface is configured to display a preset number of second recommended game lineups in list form; the method further includes: In response to a scrolling command for the second preset interface, the second recommended game lineup displayed in the second preset interface is adjusted.
12. The method according to claim 10, characterized in that, The method further includes: In response to the second switching command, the system switches from the first preset interface or the second preset interface to the third preset interface, where the monitoring information of the first game lineup is displayed.
13. The method according to claim 12, characterized in that, The first game lineup includes one or more first lineup elements; the monitoring information includes one or more of the following: The total number of the first lineup element in the game; The remaining acquireable quantity of the first lineup element in the game match; The number of the first lineup elements that the first virtual character has acquired.
14. The method according to claim 12, characterized in that, The second switching instruction includes a recommended lineup selection instruction, used to determine a third recommended game lineup from the first recommended game lineup or the second recommended game lineup; the method further includes: If the third recommended game lineup is determined, lineup prompt information is presented based on the third recommended game lineup; The third recommended game lineup includes one or more third lineup elements, and the lineup prompt information includes one or more of the following: The prompt indicates the need to obtain information about the third lineup element; The system prompts for information on assembling the third lineup element; The message prompts you to adjust your preparations according to the third recommended game lineup.
15. The method according to any one of claims 1 to 4, characterized in that, The method further includes: The fourth preset interface displays one or more second game lineups corresponding to the second virtual characters; the second virtual characters are virtual characters other than the first virtual character in the game.
16. The method according to claim 15, characterized in that, The method further includes: In the fourth preset interface, the preset event information of the corresponding second virtual character is displayed at the associated position of the second game lineup.
17. The method according to claim 15, characterized in that, The step of displaying one or more second game lineups corresponding to second virtual characters in the fourth preset interface includes: Obtain the second screen information corresponding to the game screen containing the second game lineup; The second game lineup is determined based on the second screen information and displayed on the fourth preset interface.
18. The method according to claim 17, characterized in that, The step of obtaining the second screen information corresponding to the game screen containing the second game lineup includes at least one of the following steps: The second screen information is obtained based on the game screen of the first virtual character and the second virtual character fighting against each other; Based on the first virtual character, view the game screen of the second virtual character to obtain the second screen information.
19. A game processing device, characterized in that, A graphical user interface is provided through a terminal device, which displays the game screen of a first virtual character controlled by the terminal device in a game match. The game includes multiple first game phases, and each first game phase supports updating the first game lineup corresponding to the first virtual character. The device includes: The game lineup determination module is configured to determine the first game lineup; The game lineup recommendation module is configured to display one or more recommended game lineups based on the first game lineup, in order to provide update guidance for the first game lineup.
20. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 18.
21. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 18 by executing the executable instructions.