Method and terminal for dynamically adjusting special effects of three-elimination game
By training an effects adjustment model, visual and auditory effects adjustment schemes are generated based on historical information and user operations in match-3 games. This solves the problems of high storage costs and insufficient flexibility caused by static effects rules in match-3 games, and provides a personalized and immersive gaming experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-12
- Publication Date
- 2026-03-13
AI Technical Summary
The special effects rules of existing match-3 games are generally pre-configured static rules, which leads to high storage costs and makes it difficult to guarantee the flexibility of special effects generation.
By training the special effects adjustment model, and based on the game information and user interface operation information corresponding to the historically generated special effects, the game information and player status information corresponding to the elimination interaction command are obtained, and a visual and auditory special effects adjustment scheme is generated.
It achieves a personalized and immersive gaming experience, reduces the storage cost of game effects, and ensures the flexibility of effect generation.
Smart Images

Figure CN121648548A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the technical field of game effect adjustment, and in particular to a method and terminal for dynamically adjusting the special effects of a match-3 game. Background Technology
[0002] In current match-3 games, the game effects design aims to provide players with timely feedback during elimination operations through a combination of visual and auditory effects, thereby enhancing their immersive experience. Typically, the elimination of elements is accompanied by visual effects such as explosions and dissolving, along with crisp, fast-paced sound effects, thus creating a rich gaming experience for players.
[0003] However, the special effects rules of match-3 games are generally pre-configured static rules, which makes the storage cost of match-3 games high and makes it difficult to ensure the flexibility of special effects generation. Summary of the Invention
[0004] The technical problem to be solved by the present invention is to provide a method and terminal for dynamically adjusting the special effects of match-3 games, which can reduce the storage cost of game special effects and ensure the flexibility of special effects generation.
[0005] To solve the above-mentioned technical problems, the technical solution adopted by the present invention is as follows:
[0006] A method for dynamically adjusting special effects in a match-3 game, comprising the following steps:
[0007] S1. Train the model based on the game information and user interface operation information corresponding to the historical generated special effects to obtain the adjustment model of the special effects;
[0008] S2. In response to the elimination interaction command of the match-3 game, obtain the game information corresponding to the elimination interaction command, the game information including current game information, historical game information and player status information;
[0009] S3. Send the game information to the adjustment model, obtain the special effects adjustment scheme through the adjustment model, and use the special effects adjustment scheme to generate the corresponding special effects. The special effects adjustment scheme includes a visual special effects adjustment scheme and an auditory special effects adjustment scheme.
[0010] To solve the above-mentioned technical problems, another technical solution adopted by the present invention is as follows:
[0011] A terminal for dynamically adjusting special effects in a match-3 game includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it implements the various steps of the aforementioned method for dynamically adjusting special effects in a match-3 game.
[0012] The beneficial effects of this invention are as follows: An effect adjustment model is obtained by training the model based on game information and corresponding user interface operation information corresponding to historically generated special effects. When responding to an elimination interaction command in a match-3 game, the model acquires the current game information, historical game information, and player status information corresponding to the elimination interaction command, and sends this information to the adjustment model to obtain visual and auditory effect adjustment schemes. The corresponding special effects are then generated using these schemes. In this way, an effect adjustment model that considers game information and corresponding user interface operation information corresponding to historically generated special effects is established. When adjusting special effects, not only the game situation but also the user's operational preferences are taken into account, thereby providing players with a personalized and immersive gaming experience, effectively reducing the storage cost of game special effects, and ensuring the flexibility of special effect generation. Attached Figure Description
[0013] Figure 1 This is a flowchart illustrating a method for dynamically adjusting special effects in a match-3 game according to an embodiment of the present invention.
[0014] Figure 2 This is a schematic diagram of a terminal for dynamically adjusting the special effects of a match-3 game according to an embodiment of the present invention;
[0015] Label Explanation:
[0016] 1. A terminal for dynamically adjusting special effects in a match-3 game; 2. Memory; 3. Processor. Detailed Implementation
[0017] To explain in detail the technical content, objectives, and effects of the present invention, the following description is provided in conjunction with the embodiments and accompanying drawings.
[0018] Please refer to Figure 1 This invention provides a method for dynamically adjusting special effects in a match-3 game, characterized by the following steps:
[0019] S1. Train the model based on the game information and user interface operation information corresponding to the historical generated special effects to obtain the adjustment model of the special effects;
[0020] S2. In response to the elimination interaction command of the match-3 game, obtain the game information corresponding to the elimination interaction command, the game information including current game information, historical game information and player status information;
[0021] S3. Send the game information to the adjustment model, obtain the special effects adjustment scheme through the adjustment model, and use the special effects adjustment scheme to generate the corresponding special effects. The special effects adjustment scheme includes a visual special effects adjustment scheme and an auditory special effects adjustment scheme.
[0022] As described above, the beneficial effects of this invention are as follows: An adjustment model for special effects is obtained by training the model based on game information corresponding to historically generated special effects and their corresponding user interface operation information; upon responding to an elimination interaction command in a match-3 game, the model acquires the current game information, historical game information, and player status information corresponding to the elimination interaction command, and sends this information to the adjustment model to obtain visual and auditory special effects adjustment schemes, which are then used to generate the corresponding special effects. In this way, an special effects adjustment model that considers game information corresponding to historically generated special effects and their corresponding user interface operation information is established. When adjusting special effects, not only the game situation but also the user's operational preferences are taken into account, thereby providing players with a personalized and immersive gaming experience, effectively reducing the storage cost of game special effects, and ensuring the flexibility of special effects generation.
[0023] Further, step S1 includes:
[0024] Retrieve user interface operation information within a preset time period after the generation of special effects in the past. The user interface operation information includes volume adjustment operation information, screen brightness adjustment operation information, and special effects deactivation operation information.
[0025] The current game information, historical game information, player status information, and user interface operation information of the game corresponding to the historical generated special effects are matched, and the special effects are adjusted and trained based on the matching results to obtain the special effects adjustment model.
[0026] As described above, when training the special effects model, user volume adjustment information, screen brightness adjustment information, and special effects off information can be taken into account. In this way, adjustments can be made based on user preferences for special effects, thereby ensuring the accuracy of special effects adjustments.
[0027] Further, in step S2, the current game information corresponding to the elimination interaction command is obtained, including obtaining the current game's continuous elimination statistics, elimination operation interval time, and total game duration;
[0028] Obtain historical game information corresponding to the elimination interaction command, including obtaining statistical information on the game results of historical games.
[0029] As described above, generating special effects based on current game information and historical game statistics can make the effects more in line with the player's gaming experience, create a personalized gaming atmosphere, and ensure the flexibility of special effects generation.
[0030] Furthermore, in step S3, the special effects adjustment scheme is obtained through the adjustment model, including:
[0031] The game information is matched with the historical generated special effects in the adjustment model. If a corresponding historical generated special effect is matched, the matched historical generated special effect will be adjusted according to the corresponding user interface operation information to generate a special effect adjustment scheme.
[0032] Otherwise, the game information is matched with the preset special effects rules in the adjustment model, and a special effects adjustment scheme is generated based on the matched special effects.
[0033] As described above, when the game information corresponding to the current match-3 interaction can be matched with the historically generated special effects, the current special effects are generated and adjusted by using the historical special effects and the historical user interface operation information. Otherwise, the special effects are generated directly according to the preset special effect rules. Therefore, the generated special effects can be made more suitable for the user's preferences.
[0034] Further, in step S3, the corresponding special effects are generated using the aforementioned special effects adjustment scheme, including:
[0035] The aforementioned special effects adjustment scheme is used to extract corresponding special effects from the preset special effects library, and the visual and auditory parameters of the special effects are adjusted.
[0036] As described above, matching visual and auditory parameters according to the game state can better meet the needs of players, enhance the fun and appeal of the game, and provide a more unique and immersive gaming experience compared to existing technologies.
[0037] Please refer to Figure 2 Another embodiment of the present invention provides a terminal for dynamically adjusting the special effects of a match-3 game, including a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it implements the various steps of the above-described method for dynamically adjusting the special effects of a match-3 game.
[0038] The present invention provides a method and terminal for dynamically adjusting special effects in match-3 games, which is applicable to reducing the storage cost of game special effects in match-3 games while ensuring the flexibility of special effect generation. The following is a detailed description of the implementation methods:
[0039] Example 1
[0040] Please refer to Figure 1 A method for dynamically adjusting special effects in a match-3 game, including the following steps:
[0041] S1. Train the model based on the game information and user interface operation information corresponding to the historical generated special effects to obtain the adjustment model of the special effects.
[0042] S11. Retrieve user interface operation information within a preset time period after the generation of special effects in the past. The user interface operation information includes volume adjustment operation information, screen brightness adjustment operation information, and special effects turning off operation information.
[0043] S12. Match the current game information, historical game information, player status information, and user interface operation information of the game corresponding to the historical generated special effects, and perform special effect adjustment training based on the matching results to obtain the special effect adjustment model.
[0044] S2. In response to the elimination interaction command of the match-3 game, obtain the game information corresponding to the elimination interaction command, the game information including current game information, historical game information and player status information.
[0045] The process of obtaining the current game information corresponding to the elimination interaction command includes obtaining the current game's continuous elimination statistics, elimination operation interval time, and total game duration.
[0046] Obtain historical game information corresponding to the elimination interaction command, including obtaining statistical information on the game results of historical games.
[0047] In this embodiment, the background image, icons, buttons and other elements of the game are loaded and arranged in appropriate positions, such as displaying the game title, score area, level progress, etc.; the resource files such as images, sound effects, and fonts required by the game are read and loaded; and the initial parameters of the game are set, such as the initial score, level difficulty, time limit, etc.
[0048] Elimination interaction commands involve players selecting elements to eliminate through touch, tap, or swipe. The system needs to determine if the player's action results in element elimination. If the selected element meets the elimination criteria, the elimination is considered successful, and information such as the type, quantity, and position of the eliminated element is recorded.
[0049] Furthermore, the system determines the player's current game state based on their elimination actions and game progress. For example, if a player performs multiple eliminations consecutively, and each elimination involves a large number of elements, it's considered a combo state; if a player easily completes the level objective within the time limit, it's considered an easy pass; if a player passes multiple levels consecutively, it's considered a consecutive pass; if a player encounters difficulties in a level and needs multiple attempts to complete the objective, it's considered a difficult challenge. Relevant data is collected, such as the number of combos and completion time. For example, it might show that the player achieved a combo of 5 and completed the level in 45 seconds.
[0050] S3. Send the game information to the adjustment model, obtain the special effects adjustment scheme through the adjustment model, and use the special effects adjustment scheme to generate the corresponding special effects. The special effects adjustment scheme includes a visual special effects adjustment scheme and an auditory special effects adjustment scheme.
[0051] The special effects adjustment scheme obtained through the adjustment model specifically includes:
[0052] The game information is matched with the historical generated special effects in the adjustment model. If a corresponding historical generated special effect is matched, the matched historical generated special effect will be adjusted according to the corresponding user interface operation information to generate a special effect adjustment scheme; otherwise, the game information is matched with the preset special effect rules in the adjustment model to generate a special effect adjustment scheme according to the matched special effect.
[0053] Furthermore, the corresponding special effects are generated using the aforementioned special effects adjustment scheme, specifically including:
[0054] The aforementioned special effects adjustment scheme is used to extract corresponding special effects from the preset special effects library, and the visual and auditory parameters of the special effects are adjusted.
[0055] Specifically, the AI intelligently adjusts parameters such as the type, intensity, and duration of special effects based on preset algorithms and rules. For example, if the AI determines that the player is in a combo state, it may increase the brightness and flashing frequency of the special effects; if the player easily completes the level, it may play cheerful music as a special effect.
[0056] Furthermore, based on the AI-adjusted parameters, visual effects related to element elimination are generated. For example, if the AI decides to increase the brightness of the effect, a more dazzling light will appear when an element is eliminated; if the AI decides to increase the flashing frequency of the effect, the light will flash rapidly. The AI also determines the display position, shape, color, and other attributes of the effect. For example, the effect might appear as a circular beam of light at the location of the eliminated element, and its color might be gold.
[0057] Simultaneously, corresponding auditory effects need to be matched, such as selecting sound effects that complement the visual effects. For example, when a dazzling light effect appears, a crisp "ding" sound can be played; when a rapidly flashing effect appears, a fast-paced "tap-tap" sound can be played. The volume, rhythm, and pitch of the sound effects can also be adjusted. For example, increasing the volume, speeding up the rhythm, and raising the pitch of the sound effects can enhance the overall effect.
[0058] In this way, the timing and duration of special effects can be dynamically adjusted based on the player's real-time actions and game status. For example, if the player makes consecutive eliminations, the special effects will appear more frequently and last longer.
[0059] Example 2
[0060] Please refer to Figure 2 A dynamic adjustment terminal 1 for special effects in a match-3 game includes a memory 2, a processor 3, and a computer program stored on the memory 2 and executable on the processor 3. When the processor 3 executes the computer program, it implements the various steps of the dynamic adjustment method for special effects in a match-3 game according to Embodiment 1.
[0061] In summary, the present invention provides a method and terminal for dynamically adjusting special effects in match-3 games. This method allows for personalized effect adjustments based on players' historical game data and preferences, providing a unique gaming experience for each player. Existing adjustment methods typically use uniform settings, failing to meet players' individual needs. Furthermore, it can monitor players' game status in real time, including combos, easy wins, consecutive wins, and challenging situations, and intelligently adjust the presentation of special effects based on these statuses, making the effects more aligned with the player's game progress and enhancing immersion. Existing methods may struggle to achieve such timely and precise responses. Moreover, through intelligent adjustments, it provides players with a richer, more personalized, and immersive match-3 game experience, enhancing the game's fun and appeal, and better meeting player needs compared to existing methods.
[0062] In terms of computational load and efficiency, it can quickly process large amounts of player game data, including historical data and real-time status information, thereby more accurately judging player needs and intelligently adjusting special effects. Compared to traditional methods, it can utilize computing resources more effectively, reduce unnecessary calculations, and improve computational efficiency. Employing advanced intelligent algorithms, it can optimize the calculation process and reduce computational load while ensuring the quality of special effects. For example, through machine learning algorithms, it can learn player behavior patterns and preferences, thereby more accurately predicting player needs and reducing unnecessary special effects calculations. It can quickly adjust based on the player's real-time game status without long waiting times. This means a significant improvement in computational efficiency, enabling timely presentation of appropriate special effects to players, enhancing game smoothness and experience. It can rationally allocate computing resources according to the actual situation of the game, ensuring optimal special effects in different scenarios. For example, when players are performing critical operations or in important game phases, the AI will prioritize the allocation of computing resources to ensure the quality and response speed of special effects.
[0063] The above description is merely an embodiment of the present invention and does not limit the patent scope of the present invention. Any equivalent modifications made based on the content of the present invention specification and drawings, or direct or indirect applications in related technical fields, are similarly included within the patent protection scope of the present invention.
Claims
1. A method for dynamically adjusting special effects in a match-3 game, characterized in that, Including the following steps: S1. Train the model based on the game information and user interface operation information corresponding to the historical generated special effects to obtain the adjustment model of the special effects; S2. In response to the elimination interaction command of the match-3 game, obtain the game information corresponding to the elimination interaction command, the game information including current game information, historical game information and player status information; S3. Send the game information to the adjustment model, obtain the special effects adjustment scheme through the adjustment model, and use the special effects adjustment scheme to generate the corresponding special effects. The special effects adjustment scheme includes a visual special effects adjustment scheme and an auditory special effects adjustment scheme.
2. The method for dynamically adjusting special effects in a match-3 game according to claim 1, characterized in that, Step S1 includes: Retrieve user interface operation information within a preset time period after the generation of special effects in the past. The user interface operation information includes volume adjustment operation information, screen brightness adjustment operation information, and special effects deactivation operation information. The current game information, historical game information, player status information, and user interface operation information of the game corresponding to the historical generated special effects are matched, and the special effects are adjusted and trained based on the matching results to obtain the special effects adjustment model.
3. The method for dynamically adjusting special effects in a match-3 game according to claim 1, characterized in that, In step S2, the current game information corresponding to the elimination interaction command is obtained, including obtaining the current game's continuous elimination statistics, elimination operation interval time, and total game time. Obtain historical game information corresponding to the elimination interaction command, including obtaining statistical information on the game results of historical games.
4. The method for dynamically adjusting special effects in a match-3 game according to claim 1, characterized in that, Step S3 involves obtaining a special effects adjustment scheme using the adjustment model, including: The game information is matched with the historical generated special effects in the adjustment model. If a corresponding historical generated special effect is matched, the matched historical generated special effect will be adjusted according to the corresponding user interface operation information to generate a special effect adjustment scheme. Otherwise, the game information is matched with the preset special effects rules in the adjustment model, and a special effects adjustment scheme is generated based on the matched special effects.
5. The method for dynamically adjusting special effects in a match-3 game according to claim 1, characterized in that, Step S3 uses the aforementioned effects adjustment scheme to generate the corresponding effects, including: The aforementioned special effects adjustment scheme is used to extract corresponding special effects from the preset special effects library, and the visual and auditory parameters of the special effects are adjusted.
6. A dynamic adjustment terminal for special effects in a match-3 game, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the computer program, it performs the following steps: S1. Train the model based on the game information and user interface operation information corresponding to the historical generated special effects to obtain the adjustment model of the special effects; S2. In response to the elimination interaction command of the match-3 game, obtain the game information corresponding to the elimination interaction command, the game information including current game information, historical game information and player status information; S3. Send the game information to the adjustment model, obtain the special effects adjustment scheme through the adjustment model, and use the special effects adjustment scheme to generate the corresponding special effects. The special effects adjustment scheme includes a visual special effects adjustment scheme and an auditory special effects adjustment scheme.
7. The special effects dynamic adjustment terminal for a match-3 game according to claim 6, characterized in that, Step S1 includes: Retrieve user interface operation information within a preset time period after the generation of special effects in the past. The user interface operation information includes volume adjustment operation information, screen brightness adjustment operation information, and special effects deactivation operation information. The current game information, historical game information, player status information, and user interface operation information of the game corresponding to the historical generated special effects are matched, and the special effects are adjusted and trained based on the matching results to obtain the special effects adjustment model.
8. The special effects dynamic adjustment terminal for a match-3 game according to claim 6, characterized in that, In step S2, the current game information corresponding to the elimination interaction command is obtained, including obtaining the current game's continuous elimination statistics, elimination operation interval time, and total game time. Obtain historical game information corresponding to the elimination interaction command, including obtaining statistical information on the game results of historical games.
9. The special effects dynamic adjustment terminal for a match-3 game according to claim 6, characterized in that, Step S3 involves obtaining a special effects adjustment scheme using the adjustment model, including: The game information is matched with the historical generated special effects in the adjustment model. If a corresponding historical generated special effect is matched, the matched historical generated special effect will be adjusted according to the corresponding user interface operation information to generate a special effect adjustment scheme. Otherwise, the game information is matched with the preset special effects rules in the adjustment model, and a special effects adjustment scheme is generated based on the matched special effects.
10. A dynamic adjustment terminal for special effects in a match-3 game according to claim 6, characterized in that, Step S3 uses the aforementioned effects adjustment scheme to generate the corresponding effects, including: The aforementioned special effects adjustment scheme is used to extract corresponding special effects from the preset special effects library, and the visual and auditory parameters of the special effects are adjusted.