Game prompting method and device, electronic equipment and storage medium
By acquiring the player's current game state and emotional perception, personalized task branch prompts are generated, solving the problem of lack of dynamic prompts in existing technologies and improving the quality of player decision-making and game experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-12-24
- Publication Date
- 2026-04-03
AI Technical Summary
Existing game systems lack dynamic prompts based on the player's current state, making it difficult for players to make decisions that align with the game's objectives in complex, multi-branch game scenarios, which can easily lead to frustration and wasted resources.
By acquiring the player's current game state, determining the task branches, and generating personalized prompts based on the branch game information, the system combines emotion perception and AI models to optimize the prompt strategy, providing the difficulty level and completion method for each task branch.
It improves the quality of player decision-making, reduces bad outcomes and resource waste caused by information asymmetry, lowers the cognitive threshold for new players, provides strategic optimization references for veteran players, and enhances the gaming experience.
Smart Images

Figure CN121775460A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and more particularly to a game prompting method and apparatus, electronic device and storage medium. Background Technology
[0002] With the rapid development of the video game industry, modern games (especially role-playing, open-world, or story-driven games) generally adopt multi-branch quest systems to enhance player immersion and replay value. In these games, players face multiple optional quest branches at specific game nodes (such as key plot points, quest selection screens, or combat decision moments), each branch corresponding to different plot developments, reward mechanisms, or difficulty challenges.
[0003] However, existing game systems typically only show players brief names or icons of quest options, lacking intuitive prompts about the potential consequences, required conditions, or subsequent effects of each branch. For example, players may make unexpected choices because they are unaware that a certain branch will lead to the death of a key NPC, the inability to obtain equipment, or a storyline deadlock, resulting in frustration or repeated save / load behavior.
[0004] While some games have introduced "hint systems" (such as tutorials or achievement previews), these hints are often static and generic, unable to dynamically generate personalized suggestions based on the player's current game status (such as character level, owned items, completed quests, faction reputation, etc.). Furthermore, existing technologies lack a structured association between the "current game node" and "multi-task branches," and a solution for generating personalized branch hints based on real-time status.
[0005] Therefore, in complex, multi-branch game scenarios, how to intelligently generate dynamic prompts that match each task branch based on the player's current game state, and help the player make decisions that are more in line with their game goals, has become an urgent technical problem to be solved. Summary of the Invention
[0006] This application provides a game prompting method and apparatus, electronic device and storage medium to at least solve the technical problems existing in the related art.
[0007] According to one aspect of the embodiments of this application, a game prompting method is provided, including: Get the current game state of the game that the target player is currently playing; Based on the current game node corresponding to the current game state, determine the task branch corresponding to the current game node; Determine the branch game information corresponding to each task branch; Based on the current game state and the branch game information corresponding to each task branch, generate prompt information corresponding to each task branch.
[0008] Optionally, as described above, generating prompt information corresponding to each task branch based on the current game state and the branch game information corresponding to each task branch includes: Based on the target game character information and each branch game information in the current game state, determine the strategy information that matches each branch game information; Based on the target player's emotional perception information and the strategy information corresponding to each branch of the game information, target prompt information corresponding to each task branch is predicted. The target prompt information corresponding to each task branch includes: the difficulty coefficient and the method of passing each task branch in the current game state.
[0009] Optionally, as described above, determining the strategy information matching each branch game information based on the target game character information and the branch game information in the current game state includes: Based on the target game character information and the branch game information, target information that meets a preset similarity with the target game character information and the branch game information is matched in the strategy database, wherein the target information includes game character information and game information; The strategy information corresponding to the target information is determined as the strategy information that matches the branch game information.
[0010] Optionally, as described above, determining the strategy information matching each branch game information based on the target game character information and the branch game information in the current game state further includes: If, based on the target game character information and the branch game information, no target information that meets the preset similarity with the target game character information and the branch game information can be found in the strategy database, the user's equipment and level information are obtained based on the target game character information, and the game type and level description information of the task branch are determined based on the branch game information. The user's equipment, level information, game type, and level description information are input into a preset AI model to obtain the strategy information output by the preset AI model that corresponds to the branch game information.
[0011] Optionally, as described above, obtaining the target hint information corresponding to each task branch based on the target player's emotional perception information and the strategy information corresponding to each branch of game information includes: Obtain the emotional perception information of the target player; Emotional state assessment is performed on the aforementioned emotional perception information to obtain emotional assessment results; A strategy for generating and pushing notification messages is generated based on the aforementioned emotion assessment results; According to the aforementioned prompt message push strategy, the target prompt message corresponding to the emotion assessment result is determined from all the prompt messages corresponding to the task branch.
[0012] Optionally, as described above, obtaining the target player's emotional perception information includes: The facial expressions of the target player are captured by the camera; The target player's voice tone was captured via microphone; The physiological signals of the target player are acquired through a controller and / or wearable device; The game state of the target player is determined by analyzing the target player's game behavior; Based on the facial expressions, the tone of voice, the physiological signals, and the game state, the emotional perception information of the target player is determined.
[0013] Optionally, as described above, the step of assessing the emotional state of the emotional perception information to obtain an emotional assessment result includes: The emotion perception information is input into a preset emotion recognition model to obtain the emotion assessment result output by the emotion recognition model, wherein the emotion assessment result is used to indicate the emotion type of the target player.
[0014] According to another aspect of the embodiments of this application, a game prompting device is also provided, comprising: The acquisition module is used to acquire the current game state of the game currently being played by the target player; The branch determination module is used to determine the task branch corresponding to the current game node based on the current game state. The game information determination module is used to determine the branch game information corresponding to each task branch; The prompt message generation module is used to generate prompt messages corresponding to each task branch based on the current game state and the branch game information corresponding to each task branch.
[0015] According to another aspect of the embodiments of this application, an electronic device is also provided, including a processor, a communication interface, a memory, and a communication bus, wherein the processor, the communication interface, and the memory communicate with each other through the communication bus; wherein the memory is used to store a computer program; and the processor is used to execute the method steps of any of the above embodiments by running the computer program stored in the memory.
[0016] According to another aspect of the embodiments of this application, a computer-readable storage medium is also provided, wherein a computer program is stored therein, wherein the computer program is configured to execute the method steps of any of the above embodiments when running.
[0017] In this embodiment, the provided game prompting method includes: obtaining the current game state of the game currently being operated by the target player; determining the task branch corresponding to the current game node based on the current game state; determining the branch game information corresponding to each task branch; and generating prompt information corresponding to each task branch based on the current game state and the branch game information corresponding to each task branch. By obtaining the current game state of the game currently being operated by the target player and combining it with multiple task branches associated with the current game node, the system can generate prompt information for each branch that is highly relevant to its context. This can improve the quality of player decision-making and game experience, allowing players to quickly understand the potential benefits and risks of each branch without relying on external guides or repeated trial and error. This enables them to make more rational choices that are more in line with their own strategies, thereby reducing "bad endings" or "resource waste" caused by information asymmetry. In addition, it can effectively lower the cognitive threshold for new players and provide strategy optimization references for experienced players. This solves the technical problem in related technologies of how to intelligently generate dynamic prompts that match each task branch based on the player's current game state in complex, multi-branch game scenarios, so as to help players make decisions that are more in line with their game goals. Attached Figure Description
[0018] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this application and, together with the description, serve to explain the principles of this application.
[0019] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, for those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0020] Figure 1This is a schematic diagram of the hardware environment for an optional game prompting method according to an embodiment of this application; Figure 2 This is a flowchart illustrating an optional game prompting method according to an embodiment of this application; Figure 3 This is a flowchart illustrating another optional game prompting method according to an embodiment of this application; Figure 4 This is a structural block diagram of an optional game prompting device according to an embodiment of this application; Figure 5 This is a structural block diagram of an optional electronic device according to an embodiment of this application. Detailed Implementation
[0021] To enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present application, and not all embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative effort should fall within the scope of protection of the present application.
[0022] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0023] According to one aspect of the embodiments of this application, a game hint method is provided. Optionally, in this embodiment, the above-described game hint method can be applied to, for example... Figure 1 The hardware environment shown consists of terminal 1402 and server 1404. For example... Figure 1 As shown, server 1404 is connected to terminal 1402 via a network and can be used to provide services (such as game services, application services, etc.) to the terminal or clients installed on the terminal. A database can be set up on the server or independently of the server to provide data storage services for server 1404.
[0024] The aforementioned network may include, but is not limited to, at least one of the following: wired network, wireless network. The aforementioned wired network may include, but is not limited to, at least one of the following: wide area network, metropolitan area network, local area network. The aforementioned wireless network may include, but is not limited to, at least one of the following: Wi-Fi (Wireless Fidelity), Bluetooth. The terminal may not be limited to PC, mobile phone, tablet computer, etc.
[0025] The game prompting method of this application embodiment can be executed by a server, a terminal, or both. Alternatively, the game prompting method of this application embodiment can be executed by a client installed on the terminal.
[0026] Taking the game prompting method in this embodiment, executed by the server, as an example, Figure 2 A game hint method provided in this application includes the following steps: Step S202: Obtain the current game state of the game currently being operated by the target player.
[0027] The game hint method in this embodiment can be applied to scenarios where a game has one or more branches, providing hints for passing those branches. Examples include providing hints in single-player games, online games, or both single-player and multiplayer games. This embodiment uses a scenario with multiple branches as an example to illustrate the game hint method. However, the same method applies to other types of game scenarios, provided there is no contradiction.
[0028] Specifically, the current game state of a target player can be obtained through game state collection. By using the game API or screen OCR technology, the current game state can be obtained in real time. The current game state may include, but is not limited to, the following information: current game ID, level / chapter, mission progress; user character level, equipment attributes, skill tree, and inventory items; combat data: damage output, damage taken, number of deaths, and combat duration; user state analysis: combining cameras and wearable devices to analyze user operating habits (such as reaction speed and decision hesitation), emotional state (through facial expression recognition FACS), etc.
[0029] Step S204: Based on the current game node corresponding to the current game state, determine the task branch corresponding to the current game node.
[0030] Specifically, the task branch corresponding to the current game node can be determined by deeply integrating the program implementing the method of this embodiment into the game, the official game documentation, or by crawling strategy forums. The task branch corresponding to the current game node is one or more tasks that can be performed subsequently under the current game node.
[0031] Step S206: Determine the branch game information corresponding to each task branch.
[0032] Specifically, after identifying each task branch, the corresponding branch game information can be determined through deep integration with the game, official game documentation, and scraping strategy forums. Optionally, the branch game information may include, but is not limited to: Branch consequences and effects: changes in plot direction (such as "NPC Zhang San will die"), changes in world state (such as "the village is burned down"), unlocking / locking of quest chains, achievement triggering, increase or decrease in morality value, etc.; this information can help users predict the long-term impact of their choices.
[0033] Resource gains and risks, such as: gaining 500 points or gold coins, the rare equipment "Star Sword", or +1 skill point; or possibly encountering high-difficulty enemies or losing maximum health; this information can provide a quantitative or qualitative basis for the analysis of advantages and disadvantages.
[0034] Branch Difficulty Assessment: The success probability is dynamically calculated based on the match between the player's current attributes (such as attack power, defense power, and skill proficiency) and the requirements of the branch challenge; for example: "With your current combat power, the success rate of defeating the Boss is 68%".
[0035] Furthermore, when the game reaches a critical selection screen where players must choose between mission branches (such as dialogue options or mission branches), reminders for each branch can be automatically activated (i.e., subsequent prompts).
[0036] Step S208: Based on the current game state and the branch game information corresponding to each task branch, generate prompt information corresponding to each task branch.
[0037] Specifically, after determining the current game state and the branch game information corresponding to each task branch, for any one of the task branch's branch game information, historical information can be matched according to the current game state and branch game information to obtain the corresponding prompt information for that task branch; alternatively, the current game state and branch game information can be used as context input to a lightweight local LLM (such as Llama.cpp, Phi-3-mini) or cloud API to generate the corresponding prompt information.
[0038] In this embodiment, the provided game prompting method includes: obtaining the current game state of the game currently being operated by the target player; determining the task branch corresponding to the current game node based on the current game state; determining the branch game information corresponding to each task branch; and generating prompt information corresponding to each task branch based on the current game state and the branch game information corresponding to each task branch. By obtaining the current game state of the game currently being operated by the target player and combining it with multiple task branches associated with the current game node, the system can generate prompt information highly relevant to its context for each branch. This can improve the quality of player decision-making and game experience, allowing players to quickly understand the potential benefits and risks of each branch without relying on external guides or repeated trial and error. Based on the prompt information, players can make more rational choices that are more in line with their own strategies, thereby reducing "bad endings" or "resource waste" caused by information asymmetry. In addition, it can effectively lower the cognitive threshold for new players and provide strategy optimization references for experienced players. This solves the technical problem in related technologies of how to intelligently generate dynamic prompt information that matches each task branch based on the player's current game state in complex multi-branch game scenarios, helping players make decisions that are more in line with their game goals.
[0039] As an optional embodiment, the method described above can be implemented by generating hint information corresponding to each task branch based on the current game state and the branch game information corresponding to each task branch: Based on the target game character information in the current game state and the branch game information, strategy information matching each branch game information is determined. Specifically, after determining each branch game information, strategy information matching each branch game information can be determined through querying or AI intelligent generation; that is, strategy information for completing the task branch corresponding to each branch game information can be determined.
[0040] As an optional embodiment, the following method can be used to determine the strategy information matching each branch game information based on the target game character information and branch game information in the current game state: Matching target information that meets a preset similarity score with the target game character information and branch game information in the strategy database, where the target information includes game character information and game information; determining the strategy information corresponding to the target information as the strategy information matching the branch game information. Specifically, a structured strategy database can be pre-constructed, which can contain multiple candidate information. Each candidate information can include: the optimal equipment combination indexed by "game type-level-enemy type"; skill point allocation schemes for different player classes (such as mage, warrior); and boss battle mechanism analysis and movement route diagrams. Therefore, after obtaining the target game character information and branch game information, the target player class (e.g., mage, swordsman, etc.) can be determined based on the target game character information; and the target game type, target level description information, and target enemy type in the corresponding task branch can be determined based on the branch game information. Then, based on information such as the target player's playstyle, target game type, target level description, and target enemy type, the information is matched among all candidate information to obtain the target information with the highest matching degree that meets the preset threshold. Then, the strategy information corresponding to the target information (i.e., the boss battle mechanism analysis and movement route map) is used as the strategy information for matching branch game information.
[0041] As an optional embodiment, the following method can also be used to determine the strategy information matching each branch game information based on the target game character information and branch game information in the current game state: If, based on the target game character information and branch game information, no target information satisfying a preset similarity to the target game character information and branch game information can be found in the strategy database, the user's equipment and level information are obtained based on the target game character information, and the game type and level description information of the task branch are determined based on the branch game information; the user's equipment, level information, game type, and level description information are input into a preset AI model to obtain the strategy information corresponding to the branch game information output by the preset AI model. Specifically, when the method in the aforementioned embodiment cannot find target information satisfying a preset similarity to the target game character information and branch game information in the strategy database, that is, when no target information satisfying a preset threshold in terms of matching degree can be found among all candidate information based on information such as the target player's playstyle, target game type, target level, and target enemy type. In this scenario, user equipment and level information (which may include the target player's playstyle and level) are obtained based on the target game character information. Based on the branch game information, the game type and level description information for each quest branch are determined (including level and enemy types). Then, the user equipment, level information, game type, and level description information are input into a preset AI model to obtain strategy information corresponding to the branch game information, output by the preset AI model. The preset AI model can select different architectures depending on the application scenario: lightweight local models (such as TinyBERT, DistilGPT, and ONNX format decision tree integration): deployed on clients or edge servers, suitable for scenarios with high real-time requirements (such as pre-battle prompts); cloud-based large language model fine-tuned version (such as Llama-3-8B-Instruct fine-tuned for game strategy corpus): supports complex reasoning and natural language generation, suitable for non-real-time scenarios such as story branches and multi-playthrough strategy suggestions; hybrid expert models (MoE): routed to dedicated sub-models (such as RPG experts and FPS experts) for different game types to improve accuracy. Before inputting user equipment, level information, game type, and level description information into the preset AI model, the above information can be standardized into a format that the preset AI model can recognize to obtain standardized information. Then, the standardized information is input into the preset AI model to predict the strategy information corresponding to the branch game information.
[0042] Based on the target player's emotional perception information and the strategy information corresponding to each branch of the game information, the target prompt information corresponding to each task branch is obtained. The target prompt information corresponding to each task branch includes: the difficulty coefficient and the method of passing each task branch in the current game state.
[0043] Specifically, after obtaining the strategy information corresponding to each branch of the game, in order to provide target prompts that satisfy the current emotions of the target player, the game also obtains the target player's emotional perception information. In other words, based on the target player's emotional perception information, the strategy information is described as prompts that satisfy the target player's current emotions, so that the target player can more easily accept the suggestions given by the target prompts.
[0044] like Figure 3 As shown, as an optional embodiment, the method described above can be implemented through the following steps to obtain target hint information corresponding to each task branch based on the target player's emotional perception information and the strategy information corresponding to each branch of the game information: Step S302: Obtain the target player's emotional perception information. As an optional embodiment, as described above, obtaining the target player's emotional perception information includes: capturing the target player's facial expressions via a camera; acquiring the target player's voice tone via a microphone; acquiring the target player's physiological signals via a controller and / or wearable device; determining the target player's game state by analyzing their game behavior; and determining the target player's emotional perception information based on facial expressions, voice tone, physiological signals, and game state. Specifically, facial expressions may include, but are not limited to: anger, frustration, excitement, focus, etc. Voice tone may include, but is not limited to: speech rate, volume, trembling, indicating tension or excitement. Physiological signals may include, but are not limited to: heart rate, skin conductance, reflecting stress levels. Game behavior may include, but is not limited to: operation error rate, repeated deaths, prolonged pauses, inferring frustration.
[0045] Step S304 involves evaluating the emotional state of the emotional perception information to obtain an emotional evaluation result. Specifically, after determining the aforementioned emotional perception information, it is possible to match the emotional perception information with the emotional perception information corresponding to each preset candidate emotional evaluation result. If a matching candidate emotional evaluation result is found, or a candidate emotional evaluation result that meets a preset similarity, that candidate emotional evaluation result is determined as the actual emotional evaluation result. Alternatively, the emotional perception information can be input into a preset emotion recognition model to obtain an emotional evaluation result output by the emotion recognition model. This emotional evaluation result indicates the target player's emotional type. Specifically, the emotional perception information is fed as input into a pre-trained and deployed dedicated emotion recognition model. This emotion recognition model can be pre-trained with a large amount of labeled data, enabling it to extract emotion-related features from the original perception signal and output a structured emotional evaluation result to accurately identify the player's current emotional type (such as excitement, frustration, focus, anxiety, pleasure, etc.). Thus, the goal of determining the target player's emotional evaluation result based on the emotion recognition model and the emotional perception information can be achieved.
[0046] Step S306: Generate a prompt message push strategy based on the emotion assessment results. Specifically, after determining the emotion assessment results, the target player's current emotion can be determined. The prompt message push strategy is then determined based on the correspondence between the emotion assessment results and the prompt message push strategy.
[0047] Step S308: According to the prompt information push strategy, determine the target prompt information corresponding to the emotion assessment result from all prompt information corresponding to the task branch. Specifically, for the strategy information corresponding to any branch of game information, prompt information corresponding to different emotions (i.e., different prompt information push strategies) can be generated based on the strategy information. Thus, after determining the prompt information push strategy, the target prompt information corresponding to the emotion assessment result can be determined by filtering all prompt information according to the prompt information push strategy. For example, when the emotion assessment result is high frustration, the corresponding prompt information push strategy can be: actively push a simplified version of the strategy or a skip mechanism, and the corresponding target prompt information can be: "This boss looks a bit difficult (i.e., difficulty level), should you try this technique (i.e., the way to pass, i.e., strategy information)?" and lower the background music volume to reduce information interference. When the emotional assessment result is excitement / focus, the corresponding prompt message push strategy could be: enhance immersion, enable ambient light synchronization (e.g., lights turn red when defeated), and the corresponding goal prompt message could be: "Current difficulty level is XX, you did very well, keep it up! Would you like to try the YY method?" When the emotional assessment result is boredom / distraction, the corresponding prompt message push strategy could be: recommend new tasks or hidden challenges, and the corresponding goal prompt message could be: "You haven't explored the eastern cave yet, there might be treasure, difficulty level is XX, you can use the YY method to pass it," and provide corresponding strategy information.
[0048] The method described in this embodiment can take into account the player's emotions during the process of sending push notifications, thereby achieving better communication and interaction.
[0049] It should be noted that, for the sake of simplicity, the foregoing method embodiments are all described as a series of actions. However, those skilled in the art should understand that this application is not limited to the described order of actions, as some steps may be performed in other orders or simultaneously according to this application. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions and modules involved are not necessarily essential to this application.
[0050] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods according to the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM (Read-Only Memory) / RAM (Random Access Memory), magnetic disk, optical disk), and includes several instructions to cause a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods of the various embodiments of this application.
[0051] According to another aspect of the embodiments of this application, a game prompting device for implementing the above-described game prompting method is also provided. Figure 4 This is a structural block diagram of an optional game prompting device according to an embodiment of this application, such as... Figure 4 As shown, the device may include: The acquisition module 41 is used to acquire the current game state of the game currently being operated by the target player; Branch determination module 42 is used to determine the task branch corresponding to the current game node based on the current game state; Game information determination module 43 is used to determine the branch game information corresponding to each task branch; The prompt message generation module 44 is used to generate prompt messages corresponding to each task branch based on the current game state and the branch game information corresponding to each task branch.
[0052] It should be noted that the acquisition module 41 in this embodiment can be used to perform the above step S202, the branch determination module 42 in this embodiment can be used to perform the above step S204, the game information determination module 43 in this embodiment can be used to perform the above step S206, and the prompt information generation module 44 in this embodiment can be used to perform the above step S208.
[0053] In addition to the modules described above, the apparatus in this embodiment may also include modules that execute any method in any of the aforementioned game prompting methods.
[0054] It should be noted that the examples and application scenarios implemented by the above modules and corresponding steps are the same, but are not limited to the content disclosed in the above embodiments. It should also be noted that the above modules, as part of a device, can operate in environments such as... Figure 1The hardware environment shown can be implemented through software or hardware, and the hardware environment includes the network environment.
[0055] According to another aspect of the embodiments of this application, an electronic device for implementing the above-described game prompting method is also provided. The electronic device may be a server, a terminal, or a combination thereof.
[0056] According to another embodiment of this application, an electronic device is also provided, comprising: Figure 5 As shown, the electronic device may include: a processor 1501, a communication interface 1502, a memory 1503, and a communication bus 1504, wherein the processor 1501, the communication interface 1502, and the memory 1503 communicate with each other through the communication bus 1504.
[0057] Memory 1503 is used to store computer programs; When processor 1501 executes the program stored in memory 1503, it performs the following steps: Step S202: Obtain the current game state of the game currently being operated by the target player.
[0058] Step S204: Based on the current game node corresponding to the current game state, determine the task branch corresponding to the current game node.
[0059] Step S206: Determine the branch game information corresponding to each task branch.
[0060] Step S208: Based on the current game state and the branch game information corresponding to each task branch, generate prompt information corresponding to each task branch.
[0061] Optionally, in this embodiment, the communication bus can be a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. This communication bus can be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one thick line is used to represent it in the figure, but this does not mean that there is only one bus or one type of bus. The communication interface is used for communication between the aforementioned electronic device and other devices.
[0062] The memory may include random access memory (RAM) or non-volatile memory (NVM), such as at least one disk storage device. Optionally, the memory may also be at least one storage device located remotely from the aforementioned processor.
[0063] As an example, the memory 1503 described above may include, but is not limited to, the acquisition module 41, branch determination module 42, game information determination module 43, and prompt information generation module 44 from the game prompt device described above. Furthermore, it may include, but is not limited to, other module units from the game prompt device described above, which will not be elaborated upon in this example.
[0064] The processor mentioned above can be a general-purpose processor, including but not limited to: CPU (Central Processing Unit), NP (Network Processor), etc.; it can also be DSP (Digital Signal Processor), ASIC (Application Specific Integrated Circuit), FPGA (Field-Programmable Gate Array) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components.
[0065] This application also provides a computer-readable storage medium, which includes a stored program, wherein the program executes the method steps of the above method embodiments when it runs.
[0066] Optionally, in this embodiment, the storage medium may include, but is not limited to, various media capable of storing program code, such as USB flash drives, ROMs, RAMs, portable hard drives, magnetic disks, or optical disks.
[0067] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0068] If the integrated units in the above embodiments are implemented as software functional units and sold or used as independent products, they can be stored in the aforementioned computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause one or more computer devices (which may be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application.
[0069] In the above embodiments of this application, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.
[0070] In the several embodiments provided in this application, it should be understood that the disclosed client can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces, indirect coupling or communication connection between units or modules, and may be electrical or other forms.
[0071] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of the solution provided in this embodiment, depending on actual needs.
[0072] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.
[0073] The above description is only a preferred embodiment of this application. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principle of this application, and these improvements and modifications should also be considered within the scope of protection of this application.
Claims
1. A game hint method, characterized in that, include: Get the current game state of the game that the target player is currently playing; Based on the current game node corresponding to the current game state, determine the task branch corresponding to the current game node; Determine the branch game information corresponding to each task branch; Based on the current game state and the branch game information corresponding to each task branch, generate prompt information corresponding to each task branch.
2. The method according to claim 1, characterized in that, The step of generating prompt information corresponding to each task branch based on the current game state and the branch game information corresponding to each task branch includes: Based on the target game character information and each branch game information in the current game state, determine the strategy information that matches each branch game information; Based on the target player's emotional perception information and the strategy information corresponding to each branch of the game information, target prompt information corresponding to each task branch is obtained. The target prompt information corresponding to each task branch includes: the difficulty coefficient and the method of passing each task branch in the current game state.
3. The method according to claim 2, characterized in that, The step of determining the strategy information matching each branch game information based on the target game character information and the branch game information in the current game state includes: Based on the target game character information and the branch game information, target information that meets a preset similarity with the target game character information and the branch game information is matched in the strategy database, wherein the target information includes game character information and game information; The strategy information corresponding to the target information is determined as the strategy information that matches the branch game information.
4. The method according to claim 3, characterized in that, The step of determining the strategy information matching each branch game information based on the target game character information and the branch game information in the current game state further includes: If, based on the target game character information and the branch game information, no target information that meets the preset similarity with the target game character information and the branch game information can be found in the strategy database, the user's equipment and level information are obtained based on the target game character information, and the game type and level description information of the task branch are determined based on the branch game information. The user's equipment, level information, game type, and level description information are input into a preset AI model to obtain the strategy information output by the preset AI model that corresponds to the branch game information.
5. The method according to claim 2, characterized in that, The process of obtaining target hint information corresponding to each task branch based on the target player's emotional perception information and the strategy information corresponding to each branch of the game information includes: Obtain the emotional perception information of the target player; Emotional state assessment is performed on the aforementioned emotional perception information to obtain emotional assessment results; A strategy for generating and pushing notification messages is generated based on the aforementioned emotion assessment results; According to the aforementioned prompt message push strategy, the target prompt message corresponding to the emotion assessment result is determined from all the prompt messages corresponding to the task branch.
6. The method according to claim 5, characterized in that, The acquisition of the target player's emotional perception information includes: The facial expressions of the target player are captured by the camera; The target player's voice tone was captured using a microphone; The physiological signals of the target player are acquired through a controller and / or wearable device; The game state of the target player is determined by analyzing the target player's game behavior; Based on the facial expressions, the tone of voice, the physiological signals, and the game state, the emotional perception information of the target player is determined.
7. The method according to claim 5, characterized in that, The process of assessing the emotional state of the perceived emotional information to obtain an emotional assessment result includes: The emotion perception information is input into a preset emotion recognition model to obtain the emotion assessment result output by the emotion recognition model, wherein the emotion assessment result is used to indicate the emotion type of the target player.
8. A game prompting device, characterized in that, include: The acquisition module is used to acquire the current game state of the game currently being played by the target player; The branch determination module is used to determine the task branch corresponding to the current game node based on the current game state. The game information determination module is used to determine the branch game information corresponding to each task branch; The prompt message generation module is used to generate prompt messages corresponding to each task branch based on the current game state and the branch game information corresponding to each task branch.
9. An electronic device comprising a processor, a communication interface, a memory, and a communication bus, wherein, The processor, the communication interface, and the memory communicate with each other via the communication bus, characterized in that... The memory is used to store computer programs; The processor is configured to perform the method of any one of claims 1 to 7 by running the computer program stored in the memory.
10. A computer-readable storage medium, characterized in that, The storage medium stores a computer program, wherein the computer program is configured to execute the method described in any one of claims 1 to 7 when run on a processor.