Intelligent game data processing method and system

By working together on the host and server, game snapshot information is generated and managed, solving the problem of poor user experience caused by the game saving method in offline game halls, and realizing the secure and reliable storage and management of game progress.

CN121792508APending Publication Date: 2026-04-03GUANGZHOU IMAGINATION INTERACTIVE NETWORK TECH CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-03-26
Publication Date
2026-04-03

AI Technical Summary

Technical Problem

In offline arcades, gamers are limited by the current game saving methods and may need to restart the game every time or bring their own memory cards to store the game, resulting in a poor user experience and additional costs.

Method used

Through the collaborative work of the host and server, game snapshot information is generated and uploaded to the server for storage. It is then associated and managed with the game user's identity information. After verification, the saved data is sent back, and the host can read the game progress.

Benefits of technology

It improves the gaming experience for offline arcade users, enhances the security of game save data management and business benefits, and reduces additional costs.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides an intelligent game data processing method and system, and the method is applied to a host end and a server, and comprises the following steps: S1, the host end obtains current game snapshot information according to an obtained game archiving instruction, generates game archiving data, and uploads the game archiving data to the server; s2, the host end obtains identity information of a game user and uploads the identity information to the server; s3, the server constructs a user game file according to the obtained game file data and the game user identity information; s4, when archived data needs to be called, the host side collects identity information of the game user and generates an archiving request instruction, and the archiving request instruction is transmitted to the server; s5, the server verifies the game user identity information and the equipment information according to the archive obtaining request instruction, obtains associated game archive data and returns the associated game archive data to the host end; s6, the host side reads the corresponding game progress according to the obtained game archived data. According to the invention, the management level of offline game room merchants on user game archived data can be improved.
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Description

Technical Field

[0001] This invention relates to the field of game data processing technology, and in particular to an intelligent game data processing method and system. Background Technology

[0002] With the development of the gaming industry, offline game halls (such as arcade game halls and console game halls) are becoming increasingly popular among game enthusiasts.

[0003] Currently, when gamers play single-player games in arcades, the progress of these games is usually quite long, and it is often impossible to complete the game within a single playtime. Due to the limitations of current game saving methods, players may need to start the game again each time, or they may need to bring their own memory cards to store game saves locally. This may lead to situations such as affecting the user experience or requiring additional investment, which also has a negative impact on offline arcades. Summary of the Invention

[0004] In response to the aforementioned issues raised regarding the current limitations of game saving methods when users play games in offline arcades, such as the need to restart the game each time or the requirement for game enthusiasts to bring their own memory cards for local storage of game saves, which negatively impacts user experience or incurs additional costs, this invention aims to provide an intelligent game data processing method and system.

[0005] The objective of this invention is achieved through the following technical solution:

[0006] In a first aspect, the present invention discloses an intelligent game data processing method, applied to a host and a server, the method comprising the following steps:

[0007] The S1 host receives the game save command, obtains the current game snapshot information based on the received game save command, generates game save data, and uploads the game save data to the server. The game save data includes the current game information and game progress.

[0008] The S2 host obtains the game user's identity information and uploads it to the server.

[0009] The S3 server constructs a user game profile based on the acquired game save data and game user identity information, and stores the game snapshot information and game user information together.

[0010] When S4 needs to retrieve save data, the host collects the game user's identity information and generates a save request instruction based on the game user's identity information. The save request instruction is then transmitted to the server, and includes the game user's identity information, device information, and game information.

[0011] The S5 server verifies the game user's identity information and device information based on the save request command. Once the verification is successful, it retrieves the associated game save data based on the game user's identity information and game information, and sends the game save data back to the host.

[0012] The S6 console client reads the corresponding game progress based on the obtained game save data.

[0013] Preferably, in step S1, the host receives the game save command, specifically including:

[0014] The host generates a game save command based on the timing information, including: the host compares the current timing information with a preset standard value, and when the timing information exceeds the preset standard value, the current game is paused and a game save command is generated; the timing information includes world time information and countdown information.

[0015] Preferably, step S1 further includes:

[0016] When the console uploads game save data to the server, it also uploads its own device information to the server, thus associating the device information with the game save data.

[0017] Preferably, in step S1, when the host uploads the game save data to the server, the process further includes:

[0018] The game save data is encrypted, and the encryption key used is a preset key obtained based on the device group where the host is located.

[0019] The encrypted game save data is uploaded to the server.

[0020] Preferably, the game user identity information includes the game user's user information or real-name identity information in the application; wherein the application includes WeChat, Alipay or a dedicated APP, mini program, etc.

[0021] Specifically, step S2 includes:

[0022] The host displays a QR code to obtain identity information, so that users can launch the application through their smart terminals and scan the QR code to obtain the game user identity information bound to the application.

[0023] Preferably, the game user identity information includes the game user's facial image information;

[0024] Specifically, step S2 includes:

[0025] The host computer captures the user's facial image through an image acquisition device and transmits the user's facial image to the server as the user's identity information.

[0026] Preferably, step S3 specifically includes:

[0027] The server constructs a user game profile based on the game user's identity information and stores the game save data corresponding to the game user in the user game profile. The game save data is also associated with and stored with the corresponding game device information.

[0028] Preferably, in step S4, the host computer collects the game user's identity information, specifically including:

[0029] The host computer captures the user's facial image through an image acquisition device, and then combines the captured facial image with the host computer's own device information and the game information currently selected by the user to generate a save request command, which is then transmitted to the server.

[0030] Preferably, in step S5, the server verifies the game user's identity information based on the save request instruction, specifically including:

[0031] The server extracts the user's face image based on the obtained archive request instruction;

[0032] The acquired user face image is preprocessed to obtain the preprocessed face image;

[0033] Edge detection is performed on the preprocessed face image, and the face region in the image is extracted based on the edge information to obtain the user's face region image;

[0034] Facial feature data is obtained by extracting facial features from the acquired user face region image.

[0035] Based on the obtained facial feature data, it is matched and identified with the pre-stored facial feature data corresponding to each user's game profile to obtain the corresponding game user identity information verification result.

[0036] Preferably, in step S5, the server verifies the host device information according to the archive request instruction, specifically including:

[0037] After verifying the game user's identity information, the corresponding game save data is extracted based on the game user's identity information and the corresponding game information;

[0038] The obtained device information is compared and analyzed with the pre-stored device information associated with the game save data to detect whether the obtained device information and the pre-stored device information belong to the same device group, and the device information verification result is obtained.

[0039] Once the game user's identity information and device information are verified, the server extracts the corresponding game save data based on the game user's identity information, device information, and game information, and then sends the game save data back to the host.

[0040] In a second aspect, the present invention discloses an intelligent game data processing system, including a host and a server, which is used to implement the intelligent game data processing method as described in any of the embodiments of the first aspect above.

[0041] The beneficial effects of this invention are as follows: This invention targets the game console in offline arcades. When a game user needs to temporarily end the game (e.g., when the rental period ends), the game console can obtain a snapshot of the current game and generate corresponding game save data. This game save data, along with the game user's identity information, is then uploaded to a server. The server manages the user's game save data online. When the user resumes the game, they can retrieve the relevant game save data from the server and continue their game progress, thus improving the gaming experience for users in offline arcades.

[0042] Meanwhile, compared with the existing cloud archiving technology for game data, in the above implementation, when game save data needs to be obtained, the server also specifically verifies the device information. By verifying the device, it can help ensure that game save data can only be used on devices within a specified range, which helps improve the management level of offline game hall merchants for user game save data, while improving merchant efficiency and user stickiness. Attached Figure Description

[0043] The present invention will be further described with reference to the accompanying drawings, but the embodiments in the drawings do not constitute any limitation on the present invention. For those skilled in the art, other drawings can be obtained based on the following drawings without creative effort.

[0044] Figure 1 This is a flowchart illustrating an intelligent game data processing method according to an embodiment of the present invention;

[0045] Figure 2 This is a framework diagram of an intelligent game data processing system according to an embodiment of the present invention. Detailed Implementation

[0046] The present invention will be further described in conjunction with the following application scenarios.

[0047] See Figure 1 The embodiment illustrates an intelligent game data processing method applied to a host and a server. The method includes the following steps:

[0048] The S1 host receives the game save command, obtains the current game snapshot information based on the received game save command, generates game save data, and uploads the game save data to the server. The game save data includes the current game information and game progress.

[0049] The S2 host obtains the game user's identity information and uploads it to the server.

[0050] The S3 server constructs a user game profile based on the acquired game save data and game user identity information, and stores the game snapshot information and game user information together.

[0051] When S4 needs to retrieve save data, the host collects the game user's identity information and generates a save request instruction based on the game user's identity information. The save request instruction is then transmitted to the server, and includes the game user's identity information, device information, and game information.

[0052] The S5 server verifies the game user's identity information and device information based on the save request command. Once the verification is successful, it retrieves the associated game save data based on the game user's identity information and game information, and sends the game save data back to the host.

[0053] The S6 console client reads the corresponding game progress based on the obtained game save data.

[0054] The above-described embodiments of the present invention, targeting game consoles in offline arcades, allow for the following: when a game user needs to temporarily end the game (e.g., rental time expires), the game console can obtain a snapshot of the current game and generate corresponding game save data. This game save data, along with the user's identity information, is then uploaded to a server. The server manages the user's game save data online. When the user resumes the game, they can retrieve the relevant game save data from the server and continue their game progress. This approach helps improve the gaming experience for users in offline arcades.

[0055] Meanwhile, compared with the existing cloud archiving technology for game data, in the above implementation, when game save data needs to be obtained, the server also specifically verifies the device information. By verifying the device, it can help ensure that game save data can only be used on devices within a specified range, which helps improve the management level of offline game hall merchants for user game save data, while improving merchant efficiency and user stickiness.

[0056] Preferably, in step S1, the host receives the game save command, specifically including:

[0057] The host generates a game save command based on the timing information, including: the host compares the current timing information with a preset standard value, and when the timing information exceeds the preset standard value, the current game is paused and a game save command is generated; the timing information includes world time information and countdown information.

[0058] In one scenario, for rental-based offline arcades, when a user's game console rental period expires, the console can provide a notification based on the currently played game, allowing the user to save their game. This is suitable for use in offline arcade console rental scenarios.

[0059] By integrating with a game console management system and pre-installing relevant plugins on the game console, it is possible to achieve timed and prompt-based operation of the game console, thereby improving the management level of the game console.

[0060] In another scenario, game users can also actively generate game save data as needed (such as before switching games) to save the current game progress data.

[0061] The game snapshot information includes current game information, game progress information, and game status information. The game snapshot information can record the current game situation completely, so that the current game state can be fully restored later based on the archive data.

[0062] The acquisition of game snapshot information can be accomplished through an additional installed save plugin or through the real-time save function supported by the game itself; this application does not specify any particular method.

[0063] Preferably, step S1 further includes:

[0064] When the console uploads game save data to the server, it also uploads its own device information to the server, thus associating the device information with the game save data.

[0065] In order to cooperate with the server in managing game save data, the host also uploads its own device information to the server when uploading game save data, so that the server can associate the game save data with the device information, which is convenient for subsequent device group verification.

[0066] To improve user engagement and data management for offline arcade businesses, game save data is linked to equipment information within the arcades. This allows for device identification when a user needs to access game save data (e.g., determining if the device is within the same store, a chain store, or a partner's console). This ensures that game save data can only be accessed when the user plays in a specific arcade (only devices within the same device group are required, not necessarily the same device, making it more convenient for users). This helps improve the arcade's management of its game users.

[0067] Preferably, in step S1, when the host uploads the game save data to the server, the process further includes:

[0068] The game save data is encrypted, and the encryption key used is a preset key obtained based on the device group where the host is located.

[0069] The encrypted game save data is uploaded to the server.

[0070] Furthermore, encrypting game save data using the encryption key corresponding to the host device information helps improve the security and privacy of game save data, and also helps improve the management level of game save data by arcade merchants and users.

[0071] In one scenario, all game save data acquired by the consoles within the same arcade is encrypted using a pre-defined encryption key (key1). When subsequent users return to the arcade to continue playing, they can access the game save data through different devices and decrypt it using the console. This helps improve the security of game save data management.

[0072] Preferably, the game user identity information includes the game user's user information or real-name identity information in the application; wherein the application includes WeChat, Alipay or a dedicated APP, mini program, etc.

[0073] Specifically, step S2 includes:

[0074] The host displays a QR code to obtain identity information, so that users can launch the application through their smart terminals and scan the QR code to obtain the game user identity information bound to the application.

[0075] In one scenario, users log in to applications such as WeChat and Alipay via their mobile phones and scan a QR code on the host device / screen so that the host device can obtain the user's identity information (such as WeChat ID, the real-name identity information bound to the WeChat ID, etc.) for user convenience.

[0076] Preferably, the game user identity information includes the game user's facial image information;

[0077] Specifically, step S2 includes:

[0078] The host computer uses an image acquisition device to capture the user's facial image and transmits the user's facial image to the server as the game user's identity information.

[0079] In one scenario, the host device uses the game user's facial image as proof of identity. By recording the user's facial image, authentication can be performed based on the facial image when accessing game save data later, making it convenient for the user. Furthermore, using facial images as game user identity information helps prevent theft and fraudulent transactions that can occur with traditional ID information or QR code verification methods, thus improving the security of game save data management.

[0080] Preferably, step S3 specifically includes:

[0081] The server constructs a user game profile based on the game user's identity information and stores the game save data corresponding to the game user in the user game profile. The game save data is also associated with and stored with the corresponding game device information.

[0082] The server has a dedicated storage space for storing data. Based on user identity information, a game profile is created for each user. The user's game profile contains game save data for different games, and different game save data are also associated with corresponding device information (or device group information).

[0083] Preferably, the game device information includes a unique game device ID;

[0084] Step S3 also includes:

[0085] The server has one or more device groups, and each device group contains information about the corresponding game devices.

[0086] In one scenario, based on the actual situation, devices in the same game hall (or all offline game halls under a chain brand) are grouped into the same device group, which contains the device IDs of all related devices.

[0087] In another scenario, depending on the actual situation (e.g., without restrictions), all devices can be associated with the same device group (only one device group), so that subsequent game save data can be accessed in different scenarios without being restricted by merchants, devices, etc.

[0088] Preferably, the game user identity information includes the game user's user information or real-name identity information in the application; wherein the application includes WeChat, Alipay or a dedicated APP, mini program, etc.

[0089] In step S4, the host computer collects the game user's identity information, specifically including:

[0090] The host displays a QR code to obtain identity information, so that users can launch the application through their smart terminals and scan the QR code to obtain the game user identity information bound to the application.

[0091] Specifically, when a user needs to retrieve previously stored game save data to continue playing the game, the system can obtain the user's identity information in the same way, generate a save request command based on the user's identity information and the current game information, upload the save request command to the server, and obtain the corresponding game save data so that the user can continue the previous game progress based on the game save data.

[0092] Preferably, the game user identity information includes the game user's facial image information;

[0093] In step S4, the host computer collects the game user's identity information, specifically including:

[0094] The host computer captures the user's facial image through an image acquisition device, and then combines the captured facial image with the host computer's own device information and the game information currently selected by the user to generate a save request command, which is then transmitted to the server.

[0095] In one scenario, when a user returns to the arcade to play a game, their facial image is captured by the host device. The host device then uploads the user's facial image to the server, which performs identity recognition based on the user's facial image. If the recognition is successful, the server returns the corresponding user identity information to the host device, enabling the host device to issue corresponding save request commands based on the user's identity information in subsequent events.

[0096] In another scenario, when a user requests game save data through a host device, the host device takes a picture of the user's face, and then combines the user's face image with game information and device information to generate a save request command and transmit it to the server. The server verifies the relevant information, and returns the corresponding game save data after successful verification.

[0097] Preferably, in step S5, the server verifies the game user's identity information based on the save request instruction, specifically including:

[0098] The server extracts the user's face image based on the obtained archive request instruction;

[0099] The acquired user face image is preprocessed to obtain the preprocessed face image;

[0100] Edge detection is performed on the preprocessed face image, and the face region in the image is extracted based on the edge information to obtain the user's face region image;

[0101] Facial feature extraction is performed on the acquired user face region image to obtain facial feature data. This facial feature extraction includes: LBP feature extraction from the acquired user face region image, and using the obtained LBP features as the facial feature data.

[0102] Based on the obtained facial feature data, it is matched and identified with the pre-stored facial feature data corresponding to each user's game profile to obtain the corresponding game user identity information verification result.

[0103] Preferably, the obtained facial feature data is matched and identified with the pre-stored facial feature data corresponding to each user's game profile. Specifically, this includes: matching the obtained facial feature data with the pre-stored facial feature data corresponding to each user in the server; when the similarity between the two is greater than a preset standard value, the facial feature data match is successful, and the corresponding game user's identity information is obtained. The facial feature data matching is specifically performed using a similarity matching model. Verifying game user identity information based on facial images improves both the convenience and reliability of identity verification, preventing fraudulent transactions and misuse, thus enhancing the reliability of identity verification.

[0104] By performing preprocessing, edge detection, facial region image extraction, facial feature extraction, and facial feature matching and recognition on the acquired user facial images through the server, the game user identity information can be verified based on the acquired user facial images. This can help improve the intelligence level of identity verification and improve the convenience for game users in the process of saving and retrieving game save data.

[0105] In particular, considering the environment of offline gaming arcades, when acquiring user facial images via host devices, the images are easily affected by the screen light of the host device itself or other background lighting. This can lead to reflections (such as skin glare, glasses glare, etc.) or background screen light affecting the clarity of the user's facial image, impacting the adaptability and reliability of subsequent identity verification based on the user's facial image. Therefore, before verifying identity using the acquired user facial image, the server first preprocesses the image to eliminate the aforementioned effects, improve image quality, and enhance the reliability of further user authentication based on the preprocessed facial image.

[0106] Preferably, the server performs preprocessing on the acquired user facial image, specifically including:

[0107] Based on the acquired user face image X, the user face image is converted from RGB color space to Lab color space, and the luminance channel sub-image pL, color channel image pa, and color channel image pb of the user face image are obtained respectively.

[0108] Based on the obtained luminance channel sub-image, the grayscale index of each pixel is calculated. The grayscale index calculation function used is as follows:

[0109]

[0110] Where ds(x, y) represents the gray index at pixel (x, y), l(x, y) represents the luminance channel value at pixel (x, y), and (a, b) ∈ Ar n (x, y) represents the pixel (a, b) that belongs to the n×n rectangle centered at pixel (x, y); where n represents the preset range parameter, where n∈[5, 15]; l(a, b) represents the brightness channel value at the position of pixel (a, b); β represents the adjustment parameter, where β∈[0.05, 0.15];

[0111] Based on the gray index of each pixel, pixels with a gray index ds(x,y) greater than the set threshold dsT are marked as a class of pixels (x,y)∈St1, and the feature channel value th(x,y)=0 for this class of pixels is recorded, and the feature channel value th(x,y)=l(x,y) for the other non-class pixels is recorded.

[0112] Further binary detection is performed based on the feature channel values ​​of each pixel, including:

[0113] The feature index of each pixel is calculated based on the feature channel values ​​of each pixel. The feature index calculation function used is as follows:

[0114]

[0115] Where ts(x, y) represents the feature index at pixel (x, y), th(x, y) represents the feature channel value at pixel (x, y), and (a, b) ∈ Ar c (x, y) represents the pixel (a, b) that belongs to the c×c rectangle centered at pixel (x, y); where c represents the preset range parameter, where c∈[3, 5]; th(a, b) represents the feature channel value of the pixel (a, b);

[0116] Based on the feature index of each pixel, pixels with feature index ts(x,y) greater than the set threshold tsT are marked as second-class pixels (x,y)∈St2, and the feature channel value th(x,y)=0 of the second-class pixels is updated.

[0117] Repeat the above two-class detection process until all two-class pixels in the image are detected.

[0118] A first brightness equalization process is performed on the acquired pixel points, where the first brightness equalization function is:

[0119]

[0120] Where l′1(x, y) represents the luminance channel value at pixel position (x, y) after the first luminance equalization process, where (x, y) ∈ St1, (a, b) ∈ Ar n (x, y), This indicates that pixel (a, b) belongs to the n×n rectangle centered at pixel (x, y), and that pixel (a, b) does not belong to either class I or class II pixels; l(a, b) represents the luminance channel value at the position of pixel (a, b). γ1 represents the average luminance channel value at each pixel (a, b) that meets the requirements; l(x, y) represents the luminance channel value at the pixel (x, y) position; γ1 represents the preset first adjustment parameter, where γ1∈[0.85, 0.95].

[0121] A second brightness equalization process is performed on the acquired two types of pixels, where the second brightness equalization function is:

[0122]

[0123] Where l′2(x,y) represents the luminance channel value of pixel (x,y) after the second luminance equalization process, where (x,y)∈St2 and (a,b)∈St1 indicates that pixel (a,b) belongs to a class of pixels, and l′1(a,b) represents the luminance channel value of pixel (a,b) after the first luminance equalization process. This represents the average brightness channel value at position (a, b) of each pixel that meets the requirements;

[0124] Based on the user face image X′ after the second brightness equalization processing, a third brightness equalization processing is further performed on the entire image to obtain the user face image X″ after the third brightness equalization processing. The third brightness equalization function used is:

[0125] l′3(x,y)=γ3×l′(x,y)+(1-γ3)×lth

[0126] Where, l′3(x, y) represents the brightness channel value of pixel (x, y) after the third brightness equalization process, where (x, y) ∈ X′; l′(x, y) represents the brightness channel value of the current pixel (x, y); lth represents the preset brightness equalization standard value, where lth ∈ [60, 70]; γ3 represents the preset third adjustment parameter, where γ3 ∈ [0.4, 0.6];

[0127] Edge detection is performed based on the current user face image X″ to obtain edge information in the image. Further foreground extraction processing is performed based on the extracted edge information to obtain the foreground region Asf in the user face image.

[0128] The brightness is adjusted based on the acquired foreground region Asf, using the following brightness adjustment function:

[0129]

[0130]

[0131] Among them, l″ z (x, y) represents the luminance channel value at pixel position (x, y) after brightness adjustment, where (x, y) ∈ Asf, l″(x, y) represents the luminance channel value at the current pixel position (x, y), and (a, b) ∈ Asf indicates that pixel (a, b) belongs to the foreground region Asf. This represents the minimum brightness channel value at position (a, b) of each pixel that meets the requirements. The maximum brightness channel value at each pixel (a, b) position that meets the requirements is represented by AS(Asf), the pixel area (number of pixels) of the foreground region is represented by AS(X), the total pixel area of ​​the user's face image is represented by θ, and the equalization adjustment function is represented by θ∈[5%, 15%]. This represents the sequence obtained by sorting the luminance channel values ​​of each pixel in the foreground region from smallest to largest. The brightness channel value corresponding to the position, where in the same sequence, when The larger the value, the larger the corresponding channel value; Denotes the threshold function, where when When, its value is when When, its value is kr; when Its value is Where ct represents the contrast adjustment parameter. pt∈[10%, 20%];

[0132] After completing the brightness adjustment of the foreground region, the color space is inversely transformed based on the current brightness channel sub-image pL″′, color sub-channel image pa, and color sub-channel image pb to obtain the preprocessed face image.

[0133] The game user's identity information is further verified based on the preprocessed facial image.

[0134] Preferably, the threshold dsT = 75 and the threshold tsT = 80 are set.

[0135] Preferably, edge detection is performed based on the current user's face image X″, wherein the edge detection operator used is the grayscale-based Canny operator or Sobel operator.

[0136] To address the aforementioned problems, the present invention further proposes a technical solution for preprocessing the acquired user face image on a server during user face image authentication, thereby resolving the issue of unclear images caused by reflections or background screen light, which is common in offline gaming environments. Specifically, based on the acquired user face image, reflective points in the image are first detected using a brightness channel sub-image. A grayscale index calculation function is proposed to accurately detect and label local reflective points as Class I pixels based on the brightness characteristics of the pixel's location. Based on the obtained Class I pixels, a feature index function is further proposed to detect background light sources in the image and label them as Class II pixels. Brightness equalization processing is then performed sequentially on both Class I and Class II pixels, effectively eliminating the effects of reflections and background light sources in the image. Compared to traditional techniques that rely on brightness values ​​to determine reflective points, the proposed method using grayscale index and feature index to detect reflective and light source points effectively improves the accuracy of localized reflective point detection while also adapting to the detection of large-area light source points, thus enhancing the overall accuracy of reflective and light source point detection. Further brightness equalization processing based on the detected reflective and light source points effectively eliminates interference from reflections or background light, improving the clarity of the user's face image and the accuracy of facial region extraction.

[0137] Furthermore, based on the user's face image after brightness equalization adjustment, this application also provides a technical solution for adjusting the brightness of the foreground image (user's face region). The proposed adjustment function specifically uses the area occupied by the foreground image as an adjustment parameter to adjust the desired brightness value of the foreground region. This helps to highlight the representation level of detailed features in the foreground region (considering that when the area occupied by the face region is larger, it is less affected by background interference, and the face features are clearer; however, when the face region is smaller, the face features are more easily affected by background interference, and the feature representation level decreases. Therefore, when the face region area is small, increasing the brightness contrast level in the face region can help improve the representation level of facial detail features and improve the accuracy of subsequent face feature extraction), thereby improving the reliability of subsequent feature extraction and identity verification based on the face region.

[0138] Preferably, in step S5, the server verifies the host device information according to the archive request instruction, specifically including:

[0139] After verifying the game user's identity information, the corresponding game save data is extracted based on the game user's identity information and the corresponding game information;

[0140] The obtained device information is compared and analyzed with the pre-stored device information associated with the game save data to detect whether the obtained device information and the pre-stored device information belong to the same device group, and the device information verification result is obtained.

[0141] Once the game user's identity information and device information are verified, the server extracts the corresponding game save data based on the game user's identity information, device information, and game information, and then sends the game save data back to the host.

[0142] After verifying the user's identity information, the device information is further verified. The device information is analyzed based on the device information and the device information reserved in the game save data. If both belong to the same device group, the device verification information passes; if it cannot be detected that the two belong to the same device group, it means that the device is not a device within the specified range and the device information verification cannot be completed.

[0143] If the acquired device information and the pre-stored device information belong to the same device group, then the device information verification will be passed.

[0144] By restricting the range of devices using game save data in the above manner, the operational effectiveness of offline arcades can be improved, user stickiness can be increased, and offline operation methods can be adapted to ensure that game save data does not need to be processed on the same device (only devices within the same chain store are required), thus improving the user experience. At the same time, this method also helps to improve the security of game save data, preventing unnecessary leaks and enhancing data management security.

[0145] Preferably, step S6 further includes:

[0146] The host device decrypts the acquired game save data using a preset key1 corresponding to the device group, and reads the corresponding game progress based on the decrypted game save data, so that the game user can continue the game based on that progress.

[0147] See Figure 2 The embodiment further illustrates an intelligent game data processing system, including a host and a server, wherein,

[0148] The host is used to receive game save commands, obtain the current game snapshot information based on the received game save commands, generate game save data, and upload the game save data to the server. The game save data includes the current game information and game progress.

[0149] The host is used to obtain the game user's identity information and upload the obtained game user identity information to the server;

[0150] The server is used to build user game profiles based on the acquired game save data and game user identity information, and to associate and store game snapshot information and game user information together;

[0151] When it is necessary to retrieve save data, the host is used to collect the game user's identity information and generate a save request instruction based on the game user's identity information. The save request instruction is then transmitted to the server, whereby the save request instruction includes the game user's identity information, device information, and game information.

[0152] The server is used to verify the game user's identity information and device information according to the save request instruction. Once the verification is successful, it retrieves the associated game save data based on the game user's identity information and game information, and sends the game save data back to the host.

[0153] The host device is used to read the corresponding game progress based on the acquired game save data.

[0154] It should be noted that, compared with the above Figure 1 Corresponding to the intelligent game data processing method shown above, the system is also used to implement the above-described intelligent game data processing method. Figure 1 The steps and functions corresponding to any one of the embodiments of the intelligent game data processing method shown are not repeated here.

[0155] It should be noted that the functional units / modules in the various embodiments of the present invention can be integrated into one processing unit / module, or each unit / module can exist physically separately, or two or more units / modules can be integrated into one unit / module. The integrated unit / module described above can be implemented in hardware or in the form of software functional units / modules.

[0156] From the above description of the embodiments, those skilled in the art will clearly understand that the embodiments described herein can be implemented in hardware, software, firmware, middleware, code, or any suitable combination thereof. For hardware implementation, the processor can be implemented in one or more of the following units: Application-Specific Integrated Circuit (ASIC), Digital Signal Processor (DSP), Digital Signal Processing Device (DSPD), Programmable Logic Device (PLD), Field-Programmable Gate Array (FPGA), processor, controller, microcontroller, microprocessor, other electronic units designed to implement the functions described herein, or combinations thereof. For software implementation, some or all of the processes of the embodiments can be implemented by a computer program instructing the associated hardware. During implementation, the program can be stored in a computer-readable medium or transmitted as one or more instructions or code on a computer-readable medium. Computer-readable media include computer storage media and communication media, wherein communication media include any medium that facilitates the transmission of a computer program from one place to another. Storage media can be any available medium accessible to a computer. Computer-readable media can include, but is not limited to, RAM, ROM, EEPROM, CD-ROM or other optical disk storage, magnetic disk storage media or other magnetic storage devices, or any other medium capable of carrying or storing desired program code having the form of instructions or data structures and accessible to a computer.

[0157] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention, and are not intended to limit the scope of protection of the present invention. Although the present invention has been described in detail with reference to preferred embodiments, those skilled in the art should be able to analyze that modifications or equivalent substitutions can be made to the technical solutions of the present invention without departing from the essence and scope of the technical solutions of the present invention.

Claims

1. A method for intelligent game data processing, applied to a host and a server, characterized in that, The method includes the following steps: The S1 host receives the game save command, obtains the current game snapshot information based on the received game save command, generates game save data, and uploads the game save data to the server. The game save data includes the current game information and game progress. The S2 host obtains the game user's identity information and uploads it to the server. The S3 server constructs a user game profile based on the acquired game save data and game user identity information, and stores the game snapshot information and game user information together. When S4 needs to retrieve save data, the host collects the game user's identity information and generates a save request instruction based on the game user's identity information. The save request instruction is then transmitted to the server, and includes the game user's identity information, device information, and game information. The S5 server verifies the game user's identity information and device information based on the obtained save request instruction. Once the verification is successful, it retrieves the associated game save data based on the game user's identity information and game information, and sends the game save data back to the host. The S6 console client reads the corresponding game progress based on the obtained game save data.

2. The intelligent game data processing method according to claim 1, characterized in that, In step S1, the host receives the game save command, which specifically includes: The host generates a game save command based on the timing information, including: the host compares the current timing information with a preset standard value, and when the timing information exceeds the preset standard value, the current game is paused and a game save command is generated; the timing information includes world time information and countdown information.

3. The intelligent game data processing method according to claim 2, characterized in that, Step S1 also includes: When the console uploads game save data to the server, it also uploads its own device information to the server, thus associating the device information with the game save data.

4. The intelligent game data processing method according to claim 1, characterized in that, Game user identity information includes the user information or real-name identity information of the game user in the application; The applications include WeChat, Alipay, or dedicated apps and mini-programs; Specifically, step S2 includes: The host displays a QR code to obtain identity information, so that users can launch the application through their smart terminals and scan the QR code to obtain the game user identity information bound to the application.

5. The intelligent game data processing method according to claim 1, characterized in that, Game user identity information includes the game user's facial image information; Specifically, step S2 includes: The host computer captures the user's facial image through an image acquisition device and transmits the user's facial image to the server as the user's identity information. In step S4, the host computer collects the game user's identity information, specifically including: The host computer captures the user's facial image through an image acquisition device, and then combines the captured facial image with the host computer's own device information and the game information currently selected by the user to generate a save request command, which is then transmitted to the server.

6. The intelligent game data processing method according to claim 1, characterized in that, Step S3 specifically includes: The server constructs a user game profile based on the game user's identity information and stores the game save data corresponding to the game user in the user game profile. The game save data is also associated with and stored with the corresponding game device information.

7. The intelligent game data processing method according to claim 1, characterized in that, In step S1, when the host uploads the game save data to the server, it also includes: The game save data is encrypted, and the encryption key used is a preset key obtained based on the device group where the host is located. The encrypted game save data is uploaded to the server.

8. The intelligent game data processing method according to claim 5, characterized in that, In step S5, the server verifies the game user's identity information based on the save file request instruction, specifically including: The server extracts the user's face image based on the obtained archive request instruction; The acquired user face image is preprocessed to obtain the preprocessed face image; Edge detection is performed on the preprocessed face image, and the face region in the image is extracted based on the edge information to obtain the user's face region image; Facial feature data is obtained by extracting facial features from the acquired user face region image. Based on the obtained facial feature data, it is matched and identified with the pre-stored facial feature data corresponding to each user's game profile to obtain the corresponding game user identity information verification result.

9. The intelligent game data processing method according to claim 8, characterized in that, In step S5, the server verifies the host device information according to the archive request instruction, specifically including: After verifying the game user's identity information, the corresponding game save data is extracted based on the game user's identity information and the corresponding game information; The obtained device information is compared and analyzed with the pre-stored device information associated with the game save data to detect whether the obtained device information and the pre-stored device information belong to the same device group, and the device information verification result is obtained. Once the game user's identity information and device information are verified, the server extracts the corresponding game save data based on the game user's identity information, device information, and game information, and then sends the game save data back to the host.

10. An intelligent game data processing system, comprising a host and a server, characterized in that, The system is used to implement the intelligent game data processing method as described in any one of claims 1-9 above.