Game skill dynamic management method and terminal

By dynamically selecting skill extraction methods and monitoring skill status in real time, the rigidity and imbalance of skill management in traditional turn-based games are solved, thereby improving game operation efficiency and resource utilization.

CN121988043APending Publication Date: 2026-05-08FUJIAN TQ DIGITAL
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
FUJIAN TQ DIGITAL
Filing Date
2025-12-30
Publication Date
2026-05-08

AI Technical Summary

Technical Problem

Traditional turn-based games suffer from problems such as a rigid skill pool, skill levels not increasing with player progression, and a single condition for ending a turn, resulting in low game efficiency and low resource utilization.

Method used

The system compares the judgment value obtained by skill extraction with the preset judgment threshold, dynamically selects the first random extraction method and the second weighted random extraction method, and combines real-time monitoring of skill point register and skill buffer to achieve in-memory management of skills and flexible termination conditions.

Benefits of technology

It improves the balance and diversity of game skill acquisition, reduces the resource overhead of frequent I/O operations, and enhances game performance and resource utilization.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a game skill dynamic management method and a terminal, and the method comprises the steps: obtaining a skill extraction mode judgment value in a game round, and dynamically selecting a first random extraction method or a second random extraction method for a player to extract a skill from a skill buffer region based on the skill extraction mode judgment value, the second random extraction method is a weighted random extraction method taking the skill level of the player as a weight; releasing the extracted skills, updating the numerical value of the skill point register according to the skill points corresponding to the released skills, and updating the use times of the corresponding skills in the skill buffer area; and monitoring the numerical value of the skill point register, the skill quantity in the skill buffer area and the use frequency of each skill in real time, if the monitoring result meets any preset termination condition, ending the game round, otherwise, repeatedly executing the skill extraction process, so that the balance of game skill extraction can be realized, and the game operation efficiency and the resource utilization rate are improved.
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Description

Technical Field

[0001] This invention relates to the field of data processing technology, and in particular to a method and terminal for dynamic management of game skills. Background Technology

[0002] In the skill management mechanisms of traditional turn-based games, there are generally technical limitations that affect game performance and experience.

[0003] One issue is the rigidity of the skill pool. Common designs require reloading the skill pool from the database every turn, resulting in frequent I / O operations within a single battle (e.g., an average of 12 I / O operations are triggered in a single battle in a game). Although existing technologies have optimized the operations between turns, they have not yet solved the continuous resource overhead caused by the inheritance of skill status across turns. The remaining skill count and whether the skill is disabled in the previous turn are erased, making it impossible to make the correct judgment in the next turn.

[0004] Secondly, the probability model is out of sync with player progression. Most systems use purely random draws (such as drawing cards from the deck), which means that the skill level drawn does not increase as the player progresses.

[0005] Thirdly, the conditions for ending a turn are too simplistic. For example, the game combat mode (ATB) system mainly relies on real-time calculation of action points and does not consider complex game states such as skill depletion or skill ban, resulting in an unsound judgment logic.

[0006] These shortcomings collectively limit the game's operational efficiency and the flexibility of its state control. Summary of the Invention

[0007] The technical problem to be solved by this invention is to provide a method and terminal for dynamic management of game skills, which can achieve the balance of game skill extraction, effectively enhance the flexibility of state control during the game, and thus improve the efficiency of game operation and resource utilization.

[0008] To solve the above-mentioned technical problems, the technical solution adopted by the present invention is as follows: A method for dynamic management of game skills, comprising the following steps: The skill extraction method determination value in the game round is obtained. If the skill extraction method determination value is less than or equal to the preset determination threshold, the first random extraction method is used to extract skills from the skill buffer for the player. Otherwise, the second random extraction method is used to extract skills from the skill buffer for the player. The second random extraction method is a weighted random extraction method with the player's skill level as the weight. Release the extracted skill, update the value of the skill point register according to the skill points corresponding to the released skill, and update the usage count of the corresponding skill in the skill buffer at the same time; The game round ends if the monitoring results meet any preset termination condition; otherwise, the skill extraction process is repeated.

[0009] To solve the above-mentioned technical problems, another technical solution adopted by the present invention is as follows: A game skill dynamic management terminal includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it implements the various steps of the aforementioned game skill dynamic management method.

[0010] The beneficial effects of this invention are as follows: This invention provides a dynamic management method and terminal for game skills. By comparing the skill extraction method judgment value with a preset judgment threshold, two extraction methods—a first random extraction method and a second random extraction method—are dynamically selected for skill extraction based on the comparison result. This avoids the monotony or imbalance of a single extraction method, improving game diversity and balance. After releasing a skill, the skill point register and the corresponding skill usage count in the skill buffer are updated synchronously to ensure real-time accuracy and consistency of the data. By monitoring the number of skills in the skill point register and skill buffer, as well as the usage count of each skill, in real time, the game round ends when the monitoring result meets any preset termination condition; otherwise, the skill extraction process is repeated. In this way, by setting up a skill buffer and skill point register within the game round, in-memory management of skills is achieved, avoiding frequent I / O caused by reloading from the database every round. Through threshold control, the problem of low utilization of high-level skills or excessive concentration of low-level skills during single-mode skill extraction is avoided, improving the balance of skill extraction in the game, thereby significantly improving game operating efficiency and resource utilization. Attached Figure Description

[0011] Figure 1 This is a flowchart of a game skill dynamic management method according to an embodiment of the present invention; Figure 2 This is another flowchart of a game skill status management method according to an embodiment of the present invention; Figure 3 This is a schematic diagram of a game skill dynamic management terminal according to an embodiment of the present invention; Label Explanation: 1. A game skill dynamic management terminal; 2. Memory; 3. Processor. Detailed Implementation

[0012] To explain in detail the technical content, objectives, and effects of the present invention, the following description is provided in conjunction with the embodiments and accompanying drawings.

[0013] The following is an explanation of the technical terms used in this invention: (1) Skill Point Register: It is a storage unit used to store and update the skill points available in the current game in real time.

[0014] (2) Skill buffer: It is a temporary storage area based on a circular queue data structure, which stores skill instances that can be drawn and released by the user in the current game.

[0015] (3) Rendering target: refers to the buffer object in the graphics rendering pipeline used to store the final or intermediate rendering results, such as environment particles and scene objects.

[0016] (4) Skill points: In most turn-based (or ATB) games, it refers to a measurable resource used to measure or limit a character's ability to use skills.

[0017] (5) Action value: refers to the "time" or "energy" indicator of a character's actions in battle. When a character's action value reaches zero or a threshold, the character can take action.

[0018] (6) Skill clearing: The situation where there are no skills in the skill pool.

[0019] (7) Forbidden Skill Status: The selected skill is prohibited.

[0020] In current turn-based games, skill management systems typically reload the available skill pool from a database or fixed configuration file each turn. This results in frequent I / O operations within a single battle. Even with localized optimizations to operations between turns, it's difficult to effectively support the cross-turn inheritance and maintenance of skill states (such as usage counts and disabling markers), leading to continuous resource overhead and loss of state logic. Furthermore, common skill extraction mechanisms are mostly based on static probability models, causing extracted skill levels to not increase with player progression. Simultaneously, existing turn-end judgment logic relies heavily on single action value calculations, failing to comprehensively consider multi-dimensional game states such as skill pool depletion and character skill disabling states, limiting the flexibility and accuracy of state control. Therefore, a dynamic game skill management method and terminal that can solve the above problems is urgently needed.

[0021] Please refer to Figure 1 This invention provides a method for dynamic management of game skills, including the following steps: The skill extraction method determination value in the game round is obtained. If the skill extraction method determination value is less than or equal to the preset determination threshold, the first random extraction method is used to extract skills from the skill buffer for the player. Otherwise, the second random extraction method is used to extract skills from the skill buffer for the player. The second random extraction method is a weighted random extraction method with the player's skill level as the weight. Release the extracted skill, update the value of the skill point register according to the skill points corresponding to the released skill, and update the usage count of the corresponding skill in the skill buffer at the same time; The game round ends if the monitoring results meet any preset termination condition; otherwise, the skill extraction process is repeated.

[0022] As can be seen from the above description, the beneficial effects of the present invention are as follows: It dynamically selects either a first random selection method or a second random selection method weighted by the player's skill level based on the skill extraction method judgment value, avoiding the monotony of a single extraction method and enhancing the balance of skill extraction in the game; after releasing the extracted skill, it synchronously updates the skill point register and the corresponding skill usage count in the skill buffer, enabling in-memory management of skills, ensuring the real-time nature and cross-round persistence of skill status data, avoiding state loss and frequent I / O operations, and reducing resource overhead; by real-time monitoring of skill points, skill quantity, and usage count, the game round ends when the monitoring results meet any preset termination condition; otherwise, the skill extraction process is repeated, improving the overall flexibility of the game round termination logic, meeting complex game scenarios such as skill clearing and skill prohibition states, thereby improving game operating efficiency and resource utilization.

[0023] Furthermore, obtain the skill draw method judgment value in the game round, which previously included: The number of skills in the skill buffer is obtained. If the number of skills does not meet the first preset number threshold, the difference between the number of skills and the first preset number threshold is calculated. Based on the difference, a corresponding number of skills are randomly selected from the preset skill library and stored in the skill buffer.

[0024] As described above, by acquiring and judging in real time whether the number of skills in the buffer has reached the first preset threshold, dynamic monitoring of the buffer capacity is achieved, providing a stable resource foundation for skill extraction. When the number of skills is insufficient, skills are randomly selected and supplemented from the preset skill library based on the difference between the number of skills and the first preset threshold, maintaining the effective skill inventory in the buffer, ensuring the availability and continuity of the skill pool in each round of the game, avoiding process interruption due to insufficient skills, and improving the smoothness of turn-based game operation while reducing fixed I / O loading.

[0025] Furthermore, a second random selection method is used to select skills from the skill buffer for the player, including: Calculate the weight of each skill, and extract skills from the skill buffer based on the weights: W_i=[Lv(S_i) 2] / [∑(Lv(S_1) 2 +Lv(S_2) 2 +...+Lv(S_n) 2 )]*0.9; In the formula, W_i represents the weight of the i-th skill, Lv(S_i) represents the level of the i-th skill, and n represents the total number of skills.

[0026] As described above, by using a weighted calculation formula with the square of skill level as the core parameter, the probability of skill extraction is non-linearly correlated with its level. Weighted random extraction is performed based on the calculated weights, amplifying the tendency for high-level skills to be extracted. This achieves a strong correlation between skill extraction results and the player's skill growth system. An adjustment coefficient (such as 0.9) is set to maintain the overall balance and controllability of skill extraction, preventing high-level skills from monopolizing the game too early and ensuring fairness.

[0027] Furthermore, real-time monitoring of the number of skills in the skill buffer also includes: When the number of skills is greater than or equal to the second preset threshold, the rendering pipeline is adjusted by the game graphics engine to reduce the rendering resolution of the rendering targets other than skill effects.

[0028] As described above, when there are too many skills, the game's graphics engine adjusts the rendering pipeline to reduce the rendering resolution of rendering targets other than skill effects, effectively reducing the rendering overhead of secondary visual elements. This ensures smooth core combat visuals while maintaining overall game frame rate stability and operating efficiency.

[0029] Furthermore, the calculation of the weight of each skill is performed in an asynchronous computing architecture; The asynchronous computing architecture includes a main thread, worker threads, and a shared message queue between the main thread and the worker threads; When the second random sampling method is used to extract skills from the skill buffer for the player, the worker thread receives the weight calculation request sent by the main thread, calculates the weight of each skill, submits the calculation result to the shared message queue, and the main thread retrieves the calculation result from the shared message queue.

[0030] As described above, by dividing the work between the main thread and worker threads, the complex weight calculation task is separated from the main thread, which is responsible for game logic and rendering, and handed over to an independent worker thread for asynchronous execution. This effectively avoids blocking of the main thread and ensures smooth game visuals and real-time operation response. By using a shared message queue for inter-thread communication, the worker thread safely submits the calculation results, which the main thread then retrieves asynchronously. This ensures thread safety and efficiency in data transmission, allowing the main thread to continue processing other game logic. This achieves parallel resource allocation for calculation and rendering, improving the running efficiency of turn-based games.

[0031] Please refer to Figure 3 Another embodiment of the present invention provides a game skill dynamic management terminal, including a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it implements the various steps of the above-described game skill dynamic management method.

[0032] The game skill dynamic management method and terminal described above are applicable to turn-based game scenarios, and can achieve balance in game skill extraction, improve game operation efficiency and resource utilization. The following is a description of specific implementation methods: Please refer to Figure 1 and Figure 2 One embodiment of the present invention is as follows: A method for dynamic management of game skills, comprising the following steps: S0. Obtain the number of skills in the skill buffer. If the number of skills does not meet the first preset number threshold, calculate the difference between the number of skills and the first preset number threshold, and randomly select a corresponding number of skills from the preset skill library based on the difference and store them in the skill buffer.

[0033] In this embodiment, there are specific rules for the acquisition and quantity of player skills. When a player enters each battle round, he / she will randomly obtain 5 learned skills, but a player can have a maximum of 10 skills in each battle round.

[0034] The skill buffer can be set as a fixed-capacity circular buffer. The number of skills is determined by calling the `Buffer_Status()` function to obtain the difference between the head and tail pointers of the circular buffer. The first preset threshold can be set as the maximum capacity of the circular buffer (e.g., 10). When the number of skills is detected to be less than the first preset threshold, skill replenishment is triggered. The difference between the number of skills and the first preset threshold is calculated: replenishment quantity N = mini(10 - number of skills, 5). For example, if the current number of skills is 8, then N = min(10 - 8, 5) = 2. Two skills are then randomly selected from the preset skill library and stored in the circular buffer. In this way, the skill buffer can be kept fully loaded at the start of each game, ensuring that players have the maximum skill selection space within a round, avoiding game interruption due to insufficient skill quantity. At the same time, by extracting skills from the player's dedicated skill buffer locally or in memory, the I / O overhead of repeatedly loading from the database is reduced.

[0035] S1. Obtain the skill extraction method judgment value in the game round. If the skill extraction method judgment value is less than or equal to a preset judgment threshold, then the first random extraction method is used to extract skills from the skill buffer for the player; otherwise, the second random extraction method is used to extract skills from the skill buffer for the player. Specifically, this includes: Calculate the weight of each skill, and extract skills from the skill buffer based on the weights: W_i=[Lv(S_i) 2 ] / [∑(Lv(S_1) 2 +Lv(S_2) 2 +...+Lv(S_n) 2 )]*0.9; In the formula, W_i represents the weight of the i-th skill, Lv(S_i) represents the level of the i-th skill, and n represents the total number of skills.

[0036] In this embodiment, the skill extraction method determination value is a random number R between 0 and 1 that is newly generated each time a skill is extracted, and the preset determination threshold can be set to 0.1.

[0037] If R≤0.1, then the first random selection method (pure random channel) is used to select a skill from the skill buffer for the player, that is, to directly select a skill completely randomly from the skill buffer (all skills in the circular buffer of the current round).

[0038] If R > 0.1, then the second random sampling method (a weighted random sampling channel based on skill level) is used to draw skills from the skill buffer for the player. Specifically, for each skill S_i in the skill buffer, its weight W_i is calculated according to the formula: W_i=[Lv(S_i) 2 ] / [∑(Lv(S_1) 2 +Lv(S_2) 2 +...+Lv(S_n) 2 ]*0.9; This formula results in a quadratic increase in the weight of high-level skills, making them far more likely to be sampled than low-level skills, effectively reflecting the player's growth investment in the acquisition of combat resources.

[0039] Furthermore, in this embodiment, the calculation of the weight of each skill is performed in an asynchronous computing architecture, which includes a main thread, worker threads, and a shared message queue between the main thread and the worker threads. When the second random sampling method is used to extract skills from the skill buffer for the player, the worker thread receives the weight calculation request sent by the main thread, calculates the weight of each skill, submits the calculation result to the shared message queue, and the main thread retrieves the calculation result from the shared message queue.

[0040] By separating the main thread and worker threads, complex weight calculation tasks are separated from the main thread, which is responsible for game logic and rendering, and handed over to independent worker threads for asynchronous execution. This effectively avoids main thread blocking and ensures smooth game visuals and real-time operation response. Inter-thread communication is achieved through a shared message queue. Worker threads safely submit calculation results, which are then asynchronously retrieved by the main thread. This ensures thread safety and efficiency in data transmission, allowing the main thread to continue processing other game logic, reducing the main thread's peak CPU usage, and preventing game frame fluctuations caused by complex calculations.

[0041] S2. Release the extracted skill, update the value of the skill point register according to the skill points corresponding to the released skill, and update the usage count of the skill corresponding to the skill buffer.

[0042] In this embodiment, the skill point register is a dedicated storage unit in memory used to track and store the total number of skill points available to the player in the current round. Its core operating mechanism is as follows: each skill has a fixed skill point consumption value. When a player releases a skill that has already been drawn, the skill point consumption value is immediately subtracted from the current value of the skill point register to update the register's value, ensuring real-time consistency of resource status. Simultaneously, the "usage count" counter associated with the released skill in the skill buffer is also updated. This counter constrains the upper limit of skill reuse within a single round. For example, each skill cannot be successfully released more than 3 times in the same round. When a skill's usage count reaches this limit, it will be automatically marked as "disabled" in the remaining skill buffer for the current round and will no longer participate in subsequent skill drawing and release until the round ends and is reset.

[0043] S3. Monitor the value of the skill point register, the number of skills in the skill buffer, and the number of times each skill is used in real time. If the monitoring results meet any preset termination condition, the game round ends; otherwise, repeat the skill extraction process.

[0044] In this embodiment, the fulfillment of any preset termination condition will trigger an interruption protocol, which will forcibly and immediately terminate the current combat round. Specifically, the preset termination conditions and their determination logic include: 1. Skill Points Depletion: When the value of the skill point register is detected to be reduced to 0, an interrupt is triggered, indicating that the player has no available skill points to release any skills in the current round.

[0045] 2. Player is in "silent" state: Set a status code register, where specific bits correspond to the player's state. When bit 0 of the status code register is detected to be 1, it means that the player character is in a "silent" state and cannot execute any skill release commands, thus meeting the termination condition.

[0046] 3. Skill Slot Cleared: When the number of skills in the skill buffer is detected to be 0, an interruption is triggered, indicating that all available skills in the current round have been consumed (released) or destroyed (e.g., removed due to reaching the usage limit).

[0047] 4. Player-initiated commands: Listen for player input. When a player actively sends a "End Turn" command, the termination condition is considered met.

[0048] By enabling rapid status detection and interruption response, the turn termination logic achieves immediacy, robustness, and flexibility. It not only covers conventional termination scenarios based on resource consumption (skill points) and resource availability (number of skills), but also incorporates factors such as game status (e.g., silence) and player subjective intent to terminate turns. This ensures that the turn end judgment can fully reflect the complex actual combat situation, thereby significantly improving the accuracy and flexibility of status control.

[0049] Furthermore, real-time monitoring of the number of skills in the skill buffer also includes: when the number of skills is greater than or equal to a second preset threshold, adjusting the rendering pipeline through the game graphics engine to reduce the rendering resolution of rendering targets other than skill effects.

[0050] In this embodiment, the second preset threshold can be set to 8. When the number of real-time skills in the skill buffer is large, it indicates that the player is likely to release multiple, possibly high-level, and complex skills in the next round, which will put a huge rendering pressure on the GPU, resulting in a drop in frame rate. Therefore, in order to ensure the smoothness and visual performance of skill release in advance, it is necessary to actively reduce the rendering overhead of non-core content and reserve the saved GPU computing power for complex skill effects. Specifically, the number of skills in the circular buffer is continuously monitored. When the number of real-time skills is ≥8, the game graphics engine dynamically adjusts the rendering pipeline, reducing the rendering resolution (dynamically reducing from 1080P to 720P) for rendering targets that are "non-skill effects" (such as environmental background, unimportant NPCs, or particle effects of scene objects). In this way, the pixel fill rate and video memory usage can be reduced, freeing up GPU resources for skill effects and ensuring a stable frame rate during the climax of the game's combat.

[0051] In addition, the following specific application scenarios are also provided in this embodiment: In PVE dungeon battles (such as boss fights), when a player enters lava terrain (fire affinity = 1.0), the initial number of skills in the circular buffer is 6. Skill replenishment is triggered, randomly adding 4 skills from the preset skill pool, bringing the skill buffer to its full capacity of 10 skills. When a player attempts to draw a skill, the GPU calculates the weight of "Fireball," and this weight is optimized for environmental adaptation; the calculated weight for Fireball is 0.792. When the player casts the drawn "Fireball," if the boss casts "Lava Shield" and reflects the silence effect back to the player, bit 0 of the player's status code register is set to 1, immediately triggering an interrupt protocol and forcibly ending the player's current turn, achieving real-time and high responsiveness in status control.

[0052] In PVP arenas (such as high-strategy matches), player A chooses to retain 3 skills at the end of their turn. The system persistently stores these 3 skills and their states (such as usage count) in a circular buffer for direct use in the next turn. At the start of the next turn, the system calculates the replenishment quantity N = min(10-3, 5) = 7 and replenishes 7 new skills to the buffer. When player A releases the "mass silence" skill, bit 0 of the enemy player's state register is immediately set to 1. When the enemy's turn begins, the system detects that their silence state (bit 0=1) meets the preset termination condition, immediately triggers an interrupt, and forcibly skips their entire turn, achieving seamless cross-turn inheritance of skill states and precise control of the turn flow by the composite state (silence).

[0053] According to another aspect of the invention, Figure 3 This is a schematic diagram illustrating a game skill dynamic management terminal according to an embodiment of the present invention. The electronic device includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it implements the various steps of the game skill dynamic management method described above.

[0054] In summary, this invention provides a dynamic management method and terminal for game skills. It dynamically selects either a first random selection method or a second random selection method weighted by the player's skill level based on a skill extraction method determination value, avoiding the monotony of a single extraction method and enhancing the balance of skill extraction in the game. After releasing the extracted skill, it synchronously updates the skill point register and the corresponding skill usage count in the skill buffer, enabling in-memory management of skills, ensuring the real-time nature and cross-turn persistence of skill status data, avoiding state loss and frequent I / O operations, and reducing resource overhead. By monitoring skill points, skill quantity, and usage count in real time, the game turn ends when any preset termination condition is met; otherwise, the skill extraction process is repeated. This improves the overall flexibility of the game turn termination logic, meeting complex game scenarios such as skill clearing and skill prohibition states, thereby improving game operating efficiency and resource utilization.

[0055] The above description is merely an embodiment of the present invention and does not limit the patent scope of the present invention. Any equivalent modifications made based on the content of the present invention specification and drawings, or direct or indirect applications in related technical fields, are similarly included within the patent protection scope of the present invention.

Claims

1. A method for dynamic management of game skills, characterized in that, Including the following steps: The skill extraction method determination value in the game round is obtained. If the skill extraction method determination value is less than or equal to the preset determination threshold, the first random extraction method is used to extract skills from the skill buffer for the player. Otherwise, the second random extraction method is used to extract skills from the skill buffer for the player. The second random extraction method is a weighted random extraction method with the player's skill level as the weight. Release the extracted skill, update the value of the skill point register according to the skill points corresponding to the released skill, and update the usage count of the corresponding skill in the skill buffer at the same time; The game round ends if the monitoring results meet any preset termination condition; otherwise, the skill extraction process is repeated.

2. The method for dynamic management of game skills according to claim 1, characterized in that, The skill draw method determination value in the game round is obtained, including: The number of skills in the skill buffer is obtained. If the number of skills does not meet the first preset number threshold, the difference between the number of skills and the first preset number threshold is calculated. Based on the difference, a corresponding number of skills are randomly selected from the preset skill library and stored in the skill buffer.

3. The method for dynamic management of game skills according to claim 1, characterized in that, A second random selection method is used to select skills from the skill buffer for the player, including: Calculate the weight of each skill, and extract skills from the skill buffer based on the weights: W_i=[Lv(S_i) 2 ] / [∑(Lv(S_1) 2 +Lv(S_2) 2 +...+Lv(S_n) 2 )]*0.9; In the formula, W_i represents the weight of the i-th skill, Lv(S_i) represents the level of the i-th skill, and n represents the total number of skills.

4. The method for dynamic management of game skills according to claim 2, characterized in that, Real-time monitoring of the number of skills in the skill buffer also includes: When the number of skills is greater than or equal to the second preset threshold, the rendering pipeline is adjusted by the game graphics engine to reduce the rendering resolution of the rendering targets other than skill effects.

5. The method for dynamic management of game skills according to claim 3, characterized in that, The calculation of the weight of each skill is performed in an asynchronous computing architecture; The asynchronous computing architecture includes a main thread, worker threads, and a shared message queue between the main thread and the worker threads; When the second random sampling method is used to extract skills from the skill buffer for the player, the worker thread receives the weight calculation request sent by the main thread, calculates the weight of each skill, submits the calculation result to the shared message queue, and the main thread retrieves the calculation result from the shared message queue.

6. A game skill dynamic management terminal, comprising a memory, a processor, and a computer program stored in the memory and running on the processor, characterized in that, When the processor executes the computer program, it performs the following steps: The skill extraction method determination value in the game round is obtained. If the skill extraction method determination value is less than or equal to the preset determination threshold, the first random extraction method is used to extract skills from the skill buffer for the player. Otherwise, the second random extraction method is used to extract skills from the skill buffer for the player. The second random extraction method is a weighted random extraction method with the player's skill level as the weight. Release the extracted skill, update the value of the skill point register according to the skill points corresponding to the released skill, and update the usage count of the corresponding skill in the skill buffer at the same time; The game round ends if the monitoring results meet any preset termination condition; otherwise, the skill extraction process is repeated.

7. A game skill dynamic management terminal according to claim 6, characterized in that, The skill draw method determination value in the game round is obtained, including: The number of skills in the skill buffer is obtained. If the number of skills does not meet the first preset number threshold, the difference between the number of skills and the first preset number threshold is calculated. Based on the difference, a corresponding number of skills are randomly selected from the preset skill library and stored in the skill buffer.

8. A game skill dynamic management terminal according to claim 6, characterized in that, A second random selection method is used to select skills from the skill buffer for the player, including: Calculate the weight of each skill, and extract skills from the skill buffer based on the weights: W_i=[Lv(S_i) 2 ] / [∑(Lv(S_1) 2 +Lv(S_2) 2 +...+Lv(S_n) 2 )]*0.9; In the formula, W_i represents the weight of the i-th skill, Lv(S_i) represents the level of the i-th skill, and n represents the total number of skills.

9. A game skill dynamic management terminal according to claim 7, characterized in that, Real-time monitoring of the number of skills in the skill buffer also includes: When the number of skills is greater than or equal to the second preset threshold, the rendering pipeline is adjusted by the game graphics engine to reduce the rendering resolution of the rendering targets other than skill effects.

10. A game skill dynamic management terminal according to claim 8, characterized in that, The calculation of the weight of each skill is performed in an asynchronous computing architecture; The asynchronous computing architecture includes a main thread, worker threads, and a shared message queue between the main thread and the worker threads; When the second random sampling method is used to extract skills from the skill buffer for the player, the worker thread receives the weight calculation request sent by the main thread, calculates the weight of each skill, submits the calculation result to the shared message queue, and the main thread retrieves the calculation result from the shared message queue.