A game task generation method and device, electronic equipment and storage medium

By acquiring player actions and character settings information, the system calculates behavior matching to generate diverse game tasks, solving the problem of task homogenization in role-playing games and enhancing player experience and game appeal.

CN122097978BActive Publication Date: 2026-07-10TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2026-04-24
Publication Date
2026-07-10

AI Technical Summary

Technical Problem

The current role-playing game quest design results in highly homogenized quests for different players, lacking diversity and flexibility, which affects the game's appeal and player experience.

Method used

By acquiring information about players' actions and behaviors in the game and the character settings of non-player characters, the system calculates the behavior matching degree, generates diverse game tasks that match player preferences, and controls the richness and difficulty of the task content.

Benefits of technology

It increases the diversity and adaptability of game tasks, enhances the player's gaming experience and immersion, and avoids frustration caused by tasks that are too long or too difficult.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the application relates to the computer technical field, especially to the artificial intelligence technical field, and provides a game task generation method and device, electronic equipment and a storage medium, so as to improve the diversity of the game task. The method comprises the following steps: obtaining operation behavior information generated by a target object in a target game, obtaining role setting information of a non-player character specified by the target object, determining a task framework of a game task allocated to the target object by the non-player character, obtaining operation complexity of the game task according to a behavior matching degree between the operation behavior information and the role setting information, and generating the game task meeting the operation behavior information under the task framework according to the operation behavior information and the operation complexity. According to the different operation behavior information of different objects, different game tasks can be generated for different objects, and the diversity of the game task is improved.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and more particularly to the field of artificial intelligence technology, providing a method, apparatus, electronic device, and storage medium for generating game tasks. Background Technology

[0002] In the development of role-playing games, game quests are a key part of the core gameplay and what drives players to play. The quality of game quests greatly affects the player's gaming experience.

[0003] In related technologies, game quests are typically pre-designed by game planners, with predetermined objectives, progression, and rewards. The same non-player character (NPC) issues identical quests to all players, who are then forced to follow a predetermined path to complete each stage. This design pattern results in highly homogenized quests for different players, severely limiting quest diversity and flexibility, thus impacting game appeal, player experience, and player retention.

[0004] Therefore, improving the diversity of game tasks is an urgent issue to be addressed. Summary of the Invention

[0005] This application provides a method, apparatus, electronic device, and storage medium for generating game tasks, in order to improve the diversity of game tasks.

[0006] On one hand, embodiments of this application provide a method for generating game tasks, including:

[0007] Obtain operational behavior information generated by the target object in the target game, wherein the operational behavior information is used to describe: the target object's preference for execution methods for different game tasks;

[0008] Obtain the character setting information of the non-player character specified by the target object. The character setting information is used to describe the inherent attributes and behavioral basis of the non-player character in the target game.

[0009] Determine the task framework for the game task assigned to the target object by the non-player character, and the task framework is used to set multiple plot directions of the game task;

[0010] The operational complexity of the game task is obtained based on the behavioral matching degree between the operational behavior information and the character setting information; the operational complexity is used to limit the content richness of the game task.

[0011] Based on the operational behavior information and the operational complexity, a game task conforming to the operational behavior information is generated within the task framework.

[0012] On one hand, an embodiment of this application provides a game task generation device, comprising:

[0013] The first acquisition module is used to acquire the operation behavior information generated by the target object in the target game, and the operation behavior information is used to describe the target object's preference for the execution method of different game tasks;

[0014] The second acquisition module is used to acquire the character setting information of the non-player character specified by the target object. The character setting information is used to describe the inherent attributes and behavioral basis of the non-player character in the target game.

[0015] The determination module is used to determine the task framework of the game task assigned by the non-player character to the target object, and the task framework is used to set multiple plot directions of the game task;

[0016] The third acquisition module is used to obtain the operational complexity of the game task based on the behavioral matching degree between the operational behavior information and the character setting information; the operational complexity is used to limit the content richness of the game task.

[0017] A generation module is used to generate, within the task framework, based on the operation behavior information and the operation complexity.

[0018] Optionally, the task framework includes multiple original task stages, each original task stage includes multiple plot progression units, and each plot progression unit includes a plot summary information for describing the original task stage.

[0019] The generation module is specifically used for:

[0020] Based on the operational complexity and the preset importance evaluation values ​​for the plurality of original task stages, at least one original task stage is selected as the target task stage from the plurality of original task stages, and the operational complexity is positively correlated with the total number of target task stages.

[0021] For each target task stage, among the multiple plot development units included in the target task stage, the plot development unit whose plot summary information matches the operation behavior information is selected, and plot content that conforms to the operation behavior information is generated based on the plot summary information contained in the selected plot development unit.

[0022] The game mission is obtained by connecting the story content corresponding to each objective mission stage.

[0023] Optionally, the device further includes:

[0024] The setting module is used to set the upper limit of the process length for each task stage based on the operation complexity; the operation complexity is positively correlated with the upper limit of the process length for each task stage.

[0025] The generation module is specifically used for:

[0026] Based on the plot summary information contained in the selected plot direction unit, plot content that conforms to the operation behavior information and whose process length does not exceed the upper limit of the process length is generated.

[0027] Optionally, the generation module is specifically used for:

[0028] Semantic analysis is performed on the operational behavior information to obtain the preference semantic features of the target object;

[0029] For each plot development unit in the target task stage, semantic analysis is performed on the summary text contained in the plot development unit to obtain the summary semantic features of the plot development unit, and the preference evaluation value of the plot development unit is determined based on the first similarity between the preference semantic features and the summary semantic features.

[0030] Based on the preference evaluation values ​​corresponding to each plot development unit in the target task stage, a plot development unit that matches the operation behavior information is selected in the target task stage.

[0031] Optionally, the third acquisition module is further configured to acquire the behavior matching degree in the following manner:

[0032] Obtain multiple sub-information of behavior contained in the operation behavior information; each sub-information of behavior is used to describe the target object's preference for execution methods for different game tasks under a preset dimension;

[0033] For each behavioral sub-information, whenever a preset update condition is met, the dynamic weight of the behavioral sub-information is updated based on the degree of influence of the behavioral sub-information on the task completion status within a specified historical period.

[0034] Based on the latest dynamic weights of each of the multiple behavioral sub-information, the multiple behavioral sub-information are weighted and fused, and the behavioral matching degree is obtained based on the weighted fusion result and the role setting information.

[0035] Optionally, the third acquisition module is specifically used for:

[0036] Feature extraction is performed on the plurality of behavioral sub-informations to obtain behavioral sub-features corresponding to each of the plurality of behavioral sub-informations; and feature extraction is performed on the role setting information to obtain setting features corresponding to the role setting information.

[0037] Based on the latest dynamic weights of each of the multiple behavioral sub-informations, the behavioral sub-features of each of the multiple behavioral sub-informations are weighted and fused to obtain the comprehensive behavioral features.

[0038] The behavior matching degree is obtained based on the second similarity between the set features and the comprehensive behavior features.

[0039] Optionally, the third acquisition module is further configured to:

[0040] Obtain the initial weight for each behavioral sub-information;

[0041] The third acquisition module is specifically used for:

[0042] For each behavioral sub-information, the initial weight of the behavioral sub-information and the dynamic weight of the behavioral sub-information are fused to obtain the target weight of the behavioral sub-information;

[0043] Based on the target weights of the multiple behavioral sub-information, the multiple behavioral sub-information are weighted and fused.

[0044] Optionally, the device further includes:

[0045] The distribution module is used to obtain the item type characteristics and item level of each virtual item in the target game after the game task that conforms to the operation behavior information is generated;

[0046] The target item level is determined based on the operational complexity of the game task; the operational complexity is positively correlated with the target item level.

[0047] For each virtual item, when the third similarity between the comprehensive behavioral feature and the item type feature of the virtual item meets a preset similarity threshold, the virtual item is selected as a candidate virtual item.

[0048] At least one candidate virtual item of the same level as the target item is used as a task reward, and the task reward is distributed to the target object after the target object completes the game task.

[0049] Optionally, the task framework includes multiple preset branch options; the game task includes: at least two branch options selected from the multiple branch options based on the operation behavior information;

[0050] The device further includes:

[0051] An extension module is used to, after generating a game task that conforms to the operation behavior information, take the branch option selected by the target object from the at least two branch options as the target branch option;

[0052] Among the participating objects associated with the target game, based on the selection of each participating object for the multiple branch options, the percentage of objects that selected the target branch option is obtained in real time. When the percentage of objects exceeds a preset percentage threshold, an extended task of the game task is generated for the target object; each participating object includes the target object.

[0053] Optionally, the generation module is specifically used for:

[0054] When there are plot progression units in the target task stage that are related to previous tasks, the plot progression units in the target task stage are traversed in descending order of preference evaluation values. For each plot progression unit traversed, the following operations are performed:

[0055] If the plot progression unit is not associated with a preceding task, or if the preceding task associated with the plot progression is in a completed state, then the traversal is terminated, and the currently pointed plot progression unit is taken as the plot progression unit that matches the operation behavior information.

[0056] If the plot progression unit is associated with a preceding task, and the preceding task associated with the plot progression is incomplete, then continue traversing the next plot progression unit.

[0057] Optionally, the first acquisition module is further configured to:

[0058] Obtain the profile information of the virtual character controlled by the target object in the target game; the profile information is used to represent the identity and level of the virtual character;

[0059] The third acquisition module is specifically used for:

[0060] The operational complexity of the game task is obtained by combining the behavioral matching degree between the operational behavior information and the character setting information with the identity matching degree between the file information and the character setting information.

[0061] On one hand, embodiments of this application provide an electronic device, including a processor and a memory, wherein the memory stores a computer program, and when the computer program is executed by the processor, the processor performs the steps of any of the above-described methods for generating game tasks.

[0062] On one hand, embodiments of this application provide a computer-readable storage medium including a computer program, which, when run on an electronic device, causes the electronic device to perform the steps of any of the above-described methods for generating game tasks.

[0063] On one hand, embodiments of this application provide a computer program product, the computer program product including a computer program stored in a computer-readable storage medium; when a processor of an electronic device reads the computer program from the computer-readable storage medium, the processor executes the computer program, causing the electronic device to perform the steps of any of the above-described methods for generating game tasks.

[0064] In this embodiment of the application, when a target object (such as a player) attempts to accept a game task, this embodiment of the application can obtain the operation behavior information generated by the target object in the target game, thereby capturing the target object's preferences for different gameplays when playing the game from the operation behavior information, which is convenient for generating game tasks that meet the target object's preferences based on the operation behavior information.

[0065] Furthermore, the system obtains the character setting information of the non-player character specified by the target audience. The richness of the game task content is determined based on the compatibility between the character setting information and the operational behavior information (represented by behavior matching degree). A low matching degree indicates that the target audience has insufficient understanding of the game task or difficulty in operation. Determining the content richness based on behavior matching degree can prevent the target audience from accumulating frustration and having a poor experience. Conversely, a high matching degree indicates that the target audience's understanding of the game task and operational status are at a good level. Determining the content richness based on behavior matching degree allows the target audience to experience the game content more immersively and obtain better game feedback.

[0066] In summary, when generating game tasks, the embodiments of this application comprehensively consider the target audience's preferences and the degree of fit with the target audience, so as to improve the target audience's gaming experience by controlling the richness of the game content while ensuring that the game content is as close as possible to the target audience's preferences.

[0067] Other features and advantages of the embodiments of this application will be set forth in the following description, and will be apparent in part from the description, or may be learned by practicing the embodiments of this application. The objects and other advantages of the embodiments of this application may be realized and obtained by means of the structures particularly pointed out in the written description, claims, and drawings. Attached Figure Description

[0068] The accompanying drawings, which are included to provide a further understanding of the embodiments of this application and constitute a part of the embodiments of this application, illustrate exemplary embodiments of this application and, together with their descriptions, serve to explain the embodiments of this application and do not constitute an improper limitation of the embodiments of this application. In the drawings:

[0069] Figure 1 A schematic diagram illustrating an application scenario of a game task generation method provided in this application embodiment;

[0070] Figure 2 A flowchart illustrating a method for generating game tasks according to an embodiment of this application;

[0071] Figure 3 This application provides a schematic diagram illustrating the change of a status label in an embodiment.

[0072] Figure 4 A schematic diagram of a task framework provided for an embodiment of this application;

[0073] Figure 5 A schematic diagram illustrating the updating of dynamic weights provided in an embodiment of this application;

[0074] Figure 6 A schematic diagram illustrating the importance evaluation values ​​corresponding to different initial task stages, provided for embodiments of this application;

[0075] Figure 7 A schematic diagram illustrating the calculation process of the number of fractures provided in an embodiment of this application;

[0076] Figure 8 A schematic diagram illustrating a method for selecting a plot progression unit when a pre-task exists, provided in an embodiment of this application;

[0077] Figure 9 A schematic diagram illustrating the generation of an extended task provided in an embodiment of this application;

[0078] Figure 10 This is a schematic diagram illustrating a method for selecting task rewards provided in an embodiment of this application;

[0079] Figure 11 A general architecture diagram of a solution provided in this application embodiment;

[0080] Figure 12 A schematic diagram of an optional interactive implementation timing process provided for an embodiment of this application;

[0081] Figure 13 A schematic diagram of the composition structure of a game task generation device provided in an embodiment of this application;

[0082] Figure 14This is a schematic diagram of the hardware structure of an electronic device provided in an embodiment of this application;

[0083] Figure 15 A schematic diagram of the hardware structure of another electronic device provided in the embodiments of this application. Detailed Implementation

[0084] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the technical solutions of the embodiments of this application, and not all embodiments. Based on the embodiments recorded in the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the protection scope of the technical solutions of the embodiments of this application.

[0085] The following describes some of the concepts involved in the embodiments of this application.

[0086] Operational behavior information: Information generated by the target audience through playing the target game can reflect the target audience's preferences for how to perform different game tasks, thereby understanding the target audience's preferred gameplay and game content.

[0087] Character setting information: This includes the NPC's identity, faction, personality, interpersonal relationships, and state changes caused by the target object. It is mainly used to constrain the NPC's behavior and describe the NPC's inherent attributes and behavioral basis in the target game.

[0088] Operational complexity: This is used to limit the richness of game task content by specifying the number of target task stages and the upper limit of the process length of the target task stages. It can also be used to adjust the difficulty of game tasks within a certain range.

[0089] Behavioral matching degree: Based on the similarity between operational behavior information and character setting information, it can predict whether the target object is suitable for the game task. A low matching degree indicates that the target object may have insufficient understanding of the game task or difficulty in operation. A high matching degree indicates that the target object's understanding of the game task and operation status are at a good level.

[0090] The design concept of the embodiments of this application is briefly introduced below:

[0091] In related technologies, game tasks are usually designed in advance by game planners, resulting in a completely identical game process for different players when performing the same task. However, different players will inevitably have different preferences, and such highly homogenized game tasks greatly affect the game's appeal and the player's gaming experience.

[0092] Based on this, embodiments of this application propose a method, apparatus, electronic device, and storage medium for generating game tasks. Unlike methods in related technologies that pre-design complete tasks, embodiments of this application generate different game tasks for different players in real time after they accept the game task. Specifically, taking a target object as an example, embodiments of this application can obtain the operation behavior information generated by the target object in the target game, and extract the target object's preferences for different gameplay from it, so as to facilitate the subsequent generation of game tasks that are as close as possible to the target object's preferences based on the operation behavior information.

[0093] Furthermore, the behavioral matching degree between the non-player character's character setting information and the aforementioned operational behavior information can be obtained. The behavioral matching degree can reflect whether the target object is compatible with the game task. Based on the matching degree, the richness of the game task content can be determined. Game tasks of appropriate length can be created for different target objects with different needs. This prevents the target object from experiencing frustration due to excessively long game tasks when the matching degree is low, thus affecting the target object's game experience. At the same time, when the matching degree is high, it brings a better immersive game experience to the target object.

[0094] The preferred embodiments of the present application are described below with reference to the accompanying drawings. It should be understood that the preferred embodiments described herein are only for illustration and explanation of the embodiments of the present application and are not intended to limit the embodiments of the present application. Furthermore, the embodiments and features in the embodiments of the present application can be combined with each other without conflict.

[0095] like Figure 1 The diagram shown is an application scenario illustration of an embodiment of this application. The application scenario diagram includes two terminal devices 110 and one server 120.

[0096] In this embodiment, the terminal device 110 includes, but is not limited to, mobile phones, tablets, laptops, desktop computers, smart home appliances, and in-vehicle terminals. The terminal device may have a client related to video games installed. This client can be software (such as a browser, role-playing game software, etc.), or a webpage, mini-program, etc. The server 120 is the backend server corresponding to the software, webpage, mini-program, etc., or a server specifically used for generating game tasks. This embodiment does not impose specific limitations. The server 120 can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.

[0097] It should be noted that the game task generation method in each embodiment of this application can be executed by an electronic device, which can be a terminal device 110 or a server 120. That is, the method can be executed by the terminal device 110 or the server 120 alone, or by both the terminal device 110 and the server 120. For example, when the server 120 is the main execution entity, the scheme is as follows: The terminal device 110 obtains the operation behavior information generated by the target object in the target game and uploads the operation behavior information to the server 120; the server 120 simultaneously obtains the character setting information of the non-player character specified by the target object and the task framework of the game task issued by the non-player character to the target object from the database; then, the server 120 determines the operation complexity of the game task based on the behavior matching degree between the operation behavior information and the character setting information; finally, the server 120 generates a game task that conforms to the operation behavior information under the task framework based on the operation behavior information and the operation complexity, and returns the game task to the terminal device 110.

[0098] In the above-mentioned scenarios, the operation behavior information can be directly captured by the server 120, and subsequent matching and game task generation can be completed based on the captured operation behavior information; alternatively, the terminal device 110 can capture the operation behavior information, the server 120 can obtain the character setting information and task framework, and then send the character setting information and task framework to the terminal device 110, and the terminal device 110 can determine the behavior matching degree, calculate the operation complexity, and generate the game task; or, the character setting information and task framework can be pre-built into the terminal device 110, and the terminal device 110 can complete the entire game task generation process by itself, etc.; the embodiments of this application do not impose specific limitations.

[0099] In one alternative implementation, the terminal device 110 and the server 120 can communicate via a communication network.

[0100] In one alternative implementation, the communication network is a wired network or a wireless network.

[0101] It should be noted that, Figure 1 The examples shown are merely illustrative; in reality, the number of terminal devices and servers is unlimited and is not specifically limited in the embodiments of this application.

[0102] The following describes the game task generation method provided by the exemplary embodiments of this application in conjunction with the application scenarios described above and with reference to the accompanying drawings. It should be noted that the above application scenarios are only shown to facilitate understanding of the spirit and principles of the embodiments of this application, and the implementation of the embodiments of this application is not limited in any way in this respect.

[0103] See Figure 2 The diagram shown is a flowchart of a game task generation method provided in this application embodiment. Taking the server as the execution entity as an example, the specific implementation process of this method is as follows:

[0104] S201: The server obtains information about the operational behavior of the target object in the target game.

[0105] S202: The server retrieves the character settings information of the non-player character specified by the target object.

[0106] The operation behavior information can be captured by the terminal device and sent to the server, or it can be captured directly by the server. This application embodiment does not make specific limitations. The operation behavior information is used to describe the target object's preference for different game tasks. The character setting information is used to describe the inherent attributes and behavioral basis of non-player characters in the target game.

[0107] In this embodiment, the operational behavior information typically includes multiple sub-information of behavior; different sub-information of behavior can describe the target object's preference for different game tasks under different preset dimensions. Specifically, the operational behavior information may include the selection of historical game tasks, the completion rate of historical game tasks, interaction records with each NPC, the use of virtual items, combat style, etc.; depending on the settings of different games, changes in reputation value, changes in chivalry value, social status, etc., can also be added as needed, but this embodiment does not impose specific limitations.

[0108] As mentioned above, the selection and completion rate of historical game tasks can directly reflect the target audience's preferences for different types of game tasks and gameplay at the game task level. For example, the target audience may prefer combat-type game tasks or gathering-type game tasks. NPC interaction records can reflect the target audience's preferences at the NPC level. In the game world, different NPCs usually issue different types of game tasks due to their different identities. For example, the game tasks issued by constable NPCs are mostly investigation-type tasks and arrest-type tasks, while the game tasks issued by general store NPCs are mostly virtual item delivery tasks and crafting tasks.

[0109] The use of virtual items and combat style mainly reflect the target's preferences at the level of game mission execution. For example, whether the target prefers to complete game missions through stealth or combat, and whether they prefer to use ranged or melee attacks during combat.

[0110] In addition, the server can perform an extra filtering process for behavioral sub-information. By calculating the relevance of a behavioral sub-information to the game task, it filters out behavioral sub-information with high relevance and removes some behavioral sub-information with low relevance or invalidity. This ensures that the subsequently generated game tasks are more in line with the preferences of the target audience.

[0111] User behavior information can be collected through game log hooks. This involves pre-positioning data collection points within the target game, such as at NPC interactions, quest acceptance, and virtual item usage locations. When the target object performs these actions, the pre-placed hooks are triggered, recording the action as a log entry, thus collecting user behavior information. The collection frequency can be configured as needed, for example, to collect data in real-time when changes occur (during NPC interactions, quest acceptance, or virtual item usage) to prevent information omissions; the user behavior information will also be continuously updated as data is collected in real-time.

[0112] It is understood that in the specific implementation of the embodiments of this application, if data related to operational behavior information is involved, and when the above data is applied to specific products or technologies in the embodiments of this application, its use requires the target object to be aware of it, and further requires the active authorization of the target object. Moreover, the collection, use and processing of related data must comply with the relevant laws, regulations and standards of relevant countries and regions.

[0113] The collected operational behavior information may contain some abnormal data, such as fake data from AFK farming, abnormal fluctuations in combat power and reputation, etc. Therefore, the collected operational behavior information needs further cleaning and processing. Specifically, abnormal data can be cleaned by establishing a rule engine and using the isolated forest algorithm.

[0114] In the above, the rule engine detects abnormal data by limiting the range and magnitude of change of different data values. For example, the maximum value of the chivalry value is 1000. If the chivalry value exceeds 1000, it is abnormal data. Or, the maximum value that the chivalry value can change at one time is set to 100. If the chivalry value changes by more than 100 at one time, it is abnormal data, and so on.

[0115] The cleaned-out abnormal data can be marked and temporarily stored in a dedicated database, and will not participate in the subsequent game task generation process.

[0116] After introducing the content involved in the operation behavior information and the process of collecting and processing operation behavior information, the character setting information will be introduced in detail next.

[0117] Character setting information consists of pre-configured NPC character tags set by game designers. These tags primarily constrain NPC behavior, ensuring they perform a series of actions according to a predetermined design, mainly player interactions. Character setting information can specifically include:

[0118] (1) Basic tags reflect the NPC's identity, faction, personality, etc.

[0119] (2) Plot tag, which is related to the target's game progress and can reflect the target's current approximate game progress.

[0120] (3) Interaction tags: mainly used to represent the "interpersonal relationships" of NPCs, which can include family, friends, hostile objects, etc.

[0121] (4) Status Labels: State changes caused by the target object, which are associated with the corresponding game task; as the story progresses, NPCs will exhibit different states; such as Figure 3 The diagram shown illustrates a change in a status label provided in an embodiment of this application. Assume that a certain hero NPC has a game task designed to "assist the hero NPC in rescuing the kidnapped villagers". This task can only be triggered when the target's game progress reaches the "Bandit Attack" plot in Chapter 3 of the main storyline. Therefore, before the target's game progress reaches the "Bandit Attack" node in Chapter 3, the hero NPC has no status label. Only after the target's game progress reaches the "Bandit Attack" node in Chapter 3 of the main storyline will the hero NPC have the status label of rescuing villagers appear, until the target completes the game task of "assisting the hero NPC in rescuing the kidnapped villagers".

[0122] Besides triggering status tags by advancing the plot, status tags can also be triggered in other ways, specifically according to the triggering conditions of the game tasks. For example, a game task called "Rare Sword" under a general store NPC is triggered when the player earns a certain amount of virtual resources in the game. After the target obtains enough virtual resources, the general store NPC will display the status tag "Selling Sword". As another example, a game task called "Help the Blacksmith Solve the Problem of Stolen Fine Iron" under a blacksmith NPC is triggered when the player's level reaches a certain threshold. After the target's level reaches the threshold, the blacksmith NPC will display the status tag "Stolen Fine Iron".

[0123] In addition, for status tags associated with game tasks that do not require triggering conditions, they can be triggered directly when the target object interacts with the NPC, or when the target game is initialized, etc., until the target object completes the associated game task.

[0124] Character profile information can be stored in an in-memory database as key-value pairs, supporting real-time read and write operations. Status tags can be updated in real-time as game events unfold. Furthermore, character profile information may change across different game versions; for example, a new game version might add multiple quests for NPCs or change their interaction tags. To prevent data corruption, version numbers can be created for character profile information across different game versions. Similarly, version numbers can also be created for character profile information at different story stages to prevent data corruption.

[0125] In addition to operational behavior information, this application embodiment can also obtain the profile information of the virtual character controlled by the target object in the target game, which is also used for subsequent matching with character setting information. The profile information is mainly used to represent the identity and level of the virtual character. The specific information included can be configured based on the different needs of different game worlds. For example, in martial arts games, the profile information may include the virtual character's sect faction, identity and profession, level and combat power, etc.; in fantasy games, the profile information may include the virtual character's cultivation level, immortal or demon faction, sect power, spiritual power value, etc.; in science fiction games, the profile information may include the virtual character's faction power, technology level, etc. The profile information records the basic attributes that each player (the virtual character controlled) will have, most of which are static data that will not change (such as faction), and a few are dynamic data that changes steadily (such as level).

[0126] In the archive information, static data can be collected once after it is generated, while dynamic data, although it may change, changes less frequently than operational behavior information. Therefore, it can be set to be collected in real time when changes occur, or it can be set to be collected periodically.

[0127] S203: The server determines the task framework for the game task assigned to the target object by a non-player character.

[0128] The mission framework is used to set up multiple storylines for game missions.

[0129] Considering that if the generation of game tasks is completely unrestrained, the course and ending of the game tasks accepted by each player may be completely different. Some uncontrolled plot developments may even affect key characters and key plots, causing the target game to fail to run correctly. In order to avoid the plot development getting out of control, for each game task, it is necessary to pre-set the task framework of the game task, thereby controlling the multiple plot directions of the game task, and ultimately ensuring that the ending of the game task can be contained in a few fixed endings.

[0130] In this embodiment of the application, the task framework mainly includes multiple original task stages, each original task stage contains multiple plot development units, and each plot development unit contains a plot summary information for describing the original task stage.

[0131] In addition to the original task phase, the task framework can also include necessary information such as the game task background and unit identifiers. Among them, the game task background can serve as the starting phase of the task framework.

[0132] Suppose the target accepts a game quest from the blacksmith NPC. The quest background is: Recently, an unidentified person approached the blacksmith and ordered a batch of weapons at a high price. The blacksmith wants to accept the quest but lacks the materials to forge the weapons and is afraid that the other party is a bad person and he will be implicated.

[0133] like Figure 4 The diagram shown is a schematic of a task framework provided in an embodiment of this application. It is further assumed that the task framework of the aforementioned game task includes an initial stage and four original task stages. The initial stage is the background of the aforementioned game task, and the four original task stages are as follows:

[0134] The first initial mission phase consists of three story progression units: Story progression unit 1 involves searching for the materials needed to forge the weapon; Story progression unit 2 involves investigating the true identity of the person who ordered the weapon; and Story progression unit 3 involves waiting at the blacksmith shop for the unidentified person to reappear.

[0135] The second initial mission phase consists of four story progression units: Story progression unit 1 involves directly reporting to the authorities and then disappearing; Story progression unit 2 involves learning through inquiries that the mysterious person is a gang of robbers; Story progression unit 3 involves learning through inquiries that the mysterious person has a government background; Story progression unit 4 involves continuing to collect materials.

[0136] The third initial mission phase consists of three story progression units: Story progression unit 1 involves choosing to flee because one cannot afford to offend the government; Story progression unit 2 involves defeating the bandits; and Story progression unit 3 involves continuing to collect materials.

[0137] The fourth initial mission phase consists of two story progression units: Story progression unit 1 involves returning to the blacksmith to submit materials; Story progression unit 2 involves returning to the blacksmith to inform the mysterious person of their identity.

[0138] As can be seen, the phased design of the task framework ensures that game tasks are not too fragmented and complex, helps the overall plot to advance under control, and facilitates the subsequent expansion of new original task phases or the expansion of new plot units within original task phases. Plot units can also be reused in the same or different game tasks. In addition, the task framework of game tasks usually presents a diamond shape, that is, it gradually expands into multiple directions at the beginning stage (each original task phase contains more and more plot units); after the task is halfway through, it gradually converges (each original task phase contains fewer and fewer plot units). This ensures the flexibility and randomness of game task generation, providing enough freedom to generate complete game content later, while also ensuring that the final plot can converge back to a fixed world line, preventing the target game from becoming unplayable due to the plot getting out of control.

[0139] S204: The server determines the operational complexity of a game task based on the degree of matching between operational behavior information and character setting information.

[0140] Operational complexity is used to limit the richness of game tasks.

[0141] This step is one of the core steps in the embodiments of this application. It is essentially a matching degree calculation process. That is, firstly, the operation behavior information of the target object obtained in S201 is fused, and then the behavior matching degree is calculated based on the fusion result.

[0142] Behavioral matching reflects whether the target audience fits the game task. For example, game tasks that require a high level of skill to complete have a low degree of matching with players who prefer casual gameplay. In this case, the content of the game task can be compressed so that players can complete the task as quickly as possible, preventing the game task from being too long and reducing the player experience. Conversely, for cases with a high degree of matching, the game content should be enriched to bring players a better immersive gaming experience.

[0143] For example, for each behavioral sub-information, whenever a preset update condition is met, the dynamic weight of the behavioral sub-information is updated based on the degree of influence of the behavioral sub-information on the task completion status within a specified historical period; then, based on the latest dynamic weights of each of the multiple behavioral sub-information, the multiple behavioral sub-information are weighted and fused, and the behavioral matching degree is obtained based on the weighted fusion result and the role setting information.

[0144] Alternatively, an initial weight can be set for each behavioral sub-information, and the operational behavioral sub-information can be weighted and fused based on the initial weight and the dynamic weight. For example, the initial weight of each behavioral sub-information can be obtained; for each behavioral sub-information, the initial weight and the dynamic weight of the behavioral sub-information can be fused to obtain the target weight of the behavioral sub-information; finally, based on the target weights of multiple behavioral sub-information, multiple behavioral sub-information can be weighted and fused, and the behavior matching degree can be obtained based on the weighted fusion result and the role setting information.

[0145] Initial weights can be set by game designers based on the target game's world setting, etc. Game designers can assign a general initial weight to each behavioral sub-information, making it applicable to various scenarios; or they can assign different initial weights to the same behavioral sub-information under different game tasks, or different initial weights to the same behavioral sub-information under different types of game tasks. Specifically, initial weights can be assigned to each behavioral sub-information based on the relevance between the general content of the game task and each behavioral sub-information. For example, in righteous game tasks such as helping the government deliver urgent documents or recovering stolen martial arts manuals, the initial weight corresponding to chivalry value is relatively large; in game tasks requiring high-intensity combat, such as sect battles and raids, the initial weight corresponding to combat style is relatively large. The general content of the game task can be extracted from the task framework of the game task.

[0146] The dynamic weights corresponding to the multiple behavioral sub-informations are constantly being updated. The preset update conditions can be reaching a new update cycle, or the number of new behavioral sub-informations generated after the last update reaching a certain amount, or the completion rate of all players on the server for a certain type of game task being lower than a preset completion rate threshold, or the game version of the target game being updated, etc. This application embodiment does not make specific limitations.

[0147] The update process can be based on reinforcement learning, and optionally, such as... Figure 5 The diagram illustrates a dynamic weight update method provided in this embodiment. During each update, for each behavioral sub-information, a pre-set initial weight is fused with the dynamic weight obtained from the previous update through addition or other methods to obtain the target weight corresponding to the behavioral sub-information. Finally, multiple behavioral sub-information items generated within a specified historical period are weighted and fused based on the target weight, and subsequent behavioral matching degree calculations and game task generation are performed based on the weighted fusion result. If it is the first update, the server can randomly set the dynamic weight corresponding to each behavioral sub-information, or make the dynamic weights corresponding to each behavioral sub-information equal.

[0148] In the above, the initial weight corresponding to each behavior sub-information can be a general initial weight or an initial weight that is only related to the game task; the period before the current moment can be used as a specified historical period, or a fixed time length can be set and the current moment can be advanced forward by that time length to obtain the specified historical period.

[0149] Subsequently, for game tasks generated based on the aforementioned dynamic weights, the server can statistically analyze player task completion status, specifically in the form of task completion rate and retention rate. This completion rate and retention rate are then used as reward functions for reinforcement learning, which in turn adjusts the dynamic weights corresponding to each behavioral sub-information. For behavioral sub-information where increasing the dynamic weight increases the task completion rate and retention rate, its dynamic weight is increased; for behavioral sub-information where increasing the dynamic weight decreases the task completion rate and retention rate, its dynamic weight is decreased. In other words, the dynamic weights corresponding to each behavioral sub-information are updated in the direction that increases task completion rate and retention rate.

[0150] The updated dynamic weights can be tested on some servers first, and then officially rolled out to all servers after the test results meet the standards.

[0151] In addition to operational behavior information, profile information can also participate in the matching degree calculation process and the operation complexity determination process. For example, the profile information of the virtual character controlled by the target object in the target game is obtained; the profile information is used to represent the identity and level of the virtual character; then, based on the identity matching degree between the profile information and the character setting information, combined with the behavior matching degree between the aforementioned obtained operational behavior information and the character setting information, the operation complexity of the game task is obtained.

[0152] In the above, the profile information is used to represent the identity and level of the virtual character;

[0153] Similar to operational behavior information, the file sub-information under the file information can also be weighted and fused using an initial weight + dynamic weight method, and then the identity matching degree can be obtained through the weighted fusion result and the role setting information; the dynamic weight of the file sub-information can also be iteratively updated through reinforcement learning.

[0154] In addition to dynamically updating the weights of the operation behavior information and the archive information separately, and calculating the matching degree with the NPC's character setting information separately, the two can also be regarded as a whole. That is, the initial weights of the behavior sub-information under the operation behavior information and the archive sub-information under the archive information are assigned simultaneously, and the weights are dynamically updated. Then, they are weighted and merged together, and the comprehensive matching degree between the weighted fusion result and the character setting information is calculated. Finally, the operation complexity of the game task is obtained based on the comprehensive matching degree.

[0155] Regardless of whether it's behavior matching, identity matching, or comprehensive matching, each matching degree is achieved through feature extraction and similarity calculation. Taking behavior matching as an example, for instance, features are extracted from multiple behavioral sub-information to obtain the behavioral sub-features corresponding to each sub-information; and features are extracted from the character setting information to obtain the setting features corresponding to the character setting information; based on the latest dynamic weights of each of the multiple behavioral sub-information, the behavioral sub-features of each sub-information are weighted and fused to obtain the comprehensive behavior feature; and based on the second similarity between the setting feature and the comprehensive behavior feature, the behavior matching degree is obtained. (The first similarity will not be described in detail here in the subsequent process of generating game tasks based on operation behavior information.)

[0156] Specifically, feature extraction is performed for each behavioral sub-information to obtain the corresponding behavioral sub-features. Behavioral sub-features with different dimensions need to be normalized. For behavioral sub-features with a range of values, maximum and minimum value normalization can be used.

[0157]

[0158] in, For a normalized value of a certain behavioral sub-feature, Its value before normalization, and These are the minimum and maximum values ​​that the sub-feature of this behavior can take.

[0159] For behavioral sub-features that do not have a range of values, standardization and normalization can be used.

[0160] Next, the various behavioral sub-features are weighted based on dynamic weights. If the behavioral sub-information has an initial weight, the weighted features are weighted based on the initial weight plus the dynamic weight. The weighted behavioral sub-features can be merged by concatenating them in a certain order to obtain the final comprehensive behavioral features.

[0161] Character setting information also needs to be feature extracted to transform the NPC's identity, personality, interpersonal relationships, status tags, etc. into feature vectors. The setting features can be obtained by concatenating the feature vectors. The dimensions of the setting features should be the same as the dimensions of the comprehensive behavioral features.

[0162] In this embodiment, the set features and behavior comprehensive features can be extracted in advance. When the operation behavior information or character setting information changes, the set features and behavior comprehensive features are updated in real time with the change. For example, the blacksmith NPC has a status label "Fine Iron Stolen". In the set features, the value of the dimension corresponding to "Fine Iron Stolen" is 1. When the target object helps the blacksmith find the fine iron, it is updated to 0.

[0163] The server can cache the set features and behavioral features in a memory database in real time, and record the generation time and update time of the set features and behavioral features. The set features and behavioral features support fast retrieval, so that when the target object interacts with the NPC and accepts the game task, the set features and behavioral features can be quickly retrieved, ensuring that the game task is generated quickly.

[0164] Finally, the second similarity between the defined features and the comprehensive behavioral features is used as the behavioral matching score, and the operational complexity of the game task is determined based on the behavioral matching score. Assuming the defined features are A = (a1, a2, ..., an) and the comprehensive behavioral features are B = (b1, b2, ..., bn), the second similarity score can be calculated using the following formula:

[0165]

[0166] The second similarity result can be mapped to the interval [0, 1]. The higher the second similarity, the higher the matching degree between the set features and the comprehensive behavioral features.

[0167] The process of obtaining the identity matching score requires feature extraction from the sub-information of the archive information to obtain the sub-features of each sub-information. Based on the dynamic weights (or initial weights + dynamic weights) of each sub-information, the multiple sub-features are weighted, and the weighted results are then concatenated to obtain the comprehensive archive feature. Finally, the fourth similarity between the set feature and the comprehensive archive feature is used as the identity matching score. The operational complexity can be determined based on the behavior matching score and the identity matching score. The calculation method for the fourth similarity is similar to that of the second similarity, and will not be elaborated here. (The third similarity appears in the task reward generation step, and will not be explained in detail here.)

[0168] Furthermore, if the operational complexity of a game task is determined by comprehensive matching degree, features are extracted from multiple behavioral sub-information and multiple file sub-information together to obtain multiple behavioral sub-features and multiple file sub-features. These behavioral and file sub-features are then weighted and directly concatenated in a specific order to achieve fusion. The fusion result in this case can be called the object comprehensive feature. Assuming the fusion result is [1, 0, 0, 0.6, 0.9, 0.9, 0.7, 0.2, 0.8, 0.3…], the first four digits represent file sub-information. Specifically, the first three digits reflect the faction to which the virtual character controlled in the target game belongs, and the fourth digit represents the virtual character's level. The digits after the fourth represent behavioral sub-information: the fifth digit represents chivalry value, the sixth digit represents acts of helping the people, the seventh digit represents gathering preferences, and the eighth to tenth digits represent the target object's proficiency with three combat styles, etc.

[0169] Next, the fifth similarity between the object's comprehensive features and the set features is used as the comprehensive matching degree, and the operational complexity of the game task is determined based on the comprehensive matching degree. The calculation method of the fifth similarity is similar to that of the second and fourth similarities, and will not be repeated here.

[0170] The methods described above for determining operational complexity using behavioral and identity matching degrees are essentially the same as those using comprehensive matching degrees. The only difference is that the former assigns weights to file sub-information and behavioral sub-information separately and calculates matching degrees separately, while the latter processes both together, assigning weights and calculating matching degrees jointly. In practical applications, operational complexity can be determined by behavioral matching degree, behavioral and identity matching degree, comprehensive matching degree, or even solely by identity matching degree, depending on the requirements. This application does not impose specific limitations on these methods.

[0171] The correspondence between operational complexity and various matching degrees can be preset, or the matching degree can be input into a pre-trained relevant model, and the model can output an appropriate operational complexity.

[0172] S205: The server generates game tasks that conform to the operation behavior information within the task framework, based on the operation behavior information and the complexity of the operation.

[0173] S203 introduces that the task framework consists of multiple original task stages, and each original task stage contains multiple plot development units to form different content of the game task. The operation complexity is mainly used to set the number of target task stages that the game task will eventually include, as well as the process length of each target task stage. The operation behavior information is mainly used to select plot development units that are as close as possible to the target audience's preferences in each target task stage, and to supplement the specific content of the plot development units based on the target audience's preferences.

[0174] For example, the server can generate game tasks based on operation behavior information and operation complexity in the following way: Based on operation complexity and preset importance evaluation values ​​for multiple original task stages, at least one original task stage is selected as the target task stage; for each target task stage, among the multiple plot development units contained in the target task stage, the plot development unit whose plot summary information matches the operation behavior information is selected, and plot content that conforms to the operation behavior information is generated based on the plot summary information contained in the selected plot development unit; finally, the plot content corresponding to each target task stage is concatenated to obtain the game task.

[0175] The following examples illustrate this point. Figure 6 The diagram illustrates the importance evaluation values ​​for different initial task stages provided in this application embodiment. Assume a game task involves retrieving a stolen manual from an NPC. For ease of explanation, assume the task framework includes five initial task stages, each containing only one plot progression unit. Specifically, the plot progression unit of the first initial task stage is to investigate the surrounding area; the plot progression unit of the second initial task stage is to track the thief's movements and find their hiding place; the plot progression unit of the third initial task stage is to infiltrate the thief's hiding place; the plot progression unit of the fourth initial task stage is to retrieve the manual; and the plot progression unit of the fifth initial task stage is to report back to the NPC and receive the reward.

[0176] Of the five original task phases mentioned above, removing the first phase allows players to directly investigate the thief's tracks without significantly affecting the logical integrity of the game task. The server could assign it a low importance rating, such as 2. However, removing the second phase changes the task to simply having players infiltrate the thief's hideout, but the process of finding and reaching the hideout is missing, creating a logical gap. While still playable, the task could be assigned a low importance rating, such as 8. Removing the third phase allows players to directly storm the hideout and retrieve the manual, maintaining the task's logic but missing a portion of playable content. The server could assign it a moderate importance rating, such as 6. The fourth phase is the core of the manual retrieval task; removing it would render the task logic incomplete. The server could assign it a high importance rating, such as 10. Finally, the last phase, as the conclusion of the entire task, is indispensable, and therefore could be assigned a high importance rating, such as 10.

[0177] It should be noted that the importance assessment value of each original task stage mentioned above can be pre-set or determined by the server itself. Specifically, the server can calculate the importance assessment value of an original task stage based on how much the logical integrity and playability of the game task would be affected after the deletion of an original task stage. If the deletion of an original task stage results in the loss of important gameplay elements, a break in the storyline, or even the inability to complete the game task normally, then the importance assessment value of that original task stage is too high. Conversely, if the deletion of an original task stage has little or no impact on the game task, then the importance assessment value of that original task stage is too low.

[0178] The server first determines the number of original task stages that can be selected based on the operational complexity. The selected original task stages are the target task stages. Generally, the operational complexity is positively correlated with the total number of target task stages contained in the game task.

[0179] The specific mapping relationship between operational complexity and the total number of target task stages can be set in advance; alternatively, the mapping relationship between operational complexity and percentage values ​​can be set, and then the original number of task stages can be multiplied by the percentage value and rounded up or down to obtain the total number of target task stages.

[0180] Then, in descending order of importance assessment value, the original task stages are selected one by one until the number of selected original task stages reaches the total number of target task stages determined by the server based on the operational complexity. Finally, the selected original task stages participate in the final game task generation as target task stages.

[0181] In addition, when there are two or more original task stages with the same importance evaluation value, one can be randomly selected, or the selection can be based on the principle of adjacency. The principle of adjacency is used to ensure that the number of breaks in the overall selection of multiple target task stages is minimized. In other words, the multiple original task stages selected should be as adjacent as possible in the original task framework so that the final generated game task avoids logical jumps as much as possible.

[0182] If two adjacent target task stages are not adjacent in the original task framework, it is considered as one break; the following example illustrates the number of breaks.

[0183] like Figure 7 The diagram illustrates a calculation process for the number of breaks according to an embodiment of this application. Assume a game task's framework includes five initial task stages, denoted as Stage 1, Stage 2, Stage 3, Stage 4, and Stage 5. Three of these stages need to be selected as target task stages. Assume Stage 1 and Stage 3 have already been selected, and Stage 4 and Stage 5 have the same importance evaluation value. If Stage 4 is ultimately selected, the game task consists of Stages 1, 3, and 4, with one break between Stage 1 and Stage 3, resulting in a break count of 1. However, if Stage 5 is selected, the game task consists of Stages 1, 3, and 5, with one break between Stage 1 and Stage 3, and one break between Stage 3 and Stage 5, resulting in a break count of 2. Therefore, Stage 4 should be prioritized.

[0184] It should be noted that the above method of selecting the original task stage when the importance assessment values ​​are the same is only an example. According to the actual needs of the application scenario, the earlier original task stage or the later original task stage can also be selected first, etc. This application embodiment does not make specific limitations.

[0185] Furthermore, in some cases, the importance assessment value of each original task stage can also affect the total number of target task stages. For example, an importance threshold can be set. When the importance assessment value of an original task stage is greater than the threshold, that original task stage is set as non-deletable; that is, it must be selected as the target task stage of the game task. Taking a game task as an example, if the number of original task stages with importance assessment values ​​greater than the threshold (x1) is greater than the total number of target task stages determined by the server based on operational complexity (x2), then the final number of target task stages is set to x1. This ensures the integrity of the game task's storyline and prevents the deletion of some indispensable original task stages, which could lead to logical gaps in the final generated game task.

[0186] After selecting the target task stage, in each target task stage, the plot summary information corresponding to each plot development unit is matched with the operation behavior information, thereby selecting a plot development unit in each target task stage.

[0187] For example, semantic analysis is performed on the operational behavior information to obtain the preference semantic features of the target object; for each plot development unit in the target task stage, semantic analysis is performed on the summary text contained in the plot development unit to obtain the summary semantic features of the plot development unit, and the preference evaluation value of the plot development unit is determined based on the first similarity between the preference semantic features and the summary semantic features; based on the preference evaluation values ​​corresponding to each plot development unit in the target task stage, the plot development unit that matches the operational behavior information is selected in the target task stage.

[0188] In the above, the semantic analysis process can be performed based on a trained semantic model. Assuming the preference semantic features are C = (c1, c2, ..., cn) and the summary semantic features are D = (d1, d2, ..., dn), the first similarity between the preference semantic features and the summary semantic features can be calculated using the following formula:

[0189]

[0190] The first similarity result can be mapped to the interval [0, 1]. The higher the first similarity, the higher the matching degree between the preference semantic features and the summary semantic features. The first similarity can be directly used as the preference evaluation value of the corresponding plot development unit. In each target task stage, the plot development unit with the highest preference evaluation value is selected as the plot development unit that matches the operation behavior information.

[0191] In some cases, certain plot progression units are associated with prerequisite tasks. For the original task stage containing such plot progression units, the server needs to verify whether the target has completed the prerequisite task before selecting a plot progression unit. For example, the plot summary information of a plot progression unit is "Seek advice from Zhang San". The prerequisite for executing this plot progression unit is that the target has already met the NPC Zhang San through other game tasks. Therefore, this plot progression unit is associated with a prerequisite task, and the plot progression unit can only be selected if the prerequisite task has been completed.

[0192] For example, when there is a plot progression unit in the target task stage that is associated with a prerequisite task, the plot progression units in the target task stage are traversed in descending order of preference evaluation value. For each plot progression unit, the following operations are performed: if the plot progression unit is not associated with a prerequisite task, or the task status of the prerequisite task associated with the plot progression is completed, the traversal is terminated, and the currently pointed plot progression unit is taken as the plot progression unit that matches the operation behavior information; if the plot progression unit is associated with a prerequisite task, and the task status of the prerequisite task associated with the plot progression is incomplete, the next plot progression unit is traversed.

[0193] In other words, the server starts with the plot progression unit with the highest preference evaluation value, checks whether the plot progression unit has a prerequisite task. If not, or if the prerequisite task has been completed, the plot progression unit can be selected as the plot progression unit that matches the operation behavior information. However, if the prerequisite task has not been completed, the server checks whether the plot progression unit with a slightly lower preference evaluation value has a prerequisite task. This process continues until a plot progression unit that matches the operation behavior information is selected.

[0194] It should be noted that if all story progression units in a certain initial stage of a game mission are related to prerequisite missions, and the objectives of these prerequisite missions have not been completed, the game mission should be in a state where it cannot be triggered.

[0195] Furthermore, a prerequisite task for a plot progression unit can also be another plot progression unit within the same task framework, located before that plot progression unit, such as... Figure 8The diagram illustrates a method for selecting a plot progression unit when a prerequisite task exists, as provided in an embodiment of this application. Assume a game task contains multiple target task stages, where target task stage 1 includes plot progression unit 1 and plot progression unit 2; target task stage 2 includes plot progression unit 3, plot progression unit 4, and plot progression unit 5; target task stage 3 includes plot progression unit 6, plot progression unit 7, and plot progression unit 8… The server has already selected plot progression unit 2 in target task stage 1 and plot progression unit 3 in target task stage 2; now, a selection needs to be made in target task stage 3.

[0196] In the target task phase 3, the preference evaluation value of plot development unit 6 is 9, and it is associated with a prerequisite task, which is plot development unit 1 in the target task phase 1; the preference evaluation value of plot development unit 7 is 6, and it has no prerequisite task; the preference evaluation value of plot development unit 8 is 8, and it is associated with a prerequisite task, which is plot development unit 3 in the target task phase 2.

[0197] Following the preference evaluation values ​​from largest to smallest, the server first checks the prerequisite task for plot development unit 6, namely plot development unit 1. Since plot development unit 1 and plot development unit 6 are in the same task framework, the server only needs to check whether plot development unit 1 has been selected. Since the server selected plot development unit 2 in the target task stage 1, the prerequisite condition was not met, and the server continued to check plot development unit 8.

[0198] The prerequisite task for storyline unit 8 is storyline unit 3. Since storyline unit 8 and storyline unit 3 are in the same task framework, the server needs to check whether storyline unit 3 has been selected. After confirming that storyline unit 3 has been selected in target task stage 2, the server determines that the prerequisite condition has been met, and therefore can select storyline unit 8.

[0199] Next, for each target task stage, based on the plot summary information contained in the selected plot progression unit, the corresponding plot content for that stage is generated. Since this plot progression unit is obtained by matching it with user action information, the plot content generated based on the plot summary information contained in this unit will be closer to the target audience's operating habits and play preferences. Finally, the plot content corresponding to each target task stage is linked together to form the game task.

[0200] Furthermore, during the generation of plot content corresponding to each target task stage, operational complexity can also be used to control the upper limit of the process length for each target task stage. For example, based on operational complexity, an upper limit of the process length for each task stage can be set; based on the plot summary information contained in the selected plot direction unit, plot content that conforms to operational behavior information and whose process length does not exceed the upper limit of the process length can be generated.

[0201] Operational complexity is positively correlated with the upper limit of the process length of each target task stage. Generally, the higher the operational complexity, the more proficient the server is in predicting the target object for that game task. The target object's understanding of the game task and operational status are both at a good level. Therefore, the process length of each target task stage will also be higher. The server will try its best to generate richer game content for the target object so that the target object can be better immersed in the game task and gain more sense of accomplishment through the game task, thereby improving the target object's game experience.

[0202] Conversely, the lower the operational complexity, the lower the server predicts the target audience's interest in the game task. The target audience may have insufficient understanding or difficulty in operating the game task. Therefore, the process length of each target task stage should be reduced. The server will compress the game content as much as possible, retaining only the core task information and necessary interaction logic, so that the target audience can quickly complete the game tasks they are not interested in, preventing the target audience from accumulating frustration or even developing aversion.

[0203] The mapping relationship between operational complexity and the upper limit of process length for each target task stage can be pre-defined. Under the same operational complexity, the upper limit of process length for different target task stages can be different. For example, target task stages with higher importance assessment values ​​are usually more critical and can be set with a larger upper limit of process length. Conversely, target task stages with lower importance assessment values ​​can be set with a smaller upper limit of process length.

[0204] Alternatively, a mapping relationship between the complexity of the operation and the upper limit of the length of the entire game task can be directly set; this application embodiment does not impose specific limitations.

[0205] Operational complexity can also affect the difficulty level of game tasks. Specifically, game tasks can be divided into multiple difficulty levels; for example, three levels could be high, medium, and low. When operational complexity is high, the game task's difficulty level is set to high; when operational complexity is medium, the difficulty level is set to medium; and when operational complexity is low, the difficulty level is set to low, thus reducing the operational difficulty for the target. Difficulty differences can be reflected in enemy damage, health, and number of enemies during combat, or in the stringency of certain judgment conditions, etc., but this application's embodiments do not impose specific limitations.

[0206] This application embodiment also supports pre-setting multiple branch options in the task framework. When generating a game task, the server can select at least two branch options that conform to the game task plot and match the target object's operation behavior information for the target object to choose from. The server takes the branch option selected by the target object from the at least two branch options as the target branch option. Then, among the participating objects associated with the target game, the proportion of objects that selected the target branch option is obtained in real time based on the selection of multiple branch options by each participating object. When the proportion of objects exceeds a preset proportion threshold, an extended task of the game task is generated for the target object.

[0207] In the above, each participating entity includes the target entity. The participating entities associated with the target game can typically refer to all players on the target game server.

[0208] In other words, in this embodiment of the application, the branch option selected by the target object can affect the global state of the game world, for example, as Figure 9 The diagram illustrates the generation of an extended task according to an embodiment of this application. Assume that in a game task involving rescuing villagers, players need to rescue villagers kidnapped by bandits. The branch options include rescuing the villagers by force and redeeming them by paying money. If the target player chooses to redeem the villagers, then redeeming the villagers is the target branch option. Further assuming the target branch option has a percentage threshold of 30%, after a period of time, the server calculates that the percentage of players who chose the target branch option in this game task exceeds 30% (e.g., 31%) of all players who have completed the game task. Then, a world state of "bandits rampaging" is generated for all players who chose the target branch option (including the target player), and an extended task of "fighting bandits" is generated.

[0209] The participants associated with the target game can also refer to players in different regions. For example, if the target game contains multiple regions, the server can perform statistics for each region separately. When the percentage of players who selected the target branch option in the region where the target object is located exceeds a threshold, an extended task can be generated for the players in that region who selected the target branch option. Depending on different needs, an extended task can also be generated for all players in that region who have completed the game task.

[0210] In addition to the examples described above, the branch options selected by the target object can also affect the global state of the game world by promoting alliances or conflicts between factions, or even changing the status label of an NPC by selecting different branch options. This application does not impose specific limitations on these examples. The global state of the game world can be stored on the server in the form of a state snapshot, and rollback and restoration of the global state are supported.

[0211] During the above process, the server will perform real-time statistics and aggregation analysis on the participation of all players in the game task and the selection of branch options. It can also generate behavior heatmaps, selection distribution pie charts, and game task participation rate curves to facilitate the viewing of statistical results. The statistical results are displayed in the game planning backend in the form of visual reports, providing data support for the planners to adjust game rules and optimize NPC character settings.

[0212] Typically, game missions are accompanied by corresponding mission rewards, which are distributed to players after they complete the missions. In this embodiment of the application, mission rewards can also be distributed based on player preferences.

[0213] For example, the following steps are taken: First, the item type characteristics and item level of each virtual item in the target game are obtained. The item type characteristics can be pre-configured. Second, the target item level is determined based on the operational complexity of the game task. Third, for each virtual item, if the third similarity between the comprehensive behavioral characteristics and the item type characteristics of the virtual item meets a preset similarity threshold, the virtual item is selected as a candidate virtual item. At least one candidate virtual item with an item level equal to the target item level is selected as a task reward, and this reward is distributed to the target object after the target object completes the game task. Here, operational complexity is positively correlated with the target item level.

[0214] It should be noted that item level is not an attribute that all virtual items have. Some virtual items that affect the attribute strength of the virtual character controlled by the player, or virtual items that need to be replaced as the game progresses, will have item level attributes. For example, weapons and armor usually have item level attributes, while materials and food usually do not.

[0215] In the above, in addition to first filtering candidate virtual items based on the third similarity, candidate virtual items can also be first filtered based on the item level, and then the virtual item with the highest third similarity can be selected as the task reward from the candidate virtual items, or the first M virtual items can be selected as the task reward in descending order of third similarity. This application embodiment does not make specific limitations.

[0216] The range of rewards that can be given for each game task can be defined in advance by the game planners, and then the server selects the task rewards from the range based on the third similarity and the level of the target item.

[0217] like Figure 10 The diagram illustrates a method for selecting task rewards according to an embodiment of this application. Assume the target game contains the virtual item "Broken Longsword," whose item type characteristics are "combat," "melee," etc., and its item level is 3; the virtual item "Sharp Longsword," whose item type characteristics are "combat," "melee," etc., and its item level is 6; the virtual item "Miner's Pickaxe," whose item type characteristics are "gathering," "combat," "melee," etc., and its item level is 5; the virtual item "Pitchfork," whose item type characteristics are "construction," "combat," "melee," etc., and its item level is 6; and the virtual item "Invisibility Cloak," whose item type characteristic is "stealth." The server determines a target item level based on the operational complexity of the game task, assuming it is level 6. The server then selects the task reward from virtual items with the target item level (level 6), or it can select from virtual items without an item level. Ultimately, the server selects "Sharp Longsword," "Invisibility Cloak," and "Pitchfork" as candidate virtual items.

[0218] Furthermore, the third similarity between the comprehensive behavioral characteristics and the item type characteristics of "sharp longsword", "cloak of invisibility" and "pitchfork" is calculated, and the virtual item with the highest third similarity is selected as the candidate virtual item. Assuming that the comprehensive behavioral characteristics of the target player reflect that the target player prefers stealth gameplay, the server calculates that the item type characteristic of "cloak of invisibility" has the highest third similarity with the comprehensive behavioral characteristics, and therefore selects the cloak of invisibility as the task reward.

[0219] Since the complexity of game missions does not deviate too much from the level and combat power of the virtual character controlled by the player, this ensures that the mission rewards obtained by the player are commensurate with the level and combat power of the virtual character currently controlled. This avoids novice players receiving virtual items that are too powerful for the late game, or avoiding distributing almost useless low-attribute virtual items to high-level players.

[0220] In addition, when the operation is more complex, the game task usually has a longer process and richer content. The level of virtual items in the task reward is determined according to the operation complexity, which can prevent players from spending a lot of time to complete a large task but only getting poor task rewards.

[0221] Then, for each virtual item that meets the requirements (i.e., candidate virtual items), the third similarity between the comprehensive behavioral features and the item type features is calculated. Among the candidate virtual items with a third similarity greater than or equal to a preset similarity threshold, at least one is selected as the task reward.

[0222] Alternatively, the similarity between the comprehensive characteristics of the archive and the characteristics of the prop type can be calculated, or the similarity between the comprehensive characteristics of the object and the characteristics of the prop type can be calculated. This application does not impose specific limitations on the embodiments.

[0223] Task rewards can be set in the final objective stage of a game task and distributed after the target has completed the task.

[0224] In addition, the item type characteristics of virtual items can also be associated with feature weights. The higher the feature weight, the more obvious the corresponding item type characteristics are. For example, "sharp longsword" is used as a weapon, so the feature weight of its corresponding item type characteristic "combat" can be set to 1. While "miner's pickaxe" and "pitchfork" can also be used as weapons, they are more inclined to be used for mining ores and building. Therefore, the feature weight of the item type characteristic "combat" corresponding to "miner's pickaxe" and "pitchfork" is relatively low.

[0225] For some non-consumable, reusable virtual items (such as weapons), the server also needs to avoid the duplicate distribution of the same virtual items. At the same time, it can predict the target's satisfaction with historical task rewards based on the target's usage of historical task rewards (whether it was used, the duration of use, whether it was discarded, whether it was sold, etc.), and then adjust the probability of various virtual items appearing in subsequent task rewards.

[0226] In some scenarios, task rewards are not limited to virtual items; they may also include non-item rewards such as "reputation," as well as basic rewards such as experience and gold coins. This application does not impose specific limitations on these rewards.

[0227] In summary, it is evident that during the generation of game tasks, the information on operational behaviors and the information on plot summaries determine the core direction of the task generation. In particular, among the operational behaviors, the greater the initial weight plus dynamic weight of the sub-information, the greater its influence on the core direction. For example, if the sub-information with the largest initial weight plus dynamic weight is the chivalry value, then the core direction of the game task will lean towards content related to "assistance," "solving cases," and "punishing evil and promoting good."

[0228] In this embodiment, the generation of plot content corresponding to each target task stage can be based on a large language model, making the game task objectives consistent with the player's profile and operational behavior information. For example, the task objective for a player who prefers gathering may include "gathering a specified item," while the task objective for a player who prefers combat may include "defeating a specified target." At the same time, the world view setting, faction rules, NPC backstory, and other content of the target game are input into the large language model to make the generated plot content consistent with the background setting of the target game. Furthermore, some hard rules can be pre-set through a game rule engine, such as the plot content must not violate the NPC's character setting information, the righteous faction cannot accept tasks that violate chivalry, and all difficulty levels of game tasks should be consistent with the player's combat power and level, and cannot deviate significantly, etc.

[0229] This application embodiment also includes a plot content verification and optimization method. The server performs rule verification (i.e., whether the plot content conforms to the above rules), difficulty verification (i.e., whether the task difficulty matches the player's combat power and level), and uniqueness verification (to prevent the generation of game tasks with identical plot content for the same player) on the plot content corresponding to each target task stage. If any verification fails, the plot content will be regenerated directly. The plot content generated by the large language model can also be further polished to ensure that the task description is concise and conforms to the consistent game text style of the target game. At the same time, the game task text is segmented to ensure that each segment is of appropriate length and can be adapted to the game UI display.

[0230] The final generated game task can be cached in an in-memory database, with a validity period equal to the total duration of the N most recent interactions between the target object and the NPC who issued the task (N can be set according to actual needs). This prevents the server from repeatedly generating similar game tasks when the target object accepts a new game task from the NPC.

[0231] Finally, based on the network communication protocol of the client game server, the generated game tasks are sent to the terminal device controlled by the target object in real time, and the terminal device is displayed in the NPC's interactive UI.

[0232] Game tasks also support local caching on the terminal device. If the target object encounters network fluctuations, the issued game tasks can be viewed directly on the local client, and then synchronized to the server after the network is restored.

[0233] In summary, in this embodiment, the game task generation system links multiple systems, such as the identity development system, reputation system, faction system, and virtual item system. This allows the target to update information data in these systems after completing the game task. For example, the target can update combat power and level in the identity development system through the profile information update interface; update chivalry value in the reputation system through the reputation value change interface; update faction relationships (such as alliance or confrontation) in the faction system through the faction relationship change interface; and distribute task rewards to the target through the item distribution interface.

[0234] In addition, all information and data that changes during the entire game task generation process, such as the completion status of the target's game task, changed operational behavior information (such as changes in chivalry value), NPC character setting information (such as changes in plot tags and status tags), and global state changes in the game world (such as the completion status of regional game tasks), will be collected and fed back to the data collection layer. The data update method can adopt incremental updates to reduce the update pressure on the server; real-time incremental updates can be used for operational behavior information, and triggered incremental updates can be used for NPC plot tags and status tags; windowed incremental updates can be used for global state changes in the game world, for example, fed back every five minutes.

[0235] For reverted data, the server can use consistency checks to avoid dirty or duplicate data during the data update process, ensuring the accuracy of subsequent feature extraction and game task generation.

[0236] Information data can be stored using a two-tiered storage model of caching and persistence. Data with high real-time requirements can be stored in an in-memory database, while long-term data (such as players' historical operation behavior information) can be stored in MySQL, all in JSON format.

[0237] like Figure 11 The diagram shown is an overall architecture diagram of a solution provided in an embodiment of this application. The game task generation method proposed in this embodiment can be mainly divided into a four-layer architecture, including a data acquisition layer, a feature modeling layer, a task generation layer, and a linkage feedback layer.

[0238] The data acquisition layer is mainly responsible for data collection, management, and storage. Specifically, it can include capturing player action behavior information, managing NPC character setting information, and aggregating branch choice data of all players across the server.

[0239] The feature modeling layer is mainly used to extract and store features from various data collected by the data acquisition layer, and can also adjust dynamic weights.

[0240] The task generation layer is responsible for calculating the behavior matching degree and determining the operation complexity based on the various features generated by the feature modeling layer. Then, it generates game tasks based on the operation complexity and operation behavior information. It can also select task rewards that match player preferences, and verify the rationality of the plot content, etc.

[0241] The linkage feedback layer can link various systems based on the generated game tasks and the players' completion status of the game tasks. For example, it can update the players' operation behavior information, update the global status of the game world, and issue task rewards. At the same time, updated data can be fed back to the data acquisition layer for further analysis, storage and processing.

[0242] In summary, in the relevant technologies, for the same game task, each player performs the exact same task content, and even if the game task has branching options, the specific branch option chosen by the player will not have any impact on the global state of the game world, which makes the game's immersion and interactivity poor.

[0243] To address this issue, embodiments of this application capture player action information, analyze player preferences for different gameplay styles, and then generate personalized game tasks for different players, thereby increasing the diversity of game tasks and solving the problem of homogenization of game tasks.

[0244] Simultaneously, the complexity of game tasks is set based on whether the operational behavior information matches the NPC's character setting information. If the matching degree is low, it indicates that the player does not understand the game task well or has difficulty operating it. In this case, the game content is compressed, retaining only the core task information and necessary interaction logic to reduce the player's operational difficulty and cognitive load, and avoid a poor player experience. Conversely, if the matching degree is high, it indicates that the target audience's understanding of the game task and their operational status are at a good level. In this case, increasing the content richness can allow the target audience to experience the game content more immersively and obtain better game feedback.

[0245] Furthermore, in this embodiment, the branch options selected by the player in the game task can affect the global state of the game world, so that the player's choice has a long-term impact on the game and enhances the game immersion.

[0246] See Figure 12 The diagram shown is an interaction sequence diagram for generating game tasks. The specific implementation process of this method is as follows:

[0247] The game screen is displayed on the terminal device. Assume that the target is currently accepting a game quest from the blacksmith NPC. The background of the game quest is: Recently, an unidentified person came to the blacksmith and ordered a batch of weapons at a high price. The blacksmith wants to accept the order but lacks the materials to forge the weapons. However, he is also afraid that the other party is a bad person and he will be implicated.

[0248] Assume the target's behavioral information includes (assuming numerical values ​​have been normalized): Righteousness 0.8; Combat Power 0.9; Detection Ability 0.6; Combat Style: Ranged 0.9, Melee 0.7, Stealth 0.5; Gathering Preference 0.3. The game's mission framework will follow this approach. Figure 4 The assumptions made in this context will not be elaborated upon here.

[0249] After the target device accepts the task, the terminal device sends a game task generation request to the server, and the server executes the following steps:

[0250] Step 1201: The server calculates the behavior matching degree.

[0251] Specifically, the server obtains the target object's operation behavior information and the blacksmith NPC's character setting information. Then, it extracts features from multiple sub-information of the operation behavior information to obtain the behavior sub-features corresponding to each sub-information. It also extracts features from the character setting information to obtain the setting features corresponding to the character setting information. Then, it performs weighted fusion of multiple behavior sub-features based on initial weights and dynamic weights to obtain comprehensive behavior features. Finally, it uses the second similarity between the setting features and the comprehensive behavior features as the behavior matching degree.

[0252] Assume the behavioral matching score is a high value of 0.9.

[0253] Step 1202: The server determines the complexity of the operation.

[0254] Because the behavior matching degree is very high, the server outputs a high operation complexity.

[0255] Step 1203: The server determines the total number of target task stages.

[0256] Based on the mapping relationship between operational complexity and the total number of target task stages, we assume that the total number of target task stages is determined to be 4; that is, all original task stages need to be retained. Simultaneously, the upper limit of the process length for each target task stage can be determined based on operational complexity.

[0257] Step 1204: The server selects the storyline direction unit.

[0258] In each of the four target task phases, the server selected the plot progression unit that best matched the plot summary information and the operational behavior information. Since the target character preferred combat and had a high chivalry value, the server ultimately selected the following plot progression unit: investigate the true identity of the person who ordered the weapon → after inquiring with multiple people, learn that the mysterious person is a gang of bandits → defeat the bandits → return to the blacksmith and reveal the mysterious person's identity.

[0259] In addition, for story progression units with prerequisite tasks, it is also necessary to check whether the prerequisite tasks have been completed; if the prerequisite tasks and the story progression unit belong to the same task framework, it is necessary to ensure that the prerequisite tasks have been selected.

[0260] Step 1205: The server generates the plot content corresponding to each plot progression unit.

[0261] For each selected storyline segment, based on the story summary information and the target's preferred ranged combat behavior information, story content that matches their preferences and does not exceed the maximum length limit is generated.

[0262] Step 1206: The server generates task rewards.

[0263] The server selects the task reward based on the complexity of the game task and the third similarity between the comprehensive characteristics of behavior and the characteristics of item type. For example, the task reward could be a higher quality bow or a time potion that slows down the flow of time when aiming at the bow.

[0264] By combining the plot content corresponding to each storyline segment with the task rewards of the game missions, you can obtain the complete game mission, which can then be sent to the terminal device for display.

[0265] Based on the same inventive concept, embodiments of this application also provide a device for generating game tasks. For example... Figure 13 As shown, this is a schematic diagram of the structure of the game task generation device 130, which may include:

[0266] The first acquisition module 1301 is used to acquire the operation behavior information generated by the target object in the target game. The operation behavior information is used to describe the target object's preference for different game tasks.

[0267] The second acquisition module 1302 is used to acquire the character setting information of the non-player character specified by the target object. The character setting information is used to describe the inherent attributes and behavioral basis of the non-player character in the target game.

[0268] The determination module 1303 is used to determine the task framework of the game task assigned to the target object by the non-player character. The task framework is used to set multiple plot directions of the game task.

[0269] The third acquisition module 1304 is used to obtain the operational complexity of the game task based on the behavioral matching degree between the operational behavior information and the character setting information; the operational complexity is used to limit the content richness of the game task.

[0270] The generation module 1305 is used to generate game tasks that conform to the operation behavior information under the task framework based on the operation behavior information and operation complexity.

[0271] Optionally, the mission framework contains multiple initial mission phases, each initial mission phase contains multiple plot progression units, and each plot progression unit contains a plot summary information used to describe the initial mission phase.

[0272] Module 1305 is specifically used for:

[0273] Based on the operational complexity and the pre-defined importance assessment values ​​for each of the multiple original task stages, at least one original task stage is selected as the target task stage from among the multiple original task stages. The operational complexity is positively correlated with the total number of target task stages.

[0274] For each target task stage, among the multiple plot development units contained in the target task stage, select the plot development unit whose plot summary information matches the operation behavior information, and generate plot content that matches the operation behavior information based on the plot summary information contained in the selected plot development unit.

[0275] The game missions are created by connecting the story content corresponding to each objective task stage.

[0276] Optionally, the device also includes:

[0277] Module 1306 is used to set the upper limit of the process length for each task stage based on the operation complexity; the operation complexity is positively correlated with the upper limit of the process length for each task stage.

[0278] Module 1305 is specifically used for:

[0279] Based on the plot summary information contained in the selected plot direction unit, plot content that conforms to the operation behavior information and whose process length does not exceed the maximum process length limit is generated.

[0280] Optionally, the generation module 1305 is specifically used for:

[0281] Semantic analysis of operational behavior information yields the target object's preference semantic features;

[0282] For each plot development unit in the target task phase, semantic analysis is performed on the summary text contained in the plot development unit to obtain the summary semantic features of the plot development unit, and the preference evaluation value of the plot development unit is determined based on the first similarity between the preference semantic features and the summary semantic features.

[0283] Based on the preference evaluation values ​​of each plot development unit in the target task phase, the plot development unit that matches the operational behavior information is selected in the target task phase.

[0284] Optionally, the third acquisition module 1304 is also used to acquire the behavior matching degree in the following manner:

[0285] The system retrieves multiple sub-information of behavior from the operational behavior information; each sub-information describes the target object's preference for different game tasks under a preset dimension.

[0286] For each behavior sub-information, whenever the preset update conditions are met, the dynamic weight of the behavior sub-information is updated based on the degree of influence of the behavior sub-information on the task completion status within a specified historical period.

[0287] Based on the latest dynamic weights of each of the multiple behavioral sub-information, the multiple behavioral sub-information are weighted and fused, and the behavioral matching degree is obtained based on the weighted fusion result and the role setting information.

[0288] Optionally, the third acquisition module 1304 is specifically used for:

[0289] Feature extraction is performed on multiple behavioral sub-informations to obtain behavioral sub-features corresponding to each behavioral sub-information; and feature extraction is performed on character setting information to obtain setting features corresponding to character setting information.

[0290] Based on the latest dynamic weights of each of the multiple behavioral sub-informations, the behavioral sub-features of each of the multiple behavioral sub-informations are weighted and fused to obtain the comprehensive behavioral features.

[0291] The behavior matching degree is obtained based on the second similarity between the set features and the comprehensive behavioral features.

[0292] Optionally, the third acquisition module 1304 is also used for:

[0293] Obtain the initial weight for each behavioral sub-information;

[0294] The third acquisition module 1304 is specifically used for:

[0295] For each behavioral sub-information, the initial weight and dynamic weight of the behavioral sub-information are fused to obtain the target weight of the behavioral sub-information;

[0296] Based on the target weights of each of the multiple behavioral sub-informations, the multiple behavioral sub-informations are weighted and fused.

[0297] Optionally, the device also includes:

[0298] The distribution module 1307 is used to obtain the item type characteristics and item level of each virtual item in the target game after generating a game task that conforms to the operation behavior information;

[0299] The level of the target item is determined based on the operational complexity of the game task; the operational complexity is positively correlated with the level of the target item.

[0300] For each virtual item, when the third similarity between the comprehensive behavioral feature and the item type feature of the virtual item meets the preset similarity threshold, the virtual item is selected as a candidate virtual item.

[0301] At least one candidate virtual item of the same level as the target item will be given as a task reward, and the task reward will be distributed to the target after the target completes the game task.

[0302] Optionally, the task framework includes multiple preset branch options; the game task includes at least two branch options selected from multiple branch options based on operation behavior information.

[0303] The device also includes:

[0304] Extension module 1308 is used to, after generating a game task that conforms to the operation behavior information, take the branch option selected by the target object from at least two branch options as the target branch option;

[0305] Among the participating objects associated with the target game, based on the selection of multiple branch options by each participating object, the percentage of objects that selected the target branch option is obtained in real time. When the percentage of objects exceeds a preset percentage threshold, an extended task of the game task is generated for the target object; each participating object includes the target object.

[0306] Optionally, the generation module 1305 is specifically used for:

[0307] When there are story progression units in the target task phase that are related to prerequisite tasks, traverse each story progression unit in the target task phase in descending order of preference evaluation value. For each story progression unit traversed, perform the following operations:

[0308] If a plot progression unit is not associated with a preceding task, or if the preceding task associated with the plot progression unit is in a completed state, then the traversal will terminate, and the currently pointed plot progression unit will be used as the plot progression unit that matches the operation behavior information.

[0309] If a plot progression unit is related to a prerequisite task, and the prerequisite task is incomplete, then continue to traverse the next plot progression unit.

[0310] Optionally, the first acquisition module 1301 is also used for:

[0311] Obtain the profile information of the virtual character controlled by the target object in the target game; the profile information is used to represent the identity and level of the virtual character;

[0312] The third acquisition module 1304 is specifically used for:

[0313] The operational complexity of a game task is determined by the degree of behavioral matching between operational behavior information and character setting information, combined with the degree of identity matching between profile information and character setting information.

[0314] For ease of description, the above sections are divided into modules (or units) according to their functions and described separately. Of course, when implementing the embodiments of this application, the functions of each module (or unit) can be implemented in one or more software or hardware.

[0315] In the embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0316] After introducing the game task generation method and apparatus according to the exemplary embodiments of the present application, the electronic device according to another exemplary embodiment of the present application will be introduced next.

[0317] Those skilled in the art will understand that various aspects of the embodiments of this application can be implemented as a system, method, or program product. Therefore, various aspects of the embodiments of this application can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which can be collectively referred to herein as a "circuit," "module," or "system."

[0318] Based on the same inventive concept as the above-described method embodiments, this application also provides an electronic device. In one embodiment, the electronic device may be a server, such as... Figure 1 The server 120 is shown. In this embodiment, the structure of the electronic device can be as follows: Figure 14As shown, it includes a memory 1401, a communication module 1403, and one or more processors 1402.

[0319] The memory 1401 is used to store computer programs executed by the processor 1402. The memory 1401 may mainly include a program storage area and a data storage area. The program storage area may store the operating system and programs required to run instant messaging functions, etc.; the data storage area may store various instant messaging information and operation instruction sets, etc.

[0320] Memory 1401 may be volatile memory, such as random-access memory (RAM); memory 1401 may also be non-volatile memory, such as read-only memory, flash memory, hard disk drive (HDD), or solid-state drive (SSD); or memory 1401 may be any other medium capable of carrying or storing a desired computer program having the form of instructions or data structures and accessible by a computer, but is not limited thereto. Memory 1401 may be a combination of the above-described memories.

[0321] Processor 1402 may include one or more central processing units (CPUs) or digital processing units, etc. Processor 1402 is used to implement the above-mentioned method for generating game tasks when calling computer programs stored in memory 1401.

[0322] The communication module 1403 is used to communicate with terminal devices and other servers.

[0323] This application embodiment does not limit the specific connection medium between the memory 1401, communication module 1403, and processor 1402. This application embodiment... Figure 14 The memory 1401 and the processor 1402 are connected via a bus 1404, and the bus 1404 is in Figure 14 The diagram uses thick lines to describe the connections between other components; these are for illustrative purposes only and should not be considered limiting. The 1404 bus can be divided into address bus, data bus, control bus, etc. For ease of description, Figure 14 It is described using only a thick line, but does not indicate that there is only one bus or one type of bus.

[0324] The memory 1401 stores a computer storage medium, which stores computer-executable instructions for implementing the game task generation method of this application embodiment. The processor 1402 is used to execute the above-described game task generation method, such as... Figure 2 As shown.

[0325] In another embodiment, the electronic device may also be other electronic devices, such as... Figure 1 The terminal device 110 is shown. In this embodiment, the electronic device can be structured as follows: Figure 15 As shown, it includes components such as: communication component 1510, memory 1520, display unit 1530, camera 1540, sensor 1550, audio circuit 1560, Bluetooth module 1570, processor 1580, etc.

[0326] The communication component 1510 is used to communicate with the server. In some embodiments, it may include a Circuit-Wireless Fidelity (WiFi) module, which is a short-range wireless transmission technology. Electronic devices can use the WiFi module to help objects (such as users) send and receive information.

[0327] The memory 1520 can be used to store software programs and data. The processor 1580 executes various functions of the terminal device 110 and performs data processing by running the software programs or data stored in the memory 1520. The memory 1520 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device. The memory 1520 stores an operating system that enables the terminal device 110 to run. In this embodiment, the memory 1520 may store the operating system and various applications, and may also store a computer program that executes the game task generation method of this embodiment.

[0328] The display unit 1530 can also be used to display information input by an object or information provided to an object, as well as a graphical user interface (GUI) of various menus of the terminal device 110. Specifically, the display unit 1530 may include a display screen 1532 disposed on the front of the terminal device 110. The display screen 1532 may be configured as a liquid crystal display, a light-emitting diode, or the like. The display unit 1530 can be used to display game interfaces, etc., as described in this application embodiment.

[0329] The display unit 1530 can also be used to receive input digital or character information and generate signal inputs related to object settings and function control of the terminal device 110. Specifically, the display unit 1530 may include a touch screen 1531 disposed on the front of the terminal device 110, which can collect touch operations on or near the object, such as clicking a button, dragging a scroll bar, etc.

[0330] The touchscreen 1531 can be placed on top of the display screen 1532, or the touchscreen 1531 and the display screen 1532 can be integrated to realize the input and output functions of the terminal device 110. After integration, it can be referred to as a touch display screen. In this embodiment, the display unit 1530 can display the application and the corresponding operation steps.

[0331] Camera 1540 can be used to capture still images, and objects can publish images captured by camera 1540 through an application. There can be one or multiple cameras 1540. An optical image of an object is generated through a lens and projected onto a photosensitive element. The photosensitive element can be a charge-coupled device (CCD) or a complementary metal-oxide-semiconductor (CMOS) phototransistor. The photosensitive element converts the light signal into an electrical signal, which is then transmitted to processor 1580 to be converted into a digital image signal.

[0332] The terminal device may also include at least one sensor 1550, such as an accelerometer 1551, a proximity sensor 1552, a fingerprint sensor 1553, and a temperature sensor 1554. The terminal device may also be equipped with other sensors such as a gyroscope, barometer, hygrometer, thermometer, infrared sensor, light sensor, and motion sensor.

[0333] Audio circuitry 1560, speaker 1561, and microphone 1562 provide an audio interface between the device and terminal device 110. Audio circuitry 1560 converts received audio data into electrical signals, which are then transmitted to speaker 1561, where they are converted into sound signals for output. Terminal device 110 may also be equipped with volume buttons for adjusting the volume of the sound signal. Conversely, microphone 1562 converts collected sound signals into electrical signals, which are then received by audio circuitry 1560, converted back into audio data, and output to communication component 1510 for transmission to, for example, another terminal device 110, or to memory 1520 for further processing.

[0334] The Bluetooth module 1570 is used to interact with other Bluetooth devices that also have a Bluetooth module via the Bluetooth protocol. For example, a terminal device can establish a Bluetooth connection with a wearable electronic device (such as a smartwatch) that also has a Bluetooth module through the Bluetooth module 1570, thereby exchanging data.

[0335] The processor 1580 is the control center of the terminal device, connecting various parts of the terminal through various interfaces and lines. It executes various functions and processes data by running or executing software programs stored in the memory 1520 and calling data stored in the memory 1520. In some embodiments, the processor 1580 may include one or more processing units; the processor 1580 may also integrate an application processor and a baseband processor, wherein the application processor mainly handles the operating system, user interface, and applications, and the baseband processor mainly handles wireless communication. It is understood that the baseband processor may not be integrated into the processor 1580. In this embodiment, the processor 1580 can run the operating system, applications, user interface display and touch response, and the game task generation method of this embodiment. Furthermore, the processor 1580 is coupled to the display unit 1530.

[0336] In some possible implementations, various aspects of the game task generation method provided in this application embodiment can also be implemented in the form of a program product, which includes a computer program. When the program product is run on an electronic device, the computer program is used to cause the electronic device to perform the steps in the game task generation method according to the various exemplary embodiments of this application described above. For example, the electronic device can perform actions such as... Figure 2 The steps are shown in the figure.

[0337] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0338] The program product of the embodiments of this application can be a portable compact disc read-only memory (CD-ROM) and include a computer program, and can run on an electronic device. However, the program product of the embodiments of this application is not limited thereto. In this document, the readable storage medium can be any tangible medium that contains or stores a program that can be used by or in conjunction with a command execution system, apparatus, or device.

[0339] A readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, carrying a readable computer program. This propagated data signal may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting a program for use by or in conjunction with a command execution system, apparatus, or device.

[0340] Computer programs contained on readable media may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.

[0341] Computer programs for performing the operations of the embodiments of this application can be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java and C++, and conventional procedural programming languages ​​such as C or similar languages. The computer program can execute entirely on the target electronic device, partially on the target electronic device, as a standalone software package, partially on the target electronic device and partially on a remote electronic device, or entirely on a remote electronic device or server. In cases involving remote electronic devices, the remote electronic device can be connected to the target electronic device via any type of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external electronic device (e.g., via the Internet using an Internet service provider).

[0342] It should be noted that although several units or sub-units of the device have been mentioned in the detailed description above, this division is merely exemplary and not mandatory. In fact, according to the embodiments of this application, the features and functions of two or more units described above can be embodied in one unit. Conversely, the features and functions of one unit described above can be further divided and embodied by multiple units.

[0343] Furthermore, although the operations of the methods of the embodiments of this application are described in a specific order in the accompanying drawings, this does not require or imply that these operations must be performed in that specific order, or that all the operations shown must be performed to achieve the desired result. Additionally or alternatively, certain steps may be omitted, multiple steps may be combined into one step, and / or one step may be broken down into multiple steps.

[0344] Those skilled in the art will understand that embodiments of this application can be provided as methods, systems, or computer program products. Therefore, embodiments of this application can take the form of entirely hardware embodiments, entirely software embodiments, or embodiments combining software and hardware aspects. Furthermore, embodiments of this application can take the form of computer program products implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable computer programs.

[0345] This application describes embodiments of methods, apparatus (systems), and computer program products according to embodiments of this application with reference to flowchart illustrations and / or block diagrams. It should be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, special-purpose computer, embedded processor, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, generate instructions for implementing the flowchart illustrations. Figure 1 One or more processes and / or boxes Figure 1 A device that provides the functions specified in one or more boxes.

[0346] These computer program commands may also be stored in a computer-readable storage medium that can direct a computer or other programmable data processing device to function in a particular manner, such that the commands stored in the computer-readable storage medium produce an article of manufacture including command means, which are implemented in a process Figure 1 One or more processes and / or boxes Figure 1 The function specified in one or more boxes.

[0347] These computer program commands can also be loaded onto a computer or other programmable data processing equipment to cause a series of operational steps to be performed on the computer or other programmable equipment to produce a computer-implemented process, thereby providing the commands executed on the computer or other programmable equipment for implementing the process. Figure 1 One or more processes and / or boxes Figure 1 The steps of the function specified in one or more boxes.

[0348] Although preferred embodiments of the present application have been described, those skilled in the art, upon learning the basic inventive concept, can make other changes and modifications to these embodiments. Therefore, the appended claims are intended to be interpreted as including the preferred embodiments as well as all changes and modifications falling within the scope of the embodiments of the present application.

[0349] Obviously, those skilled in the art can make various modifications and variations to the embodiments of this application without departing from the spirit and scope of the embodiments of this application. Therefore, if these modifications and variations to the embodiments of this application fall within the scope of the claims of the embodiments of this application and their equivalents, then the embodiments of this application are also intended to include these modifications and variations.

Claims

1. A method for generating game quests, characterized in that, The method includes: Obtain operational behavior information generated by the target object in the target game, wherein the operational behavior information is used to describe: the target object's preference for execution methods for different game tasks; Obtain the character setting information of the non-player character specified by the target object. The character setting information is used to describe the inherent attributes and behavioral basis of the non-player character in the target game. A task framework is determined for the game task assigned to the target object by the non-player character. The task framework is used to set multiple plot directions of the game task. The task framework includes multiple original task stages, each original task stage includes multiple plot direction units, and each plot direction unit includes a plot summary information for describing the original task stage. The operational complexity of the game task is obtained based on the behavioral matching degree between the operational behavior information and the character setting information; the operational complexity is used to limit the content richness of the game task. Based on the operational complexity and the preset importance evaluation values ​​for the plurality of original task stages, at least one original task stage is selected as the target task stage from the plurality of original task stages, and the operational complexity is positively correlated with the total number of target task stages. For each target task stage, among the multiple plot development units included in the target task stage, the plot development unit whose plot summary information matches the operation behavior information is selected, and plot content that conforms to the operation behavior information is generated based on the plot summary information contained in the selected plot development unit. The game mission is obtained by connecting the story content corresponding to each objective mission stage.

2. The method as described in claim 1, characterized in that, The method further includes: Based on the operational complexity, an upper limit for the process length of each task stage is set; the operational complexity is positively correlated with the upper limit for the process length of each task stage. The process of generating plot content that conforms to the operation behavior information based on the plot summary information contained in the selected plot direction unit includes: Based on the plot summary information contained in the selected plot direction unit, plot content that conforms to the operation behavior information and whose process length does not exceed the upper limit of the process length is generated.

3. The method as described in claim 2, characterized in that, The step of selecting the plot progression unit whose plot summary information matches the operation behavior information from among the multiple plot progression units included in the target task phase includes: Semantic analysis is performed on the operational behavior information to obtain the preference semantic features of the target object; For each plot development unit in the target task stage, semantic analysis is performed on the summary text contained in the plot development unit to obtain the summary semantic features of the plot development unit, and the preference evaluation value of the plot development unit is determined based on the first similarity between the preference semantic features and the summary semantic features. Based on the preference evaluation values ​​corresponding to each plot development unit in the target task stage, a plot development unit that matches the operation behavior information is selected in the target task stage.

4. The method according to any one of claims 1 to 3, characterized in that, The behavioral matching degree is obtained in the following way: Obtain multiple sub-information of behavior contained in the operation behavior information; each sub-information of behavior is used to describe the target object's preference for execution methods for different game tasks under a preset dimension; For each behavioral sub-information, whenever a preset update condition is met, the dynamic weight of the behavioral sub-information is updated based on the degree of influence of the behavioral sub-information on the task completion status within a specified historical period. Based on the latest dynamic weights of each of the multiple behavioral sub-information, the multiple behavioral sub-information are weighted and fused, and the behavioral matching degree is obtained based on the weighted fusion result and the role setting information.

5. The method as described in claim 4, characterized in that, The step of weightedly fusing the multiple behavioral sub-information based on their latest dynamic weights, and obtaining the behavior matching degree based on the weighted fusion result and the role setting information, includes: Feature extraction is performed on the plurality of behavioral sub-informations to obtain behavioral sub-features corresponding to each of the plurality of behavioral sub-informations; and feature extraction is performed on the role setting information to obtain setting features corresponding to the role setting information. Based on the latest dynamic weights of each of the multiple behavioral sub-informations, the behavioral sub-features of each of the multiple behavioral sub-informations are weighted and fused to obtain the comprehensive behavioral features. The behavior matching degree is obtained based on the second similarity between the set features and the comprehensive behavior features.

6. The method as described in claim 5, characterized in that, The method further includes: Obtain the initial weight for each behavioral sub-information; The weighted fusion of the multiple behavioral sub-information based on their latest dynamic weights includes: For each behavioral sub-information, the initial weight of the behavioral sub-information and the dynamic weight of the behavioral sub-information are fused to obtain the target weight of the behavioral sub-information; Based on the target weights of the multiple behavioral sub-information, the multiple behavioral sub-information are weighted and fused.

7. The method as described in claim 5, characterized in that, After linking the story content corresponding to each target task stage to obtain the game task, the method further includes: Obtain the item type characteristics and item level of each virtual item in the target game; The target item level is determined based on the operational complexity of the game task; the operational complexity is positively correlated with the target item level. For each virtual item, when the third similarity between the comprehensive behavioral feature and the item type feature of the virtual item meets a preset similarity threshold, the virtual item is selected as a candidate virtual item. At least one candidate virtual item of the same level as the target item is used as a task reward, and the task reward is distributed to the target object after the target object completes the game task.

8. The method according to any one of claims 1 to 3, characterized in that, The task framework includes multiple preset branch options; the game task includes: at least two branch options selected from the multiple branch options based on the operation behavior information; After linking the story content corresponding to each target task stage to obtain the game task, the method further includes: The branch option selected by the target object from the at least two branch options shall be taken as the target branch option; Among the participating objects associated with the target game, based on the selection of each participating object for the multiple branch options, the percentage of objects that selected the target branch option is obtained in real time. When the percentage of objects exceeds a preset percentage threshold, an extended task of the game task is generated for the target object; each participating object includes the target object.

9. The method as described in claim 3, characterized in that, The step of selecting the plot development unit that matches the operation behavior information in the target task stage, based on the preference evaluation value corresponding to each plot development unit in the target task stage, includes: When there are plot progression units in the target task stage that are related to previous tasks, the plot progression units in the target task stage are traversed in descending order of preference evaluation values. For each plot progression unit traversed, the following operations are performed: If the plot progression unit is not associated with a preceding task, or if the preceding task associated with the plot progression unit is in a completed state, then the traversal is terminated, and the currently pointed plot progression unit is taken as the plot progression unit that matches the operation behavior information. If the plot progression unit is associated with a preceding task, and the task status of the preceding task associated with the plot progression unit is incomplete, then continue traversing the next plot progression unit.

10. The method according to any one of claims 1 to 3, characterized in that, The method further includes: Obtain the profile information of the virtual character controlled by the target object in the target game; the profile information is used to represent the identity and level of the virtual character; The step of obtaining the operational complexity of the game task based on the behavioral matching degree between the operational behavior information and the character setting information includes: The operational complexity of the game task is obtained by combining the behavioral matching degree between the operational behavior information and the character setting information with the identity matching degree between the profile information and the character setting information.

11. A device for generating game quests, characterized in that, include: The first acquisition module is used to acquire the operation behavior information generated by the target object in the target game, and the operation behavior information is used to describe the target object's preference for the execution method of different game tasks; The second acquisition module is used to acquire the character setting information of the non-player character specified by the target object. The character setting information is used to describe the inherent attributes and behavioral basis of the non-player character in the target game. The determination module is used to determine the task framework of the game task assigned by the non-player character to the target object. The task framework is used to set multiple plot directions of the game task. The task framework includes multiple original task stages, each original task stage includes multiple plot direction units, and each plot direction unit includes a plot summary information for describing the original task stage. The third acquisition module is used to obtain the operational complexity of the game task based on the behavioral matching degree between the operational behavior information and the character setting information; the operational complexity is used to limit the content richness of the game task. The generation module is used to select at least one original task stage as a target task stage based on the operational complexity and the preset importance evaluation values ​​for each of the multiple original task stages, wherein the operational complexity is positively correlated with the total number of target task stages; for each target task stage, among the multiple plot development units contained in the target task stage, a plot development unit whose plot summary information matches the operational behavior information is selected, and plot content that conforms to the operational behavior information is generated based on the plot summary information contained in the selected plot development unit; the plot content corresponding to each target task stage is concatenated to obtain the game task.

12. An electronic device, characterized in that, It includes a processor and a memory, wherein the memory stores a computer program that, when executed by the processor, causes the processor to perform the steps of any of the methods described in claims 1 to 10.

13. A computer-readable storage medium, characterized in that, It includes a computer program that, when run on an electronic device, causes the electronic device to perform the steps of any of the methods described in claims 1 to 10.

14. A computer program product, characterized in that, The method includes a computer program stored in a computer-readable storage medium; when a processor of an electronic device reads the computer program from the computer-readable storage medium, the processor executes the computer program, causing the electronic device to perform the steps of any one of claims 1 to 10.

Citation Information

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