Game running method and device, equipment and storage medium
By dynamically generating game vocabulary and adaptively adjusting prompts and answers, the rigidity caused by fixed prompts in vocabulary association games is solved, thereby improving the game's flexibility and playability and enhancing players' logical reasoning abilities.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- 安徽三七极光网络科技有限公司
- Filing Date
- 2026-04-03
- Publication Date
- 2026-06-02
AI Technical Summary
In the single-player mode of existing word association games, the fixed words and prompts limit the player's ability to think creatively, resulting in low game flexibility and playability.
Game vocabulary is dynamically generated based on player profiles, and the answers to prompts are adaptively adjusted based on the prompts entered by players. The relevance of prompts is determined by using an attribute knowledge tree to generate flexible prompts.
It improves the game's flexibility and playability, enhances the mental training effect for players, and makes the game's hint mechanism more varied, adapting to the different thinking characteristics of players.
Smart Images

Figure CN122124451A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and in particular to a game running method, apparatus, device and storage medium. Background Technology
[0002] Word association games are designed for multiplayer team play. The core gameplay involves each player being assigned a target word. Players obtain clues related to the target word through a question-and-answer session, then use these clues to associate words and deduce the correct word using logic. With advancements in game and device technology, word association games have been designed as terminal games, allowing multiple players to connect online using devices like mobile phones. Furthermore, single-player modes have been developed for terminal games, enabling individual players to experience the game without interaction with others.
[0003] In existing technologies, online word association games typically feature multiple fixed levels in single-player mode. Each level pre-sets a target word and a hint, guiding the player to deduce the final target word. While single-player mode provides a unique gaming experience, the fixed words and hints in each level limit players' word association and logical reasoning to a narrow scope, restricting their creative thinking. Therefore, the fixed words and hints result in a rigid game mechanism, leading to low flexibility and replayability. Summary of the Invention
[0004] This application provides a game operation method, device, equipment, and storage medium to dynamically generate game vocabulary based on player profiles and adaptively generate corresponding prompt answers based on player-input prompt questions. The game can adapt and adjust prompt words and vocabulary to suit the player's flexible word association and logical reasoning thinking. The game's prompt mechanism is more flexible and varied, solving the problem of existing games rigidly outputting fixed prompt words and vocabulary, and improving the game's flexibility and playability.
[0005] Firstly, this application provides a method for running a game, including: In response to the game launch operation, the target words are selected from the game's vocabulary database based on the player's profile as the target answer for this round of the game; The first prompt word is generated based on the basic attribute words of the target answer and displayed on the game interface, which includes a question window and an answer window. The system retrieves the prompt question received from the question window, generates a corresponding prompt answer based on the characteristic attribute words of the prompt question and the target answer, and displays it on the game interface. Obtain the game answer received from the answer window, and determine whether to continue the game in this round based on the game answer and the target answer.
[0006] Secondly, this application provides a game running device, comprising: The target answer determination module is configured to respond to the game launch operation by selecting target words from the game vocabulary as the target answer for this round of the game based on the player profile of the game player; The first prompt display module is configured to generate a first prompt word based on the basic attribute words of the target answer and display it on the game interface, which includes a question window and an answer window. The second prompt display module is configured to acquire the prompt question received by the question window, generate a corresponding prompt answer based on the characteristic attribute words of the prompt question and the target answer, and display it on the game interface; The game execution judgment module is configured to obtain the game answer received by the answer window, and determine whether to continue the game in this round based on the game answer and the target answer.
[0007] Thirdly, this application provides a game running device, comprising: One or more processors; A memory that stores one or more programs, which, when executed by one or more processors, cause the one or more processors to implement the game running method as described in the first aspect.
[0008] Fourthly, this application provides a storage medium containing computer-executable instructions, which, when executed by a computer processor, are used to perform the game running method as described in the first aspect.
[0009] In this application, in response to the game launch operation, target words are selected from the game vocabulary database based on the player's profile as the target answer for this round of the game. A first prompt word is generated based on the basic attribute words of the target answer and displayed on the game interface, which includes a question window and an answer window. The prompt question received in the question window is retrieved, and a corresponding prompt answer is generated based on the characteristic attribute words of the prompt question and the target answer, and displayed on the game interface. The game answer received in the answer window is retrieved, and the game continues based on the game answer and the target answer. Through these technical means, players can flexibly input prompt questions in the question window, perform vocabulary association and logical reasoning based on the prompt answers provided by the game, and continuously explore more detailed features of the game vocabulary after multiple interactions with the game, ultimately answering with the correct game vocabulary. Throughout the game, players can flexibly adjust their thinking and prompt questions, and the game can also adaptively adjust prompt words and vocabulary to cater to the player's flexible vocabulary association and logical reasoning. The game's prompt mechanism is more flexible and varied, solving the problem of existing games rigidly outputting fixed prompt words and vocabulary, improving the game's flexibility and playability, and effectively training players' thinking abilities. Attached Figure Description
[0010] Figure 1 This is a flowchart of a game operation method provided in an embodiment of this application; Figure 2 This is one of the schematic diagrams of a single-player game interface provided in the embodiments of this application; Figure 3 This is a flowchart illustrating the generation of suggested answers based on an attribute knowledge tree, provided in an embodiment of this application. Figure 4 This is a schematic diagram of the attribute knowledge tree provided in an embodiment of this application; Figure 5 This is a second schematic diagram of the single-player game interface provided in the embodiments of this application; Figure 6 This is the third schematic diagram of the single-player game interface provided in the embodiments of this application; Figure 7 This is a schematic diagram of the structure of a game running device provided in an embodiment of this application; Figure 8 This is a schematic diagram of the structure of a game running device provided in an embodiment of this application. Detailed Implementation
[0011] To make the objectives, technical solutions, and advantages of this application clearer, specific embodiments of this application will be described in further detail below with reference to the accompanying drawings. It should be understood that the specific embodiments described herein are merely for explaining this application and not for limiting it. It should also be noted that, for ease of description, only the parts relevant to this application are shown in the drawings, not all of them. Before discussing exemplary embodiments in more detail, it should be mentioned that some exemplary embodiments are described as processes or methods depicted as flowcharts. Although the flowcharts describe operations (or steps) as sequential processes, many of these operations can be performed in parallel, concurrently, or simultaneously. Furthermore, the order of the operations can be rearranged. A process can be terminated when its operation is completed, but it may also have additional steps not included in the drawings. A process can correspond to a method, function, procedure, subroutine, subprogram, etc.
[0012] The terms "first," "second," etc., used in the specification and claims of this application are used to distinguish similar objects and not to describe a specific order or sequence. It should be understood that such use of data can be interchanged where appropriate so that embodiments of this application can be implemented in orders other than those illustrated or described herein, and the objects distinguished by "first," "second," etc., are generally of the same class and the number of objects is not limited; for example, a first object can be one or more. Furthermore, in the specification and claims, "and / or" indicates at least one of the connected objects, and the character " / " generally indicates that the preceding and following objects are in an "or" relationship.
[0013] In a common existing implementation, word association games on PC typically feature multiple fixed levels in single-player mode. Each level pre-sets a target word and a hint, guiding the player to deduce the final target word. While single-player mode provides a unique gaming experience, the fixed words and hints in each level limit players' word association and logical reasoning to a narrow scope, restricting their creative thinking. Therefore, the fixed words and hints result in a rigid hinting mechanism, leading to low flexibility and replayability.
[0014] To address the aforementioned issues, this embodiment provides a game operation method that dynamically generates game vocabulary based on player profiles and adaptively generates corresponding hint answers based on player-input hint questions. The game can adapt and adjust hint words and vocabulary to suit players' flexible word association and logical reasoning thinking, making the game's hint mechanism more flexible and varied, thereby improving the game's flexibility and playability.
[0015] The game running method provided in this embodiment can be executed by a game running device, which can be implemented by software and / or hardware. The game running device can consist of two or more physical entities, or it can consist of a single physical entity. For example, the game running device can be a game terminal that runs the game program, such as a mobile phone or tablet.
[0016] The game running device has at least one type of operating system installed, including but not limited to Android, Linux, and Windows. The game running device can install at least one application based on the operating system; this application can be a built-in application of the operating system or an application downloaded from a third-party device or server. In this embodiment, the game running device has at least one application capable of executing game running methods. The game running device can also be a game terminal for a word association game.
[0017] For ease of understanding, this embodiment uses a game terminal as the main body for executing the game running method as an example for description.
[0018] Figure 1 A flowchart of a game running method provided in an embodiment of this application is given. (Reference) Figure 1 The specific operation method of this game includes: S110. In response to the game launch operation, select target words from the game word library based on the player profile of the game player as the target answer for this round of the game.
[0019] For example, the game terminal has a word association game program installed. This program has a single-player mode, in which players can interact with the game terminal to play. The game launch operation is the operation to start a game level in single-player mode. The game terminal responds to this operation by opening the single-player game interface of the word association game. After a game level in single-player mode is launched, the game terminal requests the game server to obtain the player profile based on the player's account. The player profile includes the player's knowledge level, game objective, behavioral habits, and preferred areas. Based on the player profile, the terminal can select target words from a pre-set game vocabulary library as the target answer for this round of the game.
[0020] For example, based on the player's preferred domains in the player profile, words from the game's vocabulary can be selected as the first candidate word set. For instance, if a player prefers astronomy, then astronomy-related words would be selected as the first candidate word set. Then, based on the player's knowledge level in the player profile, words of appropriate difficulty from the first candidate word set are selected as the second candidate word set. Finally, target words are randomly selected from the second candidate word set. The player profile can be constructed by analyzing and then constructing the player's answers to the initial test questions in the game and their behavioral data during gameplay.
[0021] S120. Generate the first prompt word based on the basic attribute words of the target answer and display it on the game interface. The game interface has a question window and an answer window.
[0022] The basic attribute words are used to characterize the most fundamental features of a word. These can be type or domain. For example, when the word is "moon," its basic attribute word could be "astronomy." When the word is "hamburger" or other food, its basic attribute word could be "food." The basic attribute words of the target answer, along with the obscured target answer, are displayed on the single-player game interface. Simultaneously, the single-player game interface also displays a question window and an answer window. The question window provides the player with a hint question, and the answer window provides the player with the answer. For example... Figure 2 This is one of the schematic diagrams of a single-player game interface provided in an embodiment of this application. For example... Figure 2 As shown, the single-player game interface 10 displays an answer window 11, which is presented in the form of multiple fill-in boxes 14. The number of fill-in boxes 14 is the same as the number of characters in the target answer. Players can guess the target answer by referring to the number of fill-in boxes 14. Below the answer window 11, a first hint word 12 is displayed, which indicates the field to which the target answer belongs. The single-player game interface 10 also displays a question window 13 and a submit control 15. Players can enter a hint question in the question window 13 and click the submit control 15. The submit control 15 triggers the question-asking operation, and the question window 13 can receive the hint question entered by the player.
[0023] S130. Obtain the hint question received from the question window, generate the corresponding hint answer based on the characteristic attribute words of the hint question and the target answer, and display it on the game interface.
[0024] For example, the game terminal receives the hint question entered by the player in the question window 13, generates a hint answer based on the hint question and the target answer, and displays the hint answer below the question window 13 in the single-player game interface. For instance, the hint question could ask about the relevant characteristics of the target answer. Based on the hint question, the terminal obtains the characteristic attribute words of the target answer and generates the hint answer based on these characteristic attribute words. Assuming the target answer is the moon, the player, combining the first hint word in the astronomical field, could ask, "What characteristics does this word have?" The characteristic attribute words for the word "moon" include satellites, the solar system, etc. The player could select "satellites" to generate a hint answer and display it below the question window.
[0025] Optionally, the prompt question can be used to ask whether the target answer is related to the key attribute words. For example, the prompt question could be "Is this a celestial body?", where "celestial body" is the key attribute word in the prompt question. Based on the key attribute word and the characteristic attribute words of the target answer, an answer of "yes" or "no" can be given. For example, if the target answer is the moon, which is a celestial body, then "yes" will be output as the prompt answer.
[0026] In this embodiment, a pre-constructed attribute knowledge tree can be used to determine whether key attribute words are relevant to the target answer, thereby generating a suggested answer. Specifically, Figure 3 This is a flowchart illustrating the generation of suggested answers based on an attribute knowledge tree, as provided in an embodiment of this application. For example... Figure 3 As shown, the steps for generating suggested answers based on attribute knowledge trees specifically include S1301-S1302: S1301. Based on a pre-built attribute knowledge tree, determine whether the key attribute words in the prompt question match the feature attribute words of the target answer. In the attribute knowledge tree, the attribute words of the parent node are the superordinate attribute words of the attribute words of the corresponding child node.
[0027] For example, the characteristic attribute words of the target answer are words used to directly describe the characteristics of the target answer. For instance, the characteristic attribute words of the moon are "satellite" and "solar system," while the superordinate attribute word of a satellite is "celestial body," and the superordinate attribute word of the solar system is "Milky Way." The key attribute words given by the game player may not directly match the characteristic attribute words of the target answer, but they may match the superordinate attribute words of the characteristic attribute words. For example, when the prompt question is "Is this a celestial body?", if the key attribute word matches the superordinate attribute word of the characteristic attribute word, it indicates that the key attribute word is also related to the characteristic attribute words of the target answer, thus determining that the key attribute word matches the characteristic attribute words of the target answer.
[0028] The attribute knowledge tree can be constructed based on the feature attribute words of each word in the game lexicon, their corresponding superordinate attribute words, and the superordinate attribute words of those superordinate attribute words. To simplify the tree structure of the attribute knowledge tree and reduce indexing complexity, different attribute knowledge trees can be constructed based on words from different domains.
[0029] Of course, the superordinate attribute words of the feature attribute words, and the superordinate attribute words of the superordinate attribute words, all summarize the feature attribute words. As long as the key attribute word matches any of the superordinate attribute words of the feature attribute words, it can be confirmed that the key attribute word matches the feature attribute words of the target answer. Since any superordinate attribute tree of a feature attribute word is an ancestor node of the feature attribute word in the attribute knowledge tree, all superordinate attribute trees of the feature attribute words can be filtered out based on the ancestor nodes of the feature attribute words in the attribute knowledge tree, thereby determining whether the key attribute word matches the feature attribute word and its corresponding superordinate attribute tree. The specific implementation process is as follows: determine the corresponding target node in the attribute knowledge tree based on the feature attribute words of the target answer; obtain the attribute words of the corresponding ancestor nodes of the target node in the attribute knowledge tree as associated attribute words; sum the feature attribute words and associated attribute words to obtain the attribute word set of the target answer; if the key attribute word in the prompt question matches any attribute word in the attribute word set, it is determined that the key attribute word matches the feature attribute words of the target answer; otherwise, it is determined that the key attribute word does not match the feature attribute words of the target answer.
[0030] For example, Figure 4 This is a schematic diagram of the attribute knowledge tree provided in an embodiment of this application. For example... Figure 4 As shown, the attribute words corresponding to node A are the superordinate attribute words of nodes B and C; the attribute words corresponding to node B are the superordinate attribute words of node D; the attribute words corresponding to node D are the superordinate attribute words of nodes F, G, and H; the attribute words corresponding to node C are the superordinate attribute words of node E; and the attribute words corresponding to node E are the superordinate attribute words of nodes I and J. If the characteristic attribute words of the target answer correspond to nodes F and I, then nodes F and I are determined as target nodes. The attribute words corresponding to the ancestor nodes of the target nodes, namely nodes D, B, A, E, and C, are all determined as associated attribute words. The associated attribute words and characteristic attribute words are combined to form the attribute word set of the target answer. If the key attribute word in the prompt question is the same as any attribute word in the attribute word set, then the key attribute word is determined to match the characteristic attribute word of the target answer. If the key attribute word in the prompt question is different from every attribute word in the attribute word set, then the key attribute word is determined not to match the characteristic attribute word of the target answer. For example, the attribute word set for the target answer "moon" includes satellite, solar system, celestial body, Milky Way galaxy, and universe. If the key attribute word in the prompt question is "constellation," which is different from every attribute word in the attribute word set, then the key attribute word is determined not to match the feature attribute word of the target answer. If the key attribute word in the prompt question is "celestial body," which is the same as one attribute word in the attribute word set, then the key attribute word is determined to match the feature attribute word of the target answer.
[0031] In addition, the system can determine the corresponding target node in the attribute knowledge tree based on the characteristic attribute words of the target answer; and determine the key node corresponding to the key attribute words in the prompt question in the attribute knowledge tree. If the key node is a target node or an ancestor node of the target node, then the key attribute word is determined to match the characteristic attribute words of the target answer; otherwise, the key attribute word is determined not to match the characteristic attribute words of the target answer. For example, if the characteristic attribute words correspond to nodes I and F in the attribute knowledge tree, then nodes I and F are determined as target nodes. Based on the key attribute words, the corresponding node B is determined in the attribute knowledge tree, then node B is determined as a key node. Since node B is the parent node of the parent node of the target node, i.e., an ancestor node, it indicates that the key attribute word is the same as any generalized attribute word of the characteristic attribute words of the target answer, thus determining that the key attribute word matches the characteristic attribute words of the target answer. If the key node is neither a target node nor an ancestor node of the target node, it indicates that the key attribute word is different from any generalized attribute word of the characteristic attribute words of the target answer, thus determining that the key attribute word does not match the characteristic attribute words of the target answer.
[0032] This embodiment can quickly determine whether a key attribute word matches the target answer's feature attribute word by using the ancestor node of the feature attribute word in the index attribute knowledge tree, without having to perform complex semantic analysis on the prompt question, thus effectively improving the efficiency of replying to the prompt question.
[0033] S1302. If a match is successful, a positive prompt answer is generated; if a match fails, a negative prompt answer is generated.
[0034] For example, Figure 5 This is a second schematic diagram of the single-player game interface provided in the embodiments of this application. For example... Figure 5 As shown, after the user enters a hint question, the hint question is displayed in the question window 13. If the key attribute words match the characteristic attribute words of the target answer, a positive answer of "yes" is generated as the hint answer 16; if the key attribute words do not match the characteristic attribute words of the target answer, a negative answer of "no" is generated as the hint answer 16. The hint answer 16 is displayed at the bottom of the question window 13 for the player to view.
[0035] Optionally, if multiple consecutive hint questions posed by a player all receive the answer "no," it indicates that the player currently lacks a suitable entry point for reasoning. To prevent the player's reasoning from stalling for an extended period, appropriate hints can be provided to guide the player to find a suitable entry point to continue reasoning, thereby improving the flexibility of the game and player interaction and ultimately enhancing the player's gaming experience. The specific implementation process is as follows: After generating hint answers, if multiple consecutive hint answers are negative, the corresponding node path is retrieved from the attribute knowledge tree based on the key attribute words in the hint question corresponding to the latest positive hint answer; the hint node is determined on the node path based on the player profile; a second hint word is generated based on the attribute words of the hint node, and the second hint word is displayed on the game interface. For example, after generating a negative hint answer of "no" on the game terminal, the number of consecutive negative hint answers is determined. If the number of negative hint answers equals a preset number, a hint operation is triggered to provide a new hint to the player. After triggering the hint action, the previously given positive hint answer can be retrieved. Key attribute words are extracted from the hint question corresponding to the positive hint answer. The path between the node of the key attribute word in the attribute knowledge tree and the node of the characteristic attribute word of the target answer in the attribute knowledge tree is determined as the node path. For example, if the characteristic attribute word corresponds to node J in the attribute knowledge tree, and the key attribute word corresponds to node A, the path from node A to node J is node C to node E and then to node J. This path is determined as the node path. Hint nodes are selected from the node path based on the player's game level in the player profile. If the player is of medium skill level, the middle node of the node path can be selected as the hint node; if the player is of low skill level, the node closest to the characteristic attribute word can be selected; and if the player is of high skill level, the node furthest from the characteristic attribute word can be selected. After determining the hint nodes, a second hint word is generated based on the attribute word corresponding to the hint node and displayed in the single-player game interface. Figure 6 This is the third schematic diagram of the single-player game interface provided in the embodiments of this application. For example... Figure 6 As shown, after generating the second prompt word 17, the game terminal displays the second prompt word 17 below the answer window 11.
[0036] S140. Obtain the game answer received from the answer window, and determine whether to continue the game in this round based on the game answer and the target answer.
[0037] For example, when a player enters a game answer in the answer window, the answer window receives the answer. The game terminal retrieves the game answer from the answer window and compares it with the target answer. If they match, the player is confirmed to have successfully completed the game and the game ends. If they do not match, the number of times the player responds is counted. If the number of responses reaches a preset threshold, the player is determined to have failed the game and the game ends. If the number of responses does not reach the preset threshold, the player is prompted to continue the game and can ask any questions they wish to ask.
[0038] Optionally, when the player's input answer differs from the target answer, it indicates that the player's reasoning has deviated from the correct direction. To prevent the player from continuing to stray from the correct path, appropriate hints can be provided to the player as the game continues. The specific implementation process is as follows: As the game continues, common attribute words are determined based on the characteristic attribute words of the game answer and the target answer; a third hint word is generated based on the common attribute words and displayed on the game interface. The common attribute words can be understood as those that summarize the shared characteristics of the game answer and the target answer. For example, if the target answer is the moon and the game answer is the sun, then the common attribute word can be identified as a celestial body. A third hint word based on the celestial body is then provided and displayed on the single-player game interface. With the hint from the third hint word, the player can continue to ask questions related to celestial bodies or provide answers about other celestial bodies, thus preventing the player from deviating further from the correct path, increasing the flexibility of interaction between the game and the player, and ultimately improving the player's gaming experience.
[0039] Furthermore, if the features of the game answer and the target answer differ significantly, they may not share any common feature attribute words. In this case, an attribute knowledge tree can be used to determine whether there are any common attribute words among the generalized parent attributes of the two feature attribute words, which are then used as common attribute words. Specifically, when the feature attribute words of the game answer and the target answer are inconsistent, the associated attribute words of the feature attribute words of the game answer and the target answer are obtained from the pre-constructed attribute knowledge tree. Common attribute words are then identified among the associated attribute words of the game answer and the target answer. The attribute words of the ancestor nodes of the game answer's feature attribute words in the attribute knowledge tree are identified as the associated attribute words of the game answer, and the attribute words of the ancestor nodes of the target answer's feature attribute words are identified as the associated attribute words of the target answer. The common associated attribute words among the associated attribute words of the game answer and the target answer are then considered as common attribute words. This embodiment identifies common attribute words among the related attribute words of the game answer and the target answer, in order to find a superordinate attribute word that can summarize the characteristic attribute words of the game answer and the target answer. A third prompt word is then output through this superordinate attribute word to guide the player to continue to make lexical associations and logical reasoning based on the superordinate attribute word, so as to prevent the player from continuing to deviate from the correct direction, improve the interaction flexibility between the game and the player, and thus improve the player's game experience.
[0040] In summary, the game operation method provided in this application, in response to a game launch operation, filters target words from a game vocabulary database based on the player's profile as the target answer for the current round of the game; generates a first prompt word based on the basic attribute words of the target answer and displays it on the game interface, which includes a question window and an answer window; acquires the prompt question received from the question window, generates a corresponding prompt answer based on the characteristic attribute words of the prompt question and the target answer, and displays it on the game interface; acquires the game answer received from the answer window, and determines whether to continue the current round of the game based on the game answer and the target answer. Through the above technical means, players can flexibly input prompt questions in the question window, perform vocabulary association and logical reasoning based on the prompt answers provided by the game, and continuously explore more detailed features of game vocabulary after multiple interactions with the game, ultimately answering with the correct game vocabulary. Throughout the game, players can flexibly adjust their thinking and the hints. The game can also adapt to players' flexible word association and logical reasoning by adjusting the hints and vocabulary. The game's hint mechanism is more flexible and varied, solving the problem of existing games rigidly outputting fixed hints and vocabulary, improving the game's flexibility and playability, and effectively training players' thinking abilities.
[0041] Based on the above embodiments, Figure 7 This is a schematic diagram of a game running device provided in an embodiment of this application. (Reference) Figure 7 The game running device provided in this embodiment specifically includes: a target answer determination module 21, a first prompt display module 22, a second prompt display module 23, and a game execution judgment module 24.
[0042] Among them, the target answer determination module 21 is configured to, in response to the game start operation, select target words from the game word library based on the player profile of the game player as the target answer for this round of the game; The first prompt display module 22 is configured to generate first prompt words based on the basic attribute words of the target answer and display them on the game interface, which includes a question window and an answer window. The second prompt display module 23 is configured to receive the prompt question from the question window, generate the corresponding prompt answer based on the characteristic attribute words of the prompt question and the target answer, and display it on the game interface; The game execution judgment module 24 is configured to obtain the game answer received by the answer window and determine whether to continue the game in this round based on the game answer and the target answer.
[0043] Based on the above embodiments, the prompt question is used to ask whether the target answer is related to the key attribute words therein; accordingly, the second prompt display module 23 includes: an attribute word matching unit, configured to determine whether the key attribute words in the prompt question match the feature attribute words of the target answer based on a pre-built attribute knowledge tree, wherein the attribute words of the parent node in the attribute knowledge tree are the superordinate attribute words of the attribute words of the corresponding child node; and a prompt answer generation unit, configured to generate an affirmative prompt answer if the match is successful, and generate a negative prompt answer if the match fails.
[0044] Based on the above embodiments, the attribute word matching unit includes: a first associated attribute word determining subunit, configured to determine the corresponding target node in the attribute knowledge tree based on the feature attribute words of the target answer, and obtain the attribute words of the corresponding ancestor nodes in the attribute knowledge tree as associated attribute words based on the target node; an attribute word set determining subunit, configured to sum the feature attribute words and associated attribute words to obtain the attribute word set of the target answer; and a first matching subunit, configured to determine that if the key attribute word in the prompt question matches any attribute word in the attribute word set, the key attribute word matches the feature attribute word of the target answer, otherwise the key attribute word does not match the feature attribute word of the target answer.
[0045] Based on the above embodiments, the attribute word matching unit includes: a target node determination subunit, configured to determine the corresponding target node in the attribute knowledge tree based on the feature attribute words of the target answer; a key node determination subunit, configured to determine the key node corresponding to the key attribute words in the prompt question in the attribute knowledge tree; and a second matching subunit, configured to determine that if the key node is a target node or an ancestor node of the target node, the key attribute word matches the feature attribute words of the target answer, otherwise the key attribute word does not match the feature attribute words of the target answer.
[0046] Based on the above embodiments, the game running device further includes a third prompt display module, which includes: a node path determination unit, configured to, after generating corresponding prompt answers based on the characteristic attribute words of the prompt question and the target answer, if multiple consecutively generated prompt answers are all negative prompt answers, then obtain the corresponding node path in the attribute knowledge tree based on the key attribute words in the prompt question corresponding to the latest generated positive prompt answer; and a second prompt word display unit, configured to determine the prompt node on the node path based on the player profile, generate a second prompt word based on the attribute words of the prompt node, and display the second prompt word on the game interface.
[0047] Based on the above embodiments, the game running device further includes a fourth prompt display module, which includes: a common attribute word determination unit, configured to determine the common attribute words of the game answer and the target answer based on the characteristic attribute words of the game answer and the characteristic attribute words of the target answer if the game continues to run; and a third prompt word display unit, configured to generate a third prompt word based on the common attribute words and display the third prompt word on the game interface.
[0048] Based on the above embodiments, the common attribute word determination unit includes: a second associated attribute word determination subunit, configured to obtain the associated attribute words of the feature attribute words of the game answer and the target answer respectively from the pre-constructed attribute knowledge tree when the feature attribute words of the game answer and the feature attribute words of the target answer are inconsistent; and a common attribute word determination subunit, configured to determine the common attribute words among the associated attribute words corresponding to the game answer and the associated attribute words corresponding to the target answer.
[0049] The game running device provided in this application embodiment, in response to a game launch operation, filters target words from a game vocabulary database based on the player's profile as the target answer for the current round of the game; generates a first prompt word based on the basic attribute words of the target answer and displays it on the game interface, which includes a question window and an answer window; acquires the prompt question received from the question window, generates a corresponding prompt answer based on the characteristic attribute words of the prompt question and the target answer, and displays it on the game interface; acquires the game answer received from the answer window, and determines whether to continue the current round of the game based on the game answer and the target answer. Through these technical means, players can flexibly input prompt questions in the question window, perform vocabulary association and logical reasoning based on the prompt answers provided by the game, and continuously explore more detailed features of game vocabulary after multiple interactions with the game, ultimately answering with the correct game vocabulary. Throughout the game, players can flexibly adjust their thinking and prompt questions, and the game can also adaptively adjust prompt words and vocabulary to suit the player's flexible vocabulary association and logical reasoning. The game's prompting mechanism is more flexible and varied, solving the problem of existing games rigidly outputting fixed prompt words and vocabulary, improving the game's flexibility and playability, and effectively training the player's thinking ability.
[0050] The game running device provided in this application embodiment can be used to execute the game running method provided in the above embodiment, and has corresponding functions and beneficial effects.
[0051] Figure 8 This is a schematic diagram of the structure of a game running device provided in an embodiment of this application, for reference. Figure 8 The game running device includes a processor 31, a memory 32, a communication device 33, an input device 34, and an output device 35. The number of processors 31 and the number of memories 32 in the game running device can be one or more. The processor 31, memory 32, communication device 33, input device 34, and output device 35 of the game running device can be connected via a bus or other means.
[0052] The memory 32, as a computer-readable storage medium, can be used to store software programs, computer-executable programs, and modules, such as program instructions / modules corresponding to the game running method in any embodiment of this application (e.g., the target answer determination module 21, the first prompt display module 22, the second prompt display module 23, and the game execution judgment module 24 in the game running device). The memory 32 may primarily include a program storage area and a data storage area, wherein the program storage area may store the operating system and at least one application program required for a function; the data storage area may store data created based on the use of the device, etc. Furthermore, the memory 32 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 non-volatile solid-state storage device. In some instances, the memory may further include memory remotely located relative to the processor, and these remote memories can be connected to the device via a network. Examples of such networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof.
[0053] The communication device 33 is used for data transmission.
[0054] The processor 31 executes various functional applications and data processing of the device by running software programs, instructions and modules stored in the memory 32, thereby realizing the game running method described above.
[0055] Input device 34 can be used to receive input digital or character information, and to generate key signal inputs related to user settings and function control of the device. Output device 35 may include display devices such as a display screen.
[0056] The game running device provided above can be used to execute the game running method provided in the above embodiments, and has corresponding functions and beneficial effects.
[0057] This application embodiment also provides a storage medium containing computer-executable instructions. When executed by a computer processor, the computer-executable instructions are used to execute a game running method. The game running method includes: in response to a game start operation, selecting target words from a game word library based on the player profile of the game player as the target answer for the current round of the game; generating a first prompt word based on the basic attribute words of the target answer and displaying it on the game interface, the game interface having a question window and an answer window; obtaining the prompt question received by the question window, generating a corresponding prompt answer based on the characteristic attribute words of the prompt question and the target answer, and displaying it on the game interface; obtaining the game answer received by the answer window, and determining whether to continue the current round of the game based on the game answer and the target answer.
[0058] Storage medium – any type of memory device or storage apparatus. The term “storage medium” is intended to include: mounting media, such as CD-ROMs, floppy disks, or magnetic tape devices; computer system memory or random access memory, such as DRAM, DDR RAM, SRAM, EDO RAM, Rambus RAM, etc.; non-volatile memory, such as flash memory, magnetic media (e.g., hard disks or optical storage); registers or other similar types of memory elements. Storage media may also include other types of memory or combinations thereof. Furthermore, storage media may reside in a first computer system in which a program is executed, or may reside in a different second computer system connected to the first computer system via a network (such as the Internet). The second computer system may provide program instructions to the first computer for execution. The term “storage medium” may include two or more storage media residing in different locations (e.g., in different computer systems connected via a network). Storage media may store program instructions (e.g., specifically implemented as a computer program) executable by one or more processors.
[0059] Of course, the computer-executable instructions provided in the embodiments of this application are not limited to the game running method described above, but can also execute related operations in the game running method provided in any embodiment of this application.
[0060] The game running device, storage medium, and game running equipment provided in the above embodiments can execute the game running method provided in any embodiment of this application. For technical details not described in detail in the above embodiments, please refer to the game running method provided in any embodiment of this application.
[0061] The above description is merely a preferred embodiment and the technical principles employed in this application. This application is not limited to the specific embodiments described herein, and various obvious changes, readjustments, and substitutions that can be made by those skilled in the art will not depart from the scope of protection of this application. Therefore, although this application has been described in detail through the above embodiments, this application is not limited to the above embodiments, and may include many other equivalent embodiments without departing from the concept of this application. The scope of this application is determined by the scope of the claims.
Claims
1. A method for running a game, characterized in that, include: In response to the game launch operation, the target words are selected from the game's vocabulary database based on the player's profile as the target answer for this round of the game; The first prompt word is generated based on the basic attribute words of the target answer and displayed on the game interface, which includes a question window and an answer window. The system retrieves the prompt question received from the question window, generates a corresponding prompt answer based on the characteristic attribute words of the prompt question and the target answer, and displays it on the game interface. Obtain the game answer received from the answer window, and determine whether to continue the game in this round based on the game answer and the target answer.
2. The game operation method according to claim 1, characterized in that, The prompt question is used to inquire whether the target answer is related to the key attribute words therein; correspondingly, generating a corresponding prompt answer based on the feature attribute words of the prompt question and the target answer includes: Based on a pre-constructed attribute knowledge tree, it is determined whether the key attribute words in the prompt question match the feature attribute words of the target answer. In the attribute knowledge tree, the attribute words of the parent node are the superordinate attribute words of the attribute words of the corresponding child node. If a match is found, a positive answer is generated; if a match fails, a negative answer is generated.
3. The game operation method according to claim 2, characterized in that, The step of determining whether the key attribute words in the prompt question match the feature attribute words of the target answer based on a pre-constructed attribute knowledge tree includes: Based on the characteristic attribute words of the target answer, the corresponding target node is determined in the attribute knowledge tree, and the attribute words of the corresponding ancestor node are obtained in the attribute knowledge tree as associated attribute words based on the target node; The feature attribute words and the associated attribute words are combined to obtain the attribute word set of the target answer; If the key attribute word in the prompt question matches any attribute word in the attribute word set, then the key attribute word is determined to match the feature attribute word of the target answer; otherwise, the key attribute word is determined not to match the feature attribute word of the target answer.
4. The game operation method according to claim 2, characterized in that, The step of determining whether the key attribute words in the prompt question match the feature attribute words of the target answer based on a pre-constructed attribute knowledge tree includes: Based on the characteristic attribute words of the target answer, the corresponding target node is determined in the attribute knowledge tree; In the attribute knowledge tree, determine the key nodes corresponding to the key attribute words in the prompt question; If the key node is the target node or an ancestor node of the target node, then the key attribute word is determined to match the feature attribute word of the target answer; otherwise, the key attribute word is determined not to match the feature attribute word of the target answer.
5. The game operation method according to claim 2, characterized in that, After generating the corresponding prompt answer based on the feature attribute words of the prompt question and the target answer, the method further includes: If multiple consecutive negative prompt answers are generated, the corresponding node path is obtained in the attribute knowledge tree based on the key attribute words in the prompt question corresponding to the latest positive prompt answer. Based on the player profile, a prompt node is determined on the node path. A second prompt word is generated based on the attribute words of the prompt node, and the second prompt word is displayed on the game interface.
6. The game operation method according to claim 1, characterized in that, After determining whether to continue the game based on the game answer and the target answer, the process further includes: If the game continues, the common attribute words of the game answer and the target answer are determined based on their characteristic attribute words. A third prompt word is generated based on the common attribute words, and the third prompt word is displayed on the game interface.
7. The game operation method according to claim 6, characterized in that, The step of determining the common attribute words of the game answer and the target answer based on their characteristic attribute words includes: If the feature attribute words of the game answer are inconsistent with the feature attribute words of the target answer, the associated attribute words of the feature attribute words of the game answer and the target answer are obtained from the pre-constructed attribute knowledge tree respectively. Identify common attribute words among the associated attribute words corresponding to the game answer and the associated attribute words corresponding to the target answer.
8. A game operating device, characterized in that, include: The target answer determination module is configured to respond to the game launch operation by selecting target words from the game vocabulary as the target answer for this round of the game based on the player profile of the game player; The first prompt display module is configured to generate a first prompt word based on the basic attribute words of the target answer and display it on the game interface, which includes a question window and an answer window. The second prompt display module is configured to acquire the prompt question received by the question window, generate a corresponding prompt answer based on the characteristic attribute words of the prompt question and the target answer, and display it on the game interface; The game execution judgment module is configured to obtain the game answer received by the answer window, and determine whether to continue the game in this round based on the game answer and the target answer.
9. A game running device, characterized in that, include: One or more processors; A memory that stores one or more programs, which, when executed by one or more processors, cause the one or more processors to implement the game running method as described in any one of claims 1-7.
10. A storage medium containing computer-executable instructions, characterized in that, The computer-executable instructions, when executed by a computer processor, are used to perform the game running method as described in any one of claims 1-7.