Guidance information generation method, device, program product and electronic device in a game
By acquiring virtual character behavior data in game scenes, identifying and generating guidance markers, the problem of rigid game guidance is solved, and dynamic perception and experience utilization of virtual character behavior are realized, thus improving the practicality of guidance.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2026-04-23
- Publication Date
- 2026-06-05
Smart Images

Figure CN122141233A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a method, apparatus, program product, and electronic device for generating guidance information in a game. Background Technology
[0002] For some more complex game scenarios, it is difficult for players to explore on their own. They need to rely on external guides or scattered social discussions for game guidance. However, this guidance method is seriously disconnected from the game scenario and is not intuitive.
[0003] In related technologies, to improve the intuitiveness of game guidance, developers pre-configure some static native guidance within the game scene to assist players in playing the game. However, this guidance mechanism is relatively rigid and disconnected from the behavior of virtual characters. That is, it cannot meet the player's need to perceive the behavior of other virtual characters, and subsequent players cannot directly utilize the exploration experience of existing players.
[0004] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0005] This disclosure provides a method for generating guidance information in a game, a device for generating guidance information in a game, a computer program product, and an electronic device, to at least partially solve the problems in the guidance mechanism of related technologies that fail to meet the player's perception needs for other virtual characters and that subsequent players have difficulty directly utilizing the exploration experience of existing players.
[0006] According to a first aspect of this disclosure, a method for generating guidance information in a game is provided. The method includes: acquiring character behavior data of multiple virtual characters in a game scene, the character behavior data including at least location information and action information; determining a target scene area from the game scene based on the character behavior data; wherein the target scene area is a scene area where the action information of the corresponding position satisfies preset behavior conditions; and generating a guidance identifier for the target scene area in the game scene.
[0007] According to a second aspect of this disclosure, a guidance information generation device for a game is provided. The device includes: a data acquisition module for acquiring character behavior data of multiple virtual characters in a game scene, the character behavior data including at least location information and action information; a region determination module for determining a target scene region from the game scene based on the character behavior data; wherein the target scene region is a scene region where the action information of the corresponding position satisfies preset behavior conditions; and an identifier generation module for generating a guidance identifier for the target scene region in the game scene.
[0008] According to a third aspect of this disclosure, a computer program product is provided, comprising a computer program that, when executed by a processor, implements the method for generating guide information in a game as described in the first aspect, and possible implementations thereof.
[0009] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the above-described method for generating guide information in a game according to the first aspect and possible implementations thereof by executing the executable instructions.
[0010] The technical solution disclosed herein has the following beneficial effects: In the process of generating guidance information in the aforementioned game, character behavior data of multiple virtual characters in the game scene is acquired. This character behavior data includes at least location information and action information. Based on the character behavior data, a target scene area is determined from the game scene. The target scene area is the scene area where the action information of the corresponding position meets preset behavioral conditions. Guidance markers for the target scene area are generated in the game scene. This disclosure identifies target scene areas that meet preset behavioral conditions based on character behavior data and dynamically generates guidance markers for these target scene areas in the game scene. This satisfies players' need to perceive the collective behavior of virtual characters and allows subsequent players to directly utilize the exploration experience of existing players, better meeting their actual guidance needs. Attached Figure Description
[0011] Figure 1 This diagram illustrates a flowchart of a method for generating guide information in a game according to this exemplary embodiment; Figure 2 This exemplary embodiment illustrates a method for generating guide icons for a target scene area in a game scene; Figure 3 This illustration shows a schematic diagram of an interface for controlling the generation of guide icons in a target scene area according to this exemplary embodiment; Figure 4This illustration shows a flowchart of a process for generating guide icons for a target scene area in this exemplary embodiment; Figure 5 This diagram illustrates a structural block diagram of a game guidance information generation device according to an exemplary embodiment of the present invention. Figure 6 An electronic device for implementing the above-described method for generating guide information in a game is shown in this exemplary embodiment. Detailed Implementation
[0012] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.
[0013] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0014] In related technologies, to improve the intuitiveness of game guidance, developers pre-configure some static native guidance within the game scene to assist players in playing the game. However, this guidance mechanism is relatively rigid and disconnected from the behavior of virtual characters. That is, it cannot meet the player's need to perceive the behavior of other virtual characters, and subsequent players cannot directly utilize the exploration experience of existing players.
[0015] In view of one or more of the above-mentioned problems, exemplary embodiments of this disclosure provide a method for generating guide information in a game, a device for generating guide information in a game, a computer program product, and an electronic device.
[0016] In one embodiment of this disclosure, the game's guide information generation method can run on a local terminal device or a server. When the game's guide information generation method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.
[0017] In one alternative implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of the game's guidance information generation method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user; however, the game processing is handled by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0018] In one alternative implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0019] In one alternative implementation, refer to Figure 1 The diagram shows a flowchart of a method for generating tutorial information in a game, specifically including the following steps S110 to S130: Step S110: Obtain character behavior data of multiple virtual characters in the game scene. The character behavior data includes at least position information and action information. Step S120: Based on the character behavior data, determine the target scene area from the game scene; wherein, the target scene area is the scene area where the action information of the corresponding position meets the preset behavior conditions; Step S130: Generate a guide marker for the target scene area in the game scene.
[0020] Figure 1The method shown identifies target scene areas that meet preset behavioral conditions based on character behavior data, and dynamically generates guidance markers for the target scene areas in the game scene. This can satisfy players' perception needs for the group behavior of virtual characters, and also allow subsequent players to directly utilize the exploration experience of existing players, which is more in line with the actual guidance needs of players.
[0021] The following is about Figure 1 Each step in the process will be explained in detail.
[0022] In step S110, character behavior data of multiple virtual characters in the game scene is obtained, and the character behavior data includes at least position information and action information.
[0023] In this context, a game scene is a virtual scene displayed (or provided) by a game application while it is running on a terminal or server. Optionally, this virtual scene may be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment; this disclosure does not impose any specific limitations on this.
[0024] In this embodiment of the disclosure, the game scene may include, but is not limited to, scene elements such as mountains, plains, rivers, lakes, deserts, sky, plants, buildings, vehicles, and boardwalks. This disclosure does not impose specific limitations on these elements.
[0025] In this embodiment, the game scene may further include virtual characters, which can be controlled by the player through an input device. The virtual characters can be virtual figures, virtual animals, anime characters, etc., and this disclosure does not impose specific limitations on them. Virtual characters can move within the game scene, such as walking, running, jumping, and crawling. They can also perform various actions within the game scene, such as playing music, taking photos, and moon-gazing. Furthermore, they can use various game skills and virtual items provided by the application to engage in skill-based competition. It should be noted that in practical applications, the game behaviors that virtual characters can perform can be predefined according to actual needs, and this disclosure does not impose specific limitations on them.
[0026] For example, when acquiring character behavior data of multiple virtual characters in a game scene, character behavior data of multiple virtual characters with game participation history can be acquired. The scope is not limited to virtual characters in the same game. For example, it can cover virtual characters in the same game, virtual characters in different games, or even virtual characters across the entire server. This disclosure does not make any specific limitations in this regard.
[0027] For example, game data generated by virtual characters entering the game scene can be monitored to obtain the character behavior data of multiple virtual characters in the game scene.
[0028] For example, data on the behavior of virtual characters participating in the game within a preset past time period (e.g., the past month) can be obtained. Here, the preset past time period refers to a pre-defined historical period for acquiring character behavior data, which can be flexibly configured according to actual needs; this disclosure does not impose specific limitations on it.
[0029] Among them, character behavior data refers to the various historical behavior data generated by virtual characters in the game scene, which may include at least location information and action information.
[0030] Optionally, the action information includes any one or more of the following: pause action, interaction action, death action.
[0031] Among them, a "staying action" refers to an action in which a virtual character remains stationary at a certain location in a scene for a duration exceeding the system's preset time. An "interactive action" refers to a behavior in which a virtual character interacts with the scene, objects, or other objects, triggering corresponding feedback. A "death action" refers to a series of final demonstration actions performed when a virtual character's life state ends, such as falling to the ground or freezing in a pose.
[0032] It should be noted that in actual practice, other types of actions may also be included here. These actions may be actions that are actively triggered by the player or actions that are passively triggered by the game logic. This disclosure does not make any specific limitations on this.
[0033] For example, the character behavior data of multiple virtual characters in a game scene can be as follows: Virtual character 1 and virtual character 2 stop at pavilion A (e.g., watch, hide, etc.); virtual character 3 and virtual character 4 perform interactive actions on stage B (e.g., take a picture, play a song, etc.); virtual character 5, virtual character 6, and virtual character 7 trigger death actions (e.g., fall, drop, etc.) when passing through road segment C.
[0034] By acquiring the behavior data of multiple virtual characters in the game scene, a data foundation can be provided for subsequent dynamic guidance.
[0035] In step S120, a target scene area is determined from the game scene based on the character behavior data; wherein, the target scene area is the scene area where the action information of the corresponding position meets the preset behavior conditions.
[0036] The target scene area refers to the area to be triggered for guidance, and the preset behavior conditions refer to the pre-defined behavior conditions that the area must meet when the trigger guidance identifier is generated.
[0037] Specifically, by aggregating and analyzing the character behavior data of multiple virtual characters, the scene area in the game scene where the action information of the corresponding position meets the preset behavior conditions can be determined, i.e., the target scene area.
[0038] In one optional implementation, the above-mentioned determination of the target scene area from the game scene based on character behavior data can be achieved through the following steps: determining the behavior density index of each scene area in the game scene based on character behavior data, wherein the behavior density index includes at least one of the following: number of times an action occurs, frequency of action occurrence, and duration of action occurrence; comparing the behavior density index with a preset behavior heat threshold, and determining the area where the behavior density index exceeds the preset behavior heat threshold as the target scene area.
[0039] The behavior density index, which can be characterized by parameters such as the number of times an action occurs, the frequency of action occurrence, and the duration of action occurrence, can reflect the popularity of a scene area. The preset behavior popularity threshold can be a pre-set minimum behavior density index used to trigger the generation of guidance icons; this disclosure does not impose specific limitations on it.
[0040] Optionally, different types of behavior density indicators can use different types of preset behavior heat thresholds, and this disclosure does not specifically limit this. For example, the preset behavior heat threshold used for the number of times an action occurs can be a preset number of times; the preset behavior heat threshold used for the frequency of action occurrence can be a preset frequency; and the preset behavior heat threshold used for the duration of action occurrence can be a preset duration.
[0041] For example, if the number of times a virtual character triggers a death action (such as falling or dropping) when passing through road segment C exceeds a preset number, then road segment C can be designated as the target scene area; if the virtual character stays in pavilion A (such as watching or hiding) for a longer period than a preset time, then pavilion A can be designated as the target scene area; if the number of times a virtual character performs interactive actions (such as taking photos or playing music) on stage B exceeds a preset number, then stage B can be designated as the target scene area.
[0042] By comparing the behavior density index of each scene area in the game scene with the preset behavior heat threshold, non-preset hot spots in the game scene can be automatically identified, so that the subsequent generated guidance signs are more in line with the actual needs of players.
[0043] In an alternative implementation, the following steps may also be performed: in response to changes in character behavior data, redetermine the target scene area.
[0044] As character behavior data in the game scene changes over time, newly generated character behavior data can be acquired according to a preset update cycle (e.g., one day), and the target scene area can be updated based on this newly generated character behavior data. The preset update cycle can be used to control the update cycle of the target scene area and can be flexibly configured in advance according to actual needs; this disclosure does not impose specific limitations on it.
[0045] For example, the behavior density index of each scene area in the game scene can be re-determined based on the newly generated character behavior data in the game scene, and the target scene area can be re-determined based on the re-determined behavior density index, so that the target scene area can be dynamically updated with the character behavior.
[0046] In step S130, a guide marker for the target scene area is generated in the game scene.
[0047] Among them, guidance markers refer to visual prompts in the game scene used to guide the character's direction of movement, indicate interactive areas, mark task objectives and key points, and guide players to complete operations and advance the process. They may include guidance information generated based on the character's behavior data corresponding to the target scene area, such as text, symbols and other information with guidance capabilities. This disclosure does not make specific limitations on this.
[0048] In one alternative implementation, the above-mentioned generation of guidance markers for target scene areas within the game scene, such as... Figure 2 As shown, this can be achieved through the following steps: Step S210: Generate semantic description information based on the character behavior data corresponding to the target scene area; Step S220: Based on the location information of the target scene area, generate a guide marker in the target scene area and display semantic description information in the associated area of the guide marker.
[0049] Figure 2 In the steps shown, displaying semantic description information in the associated area of the guide sign can improve the information expression ability of the guide sign to a certain extent.
[0050] Specifically, in step S210, semantic description information is generated based on the character behavior data corresponding to the target scene area.
[0051] Among them, semantic description information can serve as a form of guiding information, representing the historical exploration experience of existing players in the corresponding scene area, and can guide subsequent players to explore the game scene. It can be narrative and guiding information, and this disclosure does not impose specific limitations on it.
[0052] Optionally, semantic description information can be generated based on character behavior data and regional scene features corresponding to the target scene area. The regional scene features describe environmental attributes within the area, such as terrain features, weather conditions, monster types, and light intensity; this disclosure does not impose specific limitations on these. By combining character behavior data and regional scene features corresponding to the target scene area, the scene adaptability of the semantic description information can be enhanced to some extent. For example, semantic description information can be generated for stage B: "Popular photo stage"; semantic description information can be generated for road segment C: "Easily mistaken slope, many players have died here"; and semantic description information can be generated for pavilion A: "Many players admire the moon here at night."
[0053] Optionally, semantic description information can be generated using an artificial intelligence (AI) model. This AI model can be a pre-trained language model used to generate semantic description information adapted to the target scene region, enabling personalized scene guidance. For example, a prompt word template can be used to concatenate character behavior data (e.g., character behavior keywords) corresponding to the target scene region with scene features (e.g., environmental attributes) to generate model guidance prompt words. The AI model can then use these prompt words for dynamic semantic mapping to generate semantic description information adapted to the target scene region. The prompt word template allows control over the AI model to generate semantic description information with a specific style (e.g., game style). Because AI models have strong information integration capabilities, combining them with the generation of semantic description information makes the generation of semantic description information more efficient, diverse, and personalized.
[0054] Specifically, in step S220, a guide marker is generated in the target scene area based on the location information of the target scene area, and semantic description information is displayed in the associated area of the guide marker.
[0055] Optionally, the guidance sign can be a sign that includes an information display area, such as a virtual road sign, a virtual banner, or a character dialog box. Semantic descriptive information can be displayed through the information display area of the guidance sign.
[0056] For example, such as Figure 3 As shown, an interface diagram is provided to control the generation of guidance signs in a target scene area. When the target scene area is road segment C, virtual road signs 301 can be generated on the roadside of road segment C, and semantic description information for the target scene area can be displayed through virtual road signs 301.
[0057] For example, when the target scene area is a stage, a virtual banner can be generated on one side of the stage, and the semantic description information of the target scene area can be displayed through the virtual banner.
[0058] For example, when the target scene area contains NPCs (Non-Player Characters), it is possible to control the generation of character dialog boxes at the associated locations of the NPCs and generate semantic description information in the character dialog boxes.
[0059] In an optional implementation, the above-mentioned generation of a guide marker for a target scene area in the game scene can also be achieved through the following steps: generating a guide marker for the target scene area based on the relative positional relationship between the location information of the target scene area and the current location of the controlled virtual character, the guide marker being used to guide the controlled virtual character to move to the target scene area.
[0060] Among them, a controlled virtual character refers to a virtual character that players can input commands through their own terminal devices and control and respond to commands in real time within the game scene.
[0061] The guide sign can also be a directional sign, such as a virtual footprint or a swarm of virtual fireflies, which can be used to guide the controlled virtual character to move to the target scene area. This disclosure does not specifically limit the specific form of the guide sign.
[0062] By generating guidance markers based on the location information of the target scene area and the relative position of the controlled virtual character, more intuitive and real-time guidance assistance can be provided for players participating in the game, making it more targeted.
[0063] Optionally, different identifier representations can be pre-matched to different regional scene characteristics. This allows for the control of generating guidance identifiers for the target scene area based on the identifier representations that match the regional scene characteristics, thereby enhancing the diversity of scene representation. For example, when the target scene area is a jungle, virtual firefly swarms can be generated to guide the controlled virtual character to move to the target scene area; when the target scene area is a grassland, virtual footprints can be generated to guide the controlled virtual character to move to the target scene area; when the target scene area is a road, virtual road signs can be generated, and semantic description information for the target scene area can be displayed through the information display area of the virtual road signs; when the target scene area is a building, virtual banners can be generated, and semantic description information for the target scene area can be displayed through the information display area of the virtual banners; when the target scene area contains NPCs, character dialogue boxes can be generated at the associated locations of the NPCs, and semantic description information can be generated in the character dialogue boxes. This disclosure does not impose specific limitations on this.
[0064] In an alternative implementation, the following steps may also be performed: dynamically updating the display content and / or display attributes of the guide icon based on changes in the role behavior data.
[0065] As character behavior data in the game scene changes over time—for example, the number of actions, the frequency of actions, and the duration of actions increase—newly generated character behavior data in the game scene can be obtained according to a preset update cycle (e.g., one day). Based on this newly generated character behavior data, the display content and / or display attributes of the guidance markers can be dynamically updated. The preset update cycle can be used to control the update cycle of the guidance markers and can be flexibly configured in advance according to actual needs; this disclosure does not impose specific limitations on it.
[0066] The displayed content can be information that players can understand in the guide sign, such as symbols and text. The display attributes can be attributes related to the appearance of the guide sign, such as size, color, and transparency. This disclosure does not impose specific limitations on these attributes.
[0067] By dynamically updating the display content and / or display attributes of the guidance markers based on changes in the behavior of virtual character groups, the guidance markers can adaptively meet the ever-changing guidance needs of players.
[0068] Optionally, in the game scene, some regional scene characteristics may change, such as from sunny to rainy. The display content and / or display attributes of the guide icons can be dynamically updated according to the changes in regional scene characteristics to further enhance the dynamic correlation between the guide icons and the scene area.
[0069] In an alternative implementation, the following steps may also be performed: adjusting the display priority and / or visual representation attributes of the guide icons in response to an interactive operation on the guide icons, wherein the display priority is used to characterize the display priority order among multiple guide icons.
[0070] Players can interact with the guide icons through interactive actions. Optionally, the interactive actions must include at least one of the following: liking, commenting, or sharing.
[0071] Optionally, in response to interactive actions performed on the guide icon, the number of interactive actions performed on the guide icon can be counted, and the display priority of the guide icon can be adjusted. For example, the higher the number of interactive actions performed on the guide icon, the higher its display priority; the lower the number of interactive actions performed on the guide icon, the lower its display priority.
[0072] Optionally, different visual attributes can be pre-configured for different display priorities for the guide icons, so that players can intuitively distinguish the interactive intensity of different guide icons.
[0073] By adjusting the display priority of guidance icons, players can be intuitively prompted about the intensity of interactive operations associated with those icons, thus helping them determine the reference value of the guidance icons.
[0074] In one optional implementation, the above-mentioned adjustment of the visual performance attributes of the guide sign can be achieved through the following steps: counting the number of interactive operations on the guide sign; when the number of interactive operations exceeds a preset threshold, adjusting the visual performance attributes of the guide sign.
[0075] The visual performance attributes may include, for example, the luminance of the sign, the display size, and the display color, but this disclosure does not specifically limit these attributes.
[0076] The preset quantity refers to a pre-set threshold value used to adjust the visual performance attributes of the guide signage, and this disclosure does not specifically limit it.
[0077] When the number of interactive operations exceeds a preset threshold, by adjusting the visual attributes of the guide signs, a dynamic interactive landscape based on group identity can be formed, which can both guide players and deepen the interaction and communication between players.
[0078] For example, such as Figure 4 The diagram illustrates a process for generating guide icons for a target scene area, which may include the following steps: Step S401: Obtain character behavior data of multiple virtual characters in the game scene. The character behavior data includes at least position information and action information. Step S402: Based on the character behavior data, determine the behavior density index of each scene area in the game scene. The behavior density index shall include at least one of the following: number of times the action occurs, frequency of action occurrence, and duration of action occurrence. Step S403: Compare the behavior density index with the preset behavior heat threshold, and determine the area where the behavior density index exceeds the preset behavior heat threshold as the target scene area; Step S404: Generate semantic description information based on the character behavior data corresponding to the target scene area; Step S405: Based on the location information of the target scene area, generate a guide marker in the target scene area and display semantic description information in the associated area of the guide marker.
[0079] Figure 4 In the steps shown, by using the character behavior data of multiple virtual characters with game participation history in the game scene, non-preset hot spots in the game scene can be automatically identified. Combined with the character behavior data corresponding to the target scene area, scene guidance information adapted to the player's actual guidance needs can be generated, which can improve the performance of scene guidance.
[0080] Exemplary embodiments of this disclosure also provide a guide information generation device in a game, with reference to... Figure 5As shown, the guide information generation device 500 in this game may include the following program modules: Data acquisition module 510 is used to acquire character behavior data of multiple virtual characters in the game scene. The character behavior data includes at least position information and action information. The region determination module 520 is used to determine the target scene region from the game scene based on the character behavior data; wherein, the target scene region is the scene region where the action information of the corresponding position meets the preset behavior conditions; The identifier generation module 530 is used to generate guide identifiers for target scene areas in the game scene.
[0081] In an optional implementation, based on the aforementioned scheme, the guidance identifier includes guidance information generated based on character behavior data corresponding to the target scene area; the guidance information generation device 500 in the game further includes: a first update module, used to dynamically update the display content and / or display attributes of the guidance identifier according to changes in character behavior data.
[0082] In one alternative implementation, based on the foregoing scheme, the action information includes any one or more of the following: pause action, interactive action, and death action.
[0083] In an optional implementation, based on the aforementioned scheme, the region determination module 520 can be configured to: determine the behavior density index of each scene region in the game scene according to the character behavior data, wherein the behavior density index includes at least one of the following: number of times the action occurs, frequency of the action, and duration of the action; compare the behavior density index with a preset behavior heat threshold, and determine the region whose behavior density index exceeds the preset behavior heat threshold as the target scene region.
[0084] In an optional implementation, based on the aforementioned scheme, the game guidance information generation device 500 further includes: a second update module, used to re-determine the target scene area in response to changes in character behavior data.
[0085] In an optional implementation, based on the aforementioned scheme, the identifier generation module 530 can be configured to: generate semantic description information based on the character behavior data corresponding to the target scene area; generate a guide identifier in the target scene area based on the location information of the target scene area, and display the semantic description information in the associated area of the guide identifier.
[0086] In an optional implementation, based on the aforementioned scheme, the game guidance information generation device 500 further includes: a guidance identifier adjustment module, used to adjust the display priority and / or visual performance attributes of the guidance identifier in response to an interactive operation on the guidance identifier, wherein the display priority is used to characterize the display priority order among multiple guidance identifiers.
[0087] In one alternative implementation, based on the aforementioned scheme, the interactive operation includes at least one of the following: liking, commenting, or sharing.
[0088] In one optional implementation, based on the aforementioned scheme, the guide sign adjustment module can be configured to: count the number of interactive operations on the guide sign; and adjust the visual performance attributes of the guide sign when the number of interactive operations exceeds a preset threshold.
[0089] In an optional implementation, based on the aforementioned scheme, the identifier generation module 530 can also be configured to: generate a guidance identifier for the target scene area based on the relative positional relationship between the location information of the target scene area and the current location of the controlled virtual character, the guidance identifier being used to guide the controlled virtual character to move to the target scene area.
[0090] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.
[0091] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the guide information generation method in the aforementioned game.
[0092] In one implementation, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.
[0093] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.
[0094] Computer program code can be written in one or more programming languages. Examples of programming languages include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).
[0095] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic radiation, and infrared rays. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to execute) the method steps of various exemplary embodiments of this disclosure. Exemplarily, this may include the following steps: Acquire character behavior data of multiple virtual characters in the game scene. The character behavior data includes at least position information and action information. Based on character behavior data, target scene areas are determined from the game scene; where the target scene area is the scene area where the action information of the corresponding position meets the preset behavior conditions. Generate guidance markers for the target scene area within the game scene.
[0096] In one optional implementation, based on the aforementioned scheme, the guidance identifier includes guidance information generated based on the character behavior data corresponding to the target scene area; the following steps can also be performed: dynamically updating the display content and / or display attributes of the guidance identifier according to changes in the character behavior data.
[0097] In one alternative implementation, based on the foregoing scheme, the action information includes any one or more of the following: pause action, interactive action, and death action.
[0098] In an optional implementation, based on the aforementioned scheme, the determination of the target scene area from the game scene based on character behavior data may further include the following steps: determining the behavior density index of each scene area in the game scene based on the character behavior data, wherein the behavior density index includes at least one of the following: number of times an action occurs, frequency of action occurrence, and duration of action occurrence; comparing the behavior density index with a preset behavior heat threshold, and determining the area where the behavior density index exceeds the preset behavior heat threshold as the target scene area.
[0099] In an alternative implementation, based on the aforementioned scheme, the following steps may also be performed: in response to changes in character behavior data, the target scene area is redefined.
[0100] In an optional implementation, based on the aforementioned scheme, the generation of a guide marker for a target scene area in the game scene can be achieved through the following steps: generating semantic description information based on the character behavior data corresponding to the target scene area; generating a guide marker in the target scene area based on the location information of the target scene area, and displaying the semantic description information in the associated area of the guide marker.
[0101] In an alternative implementation, based on the foregoing scheme, the following steps may also be performed: in response to an interactive operation on the guide sign, adjusting the display priority and / or visual performance attributes of the guide sign, wherein the display priority is used to characterize the display priority order among multiple guide signs.
[0102] In one alternative implementation, based on the aforementioned scheme, the interactive operation includes at least one of the following: liking, commenting, or sharing.
[0103] In an optional implementation, based on the aforementioned scheme, the adjustment of the visual performance attributes of the guide sign can be achieved through the following steps: counting the number of interactive operations on the guide sign; when the number of interactive operations exceeds a preset threshold, adjusting the visual performance attributes of the guide sign.
[0104] In an optional implementation, based on the aforementioned scheme, the generation of a guide marker for a target scene area in the game scene can be achieved through the following steps: based on the location information of the target scene area and the relative positional relationship between the current location of the controlled virtual character, a guide marker for the target scene area is generated, and the guide marker is used to guide the controlled virtual character to move to the target scene area.
[0105] In the above steps, target scene areas that meet preset behavioral conditions are identified based on character behavior data, and guidance markers for target scene areas are dynamically generated in the game scene. This can satisfy players' needs for group behavior perception of virtual characters, and also allow subsequent players to directly utilize the exploration experience of existing players, which is more in line with the actual guidance needs of players.
[0106] An exemplary embodiment of this disclosure also provides an electronic device capable of implementing the above-described method for generating guide information in a game. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program code. The processor executes the executable instructions to perform the method of this exemplary embodiment. Furthermore, the electronic device may also include a display for displaying a graphical user interface.
[0107] The following is for reference. Figure 6 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 6 The electronic device 600 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.
[0108] like Figure 6 As shown, the electronic device 600 may include: a processor 610, a memory 620, a bus 630, an I / O (input / output) interface 640, a network adapter 650, and a display 660.
[0109] Memory 620 may include volatile memory, such as RAM 621 and cache unit 622, and may also include non-volatile memory, such as ROM 623. Memory 620 may also include one or more program modules 624, such program modules 624 including, but not limited to: operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 624 may include the modules in the above-described device.
[0110] The processor 610 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).
[0111] The processor 610 can be used to execute executable instructions stored in the memory 620, such as performing any one or more method steps in this exemplary embodiment.
[0112] For example, processor 610 may perform the following steps: Acquire character behavior data of multiple virtual characters in the game scene. The character behavior data includes at least position information and action information. Based on character behavior data, target scene areas are determined from the game scene; where the target scene area is the scene area where the action information of the corresponding position meets the preset behavior conditions. Generate guidance markers for the target scene area within the game scene.
[0113] In one optional implementation, based on the aforementioned scheme, the guidance identifier includes guidance information generated based on the character behavior data corresponding to the target scene area; the following steps can also be performed: dynamically updating the display content and / or display attributes of the guidance identifier according to changes in the character behavior data.
[0114] In one alternative implementation, based on the foregoing scheme, the action information includes any one or more of the following: pause action, interactive action, and death action.
[0115] In an optional implementation, based on the aforementioned scheme, the determination of the target scene area from the game scene based on character behavior data may further include the following steps: determining the behavior density index of each scene area in the game scene based on the character behavior data, wherein the behavior density index includes at least one of the following: number of times an action occurs, frequency of action occurrence, and duration of action occurrence; comparing the behavior density index with a preset behavior heat threshold, and determining the area where the behavior density index exceeds the preset behavior heat threshold as the target scene area.
[0116] In an alternative implementation, based on the aforementioned scheme, the following steps may also be performed: in response to changes in character behavior data, the target scene area is redefined.
[0117] In an optional implementation, based on the aforementioned scheme, the generation of a guide marker for a target scene area in the game scene can be achieved through the following steps: generating semantic description information based on the character behavior data corresponding to the target scene area; generating a guide marker in the target scene area based on the location information of the target scene area, and displaying the semantic description information in the associated area of the guide marker.
[0118] In an alternative implementation, based on the foregoing scheme, the following steps may also be performed: in response to an interactive operation on the guide sign, adjusting the display priority and / or visual performance attributes of the guide sign, wherein the display priority is used to characterize the display priority order among multiple guide signs.
[0119] In one alternative implementation, based on the aforementioned scheme, the interactive operation includes at least one of the following: liking, commenting, or sharing.
[0120] In an optional implementation, based on the aforementioned scheme, the adjustment of the visual performance attributes of the guide sign can be achieved through the following steps: counting the number of interactive operations on the guide sign; when the number of interactive operations exceeds a preset threshold, adjusting the visual performance attributes of the guide sign.
[0121] In an optional implementation, based on the aforementioned scheme, the generation of a guide marker for a target scene area in the game scene can be achieved through the following steps: based on the location information of the target scene area and the relative positional relationship between the current location of the controlled virtual character, a guide marker for the target scene area is generated, and the guide marker is used to guide the controlled virtual character to move to the target scene area.
[0122] In the above steps, target scene areas that meet preset behavioral conditions are identified based on character behavior data, and guidance markers for target scene areas are dynamically generated in the game scene. This can satisfy players' needs for group behavior perception of virtual characters, and also allow subsequent players to directly utilize the exploration experience of existing players, which is more in line with the actual guidance needs of players.
[0123] Bus 630 is used to connect different components of electronic device 600 and may include a data bus, an address bus and a control bus.
[0124] Electronic device 600 can communicate with one or more external devices 700 (such as keyboard, mouse, external controller, etc.) through I / O interface 640.
[0125] Electronic device 600 can communicate with one or more networks via network adapter 650. For example, network adapter 650 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 650 can communicate with other modules of electronic device 600 via bus 630.
[0126] Electronic device 600 can display a graphical user interface, etc., through display 660.
[0127] although Figure 6 As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 600, including but not limited to: a display, microcode, device driver, redundant processor, external disk drive array, RAID (Redundant Array of Independent Disks) system, tape drive, and data backup storage system, etc.
[0128] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0129] Those skilled in the art will understand that various aspects of this disclosure can be implemented as systems, methods, or program products. Therefore, various aspects of this disclosure can be embodied in entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuit,” “module,” or “system.” Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.
[0130] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.
Claims
1. A method for generating guidance information in a game, characterized in that, The method includes: Acquire character behavior data of multiple virtual characters in a game scene, wherein the character behavior data includes at least location information and action information; Based on the character behavior data, a target scene area is determined from the game scene; wherein, the target scene area is a scene area where the action information of the corresponding position meets the preset behavior conditions; Generate a guide marker for the target scene area in the game scene.
2. The method according to claim 1, characterized in that, The guidance identifier contains guidance information generated based on the character behavior data corresponding to the target scene area; The method further includes: Based on changes in the character behavior data, the display content and / or display attributes of the guidance identifier are dynamically updated.
3. The method according to claim 1, characterized in that, The action information includes any one or more of the following: Static actions, interactive actions, and death actions.
4. The method according to claim 1, characterized in that, The step of determining the target scene area from the game scene based on the character behavior data includes: Based on the character behavior data, determine the behavior density index for each scene area in the game scene. The behavior density index includes at least one of the following: number of times an action occurs, frequency of action occurrence, and duration of action occurrence. The behavior density index is compared with a preset behavior heat threshold, and the area where the behavior density index exceeds the preset behavior heat threshold is determined as the target scene area.
5. The method according to claim 1, characterized in that, The method further includes: In response to changes in the character behavior data, the target scene area is redefined.
6. The method according to claim 1, characterized in that, The step of generating a guide marker for the target scene area in the game scene includes: Based on the character behavior data corresponding to the target scene area, semantic description information is generated; Based on the location information of the target scene area, a guide icon is generated in the target scene area, and the semantic description information is displayed in the associated area of the guide icon.
7. The method according to claim 6, characterized in that, The method further includes: In response to an interactive operation on the guide icon, the display priority and / or visual performance attributes of the guide icon are adjusted, wherein the display priority is used to characterize the display priority order among multiple guide icons.
8. The method according to claim 7, characterized in that, The interactive operation includes at least one of the following: liking, commenting, or sharing.
9. The method according to claim 7, characterized in that, Adjusting the visual attributes of the guide signage includes: Count the number of interactive operations performed on the guidance identifier; When the number of interactive operations exceeds a preset threshold, the visual attributes of the guide icon are adjusted.
10. The method according to claim 1, characterized in that, The step of generating a guide marker for the target scene area in the game scene includes: Based on the location information of the target scene area and the relative position of the controlled virtual character's current location, a guidance identifier is generated for the target scene area. The guidance identifier is used to guide and control the controlled virtual character to move to the target scene area.
11. A device for generating guidance information in a game, characterized in that, The device includes: The data acquisition module is used to acquire character behavior data of multiple virtual characters in the game scene, wherein the character behavior data includes at least location information and action information; The region determination module is used to determine a target scene region from the game scene based on the character behavior data; wherein, the target scene region is a scene region where the action information of the corresponding position meets preset behavior conditions; The identifier generation module is used to generate guide identifiers for the target scene area in the game scene.
12. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 10.
13. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 10 by executing the executable instructions.