A game display effect adaptive adjustment method and device, a display terminal and a medium

CN122643679APending Publication Date: 2026-08-28SHENZHEN OSTAR DISPLAY ELECTRONIC CO LTD +1
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Patent Information

Application Number
CN202610662620.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-05-14
Publication Date
2026-08-28

AI Technical Summary

Technical Problem

[0003]当前,显示设备的游戏显示效果调整主要依赖手动设置,但手动设置方式要求用户具备一定的专业知识,且不同游戏切换时频繁手动修改极为不便,体验较差,而且传统的静态显示配置难以兼顾不同游戏场景下的视觉需求,导致玩家的信息获取效率低,容易加重视觉疲劳,在一定程度上影响了游戏的可玩性

Benefits of technology

本发明通过实时获取游戏内的数据信息,自动提取关键特征数据并识别游戏类别,无需用户手动干预即可动态调用匹配的显示效果参数并应用,彻底改变了传统手动调整或游戏内固定预设的静态模式,显著提升了显示适配的智能化水平,并且在硬件参数调整的基础上,进一步生成覆盖层图形界面或游戏内叠加图层,能够按照显示界面布局参数重新组织界面元素,并依据显示内容增强参数对特定对象进行视觉增强处理,使得玩家能够更快速、更准确地捕捉关键信息,尤其适用于竞技类、射击类及策略类等对信息响应速度要求较高的游戏场景,从而增强游戏可玩性与用户满意度;用户无需具备显示参数调校专业知识,也无需在不同游戏间反复修改设置,能够减少因长时间注视不适宜显示参数导致的视觉疲劳,有利于玩家在游戏过程中保持良好的视觉舒适度。

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Abstract

The application belongs to the technical field of intelligent display adaptation, and provides a game display effect self-adaptive adjustment method, device, display terminal and medium, the method extracts key features by acquiring the data of the current game and outputs corresponding game category labels, then retrieves display interface layout parameters and display content enhancement parameters matched with the labels from a display effect parameter mapping table, automatically applies them to a display device or a graphics processing unit through an operating system or a graphics driver layer interface, and generates a cover layer graphical interface or an in-game superimposed layer on this basis, which is suspended or embedded in the original picture, reorganizes interface elements and visually enhances specific objects. The scheme provided by the application can dynamically and adaptively optimize the display effect according to the game category, without manual configuration by the user, thereby improving the visual experience and interaction efficiency in different game scenarios, enhancing the playability of the game and the information acquisition efficiency of the user, and being conducive to the rapid capture of key information by the player.
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Description

Technical Field

[0001] This invention belongs to the field of intelligent display adaptation technology, specifically relating to a method, device, display terminal, and medium for adaptive adjustment of game display effects. Background Technology

[0002] With the rapid development of the video game industry, game types are becoming increasingly diverse, and different types of games have significant differences in visual rendering styles, interface layouts, information presentation density, and player interaction methods.

[0003] Currently, adjusting the game display effects on display devices mainly relies on manual settings. However, manual settings require users to have certain professional knowledge, and frequent manual modifications when switching between different games are extremely inconvenient and result in a poor experience. Moreover, traditional static display configurations are difficult to meet the visual needs of different game scenarios, leading to low information acquisition efficiency for players, increasing visual fatigue, and affecting the playability of the game to some extent. Summary of the Invention

[0004] To overcome the shortcomings of the prior art, this invention proposes a method for adaptive adjustment of game display effects, the method comprising:

[0005] Acquire the video output signal and / or process data information of the currently running game program, and extract key feature data for identifying the game category based on the acquired content; the key feature data includes one or more of the following: the rendering style of the game screen, interface layout features, unit movement trajectory pattern, frequency of interactive event triggering, scene switching regularity, and text and metadata tags in the game process; The key feature data is input into a pre-trained game category recognition model, which then determines the category of the current game and outputs the corresponding game category label. Retrieve at least one set of display effect parameters corresponding to the game category tag from a preset display effect parameter mapping table; the display effect parameter mapping table stores the correspondence between different game category tags and display effect parameters, each game category tag corresponds to at least one unique set of display effect parameter configurations, and the display effect parameters include at least display interface layout parameters and display content enhancement parameters; The display parameter adjustment interface of the operating system or graphics driver layer is called to automatically apply the display effect parameters to the currently running display device or graphics processing unit, so as to achieve dynamic adaptation of the display hardware. Based on the display effect parameters, an overlay graphical interface and / or an in-game overlay layer adapted to the current game category are generated. The overlay graphical interface and / or the in-game overlay layer floats above the original game screen or is embedded in a designated area of ​​the original game screen. The interface elements in the original game screen are reorganized according to the display interface layout parameters, and specific objects in the original game screen are visually enhanced according to the display content enhancement parameters, thereby forming an adaptive display effect that matches the current game category.

[0006] The present invention also proposes a game display effect adaptive adjustment device, the device comprising: The extraction module is used to acquire the video output signal and / or process data information of the currently running game program, and based on the acquired content, extract key feature data for identifying the game category; the key feature data includes the rendering style of the game screen, interface layout features, unit movement trajectory pattern, frequency of interactive event triggering, scene switching regularity, and one or more of the following: text and metadata tags in the game process; The output module is used to input the key feature data into a pre-trained game category recognition model, which then determines the category of the current game and outputs the corresponding game category label. The retrieval module is used to retrieve at least one set of display effect parameters corresponding to the game category tag from a preset display effect parameter mapping table; the display effect parameter mapping table stores the correspondence between different game category tags and display effect parameters, each game category tag corresponds to at least one unique set of display effect parameter configurations, and the display effect parameters include at least display interface layout parameters and display content enhancement parameters; The application module is used to call the display parameter adjustment interface of the operating system or graphics driver layer to automatically apply the display effect parameters to the currently running display device or graphics processing unit, so as to realize dynamic adaptation of display hardware. The display module is used to generate an overlay graphical interface and / or an in-game overlay layer adapted to the current game category based on the display effect parameters. The overlay graphical interface and / or the in-game overlay layer floats above the original game screen or is embedded in a specified area of ​​the original game screen. The module also reorganizes the interface elements in the original game screen according to the display interface layout parameters, and performs visual enhancement processing on specific objects in the original game screen according to the display content enhancement parameters, thereby forming an adaptive display effect that matches the current game category.

[0007] Furthermore, the present invention also proposes a display terminal, comprising: Display panel, used to display game graphics; Memory, which stores executable instructions; A processor, connected to the display panel and the memory, is used to execute the executable instructions to implement the method described above.

[0008] The present invention also proposes a computer-readable storage medium storing executable instructions that, when executed by a processor, implement the method described above.

[0009] The present invention has at least the following beneficial effects: This invention acquires in-game data in real time, automatically extracts key feature data, and identifies game categories. It dynamically calls and applies matching display effect parameters without user intervention, completely changing the traditional static mode of manual adjustment or fixed in-game presets. This significantly improves the intelligence level of display adaptation. Furthermore, based on hardware parameter adjustments, it generates overlay graphical interfaces or in-game overlay layers, reorganizing interface elements according to display layout parameters and visually enhancing specific objects based on display content enhancement parameters. This allows players to capture key information more quickly and accurately, making it particularly suitable for competitive, shooting, and strategy games that require high information response speeds, thereby enhancing game playability and user satisfaction. Users do not need professional knowledge of display parameter calibration or to repeatedly modify settings between different games, reducing visual fatigue caused by prolonged viewing of unsuitable display parameters and helping players maintain good visual comfort during gameplay. Attached Figure Description

[0010] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0011] Figure 1 A flowchart illustrating the adaptive adjustment method for game display effects provided in Example 1; Figures 2(a) and 2(b) are schematic diagrams of the effect of applying the game display effect adaptive adjustment method provided in Example 1 to the game interface, wherein Figure 2(a) is a schematic diagram of the original game screen and Figure 2(b) is an example of the game screen after applying the method; Figure 3 A flowchart illustrating the method for training a game category recognition model; Figure 4 A flowchart illustrating the method for retrieving display effect parameters; Figure 5A flowchart illustrating the method for adjusting the display effects of games with mixed features; Figure 6 This is a schematic diagram of the game display effect adaptive adjustment device provided in Example 2. Detailed Implementation

[0012] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of the present invention, and not all of them. Based on the embodiments of the present invention, all other embodiments obtained by those of ordinary skill in the art without creative effort are within the scope of protection of the present invention.

[0013] Various embodiments of the invention will be described more fully below. The invention may have various embodiments, and adjustments and changes may be made therein. However, it should be understood that there is no intention to limit the various embodiments of the invention to the specific embodiments disclosed herein, but rather the invention should be understood to cover all modifications, equivalents, and / or alternatives falling within the spirit and scope of the various embodiments of the invention.

[0014] In the following, the terms “comprising” or “may include” as used in various embodiments of the invention indicate the presence of the disclosed functions, operations, or elements, and do not limit the addition of one or more functions, operations, or elements. Furthermore, as used in various embodiments of the invention, the terms “comprising,” “having,” and their cognates are intended only to indicate a specific feature, number, step, operation, element, component, or combination of the foregoing, and should not be construed as primarily excluding the presence of one or more other features, numbers, steps, operations, elements, components, or combinations of the foregoing, or the possibility of adding one or more combinations of the foregoing.

[0015] In various embodiments of the invention, the expression "or" or "at least one of A and / or B" includes any combination or all combinations of the words listed simultaneously. For example, the expression "A or B" or "at least one of A and / or B" may include A, may include B, or may include both A and B.

[0016] The expressions used in the various embodiments of the present invention (such as "first," "second," etc.) may modify various constituent elements in the various embodiments, but do not limit the corresponding constituent elements. For example, the above expressions do not limit the order and / or importance of the elements. The above expressions are only used for the purpose of distinguishing one element from other elements. For example, a first user device and a second user device refer to different user devices, although both are user devices. For example, a first element may be referred to as a second element without departing from the scope of the various embodiments of the present invention, and similarly, a second element may also be referred to as a first element.

[0017] It should be noted that, in this invention, unless otherwise explicitly specified and defined, terms such as "installation," "connection," and "fixation" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this invention according to the specific circumstances.

[0018] In this invention, those skilled in the art should understand that the terms indicating orientation or positional relationship in the text are based on the orientation or positional relationship shown in the accompanying drawings, and are only for the purpose of facilitating the description of this invention and simplifying the description, and are not intended to indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this invention.

[0019] The terminology used in the various embodiments of the invention is for the purpose of describing particular embodiments only and is not intended to limit the various embodiments of the invention. As used herein, the singular form is intended to include the plural form as well, unless the context clearly indicates otherwise. Unless otherwise defined, all terms used herein (including technical and scientific terms) have the same meaning as commonly understood by one of ordinary skill in the art to which the various embodiments of the invention pertain. The terms (such as those defined in a generally used dictionary) are to be interpreted as having the same meaning as in the context of the relevant technical field and are not to be interpreted as having an idealized or overly formal meaning, unless clearly defined in the various embodiments of the invention.

[0020] Example 1 Please see Figure 1 Figures 2(a) and 2(b) illustrate an adaptive adjustment method for game display effects. This method automatically adjusts display parameters and image enhancement strategies based on the currently running game type, thereby providing users with the optimal visual experience. The method specifically includes: S100: Acquires the video output signal and / or process data information of the currently running game program, and extracts key feature data for identifying the game category based on the acquired content.

[0021] Preferably, the key feature data includes one or more of the following: the rendering style of the game screen, interface layout features, unit movement trajectory patterns, frequency of interactive event triggering, regularity of scene switching, and text and metadata tags in the game process; taking the real-time strategy game (RTS) Warcraft 3 as an example, the key feature data extracted from the game may include: the presence of a large number of units that can be selected simultaneously in the screen, which corresponds to the group movement feature in the unit movement trajectory pattern; the continuous display of the field of view change in the minimap area, which corresponds to the fixed functional area layout in the interface layout features; and the inclusion of high-frequency text tags such as "resources", "construction", and "attack" in the process data.

[0022] S200: Input the key feature data into the pre-trained game category recognition model, which then determines the category of the current game and outputs the corresponding game category label.

[0023] Step S200 uses a machine learning model trained on a large number of samples to identify game categories. Compared with methods based on simple rules or filename matching, it can more accurately handle modern games with complex visual styles and cross-genre integration. For example, when a game contains both role-playing and shooting elements, it may be difficult to determine the game category using traditional methods. However, the game category identification model in this embodiment can output one or more main category labels through comprehensive analysis of multi-dimensional features, and can also output one or more auxiliary category labels simultaneously, thereby providing a more refined basis for subsequent parameter retrieval.

[0024] S300: Retrieves at least one set of display effect parameters corresponding to the game category tag from the preset display effect parameter mapping table.

[0025] The display effect parameter mapping table stores the correspondence between different game category tags and display effect parameters. In this embodiment, each game category tag corresponds to at least one unique set of display effect parameter configurations, and the display effect parameters include at least display interface layout parameters and display content enhancement parameters. The display effect parameter mapping table can centrally manage the association between game categories and specific display parameters, which is convenient for maintenance and updates. S400: Calls the display parameter adjustment interface of the operating system or graphics driver layer, and automatically applies the display effect parameters to the currently running display device or graphics processing unit to achieve dynamic adaptation of display hardware.

[0026] It should be noted that step S400 can directly call hardware parameters through the underlying interface, achieving hardware adaptation without manual operation by the user.

[0027] S500: Based on display effect parameters, generate an overlay graphical interface and / or in-game overlay layer adapted to the current game category. The overlay graphical interface and / or in-game overlay layer floats above the original game screen or is embedded in a specified area of ​​the original game screen. According to the display interface layout parameters, reorganize the interface elements in the original game screen, and according to the display content enhancement parameters, perform visual enhancement processing on specific objects in the original game screen, thereby forming an adaptive display effect that matches the current game category.

[0028] In one specific implementation, when the game category tag identified in step S200 is "racing game", the corresponding parameter configuration in the display effect parameter mapping table retrieved in step S300 includes not only the display interface layout parameters and display content enhancement parameters, but also the refresh rate. Step S500 can set the refresh rate of the game interface to 144Hz or higher based on the refresh rate parameter in the display effect parameters to ensure smoothness of the screen; and based on the display interface layout parameters, move auxiliary information such as the speedometer and tachometer to the edge of the screen and enlarge them for display; and based on the display content enhancement parameters, highlight the track boundary and the outline of the vehicle in front. It should be noted that the use of overlay or superimposed layers in step S500 can ensure the flexible addition of auxiliary information and enhancement effects without destroying the integrity of the original game screen. In another specific implementation, when the game category label identified in step S200 is "shooting game", step S500 can generate a semi-transparent superimposed layer. In the superimposed layer, the outlines of the enemy characters that have appeared are automatically marked with red highlights, and teammates are marked with green, without modifying the original textures in the game. Therefore, it will not trigger the false judgment of the anti-cheat system in the game.

[0029] It should be noted that the identification and localization of specific in-game objects such as track boundaries, vehicles, enemy characters, and teammates involved in this embodiment can be achieved using a variety of techniques known in the art. For example, it can be achieved by means including but not limited to contour detection algorithms based on Gaussian difference filtering, semantic segmentation networks based on deep learning, and directly reading object identifiers and their mapping relationship with screen coordinates from game process data. All of the above-mentioned object identification and localization technologies have been widely used in the art. Users can choose appropriate methods to implement them according to actual application scenarios. This embodiment does not make specific limitations on this.

[0030] Furthermore, the method proposed in this embodiment can monitor user interaction with the overlay graphical interface or in-game overlay layer in real time after generating the overlay graphical interface or in-game overlay layer, and record the monitored interaction as user preference data. When the game category recognition model outputs the same game category label again, it will preferentially read the user preference data corresponding to the game category label from the user preference configuration file, and use the parameter values ​​in the user preference data to override the default parameter values ​​in the display effect parameter mapping table, thereby adapting to the visual preferences of different players.

[0031] In this embodiment, the method for visually enhancing specific objects in the original game screen includes selecting one or more combinations of predefined enhancement modes based on the category indicated by the game category label. The enhancement modes include at least the following: The first enhancement mode is used to enhance the visual salience of interactive enemy units or potential threat targets in the original game screen. This mode is suitable for highly competitive game categories such as shooting games and fighting games. For example, it can automatically identify enemy characters in the field of view and draw a halo effect around the body outline of the enemy character, enabling users to quickly locate threat units. The second enhancement mode is used to enhance the path guidance information or visual cues of reachable areas in the original game screen. This mode is suitable for open-world, role-playing or strategy games. For example, after a user accepts a mission that requires navigation, a guide line can be drawn on the game map interface, which is controlled by the player character and extends to the mission objective point. The third enhancement mode is used to enhance the visual feedback intensity of key events or important interactive objects in the original game screen. This mode is suitable for games such as action games that have strict requirements for the timing of operations. For example, after the user successfully completes a set of preset high-difficulty actions, the positive feedback effect given by the game is enhanced. The fourth enhancement mode is used to enhance the readability of interface areas containing text or numerical information in the original game screen. This mode is suitable for games with a lot of information, such as strategy games and simulation management games. For example, in strategy games, it can automatically identify the number of items and the attribute values ​​of the items owned by the user, and use different colors to mark the data of different items. For the item that the user is viewing, it can be compared with the same type of item that the user is currently using, and the advantageous values ​​in the comparison are highlighted in green font, and the disadvantageous values ​​are highlighted in red font. The fifth enhancement mode is used to enhance the visual prediction information of the behavior patterns of non-player character groups in the original game screen. This mode is suitable for action games, such as games that require stealth. It can analyze and predict the movement path of patrolling NPCs in real time and draw the movement trajectory of patrolling NPCs within a preset time on the game map interface.

[0032] Specifically, please see Figure 3 Methods for training game category recognition models include: S210: Collect real-time running screens and background process data of multiple game types as training samples, and the sample data of each game type includes game recording data of no less than a preset time value and corresponding user display preference settings records.

[0033] Specifically, step S210 can collect game data including but not limited to first-person shooter (FPG), multiplayer online battle arena (MOBA), role-playing game (RPG), real-time strategy (RTS), adventure game (AVG), fighting game (FTG), etc. For each type of game, at least 1,000 hours of game recordings covering different scenes, different maps, and different player skill levels are collected, while also recording the player's adjustments to display parameters such as brightness, contrast, and refresh rate during the game.

[0034] S220: Extract multidimensional feature vectors from keyframe images or each frame image in the training samples.

[0035] Specifically, the multidimensional feature vector includes one or more of the following: screen motion vector field distribution, viewpoint change frequency, proportion of static elements in the interface, density of unit collision bodies, information prompt appearance interval, and historical operation sequence of user manual adjustment of display parameters. For example, the screen motion vector field distribution in real-time strategy games usually exhibits global and large-area change characteristics, while the proportion of static elements in text adventure games is extremely high, and the motion vector field is almost zero. Therefore, the multidimensional feature vector can provide a clear classification basis for the model.

[0036] S230: Based on various multi-dimensional feature vectors, a hybrid model structure combining convolutional neural networks and long short-term memory networks is used for training to obtain an initial game category recognition model.

[0037] It should be noted that convolutional neural networks are good at extracting spatial features from single-frame images, while long short-term memory networks are good at processing time-series data. A hybrid model that combines convolutional neural networks and long short-term memory networks can comprehensively capture the static and dynamic features of a game.

[0038] S240: During the actual operation of the game program by the user, continuously collect intervention data on the user's manual display parameter adjustment operations during game operation, and use the intervention data as feedback signals to periodically perform incremental training or fine-tuning of the game category recognition model in order to update the parameters of the game category recognition model.

[0039] In this embodiment, the model parameters of the game category recognition model include at least the following five independent dimensions. By structuring and quantifying game features from multiple independent dimensions, the recognition results of the game category recognition model can be interpreted. The model parameters specifically include: The screen dynamics sensitivity parameter is quantified and scored based on the mean of the difference between screen frames, the variance of the viewpoint rotation angular velocity, and the latency sensitivity between the user's input operation and the screen feedback. It is used to evaluate the screen dynamics of the current game and the requirements for instantaneous reaction speed. The strategic depth requirement parameters are quantitatively scored based on the time span of in-game tasks, the batch characteristics of unit control commands, and the frequency of resource management interfaces. These parameters are used to assess the current strategic depth of the game and the requirements for long-term continuous attention. The narrative immersion parameter is quantified based on the density of in-game dialogue text, the frequency of cutscene triggers, and the realism of scene lighting and shadow effects. It is used to evaluate the current game's narrative and requirements for an immersive visual style. The real-time combat intensity parameter is quantified and scored based on the collision detection frequency between units in the game, the frame density of attack actions, and the flashing frequency of skill effects. It is used to evaluate the real-time combat intensity of the current game and the requirements for operational precision and visual feedback speed. And / or, global spatial awareness parameters, which are quantitatively scored based on the number of controllable units in the game, the map scaling factor, and the density of numerical information displayed simultaneously, to evaluate the current game's global spatial unfolding frequency and the requirements for the simultaneous presentation of information from multiple units. The game category recognition model calculates a weighted sum by multiplying the quantified scores obtained from each model parameter by their respective category weight coefficients. This weighted sum yields a final comprehensive score, which is then mapped to the corresponding game category label. For example, if a game scores extremely high on "real-time combat intensity" and "screen dynamic sensitivity," but scores low on other model parameters, the comprehensive score can map it to the game category of "action game" or "shooting game."

[0040] Furthermore, the model parameters can be set with more detailed sub-parameter definitions to improve quantization accuracy; for example, the screen dynamic sensitivity parameters may include the mean coefficient of inter-frame difference, the variance of the view rotation angular velocity, the input-feedback delay sensitivity index, etc., to obtain the average value of the absolute value of pixel difference between two consecutive frames, the statistical variance of the player's view rotation angular velocity in a unit of time, the exponential value of the time interval between the player's input operation and the corresponding response in the screen, etc. Strategic depth requirements parameters can include baseline values ​​for task time span, frequency of batch command control, and frequency of resource management interface, in order to obtain detailed data such as the expected duration of a single task in the game from start to finish, the average number of times a player issues commands to multiple game units at once per unit of time, and the proportion of the display time of resource management interface windows to the total runtime during game operation. The narrative immersion feature vector can include dialogue text density coefficient and cutscene trigger frequency to obtain detailed data such as the ratio of the number of dialogue text characters or lines to the game duration and the number of times non-interactive cutscenes are automatically played per unit time.

[0041] The method proposed in this example normalizes the value of each feature sub-parameter to a uniform numerical range, performs a weighted summation of the feature sub-parameters within each class of model parameters to obtain the intra-class score of that class of model parameters, and then multiplies each intra-class score of model parameters by its corresponding class weight coefficient before performing a weighted summation to obtain the final comprehensive discrimination score. Finally, the comprehensive discrimination score is mapped to the corresponding game category label. Preferably, the weight coefficients used for each intra-class weighted summation and the five class weight coefficients are automatically optimized during model training using the backpropagation algorithm. The backpropagation algorithm aims to minimize the cross-entropy loss function between the game category predicted by the model and the actual game category.

[0042] After obtaining the actual values ​​of the fifteen feature sub-parameters for the five model parameters mentioned above, the game category recognition model normalizes the value of each feature sub-parameter to a uniform numerical range. It then performs a weighted summation of the feature sub-parameters within each model parameter category to obtain the intra-class score for that category. Finally, it multiplies each of the five intra-class scores by its corresponding category weight coefficient and performs a weighted summation to obtain the final comprehensive discrimination score. This comprehensive discrimination score is then mapped to the corresponding game category label. The weight coefficients used for each intra-class weighted summation, as well as the five category weight coefficients, are automatically optimized during model training using a backpropagation algorithm. This backpropagation algorithm aims to minimize the cross-entropy loss function between the model's predicted game category and the actual game category.

[0043] Specifically, please see Figure 4 Step S300 includes: S310: The display effect parameter mapping table is divided into a basic mapping layer and an advanced mapping layer.

[0044] In this embodiment, the basic mapping layer stores recommended values ​​of core parameters corresponding to each game category tag, and the advanced mapping layer stores interface layout template identifiers and at least one display content enhancement strategy identifier corresponding to each game category tag.

[0045] In one specific implementation, the core parameters include refresh rate, resolution, and response time. Through the hierarchical structure of the basic mapping layer and the advanced mapping layer, it is possible to easily manage and update various parameters of different types.

[0046] S320: When retrieving display effect parameters, it reads the recommended values ​​of each core parameter from the base mapping layer based on the output game category label, and detects the hardware capabilities of the current display device. If the hardware capabilities do not support the recommended values, it automatically backwards to the closest parameter values ​​that the hardware can support.

[0047] For example, if the recommended refresh rate for a certain game category is 165Hz, but the user's current display only supports a maximum refresh rate of 120Hz, then when performing step S320, the refresh rate can be reduced to 120Hz, which is supported by the display, thereby avoiding the situation where the adjustment fails due to hardware incompatibility.

[0048] S330: After the basic parameters are determined, the interface layout template identifier is read from the advanced mapping layer according to the game category tag, and the corresponding predefined interface layout script is loaded according to the interface layout template identifier.

[0049] Preferably, after the basic parameters are determined, the method proposed in this embodiment will simultaneously record a downgrade adjustment log. The downgrade adjustment log includes at least the original recommended value, the actual application value, and the reason for downgrade, which can facilitate subsequent analysis and optimization.

[0050] In this embodiment, the predefined interface layout script presets the display area position, display area size, display area transparency, and the timing of the display area for auxiliary information in the game screen.

[0051] S340: Read the display content enhancement strategy identifier from the advanced mapping layer based on the game category label, and load at least one visual enhancement algorithm based on the read display content enhancement strategy identifier.

[0052] For example, when the game category label is "shooting game", the displayed content enhancement strategy identifiers read may include "enemy outline highlighting" and "ballistic trajectory display", and the loaded visual enhancement algorithms may include a contour detection algorithm with Gaussian difference filtering and a ballistic trajectory drawing algorithm based on a particle system.

[0053] S350: Combines basic parameters, interface layout scripts, and visual enhancement algorithms into a complete set of display effect parameter configurations, and associates the display effect parameter configurations with game category tags.

[0054] Step S350 encapsulates the display effect parameter configuration, making it easier to reuse the same display effect parameter configuration. When the same game or game of the same category is identified again, the encapsulated configuration can be used directly, improving the overall optimization response speed.

[0055] Further, please see Figure 5 The method proposed in this embodiment also includes: S610: When the game category recognition model identifies that the currently running game program contains mixed features of two or more game categories, and the difference between the feature weight scores of each category does not exceed a preset threshold, the current game is determined to be in a mixed game category state.

[0056] S620: In the mixed game category state, the display area of ​​the original game screen is divided according to functional modules to obtain at least two non-overlapping display sub-areas.

[0057] In this embodiment, step S620 can identify the location of each functional module by image segmentation or by using process data.

[0058] S630: Independently executes operations such as retrieving display effect parameters from the display effect parameter mapping table, applying the display effect parameters to the display device or graphics processing unit, and generating overlay graphical interface or in-game overlay layer for each segmented display sub-region, so that different display sub-regions originating from the same original game screen can simultaneously use display effect parameter configurations corresponding to different game category tags.

[0059] S640: When display effect parameters of different display sub-regions conflict, the display effect parameters of the display sub-region with the largest area in the screen are used as global display parameters and uniformly applied to the entire display device, while the remaining display sub-regions are presented with differentiated visual enhancement effects through overlay layers.

[0060] For example, when the preset threshold is 0.15, if the game category recognition model identifies that the currently running game program has a feature weight score of 0.65 for the "role-playing game" category and a feature weight score of 0.60 for the "shooting game" category, the difference between the two is less than the preset threshold of 0.05. Therefore, it can be determined that the current game is a mixed game category state that combines the two game types of "role-playing game" and "shooting game". The system can divide the game screen into a display sub-area corresponding to "shooting game" and a display sub-area corresponding to "role-playing game". The display sub-area corresponding to "shooting game" is located in the center area of ​​the screen, and the display sub-area corresponding to "role-playing game" is located in the edge area of ​​the screen. In step S630, parameter configurations corresponding to the "shooting game" category can be applied to the display sub-area corresponding to "shooting game", such as a refresh rate of not less than 144Hz and enhanced highlight outline of enemy characters. For the display sub-area corresponding to "role-playing game", parameter configurations corresponding to the "role-playing game" category can be applied, such as enlarging the font of dialogue text. When the display sub-area corresponding to "shooting games" occupies 70% of the screen area, and the display sub-area corresponding to "role-playing games" occupies 30% of the screen area, and there is a conflict in the refresh rate requirements between the two, the 144Hz refresh rate corresponding to "shooting games" can be set as the global refresh rate. Although the display sub-area corresponding to "role-playing games" located at the edge cannot change its refresh rate independently, the text magnification and path guidance functions in its overlay graphical interface still work normally through the overlay layer. This allows for the preservation of personalized enhancement effects of each area to the maximum extent while ensuring hardware feasibility.

[0061] Example 2 Please see Figure 6 This embodiment proposes a game display effect adaptive adjustment device to implement the method proposed in Embodiment 1. The device includes: The extraction module 10 is used to acquire the video output signal and / or process data information of the currently running game program, and extract key feature data for identifying the game category based on the acquired content; Output module 20 is used to input key feature data into a pre-trained game category recognition model, which then determines the category of the current game and outputs the corresponding game category label. The retrieval module 30 is used to retrieve at least one set of display effect parameters corresponding to the game category tag from a preset display effect parameter mapping table; Application module 40 is used to call the display parameter adjustment interface of the operating system or graphics driver layer, and automatically apply the display effect parameters to the currently running display device or graphics processing unit to achieve dynamic adaptation of display hardware. The display module 50 is used to generate an overlay graphical interface and / or in-game overlay layer adapted to the current game category based on display effect parameters. The overlay graphical interface and / or in-game overlay layer floats above the original game screen or is embedded in a specified area of ​​the original game screen. It also reorganizes the interface elements in the original game screen according to the display interface layout parameters, and performs visual enhancement processing on specific objects in the original game screen according to the display content enhancement parameters, thereby forming an adaptive display effect that matches the current game category.

[0062] Preferably, the key feature data includes one or more of the following: the rendering style of the game screen, interface layout features, unit movement trajectory patterns, frequency of interactive event triggering, scene switching regularity, and text and metadata tags in the game process.

[0063] Specifically, the display effect parameter mapping table stores the correspondence between different game category tags and display effect parameters. Each game category tag corresponds to at least one unique set of display effect parameter configurations, and the display effect parameters include at least display interface layout parameters and display content enhancement parameters.

[0064] Example 3 This embodiment proposes a display terminal, including a display panel, a memory, and a processor. The display is used to present game screens, the memory stores executable instructions, and the processor is connected to the display panel and the memory to execute the executable instructions to implement the method proposed in Embodiment 1.

[0065] Example 4 This embodiment also proposes a computer-readable storage medium storing computer instructions that, when executed by a processor, implement the steps of the method proposed in Embodiment 1 above.

[0066] It should be noted that computer-readable media, including both permanent and non-permanent, removable and non-removable media, can store information using any method or technology. Information can be computer-readable instructions, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, disk storage, quantum memory, graphene-based storage media or other magnetic storage devices, or any other non-transferable medium that can be used to store information accessible by a computing device. As defined herein, computer-readable media does not include transient computer-readable media, such as modulated data signals and carrier waves.

[0067] In summary, this invention provides a method, device, display terminal, and medium for adaptive adjustment of game display effects. The solution proposed by this invention can dynamically and adaptively optimize the display effect according to the game category without requiring manual configuration by the user. This improves the visual experience and interaction efficiency in different game scenarios, enhances the playability of the game and the user's information acquisition efficiency, and helps players quickly capture key information.

[0068] The above description is only a preferred embodiment of the present invention and is not intended to limit the present invention. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present invention should be included within the protection scope of the present invention.

Claims

1. A method for adaptively adjusting game display effects, characterized in that, The method includes: Acquire the video output signal and / or process data information of the currently running game program, and extract key feature data for identifying the game category based on the acquired content; the key feature data includes one or more of the following: the rendering style of the game screen, interface layout features, unit movement trajectory pattern, frequency of interactive event triggering, scene switching regularity, and text and metadata tags in the game process; The key feature data is input into a pre-trained game category recognition model, which then determines the category of the current game and outputs the corresponding game category label. Retrieve at least one set of display effect parameters corresponding to the game category tag from a preset display effect parameter mapping table; the display effect parameter mapping table stores the correspondence between different game category tags and display effect parameters, each game category tag corresponds to at least one unique set of display effect parameter configurations, and the display effect parameters include at least display interface layout parameters and display content enhancement parameters; The display parameter adjustment interface of the operating system or graphics driver layer is called to automatically apply the display effect parameters to the currently running display device or graphics processing unit, so as to achieve dynamic adaptation of the display hardware. Based on the display effect parameters, an overlay graphical interface and / or an in-game overlay layer adapted to the current game category are generated. The overlay graphical interface and / or the in-game overlay layer floats above the original game screen or is embedded in a designated area of ​​the original game screen. The interface elements in the original game screen are reorganized according to the display interface layout parameters, and specific objects in the original game screen are visually enhanced according to the display content enhancement parameters, thereby forming an adaptive display effect that matches the current game category.

2. The method according to claim 1, characterized in that, The methods for training the game category recognition model include: Real-time running screens and background process data of various game types were collected as training samples. The sample data of each game type included game recording data of no less than a preset time value and corresponding user display preference settings records. Extract multidimensional feature vectors from keyframe images or each frame image in the training samples; the multidimensional feature vectors include one or more of the following: image motion vector field distribution, viewpoint change frequency, proportion of static elements in the interface, density of unit collision bodies, information prompt appearance interval, and historical operation sequence of user manual adjustment of display parameters. Based on the multidimensional feature vectors described above, a hybrid model structure combining convolutional neural networks and long short-term memory networks is used for training to obtain an initial game category recognition model. During the actual operation of the game program by the user, the system continuously collects intervention data on the user's manual display parameter adjustment operations during game operation, and uses the intervention data as feedback signals to periodically perform incremental training or fine-tuning on the game category recognition model in order to update the parameters of the game category recognition model.

3. The method according to claim 1 or 2, characterized in that, The model parameters of the game category recognition model include: The screen dynamics sensitivity parameter is quantified and scored based on the mean of the difference between screen frames, the variance of the viewpoint rotation angular velocity, and the latency sensitivity between the user's input operation and the screen feedback. It is used to evaluate the screen dynamics of the current game and the requirements for instantaneous reaction speed. The strategic depth requirement parameters are quantitatively scored based on the time span of in-game tasks, the batch characteristics of unit control commands, and the frequency of resource management interfaces. These parameters are used to assess the current strategic depth of the game and the requirements for long-term continuous attention. The narrative immersion parameter is quantified based on the density of in-game dialogue text, the frequency of cutscene triggers, and the realism of scene lighting and shadow effects. It is used to evaluate the current game's narrative and requirements for an immersive visual style. The real-time combat intensity parameter is quantified and scored based on the collision detection frequency between units in the game, the frame density of attack actions, and the flashing frequency of skill effects. It is used to evaluate the real-time combat intensity of the current game and the requirements for operational precision and visual feedback speed. And / or, global spatial awareness parameters, which are quantitatively scored based on the number of controllable units in the game, the map scaling factor, and the density of numerical information displayed simultaneously, to evaluate the current game's global spatial unfolding frequency and the requirements for the simultaneous presentation of information from multiple units. The game category recognition model multiplies the quantitative scores obtained from each of the model parameters by their respective category weight coefficients and then performs a weighted sum to obtain the final comprehensive discrimination score. The comprehensive discrimination score is then mapped to the corresponding game category label.

4. The method according to claim 1, characterized in that, The method for retrieving at least one set of display effect parameters corresponding to the game category tag from a preset display effect parameter mapping table includes: The display effect parameter mapping table is divided into a basic mapping layer and an advanced mapping layer. The basic mapping layer stores recommended values ​​of core parameters corresponding to each game category tag, and the advanced mapping layer stores interface layout template identifiers and at least one display content enhancement strategy identifier corresponding to each game category tag. When retrieving display effect parameters, the recommended values ​​of each core parameter are read from the basic mapping layer based on the output game category tag, and the hardware capabilities of the current display device are detected. If the hardware capabilities do not support the recommended values, the device is automatically backward compatible to the closest parameter value that the hardware can support. After the basic parameters are determined, the interface layout template identifier is read from the advanced mapping layer according to the game category tag, and the corresponding predefined interface layout script is loaded according to the interface layout template identifier; the predefined interface layout script presets the display area position, display area size, display area transparency and the timing of the display area of ​​auxiliary information in the game screen. Based on the game category tag, the display content enhancement strategy identifier is read from the advanced mapping layer, and at least one visual enhancement algorithm is loaded according to the read display content enhancement strategy identifier; The basic parameters, the interface layout script, and the visual enhancement algorithm are combined and encapsulated into a complete set of display effect parameter configurations, and the display effect parameter configurations are associated with the game category tag.

5. The method according to claim 1, characterized in that, The method for visually enhancing specific objects in the original game screen according to the aforementioned display content enhancement parameters includes: Based on the category indicated by the game category label, select one or more combinations of predefined enhancement modes, each of which includes: The first enhancement mode is used to enhance the visual salience of interactive enemy units or potential threat targets in the original game screen; The second enhancement mode is used to enhance the path guidance information or visual cues of reachable areas in the original game screen. The third enhancement mode is used to enhance the visual feedback intensity of key events or important interactive objects in the original game screen. The fourth enhancement mode is used to enhance the readability of interface areas containing text or numerical information in the original game screen; The fifth enhancement mode is used to enhance the visual prediction information of the behavior patterns of non-player character groups in the original game screen.

6. The method according to any one of claims 1-3, characterized in that, The method further includes: When the game category recognition model identifies that the currently running game program contains mixed features of two or more game categories, and the difference between the feature weight scores of each category does not exceed a preset threshold, the current game is determined to be in a mixed game category state. In the mixed game category state, the display area of ​​the original game screen is divided according to functional modules to obtain at least two non-overlapping display sub-areas; Each of the segmented display sub-regions independently performs operations such as retrieving display effect parameters from the display effect parameter mapping table, applying the display effect parameters to the display device or graphics processing unit, and generating an overlay graphical interface or an in-game overlay layer, so that different display sub-regions originating from the same original game screen simultaneously adopt display effect parameter configurations corresponding to different game category tags; When display effect parameters of different display sub-regions conflict, the display effect parameters corresponding to the display sub-region with the largest area in the image are used as global display parameters and uniformly applied to the entire display device, while the remaining display sub-regions are presented with differentiated visual enhancement effects through overlay layers.

7. The method according to claim 1, characterized in that, The method further includes: After generating the overlay graphical interface and / or the in-game overlay layer, monitor the user's interaction with the overlay graphical interface or the in-game overlay layer in real time. The monitored interaction operations are recorded as user preference data. When the game category recognition model outputs the same game category label again, the user preference data corresponding to the game category label is read from the user preference configuration file first, and the parameter values ​​in the user preference data are used to overwrite the default parameter values ​​in the display effect parameter mapping table.

8. A game display effect adaptive adjustment device, characterized in that, The device includes: The extraction module is used to acquire the video output signal and / or process data information of the currently running game program, and based on the acquired content, extract key feature data for identifying the game category; the key feature data includes the rendering style of the game screen, interface layout features, unit movement trajectory pattern, frequency of interactive event triggering, scene switching regularity, and one or more of the following: text and metadata tags in the game process; The output module is used to input the key feature data into a pre-trained game category recognition model, which then determines the category of the current game and outputs the corresponding game category label. The retrieval module is used to retrieve at least one set of display effect parameters corresponding to the game category tag from a preset display effect parameter mapping table; the display effect parameter mapping table stores the correspondence between different game category tags and display effect parameters, each game category tag corresponds to at least one unique set of display effect parameter configurations, and the display effect parameters include at least display interface layout parameters and display content enhancement parameters; The application module is used to call the display parameter adjustment interface of the operating system or graphics driver layer to automatically apply the display effect parameters to the currently running display device or graphics processing unit, so as to realize dynamic adaptation of display hardware. The display module is used to generate an overlay graphical interface and / or an in-game overlay layer adapted to the current game category based on the display effect parameters. The overlay graphical interface and / or the in-game overlay layer floats above the original game screen or is embedded in a specified area of ​​the original game screen. The module also reorganizes the interface elements in the original game screen according to the display interface layout parameters, and performs visual enhancement processing on specific objects in the original game screen according to the display content enhancement parameters, thereby forming an adaptive display effect that matches the current game category.

9. A display terminal, characterized in that, include: Display panel, used to display game graphics; Memory, which stores executable instructions; A processor, connected to the display panel and the memory, is configured to execute the executable instructions to implement the method as described in any one of claims 1-7.

10. A computer-readable storage medium, characterized in that, It stores executable instructions for implementing the method as described in any one of claims 1-7 when executed by a processor.