A game opening animation automatic generation method and a terminal

CN122929035APending Publication Date: 2026-10-16FUJIAN TQ DIGITAL
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Patent Information

Application Number
CN202510409503.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-02
Publication Date
2026-10-16

AI Technical Summary

Technical Problem

例如,常见的基于光栅化的渲染算法,虽然能够生成较为逼真的图像效果,但在处理复杂场景和大量图形数据时,对硬件的计算能力和图形处理单元(GPU)性能要求极高

Benefits of technology

[0006] The beneficial effects of this invention are as follows: It provides a method and terminal for automatically generating game opening animations. By collecting multi-dimensional data from players and constructing an opening animation prediction model, it predicts the display order and duration of animation elements, dynamically generating personalized opening animations. This makes each player's opening animation unique, breaking the monotony of traditional fixed animations and solving the problem of identical traditional opening animations. It significantly enhances the player's immersion and the uniqueness of the game experience. The method of generating personalized opening animations by calling corresponding resources based on an animation element library not only relies on visuals but also incorporates multi-modal animation elements such as audio and touch. This allows the opening animations predicted based on player preferences and game data to fully envelop the player from visual, auditory, and tactile perspectives.

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Abstract

The application provides a game opening animation automatic generation method and terminal, which comprises the following steps: collecting player multidimensional data, wherein the player multidimensional data comprises character level, achievement, preference setting, playing time, social relationship closeness and plot task participation data; constructing and training an opening animation prediction model based on the player multidimensional data, predicting animation elements and their display order and display time at the opening; establishing an animation element library to store resource files of characters, scenes, audio and tactile feedback, and generating an index file; and calling corresponding resources from the animation element library according to the prediction result of the opening animation prediction model, and dynamically generating a personalized opening animation. The application can dynamically generate a personalized opening animation, solve the problem of traditional opening animations being the same, significantly improve the immersion of players and the uniqueness of game experience, and make more configured game devices run smoothly.
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Description

Technical Field

[0001] This invention relates to the field of game development and design technology, and in particular to a method and terminal for automatically generating game opening animations. Background Technology

[0002] In the current field of game opening animation rendering technology, traditional graphics rendering algorithms mainly rely on high-performance hardware to achieve high-quality visual presentation. For example, common rasterization-based rendering algorithms, while capable of generating relatively realistic image effects, place extremely high demands on the computing power and graphics processing unit (GPU) performance when handling complex scenes and large amounts of graphics data. This makes it difficult for ordinary gaming devices to run high-quality opening animations smoothly, greatly limiting the game's audience. Furthermore, for special effects in animations, such as particle effects and lighting effects, existing implementations often use generic algorithm templates, lacking uniqueness and innovation, and failing to meet players' demands for personalized and immersive gaming experiences. Summary of the Invention

[0003] The technical problem to be solved by the present invention is to provide a method and terminal for automatically generating game opening animations, thereby improving the quality and personalization of game opening animations and enabling smooth operation on more configured game devices.

[0004] To solve the above-mentioned technical problems, the technical solution adopted by the present invention is as follows: A method for automatically generating game opening animations, including the following steps: S1. Collect multi-dimensional player data, including character level data, achievement data, preference settings data, playtime, social relationship density, and participation in story missions; S2. Based on the player's multidimensional data, construct and train an opening animation prediction model, and use the opening animation prediction model to predict the animation elements at the beginning of the scene, their display order, and display duration. S3. Establish an animation element library to store resource files containing character data, scene data, audio data, and haptic feedback data, and generate an index file for the animation element library; S4. Based on the animation elements predicted by the opening animation prediction model, the corresponding resource files are called from the animation element library using the index file, and a personalized opening animation is dynamically generated by combining the resource files with the corresponding display order and display duration.

[0005] To solve the above-mentioned technical problems, another technical solution adopted by the present invention is as follows: A terminal for automatically generating game opening animations includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it implements the steps in the game opening animation automatic generation method described above.

[0006] The beneficial effects of this invention are as follows: It provides a method and terminal for automatically generating game opening animations. By collecting multi-dimensional data from players and constructing an opening animation prediction model, it predicts the display order and duration of animation elements, dynamically generating personalized opening animations. This makes each player's opening animation unique, breaking the monotony of traditional fixed animations and solving the problem of identical traditional opening animations. It significantly enhances the player's immersion and the uniqueness of the game experience. The method of generating personalized opening animations by calling corresponding resources based on an animation element library not only relies on visuals but also incorporates multi-modal animation elements such as audio and touch. This allows the opening animations predicted based on player preferences and game data to fully envelop the player from visual, auditory, and tactile perspectives. Attached Figure Description

[0007] Figure 1 This is an overall flowchart of a method for automatically generating game opening animations according to an embodiment of the present invention; Figure 2 This is a schematic diagram of the structure of a terminal for automatically generating game opening animations according to an embodiment of the present invention.

[0008] Label Explanation: 1. A terminal for automatically generating game opening animations; 2. Memory; 3. Processor. Detailed Implementation

[0009] To explain in detail the technical content, objectives, and effects of the present invention, the following description is provided in conjunction with the embodiments and accompanying drawings.

[0010] Please refer to Figure 1 A method for automatically generating game opening animations, including the following steps: S1. Collect multi-dimensional player data, including character level data, achievement data, preference settings data, playtime, social relationship density, and participation in story missions; S2. Based on the player's multidimensional data, construct and train an opening animation prediction model, and use the opening animation prediction model to predict the animation elements at the beginning of the scene, their display order, and display duration. S3. Establish an animation element library to store resource files containing character data, scene data, audio data, and haptic feedback data, and generate an index file for the animation element library; S4. Based on the animation elements predicted by the opening animation prediction model, the corresponding resource files are called from the animation element library using the index file, and a personalized opening animation is dynamically generated by combining the resource files with the corresponding display order and display duration.

[0011] As can be seen from the above description, the beneficial effects of the present invention are as follows: It provides a method for automatically generating game opening animations. By collecting multi-dimensional data of players and constructing an opening animation prediction model, it predicts the display order and duration of animation elements, dynamically generates personalized opening animations, making each player's opening animation unique, breaking the monotony of traditional fixed animations, solving the problem of traditional opening animations being all the same, and significantly improving the player's immersion and the uniqueness of the game experience. The method of generating personalized opening animations by calling corresponding resources based on an animation element library not only relies on visuals but also incorporates multi-modal animation elements such as audio and touch. This allows the opening animations predicted based on player preferences and game data to fully envelop the player from visual, auditory, and tactile perspectives, creating an immersive sensory feast.

[0012] Further, step S1 specifically includes: S11. In response to events such as character level increase, new achievement acquisition, preference setting change, or playtime increase, the data collection function is triggered to collect the player's character level data, achievement data, preference setting data, and playtime. S12. In response to interaction events between players and other characters, trigger the construction of a player social relationship graph using a graph database, and calculate the density of players' social relationships based on the player social relationship graph; S13. In response to player participation in story mission events, call the event hook to track the player's story mission participation data.

[0013] As described above, data acquisition functions are used to obtain some basic player data, including level, achievements, preferences, and playtime. Combined with graph databases and event hook technology, player social relationship graphs and player participation in story missions are managed efficiently, ensuring the real-time nature and accuracy of data acquisition and providing reliable data support for personalized animation generation.

[0014] Furthermore, the procedure before step S2 includes: S20. Preprocess the player's multidimensional data, including: The player multidimensional data is cleaned of outliers and filled with missing values. Natural language processing toolkits or natural language text processing libraries are used to segment and tag the text data in the player multidimensional data, and the player multidimensional data is converted into a numerical format.

[0015] As described above, data preprocessing, such as outlier cleaning, missing value supplementation, text segmentation, image annotation, and numerical conversion, improves the quality of the collected multidimensional player data, making the input of the opening animation prediction model more standardized, thereby improving the accuracy and stability of the prediction model.

[0016] Further, step S2 specifically includes: S21. Divide the preprocessed player multidimensional data into a training set and a test set; S22. A first opening animation prediction model is obtained by training the training set based on the linear regression algorithm, and a second opening animation prediction model is obtained by training the training set based on the decision tree algorithm. S23. The first opening animation prediction model and the second opening animation prediction model are trained and optimized through cross-validation. The model parameters of the first opening animation prediction model and the second opening animation prediction model are adjusted, and the test set is used for testing. The opening animation prediction model with the best test performance data is taken as the best opening animation prediction model. The best opening animation prediction model is used to predict the animation elements at the beginning of the scene, as well as their display order and display duration.

[0017] As described above, the prediction model is trained using linear regression and decision tree algorithms, and the model parameters are optimized through cross-validation to ensure that the prediction model can accurately predict the display order and duration of animation elements in the opening animation based on the player's multidimensional data, thereby achieving highly personalized opening animation generation.

[0018] Further, step S3 specifically includes: S31. Preset animation element classes, which include character classes, scene classes, audio classes and haptic feedback classes, and preset corresponding encapsulation attributes and drawing methods for each animation element class; S32. The resource files corresponding to each animation element in each animation element class are stored in a preset directory structure through the file system, and the file path is set in the corresponding animation element class to reference the corresponding resource file; S33. Create an index file to record the unique identifier of each animation element and its corresponding animation element class and attributes; S34. Based on the animation element class, its resource file, and the index file, establish an animation element library.

[0019] As described above, by encapsulating various animation element classes and combining them with index files to quickly call the resource files of the corresponding animation elements, the efficiency and flexibility of opening animation generation are improved, and dynamic integration of multimodal (visual, audio, tactile) elements is supported.

[0020] Further, step S4 specifically includes: S41. Create an opening animation generation script. Based on the prediction results of the opening animation prediction model, read the resource file corresponding to the predicted animation element from the index file of the animation element library based on the opening animation generation script. S42. If the predicted animation element is a character or a scene, then the animation element is instantiated, the corresponding resource file is added to the game opening scene, and the position parameters and animation component parameters of the animation element are set. The animation is played according to the display order and display duration predicted by the opening animation prediction model. If the predicted animation element is an audio element, then load the resource file of the read animation element into the game's opening scene, set the playback parameters for the animation element, and start automatic playback. If the predicted animation element is a haptic feedback element, then a vibration command is sent to the haptic feedback device in the game's opening scene.

[0021] As described above, the instantiation and parameter configuration of animation elements are realized based on the opening animation generation footer, thereby achieving personalized generation of immersive opening animations that integrate multiple senses and enhance the player's sense of immersion.

[0022] Furthermore, after step S4, the method further includes: S5. Define an event listener. When an interaction between a player and a preset character is detected, trigger an event callback function through collision detection or UI interaction event. Then, call the graph database through the event callback function to update the player's social relationship graph. When a player is detected participating in game activities, the event callback function is triggered to call the event hook to track the player's participation data in story missions; The data acquisition function is called again to obtain the latest player character level data, achievement data, preference settings data, and playtime, and then steps S2 to S4 are returned to regenerate the personalized opening animation.

[0023] As described above, by using event listening and real-time data update mechanisms, the content of the opening animation is dynamically adjusted to ensure that the opening animation always reflects the player's latest game status and interactive behavior, thereby enhancing the realism and interactivity of the game world.

[0024] Furthermore, step S5 also includes: The regenerated personalized opening animation embeds the player's interaction with a preset character and links it to the player's historical interaction data with the preset character.

[0025] As described above, integrating the player's interaction data with the preset characters into the generated opening animation creates unique interactive plots, strengthens the emotional connection between the player and the preset characters in the game, and enhances the narrative depth and personalized experience of the game.

[0026] Furthermore, step S5 also includes: Player activity data is embedded in the regenerated personalized opening animation, and the animation content is adjusted according to real-time game activities.

[0027] As described above, the opening animation content is dynamically updated based on real-time game events, such as festivals, celebrations, and faction victories, allowing players to immediately perceive changes in the game world and enhancing their sense of participation and belonging.

[0028] Please refer to Figure 2 A terminal for automatically generating game opening animations includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it implements the steps in the game opening animation automatic generation method described above.

[0029] As described above, the beneficial effects of this invention are as follows: Based on the same technical concept, and in conjunction with the aforementioned method for automatically generating game opening animations, a terminal for automatically generating game opening animations is provided. By collecting multi-dimensional data from players and constructing an opening animation prediction model, the display order and duration of animation elements are predicted, and personalized opening animations are dynamically generated, making each player's opening animation unique. This breaks the monotony of traditional fixed animations, solves the problem of traditional opening animations being all the same, and significantly enhances the player's immersion and the uniqueness of the game experience. The method of generating personalized opening animations by calling corresponding resources based on an animation element library not only relies on visuals but also incorporates multi-modal animation elements such as audio and touch. This allows the opening animations predicted based on player preferences and game data to comprehensively envelop the player from visual, auditory, and tactile perspectives, creating an immersive sensory feast.

[0030] This invention provides a method and terminal for automatically generating game opening animations, mainly applied in game opening animation playback scenarios. The following detailed description is provided in conjunction with specific embodiments: Please refer to Figure 1 Embodiment 1 of the present invention is as follows: A method for automatically generating game opening animations, such as Figure 1 As shown, the steps include: S1. Collect multi-dimensional player data, including character level data, achievement data, preference settings data, playtime, social relationship density, and participation in story missions.

[0031] S2. Based on multidimensional player data, construct and train an opening animation prediction model, and use the opening animation prediction model to predict the animation elements at the beginning of the scene, their display order, and display duration.

[0032] S3. Create an animation element library to store resource files containing character data, scene data, audio data, and haptic feedback data, and generate an index file for the animation element library.

[0033] S4. Based on the animation elements predicted by the opening animation prediction model, use the index file to call the corresponding resource files from the animation element library, and dynamically generate a personalized opening animation by combining the resource files with the corresponding display order and display duration.

[0034] In this embodiment, by collecting multidimensional data from players and constructing an opening animation prediction model, the display order and duration of animation elements are predicted, and personalized opening animations are dynamically generated. This makes each player's opening animation unique, breaking the monotony of traditional fixed animations and solving the problem of identical traditional opening animations. This significantly enhances the player's immersion and the uniqueness of the game experience. The method of generating personalized opening animations by calling corresponding resources based on the animation element library not only relies on visuals but also incorporates multimodal animation elements such as audio and touch. This allows the opening animations predicted based on player preferences and game data to fully envelop the player from visual, auditory, and tactile perspectives, creating an immersive sensory feast.

[0035] For example, based on player preferences and key data in the game, the background music style, sound effects details, and vibration feedback modes of peripherals such as controllers and VR devices in the opening animation can be intelligently adjusted. If the player is an aggressive combat expert in the game, the music in the opening animation will instantly switch to a strong and exciting melody. At the same time, the controller will provide precise and impactful vibration feedback the moment the intense battle scene is displayed.

[0036] In this embodiment, step S2 is preceded by: S20. Preprocess the player's multidimensional data, including: The Pandas library in Python is used to clean outliers and fill in missing values ​​in the multidimensional player data. The Natural Language Toolkit (NLTK) or the SpaCy library is used to segment and tag the text data in the multidimensional player data and convert it into a numerical format.

[0037] For example, raw data can be read from a MySQL database using a Python script, and outliers and missing values ​​can be filtered out and processed using functions of the Pandas library, such as imputing missing values ​​(using the mean, median, or values ​​predicted by the model). For text-based preference data, NLTK or SpaCy can be used for word segmentation to divide the text into individual words or phrases, and then part-of-speech tagging can be performed to determine the part of speech of each word (such as noun, verb, adjective, etc.). Finally, the processed data can be converted into a numerical format suitable for machine learning model input, such as using one-hot encoding to process classification data.

[0038] This involves improving the quality of collected multidimensional player data through data preprocessing, such as outlier cleaning, missing value supplementation, text segmentation, image annotation, and numerical transformation. This makes the input to the opening animation prediction model more standardized, thereby improving the accuracy and stability of the prediction model.

[0039] Embodiment 2 of the present invention is as follows: A method for automatically generating game opening animations, based on the above embodiment one, specifically includes step S1 as follows: S11. In response to events such as character level increase, new achievement acquisition, preference setting change, or increased playtime, trigger the data collection function to collect the player's character level data, achievement data, preference setting data, and playtime. The collected player character level data, achievement data, preference setting data, and playtime can be written to a MySQL database for storage using the JDBC (Java Database Connectivity) interface in Java. The JDBC interface can establish a connection with the MySQL database. A series of data collection functions can be predefined in the game client code, so that the corresponding collection functions are triggered whenever the player's character level increases, a new achievement is acquired, preference settings are changed, or playtime increases.

[0040] S12. In response to player interaction events with other characters, trigger the graph database API to construct a player social relationship graph, and calculate the density of player social relationships based on the graph. Neo4j can be used as the graph database, as its powerful graph data processing capabilities facilitate efficient storage and retrieval of social relationships.

[0041] During gameplay, players accumulate a wealth of diverse social relationship data, which plays a crucial role in creating personalized opening animations. Below are some examples of such social relationship data: Affinity Values: The game features affinity values ​​between players and different NPCs, which change based on player interactions. For example, if a player frequently talks to an NPC named "Eric," each conversation increases the affinity value. When the affinity reaches a specific threshold, such as 80 (out of 100), Eric will appear in the opening animation carrying an item mentioned in past interactions with the player, perhaps a book the player previously mentioned liking. This reflects the deep emotional connection between the player and the NPC, making the opening animation more personalized and emotionally resonant.

[0042] Social Roles: Players acquire different roles in the game's social interactions. For example, in a guild system, a player might become the "Vice Guild Leader." This role not only represents the player's status within the guild but also signifies certain responsibilities and special privileges. The opening animation might show guild members showing respect to the player as the Vice Guild Leader, such as guild members lining up to bow to the player. This highlights the player's achievements and status in the game's social aspects, showcasing the player's unique social relationships.

[0043] Shared Event Log: Records special events experienced by players and NPCs together. For example, if a player completes the "Lost Treasure Exploration" quest with the NPC "Lily," the event will be recorded in detail, including the quest completion time, key decision points, and other information. In the opening animation, a highlight from this quest may be recreated, such as the surprise scene of discovering the treasure, or Lily's excited hug with the player, allowing the player to recall this unforgettable adventure and enhancing the storytelling and immersion of the opening animation.

[0044] S13. In response to player participation in story mission events, the event hook technology is invoked to track player participation data in story missions and capture key player actions in the story.

[0045] During gameplay, players' participation in story missions generates a wealth of data, which plays a crucial role in creating personalized opening animations. Below are some examples of story mission participation data: Plot Decision Paths: As the story unfolds, players will face various decisions, which constitute unique plot decision paths. For example, in a suspenseful storyline, if a player chooses to believe the contents of a mysterious letter at a crucial juncture, this choice propels the plot towards a branch rife with intrigue. The opening animation can showcase important scenes from this branch of the story, such as the secret hideout of a mysterious organization, hinting at the player's unique plot experience and allowing them to feel the impact of their decisions on the game world.

[0046] Story Mission Completion Time and Difficulty Level: This records the time players spend completing each story mission and the mission's inherent difficulty level. For example, if a player completes the "Dark Castle Challenge" mission with a difficulty level of 8 (out of 10) and takes 30 minutes (the average completion time for this mission is 45 minutes), the opening animation can highlight the player's skills and achievements, showcasing exciting moments of the player's battles within the castle, accompanied by text explaining the player's outstanding performance in completing this challenging mission. This satisfies the player's sense of accomplishment and makes the opening animation more personalized and motivating.

[0047] Special actions in story missions: Players may perform unique actions during story missions, which are recorded as part of their story participation data. For example, in a hostage rescue mission, instead of choosing a conventional combat rescue method, the player cleverly deciphers enemy mechanisms and quietly rescues the hostage. The opening animation could highlight this special action, allowing the player to reflect on their unique game strategy and wisdom, differentiating themselves from other players' story experiences, and increasing the opening animation's interest and uniqueness.

[0048] Furthermore, event hooking is a widely used programming mechanism in software systems. In the game storyline tracking algorithm of this embodiment, it acts like a "super intelligence officer," constantly monitoring the player's every move in the game's storyline. The following details the technical principles of event hooking for storyline tracking in games: 1. Event Hook Installation and Monitoring: Based on the game's own quest system architecture, developers "install" event hooks at key plot points and player action triggers, much like setting up observation posts at important crossroads in the game world. For example, in a main storyline, scenarios such as players interacting with key NPCs, making decisions that affect the plot's direction, or completing specific quest objectives are considered key action triggers. During gameplay, these event hooks are in a monitoring state, constantly watching for pre-set key actions to occur. For instance, a player's first encounter with a mysterious NPC is a monitored key action point; once the player enters the encounter's trigger range, the event hooks will activate.

[0049] 2. Capture and Transmission of Key Behaviors: When a player performs a key action in the game's storyline that meets the monitoring criteria, the event hook quickly captures this behavioral information. Acting like a signal receiver, it organizes and marks the captured behavioral information, then transmits this information to the game's task tracking system according to pre-set rules. For example, if a player successfully solves a puzzle in the storyline, the event hook records the time the puzzle was solved, the player's actions, and other relevant information, accurately sending this information to the task tracking system to ensure the system can promptly understand the player's specific progress in the storyline.

[0050] 3. Collaboration with the Task System: After receiving key behavioral information from the event hook, the task tracking system processes it according to the game's plot logic and task settings. If the player's key behavior meets the completion conditions of a task, the task tracking system updates the task status, marking the task as completed or partially completed, and triggers subsequent plot developments or reward distribution mechanisms. For example, suppose a player completes a series of prerequisite tasks and finally defeats the level boss. The event hook captures this key behavior and notifies the task tracking system. The task tracking system confirms that the player has completed the current level's task, updates the player's task progress, unlocks the next level's plot, and may also distribute rewards such as experience points, coins, or special items to the player.

[0051] 4. Dynamically Adjust the Story Experience: By continuously capturing key player actions through event hook technology, the game can dynamically adjust the story experience based on the player's actual actions. If the player repeatedly chooses to resolve conflicts peacefully in the story, the game system will record these key actions, and subsequent storylines may offer the player more opportunities for peaceful negotiation or cooperation, making the story development more in line with the player's playstyle and decision-making tendencies. Conversely, if the player prefers to resolve issues through combat, the game will arrange more combat scenarios and challenges in subsequent storylines, allowing the player to better immerse themselves in the game mode they are comfortable with, enhancing the game's fun and personalized experience.

[0052] In this embodiment, a JDBC interface is used to store basic player data, including level, achievements, preferences, and playtime. This is combined with graph databases and event hook technology to efficiently manage the player's social relationship graph and data on player participation in story missions, ensuring real-time and accurate data collection and providing reliable data support for personalized animation generation. The event hook technology accurately captures key player actions within the storyline, providing strong support for plot development, mission tracking, and personalized opening animation generation, significantly enhancing game interactivity and player experience.

[0053] Meanwhile, step S2 specifically includes: S21. Divide the preprocessed player multidimensional data into training set and test set, generally according to a ratio of 70%-30% or 80%-20%.

[0054] S22. The first opening animation prediction model is obtained by training the training set based on the linear regression algorithm, and the second opening animation prediction model is obtained by training the training set based on the decision tree algorithm.

[0055] Taking the linear regression algorithm as an example, the LinearRegression class in Scikit-learn, Python's machine learning library, is used to train the model on the training set using the fit method. The model parameters are then adjusted so that the model can accurately predict the relevant parameters of the opening animation elements (such as the order of element appearance and display duration) based on different data features (such as player achievements, playtime, etc.).

[0056] Taking the decision tree algorithm as an example, a similar training operation can be performed using the DecisionTreeRegressor class.

[0057] S23. Train and optimize the first and second opening animation prediction models through cross-validation, adjust the model parameters of the first and second opening animation prediction models, and test them using a test set. The opening animation prediction model with the best test performance data is taken as the best opening animation prediction model. Use the best opening animation prediction model to predict the animation elements at the beginning of the scene, as well as their display order and display duration.

[0058] This involves training a prediction model using linear regression and decision tree algorithms, and optimizing the model parameters through cross-validation. This ensures that the prediction model can accurately predict the display order and duration of animation elements in the opening animation based on the player's multidimensional data, thereby achieving highly personalized opening animation generation.

[0059] The creation of the animation element library can be achieved using object-oriented programming languages ​​such as C++ or Python (combined with graphics libraries like Pygame), specifically step S3 as follows: S31. Preset animation element classes, including character classes, scene classes, audio classes and haptic feedback classes, and preset corresponding encapsulation properties and drawing methods for each animation element class.

[0060] For example, the Character class is used to represent a character's appearance and includes attributes such as character name, model file path, and animation action list; the Scene class is used to represent a scene and includes attributes such as scene name, background image path, and scene effects. Each class has corresponding methods, such as the draw method used to draw elements during animation rendering.

[0061] S32. Store the resource files (such as images, model files, etc.) corresponding to each animation element in each animation element class in a preset directory structure through the file system, and set the file path in the corresponding animation element class to reference the corresponding resource files.

[0062] S33. Create an index file (such as JSON format) to record the unique identifier of each animation element and its corresponding animation element class and attributes, so as to facilitate quick search and retrieval.

[0063] S34. Based on the animation element class and its resource files and index files, establish an animation element library.

[0064] This involves encapsulating various animation element classes and combining them with index files to quickly call the resource files of the corresponding animation elements, thereby improving the efficiency and flexibility of opening animation generation and supporting the dynamic integration of multimodal (visual, audio, and tactile) elements.

[0065] Alternatively, the Unity engine, with its powerful animation system and scripting capabilities, can be used in conjunction with the C# language to develop and automatically generate personalized opening animations. Specifically, step S4 involves: S41. In a Unity project, an opening animation generation script is created using the Unity engine. Based on the prediction results of the opening animation prediction model, the resource files corresponding to the predicted animation elements are read from the index file of the animation element library based on the opening animation generation script.

[0066] S42. If the predicted animation element is a character or scene, use the Unity engine's Instantiate function to instantiate the read animation element and add the corresponding resource file to the game's opening scene. Set the animation element's position parameters (such as position, rotation, and scaling) and animation component parameters (such as Animator), and play the animation according to the predicted display order and duration of the opening animation prediction model. If the predicted animation element is an audio element, the Unity engine's audio manager is used to load the read animation element's resource file into the game's opening scene, and playback parameters are set for the animation element for automatic playback. If the predicted animation element is haptic feedback type, then a vibration command is sent to the haptic feedback device in the game's opening scene. For example, using a VR device or a controller that supports vibration feedback, the vibration command is sent to the game's opening scene through the SDK (Software Development Kit) provided by the device manufacturer, such as setting parameters such as vibration intensity, frequency, and duration.

[0067] This involves instantiating and configuring animation elements using the Unity engine, and combining an audio manager and peripheral SDK to generate personalized, immersive opening animations that integrate multiple senses, thereby enhancing the player's sense of immersion.

[0068] In addition, this embodiment supplements the data model for players' achievements in the game, and the specific content for generating personalized opening animations is as follows: 1. Innovative Achievement Classification and Weighting: Player achievements are categorized into various types such as combat, exploration, social interaction, and puzzle solving. Differential weights are assigned to each type of achievement based on the core gameplay and the player's overall achievement performance. For example, in an adventure game, if a player excels in combat achievements, these achievements will receive a higher weight in the data model. If a player achieves a "100-man kill" achievement in combat, it signifies outstanding combat skills. Therefore, the opening animation might feature a grand battle scene as a backdrop, showcasing the protagonist's valiant fight on the battlefield. Elements related to combat achievements (such as weapon effects and battle medals) will be highlighted, and their display duration will increase according to the achievement's weight.

[0069] 2. Integrating Achievements with Game Storyline into the Opening Cinema: Analyze the connection between player achievements and the game's storyline, and integrate relevant storylines into the opening cinematic. For example, if a player completes the achievement "Unravel the Mystery of the Ancient Ruins," this achievement is linked to a mysterious game storyline. The opening cinematic will use this ruin as a backdrop, showcasing key moments of the player's exploration and puzzle-solving within the ruins through flashbacks, such as triggering mechanisms and discovering hidden clues. Simultaneously, NPCs related to this achievement will be integrated into the cinematic, offering their evaluation and congratulations to the player.

[0070] 3. Dynamic Progress Display: For series achievements or achievements with progress indicators, the completion progress of the achievement will be displayed in the opening animation. For example, in a simulation game, if a player has a series of achievements for "nurturing top-tier mythical beasts," which is divided into multiple stages, such as hatching mythical beast eggs and nurturing the mythical beast's growth, the opening animation will display the player's current achievement progress. If the player has completed the hatching stage, the opening animation will show a spectacular scene of the mythical beast egg hatching, and use a progress bar or special effects to indicate the player's goal for the next stage.

[0071] 4. Achievement-Based Animation Style Switching: The opening animation style changes based on the player's achievements. If a player excels in artistic creation achievements, such as completing numerous exquisite architectural designs in the game, the opening animation style may switch to an art rendering style, with more vibrant colors and more artistic lighting effects, showcasing the charm of the player's architectural works under a unique artistic style.

[0072] Embodiment 3 of the present invention is as follows: A method for automatically generating game opening animations, based on the above-described embodiment two, further includes the following after step S4 in this embodiment: S5. Define an event listener. When an interaction between a player and a preset character is detected, trigger an event callback function through collision detection or UI interaction events to call the API of the graph database to update the player's social relationship graph. When a player participates in game activities, trigger an event callback function to call event hook technology to track the player's activity participation data. Call the data acquisition function again to obtain the latest player's character level data, achievement data, preference settings data, and playtime, and return to steps S2 to S4 to regenerate the personalized opening animation.

[0073] Event listeners can be created using an event-driven programming model, combined with the event system provided by the game engine. For example, in Unity, they can be created using event callback functions of the MonoBehaviour class (such as OnTriggerEnter, OnGUI, etc.).

[0074] In this embodiment, the opening animation content is dynamically adjusted through event listening and real-time data update mechanisms to ensure that the opening animation always reflects the player's latest game status and interactive behavior, thereby enhancing the realism and interactivity of the game world.

[0075] In this embodiment, step S5 also includes: Embed the player's interaction with the preset character in the regenerated personalized opening animation, and link the player's historical interaction data with the preset character; embed the player's activity participation data in the regenerated personalized opening animation, adjust the animation content according to the real-time game activities, and display dynamic scenes of festival celebrations or faction victories.

[0076] For example, when a player develops a strong bond with a specific NPC during the game, that NPC will appear in the opening animation with a lively interactive element, such as waving enthusiastically, engaging in friendly conversation, or even offering special items. The generation of these interactions is closely linked to the player's past interactions with the NPC, subtly incorporating details of jointly completed tasks or special topics of daily conversation.

[0077] By integrating player-NPC interaction data into the generated opening animation, unique interactive plots are created, strengthening the emotional connection between players and game characters and enhancing the narrative depth and personalized experience of the game. At the same time, the opening animation content is dynamically updated according to real-time game events, such as festivals, celebrations, and faction victories, allowing players to perceive changes in the game world immediately and enhancing their sense of participation and belonging.

[0078] In addition, in this embodiment, major game events in the game system can be monitored through an event-driven programming model combined with the event system provided by the game engine, ensuring the real-time nature and accuracy of event capture. The specific monitoring method is as follows: 1. Monitoring Methods for Major Game Events: In game development, the event-driven programming model, combined with the event system provided by the game engine, constructs an efficient monitoring system for major events. Taking major events such as festival celebrations, world boss challenges, or a player's faction achieving a key battle victory or completing the construction of an important stronghold as examples, developers in the game engine set corresponding event triggers in scenarios or processes where these major events might occur. For instance, in a world boss challenge scenario, the boss's health reaching zero, or the completion event of a player's faction successfully constructing an important stronghold, are all set as event trigger points. When these events occur, pre-written event handling functions are triggered. Under the event-driven programming model, these event handling functions respond promptly, collecting and organizing information about the major events, such as recording the time, location, and participating players. This information is then passed to the opening animation generation module to dynamically display the major events in the opening animation.

[0079] 2. Innovative measures to ensure real-time event capture Multi-threaded asynchronous processing mechanism: To ensure real-time event capture, a multi-threaded asynchronous processing mechanism is adopted. During game operation, the main thread is responsible for handling routine game rendering, user input, and other operations, while one or more sub-threads are dedicated to event monitoring. These sub-threads run independently, continuously listening for trigger points of important events. When an important event occurs, the sub-thread can immediately capture it and place the event information into a specific event queue. The main thread will read the event information from the event queue at an appropriate time (such as during rendering frame intervals) for processing, avoiding delays in event capture caused by the main thread being busy. This multi-threaded asynchronous processing mechanism, unlike the traditional single-threaded processing method, can significantly improve the real-time performance of event capture, allowing players to obtain information about important game events more quickly during the opening animation.

[0080] Heartbeat Detection and Cache Preloading: A heartbeat detection mechanism is introduced to periodically check the status of the critical event monitoring module to ensure its normal operation. Simultaneously, cache preloading technology is employed for potential critical events. For example, resources such as scenes and character models related to the World Boss Challenge are pre-loaded into the cache. When the Boss Challenge event occurs, the system can respond quickly and rapidly generate the corresponding opening animation clip without waiting for resources to load, further improving the real-time performance of event capture and display.

[0081] 3. Innovative measures to ensure the accuracy of event capture Event Verification and Multiple Validation Mechanisms: To ensure the accuracy of event capture, an event verification and multiple validation mechanisms are implemented. When an event trigger is activated, the system performs multiple validations on the event information. First, it checks whether the event's triggering conditions are fully met. For example, when determining whether a player's faction has achieved a key battle victory, it checks not only the battlefield results but also verifies whether the players participating in the battle belong to that faction, among other conditions. Second, it performs cross-validation through different monitoring points. For instance, in important stronghold construction events, in addition to monitoring the completion trigger point, it also verifies from multiple angles such as resource consumption and construction progress records to ensure the authenticity and accuracy of the event.

[0082] Data encryption and integrity check: Event information is encrypted, and a digital signature is added to the event data using an encryption algorithm during event transmission. When the opening animation generation module receives the event information, it decrypts and verifies the signature to ensure that the event information has not been tampered with during transmission. At the same time, a data integrity check mechanism is used to verify the integrity of each field of the event information to avoid event capture errors due to data loss or corruption.

[0083] Please refer to Figure 2 Embodiment four of the present invention is as follows: A game opening animation automatic generation terminal 1 includes a memory 2, a processor 3, and a computer program stored on the memory 2 and executable on the processor 3. When the processor 3 executes the computer program, it completes the steps in the game opening animation automatic generation method in any of the embodiments 1 to 3 above.

[0084] In summary, the present invention provides a method and terminal for automatically generating game opening animations, which can flexibly determine the display order, display duration, and unique animation plot of elements in the opening animation, creating a personalized opening experience for each player.

[0085] The above description is merely an embodiment of the present invention and does not limit the patent scope of the present invention. Any equivalent modifications made based on the content of the present invention specification and drawings, or direct or indirect applications in related technical fields, are similarly included within the patent protection scope of the present invention.

Claims

1. A method for automatically generating game opening animations, characterized in that, Including the following steps: S1. Collect multi-dimensional player data, including character level data, achievement data, preference settings data, playtime, social relationship density, and participation in story missions; S2. Based on the player's multidimensional data, construct and train an opening animation prediction model, and use the opening animation prediction model to predict the animation elements at the beginning of the scene, their display order, and display duration. S3. Establish an animation element library to store resource files containing character data, scene data, audio data, and haptic feedback data, and generate an index file for the animation element library; S4. Based on the animation elements predicted by the opening animation prediction model, the corresponding resource files are called from the animation element library using the index file, and a personalized opening animation is dynamically generated by combining the resource files with the corresponding display order and display duration.

2. The method for automatically generating a game opening animation according to claim 1, characterized in that, Step S1 specifically involves: S11. In response to events such as character level increase, new achievement acquisition, preference setting change, or playtime increase, the data collection function is triggered to collect the player's character level data, achievement data, preference setting data, and playtime. S12. In response to interaction events between players and other characters, trigger the construction of a player social relationship graph using a graph database, and calculate the density of players' social relationships based on the player social relationship graph; S13. In response to player participation in story mission events, call the event hook to track the player's story mission participation data.

3. The method for automatically generating a game opening animation according to claim 1, characterized in that, The procedure preceding step S2 also includes: S20. Preprocess the player's multidimensional data, including: The player multidimensional data is cleaned of outliers and filled with missing values. Natural language processing toolkits or natural language text processing libraries are used to segment and tag the text data in the player multidimensional data, and the player multidimensional data is converted into a numerical format.

4. The method for automatically generating a game opening animation according to claim 3, characterized in that, Step S2 specifically involves: S21. Divide the preprocessed player multidimensional data into a training set and a test set; S22. A first opening animation prediction model is obtained by training the training set based on the linear regression algorithm, and a second opening animation prediction model is obtained by training the training set based on the decision tree algorithm. S23. The first opening animation prediction model and the second opening animation prediction model are trained and optimized through cross-validation. The model parameters of the first opening animation prediction model and the second opening animation prediction model are adjusted, and the test set is used for testing. The opening animation prediction model with the best test performance data is taken as the best opening animation prediction model. The best opening animation prediction model is used to predict the animation elements at the beginning of the scene, as well as their display order and display duration.

5. The method for automatically generating a game opening animation according to claim 1, characterized in that, Step S3 specifically involves: S31. Preset animation element classes, which include character classes, scene classes, audio classes and haptic feedback classes, and preset corresponding encapsulation attributes and drawing methods for each animation element class; S32. The resource files corresponding to each animation element in each animation element class are stored in a preset directory structure through the file system, and the file path is set in the corresponding animation element class to reference the corresponding resource file; S33. Create an index file to record the unique identifier of each animation element and its corresponding animation element class and attributes; S34. Based on the animation element class, its resource file, and the index file, establish an animation element library.

6. The method for automatically generating a game opening animation according to claim 5, characterized in that, Step S4 specifically involves: S41. Create an opening animation generation script. Based on the prediction results of the opening animation prediction model, read the resource file corresponding to the predicted animation element from the index file of the animation element library based on the opening animation generation script. S42. If the predicted animation element is a character or a scene, then the animation element is instantiated, the corresponding resource file is added to the game opening scene, and the position parameters and animation component parameters of the animation element are set. The animation is played according to the display order and display duration predicted by the opening animation prediction model. If the predicted animation element is an audio element, then load the resource file of the read animation element into the game's opening scene, set the playback parameters for the animation element, and start automatic playback. If the predicted animation element is a haptic feedback element, then a vibration command is sent to the haptic feedback device in the game's opening scene.

7. The method for automatically generating a game opening animation according to claim 2, characterized in that, The process following step S4 also includes: S5. Define an event listener. When an interaction between a player and a preset character is detected, trigger an event callback function through collision detection or UI interaction event. Then, call the graph database through the event callback function to update the player's social relationship graph. When a player is detected participating in game activities, the event callback function is triggered to call the event hook to track the player's participation data in story missions; The data acquisition function is called again to obtain the latest player character level data, achievement data, preference settings data, and playtime, and then steps S2 to S4 are returned to regenerate the personalized opening animation.

8. The method for automatically generating a game opening animation according to claim 7, characterized in that, Step S5 also includes: The regenerated personalized opening animation embeds the player's interaction with a preset character and links it to the player's historical interaction data with the preset character.

9. The method for automatically generating a game opening animation according to claim 7, characterized in that, Step S5 also includes: Player activity data is embedded in the regenerated personalized opening animation, and the animation content is adjusted according to real-time game activities.

10. A terminal for automatically generating game opening animations, characterized in that, It includes a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the computer program to implement the steps of the automatic generation method for game opening animation as described in any one of claims 1 to 9.