Method for generating appearance of game pet and terminal

CN122998743APending Publication Date: 2026-10-30FUJIAN TQ DIGITAL
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Patent Information

Application Number
CN202510543839.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-28
Publication Date
2026-10-30

AI Technical Summary

Technical Problem

[0004]本发明所要解决的技术问题是:提供一种游戏宠物外观的生成方法及终端,解决游戏宠物外观与游戏角色外观协调程度低的问题

Benefits of technology

[0007]本发明的有益效果在于:提供一种游戏宠物外观的生成方法及终端,通过获取目标角色的外观特征数据(第一特征数据)作为基准,并以已经存在的或可选范围内的目标宠物作为资源库,提取目标宠物的外观特征数据(第二特征数据),利用相似度匹配算法,对第一特征数据和第二特征数据进行分析,提炼出二者相似的外观元素并最终生成匹配目标角色特征的宠物外观装饰方案供玩家选择,提升游戏宠物外观与目标角色外观搭配协调性,使宠物外观的生成更符合玩家喜好,提升玩家的体验感。

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Abstract

The application discloses a game pet appearance generation method and a terminal. First characteristic data and second characteristic data are acquired. The first characteristic data is used for representing appearance characteristic data of a target role, and the second characteristic data is used for representing appearance characteristic data of a target pet. Based on similarity matching, the first characteristic data and the second characteristic data are analyzed, and a pet appearance decoration scheme is generated. The application uses a similarity matching algorithm to analyze the first characteristic data and the second characteristic data, extracts similar appearance elements of the two, and finally generates a pet appearance decoration scheme matching the target role characteristic for a player to select, improves the coordination of the game pet appearance and the target role appearance, makes the generation of the pet appearance more in line with the player's preference, and improves the experience of the player.
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Description

Technical Field

[0001] This invention relates to the field of video games, and in particular to a method and terminal for generating the appearance of game pets. Background Technology

[0002] With the development of the gaming industry and the continuous enrichment of game content, more and more game products are beginning to introduce "pet systems" as an important mechanism to enhance player immersion and interactive experience. Especially in role-playing games (RPGs), simulation games, and sandbox social games, players can often raise, summon, and decorate pets through the system, further expanding the playability and personalization of the game content.

[0003] In existing technologies, the appearance of game pets is mostly based on preset models, usually designed manually by the art team, or with basic style changes achieved through simple dress-up functions. This method of generating pet appearances has the following problems: when players create or customize their character's appearance, they usually invest a lot of emotion and design choices, but the pet's appearance often lacks visual coordination with the character's appearance, resulting in a sense of incongruity between the player character and their pet in terms of style, color, and decoration, reducing the overall immersion. Summary of the Invention

[0004] The technical problem to be solved by the present invention is to provide a method and terminal for generating the appearance of game pets, thereby solving the problem of low coordination between the appearance of game pets and the appearance of game characters.

[0005] To solve the above-mentioned technical problems, the technical solution adopted by the present invention is as follows: A method for generating the appearance of a game pet, including the following steps: Acquire first feature data and second feature data, wherein the first feature data is used to characterize the appearance feature data of the target character and the second feature data is used to characterize the appearance feature data of the target pet; The first feature data and the second feature data are matched for similarity to generate a pet appearance decoration scheme.

[0006] To solve the above-mentioned technical problems, another technical solution adopted by the present invention is as follows: A terminal for generating the appearance of a game pet 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 performs the following steps: Acquire first feature data and second feature data, wherein the first feature data is used to characterize the appearance feature data of the target character and the second feature data is used to characterize the appearance feature data of the target pet; The first feature data and the second feature data are matched for similarity to generate a pet appearance decoration scheme.

[0007] The beneficial effects of this invention are as follows: It provides a method and terminal for generating game pet appearances. By obtaining the appearance feature data (first feature data) of the target character as a benchmark, and using existing or selectable target pets as a resource library, the appearance feature data (second feature data) of the target pet is extracted. A similarity matching algorithm is used to analyze the first feature data and the second feature data, extract the similar appearance elements of the two, and finally generate a pet appearance decoration scheme that matches the characteristics of the target character for players to choose from. This improves the coordination between the appearance of the game pet and the appearance of the target character, makes the generation of pet appearances more in line with player preferences, and enhances the player's experience. Attached Figure Description

[0008] Figure 1 This is a flowchart illustrating a method for generating the appearance of a game pet in an embodiment of the present invention; Figure 2 This is a schematic diagram of a terminal for generating the appearance of a game pet in an embodiment of the present invention; Label Explanation: 1. A terminal for generating the appearance of a game pet; 2. A memory; 3. A 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 generating the appearance of a game pet, including the following steps: Acquire first feature data and second feature data, wherein the first feature data is used to characterize the appearance feature data of the target character and the second feature data is used to characterize the appearance feature data of the target pet; The first feature data and the second feature data are matched for similarity to generate a pet appearance decoration scheme.

[0011] It is understandable that "feature data" refers to style vectors extracted through computer vision, graphics modeling, etc., including but not limited to color, decoration, outline, material, etc.; "similarity matching" is a general method for calculating style consistency (such as cosine similarity, Euclidean distance) based on feature vector space.

[0012] As described above, the beneficial effects of this invention are as follows: It utilizes feature data to express the differences and relationships in the appearance of characters and pets in the game. Through a similarity matching analysis mechanism, it determines the direction of style fusion between the two, thereby generating a highly adaptable pet appearance decoration scheme. The first feature data is used to characterize the aesthetics, style, and decorative tendencies of the player-controlled character, while the second feature data describes the basic appearance of the pet, selectable from a database or game scene. The interaction of these two types of data forms the basis of style transfer. By linking the styles of characters and pets, a higher degree of freedom in appearance customization is achieved, thus meeting the growing demand for personalized experiences from players. The generation process not only improves the relevance of appearance selection but also reduces the operational cost of manual matching for users. For example, if the player character is an "ice-blue magical girl," the system extracts its "light blue, crystal, flowing decoration" features and selects "transparent texture + magical crystal elements" pet materials from the database to achieve style matching and generate a cat-shaped pet appearance with ice crystals surrounding it and blue eyes.

[0013] Preferably, the method further includes the step of: The recommendation module sorts multiple pet appearance customization options according to preset evaluation criteria and outputs the results to the client interface. This process includes the following steps: Multiple candidate schemes generated by the intelligent style fusion and innovative matching module are aggregated and integrated with personalized candidate schemes generated by the personalized theme activity customization module. Each candidate scheme is scored based on multi-dimensional evaluation indicators, including: the degree of matching between the scheme and the player's historical appearance preferences; the degree of fit between the scheme and the popular trend model in the current game environment; and the visual effect score obtained by the scheme in the art evaluation model.

[0014] The sorted list of candidate designs will be displayed on the client's pet appearance selection interface, allowing players to preview, try out, or make a final decision. Display methods may include static images, 3D rotating models, and dynamic material effects to enhance the player's selection experience.

[0015] Furthermore, a feedback collection and algorithm optimization mechanism is used to optimize the pet appearance decoration scheme, specifically including: (1) Feedback Analysis: The system collects feedback data from players during the use or browsing of recommended options, including but not limited to selection frequency, browsing time, explicit ratings, and skip rate. Statistical analysis methods (such as mean analysis, standard deviation assessment, and variance testing) and machine learning algorithms (such as linear regression, logistic regression, and cluster analysis) are used to model the feedback data and extract key factors influencing low player satisfaction.

[0016] (2) Algorithm optimization: Based on the above feedback analysis results, the algorithm models of multiple modules in the appearance generation system are adaptively optimized and adjusted, including but not limited to: dynamically adjusting the learning rate, activation function or feature weights in the neural network model to improve style matching accuracy; updating the calculation logic or feature factor ranking method of the real-time trend model to reflect the latest changes in player preferences; and adjusting the interest clustering boundary conditions or behavior weight settings in the personalized analysis model to more accurately identify player segmentation style groups.

[0017] Through the aforementioned feedback loop mechanism, the pet appearance recommendation system can be continuously optimized and its self-learning ability can be improved, thereby more accurately meeting players' personalized art preferences and dynamic aesthetic trends in the process of continuous evolution.

[0018] The system sorts all candidate solutions based on their comprehensive scores and generates a list of sorted results.

[0019] In some implementations, obtaining the second feature data includes: Obtain secondary feature data for each target pet across multiple platforms; A style fusion model is built by taking the second feature data from various platforms as input; Using the generative adversarial network in the style fusion model, the second feature data from various platforms are fused to generate fused features. A discriminator is used to filter the fused features with constraints of coordination and visual effect, and the filtered fused features are used as the updated second feature data.

[0020] As described above, the second feature data is defined as cross-platform pet style data that can be obtained from an external resource library, and it is input into the style fusion model for fusion processing. The style fusion model uses algorithms such as Generative Adversarial Networks (GANs) to integrate data from multiple style sources, and uses a discriminator to select pet appearance styles with high visual harmony and natural style fusion, which are then used as the usable fusion result. By introducing pet resources from different platforms and multiple styles, it no longer relies on the existing appearance data of the current game or the current pet, allowing the generated results to break through the limitations of a single game style, type, or cultural setting. The introduction of the fusion model also significantly improves the quality of automated generation, reduces the design cost of art resources, and has large-scale scalability.

[0021] Specifically, firstly, representative pet appearance style data from different games is acquired by establishing cooperation interfaces or using data sharing protocols with other game platforms. This data covers various game types, such as role-playing games (RPGs), action games, and strategy games. For example, data on pet appearance styles rich in magical elements and ornately designed pets are obtained from a fantasy RPG, while data on pet appearance styles that are simple, practical, and emphasize functionality are obtained from a strategy game. The collected data is standardized, with a unified data format, and key features such as color, shape, material, decorative elements, and style themes are extracted to form a cross-game style pet appearance feature library for easy subsequent analysis and use. Then, a cross-game style fusion model is constructed based on deep learning algorithms. This model takes the collected pet appearance features from different games as input and achieves deep fusion of different style features through learning and processing by a multi-layer neural network. For example, a generative adversarial network (GAN) is used to allow the generator to learn how to fuse pet appearance features from two or more different game styles to generate new appearances, while the discriminator is responsible for judging whether the generated appearance is natural and reasonable. During the fusion process, the harmony and visual effect between different style elements should be considered to avoid abrupt or discordant appearances after fusion. Style weight parameters can be set to control the proportion of different styles in the fusion result, thereby generating diverse fused style pet appearances as secondary feature data.

[0022] In some implementations, the step of analyzing the first feature data and the second feature data based on similarity matching and generating a pet appearance decoration scheme includes the following steps: The style elements in the first feature data are analyzed and output. Based on similarity matching, the second feature data is adjusted with reference to the style elements to generate a pet appearance decoration scheme.

[0023] As described above, the system incorporates a character style element analysis and guidance matching mechanism in style fusion. The system first analyzes the style features in the primary feature data, then intelligently adjusts the secondary feature data from the resource library based on these styles. This ensures the pet's final appearance maintains a continuity with the character's style, enhancing unity and immersion. In this example, the pet's appearance can be customized with a player-defined style, significantly improving its personalization. This achieves true "style interoperability" between the player character and the pet, not only improving visual consistency but also creating a stronger emotional connection.

[0024] Specifically, the above steps can be implemented in the following ways: (1) Obtain the first feature data of the character currently controlled by the player, which mainly includes: character model ID, appearance texture, material type, clothing style, decorative elements, color vector, etc.

[0025] The second feature data is obtained from pet appearance databases or material libraries, including pet decoration material features such as color theme, shape features, and decoration attributes.

[0026] (2) Perform style extraction processing on the first feature data, identify and quantify the style elements of the character (e.g., the main color is warm gold, the material is leather, and it has metal shoulder armor and black belt). The extracted style elements will be stored in the temporary style matching vector library in the form of feature vectors.

[0027] (3) The second feature data is processed. Based on the matching vector, the style mapping function or depth adjustment network is used to transform or supplement the color, material, and decoration categories to make the pet's appearance consistent with the character's style. The adjustment range is controlled by a weighted similarity calculation method. For example, the main color is completely inherited, the decorations are style-replaced, and the material settings are fused.

[0028] (4) Combine the adjusted pet appearance features to form a complete pet decoration scheme; use the rendering system in the game engine to visualize the scheme as a 3D model and match it with the current scene in real time.

[0029] In some implementations, the steps also include: Detect real-time weather information and extract at least one meteorological feature; Based on the meteorological characteristics, effect materials are selected from the special effects resource library, and the effect materials are matched with the meteorological characteristics. The pet appearance decoration scheme is integrated using effect materials, and the pet appearance decoration scheme is adjusted based on the meteorological characteristics corresponding to the effect materials.

[0030] Understandably, "meteorological characteristics" refers to environmental status data, such as precipitation type, wind speed intensity, and day / night cycle; "special effects materials" are specific particle systems, textures, animations, etc., used to render the aforementioned environmental changes.

[0031] As described above, by monitoring the game's weather system and extracting meteorological features such as rain, snow, and wind, corresponding dynamic effects are added to the pet's appearance, allowing the pet to dynamically display different appearances as the environment changes. These effects are stored uniformly in the system's effects resource library. In other words, these steps enable the pet's appearance to dynamically respond to the environment, not only enhancing the player's immersive experience but also achieving a perceptual effect where the pet's appearance matches the actual weather conditions. Compared to static art assets, dynamic weather interaction makes the pet an important carrier of visual feedback in the scene, enhancing the game's atmosphere expression.

[0032] Specifically, adjusting the pet's appearance decoration scheme based on the meteorological characteristics corresponding to the effect material includes: Obtain the current scene information of the target character and, in conjunction with the meteorological features, determine the rendering parameters; Adjust the material properties and particle effects of the pet's appearance based on the rendering parameters.

[0033] As described above, the system incorporates the current character's environment into its design, creating a higher-dimensional appearance adaptation mechanism. By combining weather and scene information (such as deserts, cities, and caves), the system adjusts rendering parameters to achieve coordinated changes in particle effects, materials, colors, and lighting, resulting in more immersive visual details. In this example, the system not only enables the pet to adapt to climate changes but also ensures visual and physical consistency across different scenes, preventing "visual discontinuity." This expands the expressiveness of appearance rendering and significantly enhances the game's overall aesthetics and realism.

[0034] Preferably, the step further includes detecting real-time topic information and extracting at least one topic feature; Based on the aforementioned theme characteristics, effect materials are selected from the special effects resource library, and the effect materials are matched with the aforementioned theme characteristics; The pet appearance decoration scheme is integrated using effect materials, and the pet appearance decoration scheme is adjusted based on the theme characteristics corresponding to the effect materials.

[0035] In this example, meteorological conditions can be replaced with theme features. It can be understood that theme features are the key elements (such as red, green, snowflakes, etc.) and style characteristics extracted from the theme of a game's festival or themed event. The processing process is the same as that for meteorological features.

[0036] Please refer to Figure 2 A terminal 1 for generating the appearance of a game pet includes a memory 2, a processor 3, and a computer program stored on the memory 2 and executable on the processor. When the processor 3 executes the computer program, it completes the steps in a method for generating the appearance of a game pet.

[0037] In summary, the method and terminal for generating game pet appearances provided by this invention achieves a highly personalized, dynamically adaptable, and cross-platform resource integration pet appearance generation mechanism by intelligently matching and integrating the style characteristics of the player character with pet material data. This significantly enhances the diversity, interactivity, and immersion of the pet system in the game, and has the following comprehensive beneficial effects: This invention extracts primary characteristic data of the player character (such as color, material, and decorative style) and performs similarity matching with secondary characteristic data in a pet resource library. This achieves a continuous transfer of character style to pet appearance, resulting in a consistent pet appearance scheme. This style linkage mechanism significantly improves the visual harmony between characters and pets in the game, allowing pet appearance to truly reflect the player's personal aesthetic, thereby enhancing the player's sense of emotional belonging and immersion in the game.

[0038] The second feature data is not limited to the current pet model data, but can come from pet material resources in other games, platforms, or databases. These resources are then fused and reconstructed through a deep fusion model (such as a Generative Adversarial Network, GAN) to form a new pet appearance that integrates across game styles. This mechanism breaks down the boundaries of a single game style, giving pet images rich cultural and visual diversity. This helps to expand the expressiveness of the game ecosystem and the depth of its artistic style, thereby enhancing the overall level of creativity.

[0039] An integrated dynamic weather adaptation mechanism allows the system to automatically adjust rendering parameters and access special effects assets based on weather characteristics and scene information when in-game weather conditions (such as rain, snow, sandstorms, nighttime) change. This enables adaptive adjustments to the pet's appearance in terms of materials, particle effects, color, and lighting. This mechanism endows the pet with "environmental awareness," allowing players to experience the dynamic realism of its appearance changing with the environment, significantly enhancing the game's visual appeal and immersive experience.

[0040] 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 generating the appearance of a game pet, characterized in that: Including the following steps: Acquire first feature data and second feature data, wherein the first feature data is used to characterize the appearance feature data of the target character and the second feature data is used to characterize the appearance feature data of the target pet; The first feature data and the second feature data are matched for similarity to generate a pet appearance decoration scheme.

2. The method for generating the appearance of a game pet according to claim 1, characterized in that: The acquisition of the second feature data includes: Obtain secondary feature data for each target pet across multiple platforms; A style fusion model is built by taking the second feature data from various platforms as input; Using the generative adversarial network in the style fusion model, the second feature data from various platforms are fused to generate fused features. A discriminator is used to filter the fused features with constraints of coordination and visual effect, and the filtered fused features are used as the updated second feature data.

3. A method for generating the appearance of a game pet according to claim 1 or 2, characterized in that: The process of performing similarity matching between the first feature data and the second feature data to generate pet appearance decoration schemes includes the following steps: The style elements in the first feature data are analyzed and output. Based on similarity matching, the second feature data is adjusted with reference to the style elements to generate a pet appearance decoration scheme.

4. The method for generating the appearance of a game pet according to claim 1, characterized in that: It also includes the following steps: Detect real-time weather information and extract at least one meteorological feature; Based on the meteorological characteristics, effect materials are selected from the special effects resource library, and the effect materials are matched with the meteorological characteristics. The pet appearance decoration scheme is integrated using effect materials, and the pet appearance decoration scheme is adjusted based on the meteorological characteristics corresponding to the effect materials.

5. The method for generating the appearance of a game pet according to claim 4, characterized in that: The adjustment of the pet appearance decoration scheme based on the meteorological characteristics corresponding to the effect material includes: Obtain the current scene information of the target character and, in conjunction with the meteorological features, determine the rendering parameters; Adjust the material properties and particle effects of the pet's appearance based on the rendering parameters.

6. A terminal for generating the appearance of a game pet, characterized in that: Includes a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor, when executing the computer program, performs the following steps: Acquire first feature data and second feature data, wherein the first feature data is used to characterize the appearance feature data of the target character and the second feature data is used to characterize the appearance feature data of the target pet; The first feature data and the second feature data are matched for similarity to generate a pet appearance decoration scheme.

7. The terminal for generating the appearance of a game pet according to claim 6, characterized in that: The acquisition of the second feature data includes: Obtain secondary feature data for each target pet across multiple platforms; A style fusion model is built by taking the second feature data from various platforms as input; Using the generative adversarial network in the style fusion model, the second feature data from various platforms are fused to generate fused features. A discriminator is used to filter the fused features with constraints of coordination and visual effect, and the filtered fused features are used as the updated second feature data.

8. A terminal for generating the appearance of a game pet according to claim 6 or 7, characterized in that: The process of performing similarity matching between the first feature data and the second feature data to generate pet appearance decoration schemes includes the following steps: The style elements in the first feature data are analyzed and output. Based on similarity matching, the second feature data is adjusted with reference to the style elements to generate a pet appearance decoration scheme.

9. The terminal for generating the appearance of a game pet according to claim 6, characterized in that: It also includes the following steps: Detect real-time weather information and extract at least one meteorological feature; Based on the meteorological characteristics, effect materials are selected from the special effects resource library, and the effect materials are matched with the meteorological characteristics. The pet appearance decoration scheme is integrated using effect materials, and the pet appearance decoration scheme is adjusted based on the meteorological characteristics corresponding to the effect materials.

10. A terminal for generating the appearance of a game pet according to claim 9, characterized in that: The adjustment of the pet appearance decoration scheme based on the meteorological characteristics corresponding to the effect material includes: Obtain the current scene information of the target character and, in conjunction with the meteorological features, determine the rendering parameters; Adjust the material properties and particle effects of the pet's appearance based on the rendering parameters.