Game level verification method and apparatus, device, medium and program product

Automatically verify game levels through AI models, solving the inefficiency problem caused by players' own trial play, achieving efficient and accurate game levels verification, and improving user experience and playability created by UGC.

WO2025152765A1PCT designated stage expired Publication Date: 2025-07-24TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2024/144245
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-01-19
Filing Date
2024-12-31
Publication Date
2025-07-24

AI Technical Summary

Technical Problem

In the prior art, the verification of game levels of user-generated content requires players to try it out by themselves, which makes the verification process time-consuming and labor-intensive and inefficient.

Method used

The computer device uses AI models to automatically verify the game level, displays the error prompt information, and points out the error position point. Players only need to trigger the verification operation.

Benefits of technology

It improves the efficiency and accuracy of game level verification, reduces the learning cost of players, and improves the playability of user experience and UGC creation gameplay.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application belongs to the field of human-computer interactions. Disclosed are a game level verification method and apparatus, a device, a medium and a program product. The method comprises: displaying a game level picture, the game level picture containing a virtual environment corresponding to a pre-created game level; receiving a verification operation triggered for the game level, the verification operation being used for triggering an AI model to verify game content of the game level; and, in response to the verification operation, displaying error warning information of the game level, the error warning information being used for warning that an error position point is present in the game level, and the error position point being a position point in the virtual environment corresponding to the game content that the AI model cannot pass through. By means of AI models, the method can verify the rationality of game levels without the need for players to test the game levels by themselves, thereby improving verification efficiency.
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Description

Game level verification method, device, equipment, medium and program product

[0001] This application claims priority to the Chinese patent application filed with the China Patent Office on January 19, 2024, with application number 202410081101X and application name “Game level verification method, device, equipment, medium and program product”, the entire contents of which are incorporated by reference into this application. Technical Field

[0002] The present application relates to the field of game technology, and in particular to game testing technology. Background Art

[0003] User-generated content (UGC) is a gameplay method that allows players to create their own game elements. For example, players can create their own characters, props, plots, levels, and so on. UGC can enrich the playability and openness of games and provide game developers with a broad creative space. In UGC, players can build their own game levels and then verify their rationale by trial playing them.

[0004] In the related art, a trial play button is displayed on the user interface. After the player has built a game level, he can click the trial play button to try out the game level by himself to verify the rationality of the game level.

[0005] However, this method requires players to try it out on their own, and the verification process is time-consuming and labor-intensive, resulting in low verification efficiency. Summary of the Invention

[0006] This application provides a method, apparatus, device, medium, and program product for verifying game levels, which can automatically and intelligently verify game levels without requiring players to verify them through trial play, thereby improving verification efficiency. The technical solution is as follows:

[0007] In one aspect, a method for verifying a game level is provided, which is executed by a computer device, and the method comprises:

[0008] Displaying a game level screen; the game level screen includes a virtual environment corresponding to a pre-created game level;

[0009] Receiving a verification operation triggered for the game level; the verification operation is used to trigger the AI ​​model to verify the game content of the game level;

[0010] In response to the verification operation, displaying error prompt information of the game level;

[0011] The error prompt information is used to prompt that there is an error location point in the game level, and the error location point is a location point in the virtual environment corresponding to the game content that the AI ​​model cannot pass through.

[0012] In another aspect, a game level verification device is provided, the device comprising:

[0013] A display module, configured to display a game level screen; the game level screen includes a pre-created virtual environment corresponding to the game level;

[0014] A receiving module, configured to receive a verification operation triggered for the game level; the verification operation is used to trigger the AI ​​model to verify the game content of the game level;

[0015] The display module is further configured to display error prompt information of the game level in response to the verification operation; wherein the error prompt information is configured to prompt that there is an error location point in the game level, and the error location point is a location point in the virtual environment corresponding to the game content that the AI ​​model cannot pass through.

[0016] On the other hand, a computer device is provided, comprising: a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the above-mentioned game level verification method.

[0017] On the other hand, a computer-readable storage medium is provided, wherein the computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the above-mentioned game level verification method.

[0018] On the other hand, a computer program product is provided, which includes computer instructions stored in a computer-readable storage medium. A processor obtains the computer instructions from the computer-readable storage medium, so that the processor loads and executes the computer instructions to implement the above-mentioned game level verification method.

[0019] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:

[0020] The computer device displays a game level screen; the game level screen includes a virtual environment corresponding to a pre-created game level; a verification operation triggered for the game level is received; the verification operation is used to trigger the AI ​​model to verify the game content of the game level; in response to the verification operation, an error prompt message of the game level is displayed; wherein the error prompt message is used to indicate that there is an error location point in the game level, and the error location point is a location point in the virtual environment corresponding to the game content that the AI ​​model cannot pass. Accordingly, the player only needs to trigger the verification operation to trigger the AI ​​model to verify the game level, without the need for other complex interactions, and the player does not need to verify it by himself, which can greatly improve the efficiency and accuracy of verifying the game level and improve the playability of the UGC creation gameplay. At the same time, because the verification operation is a very simple interactive method, it can minimize the player's learning cost and improve the user experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.

[0022] FIG1 shows a block diagram of a computer system according to an exemplary embodiment of the present invention;

[0023] FIG2 is a schematic diagram showing a method for verifying a game level in the related art;

[0024] FIG3 is a schematic diagram showing a method for verifying a game level provided by an exemplary embodiment of the present application;

[0025] FIG4 shows a flowchart of a method for verifying a game level provided by an exemplary embodiment of the present application;

[0026] FIG5 is a schematic diagram showing a method for verifying a game level provided by an exemplary embodiment of the present application;

[0027] FIG6 is a schematic diagram showing a method for verifying a game level provided by an exemplary embodiment of the present application;

[0028] FIG7 is a schematic diagram showing a method for verifying a game level provided by an exemplary embodiment of the present application;

[0029] FIG8 is a schematic diagram showing a method for verifying a game level provided by an exemplary embodiment of the present application;

[0030] FIG9 shows a flowchart of a method for verifying a game level provided by an exemplary embodiment of the present application;

[0031] FIG10 is a schematic diagram showing a method for verifying a game level provided by an exemplary embodiment of the present application;

[0032] FIG11 is a schematic diagram showing a method for verifying a game level provided by an exemplary embodiment of the present application;

[0033] FIG12 is a schematic diagram showing a method for verifying a game level provided by an exemplary embodiment of the present application;

[0034] FIG13 is a schematic diagram showing a method for verifying a game level according to an exemplary embodiment of the present application;

[0035] FIG14 is a schematic diagram showing a method for verifying a game level provided by an exemplary embodiment of the present application;

[0036] FIG15 shows a flowchart of a method for verifying a game level provided by an exemplary embodiment of the present application;

[0037] FIG16 shows a flowchart of a method for verifying a game level provided by an exemplary embodiment of the present application;

[0038] FIG17 shows a block diagram of a game level verification device provided by an exemplary embodiment of the present application;

[0039] FIG18 shows a structural block diagram of a computer device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION

[0040] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.

[0041] Exemplary embodiments will be described in detail herein, with examples illustrated in the accompanying drawings. In the following description, when referring to the drawings, identical numerals in different figures represent identical or similar elements, unless otherwise indicated. The embodiments described in the following exemplary embodiments are not intended to represent all embodiments consistent with the present application. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.

[0042] The terms used in this application are for the purpose of describing specific embodiments only and are not intended to limit this application. As used in this application and the appended claims, the singular forms "a," "an," "the," and "the" are intended to include the plural forms, unless the context clearly indicates otherwise. It should also be understood that the term "and / or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.

[0043] It should be understood that although the terms first, second, etc. may be used in this application to describe various information, these information should not be limited to these terms. These terms are only used to distinguish information of the same type from each other. For example, without departing from the scope of this application, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "at the time of" or "when" or "in response to determining".

[0044] It should also be noted that before collecting user-related data (for example, data related to virtual objects, pre-created game levels, and the triggering operation of a verification button) and during the process of collecting user-related data, this application can display a prompt interface, pop-up window, or output a voice prompt message. The prompt interface, pop-up window, or voice prompt message is used to remind the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining user-related data after obtaining the user's confirmation operation on the prompt interface, pop-up window, or voice prompt message. Otherwise (that is, when the user's confirmation operation on the prompt interface, pop-up window, or voice prompt message is not obtained), the relevant steps of obtaining user-related data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected by this application are collected with the user's consent and authorization, and the collection, use, and processing of relevant user data need to comply with the relevant laws, regulations, and standards of relevant countries and regions.

[0045] First, a brief introduction to the terms involved in the embodiments of this application is given:

[0046] Virtual environment: This is the virtual environment displayed or provided by the client when running on the terminal. The virtual environment can be a simulation of the real world, a semi-simulation and semi-fictional environment, or a purely fictional environment. The virtual environment can be any of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. Optionally, the virtual environment is also used to support virtual combat between at least two virtual objects, and the virtual environment has virtual resources available for use by the at least two virtual objects. Optionally, the virtual environment includes symmetrical lower-left and upper-right corner areas, with virtual objects belonging to two opposing camps occupying each of the areas.

[0047] Virtual object: refers to an movable object in a virtual environment. The movable object can be at least one of a virtual person, a virtual animal, and an animated character. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object can be a three-dimensional virtual model. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology. The virtual object presents different external images by wearing different skins. In some implementations, the virtual object can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.

[0048] Response: Used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed can be in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed can be executed.

[0049] Artificial Intelligence (AI) is the theory, methods, techniques, and application systems that use digital computers or machines controlled by digital computers to simulate, extend, and expand human intelligence, to perceive the environment, acquire knowledge, and use that knowledge to achieve optimal results. In other words, AI is a comprehensive technology within computer science that seeks to understand the essence of intelligence and produce new intelligent machines that can respond in a manner similar to human intelligence. AI also studies the design principles and implementation methods of various intelligent machines, enabling them to possess the capabilities of perception, reasoning, and decision-making.

[0050] Artificial intelligence (AI) technology is a comprehensive discipline encompassing a wide range of fields, encompassing both hardware and software technologies. Foundational AI technologies generally include sensors, specialized AI chips, cloud computing, distributed storage, big data processing, pre-trained models, operating / interaction systems, and mechatronics. Pre-trained models, also known as large models or basic models, can be fine-tuned and widely applied to downstream tasks across various AI disciplines. AI software technologies primarily encompass computer vision, speech processing, natural language processing, and machine learning / deep learning.

[0051] User-generated content (UGC) is a type of gameplay. Players can use UGC to create game levels by adjusting terrain, constructing virtual buildings, and creating obstacles. They can also add logic to these levels, creating a gameplay map.

[0052] Parkour is a type of game play. Players must start from a starting point and overcome numerous obstacles, such as various obstacles and traps, and complete tasks to reach the finish line. The winner is the one who takes the least time. Parkour has been widely used in games such as party games and run games. In practical applications, parkour maps, or parkour levels, can be created through user-generated content (UGC). The following examples primarily use parkour as a game level for illustration.

[0053] FIG1 shows a block diagram of a computer system 100 according to an exemplary embodiment of the present application. The computer system 100 can be used as a system architecture for executing the game level verification method according to the embodiment of the present application. The computer system 100 includes a terminal 120 and a server 140.

[0054] A client that supports a virtual environment is installed and running on the terminal 120. For example, the client can be any one of a battle royale shooting game, a virtual reality (VR) client, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooter (FPS), a third-person shooter (TPS), a multiplayer online battle arena (MOBA), a simulation game (SLG), a party game, and a run game.

[0055] Terminal 120 is a terminal used by the user. The user can use terminal 120 to control the virtual objects in the virtual environment. The control is not limited to: adjusting the body posture of the virtual objects, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, building virtual buildings, falling, and performing tasks.

[0056] Optionally, the user can also use the terminal 120 (or other terminals) to pre-create a game level. After the game level is released, it can be provided to other virtual objects in the virtual world for use by other virtual objects. In some embodiments, when the user uses the terminal 120 to pre-create a game level and triggers a verification operation for the game level, the terminal 120 runs a test to verify the game content of the game level through the AI ​​model. If there is game content in the game level that the AI ​​model cannot pass, the terminal 120 displays an error prompt message for the game level to indicate that there is an error location point in the game level. In some embodiments, the terminal 120 can also optimize the game content at the error location point in the game level.

[0057] The terminal 120 may communicate with the server 140 via a wireless network or a wired network.

[0058] Server 140 may be a standalone physical server, a server cluster composed of multiple physical servers, or a distributed system. It may also be a cloud server that provides basic cloud computing services, such as cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. Server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center.

[0059] Exemplarily, server 140 includes a processor 144 and memory 142. Memory 142 includes a receiving module 1421, a control module 1422, and a sending module 1423. Receiving module 1421 is configured to receive requests from a client, such as a request to trigger a verification operation; control module 1422 is configured to control the rendering of a virtual environment screen; and sending module 1423 is configured to send a response to the client, such as an error message. Server 140 is configured to provide backend services for the client on terminal 120.

[0060] Optionally, the server 140 undertakes the main computing work and the terminal 120 undertakes the secondary computing work; or, the server 140 undertakes the secondary computing work and the terminal 120 undertakes the main computing work; or, a distributed computing architecture is used between the server 140 and the terminal 120 for collaborative computing.

[0061] The embodiments of this application do not limit the form of the client installed on terminal 120, including but not limited to apps (applications, clients), mini-programs, etc. installed on terminal 120, and can also be in the form of web pages. Terminal 120 can generally refer to one of multiple terminals. This embodiment only uses terminal 120 as an example. The device types of terminal 120 include but are not limited to: at least one of a smartphone, tablet computer, wearable device, PC (Personal Computer), laptop computer, and desktop computer. The following embodiments are described as an example where the terminal includes a smartphone.

[0062] Those skilled in the art will appreciate that the number of the terminals 120 may be greater or less. For example, there may be only one terminal 120, or there may be multiple or greater terminals 120. This embodiment of the application does not limit the number and device type of the terminals 120.

[0063] Figure 2 shows a schematic diagram of a game level verification method provided by related art. In related art, a trial play button 110 is displayed on the user interface. After building a game level, the player can click the trial play button 110 to test the level and verify its validity. Specifically, the player must independently control a virtual object to test each location on the current route in the game level. If the game level contains multiple routes, each route must be tested separately. If the test finds any unreasonable locations on the route, the game level must be reset. After the reset is complete, the test is repeated, and this cycle continues until the game level no longer contains any unreasonable locations. An unreasonable location is a location that the player's controlled virtual object cannot pass through by at least one of walking, jumping, climbing, or falling. This method requires the player to test the level themselves, making the verification process time-consuming and inefficient.

[0064] Based on this, FIG3 shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application. The method is executed by a computer device, which may be the terminal 120 shown in FIG1 . The terminal 120 stores an AI model, and the steps of the method for verifying a game level executed by the terminal 120 are as follows:

[0065] 1. The terminal 120 displays a game level screen. As shown in (a) of FIG3 , the game level screen includes a virtual environment corresponding to a pre-created game level 122 and a verification button 121. The game level 122 includes a road section 122-1 and a road section 122-2. The verification button 121 is also called an AI verification button 121 and is used to trigger an AI model to verify the game content of the game level 122. The game content can be set to at least one of the following: the player needs to control a virtual object to walk (run) from road section 122-1 to road section 122-2, or the player needs to control the virtual object to jump from road section 122-1 to road section 122-2, or the player needs to control the virtual object to climb from road section 122-1 to road section 122-2, or the player needs to control the virtual object to fall from road section 122-1 to road section 122-2.

[0066] 2. The terminal 120 receives a trigger operation for the verification button 121, that is, receives a verification operation triggered for the game level 122; the trigger operation is used to trigger the verification button 121, and the trigger operation includes at least one of: clicking, double-clicking, long pressing, touching, and sliding;

[0067] 3. In response to the verification operation, terminal 120 displays error message 123 for the game level. Error message 123 indicates an error location in game level 122. Error locations are locations in the virtual environment corresponding to game content that the AI ​​model cannot pass through. As shown in FIG3( b ), error message 123 is displayed between road segments 122-1 and 122-2 in game level 122, indicating that the AI ​​model cannot reach road segment 122-2 from road segment 122-1 by walking, jumping, climbing, or falling.

[0068] In summary, the game level verification method provided in the embodiment of the present application is executed by a computer device. The computer device stores an AI model, and the computer device displays a game level screen; the game level screen includes a pre-created virtual environment corresponding to the game level; receives a verification operation triggered for the game level; the verification operation is used to trigger the AI ​​model to verify the game content of the game level; in response to the verification operation, the error prompt information of the game level is displayed; wherein the error prompt information is used to prompt that there is an error position point in the game level, and the error position point is the position point in the virtual environment corresponding to the game content that the AI ​​model cannot pass. Accordingly, the player only needs to trigger the verification operation to trigger the AI ​​model to automatically and intelligently verify the game level, without the need for other complex interactions, and without the need for the player to verify it by himself, which can greatly improve the efficiency and accuracy of verifying the game level and improve the playability of the UGC creation gameplay.

[0069] FIG4 shows a flowchart of a method for verifying a game level provided by an exemplary embodiment of the present application. This method is described by taking the computer device shown in FIG1 as an example. The computer device may be the terminal 120 shown in FIG1 , which stores an AI model. The method includes all or part of steps 220, 240, and 260:

[0070] Step 220: Display the game level screen; the game level screen includes a virtual environment corresponding to the pre-created game level.

[0071] The game level screen refers to a pre-created game level interface displayed by a computer device, and the game level screen includes the virtual environment based on which the game level is played.

[0072] Optionally, the game level screen may be a game level editing interface for generating a game level after editing. The game level type may be at least one of parkour, racing, and party. The game content in the game level may include at least one of walking, jumping, climbing, and falling through a gap between two road sections (or: turntables, obstacles, conveyor belts), completing a designated game task, picking up a designated game item, and performing a designated action.

[0073] Optionally, the game level may be pre-created before step 220. The game level may be pre-created by the player using the computer device in this embodiment, or the player may pre-create the game level on another computer device, and the other computer device may send the relevant data file of the pre-created game level to the computer device in this embodiment, so that the game level screen is displayed on the computer device in this embodiment.

[0074] Exemplarily, the computer device stores an AI model. The AI ​​model is used to verify the game content of a game level to determine whether there is any insurmountable game content in the game level. For example, insurmountable game content may include: the distance between two road sections is too far to jump over, the height difference between two road sections (the previous road section is lower than the next road section) is too large to jump or climb over, or the landing point of the next road section (lower than the previous road section) is too far to jump or fall over.

[0075] Optionally, the game level screen may also include a verification button, which triggers the AI ​​model to verify the game content of the game level. Optionally, the verification button may be displayed in at least one of a circular, square, or polygonal form. The verification button may also display text indicating its function. For example, the verification button may be displayed in a square shape with "AI Verification" displayed.

[0076] For example, the computer device displays a game level screen, which includes a pre-created game level and a verification button, which is used to trigger the AI ​​model to verify the game content of the game level. The verification button can also be displayed as an AI verification button.

[0077] In one possible implementation, FIG5 shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application. As shown in FIG5 (1), a verification button 10 is displayed at the top of the game level screen, and verification button 10 is displayed as "AI Verification". When a player clicks verification button 10, the computer device uses the AI ​​model to verify the game content of the game level.

[0078] Step 240: Receive a verification operation triggered for a game level; the verification operation is used to trigger the AI ​​model to verify the game content of the game level.

[0079] Players can trigger a verification operation for a game level, which triggers the AI ​​model to automatically verify the game content of the game level. This verification operation may include but is not limited to triggering a verification button, a preset gesture operation, voice control operation, etc.

[0080] In one possible implementation, the verification operation may be a trigger operation on a verification button. Optionally, the trigger operation includes at least one of a click, a double-click, a long press, a touch, and a slide. Exemplarily, the computer device receives a trigger operation on the verification button, thereby triggering the AI ​​model to verify the game content in the game level.

[0081] In some embodiments, the verification button has three display states: normal, in-progress, and completed. The normal state is the display state before the verification button is triggered. The in-progress state is the display state when the verification button is triggered and the AI ​​model is verifying the game content of the game level. The completed state is the display state when the AI ​​model has completed verifying the game content of the game level. These three states have at least one different display text, display color, display icon, display element, or display animation.

[0082] In a possible implementation, please continue to refer to FIG5 . As shown in (2) of FIG5 , the verification button 10 includes three states: normal state 11, ongoing state 12, and completed state 13. Normal state 11 is displayed as "AI Verification", ongoing state 12 is displayed as "AI Verification...", and completed state 13 is displayed as "AI Verification". When there is game content in the game level that the AI ​​model cannot complete, a "One-click Optimization" button is displayed to the right of "AI Verification".

[0083] It should be noted that the verification operation is used to trigger the AI ​​model to verify the game content of the game level. Specifically, it is necessary to verify whether the game content is set reasonably and whether the virtual object can pass through the game content normally. Taking the game level as a parkour level as an example, the verification includes but is not limited to: whether the relevant parameters of the obstacles deployed on the parkour route are reasonable (such as whether the height and width of the obstacles are set reasonably, and whether the virtual object can pass through the obstacles by jumping), and whether the relevant parameters between the two adjacent sections on the parkour route are reasonable (such as whether the distance and height difference between the two sections are set reasonably, and whether the virtual object can reach another section from one section by walking, jumping, climbing, falling, etc.). It should be understood that the AI ​​model here is an AI model for automatically experiencing game content, and can specifically be a parkour game AI.

[0084] Step 260, in response to the verification operation, displaying error prompt information of the game level; wherein the error prompt information is used to prompt that there is an error location point in the game level, and the error location point is a location point in the virtual environment corresponding to the game content that the AI ​​model cannot pass through.

[0085] Error messages are used to indicate that a game level contains game content that the AI ​​model cannot pass through. Error messages indicate the presence of an error point in the game level. The error point is the location in the virtual environment corresponding to the game content that the AI ​​model cannot pass through, specifically, the location of the game content in the virtual environment corresponding to the virtual coordinate system.

[0086] Game content that the AI ​​model cannot pass through refers to game content that the virtual object controlled by the AI ​​model cannot successfully complete. Taking the parkour level as an example, the game content that the AI ​​model cannot pass through can specifically be roadblocks in the parkour level, such as obstacles that the virtual object controlled by the AI ​​model cannot jump over on the parkour route, or gaps between sections of the road that the virtual object controlled by the AI ​​model cannot pass through by walking, jumping, climbing, falling, etc. on the parkour route. This type of game content that the AI ​​model cannot pass through is because the parameters of this part of the game content are set unreasonably when the player creates the game level (such as unreasonable parameter settings for obstacles, unreasonable parameter settings for road sections), which causes the AI ​​model to be unable to pass through. Therefore, it is necessary to report an error prompt for this part of the game content, so as to prompt the player who created the game level to optimize this part of the game content.

[0087] More specifically, game content that the AI ​​model cannot pass refers to game content whose content parameters are incompatible with the motion parameters of the virtual object controlled by the AI ​​model. That is, when the player creates a game level, if the content parameters set for a certain game content are incompatible with the motion parameters of the virtual object, then the game content is considered to be game content that the AI ​​model cannot pass. The incompatibility between the content parameters of the game content and the motion parameters of the virtual object can be understood as the AI ​​model controlling the virtual object to perform the corresponding motion according to its corresponding motion parameters, and cannot pass the game content with such content parameters; on the contrary, when the content parameters of the game content are compatible with the motion parameters of the virtual object, the AI ​​model controls the virtual object to perform the corresponding motion according to its corresponding motion parameters, and can pass the game content with such content parameters. It should be understood that, under normal circumstances, the motion parameters of the virtual object controlled by the AI ​​model are the same as the motion parameters of the virtual object controlled by ordinary players.

[0088] For example, for virtual objects controlled by the AI ​​model, corresponding jump heights (vertical) and jump distances (horizontal) are pre-set, and the jump heights and jump distances are equal to the jump heights and jump distances of virtual objects controlled by ordinary players; when the AI ​​model controls the virtual object to perform a jump operation, the virtual object can reach the preset jump height in the vertical direction and the preset jump distance in the horizontal direction. When the game level includes an obstacle that the virtual object needs to jump over, if the height of the obstacle exceeds the jumping height of the virtual object, it means that the virtual object cannot jump over the obstacle. In this case, the obstacle is the game content that the AI ​​model cannot pass through. Conversely, if the height of the obstacle does not exceed the jumping height of the virtual object, it means that the virtual object can jump over the obstacle. In this case, the obstacle is the game content that the AI ​​model can pass through. When the game level includes a gap between two road sections that the virtual object needs to jump over, if the width of the gap exceeds the jumping distance of the virtual object, it means that the virtual object cannot jump over the gap between the road sections. In this case, the gap between the two road sections is the game content that the AI ​​model cannot pass through. Conversely, if the width of the gap does not exceed the jumping distance of the virtual object, it means that the virtual object can jump over the gap between the road sections. In this case, the gap between the two road sections is the game content that the AI ​​model can pass through.

[0089] Optionally, the game level includes multiple sections, and the game content can be set to at least one of the following: the player needs to walk from section 1 to section 2, or the player needs to jump from section 1 to section 2, or the player needs to climb from section 1 to section 2, or the player needs to fall from section 1 to section 2. The error location point can be a location point between two sections, and the computer device displays an error prompt message at the error location point. The error prompt message can be used to prompt at least one of the following: to prompt the AI ​​model that it cannot reach section 2 from section 1 by walking, or to prompt the AI ​​model that it cannot reach section 2 from section 1 by jumping, or to prompt the AI ​​model that it cannot reach section 2 from section 1 by climbing, or to prompt the AI ​​model that it cannot reach section 2 from section 1 by falling.

[0090] For example, in response to the verification operation, the computer device displays a game level error message. The error message can be represented by at least one of a display element, an icon, text, color, or animation. By determining the error message through an AI model and displaying it on the computer device, the game level can be verified without the player having to play the game themselves.

[0091] In summary, the game level verification method provided in the embodiment of the present application is executed by a computer device. The computer device stores an AI model, and the computer device displays a game level screen; the game level screen includes a pre-created virtual environment corresponding to the game level; receives a verification operation triggered for the game level; the verification operation is used to trigger the AI ​​model to verify the game content of the game level; in response to the triggering operation, the error prompt information of the game level is displayed; wherein the error prompt information is used to prompt that there is an error position point in the game level, and the error position point is the position point in the virtual environment corresponding to the game content that the AI ​​model cannot pass. Accordingly, the player only needs to trigger the verification operation to trigger the AI ​​model to verify the game level, without the need for other complex interactions, and without the need for the player to verify it by himself, which can greatly improve the efficiency and accuracy of verifying the game level and improve the playability of the UGC creation gameplay. At the same time, because the verification operation is a very simple interactive method, it can minimize the player's learning cost and improve the user experience.

[0092] Error message display

[0093] In some embodiments, step 260 may be optionally implemented as steps 262 and 264:

[0094] Step 262, in response to the verification operation, display a trial play screen; the trial play screen is a screen for watching the game content of the virtual object trying out the game level, and the virtual object is the corresponding visual model of the AI ​​model in the game level.

[0095] For example, a computer device stores an AI model, and when the AI ​​model verifies a game level, the verification process can also be displayed on the computer device. The AI ​​model can be displayed as a virtual object, which is a visual model corresponding to the AI ​​model in the game level. The virtual object is consistent with the virtual objects controlled by other players in the game. The virtual object corresponding to the AI ​​model can also perform at least one of the following: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, building virtual buildings, falling, and performing tasks.

[0096] In some embodiments, the computer device displays a trial play screen in response to the verification operation; the trial play screen is a screen showing a virtual object trying out the game content of the game level from the perspective of the game level creator. For example, if the perspective of the game level creator is a first-person perspective, the trial play screen is a first-person perspective screen; if the perspective of the game level creator is a third-person perspective, the trial play screen is a third-person perspective screen. During the process of the AI ​​model verifying the game level, if the perspective of the game level creator switches from the first-person perspective to the third-person perspective, the trial play screen switches from the first-person perspective screen to the third-person perspective screen.

[0097] For example, the facial morphology, clothing, hairstyle, skin, and other display aspects of the virtual object corresponding to the AI ​​model can be set based on the theme or type of the game, game level, or game content, or can be pre-set by the creator of the game level. For example, if the game level is an animal-themed party game level, the virtual object corresponding to the AI ​​model can be displayed as a virtual animal. The creator of the game level can then see a trial screen of the virtual animal corresponding to the AI ​​model trying out the game level.

[0098] Optionally, the computer device displays a trial play screen in response to the verification operation. The trial play screen can be displayed in the main interface of the computer device and can also be displayed in the mini-map interface of the computer device. The mini-map interface can be located in the upper left corner, upper right corner, lower left corner, or lower right corner of the main interface. It can also be displayed in the main interface and mini-map interface of the computer device at the same time. The main interface and the mini-map interface can correspond to the same perspective or different perspectives of the creator of the game level, which is not limited in this embodiment.

[0099] In some embodiments, the creator of a game level also corresponds to a virtual object. While the creator watches the AI ​​model's corresponding virtual object try out the game content of the game level, the AI ​​model controls its own corresponding virtual object. Although the creator cannot control the AI ​​model's corresponding virtual object, the creator can still control their own virtual object, for example, by moving the virtual object's position, changing the virtual object's skin, etc. The creator can also edit the game level, and these editing operations mainly target the appearance of the game level, for example, changing the game level's theme, modifying the color of the 3D models in the game level, and dressing up the game level.

[0100] Step 264: Display an error message on the trial play screen.

[0101] Exemplarily, the computer device displays an error message of the game level in the trial play screen.

[0102] In some embodiments, the trial play screen and error message are displayed synchronously. That is, while the AI ​​model is trying out a game level, if any error points are found, the error message is displayed synchronously during the trial play. This approach can save computing power. Alternatively, in other embodiments, the trial play screen and error message are displayed asynchronously. That is, after the AI ​​model completes the trial play level, if any error points are found, the error message is displayed all at once. This approach can display all error points at once, improving the prompt efficiency of the computer device.

[0103] In this embodiment, the AI ​​model is displayed as a virtual object in the trial play screen, and the creator of the game level can observe the process of the virtual object trying out the game level, which improves the visualization of the AI ​​model execution verification process, helps the creator determine the verification progress of the AI ​​model through the trial play screen, and can improve the creator's user experience.

[0104] ·Trial screen display

[0105] In some embodiments, the virtual object refers to the virtual object corresponding to the AI ​​model, and the virtual object includes at least one, and the game level includes at least one route. Step 262 can be optionally implemented as step 262-1:

[0106] Step 262 - 1 : In response to the verification operation, display a trial play screen of at least one virtual object moving along at least one route.

[0107] If a game level includes at least one route, the AI ​​model must test each of the at least one route to ensure that each of the at least one route is verified. In response to the verification operation, the computer device displays a test screen showing at least one virtual object moving along the at least one route. The at least one virtual object is controlled by the AI ​​model, and during movement, the at least one virtual object may move in at least one of the following ways: walking, jumping, climbing, or falling, enabling the virtual object to both verify each route and complete the game content within each route.

[0108] In some embodiments, referring to roads in the real world, a road is composed of road segments. For at least one road from a starting point to a destination, the at least one road may include a common road and a bifurcated road. In a virtual scene, for at least one route, the at least one route includes multiple road segments, including at least one common road segment and at least two bifurcated road segments.

[0109] In this embodiment, the at least one virtual object corresponding to the AI ​​model includes a first virtual object and a second virtual object, where the second virtual object is a copy of the first virtual object. Therefore, at least one first virtual object exists on at least one common road segment, and at least one second virtual object exists on each of at least two forked road segments. The number of second virtual objects corresponds to the number of at least two forked road segments.

[0110] In one possible embodiment, FIG6 shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application. In the game level, the AI ​​model corresponds to a virtual object 20, and the image of the virtual object 20 is consistent with other virtual objects in the game. The game level includes at least one route from the starting point to the end point, and at least one route includes a common section 21 and three forked sections 22. In the trial play screen, a virtual object 20 is shown moving on the common section 21. When it moves to the fork of the three forked sections 22, the virtual object 20 is copied into three identical virtual objects 23, and each of the three forked sections 22 shows that a virtual object 23 is moving. In addition, when the three forked sections 22 merge into a common section 24 (not shown), the three identical virtual objects 23 merge into one virtual object 20 again, showing that a virtual object 20 is moving on the common section 24. It should be understood that the above-mentioned virtual object 20 is the first virtual object and the virtual object 23 is the second virtual object.

[0111] In this embodiment, the AI ​​model controls its corresponding virtual object, and the creator can observe the verification process of the AI ​​model's corresponding virtual object, improving the visualization of the verification process. Furthermore, when there are forked sections in the game level, by replicating the virtual objects corresponding to multiple AI models, each virtual object can verify a forked section. This not only improves the verification efficiency of the game level, but also allows the visualization display to be adaptively adjusted according to the section, enriching the visualization display method and increasing its flexibility.

[0112] Error reporting method

[0113] The following embodiments provide a variety of error prompting methods. In actual applications, any one of the methods may be used to display error prompt information, or multiple methods may be used to simultaneously display multiple error prompt information. This embodiment does not impose any restrictions on this.

[0114] Error message method 1

[0115] In some embodiments, the error prompt information includes an error prompt element; then step 264 may be optionally implemented as step 264-1:

[0116] Step 264 - 1 : Display an error prompt element at the error position in the trial play screen; wherein the error prompt element is used to prompt that the current position is an error position.

[0117] The error prompt element is a display element used to prompt that the current position point is an error position point.

[0118] For example, the computer device displays a game level error prompt element at the error location in the trial play screen; wherein the error prompt element is used to indicate that the current location is an error location. To make the error prompt element more eye-catching, the display color of the error prompt element can be red.

[0119] In some embodiments, the computer device may display different error prompt elements depending on the type of the error point. The type of error point includes: the error point cannot be passed by at least one of walking, jumping, climbing, and falling.

[0120] In this embodiment, by displaying an error prompt element at an error location in a game level, the player can be accurately informed that the current location is an error location, making it easier for the player to identify the error location. Furthermore, since the error prompt element corresponds to the type of the error location, a single error prompt element can display both the error location and the corresponding type of the error location, thereby improving the efficiency and effectiveness of error reporting.

[0121] Error message method 2

[0122] In some embodiments, the error prompt information includes an error prompt text; then step 264 may be optionally implemented as step 264-2:

[0123] Step 264-2, displaying an error prompt text in the text display area of ​​the trial play screen; wherein the error prompt text is used to indicate the type of the error location point; the types include: being unable to pass through the error location point by at least one of walking, jumping, climbing, and falling.

[0124] The text display area may be a display area on the right side, left side, top side, or bottom side of the trial play screen.

[0125] The error prompt text is used to indicate the type of the error location point. The error prompt text may correspond to the error prompt element. Since the computer device may display different error prompt elements depending on the type of the error location point, the computer device may also display different error prompt text accordingly.

[0126] Exemplarily, the computer device displays the error prompt text corresponding to the error prompt element of the game level in the text display area in the trial play screen; wherein the error prompt text is used to indicate the type of the error location point; the type of the error location point includes: the error location point cannot be passed by at least one of walking, jumping, climbing, and falling.

[0127] In this embodiment, by displaying error prompt text in the text display area, the player can be accurately informed that the current position point is an incorrect position point, making it easier for the player to identify the incorrect position point. Moreover, the error prompt text can indicate the type of incorrect position point, which can improve the efficiency and effectiveness of error reporting and facilitate the player's subsequent manual optimization of the incorrect position point or optimization using an AI model.

[0128] In one possible implementation, Figure 7 shows a schematic diagram of a game level verification method provided by an exemplary embodiment of the present application. Figure 7 includes a display area 30 for error prompt elements and a display area 32 for error prompt text. In display area 30, an error prompt element 31 is displayed at the error location, and in display area 32, error prompt text corresponding to different error prompt elements is displayed. The error prompt text can be at least one of the following: cannot jump over, cannot climb, and cannot fall.

[0129] Optimize button display

[0130] In some embodiments, after step 260, the method may further optionally include step 280:

[0131] Step 280: Display an optimization button based on the position of the error point; wherein the optimization button is used to trigger the optimization of the game content corresponding to the error point.

[0132] The optimize button triggers optimization of the game content corresponding to the error location in the game level. Optionally, the optimize button can be displayed in at least one of a circular, square, or polygonal form. The optimize button can also display a prompt text to indicate the function of the optimize button. For example, the optimize button is displayed as a square and displays "Smart Optimization" or "One-click Optimization."

[0133] Exemplarily, the computer device displays an optimization button in the area surrounding the error location, such as a location whose distance from the error location is less than a preset distance threshold; wherein the optimization button is used to trigger the AI ​​model to optimize the game content corresponding to the error location. The AI ​​model used in the optimization process and the AI ​​model used in the verification process can be the same AI model or different AI models, and this embodiment does not impose any restrictions on this. The optimization button can also be displayed as an AI optimization button, an AI smart optimization button, or an AI one-click optimization button.

[0134] In this embodiment, by displaying an optimization button in the area around the error position point, it is convenient for players to click the optimization button, thereby improving the visualization of the optimization of the game content corresponding to the error position point, and facilitating the subsequent automatic intelligent optimization of the error position point, thereby improving the intelligence and efficiency of the optimization.

[0135] The following embodiments provide a variety of optimization button display methods. In actual applications, the optimization button can be displayed in any one of the methods, or multiple optimization buttons can be displayed simultaneously in multiple methods. This embodiment does not impose any restrictions on this.

[0136] Optimize button display mode 1

[0137] In some embodiments, step 280 may be optionally implemented as step 280-1:

[0138] Step 280-1, in response to a position point selection operation triggered based on an error position point, a first optimization button is displayed based on the position of the first error position point indicated by the position point selection operation; wherein, the position point selection operation is used to select the first error position point from the error position points, and the optimization button includes a first optimization button, and the first optimization button is used to trigger optimization of game content corresponding to the first error position point.

[0139] The first optimization button is a button that triggers optimization of the game content corresponding to the first error location point. The first error location point is any error location point within the selected area of ​​the game level screen. In other embodiments, when there are multiple error locations within the selected area, the error location point closest to the virtual object corresponding to the creator of the game level is determined as the first error location point.

[0140] The position point selection operation is used to select a selected area in the game level screen, and is used to select a first wrong position point from the wrong position points. Optionally, the position point selection operation includes at least one of: clicking, double-clicking, long pressing, touching, and sliding.

[0141] Exemplarily, in response to a location point selection operation triggered by an erroneous location point, the computer device displays a first optimization button in an area surrounding a first erroneous location point indicated by the location point selection operation, such as a location whose distance from the first erroneous location point is less than a preset distance threshold. The location point selection operation is used to select the first erroneous location point from the erroneous location points, and the optimization buttons include a first optimization button used to trigger optimization of the game content corresponding to the first erroneous location point. In other embodiments, the first optimization button is also referred to as a smart optimization button.

[0142] In one possible embodiment, FIG8 shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application. Taking the optimization button as the first optimization button as an example, as shown in (1) in FIG8 , in the trial play screen, the player performs a position point selection operation by controlling the crosshairs and selects the error position point corresponding to the error prompt element 41. Then, the computer device displays an intelligent optimization button 42 in the surrounding area of ​​the error position point corresponding to the error prompt element 41. After the player triggers the intelligent optimization button 42, the computer device triggers the AI ​​model to optimize the game content corresponding to the error position point.

[0143] In this embodiment, by displaying a first optimization button in the surrounding area of ​​the first erroneous position point indicated by the position point selection operation, targeted optimization of the first erroneous position point can be achieved after the player clicks the first optimization button, thereby improving the targetedness and flexibility of the optimization, and also increasing the player's participation in the optimization process and improving the user experience.

[0144] Optimize button display mode 2

[0145] In some embodiments, step 280 may be optionally implemented as step 280-2:

[0146] Step 280-2, based on the position of the error location point, display a second optimization button; wherein the optimization button includes a second optimization button, the second optimization button is used to optimize the game content corresponding to the second error location point, the second error location point is all or at least part of the error location points, or, the second error location point is all or at least part of other error location points except the first error location point.

[0147] The second optimization button triggers optimization of the game content corresponding to the second error location. The second error location refers to all or at least a portion of the error locations, or all or at least a portion of the error locations other than the first error location. That is, step 280-2 can be executed after step 280-1, or it can be executed in parallel with step 280-1.

[0148] Exemplarily, the computer device displays a second optimization button in an area surrounding the error location, such as a location whose distance from the error location is less than a preset distance threshold. The optimization button includes a second optimization button, which is used to optimize the game content corresponding to the second error location. In other embodiments, the second optimization button is also referred to as a one-click optimization button.

[0149] In this embodiment, by displaying a second optimization button in the surrounding area of ​​the error position point, the second error position point can be optimized with one click after the player clicks the second optimization button, thereby improving the overall efficiency of the optimization, reducing the number of player operations, simplifying the player's optimization operations, and improving the user experience.

[0150] Optimization process

[0151] In some embodiments, after step 280, the method may further optionally include steps 292 and 294:

[0152] Step 292: In response to the triggering operation of the optimization button, the game content corresponding to the error position point is optimized.

[0153] The trigger operation refers to the operation of triggering the optimization button. Optionally, the trigger operation includes at least one of: clicking, double-clicking, long pressing, touching, and sliding. Exemplarily, in response to the trigger operation of the optimization button, the computer device triggers the AI ​​model to optimize the game content corresponding to the error location point. The AI ​​model used in the optimization process and the AI ​​model used in the verification process can be the same AI model or different AI models, and this embodiment does not impose any restrictions on this.

[0154] Step 294, in response to the completion of the game content optimization, cancel the display of the error prompt message; and cancel the display of the optimization button.

[0155] When there is no error location in the game level, the computer device does not need to display the error prompt information and the optimization button. Exemplarily, in response to the completion of the game content optimization, the computer device cancels the display of the error prompt information; and cancels the display of the optimization button.

[0156] In this embodiment, the AI ​​model is used to optimize error points, improving the intelligence and efficiency of optimization and saving optimization time. By canceling the display of error prompts and the display of the optimize button, the player can be notified that the optimization is complete or that further optimization is not required.

[0157] In some embodiments, during the optimization process of step 292, the method may further optionally include step 293:

[0158] Step 293: During the process of optimizing the game content corresponding to the error location point, an optimization progress bar is displayed; wherein the optimization progress bar is used to indicate the optimization progress of the game content corresponding to the error location point.

[0159] In order to let players know the optimization progress of the game content of the game level, for example, the computer device displays an optimization progress bar during the process of optimizing the game content corresponding to the error location point; wherein the optimization progress bar is used to indicate the optimization progress of the AI ​​model optimizing the game content corresponding to the error location point.

[0160] In some embodiments, the optimization progress bar can be formed by the transformation of the optimization button, or the optimization progress bar can also be another separately added display element. Optionally, the optimization progress bar can be displayed in the surrounding area of ​​the verification button, or in the surrounding area of ​​the error position point, or in the surrounding area of ​​the first error position point. Optionally, during the process of optimizing the game content corresponding to the error position point, the verification button is displayed in an unclickable state, and the player cannot trigger the verification button at this time. Until the optimization is completed, the verification button returns to a clickable state. At this time, the player can choose whether to verify again according to actual needs.

[0161] In a possible implementation, please continue to refer to Figure 8. As shown in (2) of Figure 8, during the process of optimizing the game content corresponding to the error location point, an optimization progress bar 50 is displayed in the area around the verification button, and the optimization progress bar is used to indicate the optimization progress of the game content corresponding to the error location point.

[0162] In this embodiment, by displaying the optimization progress bar, players can intuitively know the optimization progress, thereby increasing player participation in the optimization process and improving user experience.

[0163] Error location point determination

[0164] In some embodiments, FIG9 shows a flowchart of a method for verifying a game level provided by an exemplary embodiment of the present application. This method is described by taking the computer device shown in FIG1 as an example. The computer device may be the terminal 120 shown in FIG1 . The terminal 120 stores an AI model. The method may be specifically executed by the AI ​​model in the terminal 120. The method further includes: all or part of steps 310, 320, 330, 340, and 350:

[0165] Step 310 , determining the starting point of at least one route in the game level; the starting point is set in advance when the game level is created, and at least one route includes N sections, where N is an integer greater than or equal to 1.

[0166] In this embodiment, the game level is set to include a starting point and an end point. The starting point and the end point are set when the game level is pre-created. There is at least one route between the starting point and the end point. The at least one route includes N sections, where N is an integer greater than or equal to 1.

[0167] Exemplarily, the computer device determines the starting point of at least one route in the game level. In some embodiments, the section where the starting point is located is also referred to as the starting section.

[0168] Step 320: Based on the starting point, determine the i-th road section for this verification; i is an integer greater than or equal to 1 and less than or equal to N.

[0169] Exemplarily, the computer device determines the i-th road segment for this verification based on the starting point, where i is an integer greater than or equal to 1 and less than or equal to N. If this is the first verification, the i-th road segment is the starting road segment where the starting point is located. If this is the second verification, the i+1-th road segment (the next road segment) corresponding to the i-th road segment (the starting road segment) during the first verification is used as the i-th road segment.

[0170] Step 330: Determine the (i+1)th road section corresponding to the (i)th road section.

[0171] For example, the computer device determines the i+1th road segment corresponding to the i-th road segment. In a game level, the player needs to control a virtual object to reach the i+1th road segment from the i-th road segment by at least one of walking, jumping, climbing, and falling. The method for determining the i+1th road segment will be described in detail in subsequent embodiments.

[0172] In step 340, if the reachability condition is met between the i-th section and the i+1-th section, it is determined that there is no game content between the i-th section and the i+1-th section that the AI ​​model cannot pass through; otherwise, the position point between the i-th section and the i+1-th section is determined as an incorrect position point.

[0173] The reachability condition refers to the condition that the AI ​​model needs to meet to reach the i+1th road segment from the i-th road segment. This embodiment sets three reachability conditions, which will be described in detail in subsequent embodiments.

[0174] Exemplarily, when the computer device satisfies the reachability condition between the i-th road segment and the i+1-th road segment, it determines that there is no game content between the i-th road segment and the i+1-th road segment that the AI ​​model cannot pass through. At this time, it can be determined that there is no error location point between the i-th road segment and the i+1-th road segment.

[0175] Otherwise, when the reachability condition between the i-th road section and the i+1-th road section is not satisfied, the location point between the i-th road section and the i+1-th road section is determined as an error location point; and the computer device displays an error prompt message at the error location point.

[0176] In step 350 , i is updated to i+1, and the step of determining the i+1th road segment corresponding to the i-th road segment is re-executed until the verification stop condition is met, thereby determining the error location point in the game level.

[0177] Exemplarily, the computer device updates i to i+1 and re-executes steps 330 to 350 until the verification stop condition is met, and the error location points in the game level are determined. At this point, the computer device has determined and displayed all error location points in the game level.

[0178] In some embodiments, the verification stop conditions include: all N sections of at least one route have been traversed, the i-th section of this verification is the section where the end point of at least one route is located, the i-th section of this verification does not have a corresponding i+1-th section, and there is no wrong location point in the game level; the end point is set when the game level is created in advance.

[0179] In one possible implementation, FIG10 shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application. Take the example of a game level including at least one route, and at least one route including multiple sections. The sections in the game level can be used for virtual objects to walk, jump, climb, or fall, and the sections can be stretched in length and / or width. As shown in (1) in FIG10 , the length of section A is 100 cm. After stretching the length, the length of section A' can be 120 cm; as shown in (2) in FIG10 , the width of section B is 20 cm. After stretching the width, the width of section B' can be 40 cm; as shown in (3) in FIG10 , the sections are arranged in sections, and there is a gap between section C and section D. If the virtual object controlled by the player falls through the gap, it will die. The player needs to control the virtual object to reach section D from section C in at least one of walking, jumping, climbing, and falling.

[0180] FIG11 shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application. As shown in FIG11 (1), the computer device determines the starting point of at least one route in the game level, and the road section 1 where the starting point is located is also called the starting road section; the computer device emits rays from the front, back, top, bottom, left, and right six faces of the road section model corresponding to road section 1 to determine the next road section corresponding to road section 1. As shown in FIG11 (2), the road section 1 may only correspond to road section 2, and the computer device only needs to determine whether the reachable condition is met between road section 1 and road section 2; as shown in FIG11 (3), the road section 1 may also correspond to road section 2-1, road section 2-2, and road section 2-3, and the computer device needs to determine whether the reachable condition is met between road section 1 and road section 2-1, road section 1 and road section 2-2, and road section 1 and road section 2-3 respectively. As shown in (4) of Figure 11, if the reachable condition is met between section 1 and section 2, and the end point is located at section 2, then there is no wrong location point on the route at this time; as shown in (5) of Figure 11, if the reachable condition is met between section 1 and section 2-2, and between section 2-2 and section 3, and the end point is located at section 3, then there is no wrong location point on the route at this time; if the reachable condition is met between section 1 and section 2-1, but there is no corresponding next section for section 2-1, the end point of section 2-1 is determined as the wrong location point; if the reachable condition is met between section 1 and section 2-3, but there is no corresponding next section for section 2-3, the end point of section 2-3 is determined as the wrong location point. At this time, the verification is completed.

[0181] In this embodiment, the road sections in the game level can be verified, the accuracy of the verification of the game level can be improved, and the verification effect of the game level can be improved.

[0182] Road section determination

[0183] In some embodiments, step 330 may be optionally implemented as steps 332 and 334:

[0184] Step 332 : Using the road segment model of the i-th road segment as an endpoint, emit a ray in a preset direction.

[0185] Step 334: When the ray intersects with other road segments, the other road segments are determined as the (i+1)th road segment corresponding to the (i)th road segment.

[0186] Since at least one route in a game level consists of multiple segments, and these segments may share common segments or diverge, the i-th segment may correspond to multiple i+1-th segments. To determine all i+1-th segments corresponding to the i-th segment, we can determine the i+1-th segment by raycasting.

[0187] For example, the computer device uses the road segment model of the i-th road segment as an endpoint and emits a ray in a preset direction. The preset direction may include, but is not limited to, up, down, left, right, any angle in the upper left, any angle in the lower left, any angle in the upper right, and any angle in the lower right. If the ray intersects with another road segment, the other road segment is determined to be the i+1th road segment corresponding to the i-th road segment. The number of i+1th road segments is greater than or equal to 1.

[0188] In this embodiment, it is possible to determine all the next sections of the current section, avoid missing any section, and thus improve the accuracy of verifying the game level.

[0189] Reachable condition setting 1

[0190] In some embodiments, setting the reachability condition includes a first reachability condition that the i-th road segment and the (i+1)-th road segment are on the same plane; the method may further optionally include steps 411 and 412:

[0191] Step 411: Determine the shortest distance between the i-th road segment and the i+1-th road segment.

[0192] Step 412, when the shortest distance is less than or equal to the first set distance, determine whether the first reachable condition is met between the i-th section and the i+1-th section; wherein the first set distance includes: at least one of the maximum walking step length and the maximum jumping step length of the virtual object corresponding to the AI ​​model, the maximum walking step length is the maximum distance between the walking starting point and the walking landing point, and the maximum jumping step length is the maximum distance between the jumping starting point and the jumping landing point.

[0193] The shortest distance is the distance between the two closest edges between the i-th segment and the i+1-th segment.

[0194] The first set distance is a pre-set distance threshold. The first set distance includes: at least one of the maximum walking step length and the maximum jumping step length of the virtual object corresponding to the AI ​​model. Among them, the maximum walking step length is the maximum distance between the walking starting point and the walking landing point when the virtual object corresponding to the AI ​​model moves in a walking manner. The maximum jumping step length is the maximum distance between the jumping starting point and the jumping landing point when the virtual object corresponding to the AI ​​model moves in a jumping manner. In one example, the maximum walking step length is set to 50cm and the maximum jumping step length is set to 2m.

[0195] Exemplarily, the computer device determines the shortest distance between the i-th road segment and the i+1-th road segment. If the shortest distance is less than or equal to a first set distance, it is determined that the i-th road segment and the i+1-th road segment meet the first reachability condition.

[0196] In one example, when the i-th road section and the i+1-th road section are located on the same plane and the shortest distance between the i-th road section and the i+1-th road section is less than 2m, the virtual object corresponding to the AI ​​model can reach the i+1-th road section from the i-th road section by jumping, and the first reachability condition is met between the i-th road section and the i+1-th road section.

[0197] In one possible implementation, FIG12 shows a schematic diagram of a method for verifying a game level provided by an exemplary embodiment of the present application. As shown in (1-1) in FIG12 , road section 1 and road section 2 are located on the same plane, and the virtual object corresponding to the AI ​​model needs to walk or jump from road section 1 to road section 2; as shown in (1-2) in FIG12 , the computer device determines the shortest distance AB between road section 1 and road section 2. When the shortest distance AB is less than or equal to 2m, it is determined that the first reachability condition is met between road section 1 and road section 2. Otherwise, the position point between road section 1 and road section 2 is determined to be an incorrect position point.

[0198] Reachable condition setting 2

[0199] In some embodiments, the reachability condition includes a second reachability condition, wherein the i-th road segment and the i+1-th road segment are on different planes, the i-th road segment is on a first plane, the i+1-th road segment is on a second plane, and the first plane is lower than the second plane. The method may further optionally include steps 421, 422, 423, and 424:

[0200] Step 421: Determine the jumping starting point of the virtual object corresponding to the AI ​​model at the i-th road section.

[0201] Step 422 : Determine a plurality of jumping curves based on the jumping starting point and the jumping height of the virtual object.

[0202] Step 423: Determine a jump surface based on the plurality of jump curves.

[0203] In step 424 , when the second plane corresponding to the (i+1)th road segment intersects with the jump surface, it is determined that the second reachability condition is satisfied between the (i+1)th road segment and the (i+1)th road segment.

[0204] The jumping starting point refers to the location where the virtual object corresponding to the AI ​​model jumps from the i-th section to the i+1-th section.

[0205] The jump height is a pre-set height. The jump height can be set according to the type of game, game level, game content, or the game level of the creator of the game level. In one example, the maximum value of the jump height is 30 cm.

[0206] The jump curve is the curve between the jump starting point and the jump landing point, that is, the jump trajectory of the virtual object. The jump curve is a parabola. In one example, the maximum distance between the jump landing point and the jump starting point is 2m. With the horizontal axis representing distance / cm and the vertical axis representing height / cm, the jump starting point is (0,0), the jump landing point is (0,200), and the highest jump point corresponding to the maximum jump height is (100,30).

[0207] The jump surface is determined based on several jump curves. Since the virtual object corresponding to the AI ​​model can jump to a preset angle (such as 360°) around the ith road section, each direction corresponds to a jump curve, and several jump curves can form a jump surface. When the second plane corresponding to the i+1th road section intersects with the jump surface, it is determined that the virtual object corresponding to the AI ​​model can jump from the i-th road section to the i+1-th road section, or can jump first and then climb from the i-th road section to the i+1-th road section.

[0208] Exemplarily, the computer device determines the jumping starting point of the virtual object on the i-th road section; determines several jumping curves based on the jumping starting point and the jumping height of the virtual object; determines the jumping surface based on the several jumping curves; and determines that the second reachability condition is met between the i-th road section and the i+1-th road section when the second plane corresponding to the i+1-th road section intersects with the jumping surface.

[0209] In one possible implementation, Figure 13 shows a schematic diagram of a game level verification method provided by an exemplary embodiment of the present application. As shown in (2-1) in Figure 13, road section 1 and road section 2 are located on different planes, with road section 1 being on a first plane and road section 2 being on a second plane, and the first plane being lower than the second plane. The virtual object corresponding to the AI ​​model needs to jump from section 1 to section 2. As shown in (2-2) in Figure 13, the computer device determines a jump curve based on the jump starting point O and the jump height H. The jump curve is a parabola, and the maximum distance between the jump landing point and the jump starting point is 2m. A coordinate system is established with the horizontal axis being distance / cm and the vertical axis being height / cm. The jump starting point O is (0,0), the jump landing point L is (0,200), and the highest jump point H corresponding to the maximum jump height is (100,30). As shown in (2-3) in Figure 13, the computer device determines a jump surface based on several jump curves. If the second plane corresponding to section 2 intersects with the jump surface, it is determined that the second reachability condition is met between sections 1 and 2. Otherwise, the position point between sections 1 and 2 is determined as an incorrect position point.

[0210] Reachable condition setting 3

[0211] In some embodiments, the reachability condition includes a third reachability condition: the i-th road segment and the i+1-th road segment are on different planes, the i-th road segment is on a first plane, the i+1-th road segment is on a second plane, and the first plane is higher than the second plane. The method may further optionally include steps 431, 432, and 433:

[0212] Step 431: Determine the drop point of the virtual object corresponding to the AI ​​model; the drop point is the starting point of the free fall motion of the virtual object;

[0213] Step 432, determining the preset edge on the (i+1)th road segment that is closest to the (i)th road segment;

[0214] Step 433: When the distance between the preset edge and the free-fall path of the virtual object is less than or equal to a second set distance, determine whether the third reachability condition is satisfied between the i-th segment and the i+1-th segment; wherein the second set distance is determined based on the model width of the virtual object.

[0215] The drop point is the point where the virtual object corresponding to the AI ​​model begins to fall. The virtual object begins free fall from the drop point, and the drop point is also called the starting point of the virtual object's free fall. The method for determining the drop point will be described in detail in subsequent embodiments.

[0216] The preset edge refers to the edge on the i+1th road segment that is closest to the i-th road segment. Specifically, depending on the positional relationship between the i-th road segment and the i+1th road segment, the preset edge can be the long side of the i+1th road segment or the short side of the i+1th road segment.

[0217] The second set distance refers to a pre-set distance threshold. Since the virtual object corresponding to the AI ​​model is a three-dimensional model in the virtual environment, the virtual object has a certain model width. Therefore, the second set distance can be determined based on the model width of the virtual object. Optionally, the second set distance is half the model width. When the distance between the preset edge and the free fall path of the virtual object is less than or equal to the second set distance, it is determined that the virtual object corresponding to the AI ​​model can reach the i+1th road section from the i-th road section by falling.

[0218] Exemplarily, the computer device determines the landing point of the virtual object; determines the preset edge on the i+1th road segment that is closest to the i-th road segment; and when the distance between the preset edge and the free fall route of the virtual object is less than or equal to the second set distance, determines that the third reachability condition is met between the i-th road segment and the i+1th road segment.

[0219] In some embodiments, there are two methods for determining the landing point. In practical applications, one or both methods can be used. Method 1: Step 431 can be optionally implemented as steps 431-11 and 431-12; Method 2: Step 431 can be optionally implemented as steps 431-21, 431-22, 431-23, and 431-24:

[0220] Step 431-11, determining the moving speed of the virtual object on the i-th road section;

[0221] Step 431-12, determining the position point corresponding to when the moving speed drops to 0 as the landing point;

[0222] When the virtual object corresponding to the AI ​​model walks from the i-th section to the i+1-th section, the virtual object has a certain moving speed. When the current position of the virtual object exceeds the end point of the i-th section, the moving speed will gradually decrease to 0, and then the virtual object will start to fall.

[0223] Exemplarily, the computer device determines the movement speed of the virtual object on the i-th road segment and determines the position corresponding to when the movement speed drops to 0 as the landing point. In one example, the end point corresponding to the i-th road segment is set to (0,0), and the position corresponding to when the movement speed of the virtual object on the i-th road segment drops to 0 is (0,10). The farthest landing point is (0,10), that is, when the virtual object leaves the i-th road segment and is in a suspended state, the movement speed drops to 0.

[0224] Step 431-21, determining the jumping starting point of the virtual object on the i-th road segment;

[0225] Step 431-22, determining a plurality of jumping curves based on the jumping starting point and the jumping height of the virtual object;

[0226] Step 431-23, determining a jump surface based on a plurality of jump curves;

[0227] Step 431-24: determine the intersection point between the jumping surface and the first plane as the landing point.

[0228] When a virtual object corresponding to the AI ​​model jumps from the i-th road segment to the i+1-th road segment, the virtual object can jump 360° around the i-th road segment. The jumping curve between the jumping starting point and the jumping landing point is a parabola. If the virtual object is at the farthest jumping landing point but has not reached the i+1-th road segment, the virtual object begins to free fall. The jumping landing point and the jumping starting point are both located on the first plane of the i-th road segment.

[0229] Exemplarily, the computer device determines the jumping starting point of the virtual object on the i-th road section; determines several jumping curves based on the jumping starting point and the jumping height of the virtual object; determines a jumping surface based on the several jumping curves; and determines the intersection between the jumping surface and the first plane as the landing point.

[0230] In one possible implementation, Figure 14 shows a schematic diagram of a game level verification method provided by an exemplary embodiment of the present application. As shown in (3-1) in Figure 14, Section 1 and Section 2 are located on different planes, with Section 1 being on a first plane and Section 2 being on a second plane, and the first plane being higher than the second plane. The virtual object corresponding to the AI ​​model needs to reach Section 2 from Section 1 by falling, or by walking first and then falling, or by jumping first and then falling. As shown in (3-2) in Figure 14, the computer device establishes a coordinate system with the horizontal axis being distance / cm and the vertical axis being height / cm. The end point O of section 1 is (0,0). When the virtual object reaches the drop point X, its walking speed drops to 0, and then it starts to fall from the drop point X (0,10). The dotted arrow is the free fall path of the virtual object, which can be extended downward indefinitely or to a set length. Since the virtual object has a model width AB, the model width AB is set to 40 cm. When the distance between the preset edge of section 2 closest to section 1 and the free fall path of the virtual object is less than or equal to 20 cm, the virtual object can fall onto section 2. The computer device can then determine that the third reachability condition is met between sections 1 and 2. As shown in (3-3) of Figure 14 , the computer device determines a jump curve based on the jump starting point O and jump height H. This jump curve is a parabola. The maximum jump landing point is 2 meters, so the jump landing point is (0, 200). The jump landing point is the landing point X. The virtual object will begin to fall from the landing point X. The dotted arrow is the virtual object's free fall path, which can extend downward indefinitely or to a set length. Because the virtual object has a model width AB, which is set to 40 cm, the virtual object can fall onto road segment 2 when the distance between the preset edge of road segment 2 closest to road segment 1 and the virtual object's free fall path is less than or equal to 20 cm. The computer device then determines that the third reachability condition is met between road segments 1 and 2. Otherwise, the location point between road segments 1 and 2 is determined to be an incorrect location point.

[0231] In the above embodiment, multiple reachability conditions are provided. In actual applications, the computer device can determine to use one or more reachability conditions based on the specific positional relationship between the two road sections to verify whether the two road sections meet the reachability conditions, thereby improving the flexibility and specificity of the verification of the game levels, thereby improving the accuracy and effectiveness of the verification of the game levels.

[0232] Optimization method

[0233] In some embodiments, the AI ​​model can optimize game content. The method further includes step 510:

[0234] Step 510: Based on the type of the error location point, trigger optimization of the game content corresponding to the error location point.

[0235] Because the location between the i-th and i+1-th road segments does not meet the reachability condition, the location between the i-th and i+1-th road segments is determined to be an incorrect location. Since there are three reachability conditions, there are three types of incorrect locations. Accordingly, there are three ways to optimize game content. For example, the computer device can trigger the AI ​​model to optimize the game content corresponding to the incorrect location based on the type of the incorrect location.

[0236] In some embodiments, if the optimize button is a first optimization button, then when the first error location point is selected, the computer device triggers the AI ​​model to optimize the game content corresponding to the error location point based on the type of the first error location point. Alternatively, if the optimize button is a second optimization button, then the computer device triggers the AI ​​model to sequentially optimize the game content corresponding to each error location point based on the order in which the error prompt information for each error location point appears, or based on the distance between the error location point and the virtual object corresponding to the creator.

[0237] In this embodiment, by triggering the AI ​​model to optimize the game content corresponding to the error location point based on the type of the error location point, the AI ​​model can optimize the error location point in a targeted manner, improve the flexibility and targeting of the optimization, and improve the optimization efficiency and optimization effect.

[0238] Specifically, the error location point is a location point between the i-th section and the i+1-th section in at least one route in the game level. You can choose one or more of the following optimization methods to perform:

[0239] Optimization method 1

[0240] In some embodiments, step 520 is implemented as steps 521 and 522:

[0241] Step 521, determining the preset edge on the (i+1)th road segment that is closest to the (i)th road segment;

[0242] Step 522: Pull the preset edge based on the direction of the i-th road segment to extend the i+1-th road segment by a first length, so that the i-th road segment and the i+1-th road segment meet the first reachability condition.

[0243] In this embodiment, when the error location point is a location point that does not meet the first reachability condition, the computer device can determine the preset edge on the i+1th road segment that is closest to the i-th road segment, and based on the direction of the i-th road segment, pull the preset edge in the direction close to the i-th road segment to extend the i+1th road segment by a first length so that the first reachability condition is met between the i-th road segment and the i+1th road segment.

[0244] In one possible example, if the shortest distance between the i-th road segment and the i+1-th road segment is less than or equal to a first set distance, it is determined that the i-th road segment and the i+1-th road segment meet a first reachability condition. By pulling a preset edge of the i+1-th road segment, the i+1-th road segment is extended by a first length, so that the i-th road segment and the i+1-th road segment meet the first reachability condition.

[0245] Optimization method 2

[0246] In some embodiments, step 520 is implemented as steps 521 and 523:

[0247] Step 521, determining the preset edge on the (i+1)th road segment that is closest to the (i)th road segment;

[0248] Step 523: Pull the preset edge based on the direction of the i-th road segment, extend the i+1-th road segment by a second length, and translate the i+1-th road segment by a third length along the vertical axis, so that the second reachability condition is met between the i-th road segment and the i+1-th road segment.

[0249] In this embodiment, when an incorrect location point is a location point that does not meet the second reachability condition, the computer device determines a preset edge on the (i+1)th road segment that is closest to the (i)th road segment. Based on the direction of the (i)th road segment, the computer device pulls the preset edge in a direction closer to the (i)th road segment, thereby lengthening the (i+1)th road segment by a second length, so that the second reachability condition is met between the (i)th road segment and the (i+1)th road segment. Furthermore, if the second reachability condition is still not met after pulling, the computer device translates the (i+1)th road segment along the vertical axis by a third length in a direction closer to the (i)th road segment, so that the second reachability condition is met between the (i+1)th road segment and the (i+1)th road segment.

[0250] In one possible example, when the second plane corresponding to the (i+1)th road segment intersects the jump surface, it is determined that the second reachability condition is satisfied between the (i+1)th road segment and the (i+1)th road segment. The second reachability condition is satisfied between the (i+1)th road segment and the (i+1)th road segment by pulling a preset edge of the (i+1)th road segment and / or translating the (i+1)th road segment along the vertical axis by a third length.

[0251] Optimization method 3

[0252] In some embodiments, step 520 is implemented as steps 521 and 524:

[0253] Step 521, determining the preset edge on the (i+1)th road segment that is closest to the (i)th road segment;

[0254] Step 524 : Pull the preset edge based on the direction of the i-th road segment to extend the (i+1)-th road segment by a fourth length, so that the third reachability condition is satisfied between the i-th road segment and the (i+1)-th road segment.

[0255] In this embodiment, when the erroneous location point is a location point that does not meet the third reachability condition, the computer device determines the preset edge on the i+1th road segment that is closest to the i-th road segment, and based on the direction of the i-th road segment, pulls the preset edge in the direction close to the i-th road segment, and lengthens the i+1th road segment by a fourth length so that the third reachability condition is met between the i-th road segment and the i+1th road segment.

[0256] In one possible example, when the distance between the preset edge and the free-fall path of the virtual object is less than or equal to a second set distance, it is determined that the third reachability condition is satisfied between the i-th segment and the (i+1)-th segment. The preset edge of the (i+1)-th segment is pulled so that the third reachability condition is satisfied between the i-th segment and the (i+1)-th segment.

[0257] In the above embodiment, based on the positional relationship between the i-th road segment and the i+1-th road segment, the predetermined side can be the long side of the i+1-th road segment or the short side of the i+1-th road segment. For example, if the short side of road segment 1 is closest to the short side of road segment 2, then lengthening the short side of road segment 2 is equivalent to lengthening the length of road segment 2. If the short side of road segment 1 is closest to the long side of road segment 2, then lengthening the long side of road segment 2 is equivalent to lengthening the width of road segment 2. That is, the long side of the i+1th road section can be pulled to widen the width of the i+1th road section, or the short side of the i+1th road section can be pulled to lengthen the length of the i+1th road section, or the long and short sides of the i+1th road section can be pulled at the same time to widen the width of the i+1th road section and lengthen the length, so as to further satisfy at least one reachable condition between the i-th road section and the i+1-th road section, thereby optimizing the error position point between the i-th road section and the i+1-th road section.

[0258] In the above embodiments, multiple optimization methods are provided. In actual applications, the computer device can determine to use one or more optimization methods based on the specific positional relationship between the two road sections and the reachability conditions that need to be met between the two road sections to optimize the error location points, thereby improving the flexibility and specificity of optimizing the game levels, thereby improving the optimization efficiency and optimization effect.

[0259] In the following embodiments, a computer device executing a game level verification method, such as terminal 120 shown in Figure 1, is used as an example. The interface and backend aspects of the game level verification method provided in this embodiment are described separately, using schematic diagrams and flow charts. Terminal 120 stores an AI model, which enables verification and optimization of game levels.

[0260] Interface side

[0261] 1. As shown in (1) of FIG5 , an AI verification button 10 is added to the display area above the game level screen (UGC main interface). As shown in (2) of FIG5 , the AI ​​verification button 10 is displayed in a normal state 11 before being triggered. When the player clicks the AI ​​verification button 10, the function is activated and the AI ​​verification button 10 is displayed in an ongoing state 12. After the verification is completed, the AI ​​verification button 10 is displayed in a completed state 13. At this time, the AI ​​verification button 10 returns to a normal state. If there is an error position point in the game level, a one-key optimization button is added to the display area to the right of the AI ​​verification button 10.

[0262] 2. As shown in Figure 6, when the player clicks the AI ​​Verification button 10, a virtual object 20 corresponding to the AI ​​model appears at the starting point of the game level. The AI ​​model's virtual object 20 will be verified along at least one route from the starting point to the end point. If at least one route includes forked sections 22, a corresponding number of AI models 23 will be added based on the number of forked sections 22, and verification will continue along the corresponding sections. If forked sections 22 in at least one route merge into a common section, the corresponding number of AI models 23 will also be merged into a single AI model.

[0263] 3. As shown in FIG7 , during the verification process, if the game level encounters the following situations: the distance is too far to jump or walk over, the height is too high to jump or climb over, or the landing point is too far to jump or fall over, an error prompt message will be displayed at the corresponding error location point in the game level. The error prompt message includes an error prompt element 31 and corresponding error prompt text.

[0264] 4. As shown in (1) in FIG8 , after the verification is completed, the player can use the crosshairs to aim at a selected area in the game level. If the selected area includes an error location point 41, the smart optimization button will be displayed on the right side of the error location point 41. If the selected area includes multiple error locations, the error location point closest to it will be selected. After the player clicks the smart optimization button, the computer device will optimize the game content corresponding to the error location point through the AI ​​model. As shown in (2) in FIG8 , during the optimization process, the smart optimization button itself will become a progress bar to indicate the optimization progress, and the AI ​​verification button 10 will be grayed out. At this time, the player cannot click until the error location point is optimized. When the optimization is completed, the error prompt information corresponding to the error location point is hidden.

[0265] 5. After verification is completed, when the player clicks the one-click optimization button, the computer device will optimize the game content corresponding to each error location point in sequence through the AI ​​model according to the order in which the error prompt information appears, or according to the order in which the error location point is from the creator's virtual object. As shown in (2) in Figure 8, during the optimization process, the one-click optimization button itself will become a progress bar to indicate the optimization progress, and the AI ​​verification button 10 will be grayed out. At this time, the player cannot click it until all error location points are optimized. When the optimization is completed, the error prompt information corresponding to all error location points is hidden.

[0266] It should be noted that the above steps 4 and 5 can be parallel steps, or step 4 can be performed first and then step 5. This embodiment does not limit this.

[0267] Backstage

[0268] Verification process

[0269] FIG15 is a flowchart of a method for verifying a game level provided by an exemplary embodiment of the present application. The steps of the verification process in the method for verifying a game level executed by a computer device are as follows:

[0270] 1. Start;

[0271] 2. Determine whether the player has clicked the AI ​​verification button; if so, proceed to step 3, otherwise do nothing;

[0272] 3. Determine the starting and ending points of the game level;

[0273] 4. An AI model is generated at the starting point, and the AI ​​verification button shows in progress. The AI ​​model is displayed as a virtual object in the trial play screen. This virtual object is consistent with other virtual objects in the game and supports walking, jumping, running, climbing, falling, etc.

[0274] 5. The AI ​​model verifies from the starting point to the end point according to a pre-set verification method. The verification method in this step can distinguish between situations where two road sections are on the same plane and two road sections are on different planes. There are three verification methods in total. For details, please refer to the steps in the previous embodiment and will not be repeated here.

[0275] 6. During the verification process, the AI ​​model determines whether there are any error points in the game level;

[0276] 7. Determine the type of the error point; the types include: 7-1. The distance between the two sections is too far to jump over; 7-2. The height between the two sections is too high to jump over; 7-3. The landing point between the two sections is too far to jump over;

[0277] 8. At the error location point, the error message corresponding to the type of the error location point is displayed;

[0278] 9. Continue to determine whether there are other routes in the game level; if so, execute 10; otherwise, execute 11;

[0279] 10. Verify along other routes; still use the method in step 5 for verification;

[0280] 11. Determine whether there are other error locations that are not displayed during this verification process; if so, execute 12;

[0281] 12. Display error message of other error locations;

[0282] 13. End; the AI ​​verification button returns to normal.

[0283] Optimization process

[0284] FIG16 shows a flowchart of a method for verifying a game level provided by an exemplary embodiment of the present application. During or after the execution of the verification process of the computer device, the steps of the optimization process in the method for verifying a game level executed by the computer device are as follows:

[0285] 1. Start;

[0286] 2. Determine whether there is an error position point; if so, proceed to step 3;

[0287] 3. Display error message at the error location;

[0288] 4. Determine whether the player is aiming the crosshairs at an incorrect location; if so, proceed to step 6; otherwise, proceed to step 5;

[0289] 5. On the right side of the AI ​​verification button, a one-click optimization button is displayed;

[0290] 6. A smart optimization button will appear to the right of the incorrect position of the crosshairs.

[0291] 7. Determine the type of the error point; the types include: 7-1. The distance between the two sections is too far to jump over; 7-2. The height between the two sections is too high to jump over; 7-3. The landing point between the two sections is too far to jump over;

[0292] 8. Lengthen and / or move the next road segment corresponding to the current road segment until the two road segments meet the reachability condition; specifically, if the error position point type is 7-1 and the distance between the two road segments is too far to jump over, lengthen the preset edge of the next road segment closest to the current road segment so that the shortest distance between the two road segments is less than 2m; if the error position point type is 7-2 and the height between the two road segments is too high to jump over, determine whether the next road segment can intersect with the jump surface after lengthening. If so, move the next road segment. The preset edge closest to the current road segment is stretched so that the next stretched road segment intersects with the jump surface. If not, the next stretched road segment needs to be moved along the Z axis after stretching so that the next stretched road segment intersects with the jump surface. If the type of error point is 7-3 and the landing point between the two road segments is too far to jump over, the next road segment is stretched so that the next stretched road segment intersects with the jump surface. The specific steps of this step can refer to the steps of the aforementioned embodiment and will not be repeated here.

[0293] 9. End; After all error locations are optimized, the error message, smart optimization button, and one-click optimization button are canceled.

[0294] In summary, the game level verification method provided in this embodiment can achieve the following beneficial effects:

[0295] 1. By displaying an AI verification button, players can use the AI ​​model to verify the game level during the level creation process and after the level creation is completed. This improves the efficiency of game level creation and enhances the playability of UGC creation gameplay;

[0296] 2. Verify game levels through AI models. This AI model can verify each route in the game level without the player having to perform any operations themselves, saving players a lot of time;

[0297] 3. By displaying error prompts, the location and type of error points can be clearly indicated, improving the accuracy and efficiency of game level verification, making it easier for players to make manual modifications or optimize through AI models later;

[0298] 4. By displaying the optimization button, when the player clicks the optimization button, the AI ​​model can automatically optimize the game content corresponding to the error location, improving the intelligence and efficiency of optimization and saving optimization time;

[0299] 5. Players no longer need to spend a lot of time verifying the rationality of game levels. Instead, they can focus more on creating game levels, improving the quality of game levels created in UGC-created gameplay and enriching the playability, flexibility, and openness of the game.

[0300] 6. Based on the above beneficial effects, and because of the verification process and optimization process, players only need to click the AI ​​verification button and optimization button. The interaction method is simple and does not require other complicated operations and understanding. It can maximize the reduction of players' learning costs, improve the verification efficiency and verification effect of game levels, and also improve the optimization efficiency and optimization effect of game levels, thereby improving user experience.

[0301] FIG17 shows a block diagram of a game level verification device 800 provided by an exemplary embodiment of the present application. The game level verification device 800 includes:

[0302] Display module 810, for displaying a game level screen; the game level screen includes a pre-created virtual environment corresponding to the game level;

[0303] A receiving module 820 is configured to receive a verification operation triggered for the game level; the verification operation is configured to trigger the AI ​​model to verify the game content of the game level;

[0304] The display module 810 is further configured to display an error message of the game level in response to the verification operation; wherein the error message is configured to indicate that there is an error location point in the game level, and the error location point is a location point in the virtual environment corresponding to the game content that the AI ​​model cannot pass through.

[0305] In some embodiments, the display module 810 is configured to:

[0306] In response to the verification operation, a trial play screen is displayed; the trial play screen is a screen in which a virtual object is viewed trying out the game content of the game level, and the virtual object is a visual model corresponding to the AI ​​model in the game level;

[0307] In the trial play screen, the error prompt information is displayed.

[0308] In some embodiments, the error prompt information includes an error prompt element;

[0309] In some embodiments, the display module 810 is configured to:

[0310] Displaying the error prompt element at the error location in the trial play screen;

[0311] The error prompt element is used to prompt that the current position point is the error position point.

[0312] In some embodiments, the error prompt information includes an error prompt text;

[0313] In some embodiments, the display module 810 is configured to:

[0314] Displaying the error prompt text in the text display area of ​​the trial play screen;

[0315] The error prompt text is used to indicate the type of the error location point; the type includes: being unable to pass through the error location point by at least one of walking, jumping, climbing, and falling.

[0316] In some embodiments, the virtual object includes at least one, the at least one virtual object is controlled by the AI ​​model, and the game level includes at least one route;

[0317] In some embodiments, the display module 810 is configured to:

[0318] In response to the verification operation, the trial play screen is displayed in which the at least one virtual object travels along the at least one route.

[0319] In some embodiments, the at least one virtual object includes a first virtual object and a second virtual object, wherein the second virtual object is a copy of the first virtual object;

[0320] The at least one route includes at least one common road segment and at least two forked road segments, at least one first virtual object exists in the at least one common road segment, at least one second virtual object exists in each of the at least two forked road segments, and the number of the second virtual objects corresponds to the number of the at least two forked road segments.

[0321] In some embodiments, the display module 810 is configured to:

[0322] Based on the position of the error point, an optimization button is displayed;

[0323] The optimization button is used to trigger the optimization of the game content corresponding to the error location point.

[0324] In some embodiments, the display module 810 is configured to:

[0325] In response to a position point selection operation triggered based on the erroneous position point, displaying a first optimization button based on a position of the first erroneous position point indicated by the position point selection operation;

[0326] Among them, the position point selection operation is used to select the first error position point from the error position points, and the optimization button includes the first optimization button, which is used to trigger the optimization of the game content corresponding to the first error position point.

[0327] In some embodiments, the display module 810 is configured to:

[0328] Based on the position of the error point, displaying a second optimization button;

[0329] Among them, the optimization button includes the second optimization button, and the second optimization button is used to optimize the game content corresponding to the second error location point. The second error location point is all or at least part of the error location points among the error location points, or the second error location point is all or at least part of other error location points except the first error location point.

[0330] In some embodiments, the display module 810 is configured to:

[0331] In response to a triggering operation on the optimization button, triggering optimization of the game content corresponding to the error location point;

[0332] In response to the completion of the game content optimization, the error prompt message is canceled; and the optimization button is canceled.

[0333] In some embodiments, the display module 810 is configured to:

[0334] During the process of optimizing the game content corresponding to the error location point, an optimization progress bar is displayed;

[0335] The optimization progress bar is used to indicate the optimization progress of the game content corresponding to the error location point.

[0336] In some embodiments, the apparatus further comprises a processing module; the processing module is configured to:

[0337] The method further comprises:

[0338] Determining a starting point of at least one route in the game level; the starting point is set in advance when the game level is created, and the at least one route includes N segments, where N is an integer greater than or equal to 1;

[0339] Based on the starting point, determine the i-th road segment for this verification; i is an integer greater than or equal to 1 and less than or equal to N;

[0340] Determine the (i+1)th road section corresponding to the (i)th road section;

[0341] If the reachability condition is satisfied between the i-th road segment and the i+1-th road segment, determining that there is no game content between the i-th road segment and the i+1-th road segment that the AI ​​model cannot pass through; otherwise, determining the location point between the i-th road segment and the i+1-th road segment as the incorrect location point;

[0342] Update i to i+1, and re-execute the step of determining the i+1th road segment corresponding to the i-th road segment until the verification stop condition is met, and determine the wrong location point in the game level.

[0343] In some embodiments, the processing module is configured to:

[0344] Taking the road segment model of the i-th road segment as an endpoint, emitting a ray in a preset direction;

[0345] In the case that the ray intersects with other road segments, the other road segments are determined as the (i+1)th road segment corresponding to the (i)th road segment.

[0346] In some embodiments, the reachability condition includes a first reachability condition, wherein the i-th road segment and the i+1-th road segment are on the same plane;

[0347] In some embodiments, the processing module is configured to:

[0348] Determine the shortest distance between the i-th road segment and the i+1-th road segment;

[0349] When the shortest distance is less than or equal to a first set distance, determining that the first reachability condition is satisfied between the i-th road section and the i+1-th road section;

[0350] Among them, the first set distance includes: at least one of the maximum walking step length and the maximum jumping step length of the virtual object corresponding to the AI ​​model, the maximum walking step length is the maximum distance between the walking starting point and the walking landing point, and the maximum jumping step length is the maximum distance between the jumping starting point and the jumping landing point.

[0351] In some embodiments, the reachability condition includes a second reachability condition, wherein the i-th road segment is located on a first plane, the (i+1)-th road segment is located on a second plane, and the first plane is lower than the second plane;

[0352] In some embodiments, the processing module is configured to:

[0353] Determine a jumping starting point of the virtual object corresponding to the AI ​​model on the i-th road section;

[0354] determining a plurality of jumping curves based on the jumping starting point and the jumping height of the virtual object;

[0355] Determining a jump surface based on the plurality of jump curves;

[0356] When the second plane corresponding to the (i+1)th road segment intersects with the jump surface, it is determined that the second reachability condition is satisfied between the (i+1)th road segment and the (i+1)th road segment.

[0357] In some embodiments, the reachability condition includes a third reachability condition, wherein the i-th road segment is located on a first plane, the (i+1)-th road segment is located on a second plane, and the first plane is higher than the second plane;

[0358] In some embodiments, the processing module is configured to:

[0359] Determine a landing point of the virtual object corresponding to the AI ​​model; the landing point is the starting point of the free fall motion of the virtual object;

[0360] Determine a preset edge on the (i+1)th road segment that is closest to the (i)th road segment;

[0361] When the distance between the preset edge and the free-fall path of the virtual object is less than or equal to a second set distance, determining that the third reachability condition is satisfied between the i-th road segment and the i+1-th road segment;

[0362] The second set distance is determined based on the model width of the virtual object.

[0363] In some embodiments, the processing module is configured to:

[0364] Determine the moving speed of the virtual object corresponding to the AI ​​model on the i-th road section;

[0365] The position point corresponding to when the moving speed drops to 0 is determined as the landing point;

[0366] or,

[0367] Determining a jumping starting point of the virtual object on the i-th road section;

[0368] determining a plurality of jumping curves based on the jumping starting point and the jumping height of the virtual object;

[0369] Determining a jump surface based on the plurality of jump curves;

[0370] The intersection point between the jumping curved surface and the first plane is determined as the landing point.

[0371] In some embodiments, the verification stop conditions include: all N sections of the at least one route have been traversed, the i-th section of this verification is the section where the end point of the at least one route is located, the i-th section of this verification does not have a corresponding i+1-th section, and at least one of the error location points does not exist in the game level; the end point is set when the game level is pre-created.

[0372] In some embodiments, the processing module is configured to:

[0373] Based on the type of the error location point, optimization of the game content corresponding to the error location point is triggered.

[0374] In some embodiments, the erroneous location point is a location point between the i-th segment and the i+1-th segment of the at least one route in the game level;

[0375] In some embodiments, the processing module is configured to:

[0376] Determine a preset edge on the (i+1)th road segment that is closest to the (i)th road segment;

[0377] Pulling the preset edge based on the direction of the i-th road segment to extend the i+1-th road segment by a first length so that the first reachability condition is satisfied between the i-th road segment and the i+1-th road segment;

[0378] or,

[0379] Pulling the preset edge based on the direction of the i-th road segment to extend the i+1-th road segment by a second length, and translating the i+1-th road segment along the vertical axis by a third length, so that the second reachability condition is satisfied between the i-th road segment and the i+1-th road segment;

[0380] or,

[0381] The preset edge is pulled based on the direction of the i-th road segment to extend the i+1-th road segment by a fourth length, so that the third reachability condition is satisfied between the i-th road segment and the i+1-th road segment.

[0382] It should be noted that the specific limitations of the embodiment of the device 800 for verifying one or more game levels provided above can be found in the limitations of the game level verification method described above and will not be repeated here. Each module of the device described above may be implemented in whole or in part through software, hardware, or a combination thereof. Each module may be embedded in or independent of a computer device's processor in hardware form, or may be stored in a computer device's memory in software form, so that the processor can call and execute the corresponding operations of each module.

[0383] FIG18 shows a structural block diagram of a computer device provided by an exemplary embodiment of the present application.

[0384] The computer device 1000 may be a portable mobile terminal, such as a smartphone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), or an MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1000 may also be referred to as a user device, a portable terminal, or other similar terminology.

[0385] Typically, the computer device 1000 includes a processor 1001 and a memory 1002 .

[0386] The processor 1001 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1001 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1001 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1001 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1001 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0387] The memory 1002 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1002 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1002 is used to store at least one instruction, which is executed by the processor 1001 to implement the game level verification method provided in the embodiments of the present application.

[0388] In some embodiments, the computer device 1000 may further include a peripheral device interface 1003 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit 1004 , a touch screen display 1005 , a camera 1006 , an audio circuit 1007 , and a power supply 1008 .

[0389] The peripheral device interface 1003 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 1001 and the memory 1002. In some embodiments, the processor 1001, the memory 1002, and the peripheral device interface 1003 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1001, the memory 1002, and the peripheral device interface 1003 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0390] The RF circuit 1004 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1004 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1004 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the RF circuit 1004 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1004 can communicate with other terminals via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1004 may also include circuits related to Near Field Communication (NFC), which is not limited in this application.

[0391] The touchscreen display 1005 is used to display a user interface (UI). This UI can include graphics, text, icons, videos, or any combination thereof. The touchscreen display 1005 is also capable of collecting touch signals on or above the surface of the touchscreen display 1005. These touch signals can be input as control signals to the processor 1001 for processing. The touchscreen display 1005 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there can be a single touchscreen display 1005, located on the front panel of the computer device 1000. In other embodiments, there can be at least two touchscreen displays 1005, located on different surfaces of the computer device 1000 or in a foldable design. In some embodiments, the touchscreen display 1005 can be a flexible display, located on a curved or foldable surface of the computer device 1000. Furthermore, the touchscreen display 1005 can be configured as a non-rectangular, irregular shape, also known as a special-shaped screen. The touchscreen display 1005 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0392] The camera assembly 1006 is used to capture images or videos. Optionally, the camera assembly 1006 includes a front camera and a rear camera. Typically, the front camera is used to enable video calls or selfies, and the rear camera is used to enable photo or video shooting. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, and a wide-angle camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, and the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function. In some embodiments, the camera assembly 1006 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.

[0393] The audio circuit 1007 is used to provide an audio interface between the user and the computer device 1000. The audio circuit 1007 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into the processor 1001 for processing, or input into the radio frequency circuit 1004 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, multiple microphones may be provided, located in different parts of the computer device 1000. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 1001 or the radio frequency circuit 1004 into sound waves. The speaker may be a traditional thin-film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as distance measurement. In some embodiments, the audio circuit 1007 may also include a headphone jack.

[0394] Power supply 1008 is used to power various components in computer device 1000. Power supply 1008 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When power supply 1008 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, while a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0395] In some embodiments, the computer device 1000 further includes one or more sensors 1009 , including but not limited to an acceleration sensor 1010 , a gyroscope sensor 1011 , a pressure sensor 1012 , an optical sensor 1013 , and a proximity sensor 1014 .

[0396] The accelerometer 1010 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the computer device 1000. For example, the accelerometer 1010 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 1001 can control the touch screen display 1005 to display the user interface in a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 1010. The accelerometer 1010 can also be used to collect game or user motion data.

[0397] The gyroscope sensor 1011 can detect the orientation and rotation angle of the computer device 1000. It can also work with the accelerometer 1010 to collect 3D motions of the user on the computer device 1000. Based on the data collected by the gyroscope sensor 1011, the processor 1001 can implement the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.

[0398] The pressure sensor 1012 can be installed on the side frame of the computer device 1000 and / or below the touch screen display 1005. When the pressure sensor 1012 is installed on the side frame of the computer device 1000, it can detect the user's grip signal of the computer device 1000 and perform left-hand recognition or shortcut operations based on the grip signal. When the pressure sensor 1012 is installed below the touch screen display 1005, it can control the operational controls on the UI interface based on the user's pressure operation on the touch screen display 1005. The operational controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0399] The optical sensor 1013 is used to detect ambient light intensity. In one embodiment, the processor 1001 can control the display brightness of the touchscreen display 1005 based on the ambient light intensity detected by the optical sensor 1013. Specifically, when the ambient light intensity is high, the display brightness of the touchscreen display 1005 is increased; when the ambient light intensity is low, the display brightness of the touchscreen display 1005 is decreased. In another embodiment, the processor 1001 can also dynamically adjust the shooting parameters of the camera assembly 1006 based on the ambient light intensity detected by the optical sensor 1013.

[0400] Proximity sensor 1014, also known as a distance sensor, is typically located on the front of computer device 1000. Proximity sensor 1014 is used to detect the distance between the user and the front of computer device 1000. In one embodiment, when proximity sensor 1014 detects that the distance between the user and the front of computer device 1000 is gradually decreasing, processor 1001 controls touchscreen display 1005 to switch from a screen-on state to a screen-off state. When proximity sensor 1014 detects that the distance between the user and the front of computer device 1000 is gradually increasing, processor 1001 controls touchscreen display 1005 to switch from a screen-off state to a screen-on state.

[0401] Those skilled in the art will understand that the structure shown in FIG18 does not constitute a limitation on the computer device 1000 , and may include more or fewer components than shown, or combine certain components, or adopt a different component arrangement.

[0402] In an exemplary embodiment, the present application provides a chip comprising a programmable logic circuit and / or program instructions, which, when run on a computer device, is used to implement the game level verification method provided in the above method embodiment.

[0403] The present application provides a computer-readable storage medium storing a computer program, which is loaded and executed by a processor to implement the game level verification method provided by the above method embodiment.

[0404] The present application provides a computer program product or computer program, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the processor of the computer device to load and execute the computer instructions to implement the game level verification method provided in the above-described method embodiment.

[0405] The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0406] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or may be accomplished by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.

[0407] Those skilled in the art will appreciate that in one or more of the above examples, the functions described in the embodiments of the present application can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or codes on a computer-readable medium. Computer-readable media include computer storage media and communication media, wherein communication media include any media that facilitates the transmission of computer programs from one place to another. The storage medium can be any available medium that can be accessed by a general-purpose or special-purpose computer.

[0408] The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.

Claims

1. A method for verifying a game level, executed by a computer device, the method comprising: Displaying a game level screen; The game level screen includes a virtual environment corresponding to a pre-created game level; Receiving a verification operation triggered for the game level; The verification operation is used to trigger an artificial intelligence AI model to verify the game content of the game level; In response to the verification operation, displaying an error prompt message for the game level; Wherein, the error prompt message is used to prompt an error position point in the game level, and the error position point is the position point in the virtual environment corresponding to the game content that the AI model cannot pass through.

2. The method according to claim 1, wherein the displaying an error prompt message for the game level in response to the verification operation includes: In response to the verification operation, displaying a trial play screen; The trial play screen is a screen for watching a virtual object play the game content of the game level, and the virtual object is a visualization model corresponding to the AI model in the game level; In the trial play screen, displaying the error prompt message.

3. The method according to claim 2, wherein the error prompt message includes an error prompt element; the displaying the error prompt message in the trial play screen includes: On the error position point in the trial play screen, displaying the error prompt element; Wherein, the error prompt element is used to prompt that the current position point is the error position point.

4. The method according to claim 2 or 3, wherein the error prompt message includes an error prompt text; the displaying the error prompt message in the trial play screen includes: In the text display area in the trial play screen, displaying the error prompt text; Wherein, the error prompt text is used to indicate the type of the error position point; the type includes: being unable to pass through the error position point in at least one of the ways of walking, jumping, climbing, or falling.

5. The method according to any one of claims 2 to 4, wherein there are at least one virtual object, the at least one virtual object is controlled by the AI model, and there are at least one route in the game level; The displaying a trial play screen in response to the verification operation includes: In response to the verification operation, displaying the trial play screen of the at least one virtual object traveling along the at least one route.

6. The method according to claim 5, wherein the at least one virtual object includes a first virtual object and a second virtual object, and the second virtual object is obtained by copying the first virtual object; The at least one route includes at least one common section and at least two fork sections, there is at least one of the first virtual objects in the at least one common section, and there is at least one of the second virtual objects in each of the at least two fork sections, and the number of the second virtual objects corresponds to the number of the at least two fork sections.

7. The method according to any one of claims 1 to 6, the method further comprising: Based on the position of the error position point, displaying an optimization button; Among them, the optimization button is used to trigger the optimization of the game content corresponding to the error position point.

8. The method according to claim 7, wherein the displaying of the optimization button based on the position of the error position point includes: In response to a position point selection operation triggered based on the error position point, displaying a first optimization button based on the position of the first error position point indicated by the position point selection operation; Among them, the position point selection operation is used to select the first error position point from the error position points, the optimization button includes the first optimization button, and the first optimization button is used to trigger the optimization of the game content corresponding to the first error position point.

9. The method according to claim 7 or 8, wherein the displaying of the optimization button based on the position of the error position point further includes: Displaying a second optimization button based on the position of the error position point; Among them, the optimization button includes the second optimization button, the second optimization button is used to optimize the game content corresponding to the second error position point, the second error position point is all or at least a part of the error position points among the error position points, or, the second error position point is all or at least a part of the other error position points except the first error position point.

10. The method according to any one of claims 7 to 9, the method further includes: In response to a trigger operation for the optimization button, triggering the optimization of the game content corresponding to the error position point; In response to the completion of the optimization of the game content, canceling the display of the error prompt message; and canceling the display of the optimization button.

11. The method according to claim 10, the method further includes: During the process of optimizing the game content corresponding to the error position point, displaying an optimization progress bar; Among them, the optimization progress bar is used to indicate the optimization progress of the game content corresponding to the error position point.

12. The method according to any one of claims 1 to 11, the method further includes: Determining the starting point of at least one route in the game level; The starting point is set when the game level is created in advance, the at least one route includes N sections, and N is an integer greater than or equal to 1; Based on the starting point, determining the i-th section of the current verification; The i is an integer greater than or equal to 1 and less than or equal to N; Determining the (i + 1)-th section corresponding to the i-th section; When the reachable condition is satisfied between the i-th section and the (i + 1)-th section, determining that there is no game content that the AI model cannot pass between the i-th section and the (i + 1)-th section; Otherwise, determining the position point between the i-th section and the (i + 1)-th section as the error position point; Updating the i to i + 1, and re-executing the step of determining the (i + 1)-th section corresponding to the i-th section until the verification stop condition is satisfied, and determining the error position point in the game level.

13. The method according to claim 12, wherein the determining the (i + 1)-th section corresponding to the i-th section includes: Taking the road segment model of the i-th road segment as an endpoint, emit a ray in a preset direction; When there is an intersection between the ray and other road segments, determine the other road segments as the (i + 1)-th road segment corresponding to the i-th road segment.

14. The method according to claim 12 or 13, wherein the reachable condition includes a first reachable condition that the i-th road segment and the (i + 1)-th road segment are on the same plane; The method further includes: Determine the shortest distance between the i-th road segment and the (i + 1)-th road segment; When the shortest distance is less than or equal to a first set distance, determine that the first reachable condition is satisfied between the i-th road segment and the (i + 1)-th road segment; Wherein, the first set distance includes at least one of the maximum walking step length and the maximum jumping step length of the virtual object corresponding to the AI model, the maximum walking step length is the maximum distance between the walking starting point and the walking landing point, and the maximum jumping step length is the maximum distance between the jumping starting point and the jumping landing point.

15. The method according to claim 12 or 13, wherein the reachable condition includes a second reachable condition that the i-th road segment is on a first plane, the (i + 1)-th road segment is on a second plane, and the first plane is lower than the second plane; The method further includes: Determine the jumping starting point of the virtual object corresponding to the AI model on the i-th road segment; Based on the jumping starting point and the jumping height of the virtual object, determine a plurality of jumping curves; Based on the plurality of jumping curves, determine a jumping surface; When there is an intersection between the second plane corresponding to the (i + 1)-th road segment and the jumping surface, determine that the second reachable condition is satisfied between the i-th road segment and the (i + 1)-th road segment.

16. The method according to claim 12 or 13, wherein the reachable condition includes a third reachable condition that the i-th road segment is on a first plane, the (i + 1)-th road segment is on a second plane, and the first plane is higher than the second plane; The method further includes: Determine the falling point of the virtual object corresponding to the AI model; The falling point is the starting position point of the virtual object's free fall motion; Determine the preset edge on the (i + 1)-th road segment that is closest to the i-th road segment; When the distance between the preset edge and the free fall route of the virtual object is less than or equal to a second set distance, determine that the third reachable condition is satisfied between the i-th road segment and the (i + 1)-th road segment; Wherein, the second set distance is determined based on the model width of the virtual object.

17. A verification device for a game level, the device includes: A display module for displaying a game level screen; The game level screen includes a virtual environment corresponding to a pre-created game level; A receiving module for receiving a verification operation triggered for the game level; the verification operation is used to trigger the AI model to verify the game content of the game level; The display module is further configured to display an error prompt message for the game level in response to the verification operation; wherein, the error prompt message is used to prompt the existence of an error position point in the game level, and the error position point is the position point in the virtual environment corresponding to the game content that the AI model cannot pass through.

18. A computer device, the computer device comprising: A processor and a memory, where the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the game level verification method according to any one of claims 1 to 16.

19. A computer-readable storage medium, where the computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the game level verification method according to any one of claims 1 to 16.

20. A computer program product, where the computer program product includes computer instructions, the computer instructions are stored in a computer-readable storage medium, and a processor obtains the computer instructions from the computer-readable storage medium, so that the processor loads and executes to implement the game level verification method according to any one of claims 1 to 16.

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