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CN117046115A - Execution method of multi-mode game software - Google Patents

Execution method of multi-mode game software
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CN117046115A
CN117046115ACN202311312069.3ACN202311312069ACN117046115ACN 117046115 ACN117046115 ACN 117046115ACN 202311312069 ACN202311312069 ACN 202311312069ACN 117046115 ACN117046115 ACN 117046115A
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game mode
online
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CN117046115B (en
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江美平
杨超
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Shenzhen Xuwan Technology Co ltd
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Shenzhen Salhu Network Technology Co ltd
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Abstract

The application discloses an execution method of multi-mode game software, which relates to the technical field of game software management, wherein a management end tracks a currently active game mode, an execution system collects player data and game data of all game modes at fixed time according to selected loading game content, after comprehensively analyzing the player data and the game data, game coefficients are established for all game modes, dynamic ordering update is carried out on all game modes according to the game coefficients, the game coefficients of the game modes are compared with an isolation threshold, and when the game coefficients are smaller than the isolation threshold, the game modes are classified into an isolation area and isolation area information is sent to an administrator. After the player data and the game data are comprehensively analyzed at regular time, the game coefficients are established for all the game modes, and the game modes are dynamically ordered and updated according to the game coefficients, so that players can find the game modes suitable for themselves more easily, and the user retention rate and user experience of game software are improved.

Description

Execution method of multi-mode game software
Technical Field
The application relates to the technical field of game software management, in particular to an execution method of multimode game software.
Background
With the development of the game industry, the demands of people for games are becoming more and more diversified, and a game may include multiple game modes to attract different types of players, for example, a shooting game may include a single scenario mode, a multi-player competition mode, a cooperation mode, and the like, so as to meet the preference of different players, game developers start to develop game execution systems capable of running in different modes;
an execution system of multi-mode game software refers to a game software system that can be run and switched in different modes, which may be different gameplay, visual styles, difficulty levels, or game content.
The prior art has the following defects:
the game software has a plurality of game modes, the existing game software does not comprehensively evaluate and sort the plurality of game modes, a player blindly decides when selecting the game modes, and cannot fully experience the game, so that the player is lost in a plurality of game modes, and takes more time and effort to try and compare different game modes, thereby reducing the overall experience of a user.
Disclosure of Invention
The application aims to provide an execution method of multi-mode game software, which solves the defects in the background technology.
In order to achieve the above object, the present application provides the following technical solutions: a method of executing multi-mode game software, the method comprising the steps of:
s1: when the game is started, providing an initial ordering interface for a player to select different game modes;
s2: the management end tracks the current active game mode, and when the player selects the game mode, the execution system loads the game content according to the selection;
s3: collecting player data and game data of all game modes at fixed time, and establishing game coefficients for all game modes after comprehensively analyzing the player data and the game data;
s4: dynamically sequencing and updating all game modes according to the game coefficients;
s5: and comparing the game coefficient of the game mode with an isolation threshold value, and when the game coefficient is smaller than the isolation threshold value, dividing the game mode into an isolation area and sending the isolation area information to an administrator.
Preferably, in step S3, player data of all game modes including a game mode click rate and a game mode operation time period and game data including a player online discrete index and a game collapse floating coefficient are collected at regular time.
Preferably, in step S3, establishing the game coefficients for all the game modes includes the steps of:
comprehensively calculating the click rate of the game mode, the operation time period of the game mode, the online discrete index of the player and the game collapse floating coefficient to obtain a game coefficientThe computational expression is:
in the method, in the process of the application,for the game mode click rate, +.>For the duration of the game mode run +.>For player online discrete index +.>For the game crash floating coefficient, ">、/>、/>、/>The ratio coefficients of the click rate of the game mode, the operation time period of the game mode, the online discrete index of the player and the game collapse floating coefficient are respectively +.>、/>、/>、/>Are all greater than 0.
Preferably, in step S4, the dynamically ordering and updating all game modes according to the game coefficients includes the following steps:
obtaining game coefficients of a game modeAfter the value, all game modes are determined according to the game coefficients +.>The values are updated in a dynamic ordering from big to small.
Preferably, in step S5, the step of dividing the game mode into the isolation area includes the steps of:
obtaining game coefficients of a game modeAfter the value, the game coefficient is->Comparing the value with the isolation threshold value, if the game coefficient is +>The value < the isolation threshold value indicates that the overall operation of the game mode is poor, and therefore, the game mode is classified into an isolation region.
Preferably, the calculating logic of the online discrete index of the player is:
calculating an online player standard deviationAnd game mode player is inLine number average +.>The method comprises the steps of carrying out a first treatment on the surface of the If the average value of the online number of players in the game mode is +.>< quantity threshold, and Online player standard deviation->A standard deviation threshold value or less, or->
If the player is in the game mode, the average value of the online quantity of the player< quantity threshold, and Online player standard deviation->> standard deviation threshold, < >>
If the player is in the game mode, the average value of the online quantity of the playerNot less than the number threshold value, and the online player standard deviation +.>> standard deviation threshold, < >>
If the player is in the game mode, the average value of the online quantity of the playerNot less than the number threshold value, and the online player standard deviation +.>A standard deviation threshold value or less, or->
Preferably, the online player standard deviationThe calculated expression of (2) is: />
In the method, in the process of the application,,/>indicating the number of sample acquisitions during the monitoring period,/-, for example>Is a positive integer which is used for the preparation of the high-voltage power supply,the player's online number for each sample point in the game, < >>Is an average value of online number of players in game mode, and. Preferably, the calculation expression of the game crash floating coefficient is:
in the method, in the process of the application,for the number of real-time crashes of the game mode in the monitoring period,/->Time period for error reporting of game mode program code, +.>For game modeAnd the time period of early warning is compatible.
Preferably, the calculation expression of the click rate of the game mode is:
the method comprises the steps of carrying out a first treatment on the surface of the In (1) the->For the number of clicks of the game mode, +.>Is the monitoring duration of the game mode.
Preferably, the calculation expression of the operation time duration of the game mode is:the method comprises the steps of carrying out a first treatment on the surface of the In (1) the->For the total operating time of the game mode, +.>Is the monitoring duration of the game mode. In the technical scheme, the application has the technical effects and advantages that:
when a game is started, an initial ordering interface is provided for a player to select different game modes, a management end tracks the currently active game modes, after the player selects the game modes, an execution system periodically collects player data and game data of all the game modes according to the selected and loaded game content, after comprehensively analyzing the player data and the game data, game coefficients are established for all the game modes, dynamic ordering update is carried out on all the game modes according to the game coefficients, the game coefficients of the game modes are compared with an isolation threshold, when the game coefficients are smaller than the isolation threshold, the game modes are marked into an isolation area, and isolation area information is sent to an administrator, after the player data and the game data are comprehensively analyzed at regular time, the game coefficients are established for all the game modes, and dynamic ordering update is carried out on all the game modes according to the game coefficients, so that the player can find the game modes suitable for the player more easily, and the user retention rate and user experience of game software are improved;
the application compares the game coefficient of the game mode with the isolation threshold, when the game coefficient is smaller than the isolation threshold, the game mode is divided into the isolation area, and the isolation area information is sent to the administrator, the administrator carries out corresponding management on the game mode in the isolation area, the corresponding management comprises deleting the game mode in the isolation area from the game software or re-optimizing the game mode, the administrator can conveniently know the running states of a plurality of game modes, optimize certain game modes, delete certain game modes from the game software, reduce the maintenance amount of the game software and reduce the maintenance cost of the game software.
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In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the drawings required for the embodiments will be briefly described below, and it is apparent that the drawings in the following description are only some embodiments described in the present application, and other drawings may be obtained according to these drawings for a person having ordinary skill in the art.
FIG. 1 is a flow chart of the method of the present application.
Description of the embodiments
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present application more apparent, the technical solutions of the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application, and it is apparent that the described embodiments are some embodiments of the present application, but not all embodiments of the present application. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to be within the scope of the application.
Example 1: referring to fig. 1, the method for executing the multi-mode game software according to the embodiment includes the following steps:
s1: when the game is started, providing an initial ordering interface for a player to select different game modes;
s2: the management end tracks the current active game mode, and when the player selects the game mode, the execution system loads the game content according to the selection;
s3: collecting player data and game data of all game modes at fixed time, and establishing game coefficients for all game modes after comprehensively analyzing the player data and the game data;
s4: dynamically sequencing and updating all game modes according to the game coefficients;
s5: and comparing the game coefficient of the game mode with an isolation threshold value, and when the game coefficient is smaller than the isolation threshold value, dividing the game mode into an isolation area and sending the isolation area information to an administrator.
A. When the game is started, an initial sorting interface is provided for the player to select different game modes, which can be a menu or an interface, so that the player can intuitively select the modes of interest, specifically:
the player opens the game application, the game begins to load, the game displays an initial ordering interface including images, sounds, 3D models, etc., for the player to select a game mode, the interface may be a menu, UI screen or other interactive interface, different game modes are listed on the interface, each mode typically having an icon, name and brief description to aid the player in understanding its characteristics, the player selects a game mode of interest to them by interactive means (e.g., mouse click, touch, keyboard input, etc.), when the player selects a game mode, their selection can be highlighted by highlighting or other visual effect so that they confirm the selection, once the player confirms the selection, the game loads the corresponding game resources and environments according to their selection, and then enters the selected game mode in which the player can begin playing and begin experiencing specific play and content.
B. The management end can manage loading, unloading and switching of modes by tracking the currently active game modes by the management end, and specifically comprises the following steps:
displaying the current active mode: the administrator interface displays the currently active game modes, which may be presented in a list, icon, or other form, the administrator may choose to load new game modes from an existing library of game modes, which may be accomplished by selecting a mode from a drop down menu, then clicking on a "load" button, the administrator may choose to switch the currently active game mode, which may be accomplished by selecting another mode from the list, and clicking on a "switch" button, the administrator should display the status of each game mode, e.g. "active" indicates currently running, and "unloaded" indicates not loaded, the administrator may provide detailed information about each game mode, such as name, description, version, author, etc.
C. When a player selects a mode, the execution system loads the corresponding game resources, rules and environment according to the selection. Ensuring that the loading process is efficient reduces latency, specifically:
before a player selects a mode, the game resources required by the mode are preloaded as much as possible, which can reduce the subsequent loading time by loading common resources at the starting time of the game or loading basic resources of all modes on a main menu interface, and the resource loading process is separated from the main game thread by using an asynchronous loading technology, so that the game interface can be prevented from being blocked, the player can still interact in the loading process, necessary resources of the game mode, such as a map, a character model and the like, are loaded firstly, so that the player can enter the game as soon as possible, and then more resources are gradually loaded in the background so as to keep the smoothness of the game;
the method comprises the steps of compressing and optimizing game resources to reduce file size, thereby accelerating loading speed, using proper texture compression, model optimization and other technologies, reserving previously loaded resources when a player switches modes, so that the mode can be started more quickly when the player switches back, dividing the loading of the resources into multiple frames to avoid performance problems caused by one-time loading of excessive resources, loading a small amount of resources each frame, enabling the loading process to be smoother, using dynamic loading technology, loading specific resources only when needed instead of loading all resources at the beginning, allowing the resources to be loaded in the background during the game running period if possible, reducing waiting time, providing proper loading prompts for players in the loading process to inform the players of loading progress, and reducing the anxiety and the impatience of players.
D. In the selected game mode, ensuring that the game can run normally, including playing, physical simulation, AI control and the like, each mode should have unique game logic and targets, ensuring that the player can interact with the game, such as movement, attack, cooperation and the like, and the user interface and control modes may be different among different modes, so as to ensure the consistency of user experience, specifically:
each game mode should have unique game logic, play and targets to ensure that the player's experience in the different modes is varied and interesting, functional testing is performed on each game mode to ensure that the player can play according to set rules and targets, testing all key functions such as movement, attack, collaboration, task completion, etc., if the game mode involves physical simulation (e.g., collision, gravity, object interaction, etc.), ensuring accuracy and consistency of physical effects to ensure realistic sensation of the game environment, if the game mode involves AI-controlled characters or NPCs to ensure that AI can interact with the player in an appropriate manner, exhibit reasonable behavior and reaction, as much as possible maintain consistency of user interfaces between different game modes, such as position, color, style, etc., of control buttons, which helps the player feel familiar and comfortable when switching modes, ensures that the player is smooth in switching between different game modes, avoids unnecessary delays caused by interface switching or loading, provides appropriate tutorials or guidelines for each game mode to help the player play rules, operations and targets, ensures new players can easily understand the game modes, and keep certain interests in a certain mode too simple or is avoided to be too challenging to keep a certain modes.
E. Smooth switching logic between modes is implemented, which may include state save, load, and transition animations, etc., at the time of mode switching to ensure smoothness and seamlessly of switching, and to ensure that game states can be properly saved and restored at the time of mode switching. The method comprises the steps of player score, progress, props and other state information, and specifically comprises the following steps:
before switching modes, saving the current game state into a proper data structure or file so as to restore the state when switching back, preloading resources required by the next mode before switching modes so as to reduce loading time when switching, smoothly transiting to a new game mode by using transitional animation, which can be fade-in fade-out, switching effect and the like, enabling a player to feel fluency and visual consistency in the switching process, ensuring that state information of scores, progress, props and the like of the player in the switching process is correctly saved and synchronized, which can need to save the state information into a memory so as to be quickly restored, suspending game logic of the current mode in the switching process so as to ensure that no conflict and error can occur in the switching process, ensuring that the saved state data is consistent when the state is saved, and using transactional operations or other methods to maintain the integrity of the data, dividing the state saving and loading operations into asynchronous tasks so as to avoid blocking in a main thread, thereby maintaining the responsiveness of an interface.
F. If the game comprises a plurality of interactions, corresponding network communication and cooperation mechanisms need to be realized so that players can play or compete together in different modes, in particular:
selecting a network architecture suitable for a game, such as a client-server architecture or a peer-to-peer (P2P) architecture, the client-server being suitable for larger scale multi-player interactions, while the P2P is suitable for smaller scale collaboration and combat, providing player matching functionality enabling players to find suitable game sessions or rooms for interaction in the same mode, managing game sessions or rooms, ensuring that players can enter the correct mode and play or compete with other players, in multi-player interactions, ensuring state synchronization between players, enabling them to see consistent game states on their respective clients, synchronizing the players' positions, actions and behaviors, enabling other players to see their operations, thereby enabling collaboration and combat;
the network delay is considered, technologies such as interpolation, smoothing and the like are used, visual differences and instability among players are reduced, data verification and anti-cheating mechanisms are implemented, so that the players are prevented from cheating by utilizing network holes, real-time communication functions such as text chatting and voice chatting are provided, so that the players can effectively communicate in cooperation and competition, in a competitive game mode, the synchronism of fight and collision detection is ensured, the players can hit and avoid, the stability and the expandability of a server are ensured, the simultaneous play of a plurality of players is supported, the situation that the players exit the game is processed, the other players are ensured not to be interfered, and meanwhile, the normal running of the game is maintained.
G. And (3) collecting player data and game data of all game modes at fixed time, comprehensively analyzing the player data and the game data, establishing game coefficients for all game modes, and dynamically sequencing and updating all game modes according to the game coefficients.
H. And comparing the game coefficient of the game mode with an isolation threshold, and when the game coefficient is smaller than the isolation threshold, dividing the game mode into an isolation area and sending the isolation area information to an administrator, wherein the administrator carries out corresponding management on the game mode in the isolation area, and the corresponding management comprises deleting or re-optimizing the game mode in the isolation area from game software.
When the game is started, an initial ordering interface is provided for a player to select different game modes, a management end tracks the currently active game modes, after the player selects the game modes, an execution system periodically collects player data and game data of all the game modes according to the selected and loaded game content, after comprehensively analyzing the player data and the game data, game coefficients are established for all the game modes, dynamic ordering update is carried out on all the game modes according to the game coefficients, the game coefficients of the game modes are compared with an isolation threshold, when the game coefficients are smaller than the isolation threshold, the game modes are marked into an isolation area, and isolation area information is sent to an administrator.
The application compares the game coefficient of the game mode with the isolation threshold, when the game coefficient is smaller than the isolation threshold, the game mode is divided into the isolation area, and the isolation area information is sent to the administrator, the administrator carries out corresponding management on the game mode in the isolation area, the corresponding management comprises deleting the game mode in the isolation area from the game software or re-optimizing the game mode, the administrator can conveniently know the running states of a plurality of game modes, optimize certain game modes, delete certain game modes from the game software, reduce the maintenance amount of the game software and reduce the maintenance cost of the game software.
Example 2: and (3) collecting player data and game data of all game modes at fixed time, comprehensively analyzing the player data and the game data, establishing game coefficients for all game modes, and dynamically sequencing and updating all game modes according to the game coefficients.
Wherein:
collecting player data and game data of all game modes at fixed time, wherein the player data comprises a game mode click rate and a game mode running time duration, and the game data comprises a player online discrete index and a game collapse floating coefficient;
after comprehensively analyzing the player data and the game data, establishing the game coefficients for all the game modes comprises the following steps:
comprehensively calculating the click rate of the game mode, the operation time period of the game mode, the online discrete index of the player and the game collapse floating coefficient to obtain a game coefficientThe computational expression is:
in the method, in the process of the application,for gamesMode click rate>For the duration of the game mode run +.>For player online discrete index +.>For the game crash floating coefficient, ">、/>、/>、/>The ratio coefficients of the click rate of the game mode, the operation time period of the game mode, the online discrete index of the player and the game collapse floating coefficient are respectively +.>、/>、/>、/>Are all greater than 0.
Obtaining game coefficients of a game modeAfter the value, all game modes are determined according to the game coefficients +.>The values are updated in a dynamic ordering from big to small.
The application is realized byComprehensively calculating the click rate of the game mode, the operation time rate of the game mode, the online discrete index of the player and the game collapse floating coefficient to obtain a game coefficient of the game modeAfter the value, all game modes are determined according to the game coefficients +.>The values are dynamically ordered and updated from large to small, so that the game mode is comprehensively analyzed, the analysis is more comprehensive and accurate, and the data processing efficiency is effectively improved.
The calculation expression of the click rate of the game mode is as follows:in (1) the->For the number of clicks of the game mode, +.>The monitoring duration of the game mode; the larger the game mode click rate, the more indicative of:
1) The popularity is high: a high click rate indicates that the game mode is very popular among players; players have generated a great deal of interest in the play, challenges, or content of this mode;
2) Attractive: the high click rate of the game mode means that it plays an important role in the game, attracting more players to try and participate;
3) Fun and satisfaction: high click-through rate game modes may provide more fun and satisfaction, and players may get better game experience in these modes;
4) Challenges: if the click rate of a certain game mode is high, this may mean that the difficulty setting of the mode is moderate, challenging but not overly difficult;
5) Social factors: high click rates may be associated with social interactions of game modes that players may prefer to participate in with other players;
6) Fresh feel: if a certain game mode is recently introduced or updated, a high click rate may reflect the curiosity and interest of the player in the new content.
The calculation expression of the time rate of the game mode operation is as follows:in (1) the->For the total operating time of the game mode, +.>The total operation time of the game mode is the sum of the time of all players operating the game mode in the monitoring time;
the greater the time rate of operation in the game mode, the more indicative of:
1) Popularity level: if the run time of a game mode is long, it may be indicated that the player likes this mode, willing to spend more time in it;
2) Quality of game experience: a long run time may suggest that the gaming mode provides a positive gaming experience in which the player finds fun and is reluctant to easily exit;
3) Content depth: a long run time may mean that the game mode has a high content depth in which the player finds enough challenges and activities to remain of interest for a long period of time;
4) The sense of achievement: a long run time may indicate that the player pursues some goal or achievement in the gaming mode, thereby continuing to participate to achieve their goal;
5) Social interaction: if the game mode supports multi-player interaction, a long run time may mean that the player has more interaction with other players in this mode;
6) Long-term attractiveness: a long run time may mean that the game mode is still attractive for a long period of time, not just a short period of popularity.
The calculation logic of the online discrete index of the player is as follows:
calculating an online player standard deviationThe expression is: />
In the method, in the process of the application,,/>indicating the number of sample acquisitions during the monitoring period,/-, for example>Is a positive integer which is used for the preparation of the high-voltage power supply,the player's online number for each sample point in the game, < >>Is an average value of online number of players in game mode, andthe method comprises the steps of carrying out a first treatment on the surface of the If the average value of the online number of players in the game mode is +.>< quantity threshold, and Online player standard deviation->A standard deviation threshold value or less, indicating that the overall player presence for the gaming mode is low and relatively stable (i.e., the player presence for each sample is low), for the monitored period of time>
If the player is in the game mode, the average value of the online quantity of the player< quantity threshold, and Online player standard deviation->The standard deviation threshold value indicates that the overall player presence number of the game mode is small but unstable (i.e., there are a large number of player presence of a certain number of samples) during the monitoring period>
If the player is in the game mode, the average value of the online quantity of the playerNot less than the number threshold value, and the online player standard deviation +.>The standard deviation threshold value indicates that the game mode has a large number of online players in the monitoring period, but is unstable (i.e. there are few samples of the online number of players), and the game mode has a small number of online players>
If the player is in the game mode, the average value of the online quantity of the playerNot less than the number threshold value, and the online player standard deviation +.>A standard deviation threshold value or less, indicating that the game mode has a large number of overall player online during the monitored period, and is relatively stable (i.e., the number of player online for each sample is large),/or->
In summary, the larger the online discrete index value of the player, the more online number of players in the monitoring period of the game mode is, and the more stable is, specifically:
1) The popularity is high: the high online population means that the player is interested in this game mode, willing to spend time in it; 2) Social interaction: a high online population may indicate that a player may interact with more other players in this gaming mode, which increases the social experience;
3) Game balancing: if the number of online people is continuously high and stable, a relatively good balance of game modes can be indicated, and various types of players are attracted;
4) Continuous attractive force: high online population and stability may indicate that this play pattern has been attractive for a period of time, not just a short period of popularity;
5) Player satisfaction: the high number of online people and stability may suggest that the player's satisfaction with the game mode is high, possibly because the mode design, play or bonus mechanism is favored by the player;
6) Liveness: high online population and stability may mean that the gaming mode has an active community of players, possibly with a few heavy players engaged.
The calculated expression of the game crash floating coefficient is:for the number of real-time crashes of the game mode in the monitoring period,/->Time period for error reporting of game mode program code, +.>For the period of game mode compatibility early warning, when a program code error report occurs or a compatibility problem occurs in the running process of the game mode, the game mode is possibly crashed, and the larger the game crash floating coefficient value is, the more imperfect places exist in the game mode, and the crash is easy, so that the game mode can be caused:
1) Player losses: if the play pattern is frequently collapsed, players may be disturbed and inconvenienced, thereby reducing their play time and interests; this may result in player churn, reducing the number of active players;
2) Bad public praise: players may share their poor experience through public praise and social media, resulting in impaired reputation of the game among players;
3) Player satisfaction decreases: frequently encountering a crash can result in reduced satisfaction for the player because they cannot successfully experience the game content;
4) User retention drops: frequent crashes of game mode may lead to a reduced user retention, and players are reluctant to try again for this frequent pattern;
5) Developer workload increases: frequent repair of crashed problems may increase the workload of developers because they need to constantly investigate the root cause of the problem and repair it;
6) User transfer: if a player finds that a certain game mode often collapses, they may choose to transition to other game modes or other games, looking for a more stable game experience;
7) The player loses confidence: frequent crashes can cause players to lose confidence in the game, thinking that the game quality is unstable, affecting their investment and investment.
Comparing the game coefficient of the game mode with an isolation threshold, when the game coefficient is smaller than the isolation threshold, dividing the game mode into an isolation area, and sending isolation area information to an administrator, wherein the administrator carries out corresponding management on the game mode in the isolation area, and the corresponding management comprises deleting or re-optimizing the game mode in the isolation area from game software;
the method comprises the following steps: obtaining game coefficients of a game modeAfter the value, the game coefficient is->Comparing the value with the isolation threshold value, if the game coefficient is +>Value < intervalThe off-threshold value indicates that the overall operation of the game mode is poor, and therefore, the game mode is divided into isolation zones and the isolation zone information is sent to an administrator.
The above formulas are all formulas with dimensions removed and numerical values calculated, the formulas are formulas with a large amount of data collected for software simulation to obtain the latest real situation, and preset parameters in the formulas are set by those skilled in the art according to the actual situation.
In the description of the present specification, the descriptions of the terms "one embodiment," "example," "specific example," and the like, mean that a particular feature, structure, material, or characteristic described in connection with the embodiment or example is included in at least one embodiment or example of the present application. In this specification, schematic representations of the above terms do not necessarily refer to the same embodiments or examples. Furthermore, the particular features, structures, materials, or characteristics described may be combined in any suitable manner in any one or more embodiments or examples.
The preferred embodiments of the application disclosed above are intended only to assist in the explanation of the application. The preferred embodiments are not intended to be exhaustive or to limit the application to the precise form disclosed. Obviously, many modifications and variations are possible in light of the above teaching. The embodiments were chosen and described in order to best explain the principles of the application and the practical application, to thereby enable others skilled in the art to best understand and utilize the application. The application is limited only by the claims and the full scope and equivalents thereof.

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