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CN118267717A - Method and device for adjusting checkpoint difficulty and computer readable storage medium - Google Patents

Method and device for adjusting checkpoint difficulty and computer readable storage medium
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CN118267717A
CN118267717ACN202410694260.7ACN202410694260ACN118267717ACN 118267717 ACN118267717 ACN 118267717ACN 202410694260 ACN202410694260 ACN 202410694260ACN 118267717 ACN118267717 ACN 118267717A
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opponent
success rate
level
spiking
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CN118267717B (en
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王春龙
杨波
杨丰
曹彬
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Shenzhen Qixun Xinyou Technology Co ltd
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Abstract

Translated fromChinese

本申请公开了一种关卡难度的调整方法、设备及计算机可读存储介质,属于程序开发技术领域。公开了关卡难度的调整方法包括以下步骤:在当前回合结束时,根据玩家与AI对手的累计得分情况,确定所述玩家与所述AI对手的比分以及分别对应的扣球成功率和接球成功率;根据所述比分、所述扣球成功率和所述接球成功率,动态调整所述AI对手的击球操作。本申请能够在游戏过程中,实时根据玩家得分水平,动态调整AI对手的击球操作难度,为玩家保证较好的游戏体验。

The present application discloses a method, device and computer-readable storage medium for adjusting the difficulty of a level, and belongs to the field of program development technology. The disclosed method for adjusting the difficulty of a level includes the following steps: at the end of the current round, according to the cumulative scores of the player and the AI opponent, determining the score between the player and the AI opponent and the corresponding spiking success rate and receiving success rate; according to the score, the spiking success rate and the receiving success rate, dynamically adjusting the batting operation of the AI opponent. The present application can dynamically adjust the batting operation difficulty of the AI opponent according to the player's score level in real time during the game, so as to ensure a better gaming experience for the player.

Description

Translated fromChinese
关卡难度的调整方法、设备及计算机可读存储介质Method, device and computer-readable storage medium for adjusting level difficulty

技术领域Technical Field

本申请涉及程序开发领域,尤其涉及关卡难度的调整方法、设备及计算机可读存储介质。The present application relates to the field of program development, and in particular to a method and device for adjusting level difficulty and a computer-readable storage medium.

背景技术Background technique

传统球类游戏中,关卡难度和虚拟对手的游戏操作是预先配置好的,然而游戏玩家的水平参差不齐,一套预先配置好的关卡难度,无法适配于不同游戏水平的玩家,这也就难以保证大部分游戏玩家的游戏体验。In traditional ball games, the difficulty of levels and the game operations of virtual opponents are pre-configured. However, the levels of game players vary greatly, and a set of pre-configured level difficulties cannot be adapted to players of different game levels, which makes it difficult to guarantee the gaming experience of most game players.

上述内容仅用于辅助理解本申请的技术方案,并不代表承认上述内容是现有技术。The above contents are only used to assist in understanding the technical solution of the present application and do not constitute an admission that the above contents are prior art.

发明内容Summary of the invention

本申请的主要目的在于提供一种关卡难度的调整方法、设备及计算机可读存储介质,旨在解决传统球类游戏中,关卡难度和虚拟对手的游戏操作是预先配置好的,这样的做法无法适配于不同游戏水平的玩家,难以保证大部分游戏玩家的游戏体验的技术问题。The main purpose of the present application is to provide a method, device and computer-readable storage medium for adjusting level difficulty, aiming to solve the technical problem that in traditional ball games, the level difficulty and the game operation of virtual opponents are pre-configured, which cannot be adapted to players of different game levels and is difficult to guarantee the gaming experience of most game players.

为实现上述目的,本申请提供一种关卡难度的调整方法,所述关卡难度的调整方法包括以下步骤:To achieve the above purpose, the present application provides a method for adjusting the level difficulty, and the method for adjusting the level difficulty comprises the following steps:

在当前回合结束时,根据玩家与AI对手的累计得分情况,确定所述玩家与所述AI对手的比分,以及所述玩家对应的扣球成功率和接球成功率;At the end of the current round, the score between the player and the AI opponent, as well as the player's corresponding spiking success rate and receiving success rate are determined based on the accumulated scores of the player and the AI opponent;

根据所述比分、所述扣球成功率和所述接球成功率,动态调整所述AI对手的击球操作。The batting operation of the AI opponent is dynamically adjusted according to the score, the spiking success rate and the receiving success rate.

在一实施例中,所述在当前回合结束时,根据玩家与AI对手的累计得分情况,确定所述玩家与所述AI对手的比分,以及所述玩家对应的扣球成功率和接球成功率的步骤之前,还包括:In one embodiment, before the step of determining the score between the player and the AI opponent, and the corresponding spiking success rate and receiving success rate of the player according to the accumulated scores of the player and the AI opponent at the end of the current round, the step further includes:

获取所述玩家的游戏等级和游戏胜率;Obtain the game level and game winning rate of the player;

确定所述游戏等级、所述游戏胜率和所述扣球成功率分别对应的权重值;Determine the weight values corresponding to the game level, the game winning rate and the spiking success rate respectively;

根据所述游戏等级、所述游戏胜率和所述扣球成功率以及分别对应的所述权重值,计算所述玩家的玩家水平指数;Calculating the player level index of the player according to the game level, the game winning rate and the spiking success rate and the corresponding weight values;

基于预先设定的玩家水平指数与AI对手等级的对应关系,确定所述AI对手的基本等级,并基于所述基本等级设置所述AI对手的初始操作参数。Based on the preset corresponding relationship between the player level index and the AI opponent level, the basic level of the AI opponent is determined, and the initial operation parameters of the AI opponent are set based on the basic level.

在一实施例中,所述在当前回合结束时,根据玩家与AI对手的累计得分情况,确定所述玩家与所述AI对手的比分,以及所述玩家对应的扣球成功率和接球成功率的步骤,还包括:In one embodiment, the step of determining the score between the player and the AI opponent, and the corresponding spiking success rate and receiving success rate of the player according to the accumulated scores of the player and the AI opponent at the end of the current round further includes:

基于所述玩家与所述AI对手每一回合的得分情况,累计统计所述玩家和所述AI对手的比分;Based on the scores of each round between the player and the AI opponent, the scores of the player and the AI opponent are accumulated and counted;

基于监测到的所述玩家在每一回合触发的扣球事件、接球事件和事件结果,计算所述玩家的扣球成功率和接球成功率。Based on the monitored spiking events, catching events and event results triggered by the player in each round, the spiking success rate and catching success rate of the player are calculated.

在一实施例中,所述根据所述比分、所述扣球成功率和所述接球成功率,动态调整所述AI对手的击球操作的步骤包括:In one embodiment, the step of dynamically adjusting the batting operation of the AI opponent according to the score, the spiking success rate, and the receiving success rate comprises:

基于所述比分,确定所述AI对手与所述玩家的比分差值,并基于所述比分差值确定所述AI对手所要调整的击球模式;Based on the score, determining a score difference between the AI opponent and the player, and determining a batting mode to be adjusted by the AI opponent based on the score difference;

获取所述玩家与所述AI对手之间的水平距离和玩家起跳高度;Obtaining the horizontal distance between the player and the AI opponent and the player's jumping height;

根据所述扣球成功率和所述接球成功率,基于所述水平距离与所述玩家起跳高度,调整所述AI对手的球飞行距离、球飞行速度和球飞行高度;According to the spiking success rate and the receiving success rate, based on the horizontal distance and the player's jump height, adjusting the ball flight distance, ball flight speed and ball flight height of the AI opponent;

基于所述击球模式,调整后的所述球飞行距离、球飞行速度和所述球飞行高度,控制所述AI对手执行对应的击球操作。Based on the batting mode, the adjusted ball flight distance, ball flight speed and ball flight height, the AI opponent is controlled to perform a corresponding batting operation.

在一实施例中,所述根据所述扣球成功率和所述接球成功率,基于所述水平距离与所述玩家起跳高度,调整所述AI对手的球飞行距离、球飞行速度和球飞行高度的步骤包括:In one embodiment, the step of adjusting the ball flight distance, ball flight speed and ball flight height of the AI opponent according to the spiking success rate and the receiving success rate, based on the horizontal distance and the player's take-off height, comprises:

基于预置的球路曲线库,根据所述扣球成功率、所述水平距离和所述玩家起跳高度,检索并确定球飞行距离;Based on a preset ball path curve library, according to the spiking success rate, the horizontal distance and the player's jump height, the ball flight distance is retrieved and determined;

根据所述接球成功率和所述玩家起跳高度,确定所述球飞行高度和所述球飞行速度。The flying height and the flying speed of the ball are determined according to the ball catching success rate and the player's jumping height.

在一实施例中,所述基于所述击球模式,调整后的所述球飞行距离、球飞行速度和所述球飞行高度,控制所述AI对手执行对应的击球操作的步骤包括:In one embodiment, the step of controlling the AI opponent to perform a corresponding batting operation based on the batting mode, the adjusted ball flight distance, the ball flight speed, and the ball flight height comprises:

根据所述比分差值与预设差值区间的大小关系,确定所述击球模式对应的扣球操作的触发概率;Determining a trigger probability of a spiking operation corresponding to the batting mode according to a magnitude relationship between the score difference and a preset difference interval;

基于所述球飞行距离、所述球飞行速度和所述球飞行高度,确定球飞行路线;determining a ball flight path based on the ball flight distance, the ball flight speed, and the ball flight height;

基于所述触发概率和所述球飞行路线,控制所述AI对手执行所述击球操作。Based on the trigger probability and the ball flight path, the AI opponent is controlled to perform the hitting operation.

在一实施例中,所述根据所述比分、所述扣球成功率和所述接球成功率,动态调整所述AI对手的击球操作的步骤之后,还包括:In one embodiment, after the step of dynamically adjusting the batting operation of the AI opponent according to the score, the spiking success rate and the receiving success rate, the step further includes:

在所述玩家完成当前关卡时,收集所述玩家在当前关卡中每一回合的操作行为数据;When the player completes the current level, collecting the operation behavior data of the player in each round in the current level;

基于所述操作行为数据,分析与关卡难度设定相关的影响因素以及对应的相关程度;Based on the operation behavior data, analyzing the influencing factors related to the level difficulty setting and the corresponding correlation degree;

根据所述影响因素和所述相关程度,策划并配置下一关卡所述AI对手的初始操作数值。According to the influencing factors and the degree of correlation, the initial operation values of the AI opponent at the next level are planned and configured.

在一实施例中,所述根据所述比分、所述扣球成功率和所述接球成功率,动态调整所述AI对手的击球操作的步骤之后,还包括:In one embodiment, after the step of dynamically adjusting the batting operation of the AI opponent according to the score, the spiking success rate and the receiving success rate, the step further includes:

在所述玩家结束当前关卡时,基于反馈界面显示反馈表单;When the player finishes the current level, displaying a feedback form based on the feedback interface;

根据所述反馈表单接收到的反馈数据,识别对应的用户反馈意见;Identify corresponding user feedback opinions according to the feedback data received in the feedback form;

基于所述反馈意见,确定调整所述AI对手的击球操作的调整策略,并基于所述调整策略对所述AI对手的击球操作进行调整。Based on the feedback, an adjustment strategy for adjusting the batting operation of the AI opponent is determined, and the batting operation of the AI opponent is adjusted based on the adjustment strategy.

此外,为实现上述目的,本申请还提供一种关卡难度的调整设备,所述关卡难度的调整设备包括:存储器、处理器及存储在所述存储器上并可在所述处理器上运行的关卡难度的调整程序,所述关卡难度的调整程序配置为实现如上所述的关卡难度的调整方法的步骤。In addition, to achieve the above-mentioned purpose, the present application also provides a level difficulty adjustment device, the level difficulty adjustment device comprising: a memory, a processor, and a level difficulty adjustment program stored in the memory and executable on the processor, the level difficulty adjustment program being configured to implement the steps of the level difficulty adjustment method as described above.

此外,为实现上述目的,本申请还提供一种计算机可读存储介质,所述计算机可读存储介质上存储有关卡难度的调整程序,所述关卡难度的调整程序被处理器执行时实现如上所述的关卡难度的调整方法的步骤。In addition, to achieve the above-mentioned purpose, the present application also provides a computer-readable storage medium, on which a level difficulty adjustment program is stored. When the level difficulty adjustment program is executed by a processor, the steps of the level difficulty adjustment method as described above are implemented.

本申请实施例通过提供一种关卡难度的调整方法,在玩家结束回合结束时,根据玩家与AI对手的累计得分情况,确定玩家和所述AI对手的比分以及分别对应的扣球成功率和接球成功率,根据比分、玩家的扣球成功率和接球成功率,AI对手的击球操作进行动态调整。本申请能够在游戏过程中,实时根据玩家得分水平,动态调整AI对手的击球操作难度,为玩家保证较好的游戏体验。The embodiment of the present application provides a method for adjusting the difficulty of a level. When a player ends a round, the score between the player and the AI opponent and the corresponding spiking success rate and receiving success rate are determined according to the cumulative score of the player and the AI opponent. The batting operation of the AI opponent is dynamically adjusted according to the score, the player's spiking success rate and the receiving success rate. The present application can dynamically adjust the batting operation difficulty of the AI opponent according to the player's score level in real time during the game, thereby ensuring a better gaming experience for the player.

附图说明BRIEF DESCRIPTION OF THE DRAWINGS

此处的附图被并入说明书中并构成本说明书的一部分,示出了符合本申请的实施例,并与说明书一起用于解释本申请的原理。The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present application and, together with the description, serve to explain the principles of the present application.

为了更清楚地说明本申请实施例或现有技术中的技术方案,下面将对实施例或现有技术描述中所需要使用的附图作简单地介绍,显而易见地,对于本领域普通技术人员而言,在不付出创造性劳动性的前提下,还可以根据这些附图获得其他的附图。In order to more clearly illustrate the technical solutions in the embodiments of the present application or the prior art, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, for ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative labor.

图1为本申请关卡难度的调整方法第一实施例的流程示意图;FIG1 is a flow chart of a first embodiment of a method for adjusting level difficulty of the present application;

图2为本申请关卡难度的调整方法第二实施例的流程示意图;FIG2 is a flow chart of a second embodiment of a method for adjusting level difficulty of the present application;

图3为本申请关卡难度的调整方法第三实施例的流程示意图;FIG3 is a flow chart of a third embodiment of a method for adjusting level difficulty of the present application;

图4是本申请实施例方案涉及的硬件运行环境的终端结构示意图。FIG4 is a schematic diagram of the terminal structure of the hardware operating environment involved in the embodiment of the present application.

本申请目的的实现、功能特点及优点将结合实施例,参照附图做进一步说明。The realization of the purpose, functional features and advantages of this application will be further explained in conjunction with embodiments and with reference to the accompanying drawings.

具体实施方式Detailed ways

应当理解,此处所描述的具体实施例仅仅用以解释本申请,并不用于限定本申请。It should be understood that the specific embodiments described herein are only used to explain the present application and are not used to limit the present application.

为了更好的理解本申请的技术方案,下面将结合说明书附图以及具体的实施方式进行详细的说明。In order to better understand the technical solution of the present application, a detailed description will be given below in conjunction with the accompanying drawings and specific implementation methods.

本申请实施例的主要解决方案是:在玩家结束回合结束时,根据玩家与AI对手的累计得分情况,确定玩家和所述AI对手的比分以及分别对应的扣球成功率和接球成功率,根据比分、玩家的扣球成功率和接球成功率,AI对手的击球操作进行动态调整。The main solution of the embodiment of the present application is: when the player ends the round, the score between the player and the AI opponent and the corresponding spiking success rate and receiving success rate are determined according to the cumulative scores of the player and the AI opponent, and the AI opponent's batting operation is dynamically adjusted according to the score and the player's spiking success rate and receiving success rate.

传统球类游戏中,关卡难度和虚拟对手的游戏操作是预先配置好的,然而游戏玩家的水平参差不齐,一套预先配置好的关卡难度,无法适配于不同游戏水平的玩家,这也就难以保证大部分游戏玩家的游戏体验。In traditional ball games, the difficulty of levels and the game operations of virtual opponents are pre-configured. However, the levels of game players vary greatly, and a set of pre-configured level difficulties cannot be adapted to players of different game levels, which makes it difficult to guarantee the gaming experience of most game players.

本申请通过结合关卡的难度调整设备,在玩家进行游戏过程中,实时根据玩家得分水平,动态调整AI对手的击球操作难度,为玩家保证较好的游戏体验。This application combines the difficulty adjustment device of the level to dynamically adjust the difficulty of the AI opponent's batting operation according to the player's score level in real time during the player's game process, thereby ensuring a better gaming experience for the player.

需要说明的是,本实施例的执行主体可以是一种具有数据处理、网络通信以及程序运行功能的计算服务设备,例如平板电脑、个人电脑、手机等,或者是一种能够实现上述功能的电子设备、关卡难度的调整设备等。以下以关卡难度的调整设备为例,对本实施例及下述各实施例进行说明。It should be noted that the execution subject of this embodiment can be a computing service device with data processing, network communication and program running functions, such as a tablet computer, a personal computer, a mobile phone, etc., or an electronic device capable of realizing the above functions, a level difficulty adjustment device, etc. The following takes the level difficulty adjustment device as an example to illustrate this embodiment and the following embodiments.

基于此,本申请实施例提供了一种关卡难度的调整方法,参照图1,图1为本申请一种关卡难度的调整方法第一实施例的流程示意图。Based on this, an embodiment of the present application provides a method for adjusting level difficulty. Referring to FIG. 1 , FIG. 1 is a flow chart of a first embodiment of a method for adjusting level difficulty of the present application.

本实施例中,所述关卡难度的调整方法包括:In this embodiment, the method for adjusting the level difficulty includes:

步骤S10、在当前回合结束时,根据玩家与AI对手的累计得分情况,确定所述玩家与所述AI对手的比分,以及所述玩家对应的扣球成功率和接球成功率。Step S10: At the end of the current round, the score between the player and the AI opponent, as well as the player's corresponding spiking success rate and receiving success rate are determined based on the accumulated scores of the player and the AI opponent.

在本实施例中,玩家参与的球类游戏种类可以是羽毛球、乒乓球、网球等。在该游戏当中,与玩家进行比赛的为人工智能模拟的AI对手,AI对手可以根据游戏规则和算法进行推断和决策,从而执行接球、击球等操作。球类游戏设置有多个关卡,且每个关卡均采用回合制。游戏中每回合结束后,会对玩家与AI对手的累计得分情况进行统计,进而确定玩家与AI对手的比分情况,同时还分别确定玩家与AI对手各自对应的接球成功率和扣球成功率。玩家与AI对手的比分情况,能够反映玩家与AI对手的游戏水平是否相匹配,而接球成功率和扣球成功率则可以反映玩家的击球习惯和操作风格。In this embodiment, the types of ball games that players participate in can be badminton, table tennis, tennis, etc. In this game, the AI opponent simulated by artificial intelligence is competing with the player. The AI opponent can make inferences and decisions based on the game rules and algorithms, thereby performing operations such as catching and hitting the ball. The ball game is set with multiple levels, and each level adopts a turn-based system. After each round in the game, the cumulative scores of the player and the AI opponent will be counted, and then the score of the player and the AI opponent will be determined, and the corresponding catching success rate and spiking success rate of the player and the AI opponent will be determined respectively. The score between the player and the AI opponent can reflect whether the game level of the player and the AI opponent matches, while the catching success rate and spiking success rate can reflect the player's batting habits and operating style.

进一步地,当玩家与AI对手结束了当前回合之后,比分情况发生变动,且玩家和AI对手各自的扣球成功率和接球成功率也相应发生了变化。在当前回合的对局结束之后,根据比赛规则和得分机制,计算玩家和AI对手的累计得分,根据累计得分确定比分。玩家在进行扣球和接球时,可以通过鼠标点击或按下键盘上的固定操作键来进行,因此可以在游戏程序中添加监测事件,而监测事件则用于监测玩家和AI对手分别触发的扣球操作以及接球操作次数,并通过双方各自的触发结果,计算玩家和AI对手分别对应的扣球成功率和接球成功率。为一种可行的实施方式,为该监测事件设定好相应的事件类型、回调函数和可选的布尔值。其中,事件类型的是需要监测的具体事件,例如点击事件、鼠标移动事件、键盘按键事件等等,回调函数则是在事件发生时被调用的函数,该函数的逻辑为扣球成功是否成功判定以及扣球成功率的计算方式,当监测到扣球或接球的特定事件发生时,系统会自动调用预先注册的回调函数来处理该事件,从而得到玩家和AI对手的扣球成功率和接球成功率。Furthermore, after the player and the AI opponent finish the current round, the score changes, and the spiking success rate and receiving success rate of the player and the AI opponent also change accordingly. After the current round of the game ends, the cumulative scores of the player and the AI opponent are calculated according to the game rules and scoring mechanism, and the score is determined according to the cumulative scores. When the player is spiking and receiving the ball, he can do it by clicking the mouse or pressing the fixed operation keys on the keyboard, so a monitoring event can be added to the game program, and the monitoring event is used to monitor the number of spiking operations and receiving operations triggered by the player and the AI opponent respectively, and calculate the spiking success rate and receiving success rate corresponding to the player and the AI opponent respectively through the triggering results of both parties. As a feasible implementation method, the corresponding event type, callback function and optional Boolean value are set for the monitoring event. Among them, the event type is the specific event that needs to be monitored, such as click events, mouse movement events, keyboard key events, etc. The callback function is the function that is called when the event occurs. The logic of this function is to determine whether the spike is successful and how to calculate the success rate of the spike. When a specific event of spiking or receiving is detected, the system will automatically call the pre-registered callback function to handle the event, thereby obtaining the spiking success rate and receiving success rate of the player and AI opponent.

在本实施例中,通过对玩家的得分情况以及玩家的击球操作成功率进行分析,便于后续为玩家进行适配于当前游戏水平的关卡难度调整。In this embodiment, by analyzing the player's score and the player's batting operation success rate, it is convenient to adjust the level difficulty to suit the player's current game level.

步骤S20、根据所述比分、所述扣球成功率和所述接球成功率,动态调整所述AI对手的击球操作。Step S20: dynamically adjusting the batting operation of the AI opponent according to the score, the spiking success rate and the receiving success rate.

在本实施例中,通过根据游戏实时比分,在每回合一方得分之后,分析双方比分、扣球成功率以及接下对方扣球的成功率,以此来动态调整AI的击球策略。通过比分可以确定AI对手与玩家之间的比分差值,而比分差值的多少可以作为调整AI对手的击球策略判定因素。通过比分差值与预设差值区间的大小关系,来调整AI对手的击球模式。例如玩家领先5分以上,可以将AI对手将调整为激进模型,尽可能地发动扣球进攻,提高进攻能力,如若玩家领先2-5分之间,AI对手调整为强防守模式,倒逼玩家出现失误,若差值低于两分,则将AI对手调整为常规模式,通过减少扣球的触发几率以及击球速度,从而降低玩家的应对难度。不同的击球模式所对应的触发扣球的概率也不相同。In this embodiment, after one side scores in each round, the scores of both sides, the success rate of spiking and the success rate of receiving the opponent's spiking are analyzed according to the real-time score of the game, so as to dynamically adjust the batting strategy of the AI. The score difference between the AI opponent and the player can be determined by the score, and the amount of the score difference can be used as a determining factor for adjusting the batting strategy of the AI opponent. The batting mode of the AI opponent is adjusted by the size relationship between the score difference and the preset difference interval. For example, if the player leads by more than 5 points, the AI opponent can be adjusted to an aggressive model to launch a spiking attack as much as possible to improve the offensive ability. If the player leads by 2-5 points, the AI opponent is adjusted to a strong defense mode to force the player to make mistakes. If the difference is less than two points, the AI opponent is adjusted to a regular mode to reduce the probability of triggering the spiking and the batting speed, thereby reducing the difficulty of the player's response. The probability of triggering the spiking corresponding to different batting modes is also different.

进一步地,对于不同击球模式,AI对手触发扣球操作的概率确认方式,可以预先设定一个差值区间(如[2,5]),用于判断玩家和AI对手的比分差值的大小关系。根据比分差值与预设差值区间的大小关系调整概率,如果AI对手与玩家的比分差值在预设差值区间超出预设差值区间的最大值,则AI对手的扣球操作触发概率应提升,以增加挽回比分的机会。如果比分差值在预设差值区间之内,则AI对手的扣球操作触发概率应保持不变,如果比分差值小于预设差值区间的最小值,则AI对手的扣球操作触发概率降低,以降低难度。在一可行的实施方式中,有关提升扣球触发概率的具体数值确认方式,可以通过设置一个递增的线性增加或指数增加函数,超出预设差值区间最大值越多,扣球触发概率所要提升的幅度越大。而对于减少扣球触发概率的具体数值,则可以同样借助一个递减的线性函数或指数函数来进行确定。Further, for different batting modes, the probability confirmation method of the AI opponent triggering the spike operation can pre-set a difference interval (such as [2, 5]) to determine the size relationship between the score difference between the player and the AI opponent. The probability is adjusted according to the size relationship between the score difference and the preset difference interval. If the score difference between the AI opponent and the player exceeds the maximum value of the preset difference interval in the preset difference interval, the probability of the AI opponent triggering the spike operation should be increased to increase the chance of recovering the score. If the score difference is within the preset difference interval, the probability of the AI opponent triggering the spike operation should remain unchanged. If the score difference is less than the minimum value of the preset difference interval, the probability of the AI opponent triggering the spike operation is reduced to reduce the difficulty. In a feasible implementation, the specific numerical confirmation method for increasing the probability of triggering the spike can be set by setting an increasing linear increase or exponential increase function. The more the maximum value of the preset difference interval is exceeded, the greater the amplitude of the spike trigger probability to be increased. As for the specific numerical value of reducing the probability of triggering the spike, it can also be determined by a decreasing linear function or exponential function.

进一步地,在确定了AI对手选择的击球模式之后,获取玩家与AI对手的水平距离、玩家的起跳高度,通过玩家的扣球成功率,以水平距离、起跳高度为限定标准,从球路曲线库中选取合适的球路线,同时根据接球成功率确定AI对手所要调整的击球速度。在一可行的实施方式中,获取玩家与AI对手之间的水平距离x和玩家起跳高度h1,通过预先设置好的球路曲线库进行检索,根据玩家的扣球成功率来设定球飞行距离x+d,其中,d用来表示补偿距离,当玩家的扣球成功率低于预设成功率时,补偿距离d的取值范围为0<d<100,并且球飞行高度的最高点h2>h1,同时球飞行速度也会相应降低。当玩家扣球成功率高于预设成功率时,说明玩家已经较为熟练地掌握扣球技巧,此时补偿距离d的范围(d>100或d-100),且最高点高度h2<h1的路线。Further, after determining the batting mode selected by the AI opponent, the horizontal distance between the player and the AI opponent and the player's take-off height are obtained, and the appropriate ball route is selected from the ball path curve library based on the player's spiking success rate, the horizontal distance and the take-off height are used as the limiting criteria, and the batting speed to be adjusted by the AI opponent is determined according to the ball receiving success rate. In a feasible implementation, the horizontal distance x between the player and the AI opponent and the player's take-off height h1 are obtained, and a search is performed through a pre-set ball path curve library, and the ball flight distance x+d is set according to the player's spiking success rate, where d is used to represent the compensation distance. When the player's spiking success rate is lower than the preset success rate, the value range of the compensation distance d is 0<d<100, and the highest point of the ball flight height h2>h1, and the ball flight speed will also be reduced accordingly. When the player's spiking success rate is higher than the preset success rate, it means that the player has mastered the spiking skills more proficiently. At this time, the range of the compensation distance d (d>100 or d-100) and the highest point height h2<h1 are selected.

对于每种球路曲线,定义球飞行距离(x+d)、最高点高度(h2)、飞行速度等参数。当玩家的扣球成功率过低时,选择降低飞行速度的球路曲线,当成功率过高时,选择不降低飞行速度的球路曲线。最后,通过选定的根据选定的球路曲线参数,使用物理引擎或数学模型生成球的飞行轨迹。如果选择降低飞行速度的球路曲线,则相应地降低球的飞行速度,可以将速度减少80%。如果不降低飞行速度,则保持原始速度。最后控制AI对手基于调整后的球飞行曲线、球飞行高度和球飞行速度,执行相应的击球操作,同时根据调整后的扣球的触发概率,适当触发一定数量的扣球操作。可选地,当玩家的接球成功率低于预设阈值时,还可以在游戏界面上展示根据选定球路曲线参数生成的球的飞行轨迹,让玩家可以预测球的路径并做出反应。在后续对局过程中,根据玩家的表现,持续更新和调整球路曲线和AI对手的击球参数,以确保游戏体验的平衡性和挑战性。For each ball path curve, define parameters such as the ball flight distance (x+d), the highest point height (h2), and the flight speed. When the player's spiking success rate is too low, select a ball path curve that reduces the flight speed. When the success rate is too high, select a ball path curve that does not reduce the flight speed. Finally, the flight trajectory of the ball is generated using a physical engine or a mathematical model according to the selected ball path curve parameters. If a ball path curve that reduces the flight speed is selected, the flight speed of the ball is reduced accordingly, and the speed can be reduced by 80%. If the flight speed is not reduced, the original speed is maintained. Finally, the AI opponent is controlled to perform the corresponding hitting operation based on the adjusted ball flight curve, the ball flight height, and the ball flight speed, and at the same time, according to the adjusted spike trigger probability, a certain number of spike operations are appropriately triggered. Optionally, when the player's catching success rate is lower than a preset threshold, the flight trajectory of the ball generated according to the selected ball path curve parameters can also be displayed on the game interface, so that the player can predict the path of the ball and react. In subsequent games, the ball curve and the AI opponent's batting parameters will be continuously updated and adjusted based on the player's performance to ensure the balance and challenge of the gaming experience.

需要说明的是,本申请还需预先建立一个预置的球路曲线库,包含不同飞行距离和最高点高度的球路曲线。根据玩家的扣球成功率,从库中选择合适的球路曲线,并通过修改游戏中的球路曲线生成算法来实现实时调整AI回球的球路曲线。与此同时,还要确定球路曲线的关键参数,包括飞行距离、最高点高度等,这些参数将用于描述球路曲线的形状和特征。作为一种可行的实施方式,可以选择合适的数学函数或曲线类型来表示球路曲线。常用的曲线类型包括抛物线、三角函数曲线(如正弦曲线)、多项式曲线等。利用选定的曲线类型和参数,生成不同飞行距离和最高点高度的球路曲线数据。可以使用数值计算软件、编程语言(如Python)或数学建模工具来生成曲线数据。将生成的曲线数据存储到一个数据库、文件或数据结构中,以便后续在游戏中进行检索和应用。进一步地,为了确保数据存储的格式和组织方式能够方便快速地进行检索和访问,还可以通过调整参数、重新生成曲线数据或手动编辑曲线数据来实现优化和校准,通过模拟扣球和回球过程、可视化曲线数据等方式进行验证和测试。It should be noted that the present application also needs to pre-establish a preset ball path curve library, which contains ball path curves with different flight distances and highest point heights. According to the player's spiking success rate, select a suitable ball path curve from the library, and modify the ball path curve generation algorithm in the game to achieve real-time adjustment of the ball path curve of the AI return ball. At the same time, it is also necessary to determine the key parameters of the ball path curve, including flight distance, highest point height, etc., which will be used to describe the shape and characteristics of the ball path curve. As a feasible implementation method, a suitable mathematical function or curve type can be selected to represent the ball path curve. Common curve types include parabolas, trigonometric function curves (such as sine curves), polynomial curves, etc. Using the selected curve type and parameters, ball path curve data with different flight distances and highest point heights are generated. Curve data can be generated using numerical computing software, programming languages (such as Python), or mathematical modeling tools. The generated curve data is stored in a database, file, or data structure for subsequent retrieval and application in the game. Furthermore, in order to ensure that the format and organization of data storage can be easily and quickly retrieved and accessed, optimization and calibration can be achieved by adjusting parameters, regenerating curve data, or manually editing curve data, and verification and testing can be performed by simulating spike and return processes, visualizing curve data, etc.

在本实施例中,通过根据玩家的每一回合的对局表现,为玩家动态调整AI对手的击球操作,能够提升玩家的游戏体验,同时确保游戏的平衡性和挑战性。In this embodiment, by dynamically adjusting the batting operation of the AI opponent for the player according to the player's performance in each round of the game, the player's gaming experience can be enhanced while ensuring the balance and challenge of the game.

基于本申请第一实施例,在本申请第二实施例中,与上述实施例一相同或相似的内容,可以参考上文介绍,后续不再赘述。在此基础上,参照图2,本申请关卡难度的调整方法第二实施例,所述步骤S10之前,还包括以下步骤:Based on the first embodiment of the present application, in the second embodiment of the present application, the same or similar contents as those in the first embodiment can be referred to the above description, and will not be described in detail later. On this basis, referring to FIG. 2 , the second embodiment of the method for adjusting the level difficulty of the present application, before step S10, further includes the following steps:

步骤S30、获取所述玩家的游戏等级和游戏胜率。Step S30, obtaining the game level and game winning rate of the player.

步骤S40、确定所述游戏等级、所述游戏胜率和所述扣球成功率分别对应的权重值。Step S40, determining weight values corresponding to the game level, the game winning rate and the spiking success rate respectively.

步骤S50、根据所述游戏等级、所述游戏胜率和所述游戏操作成功率以及分别对应的所述权重值,计算所述玩家的玩家水平指数。Step S50, calculating the player level index of the player according to the game level, the game winning rate and the game operation success rate and the corresponding weight values.

步骤S60、基于预先设定的玩家水平指数与AI对手等级的对应关系,确定所述AI对手的基本等级,并基于所述基本等级设置所述AI对手的初始操作参数。Step S60: Determine the basic level of the AI opponent based on the preset correspondence between the player level index and the AI opponent level, and set the initial operation parameters of the AI opponent based on the basic level.

在本实施例中,在玩家首次进入关卡时,可以通过获取玩家当前的游戏等级、胜率以及扣球操作成功率三个参数,计算出来与用户当前相匹配的AI对手基本等级。在一可行的实施方式中,玩家的游戏等级、胜率以及扣球操作成功率分别对应有不同的权重值,这可以通过游戏设计和平衡性测试来确定。例如,可以将游戏等级的权重设为30%,胜率设为40%,扣球操作成功率设为30%,通过根据玩家的游戏等级、胜率以及扣球操作成功率,计算出一个综合的玩家水平指数,这可以通过将各项数据进行加权求和来实现。将玩家水平指数与一系列预先设定的AI对手等级进行比较,以确定与玩家当前游戏水平最适配的AI对手等级。这可以通过遍历预设的AI等级,并计算它们与玩家水平指数之间的差距来实现。选择与玩家水平指数最接近的AI等级作为匹配的AI对手等级,一旦确定了匹配的AI对手等级,就可以根据该等级来初始化新关卡中AI对手的操作参数。这些参数可以包括扣球的触发概率、击球高度、球飞行速度等。In this embodiment, when a player enters a level for the first time, the basic level of the AI opponent that matches the user can be calculated by obtaining the three parameters of the player's current game level, winning rate, and spiking operation success rate. In a feasible implementation, the player's game level, winning rate, and spiking operation success rate correspond to different weight values, which can be determined by game design and balance testing. For example, the weight of the game level can be set to 30%, the winning rate can be set to 40%, and the spiking operation success rate can be set to 30%. By calculating a comprehensive player level index based on the player's game level, winning rate, and spiking operation success rate, this can be achieved by weighted summation of various data. The player level index is compared with a series of pre-set AI opponent levels to determine the AI opponent level that best matches the player's current game level. This can be achieved by traversing the preset AI levels and calculating the gap between them and the player level index. The AI level closest to the player level index is selected as the matching AI opponent level. Once the matching AI opponent level is determined, the operating parameters of the AI opponent in the new level can be initialized according to the level. These parameters can include the trigger probability of spiking, the height of the shot, the flight speed of the ball, etc.

在此之前,预先为每个操作参数(如扣球触发概率、击球高度、球飞行速度)定义一个合适的数值范围。数值范围根据游戏设计和难度级别来确定,以确保在这些范围内调整参数可以产生合适的游戏难度。对于每个AI对手等级,设定一个基础参数值,这些基础参数值可以是在游戏设计阶段根据难度设定的固定值,或者是根据AI等级和玩家水平动态调整的值。可选地,为了增加对局的多样性和趣味性,可以在基础参数值的基础上引入一定程度的随机性。例如,在确定扣球触发概率时,为其增设一个小范围内随机波动的设定,或者在确定球飞行速度时,在基础速度上增加一个随机的偏移量。在此后过程中,则是随着玩家游戏水平的变化,动态调整匹配的AI对手等级和操作参数,以确保游戏的平衡性和挑战性。当用户通关当前关卡之后,再次开启新的关卡时,重新计算与玩家相匹配的AI对手的等级。Prior to this, a suitable numerical range is defined in advance for each operation parameter (such as spike trigger probability, shot height, ball flight speed). The numerical range is determined according to the game design and difficulty level to ensure that adjusting the parameters within these ranges can produce a suitable game difficulty. For each AI opponent level, a basic parameter value is set. These basic parameter values can be fixed values set according to the difficulty during the game design phase, or values dynamically adjusted according to the AI level and the player level. Optionally, in order to increase the diversity and fun of the game, a certain degree of randomness can be introduced on the basis of the basic parameter value. For example, when determining the spike trigger probability, a setting of random fluctuations within a small range is added, or when determining the ball flight speed, a random offset is added to the basic speed. In the subsequent process, as the player's game level changes, the matching AI opponent level and operation parameters are dynamically adjusted to ensure the balance and challenge of the game. When the user clears the current level and opens a new level again, the level of the AI opponent matching the player is recalculated.

在本实施例中,通过在玩家进入关卡对局之前,根据玩家个人的等级、扣球成功率和接球成功率,为玩家匹配与其自身游戏水平相符的AI对手等级,并初始化AI对手的击球操作参数,使得玩家在一开始进入游戏对局时,就能够与自身游戏水平接近或相当的AI对手进行比拼,使得玩家能够有更加流畅的游戏体验。In this embodiment, before the player enters the level game, the player is matched with an AI opponent whose level matches his or her own game level according to the player's personal level, spiking success rate and receiving success rate, and the AI opponent's batting operation parameters are initialized. This allows the player to compete with an AI opponent whose game level is close to or equivalent to his or her own when he or she first enters the game, allowing the player to have a smoother gaming experience.

基于本申请第一实施例和/或第二实施例,在本申请第三实施例中,与上述实施例一和实施例二相同或相似的内容,可以参考上文介绍,后续不再赘述。在此基础上,参照图3,本申请关卡难度的调整方法第三实施例,所述步骤S20之后,还包括以下步骤:Based on the first embodiment and/or the second embodiment of the present application, in the third embodiment of the present application, the same or similar contents as those in the first and second embodiments can be referred to the above description, and will not be described in detail later. On this basis, referring to FIG. 3 , the third embodiment of the method for adjusting the level difficulty of the present application, after step S20, further includes the following steps:

步骤S70、在所述玩家完成当前关卡时,收集所述玩家在当前关卡中每一回合的操作行为数据。Step S70: When the player completes the current level, collect the player's operation behavior data for each round in the current level.

步骤S80、基于所述操作行为数据,分析与关卡难度设定相关的影响因素以及对应的相关程度。Step S80: Analyze the influencing factors related to the level difficulty setting and the corresponding correlation degree based on the operation behavior data.

步骤S90、根据所述影响因素和所述相关程度,策划并配置下一关卡所述AI对手的初始操作数值。Step S90: planning and configuring the initial operation values of the AI opponent at the next level according to the influencing factors and the correlation degree.

在本实施例中,在玩家完成当前关卡后,记录下玩家在每一回合中的操作行为数据。这些数据可以包括玩家的击球方向、力度、扣球成功率、接球成功率等信息。使用统计分析或机器学习的方法,分析操作行为数据与关卡难度设定之间的相关性。通过探索不同的影响因素,如击球速度、击球方向的准确性、对手的反应速度等,以及以上因素与关卡难度之间的关联程度。基于数据分析的结果,确定影响关卡难度的主要因素,并计算它们的相关程度。根据相关程度和影响因素,制定下一关卡AI对手的初始操作数值。这些数值可以是针对每一项影响因素的初始值,如初始扣球速度、反应速度等。考虑到玩家的游戏体验,可能需要根据关卡难度的设定来调整AI对手的初始数值,以确保游戏的平衡性和可玩性。将配置好的初始操作数值实施到下一关卡的AI对手中,并进行模拟对战的测试,以验证配置的数值是否能够达到预期的效果。根据测试结果,在必要时对初始数值进行微调,以提高游戏的难度和乐趣。此后,可以根据玩家的反馈和游戏数据,持续优化关卡难度设定和AI对手的操作数值。这可以是一个迭代的过程,通过不断地收集数据、分析数据、调整参数,来不断提升游戏的质量和玩家的体验。In this embodiment, after the player completes the current level, the player's operation behavior data in each round is recorded. These data may include information such as the player's batting direction, strength, spiking success rate, and receiving success rate. Use statistical analysis or machine learning methods to analyze the correlation between the operation behavior data and the level difficulty setting. By exploring different influencing factors, such as batting speed, batting direction accuracy, opponent's reaction speed, etc., and the degree of correlation between the above factors and the level difficulty. Based on the results of data analysis, the main factors affecting the level difficulty are determined, and their correlation is calculated. According to the correlation and influencing factors, the initial operation values of the next level AI opponent are formulated. These values can be the initial values for each influencing factor, such as initial spiking speed, reaction speed, etc. Considering the player's game experience, it may be necessary to adjust the initial values of the AI opponent according to the setting of the level difficulty to ensure the balance and playability of the game. The configured initial operation values are implemented in the AI opponent of the next level, and a simulated battle test is performed to verify whether the configured values can achieve the expected effect. According to the test results, the initial values are fine-tuned when necessary to increase the difficulty and fun of the game. After that, we can continue to optimize the level difficulty settings and AI opponent operation values based on player feedback and game data. This can be an iterative process, by constantly collecting data, analyzing data, and adjusting parameters to continuously improve the quality of the game and the player experience.

进一步地,在根据用户反馈来调整AI对手的击球操作和难度,即在游戏中嵌入反馈机制,在玩家结束某一轮关卡的对局之后,通过显示界面弹出用于收集玩家体验的反馈界面,反馈界面中设置有反馈表单,收集的反馈可以包括关于游戏难度、对手AI的表现、击球操作的满意度、是否需要动态调整AI对手的击球难度等信息。对收集到的用户反馈数据,使自然语言处理技术来自动分析和归类大量的用户反馈,识别出玩家普遍反映的问题或建议。进而根据数据分析的结果,制定调整AI对手的击球操作和难度的具体策略。根据制定的策略,对游戏中的AI对手的游戏参数进行相应调整。例如,如果大多数玩家反映AI对手在上一关卡中的击球速度过快,可以将该关卡有关击球速度这一项反馈意见的人数,占整体反馈人数的比重作为目标调整系数,从而以该目标调整系数为基准,相应下调该关卡AI对手初始化的击球速度。为了验证调整后的AI对手的击球策略是否符合预期,并评估玩家对游戏体验的改善程度,可以通过内部测试、小范围公开测试或A/B测试等方式来评估调整效果。可选地,用于进行游戏意见收集的反馈表单,还可以通过游戏内邮件系统、社交媒体渠道或在线论坛等方式来进行投递与意见收集。Furthermore, the batting operation and difficulty of the AI opponent are adjusted according to user feedback, that is, a feedback mechanism is embedded in the game. After the player finishes a round of a level, a feedback interface for collecting player experience is popped up through the display interface. A feedback form is set in the feedback interface. The collected feedback may include information about the difficulty of the game, the performance of the opponent AI, the satisfaction of the batting operation, whether the batting difficulty of the AI opponent needs to be dynamically adjusted, etc. For the collected user feedback data, natural language processing technology is used to automatically analyze and classify a large amount of user feedback to identify the problems or suggestions generally reflected by players. Then, based on the results of data analysis, a specific strategy for adjusting the batting operation and difficulty of the AI opponent is formulated. According to the formulated strategy, the game parameters of the AI opponent in the game are adjusted accordingly. For example, if most players reflect that the batting speed of the AI opponent in the previous level is too fast, the number of people who give feedback on the batting speed of the level and the proportion of the total number of feedback can be used as the target adjustment coefficient, so that the batting speed of the AI opponent initialized at the level is correspondingly adjusted downward based on the target adjustment coefficient. In order to verify whether the adjusted AI opponent's batting strategy meets expectations and evaluate the degree of improvement in the player's gaming experience, the adjustment effect can be evaluated through internal testing, small-scale public testing, or A/B testing. Optionally, the feedback form used to collect game opinions can also be submitted and opinions collected through the in-game mail system, social media channels, or online forums.

在本实施例中,通过定期收集和分析用户反馈,持续优化AI对手的击球操作和难度,不断根据玩家的反馈进行调整和优化,能够使得AI对手的操作始终与玩家的游戏水平相符,从而保障玩家的游戏体验。In this embodiment, by regularly collecting and analyzing user feedback, continuously optimizing the batting operation and difficulty of the AI opponent, and constantly adjusting and optimizing based on the player's feedback, the operation of the AI opponent can always be consistent with the player's gaming level, thereby ensuring the player's gaming experience.

本申请提供一种关卡难度的调整设备,关卡难度的调整设备包括:至少一个处理器;以及,与至少一个处理器通信连接的存储器;其中,存储器存储有可被至少一个处理器执行的指令,指令被至少一个处理器执行,以使至少一个处理器能够执行上述实施例一中的关卡难度的调整方法。The present application provides a device for adjusting level difficulty, the device for adjusting level difficulty comprising: at least one processor; and a memory communicatively connected to the at least one processor; wherein the memory stores instructions executable by the at least one processor, and the instructions are executed by the at least one processor so that the at least one processor can execute the method for adjusting level difficulty in the above-mentioned embodiment 1.

下面参考图4,其示出了适于用来实现本申请实施例的关卡难度的调整设备的结构示意图。本申请实施例中的关卡难度的调整设备可以包括但不限于诸如移动电话、笔记本电脑、数字广播接收器、PDA(Personal Digital Assistant:个人数字助理)、PAD(Portable Application Description:平板电脑)、PMP(Portable Media Player:便携式多媒体播放器)、车载终端(例如车载导航终端)等等的移动终端以及诸如数字TV、台式计算机等等的固定终端。图4示出的关卡难度的调整设备仅仅是一个示例,不应对本申请实施例的功能和使用范围带来任何限制。Referring to FIG4 below, it shows a schematic diagram of the structure of a device for adjusting the level difficulty suitable for implementing the embodiment of the present application. The device for adjusting the level difficulty in the embodiment of the present application may include, but is not limited to, mobile terminals such as mobile phones, laptop computers, digital broadcast receivers, PDAs (Personal Digital Assistants), PADs (Portable Application Descriptions), PMPs (Portable Media Players), vehicle-mounted terminals (such as vehicle-mounted navigation terminals), etc., and fixed terminals such as digital TVs, desktop computers, etc. The device for adjusting the level difficulty shown in FIG4 is only an example and should not bring any limitation to the functions and scope of use of the embodiment of the present application.

如图4所示,关卡难度的调整设备可以包括处理装置1001(例如中央处理器、图形处理器等),其可以根据存储在只读存储器(ROM:Read Only Memory)1002中的程序或者从存储装置1003加载到随机访问存储器(RAM:Random Access Memory)1004中的程序而执行各种适当的动作和处理。在RAM1004中,还存储有xxx设备操作所需的各种程序和数据。处理装置1001、ROM1002以及RAM1004通过总线1005彼此相连。输入/输出(I/O)接口1006也连接至总线。通常,以下系统可以连接至I/O接口1006:包括例如触摸屏、触摸板、键盘、鼠标、图像传感器、麦克风、加速度计、陀螺仪等的输入装置1007;包括例如液晶显示器(LCD:LiquidCrystal Display)、扬声器、振动器等的输出装置1008;包括例如磁带、硬盘等的存储装置1003;以及通信装置1009。通信装置1009可以允许关卡难度的调整设备与其他设备进行无线或有线通信以交换数据。虽然图中示出了具有各种系统的关卡难度的调整设备,但是应理解的是,并不要求实施或具备所有示出的系统。可以替代地实施或具备更多或更少的系统。特别地,根据本申请公开的实施例,上文参考流程图描述的过程可以被实现为计算机软件程序。例如,本申请公开的实施例包括一种计算机程序产品,其包括承载在计算机可读介质上的计算机程序,该计算机程序包含用于执行流程图所示的方法的程序代码。在这样的实施例中,该计算机程序可以通过通信装置从网络上被下载和安装,或者从存储装置1003被安装,或者从ROM1002被安装。在该计算机程序被处理装置1001执行时,执行本申请公开实施例的方法中限定的上述功能。As shown in FIG4 , the level difficulty adjustment device may include a processing device 1001 (e.g., a central processing unit, a graphics processor, etc.), which may perform various appropriate actions and processes according to a program stored in a read-only memory (ROM: Read Only Memory) 1002 or a program loaded from a storage device 1003 to a random access memory (RAM: Random Access Memory) 1004. In RAM 1004, various programs and data required for the operation of the xxx device are also stored. The processing device 1001, ROM 1002, and RAM 1004 are connected to each other via a bus 1005. An input/output (I/O) interface 1006 is also connected to the bus. Generally, the following systems may be connected to the I/O interface 1006: an input device 1007 including, for example, a touch screen, a touch pad, a keyboard, a mouse, an image sensor, a microphone, an accelerometer, a gyroscope, etc.; an output device 1008 including, for example, a liquid crystal display (LCD: Liquid Crystal Display), a speaker, a vibrator, etc.; a storage device 1003 including, for example, a magnetic tape, a hard disk, etc.; and a communication device 1009. The communication device 1009 can allow the level difficulty adjustment device to communicate wirelessly or wired with other devices to exchange data. Although the figure shows a level difficulty adjustment device with various systems, it should be understood that it is not required to implement or have all the systems shown. More or fewer systems can be implemented or have instead. In particular, according to the embodiments disclosed in the present application, the process described above with reference to the flowchart can be implemented as a computer software program. For example, the embodiments disclosed in the present application include a computer program product, which includes a computer program carried on a computer readable medium, and the computer program contains program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from the network through the communication device, or installed from the storage device 1003, or installed from the ROM 1002. When the computer program is executed by the processing device 1001, the above functions defined in the method of the embodiment disclosed in the present application are executed.

本申请提供的关卡难度的调整设备,采用上述实施例中的关卡难度的调整方法,能解决传统球类游戏中,关卡难度和虚拟对手的游戏操作是预先配置好的,这样的做法无法适配于不同游戏水平的玩家,难以保证大部分游戏玩家的游戏体验的技术问题。与现有技术相比,本申请提供的关卡难度的调整设备的有益效果与上述实施例提供的关卡难度的调整方法的有益效果相同,且该关卡难度的调整设备中的其他技术特征与上一实施例方法公开的特征相同,在此不做赘述。The level difficulty adjustment device provided by the present application adopts the level difficulty adjustment method in the above embodiment, which can solve the technical problem that in traditional ball games, the level difficulty and the game operation of the virtual opponent are pre-configured, and such an approach cannot be adapted to players of different game levels and it is difficult to ensure the game experience of most game players. Compared with the prior art, the beneficial effects of the level difficulty adjustment device provided by the present application are the same as the beneficial effects of the level difficulty adjustment method provided in the above embodiment, and the other technical features of the level difficulty adjustment device are the same as the features disclosed in the method of the previous embodiment, which will not be repeated here.

应当理解,本申请公开的各部分可以用硬件、软件、固件或它们的组合来实现。在上述实施方式的描述中,具体特征、结构、材料或者特点可以在任何的一个或多个实施例或示例中以合适的方式结合。It should be understood that the various parts disclosed in this application can be implemented by hardware, software, firmware or a combination thereof. In the description of the above embodiments, specific features, structures, materials or characteristics can be combined in any one or more embodiments or examples in a suitable manner.

以上所述,仅为本申请的具体实施方式,但本申请的保护范围并不局限于此,任何熟悉本技术领域的技术人员在本申请揭露的技术范围内,可轻易想到变化或替换,都应涵盖在本申请的保护范围之内。因此,本申请的保护范围应以所述权利要求的保护范围为准。The above is only a specific implementation of the present application, but the protection scope of the present application is not limited thereto. Any person skilled in the art who is familiar with the present technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.

本申请提供一种计算机可读存储介质,具有存储在其上的计算机可读程序指令(即计算机程序),计算机可读程序指令用于执行上述实施例中的关卡难度调整方法。The present application provides a computer-readable storage medium having computer-readable program instructions (ie, computer programs) stored thereon, and the computer-readable program instructions are used to execute the level difficulty adjustment method in the above-mentioned embodiment.

本申请提供的计算机可读存储介质例如可以是U盘,但不限于电、磁、光、电磁、红外线、或半导体的系统、系统或器件,或者任意以上的组合。计算机可读存储介质的更具体地例子可以包括但不限于:具有一个或多个导线的电连接、便携式计算机磁盘、硬盘、随机访问存储器(RAM:Random Access Memory)、只读存储器(ROM:Read Only Memory)、可擦式可编程只读存储器(EPROM:Erasable Programmable Read Only Memory或闪存)、光纤、便携式紧凑磁盘只读存储器(CD-ROM:CD-Read Only Memory)、光存储器件、磁存储器件、或者上述的任意合适的组合。在本实施例中,计算机可读存储介质可以是任何包含或存储程序的有形介质,该程序可以被指令执行系统、系统或者器件使用或者与其结合使用。计算机可读存储介质上包含的程序代码可以用任何适当的介质传输,包括但不限于:电线、光缆、RF(Radio Frequency:射频)等等,或者上述的任意合适的组合。The computer-readable storage medium provided in the present application may be, for example, a USB flash drive, but is not limited to electrical, magnetic, optical, electromagnetic, infrared, or semiconductor systems, systems or devices, or any combination of the above. More specific examples of computer-readable storage media may include, but are not limited to: an electrical connection with one or more wires, a portable computer disk, a hard disk, a random access memory (RAM: Random Access Memory), a read-only memory (ROM: Read Only Memory), an erasable programmable read-only memory (EPROM: Erasable Programmable Read Only Memory or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM: CD-Read Only Memory), an optical storage device, a magnetic storage device, or any suitable combination of the above. In this embodiment, the computer-readable storage medium may be any tangible medium containing or storing a program, which may be used by or in combination with an instruction execution system, system or device. The program code contained on the computer-readable storage medium may be transmitted using any appropriate medium, including but not limited to: wires, optical cables, RF (Radio Frequency: Radio Frequency), etc., or any suitable combination of the above.

上述计算机可读存储介质可以是关卡难度的调整设备中所包含的;也可以是单独存在,而未装配入关卡难度的调整设备中。The computer-readable storage medium may be included in the device for adjusting the level difficulty; or may exist independently without being assembled into the device for adjusting the level difficulty.

上述计算机可读存储介质承载有一个或者多个程序,当上述一个或者多个程序被关卡难度的调整设备执行时,使得关卡难度的调整设备:在当前回合结束时,根据玩家与AI对手的累计得分情况,确定所述玩家与所述AI对手的比分,以及所述玩家对应的扣球成功率和接球成功率;根据所述比分、所述扣球成功率和所述接球成功率,动态调整所述AI对手的击球操作。The computer-readable storage medium carries one or more programs. When the one or more programs are executed by the level difficulty adjustment device, the level difficulty adjustment device: at the end of the current round, determines the score between the player and the AI opponent, and the player's corresponding spiking success rate and receiving success rate based on the accumulated scores of the player and the AI opponent; and dynamically adjusts the AI opponent's batting operation based on the score, the spiking success rate and the receiving success rate.

可以以一种或多种程序设计语言或其组合来编写用于执行本申请的操作的计算机程序代码,上述程序设计语言包括面向对象的程序设计语言—诸如Java、Smalltalk、C++,还包括常规的过程式程序设计语言—诸如“C”语言或类似的程序设计语言。程序代码可以完全地在用户计算机上执行、部分地在用户计算机上执行、作为一个独立的软件包执行、部分在用户计算机上部分在远程计算机上执行、或者完全在远程计算机或服务器上执行。在涉及远程计算机的情形中,远程计算机可以通过任意种类的网络——包括局域网(LAN:Local Area Network)或广域网(WAN:Wide Area Network)—连接到用户计算机,或者,可以连接到外部计算机(例如利用因特网服务提供商来通过因特网连接)。Computer program code for performing the operations of the present application may be written in one or more programming languages or a combination thereof, including object-oriented programming languages such as Java, Smalltalk, C++, and conventional procedural programming languages such as "C" or similar programming languages. The program code may be executed entirely on the user's computer, partially on the user's computer, as a separate software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer (e.g., via the Internet using an Internet service provider).

附图中的流程图和框图,图示了按照本申请各种实施例的系统、方法和计算机程序产品的可能实现的体系架构、功能和操作。在这点上,流程图或框图中的每个方框可以代表一个模块、程序段、或代码的一部分,该模块、程序段、或代码的一部分包含一个或多个用于实现规定的逻辑功能的可执行指令。也应当注意,在有些作为替换的实现中,方框中所标注的功能也可以以不同于附图中所标注的顺序发生。例如,两个接连地表示的方框实际上可以基本并行地执行,它们有时也可以按相反的顺序执行,这依所涉及的功能而定。也要注意的是,框图和/或流程图中的每个方框、以及框图和/或流程图中的方框的组合,可以用执行规定的功能或操作的专用的基于硬件的系统来实现,或者可以用专用硬件与计算机指令的组合来实现。The flow chart and block diagram in the accompanying drawings illustrate the possible architecture, function and operation of the system, method and computer program product according to various embodiments of the present application. In this regard, each box in the flow chart or block diagram can represent a module, a program segment or a part of a code, and the module, the program segment or a part of the code contains one or more executable instructions for realizing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the box can also occur in a sequence different from that marked in the accompanying drawings. For example, two boxes represented in succession can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram and/or flow chart, and the combination of the boxes in the block diagram and/or flow chart can be implemented with a dedicated hardware-based system that performs a specified function or operation, or can be implemented with a combination of dedicated hardware and computer instructions.

描述于本申请实施例中所涉及到的模块可以通过软件的方式实现,也可以通过硬件的方式来实现。其中,模块的名称在某种情况下并不构成对该单元本身的限定。The modules involved in the embodiments of the present application may be implemented by software or hardware, wherein the name of the module does not, in some cases, constitute a limitation on the unit itself.

本申请提供的可读存储介质为计算机可读存储介质,所述计算机可读存储介质存储有用于执行上述关卡难度的调整方法的计算机可读程序指令(即计算机程序),能够解决传统球类游戏中,关卡难度和虚拟对手的游戏操作是预先配置好的,这样的做法无法适配于不同游戏水平的玩家,难以保证大部分游戏玩家的游戏体验的技术问题。与现有技术相比,本申请提供的计算机可读存储介质的有益效果与上述实施例提供的关卡难度的调整方法的有益效果相同,在此不做赘述。The readable storage medium provided by the present application is a computer-readable storage medium, which stores computer-readable program instructions (i.e., computer programs) for executing the above-mentioned method for adjusting the level difficulty, and can solve the technical problem that in traditional ball games, the level difficulty and the game operation of the virtual opponent are pre-configured, and such an approach cannot be adapted to players of different game levels, and it is difficult to ensure the game experience of most game players. Compared with the prior art, the beneficial effects of the computer-readable storage medium provided by the present application are the same as the beneficial effects of the method for adjusting the level difficulty provided by the above-mentioned embodiment, and will not be repeated here.

本申请实施例提供一种计算机程序产品,包括计算机程序,所述计算机程序被处理器执行时实现如上述的关卡难度的调整方法的步骤。An embodiment of the present application provides a computer program product, including a computer program, which implements the steps of the method for adjusting level difficulty as described above when the computer program is executed by a processor.

本申请提供的计算机程序产品能够解决传统球类游戏中,关卡难度和虚拟对手的游戏操作是预先配置好的,这样的做法无法适配于不同游戏水平的玩家,难以保证大部分游戏玩家的游戏体验的技术问题。与现有技术相比,本申请实施例提供的计算机程序产品的有益效果与上述实施例提供的关卡难度的调整方法的有益效果相同,在此不做赘述。The computer program product provided by the present application can solve the technical problem that in traditional ball games, the level difficulty and the game operation of the virtual opponent are pre-configured, and such an approach cannot be adapted to players of different game levels and it is difficult to ensure the game experience of most game players. Compared with the prior art, the beneficial effects of the computer program product provided by the embodiment of the present application are the same as the beneficial effects of the method for adjusting the level difficulty provided by the above embodiment, and will not be repeated here.

以上仅为本申请的优选实施例,并非因此限制本申请的专利范围,凡是利用本申请说明书及附图内容所作的等效结构或等效流程变换,或直接或间接运用在其他相关的技术领域,均同理包括在本申请的专利处理范围内。The above are only preferred embodiments of the present application, and are not intended to limit the patent scope of the present application. Any equivalent structure or equivalent process transformation made using the contents of the present application specification and drawings, or directly or indirectly applied in other related technical fields, are also included in the patent processing scope of the present application.

Claims (10)

Translated fromChinese
1.一种关卡难度的调整方法,其特征在于,所述的方法包括:1. A method for adjusting level difficulty, characterized in that the method comprises:在当前回合结束时,根据玩家与AI对手的累计得分情况,确定所述玩家与所述AI对手的比分,以及所述玩家对应的扣球成功率和接球成功率;At the end of the current round, the score between the player and the AI opponent, as well as the player's corresponding spiking success rate and receiving success rate are determined based on the accumulated scores of the player and the AI opponent;根据所述比分、所述扣球成功率和所述接球成功率,动态调整所述AI对手的击球操作。The batting operation of the AI opponent is dynamically adjusted according to the score, the spiking success rate and the receiving success rate.2.如权利要求1所述的方法,其特征在于,所述在当前回合结束时,根据玩家与AI对手的累计得分情况,确定所述玩家与所述AI对手的比分,以及所述玩家对应的扣球成功率和接球成功率的步骤之前,还包括:2. The method according to claim 1, characterized in that before the step of determining the score between the player and the AI opponent, and the corresponding spiking success rate and receiving success rate of the player according to the accumulated scores of the player and the AI opponent at the end of the current round, the method further comprises:获取所述玩家的游戏等级和游戏胜率;Obtain the game level and game winning rate of the player;确定所述游戏等级、所述游戏胜率和所述扣球成功率分别对应的权重值;Determine the weight values corresponding to the game level, the game winning rate and the spiking success rate respectively;根据所述游戏等级、所述游戏胜率和所述扣球成功率以及分别对应的所述权重值,计算所述玩家的玩家水平指数;Calculating the player level index of the player according to the game level, the game winning rate and the spiking success rate and the corresponding weight values;基于预先设定的玩家水平指数与AI对手等级的对应关系,确定所述AI对手的基本等级,并基于所述基本等级设置所述AI对手的初始操作参数。Based on the preset corresponding relationship between the player level index and the AI opponent level, the basic level of the AI opponent is determined, and the initial operation parameters of the AI opponent are set based on the basic level.3.如权利要求1所述的方法,其特征在于,所述在当前回合结束时,根据玩家与AI对手的累计得分情况,确定所述玩家与所述AI对手的比分,以及所述玩家对应的扣球成功率和接球成功率的步骤,还包括:3. The method of claim 1, wherein the step of determining the score between the player and the AI opponent, and the corresponding spiking success rate and receiving success rate of the player according to the accumulated scores of the player and the AI opponent at the end of the current round further comprises:基于所述玩家与所述AI对手每一回合的得分情况,累计统计所述玩家和所述AI对手的比分;Based on the scores of each round between the player and the AI opponent, the scores of the player and the AI opponent are accumulated and counted;基于监测到的所述玩家在每一回合触发的扣球事件、接球事件和事件结果,计算所述玩家的扣球成功率和接球成功率。Based on the monitored spiking events, catching events and event results triggered by the player in each round, the spiking success rate and catching success rate of the player are calculated.4.如权利要求1所述的方法,其特征在于,所述根据所述比分、所述扣球成功率和所述接球成功率,动态调整所述AI对手的击球操作的步骤包括:4. The method according to claim 1, wherein the step of dynamically adjusting the batting operation of the AI opponent according to the score, the spiking success rate and the receiving success rate comprises:基于所述比分,确定所述AI对手与所述玩家的比分差值,并基于所述比分差值确定所述AI对手所要调整的击球模式;Based on the score, determining a score difference between the AI opponent and the player, and determining a batting mode to be adjusted by the AI opponent based on the score difference;获取所述玩家与所述AI对手之间的水平距离和玩家起跳高度;Obtaining the horizontal distance between the player and the AI opponent and the player's jumping height;根据所述扣球成功率和所述接球成功率,基于所述水平距离与所述玩家起跳高度,调整所述AI对手的球飞行距离、球飞行速度和球飞行高度;According to the spiking success rate and the receiving success rate, based on the horizontal distance and the player's jump height, adjusting the ball flight distance, ball flight speed and ball flight height of the AI opponent;基于所述击球模式,调整后的所述球飞行距离、球飞行速度和所述球飞行高度,控制所述AI对手执行对应的击球操作。Based on the batting mode, the adjusted ball flight distance, ball flight speed and ball flight height, the AI opponent is controlled to perform a corresponding batting operation.5.如权利要求4所述的方法,其特征在于,所述根据所述扣球成功率和所述接球成功率,基于所述水平距离与所述玩家起跳高度,调整所述AI对手的球飞行距离、球飞行速度和球飞行高度的步骤包括:5. The method of claim 4, wherein the step of adjusting the ball flight distance, ball flight speed and ball flight height of the AI opponent based on the spiking success rate and the receiving success rate, the horizontal distance and the player's jump height comprises:基于预置的球路曲线库,根据所述扣球成功率、所述水平距离和所述玩家起跳高度,检索并确定球飞行距离;Based on a preset ball path curve library, according to the spiking success rate, the horizontal distance and the player's jump height, the ball flight distance is retrieved and determined;根据所述接球成功率和所述玩家起跳高度,确定所述球飞行高度和所述球飞行速度。The flying height and the flying speed of the ball are determined according to the ball catching success rate and the player's jumping height.6.如权利要求4所述的方法,其特征在于,所述基于所述击球模式,调整后的所述球飞行距离、球飞行速度和所述球飞行高度,控制所述AI对手执行对应的击球操作的步骤包括:6. The method of claim 4, wherein the step of controlling the AI opponent to perform a corresponding batting operation based on the batting mode, the adjusted ball flight distance, the ball flight speed and the ball flight height comprises:根据所述比分差值与预设差值区间的大小关系,确定所述击球模式对应的扣球操作的触发概率;Determining a trigger probability of a spiking operation corresponding to the batting mode according to a magnitude relationship between the score difference and a preset difference interval;基于所述球飞行距离、所述球飞行速度和所述球飞行高度,确定球飞行路线;determining a ball flight path based on the ball flight distance, the ball flight speed, and the ball flight height;基于所述触发概率和所述球飞行路线,控制所述AI对手执行所述击球操作。Based on the trigger probability and the ball flight path, the AI opponent is controlled to perform the hitting operation.7.如权利要求1所述的方法,其特征在于,所述根据所述比分、所述扣球成功率和所述接球成功率,动态调整所述AI对手的击球操作的步骤之后,还包括:7. The method according to claim 1, characterized in that after the step of dynamically adjusting the batting operation of the AI opponent according to the score, the spiking success rate and the receiving success rate, it further comprises:在所述玩家完成当前关卡时,收集所述玩家在当前关卡中每一回合的操作行为数据;When the player completes the current level, collecting the operation behavior data of the player in each round in the current level;基于所述操作行为数据,分析与关卡难度设定相关的影响因素以及对应的相关程度;Based on the operation behavior data, analyzing the influencing factors related to the level difficulty setting and the corresponding correlation degree;根据所述影响因素和所述相关程度,策划并配置下一关卡所述AI对手的初始操作数值。According to the influencing factors and the degree of correlation, the initial operation values of the AI opponent at the next level are planned and configured.8.如权利要求1所述的方法,其特征在于,所述根据所述比分、所述扣球成功率和所述接球成功率,动态调整所述AI对手的击球操作的步骤之后,还包括:8. The method according to claim 1, characterized in that after the step of dynamically adjusting the batting operation of the AI opponent according to the score, the spiking success rate and the receiving success rate, it further comprises:在所述玩家结束当前关卡时,基于反馈界面显示反馈表单;When the player finishes the current level, displaying a feedback form based on the feedback interface;根据所述反馈表单接收到的反馈数据,识别对应的用户反馈意见;Identify corresponding user feedback opinions according to the feedback data received in the feedback form;基于所述反馈意见,确定调整所述AI对手的击球操作的调整策略,并基于所述调整策略对所述AI对手的击球操作进行调整。Based on the feedback, an adjustment strategy for adjusting the batting operation of the AI opponent is determined, and the batting operation of the AI opponent is adjusted based on the adjustment strategy.9.一种关卡难度的调整设备,其特征在于,所述关卡难度的调整设备包括:存储器、处理器及存储在所述存储器上并可在所述处理器上运行的关卡难度的调整程序,所述关卡难度的调整程序配置为实现如权利要求1至8中任一项所述的关卡难度的调整方法的步骤。9. A device for adjusting level difficulty, characterized in that the device for adjusting level difficulty comprises: a memory, a processor, and a level difficulty adjustment program stored in the memory and executable on the processor, wherein the level difficulty adjustment program is configured to implement the steps of the method for adjusting level difficulty as described in any one of claims 1 to 8.10.一种计算机可读存储介质,其特征在于,所述计算机可读存储介质上存储有关卡难度的调整程序,所述关卡难度的调整程序被处理器执行时实现如权利要求1至8任一项所述的关卡难度的调整方法的步骤。10. A computer-readable storage medium, characterized in that a level difficulty adjustment program is stored on the computer-readable storage medium, and when the level difficulty adjustment program is executed by a processor, the steps of the level difficulty adjustment method according to any one of claims 1 to 8 are implemented.
CN202410694260.7A2024-05-312024-05-31Method and device for adjusting checkpoint difficulty and computer readable storage mediumActiveCN118267717B (en)

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