CN111437603A - Method and system for generating map of electronic game - Google Patents

Method and system for generating map of electronic game Download PDF

Info

Publication number
CN111437603A
CN111437603A CN202010238778.1A CN202010238778A CN111437603A CN 111437603 A CN111437603 A CN 111437603A CN 202010238778 A CN202010238778 A CN 202010238778A CN 111437603 A CN111437603 A CN 111437603A
Authority
CN
China
Prior art keywords
map
common
parcel
plots
general
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
CN202010238778.1A
Other languages
Chinese (zh)
Other versions
CN111437603B (en
Inventor
陈瑽
寇京博
任子敬
覃哲林
汪玉龙
田吉亮
庄涛
杨凯允
陈嘉伟
殷宏亮
张峰
姚逸宁
徐丹
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Beijing Chijinzhi Entertainment Technology Co ltd
Original Assignee
Beijing Chijinzhi Entertainment Technology Co ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Beijing Chijinzhi Entertainment Technology Co ltd filed Critical Beijing Chijinzhi Entertainment Technology Co ltd
Priority to CN202010238778.1A priority Critical patent/CN111437603B/en
Publication of CN111437603A publication Critical patent/CN111437603A/en
Application granted granted Critical
Publication of CN111437603B publication Critical patent/CN111437603B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The invention provides a method and a system for generating a map of an electronic game, wherein the map comprises a common land parcel and a connecting land parcel. The method for generating the map of the electronic game comprises the steps of obtaining configuration information of the map to be generated, wherein the configuration information comprises the type and the number of common plots required by the map generation; randomly placing the number of common land parcels according to the configuration information, and then acquiring the position information of each common land parcel in the number of common land parcels; determining the connection relation between each common land parcel and other common land parcels in the number of common land parcels; and connecting any two general land blocks having a connection relationship among the number of general land blocks using a connection land block to generate a map, wherein the connection land block includes a flat road land block and a stair land block.

Description

Method and system for generating map of electronic game
Technical Field
The present invention relates to computer game technology, and more particularly, to a method and system for generating a map of an electronic game.
Background
A game map is an important element for a player to blend in an electronic game, which refers to a game area that is exclusively shared by a single or a plurality of users. In electronic games such as massively Multiplayer online role-Playing games (MMORPGs), players are generally expected to be able to try more varied Game maps and more varied Game play.
However, in a non-2D game, the complexity of the map is very high, and simple map splicing cannot be performed as in a 2D game, but multiple factors such as the degree of map/model splicing, real-time light and shadow relationship, display effect or operation efficiency need to be considered, so that when a large number of maps needed by a random map are manufactured, each map model needs to be redesigned and manufactured, which is time-consuming and labor-consuming, and brings great challenges to the art staff. In addition, how to improve the playability of the game while making the play random is also an important factor to be considered when developing electronic games. In the current field, the generation of random play is very blind and does not take into account the player's gaming experience.
There is currently a lack of methods and systems for generating maps for electronic games that combine one or more of the above factors.
Disclosure of Invention
The invention provides a method for generating a map of an electronic game, wherein the map comprises common plots and connecting plots, and the method comprises the steps of obtaining configuration information of the map to be generated, wherein the configuration information comprises the types and the number of the common plots required for generating the map; according to the configuration information, the number of the common land parcels is randomly placed, and then the position information of each common land parcel in the number of the common land parcels is obtained; determining the connection relation between each common land parcel and other common land parcels in the number of common land parcels; and connecting any two general plots having the connection relationship among the number of general plots using connection plots to generate the map, wherein the connection plots include a flat road plot and a stair plot.
The invention also provides a system for generating a map for an electronic game, wherein the map comprises common plots and connecting plots, and the system comprises means for obtaining configuration information for the map to be generated, wherein the configuration information comprises the type and number of the common plots required to generate the map; means for randomly placing the number of common plots according to the configuration information, and then obtaining location information of each of the number of common plots; means for determining a connection relationship between each common parcel and other common parcels in said number of common parcels; and means for connecting any two general plots having the connection relationship among the number of general plots using connection plots to generate the map, wherein the connection plots include a flat road plot and a stair plot.
The invention also provides a system comprising a processor and a memory having stored therein at least one instruction, at least one program, set of codes or set of instructions which, when loaded and executed by the processor, is capable of carrying out the method described above.
The present invention also provides a computer readable medium having stored thereon at least one instruction, at least one program, set of codes or set of instructions capable, when loaded and executed by a processor, of performing the method described above.
The method and the system for generating the map of the electronic game can generate the game map and/or the corresponding playing method under the condition of not influencing the display effect and the running efficiency and simultaneously ensuring the randomness and the playability, thereby increasing the game experience of the player. Specifically, prior to implementing the method and system for generating a map of an electronic game of the present invention, respective art specifications and plays have been designed by designers for different types of general plots in the map of the present invention. The method of the invention randomly generates the map by randomly generating the positions and the connection relations of the common plots of the preset types, and improves the production efficiency of the map of the electronic game. Additionally, the method and system for generating a map of an electronic game of the present invention also corresponds a randomly generated map to a randomly generated play method. The map generated by the method is associated with the preset random playing method through the type of the common land parcel in the map, the consistency of the map and the playing method is considered while the diversity of the playing method is ensured, the blindness of the random playing method generation is avoided, and the game experience of the player in the electronic game is improved. Further, the method and system for generating a map of an electronic game of the present invention can also adjust the above play in real time through machine learning to provide superior playability to players.
Drawings
Fig. 1 is a schematic diagram of logical locations of a general parcel in accordance with one embodiment of the present invention.
Fig. 2A and 2B are schematic diagrams of the logic locations of the gates of a common block of 1 × 1 logic units and 2 × 2 logic units, respectively, according to an embodiment of the present invention.
Fig. 3 is a schematic diagram of an art map and a logical map according to an embodiment of the present invention.
Fig. 4 is a schematic diagram of an initial generic parcel according to one embodiment of the invention.
FIG. 5 is a flow diagram of generating a game map and play according to one embodiment of the invention.
FIG. 6 is a flow diagram of generating a map according to one embodiment of the invention.
Fig. 7 is a flow diagram of adjusting play in real time according to one embodiment of the invention.
Detailed Description
The content of the invention will now be described with reference to a number of exemplary embodiments. It is to be understood that these examples are set forth merely to enable those of ordinary skill in the art to better understand and thereby implement the teachings of the present invention, and are not intended to suggest any limitation as to the scope of the invention.
As used herein, the term "include" and its variants should be read as open-ended terms meaning "including, but not limited to. The term "based on" should be read as "based, at least in part, on. The terms "one embodiment" and "an embodiment" should be read as "at least one embodiment". The term "another embodiment" should be read as "at least one other embodiment".
As is well known in the art, a "2D game" represents all game screen effects by a plane, while a "3D game" implements three-dimensional coordinate axes in a virtual space by technical means, and a character controlled by a player can have an effect position change on the three coordinate axes. Differences between 2D games and 3D games include: (1) art resources in 2D games are mainly graphics files of PNG or JPG, while art resources in 3D games are mainly models; (2) the 2D game cannot complete the view angle conversion, while the 3D game can complete the view angle conversion; and (3) art resources in the 2D game can be used without being rendered by the engine, whereas art resources in the 3D game must be rendered by the engine to be used.
As is known in the art, a "pseudo 3D game," also known as a "2.5D game," refers to a game that uses or achieves some of the concepts or effects in a 3D game, but does not fully meet the 3D game standards. For example, the perspective of some 2.5D games cannot be switched.
As is well known in the art, the "manhattan distance" refers to L1-distance or city block distance, i.e., the sum of the projection distances generated by a line segment formed by two points on a fixed rectangular coordinate system in euclidean space to an axis, for example, the manhattan distance d (i, j) ═ x1-x2| + | y1-y2|, between the i point of coordinate (x1, y1) and the j point of coordinate (x2, y2) on a plane.
As is well known in the art, "euclidean distance" refers to the true distance between two points in an m-dimensional space or the natural length of a vector (i.e., the distance of the point from the origin). The euclidean distance in two and three dimensions is the actual distance between two points. For example in a two-dimensional space,
Figure BDA0002431871100000041
Figure BDA0002431871100000042
where ρ is the euclidean distance between points (X2, y2) and (X1, y1), and | X | is the euclidean distance of points (X2, y2) to the origin; in the three-dimensional space, the device is provided with a plurality of channels,
Figure BDA0002431871100000043
where ρ is the euclidean distance between points (X2, y2, z2) and (X1, y1, z1), and | X | is the euclidean distance of points (X2, y2, z2) to the origin.
As is known in the art, a "minimum spanning tree" refers to a spanning tree for G in the graph theory domain if a subgraph of the connectivity graph G is a tree containing all the vertices of G. A spanning tree is a minimal connected subgraph of a connected graph that contains all the vertices in the graph. The spanning tree of the graph is not unique. And traversing from different vertexes to obtain different spanning trees. E.g. common spanning tree calculationsThe method includes DFS spanning tree, BFS spanning tree, PRIM minimum spanning tree, and Kruskal minimum spanning tree algorithm for connected "connected network" G, the spanning tree is also weighted, the sum of the weights of each side of the spanning tree T is called the weight of the tree, denoted as w (T) ∑(u,v)∈TEw (u, v), where TE represents the set of edges of T and w (u, v) represents the weight of an edge (u, v). The spanning tree with the smallest weight is the Minimum Spanning Tree (MST) of G.
As is known in the art, "multiple linear regression" refers to a regression that includes two or more independent variables. For example, all variables, including dependent variables, can be converted to standard scores and then subjected to linear regression, where the resulting regression coefficients reflect the importance of the corresponding independent variables. The regression equation is called standard regression equation, and the regression coefficient is called standard regression coefficient and is expressed as Zy=β1Z·1+β2Z·2+…+βkZ · k. since all are converted to standard scores, there is no longer a constant term a, and since the respective variables are averaged, the dependent variable should also be averaged, and the average level exactly corresponds to standard score 0, so when the variables at both ends of the equation are taken to be 0, the constant term is also 0.
Figure BDA0002431871100000051
The cost function (cost function) is treated by adding L2 norm to solve the overfitting problem that occurs with the linear function content L2 norm refers to the sum of the squares of the absolute values of the vector elements and then the square:
Figure BDA0002431871100000052
as is well known in the art, the "Mean Square Error (MSE)" isA metric reflecting the degree of difference between the estimator and the estimated volume. Let t be an estimate of the overall parameter θ determined from the subsamples, (θ -t)2Is referred to as the mean square error of the estimator t. It is equal to σ2+b2Where σ is2And b are the variance and bias of t, respectively. Generally, at a time of a sample amount, an index used for evaluating a quality criterion of one point estimate is always a point estimate
Figure BDA0002431871100000053
Distance function from the parameter true value θ, the most common function is the square of the distance, due to the estimator
Figure BDA0002431871100000054
With randomness, the function can be expected, i.e. mean square error
Figure BDA0002431871100000055
As is well known in the art, a "linear rectification function", also called a modified linear unit, is a commonly used activation function in an artificial neural network, and generally refers to a nonlinear function represented by a ramp function and its variants. In a general sense, a linear rectification function refers to a ramp function in mathematics, i.e., f (x) max (0, x). In a neural network, a linear rectification function defines a nonlinear output result of a neuron after linear transformation as an activation function of the neuron. In other words, for an input vector x from a neural network of a previous layer entering a neuron, the neuron using a linear rectification activation function will output max (0, w)Tx + b) to the next layer of neurons or as the output of the entire neural network (depending on where the neuron is now located in the network structure).
In an embodiment of the present invention, an art map is represented as a building consisting of a plurality of connected rooms such as corridors and/or stairs, for example, the minimum unit of a single room is × 16 m, doors of the rooms are all at the edge of the room, the doors of the rooms are connected by using floating slates, the door width of the room is 6 m, and the room is located at the center of 16 m side length, that is, the left and right sides are each empty by 5 m.
In an embodiment of the present invention, one basic unit (corresponding to one logical unit) may have any shape and size, preferably, one basic unit corresponds to a square of 16 meters × 16 meters of the art map.
In an embodiment of the present invention, a general parcel represents an area which is not connected by a path, and corresponds to a room in an art map, and in an embodiment of the present invention, the size of the general parcel is a multiple of one basic unit (i.e., is composed of N basic units, and if 10 meters × 10 meters is one basic unit, one general parcel may be 10 meters × 10 meters × 5, or 10 meters × 20 meters × 5 or 10 meters × 20 meters × 10, etc.).
In an embodiment of the present invention, it may be agreed that a certain corner of a general parcel is used as its origin (0,0,0), extended to other directions, and positive and negative directions of the three axes x, y, z are confirmed. The logical position of a common land parcel is defined by taking a basic unit as a unit, and one basic unit is moved to an axial positive direction, namely, the next basic unit in the direction, and the logical position of the next basic unit is the number +1 of the axis, and the logical position is-1. For example, regardless of the height, taking the upper left corner of the general parcel as the origin position, the vertical direction as the y-axis, the downward direction as the positive direction, the lateral direction as the x-axis, and the right direction as the positive direction, the logical position is as shown in fig. 1, where each point in the lower right of the origin represents a basic unit. In embodiments of the present invention, other forms of defining the basic cell may also be used.
In the embodiment of the present invention, the "walking surface" refers to an area other than the trigger and the door in the general parcel; "trigger" refers to an event monitoring and response mechanism that defines what kind of event (e.g., enter, fight, move, leave, etc.) is monitored in a region in a common parcel, and when such an event is monitored by a trigger, a predetermined response mechanism is triggered (e.g., generation of an enemy, addition of attributes to a player, triggering of a agency, etc.); "door" refers to an access location that, when in an open position, can go from one general parcel to the next through a connecting parcel. In the embodiment of the present invention, the "door" may correspond to a door, a window, a notch, or the like in the art map as long as it can be used to indicate a passage position going from one general parcel to another general parcel. In embodiments of the present invention, it is not possible for every common tile, for design reasons, that every area that can logically be a gate can become a gate. It is necessary to define the position of the door that can be opened for each general parcel. In the embodiment of the present invention that uses logical locations to define the locations of the gates, the direction is defined with the origin of the (0,0,0) logical location of the common parcel as the starting point. Referring to fig. 2A and 2B, which show the logical positions of the gates of the common parcel of different embodiments, respectively, the common parcel of fig. 2A can open the gates from four directions, so that the positions of the gates are described as (0, -1), (-1,0), (1,0), and (0, 1) according to the previous definition; while the conventional plot of fig. 2B may have two gates in each of the four directions, the positions of the gates are described as (0, -1), (-1,1), (1,2), and (2, 0) in the case where only four of them are selected as gates as desired.
In an embodiment of the invention, the connection land is configured to be used to connect a common land. In embodiments of the invention, the connection plots may include a flat road plot and a stair plot. In an embodiment of the present invention, the flat road block corresponds to a corridor in the art map, and the stair block corresponds to a stair in the art map. In an embodiment of the invention, the stair plot is a plot having a difference in height compared to a normal plot and a flat road plot. In this case, in addition to the x and y coordinates, a z coordinate is introduced to represent the height. In an embodiment of the present invention, to conserve resources, the logical location of the entrance to each stair plot is defined as altitude 0, with the exit being +1 above the entrance location and-1 below the entrance location.
Fig. 3 is a schematic diagram showing an art map and a logical map according to an embodiment of the present invention, the right side of fig. 3 shows the art map to which art resources have been attached, and the left side shows the logical map in a two-dimensional planar form, the map shown in fig. 3 adopts the art standards of a minimum unit area of the map of 16 meters × 16 meters, a map area of 48 meters × 48 meters, wherein an a platform (a room) area is 28 meters × 28 meters, a B platform (B room) area is 14 meters × 14 meters, and a C platform (C room) area is 28 meters × 14 meters, each room occupies a corresponding plurality of minimum units without exceeding the sum of the areas of the minimum units, in the two-dimensional map in fig. 3, the basic units refer to 9 areas represented by red lines, wherein the a platform (a general block) occupies 2 × 2 basic units, the B platform (B general block) occupies 1 × 2 basic units, and the C platform (C general block) occupies 1 basic unit 1 × 1.
In an embodiment of the invention, there is also a special general parcel, which is called the starting general parcel. Referring to fig. 4, a schematic diagram of a starting generic parcel is shown, in accordance with one embodiment of the present invention. In an embodiment of the invention, the starting common parcel is the first common parcel after the player has entered the map, i.e. the starting point of the map. For example, the player's birth point is set in the starting general plot.
FIG. 5 shows a flow diagram for generating a game map and play according to one embodiment of the invention, where after triggering the generation of the game map and/or play, configuration information for the map is first obtained, and then the map and play are generated based on the configuration information. In embodiments of the invention, the map and play are separate or non-separate elements in the electronic game. In embodiments of the invention, reference to a "map" refers not only to a map of an electronic game, but also to the play associated with that map. In embodiments of the present invention, generating a map is generating the map itself and the "play" associated with the map. In embodiments of the present invention, the methods of generating maps and playing of the present invention may be implemented independently.
Triggering generation of game maps and/or play
In embodiments of the invention, the game map and/or play is triggered when one or more of the time, location, event, action, etc. requirements are met and in turn generated by the electronic game system, e.g. started after the player triggers (e.g. clicks on) the game level, preferably the electronic game system plays a piece of animation (e.g. a randomly stitched animation of the game map route) after the game map and/or play is triggered and starts generating the game map and/or play at the same time as playing the piece of animation.
Obtaining configuration information of a map
In embodiments of the present invention, the configuration information of the map includes, but is not limited to, the type and number (e.g., maximum or minimum) of general plots that may be generated in the map, and the type, number, and location (e.g., occurring in the middle or end of a route) of general plots that must be generated. In an embodiment of the present invention, the type of the general parcel is configured to be able to determine the size of the general parcel and the number and position of the doors in the general parcel. In an embodiment of the present invention, the type of the general parcel is configured to be able to determine an art resource corresponding to the general parcel. In an embodiment of the present invention, the configuration information of the map further includes the number and kind of plays associated with the map, preferably, the number and kind of plays associated with a general parcel in the map, such as the number, kind, location, attributes, and generation schemes of enemies in the general parcel.
In an embodiment of the invention, the configuration information of the map comprises one or more of the configuration information described above. In embodiments of the invention, one or more of the configuration information of the map is random or preset (e.g., by a planner as desired). In the embodiment of the present invention, the configuration information of the map includes information for determining art resources corresponding to the general parcel, which may be, for example, the type of the general parcel or the like. In the embodiment of the invention, the common land parcel can present corresponding artistic effects according to the type of the common land parcel. In an embodiment of the invention, the configuration information further comprises a type of the connection parcel. In the embodiment of the invention, the connected land can present corresponding artistic effects according to the type of the connected land.
Generating a map according to configuration information of the map
FIG. 6 shows a flow diagram for generating a map according to one embodiment of the invention.
Placing ordinary parcel at random position in map
In the embodiment of the invention, the common plots are placed in a manner that, in the case that there are a total of N common plots, the plots are placed in sequence from the first common plot until the last common plot is also placed at a reasonable position in the map. In the embodiment of the invention, the common plots can be placed by other methods, such as randomly placing all the common plots at one time. In embodiments of the present invention, the placement of a common parcel is considered only in its position, and not in its orientation. In the embodiment of the present invention, the general parcel is placed in consideration of not only its position but also orientation. For example, where a common parcel is not square and the position of the door is not symmetrical, different orientations of the placed common parcel can result in different maps being generated.
In an embodiment of the present invention, the size of the map is represented by one or more basic units, e.g., N basic units, where N is an integer greater than 0, the basic unit defined herein is a logical unit size, regardless of the specification of the art fabrication (e.g., 16 meters × meters), in an embodiment of the present invention, the definition of the basic unit of the map is the same as the definition of the basic unit of the above general blocks, in an embodiment of the present invention, the range of the map size may be determined by the value of M, e.g., the size of the map as a square may be increased between the quadratic power of 5.5 ×L og (M) to the quadratic power of 6.5 og (M), where the base of the L og function is 2, for example, when there are a total number of 5.5.5 og to 1000.5 og, the size of the map may be increased by a linear sum of the number of the general blocks calculated as a linear sum of the number of the general blocks, i.e., the number of the general blocks calculated as a linear sum of 1000.5.5, or a linear sum of the number of the general blocks calculated as a linear sum of the general map increase, which may be increased by a linear sum of the number of the general blocks calculated as a linear sum of the general map construction of the number of the general blocks, or a linear sum of the general blocks calculated by a linear sum of the general map increase of the general blocks, which may be increased by a linear sum of the general map construction of the general blocks, or by a linear sum of the method of the invention, in an embodiment of the invention, or by a linear sum of the general blocks of the invention, which may be increased by a linear sum of the general blocks of the invention, or by a linear sum of the general blocks of the linear sum of the linear.
In embodiments of the present invention, if a randomly placed location for a general parcel is unavailable (i.e., there are other general parcels within the range of placed locations or beyond a defined map boundary, which is referred to as a "failed placement"), a location is re-randomized. In embodiments of the invention where the number of re-randoms is limited (there is a threshold), for example 20 times, if no reasonable position has been determined within the threshold, the size of the map needs to be increased and the map regenerated. In an embodiment of the present invention, the length and width of the map are each +1 basic unit (logical unit). In the embodiment of the present invention, the threshold refers to the number of times of single general parcel placement failures or the accumulated number of times of current all general parcel placement failures. In the embodiment of the present invention, regenerating the map refers to replacing all the general plots or only the current general plot from the first general plot.
In an embodiment of the present invention, if a starting general parcel exists in the map, the placement is started from the starting general parcel. In an embodiment of the present invention, if there is no starting common parcel, one is randomly selected as the starting common parcel. In the embodiment of the present invention, there may be a necessarily generated common parcel in the configuration information of the map, and when placing all the common parcels, the probability that the necessarily generated common parcel is used for the secondary placement is: (all the common plots-the generated common plots)/the number which must be generated, the smaller the number, the greater the probability of occurrence, and 1 indicates that the common plot must be used this time.
Determining connection relations between common land parcels
In the embodiment of the invention, the connection relation between the common land parcels is determined by acquiring the spanning tree by taking the Euclidean distance between the common land parcels as a weight. In the embodiment of the present invention, the connection relationship between the common land parcels may also be determined by other methods.
In the embodiment of the invention, after each common land parcel is reasonably placed in the map, the Euclidean distance between the common land parcel and other common land parcels is calculated from the starting common land parcel, and the smallest distance is selected for connection. Through the operation of this step, the connection relationship between all the common plots is determined. In the embodiment of the present invention, two corresponding points between two general plots may be set as necessary to calculate the euclidean distance therebetween. In the embodiment of the present invention, the point of the general parcel used for calculating the euclidean distance may be the center point thereof or any of the points in the upper, lower, left, and right sides, preferably, the center point calculation is used.
In the embodiment of the present invention, when acquiring the spanning tree, in addition to the euclidean distance being the minimum, the "in degree" and "out degree" of the common parcel are also considered. In an embodiment of the present invention, "in-degree" is defined as: the number of edges connected to this node (node); "out degree" is defined as: the number of edges connecting from this nodule to another nodule. In an embodiment of the present invention, the definition of a nodule is the same as the definition of a vertex in the spanning tree above. In an embodiment of the present invention, the number of edges of a nodule refers to the number of edges of a spanning tree. In the embodiment of the invention, the following requirements are provided for the in-degree and out-degree of the common land parcel: the sum of the incoming degree and the outgoing degree of each common land parcel is less than the number of the doors of the common land parcel; the initial common land parcel only has out degree and no in degree; the normal parcel as the end point has only an in degree and no out degree. In the embodiment of the present invention, after all the above conditions are satisfied, the euclidean distance is selected as the weight, and the edges with the minimum weight in the spanning tree are connected. In an embodiment of the invention, each node in the spanning tree refers to a corresponding common parcel.
Connecting common plots using connecting plots
In an embodiment of the present invention, a connection block is used to connect the respective doors of two general blocks. In an embodiment of the invention, the connection is made by traversing the spanning tree to connect the blocks according to the manhattan distance between the gates of the common blocks. In the embodiment of the present invention, the connection land may also be used to connect the common land by other methods.
In an embodiment of the present invention, path connection is performed based on the spanning tree obtained above starting from the starting general parcel. In an embodiment of the present invention, a first general parcel (i.e., a target general parcel) connected to a starting general parcel (a starting general parcel) is first selected, all unused gates in the starting general parcel are traversed, two gates with the smallest manhattan distance between the gate or gates and all unused gates in the target general parcel are calculated, and then the two gates are connected. In the embodiment of the present invention, after the departure general land parcel and the target general land parcel are connected, the target general land parcel is continuously connected as a new departure general land parcel. In the embodiment of the invention, if the selected connecting door of the target common land block is used in another path, the selected connecting door of the starting common land block is replaced firstly, one door with the minimum Manhattan distance is selected from the rest doors of the starting common land block for connection, and if the selected connecting doors of the target common land block cannot be connected, the rest doors of the target common land block are replaced. In an embodiment of the present invention, if all the gates in the traversal of the departure general parcel and the target general parcel cannot complete the path connection, the above step of "placing the general parcel at a random position in the map" is returned, and the entire map is regenerated.
In an embodiment of the present invention, after a complete path is generated, the path is recorded into a path list. In an embodiment of the invention, the entry relative position and the exit relative position are used to generate a flat road block and a stair block from the path, wherein:
the relative position of the entrance is the position of the previous common land parcel-the position of the current common land parcel;
the relative exit position is the position of the next common parcel-the position of the current common parcel.
In the above embodiments of the present invention, the positions of the previous, subsequent and current general plots refer to the positions of the doors for connection.
In an embodiment of the invention, it may be determined which flat road or stair plot to use, for example in terms of the height difference between the two doors, according to the above-mentioned relative positions of the entrance and exit. In embodiments of the present invention, when there is no height difference between the two doors, either a flat road block or a stair block may be used instead. In the embodiment of the invention, if the stair land blocks are used between two common land blocks, the height of the stair land blocks needs to be added to the spanning tree, and the height of nodes generated after the spanning tree is ensured to be consistent. This is done because all the ordinary plots are generated behind the gate and stair plots, so the ordinary plots are at the same height in the logical map, and if the generated route is determined to pass through the stair plots, the heights of all the ordinary plots and the level road plots and the stair plots need to be increased correspondingly, so that the heights are kept consistent.
Alternatively, in the embodiment of the present invention, corresponding art resources are attached to generate the art map based on the above-determined logical positions and mutual connection relationships (paths) of the general parcel and the connection parcel. In the embodiment of the present invention, the additional art resources refer to rendering the common parcel with the art effect brought by the art resources. In the embodiment of the invention, the common land parcel and the connection land parcel are already added with corresponding art resources. In an embodiment of the present invention, the art resources corresponding to the connected parcel are random or preset.
Generating play methods from configuration information of maps
In embodiments of the invention, the map has a play corresponding thereto. In an embodiment of the invention, each common parcel in the map has a play corresponding thereto. In embodiments of the present invention, the play corresponding to each common parcel is randomly generated or preset by the planner. In the above-mentioned play design performed by the planner, the planner may design 1 to N (N is an integer greater than 1) sets of different plays for each general parcel according to the attributes such as the type and size of each general parcel, and each set of plays may include, but is not limited to, the enemy wave number, the number or type of enemies per wave, the enemy configuration, the institution configuration, the occurrence conditions and time, and the like. In embodiments of the present invention, there is a many-to-many relationship between play and plot. In the embodiment of the present invention, the 1 to N sets of plays generated by the above design all become the first play, and each of the 1 to N sets of plays is referred to as a first sub-play.
In the embodiment of the invention, the common parcel and the play list which can be used by the common parcel can be output in the form of an array Tile and synchronized to the server from the front end. For example: a list of { id, x, y, z, w, h, planest { } }, { id, x, y, z, w, h, planest { } } which contains a list of playbacks that the common block can use in the map, whether randomly or by plan (where id, x, y, z, w, h are various attributes of the common block, respectively). The play (playist) may be zero or more. For example, a common parcel a has a playlist ═ { a, b, c, d … j } for a total of 10 plays, a play being configured by the planner: a { { id ═ 01, · hp ═ 11, att ═ 12, pos ═ 1, y ═ 1, z ═ 10}, as. }, { id ═ 02, hp ═ 12, att ═ 14, pos ═ { x ═ 11, y ═ 12, z ═ 12} }. In an embodiment of the invention, each time a player enters a common plot, a play can be randomly selected from a play list corresponding to the common plot for the player to play.
Machine learning of configuration information for maps
In the embodiment of the present invention, in order to ensure playability of an electronic game while the play is random, the configuration information of the map is specifically designed by a planner. In an embodiment of the present invention, the configuration information designed by the planner may be machine-learned for subsequent generation of random configuration information by the electronic game system based on certain specific information predictions, without reducing the playability of the electronic game.
In embodiments of the present invention, machine learning is performed using a variety of methods known in the art, preferably using a multiple linear regression algorithm. In an embodiment of the present invention, machine learning uses [ player information, environment information ] as an input vector X and [ configuration information of a map ] as an output vector Y. In embodiments of the present invention, player information includes, but is not limited to, battle, life, attack, defense, skill level, occupation, and the like; the environment information includes, but is not limited to, a map type, a map difficulty, whether to target time, how much time, whether to target points, how much points, etc.; the configuration information of the map is as defined above, including but not limited to the length, width, height of the map, the maximum value of the parcel (room), the kind and number of the general parcel, the play corresponding to the general parcel. In embodiments of the present invention, some or all of the above-described environmental information is random or designed by a planner. In embodiments of the present invention, other input vectors and output vectors may also be used to train the machine learning model.
In an embodiment of the present invention, a planner first configures an appropriate amount (e.g., about 100) of data for machine learning based on the data entries in the input vector. In an embodiment of the present invention, a 6:2:2 ratio may be used to set the training set, the test set, and the validation set. Due to the predictability of the data, only by paying attention to the configuration of the boundary data, the input data is regularized, and a linear w parameter vector is calculated by directly using a multiple linear regression algorithm, so that the linear w parameter vector can be directly calculated by a server.
Real-time adjustment playing method
Referring again to FIG. 5, in some embodiments of the invention, the play that has been generated above may also be adjusted in real time. In embodiments of the invention, the applicable play may be dynamically changed on the same map, where it is assumed that the map has not changed, but rather has been modified or updated. In an embodiment of the present invention, the original play is referred to as a first play and the adjusted play is referred to as a second play, with respect to the adjusted play.
In the embodiment of the invention, the method for adjusting the playing method in real time uses a multiple linear regression algorithm as a basis, simultaneously uses a deep learning model, and adds some nonlinear transformations, so that the change of the generated playing method is richer. In embodiments of the present invention, machine learning may also be performed using a variety of methods known in the art.
In an embodiment of the invention, the machine learning model is built based on input vectors [ player information, environmental information, play information ] and output vectors [ enemy information ]. In embodiments of the present invention, player information includes, but is not limited to, battle, life, attack, defense, skill level, occupation, and the like; the environmental information includes but is not limited to current points, remaining time, level difficulty, evaluation scores, etc.; the play information includes, but is not limited to, current general parcel ID, total enemy wave number, current enemy wave number, total enemy, current enemy ranking, enemy type, etc. In embodiments of the present invention, enemy information includes, but is not limited to, enemy claims, attacks, defenses, types, whether or not to generate and evaluate scores, and the like.
In embodiments of the invention, the machine learning model further comprises a hidden layer (two to three layer hidden layer design), wherein the first layer activate Function uses RE L U. the second layer activate Function uses RE L U./sigmoid. in embodiments of the invention, the machine learning model further relates to COST Function, wherein the COST Function of the output layer uses MSE (mean square error), for whether to fill in the term, a cross-entropy Function is used, i.e. Cost Function MSE, MSE, CE, L, since most of the learned data is linear data, to prevent the problem of overfitting, a linear Function is added to the term, i.e. the Cost Function is MSE, MSE, CE, L, for example, when the term is filled in, the score of the term is a score, the score of the term is a score of the term, such as a score of the term, the score of the term is a score of a high degree of being generated, and the score of the term is a score of a factor of being generated, such as a high degree of being generated by a human player, such as a factor of being able to be a high score of being generated by a linear score of being generated, or being generated by a human being able to be generated by a high score of a human being generated score of a high score of a human being generated score of a high degree of being generated score of being generated by a high score of a player, such as may be considered in embodiments of a high score of a high degree of a player being generated by a high score of a player being generated by a player being considered to be considered to.
In an embodiment of the invention, the machine learning process is as follows: the generated data is prepared by a planner (for example, a set of simple and intuitive linear table (excel) is prepared), the input of each common plot is checked according to a special editor developed during the game, the output is adjusted and tested according to the experience of the planner, and the determined data is stored to become data for learning. For example, training can begin when there are about 1000 pieces of data, and then the model is saved.
FIG. 7 shows a flow diagram for adjusting play in real-time according to one embodiment of the invention. In the embodiment of the invention, the method for adjusting the playing method in real time can be implemented between different common plots of a map, and can also be implemented between enemies with different wave times in a certain common plot. In the embodiment of the present invention, the first play obtained after the player enters the ordinary parcel is generated completely randomly, or randomly generated in the playlists corresponding to the ordinary parcel by the above method, or randomly generated by adjusting the machine learning model of the play in real time. In embodiments of the invention, the randomly generated play may be determined entirely at the time the map is generated, i.e., play in all common plots is determined when the player enters the first common plot. However, in the above case, the various conditions and states may have changed when the player enters the next general plot, and the play that was originally random or generated by machine learning is no longer appropriate and needs to be adjusted according to the current conditions and states. In addition, various conditions and states may also be different in different passes of a single common plot, where adjustments to the play that has been generated may also be needed, e.g., where the configuration and attributes of an enemy in a pass that has not yet occurred may be adjusted to match the player. In embodiments of the invention, the generated second play may also be fed back to the machine learning model to be further updated.
The method and apparatus of the embodiments of the present invention may be implemented as a pure software module (e.g. a software program written in Java language), or as a pure hardware module (e.g. a dedicated ASIC chip or FPGA chip) as required, or as a module combining software and hardware (e.g. a firmware system storing fixed codes).
Another aspect of the invention is a computer-readable medium having computer-readable instructions stored thereon that, when executed, perform a method of embodiments of the invention.
It will be appreciated by persons skilled in the art that the foregoing description is only exemplary of the invention and is not intended to limit the invention. The present invention may include various modifications and variations. Any modifications and variations within the spirit and scope of the present invention should be included within the scope of the present invention.
Various aspects of various embodiments are defined in the claims. These and other aspects of the various embodiments are specified in the following numbered clauses:
1. a method of generating a map of an electronic game, wherein the map comprises a general parcel and a connection parcel, and the method comprises:
acquiring configuration information of the map to be generated, wherein the configuration information comprises the type and the number of the common plots required for generating the map;
according to the configuration information, the number of the common land parcels is randomly placed, and then the position information of each common land parcel in the number of the common land parcels is obtained;
determining the connection relation between each common land parcel and other common land parcels in the number of common land parcels; and
connecting any two general plots having the connection relationship among the number of general plots using connection plots to generate the map, wherein the connection plots include a flat road plot and a stair plot.
2. The method of clause 1, wherein the type of the general parcel is configured to enable determination of the size of the general parcel and the number and location information of the doors in the general parcel, wherein the connection parcel is configured to enable connection of the general parcel through the doors.
3. The method of clause 1, further comprising: after the number of ordinary plots are randomly placed, orientation information of each of the number of ordinary plots is acquired.
4. The method of clause 3, wherein the position information, orientation information, and connection relationships are represented by logical coordinates.
5. The method of clause 1, further comprising: determining a size of the map according to the number of the general parcel before randomly placing the number of the general parcel.
6. The method of clause 5, wherein the size of the map is represented by one or more base units.
7. The method of clause 5, wherein each of the number of common plots do not overlap after placement and do not exceed a boundary defined by the size of the map.
8. The method of clause 1, wherein the random placement operation is randomly placed a plurality of times and only one common parcel is randomly placed at a time.
9. The method of clause 7, wherein when one of the number of common plots overlaps with other common plots or exceeds a boundary defined by the size of the map after placement, the common plot that has failed the current placement is re-randomly placed.
10. The method of clause 9, wherein the size of the map is increased when the cumulative number of failed placements of the number of common plots or the number of failed placements of one of the number of common plots exceeds a threshold; and is
Wherein, after increasing the size of the map, each of the number of general plots is re-randomly placed or a general plot that has failed to be currently placed is re-randomly placed.
11. The method of clause 1, wherein the operation of determining the connection relationship comprises obtaining a spanning tree with a weight of a minimum euclidean distance between each common parcel and other common parcels in the number of common parcels.
12. The method of clause 11, wherein the determining a connection relationship further comprises obtaining the spanning tree from an in-degree and an out-degree of each of the number of common plots that are respectively the number of the plurality of nodules of the spanning tree.
13. The method according to clause 2, characterized in that the connection plots are connected through gates that any two ordinary plots have respectively; and is
Wherein the selection of the gates in each of the two general plots to be connected is based on a minimum Manhattan distance between the gates.
14. The method of clause 11, further comprising:
if a first common plot of the number of common plots is connected to a second common plot by the stair plot, adjusting a height of the second common plot and common and connecting plots located further back in the spanning tree than the second common plot, wherein the height is a height in the spanning tree.
15. The method of any of clauses 1-14, wherein the configuration information further comprises play information, and wherein the method further comprises:
and determining a playing method corresponding to the map as the playing method of the map according to the configuration information.
16. The method of clause 15, wherein determining the play comprises determining a first play corresponding to each of the number of common plots in the map as the play of the common plots according to the type of each of the number of common plots.
17. A method according to claim 16, wherein the first play comprises a plurality of first sub-plays, and wherein the operation of determining the first play comprises randomly selecting one of the plurality of first sub-plays as the play of the common parcel.
18. The method of claim 16, wherein determining the play comprises adjusting the play of the common parcel from a first play to a second play, and wherein the second play is different from the first play.
19. The method of clause 18, wherein the second play is determined by a deep learning model.
20. The method of clause 19, wherein the deep learning model utilizes at least one of a multiple linear regression algorithm, a loss function, and an over-fit prevention algorithm; and is
The deep learning model is trained by taking real-time player information, environment information and playing method information as input vectors and enemy information as output vectors.
21. The method of claim 18, wherein the adjusting the first play to the second play is performed when a player enters a new common parcel in the map; or
When the player information is changed, performing an operation of adjusting the first play to the second play.
22. The method of any of claims 16-21, wherein after determining play of the common parcel, determining play of the map according to the connectivity.
23. The method of clause 1, wherein the configuration information is pre-designed by a planner or generated by a machine learning model.
24. The method of clause 23, wherein when a machine learning model is used, the machine learning model utilizes a multiple linear regression algorithm; and is
The machine learning model is trained using player information and environment information as input vectors and using the map configuration information as output vectors.
25. A system for generating a map of an electronic game, wherein the map comprises a common parcel and a connection parcel, and the system comprises:
means for obtaining configuration information of the map to be generated, wherein the configuration information includes a type and a number of the common parcel required to generate the map;
means for randomly placing the number of common plots according to the configuration information, and then obtaining location information of each of the number of common plots;
means for determining a connection relationship between each common parcel and other common parcels in said number of common parcels; and
means for connecting any two general plots of the number of general plots having the connection relationship using a connection plot to generate the map, wherein the connection plot includes a level road plot and a stair plot.
26. The system of clause 25, wherein the type of the general parcel is configured to enable determination of the size of the general parcel and the number and location information of the doors in the general parcel, and wherein the connection parcel is configured to enable connection of the general parcel through the doors.
27. The system of clause 25, further comprising: means for acquiring orientation information of each of the number of common plots after the number of common plots are randomly placed.
28. The system of clause 27, further comprising: means for converting the position information, orientation information, and connection relationships to logical coordinates.
29. The system of clause 25, further comprising: means for determining a size of the map based on the number of ordinary plots before randomly placing the number of ordinary plots.
30. The system of clause 29, further comprising: means for determining whether each of the number of common plots overlap or exceed a boundary defined by the size of the map after placement.
31. The system of clause 30, wherein when one of the number of common plots overlaps with other common plots or exceeds a boundary defined by the size of the map after placement, the common plot that was currently failed to be placed is re-randomly placed.
32. The system of clause 31, wherein the size of the map is increased when the cumulative number of failed placements of the number of common plots or the number of failed placements of one of the number of common plots exceeds a threshold; and is
Wherein, after increasing the size of the map, each of the number of general plots is re-randomly placed or a general plot that has failed to be currently placed is re-randomly placed.
33. The system of clause 25, further comprising: the operation for determining the connection relation includes obtaining a spanning tree with a weight of a minimum euclidean distance between each of the number of common parcel and other common parcel.
34. The system of clause 26, wherein the connection plots are connected by a gate that each of the two general plots has; and is
Wherein the selection of the gates in each of the two general plots to be connected is based on a minimum Manhattan distance between the gates.
35. The system of clause 33, further comprising:
a height adjustment device configured to: if a first common plot of the number of common plots is connected to a second common plot by the stair plot, adjusting a height of the second common plot and common and connecting plots located further back in the spanning tree than the second common plot, wherein the height is a height in the spanning tree.
36. The system of any of claims 25-35, wherein the configuration information further comprises play information, and further comprising:
a play determination device configured to determine a play corresponding to the map as a play of the map according to the configuration information.
37. The system of claim 36, wherein the play determination means is configured to determine a first play corresponding to each of the number of common plots in the map as the play of the common plots according to the type of each of the number of common plots.
38. The system of claim 37, wherein the first play comprises a plurality of first sub-plays, and wherein the play determination means is configured to include a play randomly selected one of the plurality of first sub-plays as the common parcel.
39. The system of claim 37, wherein the play determination means is configured to adjust the play of the common parcel from a first play to a second play, and wherein the second play is different from the first play.
40. The system of clause 39, wherein the action of adjusting the first play to the second play is performed when the player enters a new common parcel in the map; or
When the player information is changed, performing an operation of adjusting the first play to the second play.
41. The system of any of claims 37-40, wherein after determining play of the common parcel, the play determination means is configured to determine play of the map in accordance with the connection relationship.
42. A system comprising a processor and a memory, said memory having stored therein at least one instruction, at least one program, set of codes, or set of instructions that when loaded and executed by said processor is capable of implementing the method according to any one of clauses 1-24.
43. A computer readable medium having stored thereon at least one instruction, at least one program, set of codes or set of instructions capable, when loaded and executed by a processor, of implementing a method according to any one of clauses 1-24.

Claims (10)

1. A method of generating a map of an electronic game, wherein the map comprises a general parcel and a connection parcel, and the method comprises:
acquiring configuration information of the map to be generated, wherein the configuration information comprises the type and the number of the common plots required for generating the map;
according to the configuration information, the number of the common land parcels is randomly placed, and then the position information of each common land parcel in the number of the common land parcels is obtained;
determining the connection relation between each common land parcel and other common land parcels in the number of common land parcels; and
connecting any two general plots having the connection relationship among the number of general plots using connection plots to generate the map, wherein the connection plots include a flat road plot and a stair plot.
2. The method of claim 1, wherein the type of the general parcel is configured to enable determination of a size of the general parcel and a number and location information of gates in the general parcel, wherein the connection parcel is configured to enable connection of the general parcel through the gates.
3. The method of claim 1, further comprising: after the number of ordinary plots are randomly placed, orientation information of each of the number of ordinary plots is acquired.
4. The method of claim 3, wherein the position information, orientation information, and connection relationships are represented by logical coordinates.
5. The method of claim 1, further comprising: determining a size of the map according to the number of the general parcel before randomly placing the number of the general parcel.
6. The method of claim 5, wherein the size of the map is represented by one or more base units.
7. The method of claim 5, wherein each of the number of common plots do not overlap after placement and do not exceed a boundary defined by the size of the map.
8. A system for generating a map of an electronic game, wherein the map comprises a common parcel and a connection parcel, and the system comprises:
means for obtaining configuration information of the map to be generated, wherein the configuration information includes a type and a number of the common parcel required to generate the map;
means for randomly placing the number of common plots according to the configuration information, and then obtaining location information of each of the number of common plots;
means for determining a connection relationship between each common parcel and other common parcels in said number of common parcels; and
means for connecting any two general plots of the number of general plots having the connection relationship using a connection plot to generate the map, wherein the connection plot includes a level road plot and a stair plot.
9. A system comprising a processor and a memory, said memory having stored therein at least one instruction, at least one program, set of codes, or set of instructions, which when loaded and executed by said processor is capable of implementing the method according to any one of claims 1-7.
10. A computer readable medium having stored thereon at least one instruction, at least one program, set of codes or set of instructions capable, when loaded and executed by a processor, of implementing a method according to any one of claims 1 to 7.
CN202010238778.1A 2020-03-30 2020-03-30 Method and system for generating map of electronic game Active CN111437603B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202010238778.1A CN111437603B (en) 2020-03-30 2020-03-30 Method and system for generating map of electronic game

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202010238778.1A CN111437603B (en) 2020-03-30 2020-03-30 Method and system for generating map of electronic game

Publications (2)

Publication Number Publication Date
CN111437603A true CN111437603A (en) 2020-07-24
CN111437603B CN111437603B (en) 2024-06-21

Family

ID=71649330

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202010238778.1A Active CN111437603B (en) 2020-03-30 2020-03-30 Method and system for generating map of electronic game

Country Status (1)

Country Link
CN (1) CN111437603B (en)

Cited By (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN111744197A (en) * 2020-08-07 2020-10-09 腾讯科技(深圳)有限公司 Data processing method, device and equipment and readable storage medium
CN112057870A (en) * 2020-09-18 2020-12-11 成都完美天智游科技有限公司 Game level generation method and device, storage medium and computer equipment
CN112642156A (en) * 2020-12-29 2021-04-13 网易(杭州)网络有限公司 Map construction method, map construction device, map construction equipment and storage medium
CN113181655A (en) * 2021-04-07 2021-07-30 腾讯科技(深圳)有限公司 Terrain construction method, terrain construction device, electronic equipment and storage medium
CN113633980A (en) * 2021-08-04 2021-11-12 北京中清龙图网络技术有限公司 Data generation method and device, computer equipment and storage medium
WO2022193764A1 (en) * 2021-03-17 2022-09-22 上海莉莉丝计算机技术有限公司 Method for game object control in game map, mobile terminal, and computer readable storage medium
CN116124152A (en) * 2023-04-14 2023-05-16 北京博能科技股份有限公司 Road network topology structure generation method crossing building indoor path

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20140302935A1 (en) * 2013-04-04 2014-10-09 DeNA Co. Ltd. Turn timer system applied to a puzzle battle game
CN105597318A (en) * 2015-12-25 2016-05-25 珠海金山网络游戏科技有限公司 Method, system and device for automatically generating random game scenes
CN108108410A (en) * 2017-12-12 2018-06-01 苏州蜗牛数字科技股份有限公司 A kind of online game labyrinth ground drawing generating method
CN110559665A (en) * 2019-09-29 2019-12-13 珠海文景科技有限公司 Game map processing method and device, terminal device and storage medium

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20140302935A1 (en) * 2013-04-04 2014-10-09 DeNA Co. Ltd. Turn timer system applied to a puzzle battle game
CN105597318A (en) * 2015-12-25 2016-05-25 珠海金山网络游戏科技有限公司 Method, system and device for automatically generating random game scenes
CN108108410A (en) * 2017-12-12 2018-06-01 苏州蜗牛数字科技股份有限公司 A kind of online game labyrinth ground drawing generating method
CN110559665A (en) * 2019-09-29 2019-12-13 珠海文景科技有限公司 Game map processing method and device, terminal device and storage medium

Cited By (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN111744197A (en) * 2020-08-07 2020-10-09 腾讯科技(深圳)有限公司 Data processing method, device and equipment and readable storage medium
CN111744197B (en) * 2020-08-07 2022-03-15 腾讯科技(深圳)有限公司 Data processing method, device and equipment and readable storage medium
CN112057870A (en) * 2020-09-18 2020-12-11 成都完美天智游科技有限公司 Game level generation method and device, storage medium and computer equipment
CN112642156A (en) * 2020-12-29 2021-04-13 网易(杭州)网络有限公司 Map construction method, map construction device, map construction equipment and storage medium
WO2022193764A1 (en) * 2021-03-17 2022-09-22 上海莉莉丝计算机技术有限公司 Method for game object control in game map, mobile terminal, and computer readable storage medium
CN113181655A (en) * 2021-04-07 2021-07-30 腾讯科技(深圳)有限公司 Terrain construction method, terrain construction device, electronic equipment and storage medium
CN113181655B (en) * 2021-04-07 2022-08-05 腾讯科技(深圳)有限公司 Terrain construction method, terrain construction device, electronic equipment and storage medium
CN113633980A (en) * 2021-08-04 2021-11-12 北京中清龙图网络技术有限公司 Data generation method and device, computer equipment and storage medium
CN113633980B (en) * 2021-08-04 2023-12-05 北京中清龙图网络技术有限公司 Data generation method, device, computer equipment and storage medium
CN116124152A (en) * 2023-04-14 2023-05-16 北京博能科技股份有限公司 Road network topology structure generation method crossing building indoor path

Also Published As

Publication number Publication date
CN111437603B (en) 2024-06-21

Similar Documents

Publication Publication Date Title
CN111437603A (en) Method and system for generating map of electronic game
US6809738B2 (en) Performing memory management operations to provide displays of complex virtual environments
US20030117402A1 (en) Systems and methods for simulating frames of complex virtual environments
US20030117397A1 (en) Systems and methods for generating virtual reality (VR) file(s) for complex virtual environments
EP3575958B1 (en) Object moving method and device, storage medium, and electronic device
Green et al. Organic building generation in minecraft
US20220404902A1 (en) System, method and apparatus of simulating physics in a virtual environment
Barros et al. Balanced civilization map generation based on open data
CN112717404A (en) Virtual object movement processing method and device, electronic equipment and storage medium
US20030117398A1 (en) Systems and methods for rendering frames of complex virtual environments
Kelvin et al. Procedural generation of roads with conditional generative adversarial networks
CN110458295B (en) Chess and card level generation method, training method and device based on artificial intelligence
von Rymon Lipinski et al. Level graph–incremental procedural generation of indoor levels using minimum spanning trees
Merrick et al. A shape grammar approach to computational creativity and procedural content generation in massively multiplayer online role playing games
CN113230650B (en) Data processing method and device and computer readable storage medium
KR20040010038A (en) Server for online role playing game
CN114470775A (en) Object processing method, device, equipment and storage medium in virtual scene
US20090175559A1 (en) Modifying spaces in virtual universes
de Pontes et al. Evolutionary procedural content generation for an endless platform game
Werneck et al. Generating procedural dungeons using machine learning methods
Chenney et al. Proxy Simulations for Efficient Dynamics.
Berwaldt et al. Procedural generation of favela layouts on arbitrary terrains
KR20080067892A (en) Apparatus and method of modeling for game
Zhang Automatic Generation of Real‐Time Animation Game Learning Levels Based on Artificial Intelligence Assistant
Esko et al. Multi-Agent Based Settlement Generation In Minecraft

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
CB02 Change of applicant information

Address after: 701-25, floor 7, building 5, yard 1, Shangdi East Road, Haidian District, Beijing 100085

Applicant after: Beijing perfect Chijin Technology Co.,Ltd.

Address before: 701-25, floor 7, building 5, yard 1, Shangdi East Road, Haidian District, Beijing 100085

Applicant before: Beijing chijinzhi Entertainment Technology Co.,Ltd.

CB02 Change of applicant information
GR01 Patent grant