CN115738232B - Game paddle calibration test method and system - Google Patents
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Abstract
The factory parameter data of the game handle are collected, the suitability of the factory parameter data and the game equipment is detected through simulated operation, the operation game data are encrypted through an encryption algorithm, the factory parameter data of the game handle are calibrated through the operation game data when the game handle is operated, the data when the game handle interacts with the game are corrected according to the error rate of the game obtained through simulated game operation, the possibility of the handle being in contact with each other or in error after factory shipment is greatly improved through data collection of one period, the accuracy of the game handle is greatly improved, and the game experience of a user is improved.
Description
Technical Field
The invention belongs to the field of game peripheral equipment, and particularly relates to a calibration test method and system for a game handle.
Background
Currently, game devices such as mobile phones or tablet computers are commonly connected to a peripheral handle device, so that a user can use the peripheral handle to control applications (such as game applications) with keys and rockers on the mobile phone. In the prior art, the adaptation of the game device and the peripheral handle can firstly establish connection between the mobile phone and the peripheral handle through Bluetooth, wifi or TypeC interfaces. Then, game operations can be performed through the keys and the rocker, the game operations are more realistic than those of the mobile phone or the tablet device, and most game handles comprise the vibration feedback module, so that the game experience of players is better.
However, the certain defects still exist in the factory test of the game handle, and the conditions of broken touch, false touch and the like still occur in the game handle after the factory, namely, systematic analysis is not achieved in the test link, and the probability of broken touch and false touch of the game handle is greatly increased in the prior art, so that the method and the system for calibrating and testing the game handle are needed to solve the problems.
Disclosure of Invention
In view of the above limitations of the prior art, it is an object of the present invention to provide a method for calibrating and testing a game handle, which solves one or more of the technical problems of the prior art, and at least provides a beneficial choice or creation condition.
To achieve the above object, according to an aspect of the present invention, there is provided a calibration test method of a game pad, the method comprising the steps of:
S100: collecting factory parameter data of a game handle;
s200: detecting the adaptation degree of the factory parameter data and the game equipment through simulation operation;
S300: simulating running to obtain running game data;
s400: dividing game data and constructing a difference sequence;
S500: and calibrating factory parameter data of the game handle based on the running game data of the game handle during running.
Further, in the step S100, the factory parameter data of the game handle includes: ADC sampling voltage value, key touch sensitivity, firmware version corresponding number, rocker identification site, vibration feedback and interface transmission signal efficiency, processing the parameter data in a non-vectorization way and combining the parameter data into structural data, acquiring the parameter data at equal intervals in a test period Q, and constructing a sequence parameter for the factory parameter data.
Further, in the step S200, the game pad is connected to a game device, which is a mobile phone or a tablet
The computer, the game paddle carries out wireless connection through bluetooth or wiFi and game machine, to the game paddle carries out the simulated game operation set up a plurality of controlling part in the game paddle, the controlling part is used for establishing and controlling the connecting channel of game paddle and game machine transmission data, transmits the action instruction that the game paddle generated through first connecting channel, in the in-process of simulated game operation, transmits the inside structured data that sets up of game paddle to game machine through the second connecting channel to through the data transmission volume of first connecting channel and second connecting channel transmission confirms the suitability of game paddle and game machine, first connecting channel and second connecting channel are established and controlled by the controlling part, the method of determining the suitability of game paddle and game machine is:
S201: defining the data transmission quantity as first data Q and second data W respectively transmitted through a first transmission channel and a second transmission channel, wherein the first data Q and the second data W are variables which increase along with time, defining initial values of the first data Q and the second data W as 0, collecting the first data Q and the second data W with the same time interval within a period of time, and defining the first data Q and the second data W as Qi and Wi, wherein i is first data Q and second data W which are collected in the ith interval time, and Q= [ Q1, Q2, Q3 … …, qi, … … Qn ]; w= [ W1, W2, W3 … …, wi, … … Wn ], where n is an acquisition interval time when the data Qi and Wi are completely transmitted, and the first data Q and the second data W are both sets of data Qi and Wi.
S202: displaying the data transmission progress of the data Qi and Wi through a screen of the game device, calculating the data Qi and Wi through the transmission progress to obtain an adaptation coefficient, judging whether the data Qi and Wi are recognized by the game device or not through the adaptation coefficient, wherein the adaptation coefficient is Adap, and the method for calculating the adaptation coefficient Adap comprises the following steps of:
Adap=;
The said ) For the exponential function based on the natural number e, the/>) Is natural logarithm, saidFor the average function of the collection,/>To find the aggregate maximum function,/>For a set minimum function;
( The beneficial effects of calculating the fitness coefficient Adap are as follows: the data Qi and Wi can be directly brought into the obtained fitness deg through coefficient calculation, the calculation amount can be reduced, and the fitness can be mapped in the screen of the game device more quickly. )
S203: substituting and calculating the data Qi and Wi of the current moment through the fitness coefficient Adap to obtain the fitness of the game equipment and the game handle, wherein the fitness is deg, and deg= is = (the degree of fit)) Adap, the fitness deg is represented as the received amount of the data Qi and Wi of the current moment in the game device and the fitness of the game device to the game handle.
Further, in the step S300, during the simulation running, the game data fed back in the running game is recorded, where the game data fed back is mainly whether a break touch or a false touch occurs when the game is matched with the game handle; the method comprises the steps of collecting the breaking contact times Dj and the false contact times Rj, recording in a period T, and obtaining a breaking contact rate D and a false contact rate R through calculation, wherein the calculating method of the breaking contact rate D and the false contact rate R comprises the following steps: d=,W=/>。
Further, in the step S400, the touch breaking rate D and the touch error rate R are ordered based on the time sequence collected by the touch breaking rate D and the touch error rate R to form a correction sequence, the touch breaking rate D and the touch error rate R in one period in the correction sequence are calculated based on the time sequence, a difference sequence Dist is constructed based on the difference values calculated in a plurality of periods, the difference sequence Dist is divided based on the sizes of elements in the sequence, when Dist [ j ]. Gtoreq.0, the elements are divided into a touch breaking rate sequence GDist, when Dist [ j ]. Gtoreq.0, the elements are divided into a touch error rate sequence LDist, dist [ i ] is the ith element of the difference sequence, and the increasing amplitude of the error rate of the game handle in one period along with the increase of the operation duration is judged through the touch breaking rate sequence and the touch error rate sequence.
Calibrating factory parameter data of the game handle through operation game data when the game handle operates, constructing a sequence parameter and a fault coefficient ATE based on the factory parameter data, correcting results, and restricting the range of the sequence parameter, namely PARAMETER (I) ∈gtoreqWhen the correction is successful;
The PARAMETER (I) is the i element of the sequence parameter, the max (GDist) is the maximum value of the touch down sequence GDist, the I.e. the average of the difference sequence Dist, said/>I.e., the minimum value of the touch error rate sequence LDist.
A calibration test system for a gamepad, the system comprising: the device comprises a game handle, game equipment, a processor and a memory, wherein data acquired by the game handle and the game equipment are stored in the memory, data acquired by the processor are also stored in the memory, the game handle, the game equipment and the memory are used for executing a computer program on the processor, and the processor executes the computer program to realize the steps in the calibration test method of any one of the above methods.
The functions of each part in the system are as follows:
A game device: the adaptation with the game handle and the correction and test of the game handle are completed through the connection with the game handle;
game paddle: the test product of the invention tests the game handle through the game equipment by being connected with the game equipment;
A processor: processing data, extracting the data acquired and collected in the game equipment and the game handle from a database, and processing the data;
A memory: the data is stored, the memory contains a database for storing the data, and the processor can extract the data from the database.
The invention has the beneficial effects that: the adaptation coefficient Adap is obtained through the collection of the factory parameter data and the calculation of the gamepad and the game equipment, the adaptation of the gamepad and the calculation amount of the game equipment are greatly reduced, the manual operation of the test is reduced, the data when the gamepad interacts with the game is corrected according to the error rate of the game obtained through the simulated game operation, the possibility of the occurrence of the broken touch or the false touch of the gamepad after factory is greatly improved through one period of data collection, the accuracy of the gamepad is greatly improved, and the game experience of a user is improved.
Drawings
The above and other features of the present invention will become more apparent from the detailed description of the embodiments thereof given in conjunction with the accompanying drawings, in which like reference characters designate like or similar elements, and it is apparent that the drawings in the following description are merely some examples of the present invention, and other drawings may be obtained from these drawings without inventive effort to those of ordinary skill in the art, in which:
FIG. 1 is a flow chart of a method of calibrating and testing a game pad.
Detailed Description
The conception, specific structure, and technical effects produced by the present application will be clearly and completely described below with reference to the embodiments and the drawings to fully understand the objects, aspects, and effects of the present application. It should be noted that, without conflict, the embodiments of the present application and features of the embodiments may be combined with each other.
In the description of the present invention, a number means one or more, a number means two or more, and greater than, less than, exceeding, etc. are understood to not include the present number, and above, below, within, etc. are understood to include the present number. The description of the first and second is for the purpose of distinguishing between technical features only and should not be construed as indicating or implying relative importance or implicitly indicating the number of technical features indicated or implicitly indicating the precedence of the technical features indicated.
Referring to fig. 1, a flowchart of a method for calibrating and testing a game pad according to the present invention is shown, and a method for calibrating and testing a game pad according to an embodiment of the present invention is described below with reference to fig. 1.
The invention provides a calibration test method of a game handle, which specifically comprises the following steps:
S100: collecting factory parameter data of a game handle;
s200: detecting the adaptation degree of the factory parameter data and the game equipment through simulation operation;
S300: simulating running to obtain running game data;
s400: dividing game data and constructing a difference sequence;
S500: and calibrating factory parameter data of the game handle based on the running game data of the game handle during running.
Further, in the step S100, the factory parameter data of the game handle includes: ADC sampling voltage value, key touch sensitivity, firmware version corresponding number, rocker identification site, vibration feedback and interface transmission signal efficiency, processing the parameter data in a non-vectorization way and combining the parameter data into structural data, acquiring the parameter data at equal intervals in a test period Q, and constructing a sequence parameter for the factory parameter data.
Further, in the step S200, the game pad is connected to a game device, which is a mobile phone or a tablet
The computer, the game paddle carries out wireless connection through bluetooth or wiFi and game machine, to the game paddle carries out the simulated game operation set up a plurality of controlling part in the game paddle, the controlling part is used for establishing and controlling the connecting channel of game paddle and game machine transmission data, transmits the action instruction that the game paddle generated through first connecting channel, in the in-process of simulated game operation, transmits the inside structured data that sets up of game paddle to game machine through the second connecting channel to through the data transmission volume of first connecting channel and second connecting channel transmission confirms the suitability of game paddle and game machine, first connecting channel and second connecting channel are established and controlled by the controlling part, the method of determining the suitability of game paddle and game machine is:
S201: defining the data transmission quantity as first data Q and second data W respectively transmitted through a first transmission channel and a second transmission channel, wherein the first data Q and the second data W are variables which increase along with time, defining initial values of the first data Q and the second data W as 0, collecting the first data Q and the second data W with the same time interval within a period of time, and defining the first data Q and the second data W as Qi and Wi, wherein i is first data Q and second data W which are collected in the ith interval time, and Q= [ Q1, Q2, Q3 … …, qi, … … Qn ]; w= [ W1, W2, W3 … …, wi, … … Wn ], where n is an acquisition interval time when the data Qi and Wi are completely transmitted, and the first data Q and the second data W are both sets of data Qi and Wi.
S202: displaying the data transmission progress of the data Qi and Wi through a screen of the game device, calculating the data Qi and Wi through the transmission progress to obtain an adaptation coefficient, judging whether the data Qi and Wi are recognized by the game device or not through the adaptation coefficient, wherein the adaptation coefficient is Adap, and the method for calculating the adaptation coefficient Adap comprises the following steps of:
Adap=;
The said ) For the exponential function based on the natural number e, the/>) Is natural logarithm, saidFor the average function of the collection,/>To find the aggregate maximum function,/>For a set minimum function;
( The beneficial effects of calculating the fitness coefficient Adap are as follows: the data Qi and Wi can be directly brought into the obtained fitness deg through coefficient calculation, the calculation amount can be reduced, and the fitness can be mapped in the screen of the game device more quickly. )
S203: substituting and calculating the data Qi and Wi of the current moment through the fitness coefficient Adap to obtain the fitness of the game equipment and the game handle, wherein the fitness is deg, and deg= is = (the degree of fit)) Adap, the fitness deg is represented as the received amount of the data Qi and Wi of the current moment in the game device and the fitness of the game device to the game handle.
Further, in the step S300, during the simulation running, the game data fed back in the running game is recorded, where the game data fed back is mainly whether a break touch or a false touch occurs when the game is matched with the game handle; the method comprises the steps of collecting the breaking contact times Dj and the false contact times Rj, recording in a period T, and obtaining a breaking contact rate D and a false contact rate R through calculation, wherein the calculating method of the breaking contact rate D and the false contact rate R comprises the following steps: d=,W=/>。
Further, in the step S400, the touch breaking rate D and the touch error rate R are ordered based on the time sequence collected by the touch breaking rate D and the touch error rate R to form a correction sequence, the touch breaking rate D and the touch error rate R in one period in the correction sequence are calculated based on the time sequence, a difference sequence Dist is constructed based on the difference values calculated in a plurality of periods, the difference sequence Dist is divided based on the sizes of elements in the sequence, when Dist [ j ]. Gtoreq.0, the elements are divided into a touch breaking rate sequence GDist, when Dist [ j ]. Gtoreq.0, the elements are divided into a touch error rate sequence LDist, dist [ i ] is the ith element of the difference sequence, and the increasing amplitude of the error rate of the game handle in one period along with the increase of the operation duration is judged through the touch breaking rate sequence and the touch error rate sequence.
Calibrating factory parameter data of the game handle through operation game data when the game handle operates, constructing a sequence parameter and a fault coefficient ATE based on the factory parameter data, correcting results, and restricting the range of the sequence parameter, namely PARAMETER (I) ∈gtoreqWhen the correction is successful;
The PARAMETER (I) is the i element of the sequence parameter, the max (GDist) is the maximum value of the touch down sequence GDist, the I.e. the average of the difference sequence Dist, said/>I.e., the minimum value of the touch error rate sequence LDist.
A calibration test system for a gamepad, the system comprising: the device comprises a game handle, game equipment, a processor and a memory, wherein data acquired by the game handle and the game equipment are stored in the memory, data acquired by the processor are also stored in the memory, the game handle, the game equipment and the memory are used for executing a computer program on the processor, and the processor executes the computer program to realize the steps in the calibration test method of any one of the above methods.
The functions of each part in the system are as follows:
A game device: the adaptation with the game handle and the correction and test of the game handle are completed through the connection with the game handle;
game paddle: the test product of the invention tests the game handle through the game equipment by being connected with the game equipment;
A processor: processing data, extracting the data acquired and collected in the game equipment and the game handle from a database, and processing the data;
A memory: the data is stored, the memory contains a database for storing the data, and the processor can extract the data from the database.
The calibration test system of the game handle can be operated in computing equipment such as a desktop computer, a notebook computer, a palm computer, a cloud data center and the like. The calibration test system of the game handle comprises, but is not limited to, a processor and a memory. It will be appreciated by those skilled in the art that the examples are merely examples of a method and system for calibrating a game pad, and are not limited to a method and system for calibrating a game pad, and may include more or less components than examples, or may be combined with certain components, or different components, e.g., the method and system for calibrating a game pad may further include an input/output device, a network access device, a bus, etc.
The Processor may be a central processing unit (Central Processing Unit, CPU), other general purpose Processor, digital signal Processor (DIGITAL SIGNAL Processor, DSP), application SPECIFIC INTEGRATED Circuit (ASIC), field-Programmable gate array (Field-Programmable GATE ARRAY, FPGA) or other Programmable logic device, discrete component gate or transistor logic device, discrete hardware components, or the like. The general purpose processor may be a microprocessor or the processor may be any conventional processor or the like, which is the control center of the calibration test system of the one game pad, and which connects the respective sub-areas of the calibration test system of the entire one game pad using various interfaces and lines.
The memory may be used to store the computer program and/or module, and the processor may implement the various functions of the method and system for calibrating and testing a game pad by running or executing the computer program and/or module stored in the memory and invoking data stored in the memory. The memory may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application program (such as a sound playing function, an image playing function, etc.) required for at least one function, and the like; the storage data area may store data (such as audio data, phonebook, etc.) created according to the use of the handset, etc. In addition, the memory may include high-speed random access memory, and may also include non-volatile memory, such as a hard disk, memory, plug-in hard disk, smart memory card (SMART MEDIA CARD, SMC), secure Digital (SD) card, flash memory card (FLASH CARD), at least one disk storage device, flash memory device, or other volatile solid-state storage device.
The invention provides a calibration test method and a calibration test system for a game handle, which are used for correcting data when the game handle interacts with a game according to the error rate of the game obtained by simulating the operation of the game through collecting factory parameter data, so that the possibility of broken touch or false touch of the handle after factory delivery is greatly improved through data collection of one period, the accuracy of the game handle is greatly improved, and the game experience of a user is improved.
Although the present invention has been described in considerable detail and with particularity with respect to several described embodiments, it is not intended to be limited to any such detail or embodiment or any particular embodiment so as to effectively cover the intended scope of the invention. Furthermore, the foregoing description of the invention has been presented in its embodiments contemplated by the inventors for the purpose of providing a useful description, and for the purposes of providing a non-essential modification of the invention that may not be presently contemplated, may represent an equivalent modification of the invention.
Claims (3)
1. A method of calibrating and testing a gamepad, the method comprising the steps of:
S100: collecting factory parameter data of a game handle;
s200: detecting the adaptation degree of the factory parameter data and the game equipment through simulation operation;
S300: simulating running to obtain running game data;
s400: dividing game data and constructing a difference sequence;
S500: calibrating factory parameter data of the game handle based on operation game data of the game handle during operation;
in the step S200, the game pad is connected to a game device, which is a mobile phone or a tablet
The computer, the game paddle carries out wireless connection through bluetooth or wiFi and game machine, to the game paddle carries out the simulated game operation set up a plurality of controlling part in the game paddle, the controlling part is used for establishing and controlling the connecting channel of game paddle and game machine transmission data, transmits the action instruction that the game paddle generated through first connecting channel, in the in-process of simulated game operation, transmits the inside structured data that sets up of game paddle to game machine through the second connecting channel to through the data transmission volume of first connecting channel and second connecting channel transmission confirms the adaptation degree of game paddle and game machine, first connecting channel and second connecting channel are established and controlled by the controlling part, the method of confirming the adaptation degree of game paddle and game machine is:
S201: defining the data transmission quantity as first data Q and second data W respectively transmitted through a first transmission channel and a second transmission channel, wherein the first data Q and the second data W are variables which increase along with time, defining initial values of the first data Q and the second data W as 0, collecting the first data Q and the second data W with the same time interval within a period of time, and defining the first data Q and the second data W as Qi and Wi, wherein i is first data Q and second data W which are collected in the ith interval time, and Q= [ Q1, Q2, Q3 … …, qi, … … Qn ]; w= [ W1, W2, W3 … …, wi, … … Wn ], where n is an acquisition interval time when the data Qi and Wi are completely transmitted, and the first data Q and the second data W are both sets of data Qi and Wi;
S202: displaying the data transmission progress of the data Qi and Wi through a screen of the game device, calculating the data Qi and Wi through the transmission progress to obtain an adaptation coefficient, judging whether the data Qi and Wi are recognized by the game device or not through the adaptation coefficient, wherein the adaptation coefficient is Adap, and the method for calculating the adaptation coefficient Adap comprises the following steps of:
Adap=;
The said ) For the exponential function based on the natural number e, the/>) Is natural logarithm, said/>For the average function of the collection,/>To find the aggregate maximum function,/>For a set minimum function;
S203: substituting and calculating the data Qi and Wi of the current moment through the fitness coefficient Adap to obtain the fitness of the game equipment and the game handle, wherein the fitness is deg, and deg= is = (the degree of fit) ) Adap, the fitness deg is represented as the received quantity of the data Qi and Wi of the current moment in the game device and the fitness of the game device to the game handle;
in the step S300, during the process of simulating the running, recording the game data fed back in the running game, wherein the game data fed back mainly is whether the situation of touch breaking and false touch is generated when the game is matched with the game handle; the method comprises the steps of collecting the breaking contact times Dj and the false contact times Rj, recording in a period T, and obtaining a breaking contact rate D and a false contact rate R through calculation, wherein the calculating method of the breaking contact rate D and the false contact rate R comprises the following steps: d= ,W=/>;
In the step S400, the touch breaking rate D and the touch error rate R are ordered based on the time sequence collected by the touch breaking rate D and the touch error rate R to form a correction sequence, the touch breaking rate D and the touch error rate R in one period in the correction sequence are calculated based on the time sequence, a difference sequence Dist is constructed based on the difference values calculated in a plurality of periods, the difference sequence Dist is divided based on the sizes of elements in the sequence, when Dist [ j ]. Gtoreq.0, the elements are divided into a touch breaking rate sequence GDist, when Dist [ j ]. Gtoreq.0, the elements are divided into a touch error rate sequence LDist, dist [ i ] is the ith element of the difference sequence, and the increasing amplitude of the error rate of the game handle in one period along with the increase of the running duration is judged through the touch breaking rate sequence and the touch error rate sequence;
Calibrating factory parameter data of the game handle through operation game data when the game handle operates, constructing a sequence parameter and a fault coefficient ATE based on the factory parameter data, correcting results, and restricting the range of the sequence parameter, namely PARAMETER (I) ∈gtoreq When the correction is successful;
The PARAMETER (I) is the i element of the sequence parameter, the max (GDist) is the maximum value of the touch down sequence GDist, the I.e. the average of the difference sequence Dist, said/>I.e., the minimum value of the touch error rate sequence LDist.
2. The method according to claim 1, wherein in the step S100, the factory parameter data of the game pad includes: ADC sampling voltage value, key touch sensitivity, firmware version corresponding number, rocker identification site, vibration feedback and interface transmission signal efficiency, processing the parameter data in a non-vectorization way and combining the parameter data into structural data, acquiring the parameter data at equal intervals in a test period Q, and constructing a sequence parameter for the factory parameter data.
3. A calibration test system for a gamepad, the system comprising: a gamepad, a game device, a processor and a memory, the data acquired by the gamepad and the game device being stored in the memory, the data acquired by the processor being also stored in the memory, the gamepad, the game device and the memory being a computer program running on the processor, the processor executing the computer program implementing the steps in a method for calibrating and testing a gamepad according to any of claims 1-2.
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CN112337084A (en) * | 2020-09-29 | 2021-02-09 | 歌尔科技有限公司 | Rocker drift processing method and device |
CN215768907U (en) * | 2021-06-23 | 2022-02-08 | 歌尔科技有限公司 | Rotor motor calibration tool |
CN115291969A (en) * | 2022-08-01 | 2022-11-04 | 歌尔股份有限公司 | Method, device and equipment for loading wireless handle calibration file and storage medium |
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