CN117982899A - Data processing method, device, computer, storage medium and program product - Google Patents

Data processing method, device, computer, storage medium and program product Download PDF

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Publication number
CN117982899A
CN117982899A CN202410407874.2A CN202410407874A CN117982899A CN 117982899 A CN117982899 A CN 117982899A CN 202410407874 A CN202410407874 A CN 202410407874A CN 117982899 A CN117982899 A CN 117982899A
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China
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skill
node
updated
simulation
tree
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李旭冬
袁明凯
罗章龙
严明
魏学峰
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Priority to CN202410407874.2A priority Critical patent/CN117982899A/en
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Abstract

The embodiment of the application discloses a data processing method, a device, a computer, a storage medium and a program product, wherein the method comprises the following steps: acquiring N object skills of a first object; constructing N initial skill trees according to the N object skills, and performing simulation check processing on first skill sequences corresponding to the N initial skill trees respectively to obtain a first simulation check result; updating the N initial skill trees according to the first simulation game result to obtain K updated skill trees; if the K updated skill trees are not converged, updating the K updated skill trees based on a second simulation office result obtained by simulation office processing of second skill sequences corresponding to the K updated skill trees until the K updated skill trees are converged, and determining the second skill sequences corresponding to the K updated skill trees as target skill sequences. By adopting the method and the device, the efficiency and the comprehensiveness of skill sequence acquisition can be improved, and the game performance is further improved.

Description

Data processing method, device, computer, storage medium and program product
Technical Field
The present application relates to the field of computer technologies, and in particular, to a data processing method, apparatus, computer, storage medium, and program product.
Background
With the development of the internet, in order to improve game experience and player interactivity in game design and development, coherent and smooth skill combinations are designed to achieve an optimal effect, when a game plan is designed for object skills of virtual objects (i.e., game characters), the possibility of forming a continuous game among the object skills is often considered, so that players can participate in various playing methods of a game better (such as copy, player's game play, and game non-player-controlled character game play) based on the continuous game, and therefore, continuous search is required for object skills of the game characters to ensure balance of the game and performance of the game. At present, after the design of a virtual object is completed by a game plan, the possible continuous recruitment of the virtual object is given according to own game experience, or players continuously conduct continuous recruitment exploration in the game playing process, the methods cannot guarantee the full coverage of the continuous recruitment exploration, the continuous recruitment exploration efficiency is low, the problem of missing continuous recruitment possibly exists, and more manual resources are consumed.
Disclosure of Invention
The embodiment of the application provides a data processing method, a device, a computer, a storage medium and a program product, which can be performed in a dynamic tree generation mode during continuous game search, and can fully cover the possible occurrence of continuous game search and verify the possible occurrence of continuous game search, thereby effectively improving search efficiency, improving the comprehensiveness of continuous game search and further improving game performance.
In one aspect, an embodiment of the present application provides a data processing method, where the method includes:
acquiring N object skills of a first object; n is a positive integer;
Constructing N initial skill trees according to the N object skills, and performing simulation check processing on first skill sequences corresponding to the N initial skill trees respectively to obtain a first simulation check result; the skill sequence corresponding to each initial skill tree is obtained by branches included in the initial skill tree;
Updating the N initial skill trees according to the first simulation exchange results respectively corresponding to the N initial skill trees to obtain K updated skill trees; k is a positive integer less than or equal to N;
If the K updated skill trees are not converged, performing simulation exchange processing on the second skill sequences corresponding to the K updated skill trees respectively, and updating the K updated skill trees based on a second simulation exchange result obtained by the simulation exchange processing until the K updated skill trees are converged;
If the K updated skill trees are converged, respectively corresponding second skill sequences of the K updated skill trees are determined to be target skill sequences corresponding to the first object.
In one aspect, an embodiment of the present application provides a data processing apparatus, including:
the skill acquisition module is used for acquiring N object skills of the first object;
The first office processing module is used for constructing N initial skill trees according to N object skills, and carrying out simulation office processing on first skill sequences corresponding to the N initial skill trees respectively to obtain a first simulation office result; the skill sequence corresponding to each initial skill tree is obtained by branches included in the initial skill tree;
The data updating module is used for updating the N initial skill trees according to the first simulation office result corresponding to the N initial skill trees respectively to obtain K updated skill trees; k is a positive integer less than or equal to N;
The second checking processing module is used for performing simulation checking processing on second skill sequences corresponding to the K updated skill trees respectively if the K updated skill trees are not converged, and updating the K updated skill trees based on a second simulation checking result obtained by the simulation checking processing until the K updated skill trees are converged;
And the skill sequence determining module is used for determining second skill sequences corresponding to the K updated skill trees respectively as target skill sequences corresponding to the first object if the K updated skill trees are converged.
In one possible implementation manner, the first office processing module is configured to perform simulation office processing on first skill sequences corresponding to the N initial skill trees, and when a first simulation office result is obtained, the first office processing module is specifically configured to perform the following operations:
Acquiring a second object, and acquiring a first skill sequence corresponding to a q-th initial skill tree; q is a positive integer less than or equal to N;
constructing a simulated game environment aiming at the second object and the first object, and controlling the first object to sequentially release a first skill sequence corresponding to the q-th initial skill tree aiming at the second object in the simulated game environment;
If skill interaction data is generated between the second object and the first object in the release process of the first skill sequence corresponding to the q-th initial skill tree, determining a simulation success result as a first simulation game result of the first skill sequence corresponding to the q-th initial skill tree;
If no skill interaction data is generated between the second object and the first object in the release process of the first skill sequence corresponding to the q-th initial skill tree, determining a simulation failure result as a first simulation game result of the first skill sequence corresponding to the q-th initial skill tree.
In one possible implementation manner, the data updating module is configured to update the N initial skill trees according to first simulation office results corresponding to the N initial skill trees respectively, to obtain K updated skill trees; when K is a positive integer less than or equal to N, the data update module is specifically configured to perform the following operations:
If the first simulation result of the first skill sequence corresponding to the q initial skill tree is a simulation failure result, acquiring a first skill node indicated by the first skill sequence corresponding to the q initial skill tree, deleting the first skill node in the q initial skill tree, and acquiring a q updated skill tree; q is a positive integer less than or equal to N; the first skill node is the skill node of the last object skill indication in the first skill sequence corresponding to the q-th initial skill tree;
If the first simulation result of the first skill sequence corresponding to the q-th initial skill tree is a simulation success result, constructing child nodes of the first skill node according to N object skills to obtain the q-th updated skill tree.
In one possible implementation manner, if the first simulation result of the first skill sequence corresponding to the q-th initial skill tree is a successful simulation result, the data updating module is configured to construct a child node of the first skill node according to the N object skills, and when the q-th updated skill tree is obtained, the data updating module is specifically configured to perform the following operations:
If the first simulation result of the first skill sequence corresponding to the q initial skill tree is a simulation success result, constructing N object skills as N child nodes of the first skill node to obtain a q updated skill tree; or alternatively
If the first simulation result of the first skill sequence corresponding to the q-th initial skill tree is a simulation success result, acquiring node cooling residual time of a sequence skill node in the first skill sequence corresponding to the first skill node, acquiring a first object skill after cooling from N object skills based on the node cooling residual time of the sequence skill node, and constructing child nodes of the first skill node according to the first object skill to obtain the q-th updated skill tree.
In one possible implementation, the data update module is further configured to perform the following operations:
Searching a first type node included in the ith updated skill tree, and updating the value of a node mark included in the first type node to be a first numerical value; the first type node refers to all nodes in the associated subtrees, and is used for completing simulation of the last node in the skill sequence to the nodes processed by the office; i is a positive integer less than or equal to K;
If the value of the node mark of the root node of the ith updated skill tree is a first value, determining that the ith updated skill tree is converged, and if the value of the node mark of the root node of the ith updated skill tree is a second value, determining that the ith updated skill tree is not converged; the second value is a default value for the node flag.
In one possible implementation manner, the second checking processing module is configured to perform a simulation checking process on the second skill sequences corresponding to the K updated skill trees, update the K updated skill trees based on a second simulation checking result obtained by the simulation checking process until the K updated skill trees converge, where the second checking processing module is specifically configured to perform the following operations:
acquiring a second skill sequence corresponding to the j-th skill node in the i-th updated skill tree;
Performing simulation and office checking treatment on a second skill sequence corresponding to the j-th skill node to obtain a second simulation and office checking result corresponding to the j-th skill node;
updating the ith updated skill tree according to a second simulation exchange result corresponding to the jth skill node to obtain an updated ith updated skill tree;
If the updated ith updated skill tree is not converged, determining the updated ith updated skill tree as the ith updated skill tree, and performing simulation office processing on a second skill sequence corresponding to the j+1th skill node in the ith updated skill tree;
If the updated ith updated skill tree converges, determining the updated ith updated skill tree as the ith updated skill tree.
In one possible implementation manner, the second office processing module is configured to perform simulation office processing on a second skill sequence corresponding to the jth skill node, and when a second simulation office result corresponding to the jth skill node is obtained, the second office processing module is specifically configured to perform the following operations:
Acquiring a second skill sequence corresponding to the j-th skill node, and acquiring a second object;
in the simulated game environment, controlling the first object to sequentially release a second skill sequence corresponding to the j-th skill node;
If skill interaction data are generated between the second object and the first object in the release process of the second skill sequence corresponding to the jth skill node, determining a simulation success result as a second simulation exchange result of the second skill sequence corresponding to the jth skill node;
If no skill interaction data is generated between the second object and the first object in the release process of the second skill sequence corresponding to the jth skill node, determining the simulation failure result as a second simulation game result of the second skill sequence corresponding to the jth skill node.
In one possible implementation manner, the second game processing module is configured to, in the simulated game environment, control the first object to release the second skill sequence corresponding to the j-th skill node in sequence, and the second game processing module is specifically configured to perform the following operations:
in the simulated game environment, controlling a first object to release a kth object skill in a second skill sequence corresponding to a jth skill node; k is a positive integer;
acquiring a first position of a first object and a second position of a second object when the kth object skill is released;
If the position distance between the first position and the second position is larger than the first skill range of the kth object skill, controlling the first object to move to the second object;
And when the kth object skill is the last object skill, ending the release process of the second skill sequence corresponding to the jth skill node.
In one possible implementation, the second pair of office processing modules is further configured to:
Acquiring an initial position of a first object and a second skill range of a first object skill of a second skill sequence corresponding to a j-th skill node in a release process of the second skill sequence corresponding to the j-th skill node;
Controlling the second object to move to a second skill range taking the initial position as a datum point;
When the second object receives the kth object skill in the second skill sequence corresponding to the jth skill node, controlling the second object to dodge aiming at the kth object skill based on the dodge cooling time and the dodge using time of the second object.
In one possible implementation manner, the second pair processing module is configured to perform the following operations when performing simulation pair processing on the second skill sequence corresponding to the j+1th skill node in the ith updated skill tree:
searching a child node of the j-th skill node in the i-th updated skill tree;
If the jth skill node does not have a child node, in the ith updated skill tree, backtracking and searching are carried out from the jth skill node to the root node of the ith updated skill tree until a node with a node state being an unaccessed state is obtained, the obtained node with the node state being the unaccessed state is determined to be the jth+1th skill node, and simulation and office processing are carried out on a second skill sequence corresponding to the jth+1th skill node in the ith updated skill tree;
If the jth skill node has the child node, determining the jth+1 skill node according to the node simulation priority value of the child node of the jth skill node, and performing simulation on a second skill sequence corresponding to the jth+1 skill node in the ith updated skill tree.
In one possible implementation, the second pair of office processing modules is further configured to:
Updating the second skill sequence when the simulation of the second skill sequence corresponding to the j-th skill node is completed, and updating the node information of the second skill node corresponding to the i-th skill node in the skill tree;
node simulation precedence values according to child nodes of a j-th skill node, comprising:
acquiring node information of child nodes of the j-th skill node; any node information comprises node marks of skill nodes corresponding to the node information, node simulation times and success times of the game;
And carrying out numerical integration on the node information of the child nodes of the j-th skill node to obtain the node simulation priority value of the child nodes of the j-th skill node.
In a possible implementation manner, the data processing apparatus further includes a data association module, configured to perform the following operations:
responding to a starting request aiming at a target game scene, and acquiring a target game object type corresponding to the target game scene;
Acquiring a target skill sequence corresponding to the target object type, and outputting skill release guide data by adopting the target skill sequence corresponding to the target object type; the business object that initiates the start request for the target game scenario associates the first object.
In one aspect, the embodiment of the application provides a computer device, which comprises a processor, a memory and an input/output interface;
The processor is respectively connected with the memory and the input/output interface, wherein the input/output interface is used for receiving data and outputting data, the memory is used for storing a computer program, and the processor is used for calling the computer program so as to enable the computer device containing the processor to execute the method in the aspect of the embodiment of the application.
An aspect of an embodiment of the present application provides a computer-readable storage medium storing a computer program adapted to be loaded and executed by a processor to cause a computer device having the processor to perform the method in the aspect of an embodiment of the present application.
In one aspect, embodiments of the present application provide a computer program product or computer program comprising computer instructions stored in a computer-readable storage medium. The computer instructions are read from the computer-readable storage medium by a processor of a computer device, and executed by the processor, cause the computer device to perform the methods provided in the various alternatives in an aspect of the embodiments of the application. In other words, the computer instructions, when executed by a processor, implement the methods provided in the various alternatives in one aspect of the embodiments of the present application.
The implementation of the embodiment of the application has the following beneficial effects:
In the embodiment of the application, N object skills of a first object are acquired; n is a positive integer; constructing N initial skill trees according to the N object skills, and performing simulation check processing on first skill sequences corresponding to the N initial skill trees respectively to obtain a first simulation check result; the skill sequence corresponding to each initial skill tree is obtained by branches included in the initial skill tree; updating the N initial skill trees according to the first simulation exchange results respectively corresponding to the N initial skill trees to obtain K updated skill trees; k is a positive integer less than or equal to N; if the K updated skill trees are not converged, performing simulation exchange processing on the second skill sequences corresponding to the K updated skill trees respectively, and updating the K updated skill trees based on a second simulation exchange result obtained by the simulation exchange processing until the K updated skill trees are converged; if the K updated skill trees are converged, respectively corresponding second skill sequences of the K updated skill trees are determined to be target skill sequences corresponding to the first object. Through the above process, the game continuous-recruitment (namely, skill sequence) formed by N object skills of the first object can be obtained through the skill tree generation and updating mode, namely, the target skill sequence is searched for continuously, different skill combinations of the N object skills of the first object can be simulated through the dynamically generated skill nodes and the skill tree constructed by the continuous-recruitment path, simulated game results are obtained through simulated game processing, the fight effects of the different skill combinations are evaluated in the simulated fight environment, the skill tree is continuously adjusted and optimized according to the simulated game results, and the possible game continuous-recruitment mode of the first object can be found more accurately. The continuous-recruitment exploration mode can continuously update the skill tree to realize the comprehensiveness of the continuous-recruitment exploration distribution of the game, and the mode realizes the automatic exploration and determination of the continuous-recruitment of the game without manual participation, so that the loss of manual resources is saved, the efficiency and comprehensiveness of the continuous-recruitment exploration of the game are improved, and the game performance is further improved.
Drawings
In order to more clearly illustrate the embodiments of the application or the technical solutions in the prior art, the drawings that are required in the embodiments or the description of the prior art will be briefly described, it being obvious that the drawings in the following description are only some embodiments of the application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a diagram of a network interaction architecture of a data processing method according to an embodiment of the present application;
Fig. 2 is a schematic view of a scenario of a data processing method according to an embodiment of the present application;
FIG. 3 is a flowchart of a method for data processing according to an embodiment of the present application;
FIG. 4 is a schematic diagram of a skill sequence generation scenario provided by an embodiment of the present application;
FIG. 5 is a schematic diagram of a simulated interoffice process provided by an embodiment of the present application;
FIG. 6a is a flow chart of a simulated interoffice process for a first object provided by an embodiment of the present application;
FIG. 6b is a flow chart of a simulated interoffice process for a second object provided by an embodiment of the present application;
FIG. 7 is a flow chart of constructing an updated skills tree provided by an embodiment of the present application;
FIG. 8 is a flow chart of skill sequence determination provided by an embodiment of the present application;
FIG. 9 is a flowchart II of a method for data processing according to an embodiment of the present application;
FIG. 10 is a schematic diagram of a data processing apparatus according to an embodiment of the present application;
fig. 11 is a schematic structural diagram of a computer device according to an embodiment of the present application.
Detailed Description
The following description of the embodiments of the present application will be made clearly and completely with reference to the accompanying drawings, in which it is apparent that the embodiments described are only some embodiments of the present application, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to be within the scope of the application.
If the data of the object (such as the user) needs to be collected in the application, before and during the collection, a prompt interface or a popup window is displayed, wherein the prompt interface or the popup window is used for prompting the user to collect certain data currently, and the relevant step of data acquisition is started only after the confirmation operation of the user to the prompt interface or the popup window is obtained, otherwise, the process is ended. The acquired user data is used in a reasonable and legal scene, application, or the like. Optionally, in some scenarios where user data is required but not authorized by the user, authorization may be requested from the user, and the user data may be reused when authorization passes.
Dynamic tree: a data structure can dynamically change the structure of a tree during operation, and an initial skill tree and an updated skill tree are generated and updated by one dynamic tree.
Game continuous recruitment: a skill sequence consisting of a continuous set of object skills may be used to achieve a game skill by executing a series of continuous object skills to play against other virtual objects to maximize injury output, effectively control enemies, or achieve other tactical goals, etc.
In the embodiment of the present application, please refer to fig. 1, fig. 1 is a network interaction architecture diagram of a data processing method provided in the embodiment of the present application, as shown in fig. 1, a computer device 101 may obtain N object skills of a first object, where the computer device 101 may be a device associated with a game application, or may be a service device capable of participating in the game application, etc., which is not limited herein. The computer device 101 may construct a dynamic tree according to the obtained N object skills of the first object, update and detect the dynamic tree until the dynamic tree converges, and make branches included in the converged dynamic tree form a possible game continuous invitation (i.e. a target skill sequence) of the first object. Specifically, N initial skill trees can be constructed, and simulation and office processing are performed on first skill sequences corresponding to the N initial skill trees respectively to obtain a first simulation and office result; the skill sequence corresponding to each initial skill tree is obtained by branches included in the initial skill tree; updating the N initial skill trees according to the first simulation exchange results respectively corresponding to the N initial skill trees to obtain K updated skill trees; k is a positive integer less than or equal to N; if the K updated skill trees are not converged, performing simulation exchange processing on the second skill sequences corresponding to the K updated skill trees respectively, and updating the K updated skill trees based on a second simulation exchange result obtained by the simulation exchange processing until the K updated skill trees are converged; if the K updated skill trees are converged, respectively corresponding second skill sequences of the K updated skill trees are determined to be target skill sequences corresponding to the first object. Each initial skill tree and its corresponding updated skill tree are representations of the dynamic tree in different processes such as generating and updating. Further, the computer device 101 may integrate the target skill sequence into a gaming application, sending the target skill sequence to the business device through the gaming application; or the computer device 101 may generate game tie-in tapping data for the game application from the target skill sequence, send the game tie-in tapping data to a business device, or the like. Wherein the number of service devices is one or more, as exemplified in fig. 1, the service devices may include, but are not limited to, service device 102a, service device 102b, service device 102c, etc. Wherein, each service device can perform data interaction, or each service device can perform data interaction through the computer device 101.
The objects (including the first object and the second object, etc.) in the present application refer to virtual objects in the game application, and the virtual objects are used to represent characters in the game application, such as player characters and non-player characters (non-PLAYER CHARACTER, NPC). Object skills are used to represent game skills of corresponding objects in a game application, and are used to represent the manner in which effects such as attack, defense, assistance, etc. are caused by game behavior in a game. The skill sequence refers to a game continuous call, and refers to a skill use sequence obtained by sequentially combining and collocating a series of continuous game skills, for example, one skill sequence of one object is 'game skill 1- & gt game skill 2- & gt game skill 3', and then the object can sequentially release the game skill 1, the game skill 2 and the game skill 3 to form the game continuous call. The game application may be any application program that has a plurality of game skills, such as fighting games, action games, role playing games, etc., without limitation.
Through the process, the computer equipment can obtain the continuous call tree generated based on N object skill combinations of the first object through a dynamic generation mode of updating the skill tree, namely updating the skill tree, determining a target skill sequence (game continuous call combination processed through simulation of the opposite-game) based on a second skill sequence in the updated skill tree, performing continuous call exploration, constructing the skill tree and an updating mode through the dynamically generated skill nodes and continuous call paths, simulating different skill combinations of N object skills of the first object, obtaining simulation opposite-game results through simulation opposite-game processing, evaluating the fight effects of the different skill combinations in a simulation fight environment, continuously adjusting and optimizing the updated skill tree according to the simulation opposite-game results, and finding possible game continuous call modes of the first object more accurately. The continuous-call exploration mode realizes automatic exploration and determination of the continuous-call of the game without manual participation, improves the efficiency and the comprehensiveness of the continuous-call exploration of the game, and further improves the game performance.
Specifically, referring to fig. 2, fig. 2 is a schematic view of a scenario of a data processing method according to an embodiment of the present application. As shown in fig. 2, the computer device may obtain N object skills (object skills 1, object skills 2, …, and object skills N) of the first object, respectively construct corresponding initial skill tree 1, initial skill tree 2, …, and initial skill tree N according to the object skills 1, object skills 2, …, and object skills N, respectively, perform simulation office processing on the first skill sequences corresponding to the N initial skill trees, update the N initial skill trees to obtain K updated skill trees (updated skill tree 1, updated skill tree 2, …, and updated skill tree K), where K is a positive integer less than or equal to N, and perform simulation office processing on the second skill sequences corresponding to the K updated skill trees if the K updated skill trees do not converge, and update the K updated skill trees based on the second simulation office result obtained by the simulation office processing until K converged updated skill trees are obtained. And when the converged K updated skill trees are obtained, respectively corresponding second skill sequences of the converged K updated skill trees are determined to be target skill sequences corresponding to the first object. The skill sequence corresponding to any skill tree (including each initial skill tree and each updated skill tree) refers to a sequence formed by object skills indicated by nodes on each tree branch included in the skill tree in turn.
Through the process, the updated skill tree is dynamically generated, different skill combinations of N object skills of the first object are simulated, combat effects of the different skill combinations are evaluated in a simulated combat environment through simulation of the game-checking process, the updated skill tree is adjusted and optimized, a possible game continuous-bidding mode of the first object can be found more accurately, the skill tree can be updated continuously, the comprehensiveness of the game continuous-bidding exploration distribution is realized, the efficiency and comprehensiveness of the game continuous-bidding exploration are improved, and further the game performance is improved.
It will be understood that the service device mentioned in the embodiment of the present application may also be a computer device, where the computer device in the embodiment of the present application includes, but is not limited to, a terminal device or a server. In other words, the computer device may be a server or a terminal device, or may be a system formed by the server and the terminal device. The above-mentioned service device may be an electronic device, including but not limited to a mobile phone, a tablet computer, a desktop computer, a notebook computer, a palm computer, a vehicle-mounted device, an augmented Reality/Virtual Reality (AR/VR) device, a smart tv, a wearable device, and other mobile internet devices (NID) with network access capability. As shown in fig. 1, the service device may be a notebook (as shown by service device 102 b), a mobile phone (as shown by service device 102 a), or a tablet (as shown by service device 102 c), etc., and fig. 1 illustrates only a portion of the devices. The servers mentioned above may be independent physical servers, or may be server clusters or distributed systems formed by a plurality of physical servers, or may be cloud servers that provide cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, vehicle-road collaboration, content distribution networks (Content Delivery Network, CDN), and basic cloud computing services such as big data and artificial intelligence platforms.
Optionally, the data related to the embodiment of the present application may be stored in a computer device, or may be stored based on a cloud storage technology or a blockchain network, which is not limited herein.
Further, referring to fig. 3, fig. 3 is a flowchart illustrating a method for data processing according to an embodiment of the present application. As shown in fig. 3, for describing a data processing procedure including the steps of:
Step S301, N object skills of a first object are obtained; n is a positive integer.
In the embodiment of the application, the computer device may acquire N object skills corresponding to a first object, where the first object may be any virtual object in the game application, and the N object skills refer to all game skills owned by the first object, where N is a positive integer. Alternatively, the computer device may be a device associated with the game application, where the computer device may obtain N object skills corresponding to the first object from game development data of the game application, or may obtain N object skills corresponding to the first object from game running data of the game application, or the like. The game development data refers to data generated in the development process of the game application, and the game running data refers to data generated in the running process of the game application. Or when the computer device is not associated with the game application, the computer device can directly obtain N object skills corresponding to the first object from the game application, and the like, because the object skills of each object included in the game application are public for the game application. Of course, the path of the computer device for obtaining the object skills is reasonable and legal, and the obtained object skills are also reasonable and legal.
Step S302, constructing N initial skill trees according to N object skills, and performing simulation check processing on first skill sequences corresponding to the N initial skill trees respectively to obtain a first simulation check result; the skill sequence corresponding to each initial skill tree is derived from the branches included in the initial skill tree.
In the embodiment of the application, the computer device respectively constructs N initial skill trees according to N object skills by taking each object skill as a root node, and each initial skill tree can be regarded as a dynamic tree. Alternatively, N non-access lists corresponding to the dynamic trees may be constructed, and the root node of each dynamic tree may be added to the corresponding non-access list. For example, referring to fig. 4, fig. 4 is a schematic view of a skill sequence generation scenario provided by the embodiment of the present application, as shown in fig. 4, assuming that a game skill 1 (denoted as S 1), a game skill 2 (denoted as S 2), and a game skill 3 (denoted as S 3) exist, taking the game skill 1 as an example, a computer device may obtain an initial skill tree 401 by taking the game skill 1 as a root node 4011. Alternatively, the root node 4011 may be added to the non-accessed list corresponding to the initial skill tree 401. Similarly, S 2 may be used as a root node to obtain an initial skill tree 2 (i.e., an initial skill tree corresponding to S 2), and S 3 may be used as a root node to obtain an initial skill tree 3 (i.e., an initial skill tree corresponding to S 3).
Further, the computer device may acquire a second object, and perform simulation and office-checking processing on the first skill sequences corresponding to the N initial skill trees respectively by using the second object, so as to obtain a first simulation and office-checking result. Specifically, taking the q initial skill tree as an example, the computer device may acquire a first skill sequence corresponding to the q initial skill tree; q is a positive integer less than or equal to N; and constructing a simulated game environment aiming at the second object and the first object, and controlling the first object to sequentially release a first skill sequence corresponding to the q-th initial skill tree aiming at the second object in the simulated game environment. The simulated interoffice environment is used for providing an environment of interoffice conditions for two interoffice parties. If skill interaction data is generated between the second object and the first object in the release process of the first skill sequence corresponding to the q-th initial skill tree, determining a simulation success result as a first simulation game result of the first skill sequence corresponding to the q-th initial skill tree; if no skill interaction data is generated between the second object and the first object in the release process of the first skill sequence corresponding to the q-th initial skill tree, determining a simulation failure result as a first simulation game result of the first skill sequence corresponding to the q-th initial skill tree.
Specifically, the specific implementation process of the computer device obtaining the second object may be: the computer equipment can acquire the virtual objects included in the game application, and determine the virtual objects except the first object in the virtual objects as the second object, so that the coverage comprehensiveness of the game simulation can be improved, and the possible game successive recruitment of the first object can be acquired more comprehensively. Or M game object types included in the game application can be obtained, virtual objects respectively corresponding to the game application under the M game object types are determined to be M second objects, M is a positive integer, and the M game object types include but are not limited to a leader NPC (i.e. game boss) type, a player character type, a copy type and the like. Wherein each type corresponds to one or more subtypes, that is, all of the subtypes under these types constitute M game object types, such as a captain NPC type including different game boss published in the game application; the player character types include character types issued by the game application that can be controlled by the game player, such as character types issued by the game application that can be controlled by the game player including, but not limited to, a mother type, an output type, a control type, a defense type, and the like; the copy type includes the type of NPC in the game copy published by the game application, etc. Of course, the above M types of game objects are just one possible composition case, and the specific M types of game objects are determined based on the game application, for example, when the game application is a pure combat class application, the M types of game objects may be the types of characters (i.e., combat class characters, etc.) issued by the game application. Or the computer device may determine a virtual object that is historically used by the business object (i.e., gamer), as a second object, etc. Or the computer device may directly obtain an object identifier or object name provided by a management object (which may also be referred to as a manager), obtain a second object from the game application based on the object identifier or object name, etc., without limitation. Of course, the computer device may also acquire the second object by adopting multiple second object acquisition modes, and as for the M game object types and the historically used virtual objects, acquire the second object, and the like, multiple means at least two. It should be noted that, according to different game mechanisms, the game roles and game playing methods involved may or may not include the first object, that is, the same virtual object may be selected as the first object and the second object to perform the simulated game processing when the computer device performs the simulated game processing.
After the computer equipment constructs N initial skill trees, a first skill sequence corresponding to a q initial skill tree is obtained, q is a positive integer smaller than or equal to N, the computer equipment constructs a simulated game environment aiming at a second object and a first object, the simulated game environment is used for providing game conditions for combat simulation of the first object and the second object, in the simulated game environment, the computer equipment controls the first object aiming at the second object, and object skills included in the first skill sequence corresponding to the q initial skill tree are sequentially released. If skill interaction data is generated between the second object and the first object in the process of releasing the object skills included in the first skill sequence, determining a simulation success result as a q-th initial skill tree, and determining a first simulation game result of the corresponding first skill sequence; if no skill interaction data is generated between the second object and the first object in the process of releasing the object skills included in the first skill sequence, determining a simulation failure result as a q-th initial skill tree, and determining a first simulation reconciliation result of the corresponding first skill sequence. Optionally, the skill interaction data may include attribute reduction data, in particular, the computer device may obtain an object attribute of the second object, a first attribute value before the object skill included in the first skill sequence is released, and a second attribute value generated when the object attribute of the second object is released when the object skill included in the first skill sequence is released, and determine a difference between the first attribute value and the second attribute value as the attribute reduction data when the second attribute value is smaller than the first attribute value. The object attribute may include, but is not limited to, blood volume, blue volume, etc. of the second object, and the specific composition of the object attribute may be determined by the game application, and in some game applications, the object attribute may further include energy, a control state, etc., where the control state includes an uncontrolled state and a controlled state. Or the skill interaction data may include attribute reduction data that is greater than or equal to an attribute reduction threshold. Specifically, the computer device may obtain an object attribute of the second object, a first attribute value before the object skill included in the first skill sequence is released, and a second attribute value generated when the object attribute of the second object is released in the object skill included in the first skill sequence, determine a difference between the second attribute value and the full attribute value as a first attribute difference, and determine the first attribute difference as attribute reduction data when the first attribute difference is greater than or equal to an attribute reduction threshold. Or the second object does not have a dodge in the object skill release process included in the first skill sequence, at this time, the skill interaction data acquired by the computer device may include skill hit data that does not include the dodge data, and so on.
Optionally, the computer device may control the first object to perform multiple simulation game-checking processing for each second object, so as to obtain a game-checking winning probability for each second object, and if the game-checking winning probability is greater than a success probability threshold, the computer device determines a simulation success result as a q-th initial skill tree, and the first simulation game-checking result of the corresponding first skill sequence; if the winning probability of the game is smaller than or equal to the success probability threshold value, determining the simulation failure result as a q-th initial skill tree. The first object is controlled to perform simulation and exchange processing for a plurality of times aiming at each second object, exchange winning probability is obtained, simulation exchange results are determined based on the exchange winning probability, and reliability of the simulation exchange results of the first object can be improved.
For example, referring to fig. 5, fig. 5 is a schematic diagram of a simulation pair office processing provided by an embodiment of the present application, as shown in fig. 5, a numerical bar 503 of a first object 501 and a numerical bar 504 of a second object 502 may be red bars respectively indicating blood values of the first object 501 and the second object 502, and the computer device controls the first object 501 to release object skills included in a first skill sequence corresponding to a q-th initial skill tree for the second object 502 in sequence; if skill interaction data is generated between the second object and the first object during the release process of the object skill included in the first skill sequence, that is, the value bar 504 of the second object 502 changes from the full state to the less than full state, or the value decrease value of the value bar 504 of the second object 502 is greater than or equal to the injury threshold, the computer device determines the successful simulation result as the q initial skill tree, and the corresponding first simulation game result of the first skill sequence. If no skill interaction data is generated between the second object and the first object during the release process of the object skill included in the first skill sequence, that is, the numerical bar 504 of the second object 502 is still in a full state, or the numerical decrease value of the numerical bar 504 of the second object 502 is smaller than the injury threshold, the computer device determines the simulation failure result as the q-th initial skill tree, and the corresponding first simulation reconciliation result of the first skill sequence.
For example, as shown in fig. 4, the computer device obtains a first skill sequence "S 1" from the initial skill tree 401, and performs a simulated game-checking process on the first object and the second object by using the first skill sequence "S 1" to obtain a first simulated game-checking result of the first skill sequence "S 1", where it is assumed that the first simulated game-checking result of the first skill sequence "S 1" is a successful simulation result, that is, the simulation of the first skill sequence "S 1" is successful.
Step S303, updating the N initial skill trees according to the first simulation game results respectively corresponding to the N initial skill trees to obtain K updated skill trees; k is a positive integer less than or equal to N.
In the embodiment of the application, the computer equipment can delete the first skill node in the initial skill tree with the first simulation result being the simulation failure result, construct N sub-nodes according to the N initial skill trees as the first skill nodes in the initial skill tree with the first simulation result being the simulation success result, and obtain K updated skill trees obtained by the N initial skill trees. The first skill node of any initial skill tree refers to the skill node indicated by the last object skill in the first skill sequence currently subjected to simulation contrast processing. Since the initial skill tree includes only the root node, when the simulation fails (i.e., the first simulation is performed as a simulation failure result), the root node of the corresponding initial skill tree is deleted, so that the initial skill tree is deleted, and K is a positive integer less than or equal to N.
Specifically, taking the q-th initial skill tree as an example, if the first simulation result of the first skill sequence corresponding to the q-th initial skill tree is a simulation failure result, the computer equipment acquires a first skill node indicated by the first skill sequence corresponding to the q-th initial skill tree, and deletes the first skill node in the q-th initial skill tree to acquire a q-th updated skill tree; q is a positive integer less than or equal to N; the first skill node is the skill node of the last object skill indication in the first skill sequence corresponding to the q-th initial skill tree. When the first skill node indicated by the first skill sequence corresponding to the q initial skill tree is the root node of the q initial skill tree, deleting the first skill node in the q initial skill tree by the computer equipment, namely deleting the q initial skill tree, namely, the q updated skill tree is empty at the moment, namely, the q updated skill tree does not exist, so that K updated skill trees are obtained from the N initial skill trees, and K is a positive integer less than or equal to N.
Optionally, if the first simulation result of the first skill sequence corresponding to the q-th initial skill tree is a simulation success result, the computer device constructs a child node of the first skill node according to the N object skills to obtain the q-th updated skill tree. Alternatively, the child node of the first skill node may be added to the q-th non-accessed list (i.e., the non-accessed list corresponding to the q-th initial skill tree). Further optionally, the first skill node in the q-th unaccessed list may be deleted whether the first simulation result is a simulation success result or a simulation failure result.
Taking fig. 4 as an example, the first simulation result of the first skill sequence "S 1" is a simulation success result, and at this time, the first skill node of the first skill sequence "S 1" is the root node 4011, and the computer equipment may construct sub-nodes of the root node 4011 based on the N object skills, such as the skill node 4021, the skill node 4022, and the skill node 4023 shown in fig. 4, to obtain the updated skill tree 402. Alternatively, skill node 4021, skill node 4022, and skill node 4023 may be added to the unvisited list of the dynamic tree with game skill 1 as the root node. Similarly, an updated skill tree 2 having game skill 2 as a root node and an updated skill tree 3 having game skill 3 as a root node may be obtained.
Further, the computer device may find a first type node included in the i-th update skill tree, and update a value of a node flag included in the first type node to a first numerical value; the first type node refers to all nodes in the associated subtrees, and is used for completing simulation of the last node in the skill sequence to the nodes processed by the office; i is a positive integer less than or equal to K. Determining that the updated skill tree with the value of the node mark of the root node as the first value converges, and determining that the updated skill tree with the value of the node mark of the root node as the second value does not converge; that is, if the value of the node flag of the root node of the ith updated skill tree is the first value, the ith updated skill tree may be determined to be converged based on the first value, and if the value of the node flag of the root node of the ith updated skill tree is the second value, the ith updated skill tree may be determined to be not converged based on the second value, that is, the tree state of the updated skill tree whose value of the node flag of the root node is the first value is determined to be a converged state, and the tree state of the updated skill tree whose value of the node flag of the root node is the second value is determined to be a non-converged state; the second value is a default value for the node flag. For example, the K updated skill trees include updated skill tree 1, updated skill tree 2, updated skill tree 3, and updated skill tree 1 and updated skill tree 2 have a first value (may be 0) for the node flag of the root node, and updated skill tree 3 have a second value (may be 1) for the node flag of the root node, so it may be determined that updated skill tree 1 and updated skill tree 2 converge and updated skill tree 3 does not converge. Or the computer device may obtain tree depths corresponding to the K updated skill trees, determine that the updated skill trees with tree depths greater than or equal to the continuous recruitment convergence threshold converge, determine that the updated skill trees with tree depths less than the continuous recruitment convergence threshold do not converge, and so on. Or the current corresponding non-access lists of the K updated skill trees can be obtained, the updated skill tree convergence of which the non-access list is empty is determined, and the updated skill tree non-convergence of which the non-access list is not empty is determined. Performing step S305 for the converged updated skill tree; step S304 is performed for an update skill tree that does not converge.
For example, in fig. 4, all the child nodes corresponding to the root node 4011 in the updated skill tree 402 do not complete the simulation pair processing as the last node in the skill sequence, the value of the node flag of the root node 4011 is the second numerical value, and if the updated skill tree 402 does not converge, step S304 is executed for the updated skill tree 402.
Specifically, if the first simulation result of the first skill sequence corresponding to the q-th initial skill tree is a simulation success result, the computer device constructs the N object skills as N sub-nodes of the first skill node, and the q-th updated skill tree is obtained. After the N object skills are constructed as the first skill node for which the current simulation is successful, the possible game continuous call of the first object can be more comprehensively obtained, and when the simulation is processed into a simulation success result, the game continuous call of the first object is determined. Optionally, if the first simulation result of the first skill sequence corresponding to the q-th initial skill tree is a simulation success result, acquiring node cooling remaining time of a sequence skill node in the first skill sequence corresponding to the first skill node, acquiring a cooled first object skill from the N object skills based on the node cooling remaining time of the sequence skill node, and constructing child nodes of the first skill node according to the first object skill to obtain the q-th updated skill tree. Based on the node cooling remaining time, the next object skill which can be released after the object skill in the first skill sequence is released can be directly determined, and if a certain object skill can not be continuously released, the elimination can be rapidly carried out, so that the efficiency of continuous game search is improved. When the object skills in the first skill sequence are released in turn, the object skills released in the first skill sequence can enter a cooling state, and correspond to a skill cooling time, wherein the skill cooling time refers to the time of the object skills entering the cooling state, and when the skill cooling time is 0, the corresponding object skills are indicated to be released again. For example, N object skills are S 1、S2、…、SN, where the first skill sequence is denoted as "S 3→S1→S2→S3", and the last object skill S 3 in the first skill sequence is the first skill node, where if the skill cooling time of the object skill S 1 is 2 seconds (S) and the skill cooling time of the object skill S 2 is 0S, the computer device may use the object skill S 2 as the first object skill to construct a child node of the first skill node.
And step S304, if the K updated skill trees are not converged, performing simulation check processing on the second skill sequences corresponding to the K updated skill trees respectively, and updating the K updated skill trees based on a second simulation check result obtained by the simulation check processing until the K updated skill trees are converged.
In the embodiment of the application, if the K updated skill trees are not converged, taking the j-th skill node of the i-th updated skill tree as an example, the computer equipment acquires a second skill sequence corresponding to the j-th skill node in the i-th updated skill tree; j is a positive integer; and performing simulation and office-checking processing on the second skill sequence corresponding to the j-th skill node to obtain a second simulation and office-checking result corresponding to the j-th skill node, wherein the process can refer to a process of performing simulation and office-checking processing on the first skill sequences corresponding to the N initial skill trees in the step S302. According to the second simulation result corresponding to the jth skill node, updating the ith updated skill tree to obtain an updated ith updated skill tree, wherein the process can refer to the process of updating the N initial skill trees in step S303. Further, the tree state of the i-th updated skill tree after updating is determined, and the process may refer to the convergence detection process for K updated skill trees in step S303. If the updated ith updated skill tree is not converged, determining the updated ith updated skill tree as the ith updated skill tree, and performing simulation office processing on a second skill sequence corresponding to the j+1th skill node in the ith updated skill tree; if the updated ith updated skill tree converges, determining the updated ith updated skill tree as the ith updated skill tree.
Specifically, if the K updated skill trees are not converged, the computer device obtains all nodes in a backtracking path from the jth skill node to a root node of the ith updated skill tree in the ith updated skill tree, and determines the object skill corresponding to all the nodes as a second skill sequence corresponding to the jth skill node; j is a positive integer.
The computer device performs simulation check processing on a second skill sequence corresponding to the jth skill node to obtain a second simulation check result corresponding to the jth skill node, and the specific implementation process may be: acquiring a second skill sequence corresponding to the j-th skill node, and acquiring a second object; in the simulated game environment, controlling the first object to sequentially release a second skill sequence corresponding to the j-th skill node; in the release process of the second skill sequence corresponding to the jth skill node, the computer device may further control the second object to perform skill evasion based on the evasion cooling time and the evasion use time of the second object; if skill interaction data are generated between the second object and the first object in the release process of the second skill sequence corresponding to the jth skill node, determining a simulation success result as a second simulation exchange result of the second skill sequence corresponding to the jth skill node; if no skill interaction data is generated between the second object and the first object in the release process of the second skill sequence corresponding to the jth skill node, determining the simulation failure result as a second simulation game result of the second skill sequence corresponding to the jth skill node.
Specifically, the computer device obtains the second skill sequence corresponding to the jth skill node, and may determine M second objects based on the M object types of the game, and construct M simulated game environments based on the object types of the game corresponding to the M second objects, where one simulated game environment corresponds to one second object. Taking a second object as an example, specifically explaining, in the simulated game environment, the computer equipment controls the first object to sequentially release a second skill sequence corresponding to the j-th skill node; in the release process of the second skill sequence corresponding to the j-th skill node, when the skills of the first object in the second skill sequence are released, skill interaction data is generated between the second object and the first object, namely, the first object hurts the second object, a simulation success result is determined to be a second simulation exchange result of the second skill sequence corresponding to the j-th skill node; controlling the second object to perform skill evasion based on the evasion cooling time and the evasion using time of the second object, and determining a simulation success result as a second simulation result of a second skill sequence corresponding to the j-th skill node if the second object finishes the skill evasion of the last object in the second skill sequence after the skill release of the last object in the second skill sequence is finished; optionally, if the second object's completion skill dodges before the last object skill release in the second skill sequence is completed, determining the simulation failure result as a second simulation reconciliation result of the second skill sequence corresponding to the j-th skill node. If no skill interaction data is generated between the second object and the first object in the release process of the second skill sequence corresponding to the jth skill node, that is, the first object does not damage the second object, or the damage generated by the first object to the second object does not reach the damage threshold, the computer equipment determines the simulation failure result as a second simulation game result of the second skill sequence corresponding to the jth skill node.
In the simulation game environment, the computer device controls the first object to sequentially release the second skill sequence corresponding to the j-th skill node, and the specific implementation process can be as follows: in the simulated game environment, controlling a first object to release a kth object skill in a second skill sequence corresponding to a jth skill node; k is a positive integer; acquiring a first position of a first object and a second position of a second object when the kth object skill is released; if the position distance between the first position and the second position is larger than the first skill range of the kth object skill, controlling the first object to move to the second object; and when the kth object skill is the last object skill, ending the release process of the second skill sequence corresponding to the jth skill node.
Referring to fig. 4, the computer device performs a simulation contrast process on a second skill sequence "S 1 (corresponding to the root node 4011) →s 1 (corresponding to the skill node 4021)" corresponding to the skill node 4021 in the updated skill tree 402, and when the simulation is successful, constructs a skill node 4031, a skill node 4032, and a skill node 4033 for the skill node 4021, so as to obtain an updated skill tree 403; performing simulation check processing on a second skill sequence corresponding to the skill node 4031 in the updated skill tree 403 (S 1→S1→S1), and deleting the skill node 4031 on the basis of the updated skill tree 403 when the simulation fails to perform, so as to obtain an updated skill tree 404; performing simulation check processing on a second skill sequence corresponding to the skill node 4032 in the updated skill tree 404 (S 2→S1→S1), and deleting the skill node 4032 on the basis of the updated skill tree 404 when the simulation fails to perform, so as to obtain an updated skill tree 405; performing simulation check processing on a second skill sequence corresponding to the skill node 4033 in the updated skill tree 405 (S 3→S1→S1), and deleting the skill node 4033 on the basis of the updated skill tree 404 when the simulation fails to perform, thereby obtaining an updated skill tree 406; performing simulation contrast treatment on a second skill sequence (S 2→S1) corresponding to a skill node 4022 in the updated skill tree 406, and constructing a skill node 4071, a skill node 4072 and a skill node 4073 for the skill node 4022 when the simulation is successful, so as to obtain an updated skill tree 407; the simulation of the second skill sequence in the updated skill tree 407 is continued, and the updated skill tree 407 is updated based on the simulation results until an updated skill tree 408 is obtained.
In the process of releasing the second skill sequence corresponding to the jth skill node, the computer equipment can also control the second object to perform skill evasion based on the evasion cooling time and the evasion using time of the second object; specifically, in the release process of the second skill sequence corresponding to the jth skill node, the computer equipment acquires the initial position of the first object and the second skill range of the first object skill of the second skill sequence corresponding to the jth skill node; controlling the second object to move to a second skill range taking the initial position as a datum point; when the second object receives the kth object skill in the second skill sequence corresponding to the jth skill node, controlling the second object to dodge aiming at the kth object skill based on the dodge cooling time and the dodge using time of the second object.
In the embodiment of the application, the computer equipment updates the ith updated skill tree according to the second simulation game result corresponding to the jth skill node to obtain the updated ith updated skill tree; the updated skill tree can be updated based on the second simulation game result corresponding to each skill node, and the integrity of the obtained updated skill tree is ensured, so that the full coverage of continuous game search is realized. If the updated ith updated skill tree is not converged, determining the updated ith updated skill tree as the ith updated skill tree, and performing simulation on a second skill sequence corresponding to the j+1th skill node in the ith updated skill tree, wherein the specific implementation process of the simulation on the game processing can be as follows: if the second simulation result corresponding to the jth skill node is a simulation failure result, deleting the jth skill node from the ith updated skill tree by the computer equipment, determining nodes to be updated on a node path from the jth skill node to a root node in the ith updated skill tree, acquiring node information of each node to be updated, and respectively determining the sum of the value of the node simulation times in the node information of the node to be updated and the first simulation times (for example, 1) as updated node simulation times; if the node to be updated does not have the sub node which is not accessed, setting the node mark in the node information of the node to be updated as a first numerical value, and obtaining the updated node mark; the sub-nodes which are not accessed are sub-nodes which are not simulated for local processing according to object skills corresponding to the sub-nodes under the nodes to be updated; and determining the updated node simulation times, the updated node marks and the success times of the game as node information of the nodes to be updated in the ith updated skill tree to obtain the updated ith updated skill tree. Optionally, if the second simulation result corresponding to the jth skill node is a simulation success result, determining nodes to be updated on a node path from the jth skill node to a root node in the ith updated skill tree, acquiring node information of each node to be updated, and determining a sum of a value of node simulation times in the node information of the node to be updated and a simulation success time value (for example, 1) as updated node simulation times; respectively determining the sum of the success times of the game and the simulation success times (for example, 1) in the node information of the node to be updated as updated node simulation times; if the node to be updated does not have the sub node which is not accessed, setting the node mark in the node information of the node to be updated as a first numerical value, and obtaining the updated node mark; the sub-nodes which are not accessed are sub-nodes which are not simulated for local processing according to object skills corresponding to the sub-nodes under the nodes to be updated; and determining the updated node simulation times, the updated node marks and the updated success times of the office as node information of the nodes to be updated in the ith updated skill tree to obtain the updated ith updated skill tree.
And if the second numerical value of the node zone bit of the root node of the updated ith updated skill tree indicates that the updated ith updated skill tree is not converged, determining the updated ith updated skill tree as the ith updated skill tree. The specific implementation process of the computer device for simulating the second skill sequence corresponding to the j+1th skill node in the ith updated skill tree to perform office-to-office processing may be: searching a child node of the j-th skill node in the i-th updated skill tree; if the jth skill node does not have a child node, in the ith updated skill tree, backtracking and searching are carried out from the jth skill node to the root node of the ith updated skill tree until a node with a node state being an unaccessed state is obtained, the obtained node with the node state being the unaccessed state is determined to be the jth+1th skill node, and simulation and office processing are carried out on a second skill sequence corresponding to the jth+1th skill node in the ith updated skill tree; if the jth skill node has the child node, determining the jth+1 skill node according to the node simulation priority value of the child node of the jth skill node, and performing simulation on a second skill sequence corresponding to the jth+1 skill node in the ith updated skill tree.
In the embodiment of the application, after the computer equipment completes simulation and office-checking treatment on the K updated skill trees and respectively corresponding second skill sequences, the computer equipment also needs to search a first type node included in the i updated skill tree, and updates the value of a node mark included in the first type node into a first numerical value; the first type node refers to all nodes in the associated subtrees, and is used for completing simulation of the last node in the skill sequence to the nodes processed by the office; i is a positive integer less than or equal to K. If the value of the node mark of the root node of the ith updated skill tree is a first value, determining that the ith updated skill tree is converged, and if the value of the node mark of the root node of the ith updated skill tree is a second value, determining that the ith updated skill tree is not converged; the second value is a default value for the node flag. Based on the node mark, the computer device can quickly determine whether the corresponding skill node has a node which is not processed by the simulation pair of the last node in the skill sequence by the child node, namely, whether a game continuous call is not completely covered, thereby ensuring that omission is not caused.
Optionally, if the updated i-th updated skill tree converges, determining the updated i-th updated skill tree as the i-th updated skill tree. The computer equipment acquires node information of a root node of the updated ith updated skill tree, if a node mark in the node information of the root node is a first numerical value (for example, the first numerical value may be 0), that is, the updated ith updated skill tree is indicated to be converged, the computer equipment completes updating of the ith updated skill tree, and the updated ith updated skill tree is determined to be the ith updated skill tree.
In step S305, if the K updated skill trees converge, the second skill sequences corresponding to the K updated skill trees are determined as the target skill sequences corresponding to the first object.
In the embodiment of the application, if the K updated skill trees are converged, the computer equipment can sequentially traverse to the leaf node of each updated skill tree from the root node of the updated skill tree, determine the node sequence on the path as the second skill sequence, determine the target skill sequence corresponding to the first object based on the second skill sequence, and ensure that the target skill sequence completely covers the game continuous play of the first object, thereby providing effective reference data for game planning. As shown in fig. 4, the updated skill tree 408 converges, and the updated skill tree 408 may be traversed to obtain a target skill sequence 409, where the target skill sequence 409 includes a target skill sequence 4091 (S 1→S1), a target skill sequence 4092 (S 1→S2→S3), and a target skill sequence 4093 (S 1→S3→S1→S1).
Specifically, referring to fig. 6a, fig. 6a is a flow chart of simulation opposite processing of a first object, as shown in fig. 6a, for describing an execution procedure of the first object in the simulation opposite processing, where the execution procedure of the first object in the simulation opposite processing includes steps S611 to S616:
step S611 starts.
The computer device starts to control the first object to execute the steps S612 to S616.
Step S612, releasing skills.
In the simulated game environment, the computer device controls the first object to release the kth object skill in the second skill sequence corresponding to the jth skill node.
In step S613, whether the second skill sequence is ended.
The computer device detects whether the second skill sequence is released, and obtains a skill release result, and if the skill release result indicates that the second skill sequence is not ended, step S614 is performed. If the skill release result indicates that the second skill sequence is over, step S616 is performed.
Step S614, the position is predicted.
The computer device predicts a first location of the first object and a second location of the second object upon release of the kth object skill.
Step S615, moving the position.
If the position distance between the first position and the second position is larger than the first skill range of the kth object skill, the computer equipment controls the first object to move towards the second object until the position distance between the first position and the second position is smaller than or equal to the first skill range of the kth object skill, and the kth object skill starts to be released. The computer device continues to perform the process of releasing the k+1 subject skills until the skill release result indicates that the second skill sequence is over.
Step S616, ends.
And when the kth object skill is the last object skill, indicating the end of the second skill sequence by the skill release result, and ending the release process of the second skill sequence corresponding to the jth skill node by the computer equipment.
Specifically, referring to fig. 6b, fig. 6b is a flow chart of simulation opposite processing of a second object, as shown in fig. 6b, for describing an execution process of the second object in the simulation opposite processing, where the execution process of the second object in the simulation opposite processing includes steps S621 to S626:
Step S621, start.
The computer device starts to control the second object to perform the execution of steps S622 to S626.
Step S622, rest waiting. In the release process of the second skill sequence corresponding to the jth skill node, the computer equipment acquires the initial position of the first object and the second skill range of the first object skill of the second skill sequence corresponding to the jth skill node; the computer device controls the second object to move into the second skill range taking the initial position as a datum point, and the computer device waits for the first object to complete the release of the kth object skill of the second skill sequence.
In step S623, whether or not the injury is generated.
The computer device detects whether the first object is harmful to the second object, and when the second object is not received, and the kth object skill in the second skill sequence corresponding to the jth skill node, that is, when the computer device controls the kth object skill released by the first object to not harm the second object, returns to execute step S622.
Optionally, when the second object receives the kth object skill in the second skill sequence corresponding to the jth skill node, that is, when the computer device controls the kth object skill released by the first object to cause damage to the second object, step S624 is performed.
In step S624, the evasion is released.
The computer device controls the second object to evade for the kth object skill based on the evasion cooling time and the evasion use time of the second object. Wherein the dodging cooling time may be 200 milliseconds (ms), i.e. the computer device controls the second object to release the dodging once every 200 ms.
Step S625, whether the evasion is successful.
The computer equipment detects whether the second object releases the dodge successfully or not, a dodge detection result is obtained, and when the dodge detection result indicates that the second object dodge is unsuccessful, the step S624 is executed in a return mode; when the result of the evasion detection indicates that the second object evasion is successful, step S626 is performed.
Step S626, ends.
The computer device determines a simulated check result based on the evasion detection result, ends control of the second object, and ends the simulated check process.
The simulation counter processing procedure of fig. 6a and 6b may be used in the simulation counter processing of step S302 and step S304 of fig. 3.
For example, the first object has three object skills: s 1、S2、S3, the final 3 converged updated skill trees may be shown in FIG. 7, FIG. 7 is a flowchart of a process for constructing an updated skill tree according to an embodiment of the present application, as shown in FIG. 7, in the embodiment of the present application, the process for constructing an updated skill tree is described, and the process for constructing an updated skill tree includes steps S701-S709:
step S701, obtaining object skills.
The specific implementation process may be described in detail in step S301 shown in fig. 3, and will not be described herein.
Step S702, selecting.
Specifically, the computer device constructs an initial skill tree with each object skill as a root node, and performs child node selection in the initial skill tree until an unaccessed leaf node is found as a first skill node.
Step S703, simulation.
Specifically, the computer equipment determines first skill sequences corresponding to the initial skill trees respectively to perform simulation office-checking processing, and a first simulation office-checking result is obtained.
Optionally, the computer device performs simulation office-checking processing on the second skill sequences corresponding to the updated skill trees respectively, so as to obtain a second simulation office-checking result.
Step S704, whether the office is successful.
The computer device determines whether the simulation is successful based on the simulation result of the game, and if the simulation is successful (i.e., the simulation result of the game is a simulation result), step S705 is executed; if the simulation fails (i.e., the simulation results to the simulation failure result), step S706 is performed.
Step S705, expansion.
The computer device determines a last skill node (i.e., a first skill node) in the first skill sequence in the initial skill tree, and constructs child nodes of the first skill node based on the subject skills of the first subject.
Optionally, the computer device determines a last skill node in the second skill sequence in the updated skill tree, and constructs a child node of the last skill node based on the subject skill of the first subject.
Step S706, delete.
The computer device determines a first skill node in the first skill sequence in an initial skill tree and deletes the first skill node in the initial skill tree.
The computer device determines a last skill node in the second skill sequence in the updated skill tree, and deletes the last skill node from the corresponding updated skill tree.
Step S707, update.
The computer device updates the initial skill tree to obtain an updated skill tree.
Or the computer equipment updates the updated skill tree to obtain the updated skill tree.
Step S708, whether to converge.
The computer device detects whether the skill tree converges based on the node flag of the root node of the skill tree (including the initial skill tree and the updated skill tree), and if the skill tree does not converge, determines the updated skill tree as an updated skill tree, and returns to step S702. If the skill tree converges, step S709 is performed.
Step S709 ends.
The computer device successfully obtains the converged updated skill tree and ends the construction of the updated skill tree. For example, the first object has three object skills: s 1、S2、S3, the resulting 3 converged updated skill trees may be three updated skill trees as shown in FIG. 7.
The target skill sequence corresponding to the first object may be as shown in table 1:
TABLE 1
Referring to fig. 8, fig. 8 is a flowchart of determining a skill sequence, which is provided in an embodiment of the present application, and is used to describe a process of performing skill sequence determination, where the process of performing skill sequence determination includes steps S801 to S806, and the process is described by taking a process of a skill tree as an example:
Step S801, start.
The computer device begins the execution of the skill sequence determination.
Step S802, selecting a root node.
The computer device obtains object skills, takes each object skill as a root node, constructs an initial skill tree, and determines the root node as a current node.
Step S803, whether a child node is included.
The computer device detects whether the current node contains a child node, and if the current node contains a child node, step S804 is performed. If the current node does not contain child nodes, step S806 is performed.
In step S804, a node priority analog value is calculated.
The computer equipment acquires node information corresponding to the current node, and calculates a node priority simulation value of each child node contained in the current node based on the node mark, the node simulation times and the success times of the game in the node information corresponding to the current node.
In step S805, a child node is determined.
The computer equipment determines the child node with the highest node priority simulation value as the current node, and returns to execute the process of detecting whether the current node contains the child node or not until the current node does not contain the child node.
Step S806, ends.
The computer device determines all skill nodes on the path of the root node to the current node as skill sequences (the skill sequences include a first skill sequence and a second skill sequence), ending the execution.
After the computer device determines the second skill sequences corresponding to the updated skill trees as the target skill sequences corresponding to the first objects, the target skill sequences of the first objects may be sent to the game plan, and the game plan may perform policy adjustment on the game through the target skill sequences, for example, modify skill values: the attributes such as injury, cooling time, duration time, range and the like of the skill of the game character are adjusted so as to influence the power and difficulty of the continuous game; modifying equipment attributes: the in-game equipment may provide additional attribute additions to the game character, such as increased aggressiveness, reduced skill cool down time, improved life values, etc. The effect of the continuous recruitment of the game roles can be indirectly influenced by adjusting the attribute of the equipment, so that the skills of the game roles are more powerful or balanced; and (3) adjusting resource consumption: some subject skills may require the consumption of resources, such as French, energy, etc. By increasing or decreasing the resource consumption of skill, the frequency and duration of game character play succession can be limited, thereby affecting their performance in combat; increase/decrease the number of strokes in a succession: the output and the power of the continuous call can be directly influenced by adjusting the continuous-click times of the continuous call skills. Increasing the number of strokes can increase the injury output of the continuous call, but can also increase the skill cooling time of the continuous call, thereby affecting the use frequency of the continuous call; modifying skill effects: in addition to the numerical adjustment, the effect of the skills may be modified, such as adding additional effects to the skills, changing the manner in which the skills are applied, and so forth. These modifications may make the game train more diverse and interesting, and may also have an impact on game balance; introducing new skill combinations: by introducing new skill combinations or changing existing skill combinations, new tie effects can be created. This approach can increase the depth and variety of games by creating new tie strategies through combinations between different skills without changing skill values.
Optionally, the computer device may integrate the target skill sequence into the game application, and when receiving a start request for the target game scene, may respond to the start request for the target game scene to obtain a target game object type corresponding to the target game scene; acquiring a target skill sequence corresponding to the target object type, and outputting skill release guide data by adopting the target skill sequence corresponding to the target object type; the business object that initiates the start request for the target game scenario associates the first object. The computer device may add the target skill sequence to the object description information of the first object, and send the object description information of the first object to a service device corresponding to the service object (game player), so that the target skill sequence is displayed in a game application installed in the service device, and when the service object enters the game application, the object description information including the target skill sequence may be provided for the service object.
According to the embodiment of the application, through the process, the game continuous-recruitment formed by N object skills of the first object, namely the target skill sequence, can be acquired through the method of generating the updated skill tree, the game continuous-recruitment exploration is carried out, different skill combinations of the N object skills of the first object can be simulated through the dynamically generated skill nodes and the updated skill tree constructed by the continuous-recruitment path, the simulated game results are obtained through the simulated game-checking processing, the fight effects of the different skill combinations are evaluated in the simulated fight environment, the updated skill tree is continuously updated according to the simulated game-checking results, and the possible game continuous-recruitment mode of the first object can be found more accurately. The continuous-bidding exploration mode has high continuous-bidding exploration efficiency and full coverage, can not cause continuous-bidding omission of games, can ensure the integrity of the obtained target skill sequence, is beneficial to game planning, optimizes the combat strategy according to the final target skill sequence, and improves the game experience of users.
Further, referring to fig. 9, fig. 9 is a flowchart of a method for data processing according to an embodiment of the present application. As shown in fig. 9, for describing a data processing procedure including the steps of:
Step S901, updating the second skill sequence when the simulation of the second skill sequence corresponding to the jth skill node is completed, and updating the node information of the second skill node corresponding to the ith updated skill tree.
In the embodiment of the application, when the simulation of the second skill sequence corresponding to the j-th skill node is completed, the computer equipment updates the second skill sequence based on a second simulation result obtained by simulation of the office process, and updates the node information of the second skill node corresponding to the i-th skill node in the skill tree.
Specifically, if the second simulation result corresponding to the jth skill node is a simulation failure result, deleting the jth skill node from the ith updated skill tree by the computer equipment, determining nodes to be updated on a node path from the jth skill node to a root node in the ith updated skill tree, acquiring node information of each node to be updated, and respectively determining the sum of the value of the node simulation times in the node information of the node to be updated and the first simulation times (for example, 1) as updated node simulation times; if the node to be updated does not have the sub node which is not accessed, setting the node mark in the node information of the node to be updated as a first numerical value, and obtaining the updated node mark; the sub-nodes which are not accessed are sub-nodes which are not simulated for local processing according to object skills corresponding to the sub-nodes under the nodes to be updated; and determining the updated node simulation times, updated node marks and success times of the game as node information of the nodes to be updated in the ith updated skill tree, determining the node information of the nodes to be updated as a second skill sequence, and determining the node information of the corresponding second skill nodes in the ith updated skill tree.
Optionally, if the second simulation result corresponding to the jth skill node is a simulation success result, determining nodes to be updated on a node path from the jth skill node to a root node in the ith updated skill tree, acquiring node information of each node to be updated, and determining a sum of a value of node simulation times in the node information of the node to be updated and a simulation success time value (for example, 1) as updated node simulation times; respectively determining the sum of the success times of the game and the simulation success times (for example, 1) in the node information of the node to be updated as updated node simulation times; if the node to be updated does not have the sub node which is not accessed, setting the node mark in the node information of the node to be updated as a first numerical value, and obtaining the updated node mark; the sub-nodes which are not accessed are sub-nodes which are not simulated for local processing according to object skills corresponding to the sub-nodes under the nodes to be updated; and determining the updated node simulation times, the updated node marks and the updated success times of the office as node information of the nodes to be updated in the ith updated skill tree, determining the node information of the nodes to be updated as a second skill sequence, and determining the node information of the corresponding second skill nodes in the ith updated skill tree.
Step S902, determining the j+1th skill node according to the node simulation priority value of the child node of the j-th skill node, including: acquiring node information of child nodes of the j-th skill node; any one node information comprises a node mark, a node simulation number and a success number of the game of skill nodes corresponding to the node information.
In the embodiment of the application, the computer equipment determines the specific implementation process of the j+1th skill node according to the node simulation priority value of the child node of the j-th skill node, and the specific implementation process comprises the following steps: acquiring node information of child nodes of the j-th skill node; any one node information comprises a node mark, a node simulation number and a success number of the game of skill nodes corresponding to the node information. Optionally, the computer device may further determine the j+1th skill node according to a node simulation priority value of a child node (including the j-th skill node) corresponding to the parent node of the j-th skill node.
And step S903, carrying out numerical integration on the node information of the child nodes of the jth skill node to obtain the node simulation priority value of the child nodes of the jth skill node.
In the embodiment of the application, computer equipment determines a continuous call simulation coefficient, and integrates the continuous call simulation coefficient and the evolution of node simulation times in node information of child nodes of a j-th skill node to obtain a first continuous call simulation value; integrating the node simulation times and the success times of the game in the node information of the child node of the jth skill node to obtain a second continuous call simulation value; and integrating the first continuous call simulation value, the second continuous call simulation value and the node mark in the node information of the child node of the j-th skill node to obtain the node simulation priority value of the child node of the j-th skill node. One possible calculation formula for performing the integration processing on the node flags in the node information of the child nodes of the first continuous call analog value, the second continuous call analog value and the jth skill node may be referred to as a formula ①:
As shown in the formula ①, V is used to represent the node simulation priority value, F is used to represent the node flag, M is used to represent the node simulation number, S is used to represent the success number of the game, c is used to represent the continuous call simulation coefficient, and the first continuous call simulation value can be used The representation that the second tie analog value can be used/>And (3) representing. /(I)
Step S904, determining the child node of the j-th skill node with the maximum node simulation priority value as the j+1-th skill node.
In the embodiment of the application, the computer equipment determines the child node of the j-th skill node with the largest node simulation priority value as the j+1-th skill node, and preferably performs simulation check processing. For example, if there are 3 skill nodes S 1、S2、S3 under the jth skill node, and the node simulation priority values corresponding to the three skill nodes are 0, 0.5, and 0.2, then the skill node S 2 may be determined as the jth+1th skill node.
Through the above process, after the simulation of the second skill sequence corresponding to the jth skill node is completed, but when the node mark of the corresponding ith updated skill tree indicates that the ith updated skill tree is not converged, the jth+1th skill node can be determined by the node simulation priority value of the child node of the jth skill node. Or the j+1th skill node may be determined according to the node simulation priority value of the child node (including the j-th skill node) corresponding to the parent node of the j-th skill node. Or the candidate node of the ith updated skill tree on the p-th layer can be obtained, if the candidate node of the p-th layer is a leaf node, the candidate node of the p-th layer is determined to be the j+1th skill node; if the candidate node of the p-th layer is not a leaf node, determining the child node with the highest node simulation priority value among the child nodes in the non-access state of the candidate node of the p-th layer as the candidate node of the p+1-th layer until the j+1-th skill node is obtained. Wherein, p is a positive integer, and when p is 1, the candidate node of the p-th layer is a root node; and when p is not 1, the candidate node of the p-th layer is a child node with the highest node simulation priority value in the child nodes in the non-access state of the candidate node of the p-1-th layer. When the method is used for constructing the updated skill tree, the relation between depth priority traversal and breadth priority traversal is weighed based on the node simulation priority value, so that the efficiency of constructing the updated skill tree is improved.
Further, referring to fig. 10, fig. 10 is a schematic diagram of a data processing apparatus according to an embodiment of the present application. The data processing apparatus may be a computer program (including program code etc.) running in a computer device, for example the apparatus may be an application software; the device can be used for executing corresponding steps in the method provided by the embodiment of the application. As shown in fig. 10, the apparatus 1000 may be used in the computer device in the embodiment corresponding to fig. 3 and fig. 9, and specifically, the apparatus may include: a skill acquisition module 11, a first pair of office processing modules 12, a data update module 13, a second pair of office processing modules 14, a skill sequence determination module 15, a data association module 16.
A skill acquisition module 11, configured to acquire N object skills of a first object;
The first office processing module 12 is configured to construct N initial skill trees according to the N object skills, perform simulation office processing on first skill sequences corresponding to the N initial skill trees respectively, and obtain a first simulation office result; the skill sequence corresponding to each initial skill tree is obtained by branches included in the initial skill tree;
the data updating module 13 is configured to update the N initial skill trees according to first simulation office results corresponding to the N initial skill trees, so as to obtain K updated skill trees; k is a positive integer less than or equal to N;
the second checking processing module 14 is configured to perform simulation checking processing on the second skill sequences corresponding to the K updated skill trees if the K updated skill trees do not converge, and update the K updated skill trees until the K updated skill trees converge based on a second simulation checking result obtained by the simulation checking processing;
And the skill sequence determining module 15 is configured to determine, if the K updated skill trees converge, second skill sequences corresponding to the K updated skill trees respectively as target skill sequences corresponding to the first object.
In one possible implementation manner, the first pair processing module 12 is configured to perform simulation pair processing on first skill sequences corresponding to the N initial skill trees, and when a first simulation pair result is obtained, the first pair processing module 12 is specifically configured to perform the following operations:
Acquiring a second object, and acquiring a first skill sequence corresponding to a q-th initial skill tree; q is a positive integer less than or equal to N;
constructing a simulated game environment aiming at the second object and the first object, and controlling the first object to sequentially release a first skill sequence corresponding to the q-th initial skill tree aiming at the second object in the simulated game environment;
If skill interaction data is generated between the second object and the first object in the release process of the first skill sequence corresponding to the q-th initial skill tree, determining a simulation success result as a first simulation game result of the first skill sequence corresponding to the q-th initial skill tree;
If no skill interaction data is generated between the second object and the first object in the release process of the first skill sequence corresponding to the q-th initial skill tree, determining a simulation failure result as a first simulation game result of the first skill sequence corresponding to the q-th initial skill tree.
In one possible implementation manner, the data updating module 13 is configured to update the N initial skill trees according to the first simulation game results corresponding to the N initial skill trees, to obtain K updated skill trees; when K is a positive integer less than or equal to N, the data update module 13 is specifically configured to perform the following operations:
If the first simulation result of the first skill sequence corresponding to the q initial skill tree is a simulation failure result, acquiring a first skill node indicated by the first skill sequence corresponding to the q initial skill tree, deleting the first skill node in the q initial skill tree, and acquiring a q updated skill tree; q is a positive integer less than or equal to N; the first skill node is the skill node of the last object skill indication in the first skill sequence corresponding to the q-th initial skill tree;
If the first simulation result of the first skill sequence corresponding to the q-th initial skill tree is a simulation success result, constructing child nodes of the first skill node according to N object skills to obtain the q-th updated skill tree.
In one possible implementation manner, the data updating module 13 is configured to, if the first simulation result of the first skill sequence corresponding to the q-th initial skill tree is a successful simulation result, construct a child node of the first skill node according to the N object skills, and obtain the q-th updated skill tree, where the data updating module 13 is specifically configured to perform the following operations:
If the first simulation result of the first skill sequence corresponding to the q initial skill tree is a simulation success result, constructing N object skills as N child nodes of the first skill node to obtain a q updated skill tree; or alternatively
If the first simulation result of the first skill sequence corresponding to the q-th initial skill tree is a simulation success result, acquiring node cooling residual time of a sequence skill node in the first skill sequence corresponding to the first skill node, acquiring a first object skill after cooling from N object skills based on the node cooling residual time of the sequence skill node, and constructing child nodes of the first skill node according to the first object skill to obtain the q-th updated skill tree.
In one possible implementation, the data update module 13 is further configured to perform the following operations:
Searching a first type node included in the ith updated skill tree, and updating the value of a node mark included in the first type node to be a first numerical value; the first type node refers to all nodes in the associated subtrees, and is used for completing simulation of the last node in the skill sequence to the nodes processed by the office; i is a positive integer less than or equal to K;
If the value of the node mark of the root node of the ith updated skill tree is a first value, determining that the ith updated skill tree is converged, and if the value of the node mark of the root node of the ith updated skill tree is a second value, determining that the ith updated skill tree is not converged; the second value is a default value for the node flag.
In one possible implementation manner, the second checking processing module is configured to perform a simulation checking process on the second skill sequences corresponding to the K updated skill trees, update the K updated skill trees based on a second simulation checking result obtained by the simulation checking process until the K updated skill trees converge, where the second checking processing module is specifically configured to perform the following operations:
acquiring a second skill sequence corresponding to the j-th skill node in the i-th updated skill tree;
Performing simulation and office checking treatment on a second skill sequence corresponding to the j-th skill node to obtain a second simulation and office checking result corresponding to the j-th skill node;
updating the ith updated skill tree according to a second simulation exchange result corresponding to the jth skill node to obtain an updated ith updated skill tree;
If the updated ith updated skill tree is not converged, determining the updated ith updated skill tree as the ith updated skill tree, and performing simulation office processing on a second skill sequence corresponding to the j+1th skill node in the ith updated skill tree;
If the updated ith updated skill tree converges, determining the updated ith updated skill tree as the ith updated skill tree.
In one possible implementation manner, the second checking processing module 14 is configured to perform a simulation checking process on the second skill sequence corresponding to the jth skill node, and when obtaining the second simulation checking result corresponding to the jth skill node, the second checking processing module 14 is specifically configured to perform the following operations:
Acquiring a second skill sequence corresponding to the j-th skill node, and acquiring a second object;
in the simulated game environment, controlling the first object to sequentially release a second skill sequence corresponding to the j-th skill node;
If skill interaction data are generated between the second object and the first object in the release process of the second skill sequence corresponding to the jth skill node, determining a simulation success result as a second simulation exchange result of the second skill sequence corresponding to the jth skill node;
If no skill interaction data is generated between the second object and the first object in the release process of the second skill sequence corresponding to the jth skill node, determining the simulation failure result as a second simulation game result of the second skill sequence corresponding to the jth skill node.
In one possible implementation manner, the second pair processing module 14 is configured to, in the simulated pair environment, control the first object to sequentially release the second skill sequence corresponding to the j-th skill node, where the second pair processing module 14 is specifically configured to:
in the simulated game environment, controlling a first object to release a kth object skill in a second skill sequence corresponding to a jth skill node; k is a positive integer;
acquiring a first position of a first object and a second position of a second object when the kth object skill is released;
If the position distance between the first position and the second position is larger than the first skill range of the kth object skill, controlling the first object to move to the second object;
And when the kth object skill is the last object skill, ending the release process of the second skill sequence corresponding to the jth skill node.
In one possible implementation, the second pair of office processing modules 14 are further configured to:
Acquiring an initial position of a first object and a second skill range of a first object skill of a second skill sequence corresponding to a j-th skill node in a release process of the second skill sequence corresponding to the j-th skill node;
Controlling the second object to move to a second skill range taking the initial position as a datum point;
When the second object receives the kth object skill in the second skill sequence corresponding to the jth skill node, controlling the second object to dodge aiming at the kth object skill based on the dodge cooling time and the dodge using time of the second object.
In one possible implementation, the second pair processing module 14 is configured to perform the simulation pair processing on the second skill sequence corresponding to the j+1th skill node in the ith updated skill tree, where the second pair processing module 14 is specifically configured to:
searching a child node of the j-th skill node in the i-th updated skill tree;
If the jth skill node does not have a child node, in the ith updated skill tree, backtracking and searching are carried out from the jth skill node to the root node of the ith updated skill tree until a node with a node state being an unaccessed state is obtained, the obtained node with the node state being the unaccessed state is determined to be the jth+1th skill node, and simulation and office processing are carried out on a second skill sequence corresponding to the jth+1th skill node in the ith updated skill tree;
If the jth skill node has the child node, determining the jth+1 skill node according to the node simulation priority value of the child node of the jth skill node, and performing simulation on a second skill sequence corresponding to the jth+1 skill node in the ith updated skill tree.
In one possible implementation, the second pair of office processing modules 14 are further configured to:
Updating the second skill sequence when the simulation of the second skill sequence corresponding to the j-th skill node is completed, and updating the node information of the second skill node corresponding to the i-th skill node in the skill tree;
node simulation precedence values according to child nodes of a j-th skill node, comprising:
acquiring node information of child nodes of the j-th skill node; any node information comprises node marks of skill nodes corresponding to the node information, node simulation times and success times of the game;
And carrying out numerical integration on the node information of the child nodes of the j-th skill node to obtain the node simulation priority value of the child nodes of the j-th skill node.
In one possible implementation, the data processing apparatus 1000 further includes a data association module 16 for performing the following operations:
responding to a starting request aiming at a target game scene, and acquiring a target game object type corresponding to the target game scene;
Acquiring a target skill sequence corresponding to the target object type, and outputting skill release guide data by adopting the target skill sequence corresponding to the target object type; the business object that initiates the start request for the target game scenario associates the first object.
Referring to fig. 11, fig. 11 is a schematic structural diagram of a computer device according to an embodiment of the application. As shown in fig. 11, the computer device in the embodiment of the present application may include: processor 1101, network interface 1104, and memory 1105, and the above-described computer device 1100 may further include: a user interface 1103, and at least one communication bus 1102. Wherein communication bus 1102 is used to facilitate connection communications among the components. The user interface 1103 may include a Display screen (Display) and a Keyboard (Keyboard), and the optional user interface 1103 may further include a standard wired interface and a wireless interface. Network interface 1104 may optionally include a standard wired interface, a wireless interface (e.g., WI-FI interface). The memory 1105 may be a high speed RAN memory or may be a non-volatile memory (non-volatile NeNory), such as at least one disk memory. The memory 1105 may also optionally be at least one storage device located remotely from the processor 1101. As shown in fig. 11, an operating system, a network communication module, a user interface module, and a device control application may be included in the memory 1105 as one type of computer-readable storage medium.
Network interface 1104 may provide a network communication network element; while user interface 1103 is primarily an interface for providing input to a user; and the processor 1101 may be configured to invoke the device control application stored in the memory 1105 for performing the following operations:
Acquiring N object skills of a first object; constructing N initial skill trees according to the N object skills, and performing simulation check processing on first skill sequences corresponding to the N initial skill trees respectively to obtain a first simulation check result; the skill sequence corresponding to each initial skill tree is obtained by branches included in the initial skill tree; updating the N initial skill trees according to the first simulation exchange results respectively corresponding to the N initial skill trees to obtain K updated skill trees; k is a positive integer less than or equal to N; if the K updated skill trees are not converged, performing simulation exchange processing on the second skill sequences corresponding to the K updated skill trees respectively, and updating the K updated skill trees based on a second simulation exchange result obtained by the simulation exchange processing until the K updated skill trees are converged; if the K updated skill trees are converged, respectively corresponding second skill sequences of the K updated skill trees are determined to be target skill sequences corresponding to the first object.
In one possible implementation, the processor 1101 is configured to perform a simulation check-out process on the first skill sequences corresponding to the N initial skill trees respectively, to obtain a first simulation check-out result, and specifically is configured to perform the following operations:
Acquiring a second object, and acquiring a first skill sequence corresponding to a q-th initial skill tree; q is a positive integer less than or equal to N;
constructing a simulated game environment aiming at the second object and the first object, and controlling the first object to sequentially release a first skill sequence corresponding to the q-th initial skill tree aiming at the second object in the simulated game environment;
If skill interaction data is generated between the second object and the first object in the release process of the first skill sequence corresponding to the q-th initial skill tree, determining a simulation success result as a first simulation game result of the first skill sequence corresponding to the q-th initial skill tree;
If no skill interaction data is generated between the second object and the first object in the release process of the first skill sequence corresponding to the q-th initial skill tree, determining a simulation failure result as a first simulation game result of the first skill sequence corresponding to the q-th initial skill tree.
In a possible implementation manner, the processor 1101 is configured to update the N initial skill trees according to the first simulation game results corresponding to the N initial skill trees, to obtain K updated skill trees; k is a positive integer less than or equal to N, and is specifically used for executing the following operations:
If the first simulation result of the first skill sequence corresponding to the q initial skill tree is a simulation failure result, acquiring a first skill node indicated by the first skill sequence corresponding to the q initial skill tree, deleting the first skill node in the q initial skill tree, and acquiring a q updated skill tree; q is a positive integer less than or equal to N; the first skill node is the skill node of the last object skill indication in the first skill sequence corresponding to the q-th initial skill tree;
If the first simulation result of the first skill sequence corresponding to the q-th initial skill tree is a simulation success result, constructing child nodes of the first skill node according to N object skills to obtain the q-th updated skill tree.
In one possible implementation, the processor 1101 is configured to construct, if the first simulation result of the first skill sequence corresponding to the q-th initial skill tree is a successful simulation result, child nodes of the first skill node according to the N object skills, to obtain the q-th updated skill tree, and specifically is configured to perform the following operations:
If the first simulation result of the first skill sequence corresponding to the q initial skill tree is a simulation success result, constructing N object skills as N child nodes of the first skill node to obtain a q updated skill tree; or alternatively
If the first simulation result of the first skill sequence corresponding to the q-th initial skill tree is a simulation success result, acquiring node cooling residual time of a sequence skill node in the first skill sequence corresponding to the first skill node, acquiring a first object skill after cooling from N object skills based on the node cooling residual time of the sequence skill node, and constructing child nodes of the first skill node according to the first object skill to obtain the q-th updated skill tree.
In one possible implementation, the processor 1101 is further configured to perform the following operations:
Searching a first type node included in the ith updated skill tree, and updating the value of a node mark included in the first type node to be a first numerical value; the first type node refers to all nodes in the associated subtrees, and is used for completing simulation of the last node in the skill sequence to the nodes processed by the office; i is a positive integer less than or equal to K; if the value of the node mark of the root node of the ith updated skill tree is a first value, determining that the ith updated skill tree is converged, and if the value of the node mark of the root node of the ith updated skill tree is a second value, determining that the ith updated skill tree is not converged; the second value is a default value for the node flag.
In a possible implementation manner, the processor 1101 is configured to perform simulation check processing on the second skill sequences corresponding to the K updated skill trees, update the K updated skill trees based on the second simulation check result obtained by the simulation check processing until the K updated skill trees converge, and specifically is configured to perform the following operations:
acquiring a second skill sequence corresponding to the j-th skill node in the i-th updated skill tree;
Performing simulation and office checking treatment on a second skill sequence corresponding to the j-th skill node to obtain a second simulation and office checking result corresponding to the j-th skill node;
updating the ith updated skill tree according to a second simulation exchange result corresponding to the jth skill node to obtain an updated ith updated skill tree;
If the updated ith updated skill tree is not converged, determining the updated ith updated skill tree as the ith updated skill tree, and performing simulation office processing on a second skill sequence corresponding to the j+1th skill node in the ith updated skill tree;
If the updated ith updated skill tree converges, determining the updated ith updated skill tree as the ith updated skill tree.
In one possible implementation, the processor 1101 is configured to perform simulation check processing on a second skill sequence corresponding to a j-th skill node, to obtain a second simulation check result corresponding to the j-th skill node, and specifically is configured to perform the following operations:
Acquiring a second skill sequence corresponding to the j-th skill node, and acquiring a second object;
in the simulated game environment, controlling the first object to sequentially release a second skill sequence corresponding to the j-th skill node;
If skill interaction data are generated between the second object and the first object in the release process of the second skill sequence corresponding to the jth skill node, determining a simulation success result as a second simulation exchange result of the second skill sequence corresponding to the jth skill node;
If no skill interaction data is generated between the second object and the first object in the release process of the second skill sequence corresponding to the jth skill node, determining the simulation failure result as a second simulation game result of the second skill sequence corresponding to the jth skill node.
In a possible implementation manner, the processor 1101 is configured to control, in the simulated game environment, the first object to sequentially release the second skill sequence corresponding to the j-th skill node, and specifically configured to perform the following operations:
in the simulated game environment, controlling a first object to release a kth object skill in a second skill sequence corresponding to a jth skill node; k is a positive integer;
acquiring a first position of a first object and a second position of a second object when the kth object skill is released;
If the position distance between the first position and the second position is larger than the first skill range of the kth object skill, controlling the first object to move to the second object;
And when the kth object skill is the last object skill, ending the release process of the second skill sequence corresponding to the jth skill node.
In one possible implementation, the processor 1101 is further configured to perform the following operations:
Acquiring an initial position of a first object and a second skill range of a first object skill of a second skill sequence corresponding to a j-th skill node in a release process of the second skill sequence corresponding to the j-th skill node;
Controlling the second object to move to a second skill range taking the initial position as a datum point;
When the second object receives the kth object skill in the second skill sequence corresponding to the jth skill node, controlling the second object to dodge aiming at the kth object skill based on the dodge cooling time and the dodge using time of the second object.
In one possible implementation, the processor 1101 is configured to perform simulation on the second skill sequence corresponding to the j+1th skill node in the ith updated skill tree, and specifically is configured to perform the following operations:
searching a child node of the j-th skill node in the i-th updated skill tree;
If the jth skill node does not have a child node, in the ith updated skill tree, backtracking and searching are carried out from the jth skill node to the root node of the ith updated skill tree until a node with a node state being an unaccessed state is obtained, the obtained node with the node state being the unaccessed state is determined to be the jth+1th skill node, and simulation and office processing are carried out on a second skill sequence corresponding to the jth+1th skill node in the ith updated skill tree;
If the jth skill node has the child node, determining the jth+1 skill node according to the node simulation priority value of the child node of the jth skill node, and performing simulation on a second skill sequence corresponding to the jth+1 skill node in the ith updated skill tree.
In one possible implementation, the processor 1101 is further configured to perform the following operations:
Updating the second skill sequence when the simulation of the second skill sequence corresponding to the j-th skill node is completed, and updating the node information of the second skill node corresponding to the i-th skill node in the skill tree;
node simulation precedence values according to child nodes of a j-th skill node, comprising:
acquiring node information of child nodes of the j-th skill node; any node information comprises node marks of skill nodes corresponding to the node information, node simulation times and success times of the game;
And carrying out numerical integration on the node information of the child nodes of the j-th skill node to obtain the node simulation priority value of the child nodes of the j-th skill node.
In one possible implementation, the processor 1101 is further configured to perform the following operations:
responding to a starting request aiming at a target game scene, and acquiring a target game object type corresponding to the target game scene;
Acquiring a target skill sequence corresponding to the target object type, and outputting skill release guide data by adopting the target skill sequence corresponding to the target object type; the business object that initiates the start request for the target game scenario associates the first object.
Furthermore, it should be noted here that: embodiments of the present application further provide a computer readable storage medium storing a computer program, where the computer program is adapted to be loaded by the processor and execute the method provided by each step in fig. 3 or fig. 9, and specifically refer to an implementation manner provided by each step in fig. 3 or fig. 9, which is not described herein again. In addition, the description of the beneficial effects of the same method is omitted. For technical details not disclosed in the embodiments of the computer-readable storage medium according to the present application, please refer to the description of the method embodiments of the present application. As an example, a computer program can be deployed to be executed on one computer device or on multiple computer devices at one site or distributed across multiple sites and interconnected by a communication network.
The computer readable storage medium may be an apparatus provided in any of the foregoing embodiments or an internal storage unit of the computer device, for example, a hard disk or a memory of the computer device. The computer readable storage medium may also be an external storage device of the computer device, such as a plug-in hard disk, a smart memory card (SNART NEDIA CARD, SNC), a Secure Digital (SD) card, a flash memory card (FLASH CARD), etc. that are provided on the computer device. Further, the computer-readable storage medium may also include both internal storage units and external storage devices of the computer device. The computer-readable storage medium is used to store the computer program and other programs and data required by the computer device. The computer-readable storage medium may also be used to temporarily store data that has been output or is to be output.
Embodiments of the present application also provide a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The computer instructions are read from the computer-readable storage medium by a processor of the computer device, and executed by the processor, cause the computer device to perform the methods provided in the various alternatives in fig. 3 or 9, and thus, will not be described in detail herein.
The terms first, second and the like in the description and in the claims and drawings of embodiments of the application are used for distinguishing between different objects and not for describing a particular sequential order. Furthermore, the term "include" and any variations thereof is intended to cover a non-exclusive inclusion. For example, a process, method, apparatus, article, or device that comprises a list of steps or elements is not limited to the list of steps or modules but may, in the alternative, include other steps or modules not listed or inherent to such process, method, apparatus, article, or device.
In the present embodiment, the term "module" or "unit" refers to a computer program or a part of a computer program having a predetermined function and working together with other relevant parts to achieve a predetermined object, and may be implemented in whole or in part by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Also, a processor (or multiple processors or memories) may be used to implement one or more modules or units. Furthermore, each module or unit may be part of an overall module or unit that incorporates the functionality of the module or unit.
Those of ordinary skill in the art will appreciate that the elements and algorithm steps described in connection with the embodiments disclosed herein may be embodied in electronic hardware, in computer software, or in a combination of the two, and that the elements and steps of the examples have been generally described in terms of function in this description to clearly illustrate the interchangeability of hardware and software. Whether such functionality is implemented as hardware or software depends upon the particular application and design constraints imposed on the solution. Skilled artisans may implement the described functionality in varying ways for each particular application, but such implementation decisions should not be interpreted as causing a departure from the scope of the present application.
The method and related apparatus provided in the embodiments of the present application are described with reference to the flowchart and/or schematic structural diagrams of the method provided in the embodiments of the present application, and each flow and/or block of the flowchart and/or schematic structural diagrams of the method may be implemented by computer program instructions, and combinations of flows and/or blocks in the flowchart and/or block diagrams. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable apparatus, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks. These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means or transmission over a computer-readable storage medium. The computer instructions may be transmitted from one website, computer, server, or data center to another website, computer, server, or data center by a wired (e.g., coaxial cable, fiber optic, digital line (DSL)), or wireless (e.g., infrared, wireless, microwave, etc.). The instruction means implement the functions specified in the flowchart flow or flows and/or structural diagram block or blocks. These computer program instructions may also be loaded onto a computer or other programmable apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart flow or flows and/or structures.
The steps in the method of the embodiment of the application can be sequentially adjusted, combined and deleted according to actual needs.
The modules in the device of the embodiment of the application can be combined, divided and deleted according to actual needs.
The foregoing disclosure is illustrative of the present application and is not to be construed as limiting the scope of the application, which is defined by the appended claims.

Claims (16)

1. A method of data processing, the method comprising:
acquiring N object skills of a first object; n is a positive integer;
constructing N initial skill trees according to the N object skills, and performing simulation check processing on first skill sequences corresponding to the N initial skill trees respectively to obtain a first simulation check result; the skill sequence corresponding to each initial skill tree is obtained by branches included in the initial skill tree;
Updating the N initial skill trees according to first simulation exchange results respectively corresponding to the N initial skill trees to obtain K updated skill trees; k is a positive integer less than or equal to N;
If the K updated skill trees are not converged, performing simulation check processing on second skill sequences corresponding to the K updated skill trees respectively, and updating the K updated skill trees based on a second simulation check result obtained by the simulation check processing until the K updated skill trees are converged;
if the K updated skill trees are converged, respectively corresponding second skill sequences of the K updated skill trees are determined to be target skill sequences corresponding to the first object.
2. The method of claim 1, wherein performing a simulated interoffice process on the first skill sequences corresponding to the N initial skill trees, respectively, to obtain a first simulated interoffice result comprises:
Acquiring a second object, and acquiring a first skill sequence corresponding to a q-th initial skill tree; q is a positive integer less than or equal to N;
Constructing a simulated game environment aiming at the second object and the first object, and controlling the first object to sequentially release a first skill sequence corresponding to the q-th initial skill tree aiming at the second object in the simulated game environment;
If skill interaction data is generated between the second object and the first object in the release process of the first skill sequence corresponding to the q-th initial skill tree, determining a simulation success result as a first simulation check result of the first skill sequence corresponding to the q-th initial skill tree;
If no skill interaction data is generated between the second object and the first object in the release process of the first skill sequence corresponding to the q-th initial skill tree, determining a simulation failure result as a first simulation reconciliation result of the first skill sequence corresponding to the q-th initial skill tree.
3. The method of claim 1, wherein the updating the N initial skill trees according to the first simulation game results corresponding to the N initial skill trees respectively obtains K updated skill trees; k is a positive integer less than or equal to N, comprising:
If the first simulation result of the first skill sequence corresponding to the q initial skill tree is a simulation failure result, acquiring a first skill node indicated by the first skill sequence corresponding to the q initial skill tree, deleting the first skill node in the q initial skill tree, and acquiring a q updated skill tree; q is a positive integer less than or equal to N; the first skill node is the skill node of the last object skill indication in the first skill sequence corresponding to the q-th initial skill tree;
If the first simulation result of the first skill sequence corresponding to the q-th initial skill tree is a simulation success result, constructing child nodes of the first skill node according to the N object skills to obtain the q-th updated skill tree.
4. A method according to claim 3, wherein if the first simulation result of the first skill sequence corresponding to the q-th initial skill tree is a successful simulation result, constructing a child node of the first skill node according to the N object skills to obtain a q-th updated skill tree, including:
If the first simulation result of the first skill sequence corresponding to the q-th initial skill tree is a simulation success result, constructing the N object skills as N sub-nodes of the first skill node to obtain a q-th updated skill tree; or alternatively
If a first simulation result of a first skill sequence corresponding to a q-th initial skill tree is a simulation success result, acquiring node cooling residual time of a sequence skill node in the first skill sequence corresponding to the first skill node, acquiring a first object skill after cooling from the N object skills based on the node cooling residual time of the sequence skill node, and constructing child nodes of the first skill node according to the first object skill to obtain a q-th updated skill tree.
5. The method according to claim 1, wherein the method further comprises:
Searching a first type node included in an ith updating skill tree, and updating a value of a node mark included in the first type node to be a first numerical value; the first type node refers to all nodes in the associated subtrees, and the nodes are used for completing simulation to office processing as the last node in the skill sequence; i is a positive integer less than or equal to K;
If the value of the node mark of the root node of the ith updated skill tree is the first numerical value, determining that the ith updated skill tree is converged, and if the value of the node mark of the root node of the ith updated skill tree is the second numerical value, determining that the ith updated skill tree is not converged; the second value is a default value of the node flag.
6. The method of claim 1, wherein performing a simulated interoffice process on the second skill sequences corresponding to the K updated skill trees, updating the K updated skill trees based on a second simulated interoffice result obtained by the simulated interoffice process until the K updated skill trees converge, comprises:
acquiring a second skill sequence corresponding to the j-th skill node in the i-th updated skill tree; j is a positive integer;
performing simulation check processing on a second skill sequence corresponding to the j-th skill node to obtain a second simulation check result corresponding to the j-th skill node;
updating the ith updated skill tree according to a second simulation exchange result corresponding to the jth skill node to obtain an updated ith updated skill tree;
If the updated ith updated skill tree is not converged, determining the updated ith updated skill tree as the ith updated skill tree, and performing simulation office processing on a second skill sequence corresponding to the j+1th skill node in the ith updated skill tree;
and if the updated ith updated skill tree converges, determining the updated ith updated skill tree as the ith updated skill tree.
7. The method of claim 6, wherein performing a simulated interlineation process on the second skill sequence corresponding to the jth skill node to obtain a second simulated interlineation result corresponding to the jth skill node comprises:
Acquiring a second skill sequence corresponding to the j-th skill node, and acquiring a second object;
In the simulated game environment, controlling the first object to sequentially release a second skill sequence corresponding to the j-th skill node;
If skill interaction data are generated between the second object and the first object in the release process of the second skill sequence corresponding to the j-th skill node, determining a simulation success result as a second simulation reconciliation result of the second skill sequence corresponding to the j-th skill node;
And if no skill interaction data is generated between the second object and the first object in the release process of the second skill sequence corresponding to the j-th skill node, determining a simulation failure result as a second simulation reconciliation result of the second skill sequence corresponding to the j-th skill node.
8. The method of claim 7, wherein in the simulated game environment, controlling the first object to sequentially release the second skill sequence corresponding to the j-th skill node comprises:
In the simulated game environment, controlling the first object to release the kth object skill in the second skill sequence corresponding to the jth skill node; k is a positive integer;
acquiring a first position of the first object and a second position of the second object when the kth object skill is released;
If the position distance between the first position and the second position is larger than the first skill range of the kth object skill, controlling the first object to move towards the second object;
and ending the release process of the second skill sequence corresponding to the j-th skill node when the k-th subject skill is the last subject skill.
9. The method of claim 7, wherein the method further comprises:
Acquiring an initial position of the first object and a second skill range of a first object skill of a second skill sequence corresponding to the jth skill node in a release process of the second skill sequence corresponding to the jth skill node;
Controlling the second object to move to a second skill range taking the initial position as a datum point;
And when the second object receives the kth object skill in the second skill sequence corresponding to the jth skill node, controlling the second object to perform evasion aiming at the kth object skill based on the evasion cooling time and the evasion using time of the second object.
10. The method of claim 6, wherein simulating a second skill sequence corresponding to a j+1th skill node in the ith updated skill tree comprises:
searching a child node of the j-th skill node in the i-th updated skill tree;
If the jth skill node does not have a child node, backtracking and searching are carried out from the jth skill node to a root node of the ith updated skill tree in the ith updated skill tree until a node with a node state being an unaccessed state is obtained, the obtained node with the node state being the unaccessed state is determined to be the jth+1th skill node, and simulation and office processing are carried out on a second skill sequence corresponding to the jth+1th skill node in the ith updated skill tree;
If the jth skill node has the child node, determining the jth+1th skill node according to the node simulation priority value of the child node of the jth skill node, and performing simulation on a second skill sequence corresponding to the jth+1th skill node in the ith updated skill tree.
11. The method according to claim 10, wherein the method further comprises:
updating the second skill sequence when simulation pair processing is completed on the second skill sequence corresponding to the j-th skill node, and updating node information of the second skill node corresponding to the i-th updated skill tree;
The step of determining the j+1th skill node according to the node simulation priority value of the child node of the j skill node comprises the following steps:
acquiring node information of child nodes of the j-th skill node; any node information comprises node marks of skill nodes corresponding to the node information, node simulation times and success times of the game;
Performing numerical integration on node information of the child nodes of the j-th skill node to obtain a node simulation priority value of the child nodes of the j-th skill node;
and determining the child node of the j-th skill node with the maximum node simulation priority value as the j+1-th skill node.
12. The method of claim 1, wherein the target skill sequence comprises target skill sequences corresponding to M game object types, respectively; m is a positive integer; the method further comprises the steps of:
Responding to a starting request aiming at a target game scene, and acquiring a target game object type corresponding to the target game scene;
Acquiring a target skill sequence corresponding to the target object type, and outputting skill release guide data by adopting the target skill sequence corresponding to the target object type; a business object initiating a start request for a target game scenario associates the first object.
13. A data processing apparatus, the apparatus comprising:
the skill acquisition module is used for acquiring N object skills of the first object;
The first office processing module is used for constructing N initial skill trees according to the N object skills, and carrying out simulation office processing on first skill sequences corresponding to the N initial skill trees respectively to obtain a first simulation office result; the skill sequence corresponding to each initial skill tree is obtained by branches included in the initial skill tree;
The data updating module is used for updating the N initial skill trees according to the first simulation office checking results respectively corresponding to the N initial skill trees to obtain K updated skill trees; k is a positive integer less than or equal to N;
The second exchange processing module is used for carrying out simulation exchange processing on second skill sequences corresponding to the K updated skill trees respectively if the K updated skill trees are not converged, and updating the K updated skill trees based on second simulation exchange results obtained by the simulation exchange processing until the K updated skill trees are converged;
and the skill sequence determining module is used for determining second skill sequences corresponding to the K updated skill trees respectively as target skill sequences corresponding to the first object if the K updated skill trees are converged.
14. A computer device, comprising a processor, a memory, and an input-output interface;
The processor is connected to the memory and the input/output interface, respectively, wherein the input/output interface is used for receiving data and outputting data, the memory is used for storing a computer program, and the processor is used for calling the computer program to enable the computer device to execute the method of any one of claims 1-12.
15. A computer readable storage medium, characterized in that the computer readable storage medium stores a computer program adapted to be loaded and executed by a processor to cause a computer device having the processor to perform the method of any of claims 1-12.
16. A computer program product comprising computer programs/instructions which, when executed by a processor, implement the method of any of claims 1-12.
CN202410407874.2A 2024-04-07 2024-04-07 Data processing method, device, computer, storage medium and program product Pending CN117982899A (en)

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