WO2019085823A1 - Method, device, and storage medium for determining game information, and electronic device. - Google Patents

Method, device, and storage medium for determining game information, and electronic device. Download PDF

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Publication number
WO2019085823A1
WO2019085823A1 PCT/CN2018/111950 CN2018111950W WO2019085823A1 WO 2019085823 A1 WO2019085823 A1 WO 2019085823A1 CN 2018111950 W CN2018111950 W CN 2018111950W WO 2019085823 A1 WO2019085823 A1 WO 2019085823A1
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WIPO (PCT)
Prior art keywords
game
party
item
running
target
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PCT/CN2018/111950
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French (fr)
Chinese (zh)
Inventor
李立
邓大付
殷俊
苏博览
万乐
张银锋
卢伟平
王晓曦
Original Assignee
腾讯科技(深圳)有限公司
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Publication of WO2019085823A1 publication Critical patent/WO2019085823A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame

Definitions

  • the present application relates to the field of the Internet, and in particular, to a method and device for determining game information, a storage medium, and an electronic device.
  • the embodiment of the present application provides a method and device for determining game information, a storage medium, and an electronic device, so as to at least solve the technical problem that the accuracy of winning the game in the related art is low.
  • a method for determining game information includes: the terminal performs a simulation operation on a game of a target game, in a game running process, in a game of a game.
  • the first party uses the props in a game according to the target mode, and the second party in the game uses the props in a game according to a predetermined manner, and the target mode is the props usage mode of the first account in the target game;
  • the terminal acquires the pair
  • the running result of the simulation running of the game is used to indicate whether the first party wins in the simulation running of the game;
  • the terminal determines the game information through the plurality of running results, and the game information is used to indicate the first account as In the case of the first party, the probability of winning in a game is obtained, and the multiple running results are obtained by performing simulation operations on one game in multiple times.
  • a device for determining game information which is applied to a terminal, the device comprising: an operation unit configured to perform a simulation operation on a game of the target game, in a game During the simulation running, the first party in a game uses the props in a game according to the target mode, and the second party in the game uses the props in a game in a predetermined manner, and the target mode is in the target game.
  • the terminal performs a simulation operation on a game of the target game.
  • the first party in the game uses the props in one game according to the target mode, one game.
  • the second party in the game uses the props in a game in a predetermined manner; obtains the running result of the simulation running of the one game; and then determines the game information through the plurality of running results, the game information is used to indicate the first account as the first
  • the probability of winning in a game is obtained.
  • the multiple running results are obtained by simulating the running of a game in multiple times, which can solve the accuracy of the winning rate of the chess game in the related art.
  • the low problem achieves the technical effect of improving the accuracy of the score of the chess situation.
  • FIG. 1 is a schematic diagram of a hardware environment of a method of determining game information according to an embodiment of the present application
  • FIG. 2 is a flowchart of a method for determining optional game information according to an embodiment of the present application
  • FIG. 3 is a schematic diagram of an optional game level interface in accordance with an embodiment of the present application.
  • FIG. 4 is a schematic diagram of a method of determining game information according to an embodiment of the present application.
  • FIG. 5 is a schematic diagram of an alternative depth model in accordance with an embodiment of the present application.
  • FIG. 6 is a schematic diagram of an alternative simulated winning rate according to an embodiment of the present application.
  • FIG. 7 is a schematic diagram of an optional depth model training according to an embodiment of the present application.
  • FIG. 8 is a schematic diagram of an optional device for determining game information according to an embodiment of the present application.
  • Chess Game There are mainly Chinese chess, Chinese checkers, black and white chess and backgammon. Chess games are different from card games. Chess games are complete information games, and card games are incomplete information games. If the information of the card game is made public, the card game can be seen in the card game. If the landlord player knows the opponent's card, the landlord can also be regarded as a board game.
  • a method embodiment of a method for determining game information is provided.
  • the method for determining the game information may be applied to a hardware environment composed of the server 102 and the terminal 104 as shown in FIG. 1.
  • the server 102 is connected to the terminal 104 through a network.
  • the network includes but is not limited to a wide area network, a metropolitan area network, or a local area network.
  • the terminal 104 is not limited to a PC, a mobile phone, a tablet, or the like.
  • the method for determining the game information in the embodiment of the present application may be executed by the server 102, may be executed by the terminal 104, or may be performed by the server 102 and the terminal 104 in common.
  • the determining method of the game information by the terminal 104 in the embodiment of the present application may also be performed by a client installed thereon.
  • FIG. 2 is a flowchart of a method for determining optional game information according to an embodiment of the present application. As shown in FIG. 2, the method may include the following steps:
  • Step S202 the terminal performs a simulation running on a game of the target game.
  • the first party in the game uses the props in a game according to the target mode, and the first in the game.
  • the two parties use the props in a game according to a predetermined method, and the target mode is the props usage mode of the first account in the target game.
  • the target mode is the props usage mode of the first account in the target game.
  • the above target game is a game in which the game participants are two parties (ie, the first party and the second party described above), including but not limited to a board game or a card game.
  • the props can be game props used in the corresponding types of games, such as in a board game, the props are pawns; in a card game, the props are cards.
  • the second party in a game uses the props in a game in a predetermined manner, that is, for the second party, the props are used in advance, such as the second party is pre-edited (set). Game logic robot.
  • the props are used to simulate the use of the first account, and the second party uses the props according to the preset game logic to the first party. To respond to the props used by the first party.
  • the above account number can be a specific account or a general term for a type of account.
  • One type of account here refers to a type of account with the same or close game level.
  • step S204 the terminal acquires a running result of performing a simulation running on a game, and the running result is used to indicate whether the first party wins in the simulation running of the game.
  • the above running result is a game result corresponding to the game type, for example, in the case of a board game, when the first party or the second party's pieces satisfy the game rule stipulated victory (if one party eats or knocks the other party's pieces) , the result of the operation is obtained; for the card game, when the card of the first party or the second party satisfies the victory specified by the game rules (if the card is played), the running result is obtained.
  • Step S206 the terminal determines game information by using a plurality of running results, where the game information is used to indicate or indicate the probability of winning in a game in the case where the first account is the first party, and the multiple running results are multiple times. A game of the game was simulated.
  • the above game information is used to indicate the probability that the first party wins when the first account is the first party.
  • the terminal performs a simulation operation on a game of the target game.
  • the first party in the game uses the props in a game according to the target mode.
  • the second party in the game plays the props in a game in a predetermined manner; obtains the running result of the simulation running of the game; and then determines the game information through the plurality of running results, the game information is used to indicate the first account as In the case of the first party, the probability of winning in a game is obtained.
  • the multiple running results are obtained by simulating the running of the game in multiple times, which can solve the accuracy of the winning rate of the chess game in the related art.
  • the lower technical problems achieve the technical effect of improving the accuracy of the evaluation of the winning rate of the chess situation.
  • the terminal performs a simulation running on a game of the target game.
  • the first party in the game uses the props in a game according to the target mode.
  • the second party in the game uses the props in a game in a predetermined manner, and the target mode is the props usage mode of the first account in the target game.
  • the difficulty of the game is calculated by the characteristics of the game.
  • the characteristics of the game are selected. For example, for the chess game of Chinese chess, the remaining number of cars, the remaining number of horses, the number of remaining pieces, etc. can be selected as features, and then, the game is played.
  • the feature acts as a feature to be processed, and a mapping between features and difficulty assessments is established using rules or deep learning methods.
  • the simulated winning rate is used as the difficulty index of the game.
  • some heuristic rules are used as a gameplay.
  • the above two methods are combined, and the deep learning model is used to mine the relationship between the various features in the game, and the skills in the game are deeply explored, thereby avoiding the influence of the intuitive steps on the evaluation. , reducing the requirements for human and material resources, and improving the accuracy of the assessment.
  • the deep learning model of different levels of human player gameplay can be characterized, and the deep learning representing different human levels can be performed.
  • the model and the highest level of deep learning model are used to simulate the battle.
  • the simulated winning rate is used as the difficulty of the game played by different levels of human players, which can improve the accuracy of the evaluation.
  • a plurality of deep learning models can be used to mine the chess game processing features of different levels of human players to be able to assess the difficulty perceived by different levels of human players through the deep learning model.
  • Method 1 Train with a preset training set
  • Step S2021 The terminal acquires a plurality of training sets for training the second depth model, where the second depth model includes parameters to be initialized, and each training set stores a plurality of game data under a game level level, each of which The game data is used to indicate that in the course of a game, the second account of the first party playing the game with the second party uses the information of the first item in each game round, and the second account is the account in the target game. .
  • the game data of the second account with the same or similar game level level as the first account is obtained, and the game data includes the case of the item used by the second account in one game (eg, which item is specifically used and Using the number of items, the commonality of the accounts at the level of the game (ie, initialization parameters) is mined by learning a large amount of this type of data.
  • Step S2022 The terminal trains the second depth model by using the training set to initialize the parameters in the second depth model, and uses the second depth model obtained after the initialization parameter as the first depth model, and one training set is used for training.
  • a first depth model that mimics the first party of a game level.
  • Method 2 Training with a preset training set
  • the terminal will obtain the behavior data (the data related to the item usage in each round of the game, such as the specific used props and the number of items) as a metadata into the training set, the element The data is annotated with the results of the run.
  • the terminal After obtaining a plurality of metadata, the terminal re-uses the training set for training to update the specific values of the parameters in the depth model, thereby gradually perfecting the depth model.
  • a game round means that both sides of the game have completed the round of the game, first out According to the rules of the game, the latter player also plays the game according to the rules of the game.
  • a game round means that both parties have completed one round of the card (one party plays the card according to the rules of the card, and the other party according to the previous party) The card is followed up, or one party completes the card and the other party gives up the card, or one party completes the card and the other party does not match.
  • the above game can be a complete game (that is, both items are not used yet), or it can be an endgame (there are already items used compared to the complete situation), this application Especially suitable for the case where the game is a mess.
  • Simulating the running of a game of the target game using the first depth model described above can be achieved by the following steps:
  • step S2023 the terminal identifies the item belonging to the first party and the item belonging to the second party in the game, and the second party may be the robot.
  • step S2024 the terminal uses the first item as an input of the first depth model.
  • Step S2025 During the simulation running of the game in one game, each game round is performed according to a predetermined game mode, and the predetermined game mode includes: in the first depth model as the first party, in the target mode to the second game in a game.
  • the terminal allows the second party to respond to the first party using the corresponding second prop according to the first prop used by the first party, or to the first party in the game according to the predetermined manner in the second party.
  • the first depth model is allowed to respond according to the second prop used by the second party, the first prop belongs to the first party, and the second prop belongs to the second party.
  • each game round is performed according to a predetermined game mode, including but not limited to the following three cases:
  • the first depth model as the first party and the second party (such as the black or white player in the game, the main card in the game)
  • the landlords in both sides of the bureau use the props first, and allow the other party in the first party and the second party to use the corresponding props according to the props used by one party, such as the straights used by one of the landlords (eg, 3. 4, 5, 6, 7), then the other party can only produce five straights and the smallest card in the straight should be greater than the smallest card of the other straight (ie greater than 3).
  • the second is: in any game round of a game, if the first party first uses the first item in the second party in one game, and the second party does not respond with the corresponding second item, then Determining that the first party wins in the current game round, and the first party first uses the first item in one game in the next game round, if the second party takes the lead in using the first party in the game If the second item does not use the corresponding first item to respond, it is determined that the second party wins in the current game round, and the second party first uses the second item in one game in the next game round. If one side uses a straight (such as 3, 4, 5, 6, 7) and the other side does not have a straight, the game round ends, and the next round continues to be played by the side of the straight.
  • a straight such as 3, 4, 5, 6, 7
  • the third is: in the last game round of a game, the first item in the first party has been used (it may be the first to use the item or follow the second party to use the item, causing the item to be used), and If the second prop of the second party is not used, it is determined that the first party wins in one game, and the second prop in the second party has been used (may be used first when using the props or following the first party) When the props cause the props to be used, and the first props of the first party are not used up, it is determined that the second party wins in one game, such as a straight used by one party (such as 3, 4, 5, 6) After 7), the card in the hand has already been finished, and the party that has the straight card wins.
  • a straight used by one party such as 3, 4, 5, 6) After 7
  • the first depth model is multiple, Each first depth model is used to use the props according to a target manner corresponding to a game level level, and when the first prop is used as the input of the first depth model, the first depth model corresponding to the game level level of the first account may be selected.
  • the first item is used as the input to the first depth model. That is, it is possible to predict the winning rate of the level level one by one.
  • step S204 the terminal acquires an operation result of performing a simulation operation on a game, and the operation result is used to indicate whether the first party wins in the simulation operation of the game.
  • the terminal determines game information by using a plurality of operation results, and the game information is used to indicate a probability of winning in a game in the case where the first account is the first party, and the plurality of running results are It was obtained by performing a simulation run on a game in succession.
  • An alternative implementation is as follows:
  • Step S2061 For each first account level of the game level, the terminal acquires multiple running results of the corresponding first depth model;
  • step S2062 the terminal uses, as a probability, a ratio of the number of running results used by the first party to indicate that the first party wins in one game and the number of the plurality of running results.
  • Chess game difficulty assessment is a complex task.
  • a difficulty assessor needs to find out the structure and level of the game by trying different gameplays. It takes a lot of time and effort, and the difficulty evaluation values given by different difficulty assessors are very different, and there are great defects.
  • the difficulty of the game has certain subjectivity: the difficulty of the first level player, the middle level player and the high level player to the same game should be different.
  • the current manual evaluation can not describe the difficulty of the game perceived by different levels of players.
  • the technical solution proposed by the present application is based on the game learning difficulty evaluation scheme of deep learning, and simulates different levels of human player behavior through deep learning, and repeatedly performs game simulation to obtain the probability that different levels of human players win opponents in the target game, thereby obtaining different levels of players. Feeling the difficulty.
  • the landlord is a card game, but the landlord's endgame is a clear card, so it can be seen as a board game.
  • the landlord game is a three-party match, one landlord and the other two farmers.
  • the landlord's endgame is usually a landlord and a farmer.
  • the landlord is usually a human player.
  • the farmer is played by a computer robot.
  • the human gamer is the landlord.
  • the design process of the landlord endgame level includes:
  • Step S11 generating a candidate battle landlord situation randomly or according to a certain rule (ie, a game situation of a game in which a game board item of both sides of the game has been determined);
  • Step S12 using the minimax search to find a situation in which the landlord must follow the best method to win, and use it as an endgame;
  • step S13 the difficulty assessment is performed on the endgame using the difficulty assessment technique, and the residuals are assigned to different levels according to the difficulty.
  • the final level interface is shown in Figure 3 (where the 0th level is unlocked and the remaining levels are unlocked).
  • the depth learning-based game difficulty evaluation scheme proposed by the present application includes the following main modules: (1) a human player game record library, which records the game of different levels of players in the board game. Recording; (2) a deep learning training module for training initialization of the original model (second depth model) according to the game record; (3) a board game environment module for performing a simulated game. With these data and modules, a game-level difficulty assessment scheme based on deep learning can be realized.
  • the process of the game difficulty assessment scheme based on deep learning is as follows:
  • the deep learning training module obtains the game of different levels of players from the human player game record database, and uses the deep learning algorithm to train and obtain different levels of models (such as a high level model, a medium level model, and a low level model).
  • models such as a high level model, a medium level model, and a low level model.
  • the second depth model selected a five-layer fully connected deep neural network model, which was trained using a stochastic gradient descent algorithm.
  • the input of the deep learning model is the current landlord situation (all cards), and the current landlord situation may include the player (ie, the first account) hand and the opponent's hand, and the input may be processed into A 30-dimensional vector, the first 15 digits of the vector represent the current player's hand number, and the playing card's points are 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A, 2, Xiao Wang And the king, corresponding to 1 to 15 of the 15 hand vectors, the current hand has n points of playing cards, then the hand vector corresponding position value is n. For example, if the current player has 3 3, the first digit of the hand vector is 3.
  • the deep learning model input consists of a 30-dimensional state vector composed of the current player's hand vector and the opponent's hand vector. The last 15 digits of the vector represent the opponent's hand vector. Then, the scheme connects three intermediate layers through a full connection, and the intermediate layer node may be 500. The final output layer has 13,552 nodes, each of which represents a card-out action. Different depth learning models and learning algorithms can and should be used for different board games.
  • step S23 the deep learning model performs multiple game simulations for a situation in the game environment, and generates behavior data and a match win rate.
  • the situation is first entered as the model of the current player, and the probability that the corresponding level of the human player selects the legal action in this situation is output. According to this probability, a legal action is selected as the current player play; then as the model input of the opponent.
  • each circle black solid or hollow indicates a card situation
  • the black circle indicates that the landlord and the peasant are successively selected.
  • the card There are two possibilities for the card to be played for the third time. There are three outcomes after the two possibilities, two of which are the winners of the peasants (in squares) and one of which is the winner of the landlord (indicated by an ellipse).
  • step S24 the simulated generated behavior data is added to the game record library.
  • the simulated winning rate is used as the difficulty index of the game. The higher the simulated winning rate, the lower the difficulty of the game; the lower the simulated winning rate, the higher the difficulty of the game.
  • heuristic rules are used as the player's gameplay. For example, in the landlord game, a commonly used heuristic gameplay "plays as many cards as possible; when the number of cards is the same, a small card is played.” As a result, some levels of the game can be found, making the difficulty assessment more accurate.
  • the main goal is to model the human player gameplay through deep learning.
  • deep learning can model different levels of player play.
  • the first is: having a full game record of different levels of players, this time directly using the supervised learning training deep learning model, supervised learning, by learning the marked data (ie directly marking the difficulty), imitate Labeling behavior;
  • the second is that the player's game record is not enough or insufficient to train the deep learning model.
  • the enhanced learning is to explore in a given environment, through the given target and environmental feedback, to imitate the most valuable behavior in the current environment.
  • the first round of the model is obtained from the zero-data reinforcement learning training.
  • the first round of the model is simulated in the game environment to get the first round of the game record; using the first round of the game record, using the enhanced learning training.
  • the second round model is obtained, and the second round model performs a third round of game matching in the simulated game in the game environment; several rounds of models are obtained by looping back and forth. According to the different win models and the last round model (ie, the strongest model), the models representing different levels are selected.
  • Level layout as shown in Figure 3, it is possible to estimate the difficulty of different endgames, and arrange different endgames into different levels according to the difficulty;
  • a game learning difficulty evaluation method based on deep learning is proposed.
  • deep learning By applying deep learning to simulate the human player gameplay, the human game players of different levels are quickly simulated and the winning rate is obtained, and the simulated winning rate is used as the difficulty index of the game. .
  • this scheme does not need manual labeling, requires less manpower and material resources; can describe the difficulty of different levels of players' feelings, and provides more perspectives on the difficulty of the game; using the deep learning model to improve the accuracy of the difficulty assessment degree.
  • the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course, by hardware, but in many cases, the former is A better implementation.
  • the technical solution of the present application which is essential or contributes to the related art, may be embodied in the form of a software product stored in a storage medium (such as ROM/RAM, disk, CD-ROM).
  • the instructions include a number of instructions for causing a terminal device (which may be a cell phone, a computer, a server, or a network device, etc.) to perform the methods described in various embodiments of the present application.
  • FIG. 8 is a schematic diagram of an apparatus for determining game information according to an embodiment of the present application. As shown in FIG. 8, the apparatus may include an operation unit 81, an acquisition unit 83, and a determination unit 85.
  • the running unit 81 is configured to perform a simulation running on a game of the target game.
  • the first party in the game uses the props in a game according to the target mode, and the game is in one game.
  • the second party uses the props in a game in a predetermined manner, and the target mode is the props usage mode of the first account in the target game.
  • the above target game is a game in which the game participants are two parties (ie, the first party and the second party described above), including but not limited to a board game or a card game.
  • the props can be game props used in the corresponding types of games, such as in a board game, the props are pawns; in a card game, the props are cards.
  • the second party in a game uses the props in a game in a predetermined manner, that is, for the second party, the props are used in advance, such as the second party is pre-edited (set). Game logic robot.
  • the props are used to simulate the use of the first account, and the second party uses the props according to the preset game logic to the first party. To respond to the props used by the first party.
  • the above account number can be a specific account or a general term for a type of account.
  • One type of account here refers to a type of account with the same or close game level.
  • the obtaining unit 83 is configured to obtain a running result of performing a simulation running on a game, and the running result is used to indicate whether the first party wins in the simulation running of the game.
  • the above running result is a game result corresponding to the game type, for example, in the case of a board game, when the first party or the second party's pieces satisfy the game rule stipulated victory (if one party eats or knocks the other party's pieces) , the result of the operation is obtained; for the card game, when the card of the first party or the second party satisfies the victory specified by the game rules (if the card is played), the running result is obtained.
  • the determining unit 85 is configured to determine game information by using a plurality of running results, wherein the game information is used to indicate a probability of winning in a game in the case where the first account is the first party, and the plurality of running results are through multiple times. A game of the game was simulated.
  • the operation unit 81 in this embodiment may be used to perform step S202 in the embodiment of the present application.
  • the obtaining unit 83 in this embodiment may be used to perform step S204 in the embodiment of the present application.
  • the determining unit 85 can be used to perform step S206 in the embodiment of the present application.
  • the foregoing modules are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the contents disclosed in the foregoing embodiments. It should be noted that the foregoing module may be implemented in a hardware environment as shown in FIG. 1 as part of the device, and may be implemented by software or by hardware.
  • the game running in the game of the target game is simulated.
  • the first party in the game uses the props in a game according to the target mode, and the first in the game.
  • the two parties use the props in a game in a predetermined manner; obtain the running result of the simulation running of the one game; then determine the game information through the plurality of running results, and the game information is used to indicate that the first account is the first party.
  • the probability of winning in the next game the multiple running results are obtained by simulating the running of the game in multiple games, which can solve the technical problem of lower accuracy of the winning rate in the related art. In turn, the technical effect of improving the accuracy of the winning rate of the chess situation is achieved.
  • the running unit simulates a game of the game of the target game, and during the simulation running of the game, the first party in the game uses the props in a game according to the target mode, and the game is in one game.
  • the second party uses the props in a game in a predetermined manner, and the target mode is the props usage mode of the first account in the target game.
  • the difficulty of the game is calculated by the characteristics of the game.
  • the characteristics of the game are selected. For example, for the chess game of Chinese chess, the remaining number of cars, the remaining number of horses, the number of remaining pieces, etc. can be selected as features, and then, the game is played.
  • the feature acts as a feature to be processed, and a mapping between features and difficulty assessments is established using rules or deep learning methods.
  • the simulated winning rate is used as the difficulty index of the game.
  • some heuristic rules are used as a gameplay.
  • the above two methods are combined, and the deep learning model is used to mine the relationship between the various features in the game, and the skills in the game are deeply explored, thereby avoiding the influence of the intuitive steps on the evaluation. , reducing the requirements for human and material resources, and improving the accuracy of the assessment.
  • the deep learning model of different levels of human player gameplay can be characterized, and the deep learning representing different human levels can be performed.
  • the model and the highest level of deep learning model are used to simulate the battle.
  • the simulated winning rate is used as the difficulty of the game played by different levels of human players, which can improve the accuracy of the evaluation.
  • a plurality of deep learning models can be used to mine the chess game processing features of different levels of human players to be able to assess the difficulty perceived by different levels of human players through the deep learning model.
  • Step S2021 Acquire a plurality of training sets for training the second depth model, where the second depth model includes parameters to be initialized, and each training set stores a plurality of game data under a game level level, and each game The data is used to indicate that in the course of a game, the second account of the first party playing the game with the second party uses the information of the first item in each game round, and the second account is the account number in the target game.
  • the game data of the second account with the same or similar game level level as the first account is obtained, and the game data includes the case of the item used by the second account in one game (eg, which item is specifically used and Using the number of items, the commonality of the accounts at the level of the game (ie, initialization parameters) is mined by learning a large amount of this type of data.
  • Step S2022 The second depth model is trained by using the training set to initialize the parameters in the second depth model, and the second depth model obtained after the initialization parameter is used as the first depth model, and one training set is trained for simulation.
  • the above-mentioned game includes at least one game round, wherein the running unit may include: an input module configured to input the first item as the input of the first depth model; and the running module is set to be in a simulation operation of the game in a game,
  • Each game round is performed according to a predetermined game mode, wherein the predetermined game mode includes: when the first depth model as the first party uses the props in a game in a target manner, the second party is allowed to use according to the first party.
  • the first item is used to use the corresponding second item, or when the second party uses the second item in a game in a predetermined manner, the first depth model is allowed to use the corresponding item according to the second item used by the second party.
  • a prop the first prop belongs to the first party, and the second prop belongs to the second party.
  • the first depth model is multiple, and each of the first depth models is used to use the props according to a target manner corresponding to a game level level, wherein the input module is further configured to select a game level with the first account.
  • the first depth model corresponding to the level; the first item is used as the input of the first depth model.
  • the above running module is further configured to perform the following functions:
  • One is: in the first game round of a game, the first depth model as the first party and the second party use the props first, and allow the other party in the first party and the second party Use the corresponding item according to the item used by one party.
  • the second is: in any game round of a game, if the first party uses the first item in a game and the second party does not use the corresponding second item, then the first party is determined to be in the current Winning in the game round, the first party first uses the first item in a game in the next game round, if the second party uses the second item in a game, and the first party does not use the corresponding item An item determines that the second party wins in the current game round, and the second party first uses the second item in a game in the next game round.
  • the third is: in the last game round of a game, in the case where the first item of the first party has been used and the second item of the second party is not used, the first party is determined to play in one game. To win, in the case where the second prop of the second party has been used and the first prop of the first party has not been used, it is determined that the second party wins in one game.
  • the determining unit is further configured to acquire, for the first account of each game level level, a plurality of running results of the corresponding first depth model; and use the plurality of running results to indicate the first party in one round
  • the ratio of the number of running results that are won in the game to the number of running results is taken as the probability.
  • the target game of the present application includes a board game
  • the apparatus may further include: an identification unit configured to recognize that the game belongs to the first party in a game of the board game before performing a simulation run on the game of the target game
  • the chess board and the chess board belonging to the second party wherein the AI robot is the second party, and the props include the chess board.
  • Chess game difficulty assessment is a complex task.
  • a difficulty assessor needs to find out the structure and level of the game by trying different gameplays. It takes a lot of time and effort, and the difficulty evaluation values given by different difficulty assessors are very different, and there are great defects.
  • the difficulty of the game has certain subjectivity: the difficulty of the first level player, the middle level player and the high level player to the same game should be different.
  • the current manual evaluation can not describe the difficulty of the game perceived by different levels of players.
  • the technical solution proposed by the present application is based on the game learning difficulty evaluation scheme of deep learning, and simulates different levels of human player behavior through deep learning, and repeatedly performs game simulation to obtain the probability that different levels of human players win opponents in the target game, thereby obtaining different levels of players. Feeling the difficulty.
  • the foregoing modules are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the contents disclosed in the foregoing embodiments. It should be noted that the foregoing module may be implemented in a hardware environment as shown in FIG. 1 as part of the device, and may be implemented by software or by hardware, where the hardware environment includes a network environment.
  • a server or terminal for implementing the above determination method of game information.
  • the terminal may include: one or more (only one shown in FIG. 9) processor 901, memory 903, and transmission device. 905 (such as the transmitting device in the above embodiment), as shown in FIG. 9, the terminal may further include an input/output device 907.
  • the memory 903 can be used to store the software program and the module, such as the method for determining the game information and the program instruction/module corresponding to the device in the embodiment of the present application.
  • the processor 901 runs the software program and the module stored in the memory 903, thereby The various function applications and data processing are performed, that is, the method of determining the game information described above is implemented.
  • Memory 903 can include high speed random access memory, and can also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid state memory.
  • memory 903 can include memory remotely located relative to processor 901, which can be connected to the terminal over a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
  • the transmission device 905 described above is for receiving or transmitting data via a network, and can also be used for data transmission between the processor and the memory.
  • Alternative examples of the above networks may include wired networks and wireless networks.
  • the transmission device 905 includes a Network Interface Controller (NIC) that can be connected to other network devices and routers through a network cable to communicate with the Internet or a local area network.
  • the transmission device 905 is a Radio Frequency (RF) module for communicating with the Internet wirelessly.
  • NIC Network Interface Controller
  • RF Radio Frequency
  • the memory 903 is configured to store an application.
  • the processor 901 can call the application stored in the memory 903 through the transmission device 905 to perform the following steps:
  • the first party in the game uses the props in a game according to the target mode, and the second party in the game is scheduled according to the schedule.
  • the way to use the props in a game the target way is the way the props of the first account in the target game are used;
  • the game information is determined by a plurality of running results, the game information is used to indicate the probability of winning in a game in the case where the first account is the first party, and the plurality of running results are simulated running through the game multiple times. owned.
  • the processor 901 is further configured to perform the following steps:
  • the first depth model as the first party and the second party use the props first, and allow the other party of the first party and the second party to use according to one party. Use the corresponding props;
  • any game round of a game if the first party uses the first item in one game and the second party does not use the corresponding second item, it is determined that the first party obtains in the current game round. Victory, in the next game round, the first party first uses the first item in a game. If the second party uses the second item in a game, and the first party does not use the corresponding first item, then Determining that the second party wins in the current game round, and the second party first uses the second item in one game in the next game round;
  • a game of the game of the target game is simulated, and during the simulation running of the game, the first party in the game uses the props in a game according to the target mode, and the game is in one game.
  • the second party uses the props in a game in a predetermined manner; obtains the running result of the simulation running of the one game; and then determines the game information through the plurality of running results, the game information is used to indicate that the first account is the first party
  • multiple running results are obtained by simulating the running of a game in multiple times, which can solve the low accuracy of the winning rate of the chess game in the related art.
  • the technical problem achieves the technical effect of improving the accuracy of the evaluation of the winning rate of the chess situation.
  • the terminal can be a smart phone (such as an Android mobile phone, an iOS mobile phone, etc.), a tablet computer, a palmtop computer, and a mobile Internet device (Mobile Internet Devices, MID for short). ), PAD and other terminal devices.
  • FIG. 9 does not limit the structure of the above electronic device.
  • the terminal may also include more or fewer components (such as a network interface, display device, etc.) than shown in FIG. 9, or have a different configuration than that shown in FIG.
  • a person of ordinary skill in the art may understand that all or part of the steps of the foregoing embodiments may be completed by a program to instruct terminal device related hardware, and the program may be stored in a computer readable storage medium, and the storage medium may be Including: flash disk, read-only memory (Read-Only Memory, ROM for short), random access memory (Random Access Memory, RAM), disk or optical disk.
  • the storage medium may be Including: flash disk, read-only memory (Read-Only Memory, ROM for short), random access memory (Random Access Memory, RAM), disk or optical disk.
  • Embodiments of the present application also provide a storage medium.
  • the storage medium may be used to execute program code of the method for determining game information.
  • the foregoing storage medium may be located on at least one of the plurality of network devices in the network shown in the foregoing embodiment.
  • the storage medium is arranged to store program code for performing the following steps:
  • the first party in the game uses the props in a game according to the target mode, and the second party in the game.
  • the target mode is the way the props of the first account in the target game are used;
  • S33 Determine game information by using a plurality of running results, where the game information is used to indicate a probability of winning in a game in a case where the first account is the first party, and the plurality of running results are performed by playing the game multiple times.
  • the simulation runs out.
  • the storage medium is further arranged to store program code for performing the following steps:
  • the first depth model as the first party and the second party use the props first, and allow the other party of the first party and the second party to Use the corresponding props for the props used;
  • the foregoing storage medium may include, but is not limited to, a U disk, a ROM, a RAM, a mobile hard disk, a magnetic disk, or an optical disk, and the like, which can store program codes.
  • the integrated unit in the above embodiment if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in the above-described computer readable storage medium.
  • the technical solution of the present application may be embodied in the form of a software product, or the whole or part of the technical solution, which is stored in the storage medium, including
  • the instructions are used to cause one or more computer devices (which may be a personal computer, server or network device, etc.) to perform all or part of the steps of the methods described in the various embodiments of the present application.
  • the disclosed client may be implemented in other manners.
  • the device embodiments described above are merely illustrative.
  • the division of the unit is only a logical function division.
  • multiple units or components may be combined or may be Integrate into another system, or some features can be ignored or not executed.
  • the mutual coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interface, unit or module, and may be electrical or otherwise.
  • the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of the embodiment.
  • each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
  • the above integrated unit can be implemented in the form of hardware or in the form of a software functional unit.

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Abstract

A method, device, and storage medium for determining game information, and an electronic device. The method comprises: a terminal running a simulation of a round of a target game, wherein a first party uses an item in a target manner during the round in the simulation of a round of the game, a second party in the round uses an item in a pre-determined manner during the round of the game, and the target manner is the manner in which a first account uses an item in the target game; the terminal acquiring a simulation result of running the simulation of the round of the game, the result indicating whether the first party has won in the simulation of the round of the game; and the terminal determining game information on the basis of multiple simulation results, wherein the game information indicates a probability of the first account winning the round of the game, and the multiple simulation results are acquired by means of running the simulation of the round of the game multiple times.

Description

游戏信息的确定方法和装置、存储介质、电子装置Method and device for determining game information, storage medium, and electronic device
本申请要求于2018年10月31日提交中国专利局、优先权号为2017110511929、发明名称为“游戏信息的确定方法和装置、存储介质、电子装置”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。The present application claims priority to Chinese Patent Application No. 2017110511929, entitled "Determining Method and Apparatus for Game Information, Storage Media, Electronic Device", which is filed on October 31, 2018, the entire contents of which are hereby incorporated by reference. This is incorporated herein by reference.
技术领域Technical field
本申请涉及互联网领域,具体而言,涉及一种游戏信息的确定方法和装置、存储介质、电子装置。The present application relates to the field of the Internet, and in particular, to a method and device for determining game information, a storage medium, and an electronic device.
背景技术Background technique
随着多媒体技术的发展和无线网络的普及,人们的娱乐活动变得越来越丰富,如通过手持式媒体设备联网玩游戏、通过电脑玩单机或者联网游戏,游戏类型多种多样,如弹幕射击游戏、冒险游戏、模拟游戏、角色扮演游戏、休闲棋牌游戏和其它游戏等。With the development of multimedia technology and the popularity of wireless networks, people's entertainment activities have become more and more abundant, such as playing games through handheld media devices, playing single games or connecting games through computers, and various types of games, such as barrage. Shooting games, adventure games, simulation games, role-playing games, casual board games and other games.
大部分类型的游戏可以实现联网,多人同时在线玩。例如棋牌类游戏,游戏对局双方都知晓对方的棋牌,目前没有成熟的棋局难度(可用胜率来描述,与胜率成反比)评估方法,实际评估过程中,往往会采用一些人工评定的方式。采用该评估方式,需要耗费大量的人力物力,虽然可以采用多人评定然后取平均的方法来降低人工评定的主观因素影响,但是得到的棋局难度或胜率的准确度较低。Most types of games can be networked and multiple people play online at the same time. For example, in the chess game, both sides of the game know each other's chess cards. At present, there is no mature game difficulty (which can be described by the winning rate, which is inversely proportional to the winning rate). In the actual evaluation process, some manual evaluation methods are often used. The use of this evaluation method requires a lot of manpower and material resources. Although the multi-person assessment and then the average method can be used to reduce the subjective factors of the manual assessment, the accuracy of the obtained game difficulty or winning rate is low.
针对相关技术中对棋牌局面进行评定得到的胜率的准确度较低的技术问题,目前尚未提出有效的解决方案。In view of the technical problem that the accuracy of the winning rate obtained by rating the chess situation in the related art is low, an effective solution has not been proposed yet.
发明内容Summary of the invention
本申请实施例提供了一种游戏信息的确定方法和装置、存储介质、电 子装置,以至少解决相关技术中对棋牌局面进行评定得到的胜率的准确度较低的技术问题。The embodiment of the present application provides a method and device for determining game information, a storage medium, and an electronic device, so as to at least solve the technical problem that the accuracy of winning the game in the related art is low.
根据本申请实施例的一个方面,提供了一种游戏信息的确定方法,该方法包括:终端对目标游戏的一局游戏进行模拟运行,在一局游戏的模拟运行过程中,一局游戏中的第一方按照目标方式在一局游戏中使用道具,一局游戏中的第二方按照预定方式在一局游戏中使用道具,目标方式为目标游戏中第一帐号的道具使用方式;终端获取对一局游戏进行模拟运行的运行结果,运行结果用于指示第一方是否在一局游戏的模拟运行中获得胜利;终端通过多个运行结果确定游戏信息,游戏信息用于指示在第一帐号作为第一方的情况下在一局游戏中取得胜利的概率,多个运行结果是通过多次对一局游戏进行模拟运行得到的。According to an aspect of the embodiments of the present application, a method for determining game information is provided. The method includes: the terminal performs a simulation operation on a game of a target game, in a game running process, in a game of a game. The first party uses the props in a game according to the target mode, and the second party in the game uses the props in a game according to a predetermined manner, and the target mode is the props usage mode of the first account in the target game; the terminal acquires the pair The running result of the simulation running of the game is used to indicate whether the first party wins in the simulation running of the game; the terminal determines the game information through the plurality of running results, and the game information is used to indicate the first account as In the case of the first party, the probability of winning in a game is obtained, and the multiple running results are obtained by performing simulation operations on one game in multiple times.
根据本申请实施例的另一方面,还提供了一种游戏信息的确定装置,应用于终端中,该装置包括:运行单元,设置为对目标游戏的一局游戏进行模拟运行,在一局游戏的模拟运行过程中,一局游戏中的第一方按照目标方式在一局游戏中使用道具,一局游戏中的第二方按照预定方式在一局游戏中使用道具,目标方式为目标游戏中第一帐号的道具使用方式;获取单元,设置为获取对一局游戏进行模拟运行的运行结果,运行结果用于指示第一方是否在一局游戏的模拟运行中获得胜利;确定单元,设置为通过多个运行结果确定游戏信息,游戏信息用于指示在第一帐号作为第一方的情况下在一局游戏中取得胜利的概率,多个运行结果是通过多次对一局游戏进行模拟运行得到的。According to another aspect of the embodiments of the present application, there is further provided a device for determining game information, which is applied to a terminal, the device comprising: an operation unit configured to perform a simulation operation on a game of the target game, in a game During the simulation running, the first party in a game uses the props in a game according to the target mode, and the second party in the game uses the props in a game in a predetermined manner, and the target mode is in the target game. The usage mode of the first account; the obtaining unit is set to obtain the running result of the simulation running of the game, and the running result is used to indicate whether the first party wins in the simulation running of the game; the determining unit is set to The game information is determined by a plurality of running results, the game information is used to indicate the probability of winning in a game in the case where the first account is the first party, and the plurality of running results are simulated running through the game multiple times. owned.
在本申请实施例中,终端对目标游戏的一局游戏进行模拟运行,在一局游戏的模拟运行过程中,一局游戏中的第一方按照目标方式在一局游戏中使用道具,一局游戏中的第二方按照预定方式在一局游戏中使用道具;获取对一局游戏进行模拟运行的运行结果;然后通过多个运行结果确定游戏信息,游戏信息用于指示在第一帐号作为第一方的情况下在一局游戏中取得胜利的概率,多个运行结果是通过多次对一局游戏进行模拟运行得到 的,可以解决相关技术中对棋牌局面进行评定得到的胜率的准确度较低的问题,进而达到了提高对棋牌局面的胜率进行评定的准确度的技术效果。In the embodiment of the present application, the terminal performs a simulation operation on a game of the target game. In the simulation running process of the game, the first party in the game uses the props in one game according to the target mode, one game. The second party in the game uses the props in a game in a predetermined manner; obtains the running result of the simulation running of the one game; and then determines the game information through the plurality of running results, the game information is used to indicate the first account as the first In the case of one party, the probability of winning in a game is obtained. The multiple running results are obtained by simulating the running of a game in multiple times, which can solve the accuracy of the winning rate of the chess game in the related art. The low problem, in turn, achieves the technical effect of improving the accuracy of the score of the chess situation.
附图说明DRAWINGS
此处所说明的附图用来提供对本申请的进一步理解,构成本申请的一部分,本申请的示意性实施例及其说明用于解释本申请,并不构成对本申请的不当限定。在附图中:The drawings described herein are intended to provide a further understanding of the present application, and are intended to be a part of this application. In the drawing:
图1是根据本申请实施例的游戏信息的确定方法的硬件环境的示意图;1 is a schematic diagram of a hardware environment of a method of determining game information according to an embodiment of the present application;
图2是根据本申请实施例的一种可选的游戏信息的确定方法的流程图;2 is a flowchart of a method for determining optional game information according to an embodiment of the present application;
图3是根据本申请实施例的一种可选的游戏关卡界面的示意图;3 is a schematic diagram of an optional game level interface in accordance with an embodiment of the present application;
图4是根据本申请实施例的实施游戏信息的确定方法的示意图;4 is a schematic diagram of a method of determining game information according to an embodiment of the present application;
图5是根据本申请实施例的一种可选的深度模型的示意图;5 is a schematic diagram of an alternative depth model in accordance with an embodiment of the present application;
图6是根据本申请实施例的一种可选的模拟胜率的示意图;6 is a schematic diagram of an alternative simulated winning rate according to an embodiment of the present application;
图7是根据本申请实施例的一种可选的进行深度模型训练的示意图;7 is a schematic diagram of an optional depth model training according to an embodiment of the present application;
图8是根据本申请实施例的一种可选的游戏信息的确定装置的示意图;以及FIG. 8 is a schematic diagram of an optional device for determining game information according to an embodiment of the present application;
图9是根据本申请实施例的一种终端的结构框图。FIG. 9 is a structural block diagram of a terminal according to an embodiment of the present application.
具体实施方式Detailed ways
为了使本技术领域的人员更好地理解本申请方案,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分的实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本申请保护的范围。The technical solutions in the embodiments of the present application are clearly and completely described in the following with reference to the accompanying drawings in the embodiments of the present application. It is an embodiment of the present application, and not all of the embodiments. All other embodiments obtained by a person of ordinary skill in the art based on the embodiments of the present application without departing from the inventive scope shall fall within the scope of the application.
需要说明的是,本申请的说明书和权利要求书及上述附图中的术语 “第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本申请的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、***、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。It should be noted that the terms "first", "second" and the like in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or order. It is to be understood that the data so used may be interchanged where appropriate, so that the embodiments of the present application described herein can be implemented in a sequence other than those illustrated or described herein. In addition, the terms "comprises" and "comprises" and "the" and "the" are intended to cover a non-exclusive inclusion, for example, a process, method, system, product, or device that comprises a series of steps or units is not necessarily limited to Those steps or units may include other steps or units not explicitly listed or inherent to such processes, methods, products or devices.
首先,在对本申请实施例进行描述的过程中出现的部分名词或者术语适用于如下解释:First, some of the nouns or terms that appear in the process of describing the embodiments of the present application are applicable to the following explanations:
棋类游戏(Chess Game):主要有中国象棋、中国跳棋、黑白棋和五子棋等,棋类游戏不同于牌类游戏,棋类游戏是完全信息游戏,牌类游戏是非完全信息游戏。如果将牌类游戏的信息公开,可以将牌类游戏看出棋类游戏。如果斗地主玩家知道对手牌,斗地主也可算是棋类游戏。Chess Game: There are mainly Chinese chess, Chinese checkers, black and white chess and backgammon. Chess games are different from card games. Chess games are complete information games, and card games are incomplete information games. If the information of the card game is made public, the card game can be seen in the card game. If the landlord player knows the opponent's card, the landlord can also be regarded as a board game.
根据本申请实施例,提供了一种游戏信息的确定方法的方法实施例。According to an embodiment of the present application, a method embodiment of a method for determining game information is provided.
可选地,在本实施例中,上述游戏信息的确定方法可以应用于如图1所示的由服务器102和终端104所构成的硬件环境中。如图1所示,服务器102通过网络与终端104进行连接,上述网络包括但不限于:广域网、城域网或局域网,终端104并不限定于PC、手机、平板电脑等。本申请实施例的游戏信息的确定方法可以由服务器102来执行,也可以由终端104来执行,还可以是由服务器102和终端104共同执行。其中,终端104执行本申请实施例的游戏信息的确定方法也可以是由安装在其上的客户端来执行。Optionally, in the embodiment, the method for determining the game information may be applied to a hardware environment composed of the server 102 and the terminal 104 as shown in FIG. 1. As shown in FIG. 1, the server 102 is connected to the terminal 104 through a network. The network includes but is not limited to a wide area network, a metropolitan area network, or a local area network. The terminal 104 is not limited to a PC, a mobile phone, a tablet, or the like. The method for determining the game information in the embodiment of the present application may be executed by the server 102, may be executed by the terminal 104, or may be performed by the server 102 and the terminal 104 in common. The determining method of the game information by the terminal 104 in the embodiment of the present application may also be performed by a client installed thereon.
图2是根据本申请实施例的一种可选的游戏信息的确定方法的流程图,如图2所示,该方法可以包括以下步骤:FIG. 2 is a flowchart of a method for determining optional game information according to an embodiment of the present application. As shown in FIG. 2, the method may include the following steps:
步骤S202,终端对目标游戏的一局游戏进行模拟运行,在一局游戏的模拟运行过程中,一局游戏中的第一方按照目标方式在一局游戏中使用 道具,一局游戏中的第二方按照预定方式在一局游戏中使用道具,目标方式为目标游戏中第一帐号的道具使用方式。换言之,通过模拟不同等级的第一帐号的道具使用方式,可以得到不同等级的玩家的感受(也即用于表示或指示在第一帐号作为第一方的情况下在一局游戏中取得胜利的概率的游戏信息)。Step S202, the terminal performs a simulation running on a game of the target game. In the simulation running process of the game, the first party in the game uses the props in a game according to the target mode, and the first in the game. The two parties use the props in a game according to a predetermined method, and the target mode is the props usage mode of the first account in the target game. In other words, by simulating the use of the props of the first account of different levels, the feelings of the players of different levels can be obtained (that is, for indicating or indicating the victory in one game in the case where the first account is the first party). Probability of game information).
上述目标游戏为游戏参与方为两方(即上述第一方和第二方)的游戏,包括但不局限于棋类游戏、牌类游戏。道具可以为在相应类型的游戏中使用的游戏道具,如在棋类游戏中,道具为棋子;在牌类游戏中,道具为牌。The above target game is a game in which the game participants are two parties (ie, the first party and the second party described above), including but not limited to a board game or a card game. The props can be game props used in the corresponding types of games, such as in a board game, the props are pawns; in a card game, the props are cards.
一局游戏中的第二方按照预定方式在一局游戏中使用道具,即对于第二方而言,道具的使用方式为预先设置好的,如第二方为预先编辑(设定)好了游戏逻辑的机器人。在模拟运行中,对于第一方而言,是通过模拟第一帐号的道具使用方式来向第二方使用道具;而第二方机器人则按照预先设定的游戏逻辑来向第一方使用道具来对第一方使用的道具进行回应。The second party in a game uses the props in a game in a predetermined manner, that is, for the second party, the props are used in advance, such as the second party is pre-edited (set). Game logic robot. In the simulation run, for the first party, the props are used to simulate the use of the first account, and the second party uses the props according to the preset game logic to the first party. To respond to the props used by the first party.
上述的帐号可以是具体的某个帐号,也可以是一类帐号的统称。此处的一类帐号是指游戏水平相同或者接近的一类帐号。The above account number can be a specific account or a general term for a type of account. One type of account here refers to a type of account with the same or close game level.
步骤S204,终端获取对一局游戏进行模拟运行的运行结果,运行结果用于指示第一方是否在一局游戏的模拟运行中获得胜利。In step S204, the terminal acquires a running result of performing a simulation running on a game, and the running result is used to indicate whether the first party wins in the simulation running of the game.
上述运行结果是与游戏类型对应的游戏结果,如对于棋类游戏,当第一方或第二方的棋子满足游戏规则规定的胜利(如一方将另一方的棋子均吃掉或打掉)时,则得到运行结果;对于牌类游戏,当第一方或第二方的牌满足游戏规则规定的胜利(如牌被打完)时,则得到运行结果。The above running result is a game result corresponding to the game type, for example, in the case of a board game, when the first party or the second party's pieces satisfy the game rule stipulated victory (if one party eats or knocks the other party's pieces) , the result of the operation is obtained; for the card game, when the card of the first party or the second party satisfies the victory specified by the game rules (if the card is played), the running result is obtained.
步骤S206,终端通过多个运行结果确定游戏信息,游戏信息用于表示或指示在第一帐号作为第一方的情况下在一局游戏中取得胜利的概率,多个运行结果是通过多次对一局游戏进行模拟运行得到的。Step S206, the terminal determines game information by using a plurality of running results, where the game information is used to indicate or indicate the probability of winning in a game in the case where the first account is the first party, and the multiple running results are multiple times. A game of the game was simulated.
上述的游戏信息是用于表示在第一帐号作为第一方的情况下,第一方获得胜利的概率。The above game information is used to indicate the probability that the first party wins when the first account is the first party.
由于上述运行结果是按照第一帐号的第一方使用道具来进行道具使用而得到的游戏结果,从而可以避免人工评定的方式中主观因素的影响。Since the above operation result is a game result obtained by using the props by the first party of the first account, the influence of subjective factors in the manner of manual evaluation can be avoided.
对于第一帐号而言,在每一个游戏进程中,可能出现多种平行决策,而这多种决策可能导致游戏结果不同,为了克服该问题,使结果更为准确,可以进行多次模拟运行,得到多个运行结果,通过这多个运行结果确定的概率的准确度更高。For the first account, there may be multiple parallel decisions in each game process, and these multiple decisions may result in different game outcomes. To overcome this problem and make the results more accurate, multiple simulation runs can be performed. Multiple run results are obtained, and the probability determined by the multiple run results is more accurate.
通过上述步骤S202至步骤S206,终端对目标游戏的一局游戏进行模拟运行,在一局游戏的模拟运行过程中,一局游戏中的第一方按照目标方式在一局游戏中使用道具,一局游戏中的第二方按照预定方式在一局游戏中使用道具;获取对一局游戏进行模拟运行的运行结果;然后通过多个运行结果确定游戏信息,游戏信息用于指示在第一帐号作为第一方的情况下在一局游戏中取得胜利的概率,多个运行结果是通过多次对一局游戏进行模拟运行得到的,可以解决相关技术中对棋牌局面进行评定得到的胜率的准确度较低的技术问题,进而达到了提高对棋牌局面的胜率进行评定的准确度的技术效果。Through the above steps S202 to S206, the terminal performs a simulation operation on a game of the target game. During the simulation operation of the game, the first party in the game uses the props in a game according to the target mode. The second party in the game plays the props in a game in a predetermined manner; obtains the running result of the simulation running of the game; and then determines the game information through the plurality of running results, the game information is used to indicate the first account as In the case of the first party, the probability of winning in a game is obtained. The multiple running results are obtained by simulating the running of the game in multiple times, which can solve the accuracy of the winning rate of the chess game in the related art. The lower technical problems, in turn, achieve the technical effect of improving the accuracy of the evaluation of the winning rate of the chess situation.
下面结合图2所示的步骤详述本申请的实施例。Embodiments of the present application are described in detail below in conjunction with the steps shown in FIG. 2.
在步骤S202提供的技术方案中,终端对目标游戏的一局游戏进行模拟运行,在一局游戏的模拟运行过程中,一局游戏中的第一方按照目标方式在一局游戏中使用道具,一局游戏中的第二方按照预定方式在一局游戏中使用道具,目标方式为目标游戏中第一帐号的道具使用方式。In the technical solution provided in step S202, the terminal performs a simulation running on a game of the target game. During the simulation running of the game, the first party in the game uses the props in a game according to the target mode. The second party in the game uses the props in a game in a predetermined manner, and the target mode is the props usage mode of the first account in the target game.
在相关的对棋局难度进行评估的方法中,往往会采用一些人工评定的方式,需要耗费大量的人力物力,得到的棋局难度或胜率的准确度较低。为了使人工评定排除主观因素影响,在本申请中,综合了考虑了以下两种方式来进行评估:基于棋局特征、模拟胜率两方面的特征来进行评估。In the relevant methods for evaluating the difficulty of the game, some manual evaluation methods are often used, which requires a lot of manpower and material resources, and the accuracy of the game difficulty or the winning rate is low. In order to eliminate the influence of subjective factors in the manual evaluation, in the present application, the following two methods are considered for evaluation: based on the characteristics of the game and the characteristics of the simulated winning rate.
(1)基于棋局特征的难度评估(1) Difficulty assessment based on the characteristics of the game
基于棋局特征的难度评估,通过棋局特征计算棋局难度,首先挑选棋局特征,比如,对于中国象棋的棋局,可以挑选一方的车剩余数、马剩余数、剩余棋子数等作为特征,然后,以棋局特征作为待处理的特征,用规则或者深度学习的方法建立特征到难度评估之间的映射。Based on the difficulty assessment of the characteristics of the game, the difficulty of the game is calculated by the characteristics of the game. First, the characteristics of the game are selected. For example, for the chess game of Chinese chess, the remaining number of cars, the remaining number of horses, the number of remaining pieces, etc. can be selected as features, and then, the game is played. The feature acts as a feature to be processed, and a mapping between features and difficulty assessments is established using rules or deep learning methods.
(2)基于模拟胜率的难度评估(2) Difficulty assessment based on simulated winning rate
基于模拟胜率的难度评估,执行若干次的模拟,将模拟胜率作为棋局难度指标,模拟胜率越高,说明棋局难度越低;反之模拟胜率越低,说明棋局难度越高。在模拟中,用一些启发式规则作为玩法。Based on the difficulty evaluation of the simulated winning rate, several simulations are performed, and the simulated winning rate is used as the difficulty index of the game. The higher the simulated winning rate, the lower the difficulty of the game; the lower the simulated winning rate, the higher the difficulty of the game. In the simulation, some heuristic rules are used as a gameplay.
在本申请的技术方案中,将以上两个方式进行结合,通过深度学习模型来挖掘各种棋局内特征之间的关联关系,深入挖掘棋局内的技巧,避免了凭直觉的步骤对评估的影响,降低了对于人力物力的要求,并且提升了评估的准确性。In the technical solution of the present application, the above two methods are combined, and the deep learning model is used to mine the relationship between the various features in the game, and the skills in the game are deeply explored, thereby avoiding the influence of the intuitive steps on the evaluation. , reducing the requirements for human and material resources, and improving the accuracy of the assessment.
可选地,在本申请的基于深度学***人类玩家玩法的深度学***的深度学***的深度学***人类玩家感受到的棋局难度,可以提高评估的准确度。Optionally, in the deep learning-based game difficulty evaluation scheme of the present application, through analyzing and learning the human player's battle data, the deep learning model of different levels of human player gameplay can be characterized, and the deep learning representing different human levels can be performed. The model and the highest level of deep learning model are used to simulate the battle. The simulated winning rate is used as the difficulty of the game played by different levels of human players, which can improve the accuracy of the evaluation.
可以使用多个深度学***人类玩家的棋局处理特征,以通过深度学***人类玩家感受到的难度。A plurality of deep learning models can be used to mine the chess game processing features of different levels of human players to be able to assess the difficulty perceived by different levels of human players through the deep learning model.
下面从以下两个方面详述该实施例:The following details are described in the following two aspects:
(1)训练深度模型(1) Training depth model
方式一:利用预置的训练集进行训练Method 1: Train with a preset training set
步骤S2021,终端获取用于对第二深度模型进行训练的多个训练集,第二深度模型中包括待初始化的参数,每个训练集中保存有一个游戏水平级别下的多个游戏数据,每个游戏数据用于指示在一局游戏的过程中,作 为与第二方进行游戏的第一方的第二帐号在每一个游戏回合中使用第一道具的信息,第二帐号为目标游戏中的帐号。Step S2021: The terminal acquires a plurality of training sets for training the second depth model, where the second depth model includes parameters to be initialized, and each training set stores a plurality of game data under a game level level, each of which The game data is used to indicate that in the course of a game, the second account of the first party playing the game with the second party uses the information of the first item in each game round, and the second account is the account in the target game. .
也即取得和第一帐号处于同一或者相近游戏水平级别的第二帐号的游戏数据,游戏数据中包括在一局游戏中第二帐号所使用的道具的情况(如具体使用的是哪一个道具以及使用道具的数量),通过对大量的这一类型的数据的学***级别的帐号的共性(也即初始化参数)。That is, the game data of the second account with the same or similar game level level as the first account is obtained, and the game data includes the case of the item used by the second account in one game (eg, which item is specifically used and Using the number of items, the commonality of the accounts at the level of the game (ie, initialization parameters) is mined by learning a large amount of this type of data.
步骤S2022,终端使用训练集对第二深度模型进行训练,以对第二深度模型中的参数进行初始化,将得到初始化参数后的第二深度模型作为第一深度模型,一个训练集训练得到用于模仿一个游戏水平级的第一方的第一深度模型。Step S2022: The terminal trains the second depth model by using the training set to initialize the parameters in the second depth model, and uses the second depth model obtained after the initialization parameter as the first depth model, and one training set is used for training. A first depth model that mimics the first party of a game level.
方式二、利用预置的训练集进行训练Method 2: Training with a preset training set
在每一次步骤S204结束之后,终端将得到的行为数据(游戏双方在每个回合中的与道具使用相关数据,如具体使用的道具以及道具的数量)作为一个元数据存入训练集中,该元数据用得到运行结果进行标注。在得到多个元数据之后,终端重新利用该训练集进行训练,以更新深度模型中的参数的具体数值,从而逐步完善深度模型。After each step S204 ends, the terminal will obtain the behavior data (the data related to the item usage in each round of the game, such as the specific used props and the number of items) as a metadata into the training set, the element The data is annotated with the results of the run. After obtaining a plurality of metadata, the terminal re-uses the training set for training to update the specific values of the parameters in the depth model, thereby gradually perfecting the depth model.
(2)使用深度模型。(2) Use a depth model.
对于一局游戏而言,包括至少一个游戏回合,一般而言是包括多个游戏回合,对于棋类游戏而言,一个游戏回合是指棋局双方先后均完成一轮棋子的落定,先出一方按照游戏规定落棋,后出一方也按照游戏规则落棋;对于牌类游戏而言,一个游戏回合是指双方先后均完成一轮出牌(一方依照出牌规则出牌,另一方根据前一方的出牌进行跟进),或一方完成出牌而另一方放弃出牌,或一方完成出牌而另一方没有匹配的牌可以出。For a game, including at least one game round, generally includes multiple game rounds. For a board game, a game round means that both sides of the game have completed the round of the game, first out According to the rules of the game, the latter player also plays the game according to the rules of the game. For a card game, a game round means that both parties have completed one round of the card (one party plays the card according to the rules of the card, and the other party according to the previous party) The card is followed up, or one party completes the card and the other party gives up the card, or one party completes the card and the other party does not match.
需要说明的是,上述的一局游戏可以是一局完整的游戏(即双方的道具均还未使用)、也可以是残局(相对于完整局面而言,已经有道具被使 用掉),本申请尤其适用于一局游戏为残局的情况。It should be noted that the above game can be a complete game (that is, both items are not used yet), or it can be an endgame (there are already items used compared to the complete situation), this application Especially suitable for the case where the game is a mess.
使用上述的第一深度模型对目标游戏的一局游戏进行模拟运行可以通过如下步骤实现:Simulating the running of a game of the target game using the first depth model described above can be achieved by the following steps:
步骤S2023,终端识别一局游戏中属于第一方的道具和属于第二方的道具,第二方可以为机器人。In step S2023, the terminal identifies the item belonging to the first party and the item belonging to the second party in the game, and the second party may be the robot.
步骤S2024,终端将第一道具作为第一深度模型的输入。In step S2024, the terminal uses the first item as an input of the first depth model.
步骤S2025,终端在一局游戏的模拟运行过程中,每个游戏回合按照预定游戏方式进行,预定游戏方式包括:在作为第一方的第一深度模型按照目标方式在一局游戏中向第二方使用道具时,终端允许第二方根据第一方所使用的第一道具来使用相应的第二道具对第一方进行响应,或在第二方按照预定方式在一局游戏中向第一方使用第二道具时,允许第一深度模型根据第二方所使用的第二道具来使用相应的第一道具进行响应,第一道具属于第一方,第二道具属于第二方。Step S2025: During the simulation running of the game in one game, each game round is performed according to a predetermined game mode, and the predetermined game mode includes: in the first depth model as the first party, in the target mode to the second game in a game. When the party uses the prop, the terminal allows the second party to respond to the first party using the corresponding second prop according to the first prop used by the first party, or to the first party in the game according to the predetermined manner in the second party. When the second prop is used, the first depth model is allowed to respond according to the second prop used by the second party, the first prop belongs to the first party, and the second prop belongs to the second party.
可选地,在一局游戏包括多个游戏回合的情况下,每个游戏回合按照预定游戏方式进行包括但不局限于以下三种情况:Optionally, in a case where a game includes a plurality of game rounds, each game round is performed according to a predetermined game mode, including but not limited to the following three cases:
其一是:在一局游戏的第一个游戏回合中,作为第一方的第一深度模型与第二方由约定的一方(如棋局双方中的执黑棋或白棋者、斗地主牌局双方中的地主)先使用道具,并允许第一方与第二方中的另一方根据一方所使用的道具而使用相应的道具,如在斗地主中,一方使用的顺子(如3、4、5、6、7),那么另一方就只能出五位的顺子且该顺子中的最小牌应大于对方顺子的最小牌(即大于3)。One is: in the first game round of a game, the first depth model as the first party and the second party (such as the black or white player in the game, the main card in the game) The landlords in both sides of the bureau use the props first, and allow the other party in the first party and the second party to use the corresponding props according to the props used by one party, such as the straights used by one of the landlords (eg, 3. 4, 5, 6, 7), then the other party can only produce five straights and the smallest card in the straight should be greater than the smallest card of the other straight (ie greater than 3).
其二是:在一局游戏的任意一个游戏回合中,若第一方先在一局游戏中向第二方使用了第一道具、且第二方未使用相应的第二道具进行响应,则判定第一方在当前的游戏回合中获得胜利,在下一个游戏回合中由第一方先在一局游戏中使用第一道具,若第二方率先在一局游戏中向第一方使用了第二道具、且第一方未使用相应的第一道具进行响应,则判定第二方 在当前的游戏回合中获得胜利,在下一个游戏回合中由第二方先在一局游戏中使用第二道具,如一方使用的顺子(如3、4、5、6、7),而另一方没有顺子,则该游戏回合结束,下一回合继续由出顺子牌的这一方出牌。The second is: in any game round of a game, if the first party first uses the first item in the second party in one game, and the second party does not respond with the corresponding second item, then Determining that the first party wins in the current game round, and the first party first uses the first item in one game in the next game round, if the second party takes the lead in using the first party in the game If the second item does not use the corresponding first item to respond, it is determined that the second party wins in the current game round, and the second party first uses the second item in one game in the next game round. If one side uses a straight (such as 3, 4, 5, 6, 7) and the other side does not have a straight, the game round ends, and the next round continues to be played by the side of the straight.
其三是:在一局游戏的最后一个游戏回合中,在第一方的第一道具已使用完(可以是率先使用道具或跟进第二方时使用道具导致了道具被使用完)、且第二方的第二道具未使用完的情况下,判定第一方在一局游戏获得胜利,在第二方的第二道具已使用完(可以是率先使用道具或跟进第一方时使用道具导致了道具被使用完)、且第一方的第一道具未使用完的情况下,判定第二方在一局游戏获得胜利,如一方使用的顺子(如3、4、5、6、7)之后,手中的牌已经出完,则出顺子牌的这一方获得胜利。The third is: in the last game round of a game, the first item in the first party has been used (it may be the first to use the item or follow the second party to use the item, causing the item to be used), and If the second prop of the second party is not used, it is determined that the first party wins in one game, and the second prop in the second party has been used (may be used first when using the props or following the first party) When the props cause the props to be used, and the first props of the first party are not used up, it is determined that the second party wins in one game, such as a straight used by one party (such as 3, 4, 5, 6) After 7), the card in the hand has already been finished, and the party that has the straight card wins.
可选地,在上述步骤S2024中,对于同一个游戏局面(如上述的为游戏残局的一局游戏),为了实现对多个游戏水平级别的帐号的胜率预测,第一深度模型为多个,每个第一深度模型用于按照与一个游戏水平级别对应的目标方式使用道具,将第一道具作为第一深度模型的输入时,可以选取与第一帐号的游戏水平级别对应的第一深度模型;将第一道具作为第一深度模型的输入。也即可以逐一游戏水平级别的胜率的预测。Optionally, in the above step S2024, for the same game situation (such as the one game of the game endgame mentioned above), in order to achieve the winning rate prediction for the account levels of the plurality of game level levels, the first depth model is multiple, Each first depth model is used to use the props according to a target manner corresponding to a game level level, and when the first prop is used as the input of the first depth model, the first depth model corresponding to the game level level of the first account may be selected. The first item is used as the input to the first depth model. That is, it is possible to predict the winning rate of the level level one by one.
在步骤S204提供的技术方案中,终端获取对一局游戏进行模拟运行的运行结果,运行结果用于指示第一方是否在一局游戏的模拟运行中获得胜利。In the technical solution provided in step S204, the terminal acquires an operation result of performing a simulation operation on a game, and the operation result is used to indicate whether the first party wins in the simulation operation of the game.
对于每一个游戏水平级别,可以使用相应的深度模型先后进行多次模拟,进而可以得到多个结果。For each level of the game, you can use the corresponding depth model to perform multiple simulations in succession, and you can get multiple results.
在步骤S206提供的技术方案中,终端通过多个运行结果确定游戏信息,游戏信息用于指示在第一帐号作为第一方的情况下在一局游戏中取得胜利的概率,多个运行结果是通过多次对一局游戏进行模拟运行得到的。 一种可选的实现方式如下:In the technical solution provided in step S206, the terminal determines game information by using a plurality of operation results, and the game information is used to indicate a probability of winning in a game in the case where the first account is the first party, and the plurality of running results are It was obtained by performing a simulation run on a game in succession. An alternative implementation is as follows:
步骤S2061,对于每个游戏水平级别的第一帐号,终端获取对应的第一深度模型的多个运行结果;Step S2061: For each first account level of the game level, the terminal acquires multiple running results of the corresponding first depth model;
步骤S2062,终端将多个运行结果中用于指示第一方在一局游戏中获得胜利的运行结果的数量与多个运行结果的数量的比值作为概率。In step S2062, the terminal uses, as a probability, a ratio of the number of running results used by the first party to indicate that the first party wins in one game and the number of the plurality of running results.
棋类游戏棋局难度评估是一项复杂的工作。一名难度评估人员需要通过尝试不同玩法来摸清棋局的结构和关卡,需要耗费大量的时间和精力,且不同的难度评估人员给出的难度评估值有很大差异,存在极大的缺陷。棋局难度带有一定的主观性:初等水平玩家、中等水平玩家和高水平玩家对同一个棋局感受的难度应该是不一样的,目前的人工评估无法刻画不同水平玩家感受到的棋局难度。本申请所提出的技术方案是基于深度学***人类玩家行为,反复进行对局模拟得到不同水平人类玩家在目标棋局赢得对手的概率,从而得到不同水平玩家感受到的难度。Chess game difficulty assessment is a complex task. A difficulty assessor needs to find out the structure and level of the game by trying different gameplays. It takes a lot of time and effort, and the difficulty evaluation values given by different difficulty assessors are very different, and there are great defects. The difficulty of the game has certain subjectivity: the difficulty of the first level player, the middle level player and the high level player to the same game should be different. The current manual evaluation can not describe the difficulty of the game perceived by different levels of players. The technical solution proposed by the present application is based on the game learning difficulty evaluation scheme of deep learning, and simulates different levels of human player behavior through deep learning, and repeatedly performs game simulation to obtain the probability that different levels of human players win opponents in the target game, thereby obtaining different levels of players. Feeling the difficulty.
作为一种可选的实施例,下面以一局游戏为斗地主残局为例进行详述:As an optional embodiment, the following is a detailed description of a game in the game:
斗地主是牌类游戏,但斗地主残局是明牌,因此可以看成棋类游戏。斗地主游戏是三人两方对局,一方一名地主,另一方两名农民。但斗地主残局一般是一名地主一名农民,地主一般是人类玩家,农民则由电脑机器人扮演,而且由人类玩家即地主开始出牌,斗地主残局关卡设计流程包括:The landlord is a card game, but the landlord's endgame is a clear card, so it can be seen as a board game. The landlord game is a three-party match, one landlord and the other two farmers. But the landlord's endgame is usually a landlord and a farmer. The landlord is usually a human player. The farmer is played by a computer robot. The human gamer is the landlord. The design process of the landlord endgame level includes:
步骤S11,随机或者按照一定的规则生成候选斗地主局面(即一局游戏的游戏局面,在该局游戏中,游戏双方的牌面道具已确定);Step S11, generating a candidate battle landlord situation randomly or according to a certain rule (ie, a game situation of a game in which a game board item of both sides of the game has been determined);
步骤S12,使用极大极小搜索找到地主必须遵循最佳出法才能赢的局面,将之作为残局;Step S12, using the minimax search to find a situation in which the landlord must follow the best method to win, and use it as an endgame;
步骤S13,使用难度评估技术对残局进行难度评估,并根据难度将残 局分配到不同的关卡中。最终关卡界面如图3所示(其中第0关处于解锁状态、其余关卡处于未解锁状态)。而将本申请的技术方案应用于牌类游戏的残局时,其实施方案如图4所示:In step S13, the difficulty assessment is performed on the endgame using the difficulty assessment technique, and the residuals are assigned to different levels according to the difficulty. The final level interface is shown in Figure 3 (where the 0th level is unlocked and the remaining levels are unlocked). When the technical solution of the present application is applied to the endgame of a card game, the implementation scheme thereof is as shown in FIG. 4:
如图4中所见,本申请所提出的基于深度学***玩家在棋类游戏中的对局记录;(2)深度学习训练模块,用于根据对局记录对原始模型(第二深度模型)进行训练初始化;(3)棋类游戏环境模块,用于进行模拟对局。有了这些数据和模块,可以实现基于深度学习的棋局难度评估方案,具体基于深度学习的棋局难度评估方案的流程如下:As seen in FIG. 4, the depth learning-based game difficulty evaluation scheme proposed by the present application includes the following main modules: (1) a human player game record library, which records the game of different levels of players in the board game. Recording; (2) a deep learning training module for training initialization of the original model (second depth model) according to the game record; (3) a board game environment module for performing a simulated game. With these data and modules, a game-level difficulty assessment scheme based on deep learning can be realized. The process of the game difficulty assessment scheme based on deep learning is as follows:
步骤S21,深度学***玩家的对局,使用深度学***的模型(如高水平模型、中等水平模型、低水平模型),在斗地主残局难度评估中,第二深度模型选用了五层全连接深度神经网络模型,使用了随机梯度下降算法进行训练。In step S21, the deep learning training module obtains the game of different levels of players from the human player game record database, and uses the deep learning algorithm to train and obtain different levels of models (such as a high level model, a medium level model, and a low level model). In the assessment of the difficulty of the endgame, the second depth model selected a five-layer fully connected deep neural network model, which was trained using a stochastic gradient descent algorithm.
步骤S22,如图5所示,深度学习模型的输入是当前斗地主局面(所有牌面),当前斗地主局面可包括玩家(即第一帐号)手牌和对手手牌,可将输入处理成一个30维的向量,向量的前15位表示当前玩家手牌数,扑克牌的点数3、4、5、6、7、8、9、10、J、Q、K、A、2、小王和大王,分别对应15位手牌向量的1至15位,当前手牌有n张某点数扑克牌,则手牌向量对应位置值为n。比如当前玩家有3张3,则手牌向量第一位值为3。深度学习模型输入由当前玩家手牌向量和对手手牌向量拼接组成30维的状态向量。向量的后15位表示对手手牌向量。然后本方案通过全连接方式连接3层中间层,中间层节点可为500。最后输出层有13552个节点,每个节点代表一种出牌的动作,对不同棋类游戏,可以并且应该选用不同的深度学习模型和学习算法。Step S22, as shown in FIG. 5, the input of the deep learning model is the current landlord situation (all cards), and the current landlord situation may include the player (ie, the first account) hand and the opponent's hand, and the input may be processed into A 30-dimensional vector, the first 15 digits of the vector represent the current player's hand number, and the playing card's points are 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K, A, 2, Xiao Wang And the king, corresponding to 1 to 15 of the 15 hand vectors, the current hand has n points of playing cards, then the hand vector corresponding position value is n. For example, if the current player has 3 3, the first digit of the hand vector is 3. The deep learning model input consists of a 30-dimensional state vector composed of the current player's hand vector and the opponent's hand vector. The last 15 digits of the vector represent the opponent's hand vector. Then, the scheme connects three intermediate layers through a full connection, and the intermediate layer node may be 500. The final output layer has 13,552 nodes, each of which represents a card-out action. Different depth learning models and learning algorithms can and should be used for different board games.
步骤S23,深度学***的深度学***玩家感受到的难度;再用中水平的深度学***玩家感受到的难度;最后拿高水平的深度学***玩家感受到的难度。In step S23, the deep learning model performs multiple game simulations for a situation in the game environment, and generates behavior data and a match win rate. For a situation, you can use the low level deep learning model as the current player and opponent, perform multiple simulations, and the reciprocal of the winning rate is the difficulty perceived by the low level players; then use the middle level deep learning model as the current player and The opponent, performing multiple simulations, the reciprocal of the winning rate is the difficulty felt by the middle level player; finally, taking the high level deep learning model as the current player and opponent, performing multiple simulations, and the reciprocal of the winning rate is obtained as a high level player feeling. The difficulty of getting there.
在每一次对局模拟中,首先作为当前玩家的模型输入局面,输出这个局面下相应水平人类玩家选择合法动作的概率,按照这个概率选择一个合法动作作为当前玩家打法;然后作为对手的模型输入当前玩家打法之后的局面,输出这个局面下相应水平人类玩家选择合法动作的概率,按照这个概率选择一个合法动作作为对手的打法;重复上述过程,直到分出胜负。进行多次对局模拟,统计当前玩家的胜率。如对于斗地主残局,一次对局模拟的过程如图6所示,其中每个圆(黑色实心或空心)表示一种出牌情况,黑色圆表示被选中的情况下,由地主和农民相继出牌,到第三次出牌的时候有两种可能性,这两种可能性之后有三种结果,其中两种是农民获胜(用正方形表示),一种是地主获胜(用椭圆表示)。In each game simulation, the situation is first entered as the model of the current player, and the probability that the corresponding level of the human player selects the legal action in this situation is output. According to this probability, a legal action is selected as the current player play; then as the model input of the opponent. The current situation after the player plays, output the probability that the corresponding level of the human player chooses the legal action in this situation, and select a legal action as the opponent's play according to this probability; repeat the above process until the winner is lost. Perform multiple game simulations to count the current player's winning percentage. For example, for the landlord's endgame, the process of a game simulation is shown in Figure 6, where each circle (black solid or hollow) indicates a card situation, and the black circle indicates that the landlord and the peasant are successively selected. There are two possibilities for the card to be played for the third time. There are three outcomes after the two possibilities, two of which are the winners of the peasants (in squares) and one of which is the winner of the landlord (indicated by an ellipse).
步骤S24,将模拟生成的行为数据补充到对局记录库中。In step S24, the simulated generated behavior data is added to the game record library.
在本申请的上述技术方案中,主要思想有以下两点:In the above technical solution of the present application, the main ideas are as follows:
(1)通过深度学习模拟玩家在棋类游戏中的行为,实现快速评估棋局难度。(1) Simulate the behavior of the player in the board game through deep learning, and realize the difficulty of quickly evaluating the game.
模仿基于模拟胜率的难度评估,通过模拟胜率来计算棋类难度。基于模拟胜的难度评估,执行若干次的模拟,将模拟胜率作为棋局难度指标。模拟胜率越高,说明棋局难度越低;反之模拟胜率越低,说明棋局难度越高。在模拟中,用启发式规则作为玩家的玩法。比如在斗地主游戏中,一个常用的启发式玩法“尽量多出牌;牌数相同时,出牌型小的牌”。从而可以发现棋局的一些关卡,从而使得难度评估准确度更高。Imitate the difficulty assessment based on the simulated winning rate and calculate the difficulty of the chess by simulating the winning percentage. Based on the difficulty evaluation of the simulation win, several simulations are performed, and the simulated winning rate is used as the difficulty index of the game. The higher the simulated winning rate, the lower the difficulty of the game; the lower the simulated winning rate, the higher the difficulty of the game. In the simulation, heuristic rules are used as the player's gameplay. For example, in the landlord game, a commonly used heuristic gameplay "plays as many cards as possible; when the number of cards is the same, a small card is played." As a result, some levels of the game can be found, making the difficulty assessment more accurate.
利用深度学***的玩家行为,深度学***玩家玩法进行建 模。Using the deep learning method, the main goal is to model the human player gameplay through deep learning. Through different levels of player behavior, deep learning can model different levels of player play.
(2)以快速评估游戏棋局难度为目的,构建对应深度学习模型。(2) To construct a corresponding deep learning model for the purpose of quickly assessing the difficulty of the game board.
以评估不同水平玩家感受到的棋局难度为目的,构建对应深度学习***。在建立深度学习模型的过程中,可能碰到两种不同的场景:To evaluate the difficulty of the game perceived by players at different levels, a corresponding deep learning system is constructed. In the process of building a deep learning model, you may encounter two different scenarios:
其一是:拥有充分的不同水平玩家的对局记录,这时候直接使用有监督学习训练深度学习模型,有监督学习,通过对带有标注的数据(即直接对难度进行标记)进行学习,模仿标注行为;The first is: having a full game record of different levels of players, this time directly using the supervised learning training deep learning model, supervised learning, by learning the marked data (ie directly marking the difficulty), imitate Labeling behavior;
其二是:玩家对局记录没有或者不够充分,不足以训练深度学***的模型。The second is that the player's game record is not enough or insufficient to train the deep learning model. At this time, using the enhanced learning training deep learning model, the enhanced learning is to explore in a given environment, through the given target and environmental feedback, to imitate the most valuable behavior in the current environment. As shown in Figure 7, the first round of the model is obtained from the zero-data reinforcement learning training. The first round of the model is simulated in the game environment to get the first round of the game record; using the first round of the game record, using the enhanced learning training. The second round model is obtained, and the second round model performs a third round of game matching in the simulated game in the game environment; several rounds of models are obtained by looping back and forth. According to the different win models and the last round model (ie, the strongest model), the models representing different levels are selected.
本申请的上述技术方案至少可以应用于如下场景或与如下场景相近的场景:The foregoing technical solutions of the present application can be applied to at least the following scenarios or scenes similar to the following scenarios:
(1)关卡布局,如图3所示,可以对不同的残局进行难度预估,根据难度的不同将不同的残局布局为不同的关卡;(1) Level layout, as shown in Figure 3, it is possible to estimate the difficulty of different endgames, and arrange different endgames into different levels according to the difficulty;
(2)在棋牌类节目的直播过程中,根据当前局面对双方的胜率进行预估;(2) In the live broadcast process of chess and card programs, the winning rate of both parties is estimated according to the current situation;
(3)在教育类节目或者现场授课过程中,对不同的棋局或者牌局进行胜率解读和评估。(3) Interpretation and evaluation of winning rates for different chess games or cards in educational programs or on-site teaching.
在本申请的技术方案中,提出了一种基于深度学***人类玩 家对战并得到胜率,将模拟胜率作为棋局难度指标。模拟胜率越高,说明棋局难度越低;反之模拟胜率越低,说明棋局难度越高。In the technical solution of the present application, a game learning difficulty evaluation method based on deep learning is proposed. By applying deep learning to simulate the human player gameplay, the human game players of different levels are quickly simulated and the winning rate is obtained, and the simulated winning rate is used as the difficulty index of the game. . The higher the simulated winning rate, the lower the difficulty of the game; the lower the simulated winning rate, the higher the difficulty of the game.
相对之前的难度评估方案,本方案不需要人工标注,需要较少的人力物力;能够刻画不同水平玩家感受的难度,提供更多对棋局难度的视角;使用深度学习模型,提高了难度评估的准确度。Compared with the previous difficulty evaluation scheme, this scheme does not need manual labeling, requires less manpower and material resources; can describe the difficulty of different levels of players' feelings, and provides more perspectives on the difficulty of the game; using the deep learning model to improve the accuracy of the difficulty assessment degree.
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请并不受所描述的动作顺序的限制,因为依据本申请,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本申请所必须的。It should be noted that, for the foregoing method embodiments, for the sake of simple description, they are all expressed as a series of action combinations, but those skilled in the art should understand that the present application is not limited by the described action sequence. Because certain steps may be performed in other sequences or concurrently in accordance with the present application. In the following, those skilled in the art should also understand that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present application.
通过以上的实施方式的描述,本领域的技术人员可以清楚地了解到根据上述实施例的方法可借助软件加必需的通用硬件平台的方式来实现,当然也可以通过硬件,但很多情况下前者是更佳的实施方式。基于这样的理解,本申请的技术方案本质上或者说对相关技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质(如ROM/RAM、磁碟、光盘)中,包括若干指令用以使得一台终端设备(可以是手机,计算机,服务器,或者网络设备等)执行本申请各个实施例所述的方法。Through the description of the above embodiments, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course, by hardware, but in many cases, the former is A better implementation. Based on such understanding, the technical solution of the present application, which is essential or contributes to the related art, may be embodied in the form of a software product stored in a storage medium (such as ROM/RAM, disk, CD-ROM). The instructions include a number of instructions for causing a terminal device (which may be a cell phone, a computer, a server, or a network device, etc.) to perform the methods described in various embodiments of the present application.
根据本申请实施例,还提供了一种用于实施上述游戏信息的确定方法的游戏信息的确定装置。图8是根据本申请实施例的一种可选的游戏信息的确定装置的示意图,如图8所示,该装置可以包括:运行单元81、获取单元83以及确定单元85。According to an embodiment of the present application, there is also provided a device for determining game information for implementing the above-described determination method of game information. FIG. 8 is a schematic diagram of an apparatus for determining game information according to an embodiment of the present application. As shown in FIG. 8, the apparatus may include an operation unit 81, an acquisition unit 83, and a determination unit 85.
运行单元81,设置为对目标游戏的一局游戏进行模拟运行,在一局游戏的模拟运行过程中,一局游戏中的第一方按照目标方式在一局游戏中使用道具,一局游戏中的第二方按照预定方式在一局游戏中使用道具,目标 方式为目标游戏中第一帐号的道具使用方式。The running unit 81 is configured to perform a simulation running on a game of the target game. During the simulation running of the game, the first party in the game uses the props in a game according to the target mode, and the game is in one game. The second party uses the props in a game in a predetermined manner, and the target mode is the props usage mode of the first account in the target game.
上述目标游戏为游戏参与方为两方(即上述第一方和第二方)的游戏,包括但不局限于棋类游戏、牌类游戏。道具可以为在相应类型的游戏中使用的游戏道具,如在棋类游戏中,道具为棋子;在牌类游戏中,道具为牌。The above target game is a game in which the game participants are two parties (ie, the first party and the second party described above), including but not limited to a board game or a card game. The props can be game props used in the corresponding types of games, such as in a board game, the props are pawns; in a card game, the props are cards.
一局游戏中的第二方按照预定方式在一局游戏中使用道具,即对于第二方而言,道具的使用方式为预先设置好的,如第二方为预先编辑(设定)好了游戏逻辑的机器人。在模拟运行中,对于第一方而言,是通过模拟第一帐号的道具使用方式来向第二方使用道具;而第二方机器人则按照预先设定的游戏逻辑来向第一方使用道具来对第一方使用的道具进行回应。The second party in a game uses the props in a game in a predetermined manner, that is, for the second party, the props are used in advance, such as the second party is pre-edited (set). Game logic robot. In the simulation run, for the first party, the props are used to simulate the use of the first account, and the second party uses the props according to the preset game logic to the first party. To respond to the props used by the first party.
上述的帐号可以是具体的某个帐号,也可以是一类帐号的统称。此处的一类帐号是指游戏水平相同或者接近的一类帐号。The above account number can be a specific account or a general term for a type of account. One type of account here refers to a type of account with the same or close game level.
获取单元83,设置为获取对一局游戏进行模拟运行的运行结果,运行结果用于指示第一方是否在一局游戏的模拟运行中获得胜利。The obtaining unit 83 is configured to obtain a running result of performing a simulation running on a game, and the running result is used to indicate whether the first party wins in the simulation running of the game.
上述运行结果是与游戏类型对应的游戏结果,如对于棋类游戏,当第一方或第二方的棋子满足游戏规则规定的胜利(如一方将另一方的棋子均吃掉或打掉)时,则得到运行结果;对于牌类游戏,当第一方或第二方的牌满足游戏规则规定的胜利(如牌被打完)时,则得到运行结果。The above running result is a game result corresponding to the game type, for example, in the case of a board game, when the first party or the second party's pieces satisfy the game rule stipulated victory (if one party eats or knocks the other party's pieces) , the result of the operation is obtained; for the card game, when the card of the first party or the second party satisfies the victory specified by the game rules (if the card is played), the running result is obtained.
确定单元85,设置为通过多个运行结果确定游戏信息,游戏信息用于指示在第一帐号作为第一方的情况下在一局游戏中取得胜利的概率,多个运行结果是通过多次对一局游戏进行模拟运行得到的。The determining unit 85 is configured to determine game information by using a plurality of running results, wherein the game information is used to indicate a probability of winning in a game in the case where the first account is the first party, and the plurality of running results are through multiple times. A game of the game was simulated.
由于上述的运行结果是按照第一帐号的第一方使用道具来进行道具使用而得到的游戏结果,从而可以避免人工评定的方式中主观因素的影响。Since the above operation result is a game result obtained by using the props by the first party of the first account, the influence of subjective factors in the manner of manual evaluation can be avoided.
对于第一帐号而言,在每一个游戏进程中,可能出现多种平行决策,而这多种决策可能导致游戏结果不同,为了克服该问题,使结果更为准确,可以进行多次模拟运行,得到多个运行结果,通过这多个运行结果确定的概率的准确度更高。For the first account, there may be multiple parallel decisions in each game process, and these multiple decisions may result in different game outcomes. To overcome this problem and make the results more accurate, multiple simulation runs can be performed. Multiple run results are obtained, and the probability determined by the multiple run results is more accurate.
需要说明的是,该实施例中的运行单元81可以用于执行本申请实施例中的步骤S202,该实施例中的获取单元83可以用于执行本申请实施例中的步骤S204,该实施例中的确定单元85可以用于执行本申请实施例中的步骤S206。It should be noted that the operation unit 81 in this embodiment may be used to perform step S202 in the embodiment of the present application. The obtaining unit 83 in this embodiment may be used to perform step S204 in the embodiment of the present application. The determining unit 85 can be used to perform step S206 in the embodiment of the present application.
此处需要说明的是,上述模块与对应的步骤所实现的示例和应用场景相同,但不限于上述实施例所公开的内容。需要说明的是,上述模块作为装置的一部分可以运行在如图1所示的硬件环境中,可以通过软件实现,也可以通过硬件实现。It should be noted that the foregoing modules are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the contents disclosed in the foregoing embodiments. It should be noted that the foregoing module may be implemented in a hardware environment as shown in FIG. 1 as part of the device, and may be implemented by software or by hardware.
通过上述模块,对目标游戏的一局游戏进行模拟运行,在一局游戏的模拟运行过程中,一局游戏中的第一方按照目标方式在一局游戏中使用道具,一局游戏中的第二方按照预定方式在一局游戏中使用道具;获取对一局游戏进行模拟运行的运行结果;然后通过多个运行结果确定游戏信息,游戏信息用于指示在第一帐号作为第一方的情况下在一局游戏中取得胜利的概率,多个运行结果是通过多次对一局游戏进行模拟运行得到的,可以解决相关技术中对棋牌局面进行评定得到的胜率的准确度较低的技术问题,进而达到了提高对棋牌局面的胜率进行评定的准确度的技术效果。Through the above module, the game running in the game of the target game is simulated. During the simulation running of the game, the first party in the game uses the props in a game according to the target mode, and the first in the game. The two parties use the props in a game in a predetermined manner; obtain the running result of the simulation running of the one game; then determine the game information through the plurality of running results, and the game information is used to indicate that the first account is the first party. The probability of winning in the next game, the multiple running results are obtained by simulating the running of the game in multiple games, which can solve the technical problem of lower accuracy of the winning rate in the related art. In turn, the technical effect of improving the accuracy of the winning rate of the chess situation is achieved.
可选地,运行单元对目标游戏的一局游戏进行模拟运行,在一局游戏的模拟运行过程中,一局游戏中的第一方按照目标方式在一局游戏中使用道具,一局游戏中的第二方按照预定方式在一局游戏中使用道具,目标方式为目标游戏中第一帐号的道具使用方式。Optionally, the running unit simulates a game of the game of the target game, and during the simulation running of the game, the first party in the game uses the props in a game according to the target mode, and the game is in one game. The second party uses the props in a game in a predetermined manner, and the target mode is the props usage mode of the first account in the target game.
在相关的对棋局难度进行评估的方法中,往往会采用一些人工评定的方式,需要耗费大量的人力物力,得到的棋局难度或胜率的准确度较低。为了使人工评定排除主观因素影响,在本申请中,综合了考虑了以下两种方式来进行评估:基于棋局特征、模拟胜率两方面的特征来进行评估。In the relevant methods for evaluating the difficulty of the game, some manual evaluation methods are often used, which requires a lot of manpower and material resources, and the accuracy of the game difficulty or the winning rate is low. In order to eliminate the influence of subjective factors in the manual evaluation, in the present application, the following two methods are considered for evaluation: based on the characteristics of the game and the characteristics of the simulated winning rate.
(1)基于棋局特征的难度评估(1) Difficulty assessment based on the characteristics of the game
基于棋局特征的难度评估,通过棋局特征计算棋局难度,首先挑选棋 局特征,比如,对于中国象棋的棋局,可以挑选一方的车剩余数、马剩余数、剩余棋子数等作为特征,然后,以棋局特征作为待处理的特征,用规则或者深度学习的方法建立特征到难度评估之间的映射。Based on the difficulty assessment of the characteristics of the game, the difficulty of the game is calculated by the characteristics of the game. First, the characteristics of the game are selected. For example, for the chess game of Chinese chess, the remaining number of cars, the remaining number of horses, the number of remaining pieces, etc. can be selected as features, and then, the game is played. The feature acts as a feature to be processed, and a mapping between features and difficulty assessments is established using rules or deep learning methods.
(2)基于模拟胜率的难度评估(2) Difficulty assessment based on simulated winning rate
基于模拟胜率的难度评估,执行若干次的模拟,将模拟胜率作为棋局难度指标,模拟胜率越高,说明棋局难度越低;反之模拟胜率越低,说明棋局难度越高。在模拟中,用一些启发式规则作为玩法。Based on the difficulty evaluation of the simulated winning rate, several simulations are performed, and the simulated winning rate is used as the difficulty index of the game. The higher the simulated winning rate, the lower the difficulty of the game; the lower the simulated winning rate, the higher the difficulty of the game. In the simulation, some heuristic rules are used as a gameplay.
在本申请的技术方案中,将以上两个方式进行结合,通过深度学习模型来挖掘各种棋局内特征之间的关联关系,深入挖掘棋局内的技巧,避免了凭直觉的步骤对评估的影响,降低了对于人力物力的要求,并且提升了评估的准确性。In the technical solution of the present application, the above two methods are combined, and the deep learning model is used to mine the relationship between the various features in the game, and the skills in the game are deeply explored, thereby avoiding the influence of the intuitive steps on the evaluation. , reducing the requirements for human and material resources, and improving the accuracy of the assessment.
可选地,在本申请的基于深度学***人类玩家玩法的深度学***的深度学***的深度学***人类玩家感受到的棋局难度,可以提高评估的准确度。Optionally, in the deep learning-based game difficulty evaluation scheme of the present application, through analyzing and learning the human player's battle data, the deep learning model of different levels of human player gameplay can be characterized, and the deep learning representing different human levels can be performed. The model and the highest level of deep learning model are used to simulate the battle. The simulated winning rate is used as the difficulty of the game played by different levels of human players, which can improve the accuracy of the evaluation.
可以使用多个深度学***人类玩家的棋局处理特征,以通过深度学***人类玩家感受到的难度。A plurality of deep learning models can be used to mine the chess game processing features of different levels of human players to be able to assess the difficulty perceived by different levels of human players through the deep learning model.
下面从以下两个方面详述该实施例:The following details are described in the following two aspects:
(1)训练单元训练深度模型(1) Training unit training depth model
步骤S2021,获取用于对第二深度模型进行训练的多个训练集,第二深度模型中包括待初始化的参数,每个训练集中保存有一个游戏水平级别下的多个游戏数据,每个游戏数据用于指示在一局游戏的过程中,作为与第二方进行游戏的第一方的第二帐号在每一个游戏回合中使用第一道具的信息,第二帐号为目标游戏中的帐号。Step S2021: Acquire a plurality of training sets for training the second depth model, where the second depth model includes parameters to be initialized, and each training set stores a plurality of game data under a game level level, and each game The data is used to indicate that in the course of a game, the second account of the first party playing the game with the second party uses the information of the first item in each game round, and the second account is the account number in the target game.
也即取得和第一帐号处于同一或者相近游戏水平级别的第二帐号的游戏数据,游戏数据中包括在一局游戏中第二帐号所使用的道具的情况(如具体使用的是哪一个道具以及使用道具的数量),通过对大量的这一类型的数据的学***级别的帐号的共性(也即初始化参数)。That is, the game data of the second account with the same or similar game level level as the first account is obtained, and the game data includes the case of the item used by the second account in one game (eg, which item is specifically used and Using the number of items, the commonality of the accounts at the level of the game (ie, initialization parameters) is mined by learning a large amount of this type of data.
步骤S2022,使用训练集对第二深度模型进行训练,以对第二深度模型中的参数进行初始化,将得到初始化参数后的第二深度模型作为第一深度模型,一个训练集训练得到用于模仿一个游戏水平级的第一方的第一深度模型。Step S2022: The second depth model is trained by using the training set to initialize the parameters in the second depth model, and the second depth model obtained after the initialization parameter is used as the first depth model, and one training set is trained for simulation. The first depth model of the first party of a game level.
(2)使用深度模型。(2) Use a depth model.
上述的一局游戏包括至少一个游戏回合,其中,运行单元可包括:输入模块,设置为将第一道具作为第一深度模型的输入;运行模块,设置为在一局游戏的模拟运行过程中,每个游戏回合按照预定游戏方式进行,其中,预定游戏方式包括:在作为第一方的第一深度模型按照目标方式在一局游戏中使用道具时,允许第二方根据第一方所使用的第一道具来使用相应的第二道具,或在第二方按照预定方式在一局游戏中使用第二道具时,允许第一深度模型根据第二方所使用的第二道具来使用相应的第一道具,第一道具属于第一方,第二道具属于第二方。The above-mentioned game includes at least one game round, wherein the running unit may include: an input module configured to input the first item as the input of the first depth model; and the running module is set to be in a simulation operation of the game in a game, Each game round is performed according to a predetermined game mode, wherein the predetermined game mode includes: when the first depth model as the first party uses the props in a game in a target manner, the second party is allowed to use according to the first party. The first item is used to use the corresponding second item, or when the second party uses the second item in a game in a predetermined manner, the first depth model is allowed to use the corresponding item according to the second item used by the second party. A prop, the first prop belongs to the first party, and the second prop belongs to the second party.
可选地,第一深度模型为多个,每个第一深度模型用于按照与一个游戏水平级别对应的目标方式使用道具,其中,上述的输入模块还设置为选取与第一帐号的游戏水平级别对应的第一深度模型;将第一道具作为第一深度模型的输入。Optionally, the first depth model is multiple, and each of the first depth models is used to use the props according to a target manner corresponding to a game level level, wherein the input module is further configured to select a game level with the first account. The first depth model corresponding to the level; the first item is used as the input of the first depth model.
可选地,上述的运行模块还设置为执行如下功能:Optionally, the above running module is further configured to perform the following functions:
其一是:在一局游戏的第一个游戏回合中,作为第一方的第一深度模型与第二方由约定的一方先使用道具,并允许第一方与第二方中的另一方根据一方所使用的道具而使用相应的道具。One is: in the first game round of a game, the first depth model as the first party and the second party use the props first, and allow the other party in the first party and the second party Use the corresponding item according to the item used by one party.
其二是:在一局游戏的任意一个游戏回合中,若第一方在一局游戏中使用了第一道具、且第二方未使用相应的第二道具,则判定第一方在当前的游戏回合中获得胜利,在下一个游戏回合中由第一方先在一局游戏中使用第一道具,若第二方在一局游戏中使用了第二道具、且第一方未使用相应的第一道具,则判定第二方在当前的游戏回合中获得胜利,在下一个游戏回合中由第二方先在一局游戏中使用第二道具。The second is: in any game round of a game, if the first party uses the first item in a game and the second party does not use the corresponding second item, then the first party is determined to be in the current Winning in the game round, the first party first uses the first item in a game in the next game round, if the second party uses the second item in a game, and the first party does not use the corresponding item An item determines that the second party wins in the current game round, and the second party first uses the second item in a game in the next game round.
其三是:在一局游戏的最后一个游戏回合中,在第一方的第一道具已使用完、且第二方的第二道具未使用完的情况下,判定第一方在一局游戏获得胜利,在第二方的第二道具已使用完、且第一方的第一道具未使用完的情况下,判定第二方在一局游戏获得胜利。The third is: in the last game round of a game, in the case where the first item of the first party has been used and the second item of the second party is not used, the first party is determined to play in one game. To win, in the case where the second prop of the second party has been used and the first prop of the first party has not been used, it is determined that the second party wins in one game.
在上述实施例中,确定单元还设置为对于每个游戏水平级别的第一帐号,获取对应的第一深度模型的多个运行结果;将多个运行结果中用于指示第一方在一局游戏中获得胜利的运行结果的数量与多个运行结果的数量的比值作为概率。In the above embodiment, the determining unit is further configured to acquire, for the first account of each game level level, a plurality of running results of the corresponding first depth model; and use the plurality of running results to indicate the first party in one round The ratio of the number of running results that are won in the game to the number of running results is taken as the probability.
本申请的目标游戏包括棋牌类游戏,该装置还可包括:识别单元,设置为在对目标游戏的一局游戏进行模拟运行之前,识别出在棋牌类游戏的一局游戏中属于第一方的棋牌和属于第二方的棋牌,其中,AI机器人作为第二方,道具包括棋牌。The target game of the present application includes a board game, and the apparatus may further include: an identification unit configured to recognize that the game belongs to the first party in a game of the board game before performing a simulation run on the game of the target game The chess board and the chess board belonging to the second party, wherein the AI robot is the second party, and the props include the chess board.
棋类游戏棋局难度评估是一项复杂的工作。一名难度评估人员需要通过尝试不同玩法来摸清棋局的结构和关卡,需要耗费大量的时间和精力,且不同的难度评估人员给出的难度评估值有很大差异,存在极大的缺陷。棋局难度带有一定的主观性:初等水平玩家、中等水平玩家和高水平玩家对同一个棋局感受的难度应该是不一样的,目前的人工评估无法刻画不同水平玩家感受到的棋局难度。本申请所提出的技术方案是基于深度学***人类玩家行为,反复进行对局模拟得到不同水平人类玩家在目标棋局赢得对手的概率,从而得到不同水平玩家感受到的难度。Chess game difficulty assessment is a complex task. A difficulty assessor needs to find out the structure and level of the game by trying different gameplays. It takes a lot of time and effort, and the difficulty evaluation values given by different difficulty assessors are very different, and there are great defects. The difficulty of the game has certain subjectivity: the difficulty of the first level player, the middle level player and the high level player to the same game should be different. The current manual evaluation can not describe the difficulty of the game perceived by different levels of players. The technical solution proposed by the present application is based on the game learning difficulty evaluation scheme of deep learning, and simulates different levels of human player behavior through deep learning, and repeatedly performs game simulation to obtain the probability that different levels of human players win opponents in the target game, thereby obtaining different levels of players. Feeling the difficulty.
此处需要说明的是,上述模块与对应的步骤所实现的示例和应用场景相同,但不限于上述实施例所公开的内容。需要说明的是,上述模块作为装置的一部分可以运行在如图1所示的硬件环境中,可以通过软件实现,也可以通过硬件实现,其中,硬件环境包括网络环境。It should be noted that the foregoing modules are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the contents disclosed in the foregoing embodiments. It should be noted that the foregoing module may be implemented in a hardware environment as shown in FIG. 1 as part of the device, and may be implemented by software or by hardware, where the hardware environment includes a network environment.
根据本申请实施例,还提供了一种用于实施上述游戏信息的确定方法的服务器或终端。According to an embodiment of the present application, there is also provided a server or terminal for implementing the above determination method of game information.
图9是根据本申请实施例的一种终端的结构框图,如图9所示,该终端可以包括:一个或多个(图9中仅示出一个)处理器901、存储器903、以及传输装置905(如上述实施例中的发送装置),如图9所示,该终端还可以包括输入输出设备907。9 is a structural block diagram of a terminal according to an embodiment of the present application. As shown in FIG. 9, the terminal may include: one or more (only one shown in FIG. 9) processor 901, memory 903, and transmission device. 905 (such as the transmitting device in the above embodiment), as shown in FIG. 9, the terminal may further include an input/output device 907.
其中,存储器903可用于存储软件程序以及模块,如本申请实施例中的游戏信息的确定方法和装置对应的程序指令/模块,处理器901通过运行存储在存储器903内的软件程序以及模块,从而执行各种功能应用以及数据处理,即实现上述的游戏信息的确定方法。存储器903可包括高速随机存储器,还可以包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器903可包括相对于处理器901远程设置的存储器,这些远程存储器可以通过网络连接至终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。The memory 903 can be used to store the software program and the module, such as the method for determining the game information and the program instruction/module corresponding to the device in the embodiment of the present application. The processor 901 runs the software program and the module stored in the memory 903, thereby The various function applications and data processing are performed, that is, the method of determining the game information described above is implemented. Memory 903 can include high speed random access memory, and can also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid state memory. In some examples, memory 903 can include memory remotely located relative to processor 901, which can be connected to the terminal over a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
上述的传输装置905用于经由一个网络接收或者发送数据,还可以用于处理器与存储器之间的数据传输。上述网络的可选实例可包括有线网络及无线网络。在一个实例中,传输装置905包括一个网络适配器(Network Interface Controller,简称为NIC),其可通过网线与其他网络设备与路由器相连从而可与互联网或局域网进行通讯。在一个实例中,传输装置905为射频(Radio Frequency,简称为RF)模块,其用于通过无线方式与互联网进行通讯。The transmission device 905 described above is for receiving or transmitting data via a network, and can also be used for data transmission between the processor and the memory. Alternative examples of the above networks may include wired networks and wireless networks. In one example, the transmission device 905 includes a Network Interface Controller (NIC) that can be connected to other network devices and routers through a network cable to communicate with the Internet or a local area network. In one example, the transmission device 905 is a Radio Frequency (RF) module for communicating with the Internet wirelessly.
其中,可选地,存储器903用于存储应用程序。Optionally, the memory 903 is configured to store an application.
处理器901可以通过传输装置905调用存储器903存储的应用程序,以执行下述步骤:The processor 901 can call the application stored in the memory 903 through the transmission device 905 to perform the following steps:
对目标游戏的一局游戏进行模拟运行,在一局游戏的模拟运行过程中,一局游戏中的第一方按照目标方式在一局游戏中使用道具,一局游戏中的第二方按照预定方式在一局游戏中使用道具,目标方式为目标游戏中第一帐号的道具使用方式;Simulate the game of the game of the target game. During the simulation run of the game, the first party in the game uses the props in a game according to the target mode, and the second party in the game is scheduled according to the schedule. The way to use the props in a game, the target way is the way the props of the first account in the target game are used;
获取对一局游戏进行模拟运行的运行结果,运行结果用于指示第一方是否在一局游戏的模拟运行中获得胜利;Obtaining the running result of the simulation running of the game, and the running result is used to indicate whether the first party wins in the simulation running of the game in one game;
通过多个运行结果确定游戏信息,游戏信息用于指示在第一帐号作为第一方的情况下在一局游戏中取得胜利的概率,多个运行结果是通过多次对一局游戏进行模拟运行得到的。The game information is determined by a plurality of running results, the game information is used to indicate the probability of winning in a game in the case where the first account is the first party, and the plurality of running results are simulated running through the game multiple times. owned.
处理器901还用于执行下述步骤:The processor 901 is further configured to perform the following steps:
在一局游戏的第一个游戏回合中,作为第一方的第一深度模型与第二方由约定的一方先使用道具,并允许第一方与第二方中的另一方根据一方所使用的道具而使用相应的道具;In the first game round of a game, the first depth model as the first party and the second party use the props first, and allow the other party of the first party and the second party to use according to one party. Use the corresponding props;
在一局游戏的任意一个游戏回合中,若第一方在一局游戏中使用了第一道具、且第二方未使用相应的第二道具,则判定第一方在当前的游戏回合中获得胜利,在下一个游戏回合中由第一方先在一局游戏中使用第一道具,若第二方在一局游戏中使用了第二道具、且第一方未使用相应的第一道具,则判定第二方在当前的游戏回合中获得胜利,在下一个游戏回合中由第二方先在一局游戏中使用第二道具;In any game round of a game, if the first party uses the first item in one game and the second party does not use the corresponding second item, it is determined that the first party obtains in the current game round. Victory, in the next game round, the first party first uses the first item in a game. If the second party uses the second item in a game, and the first party does not use the corresponding first item, then Determining that the second party wins in the current game round, and the second party first uses the second item in one game in the next game round;
在一局游戏的最后一个游戏回合中,在第一方的第一道具已使用完、且第二方的第二道具未使用完的情况下,判定第一方在一局游戏获得胜利,在第二方的第二道具已使用完、且第一方的第一道具未使用完的情况下,判定第二方在一局游戏获得胜利。In the last game round of a game, in the case where the first item of the first party has been used and the second item of the second party is not used up, it is determined that the first party wins in one game, In the case where the second prop of the second party has been used and the first prop of the first party has not been used, it is determined that the second party wins in one game.
采用本申请实施例,对目标游戏的一局游戏进行模拟运行,在一局游 戏的模拟运行过程中,一局游戏中的第一方按照目标方式在一局游戏中使用道具,一局游戏中的第二方按照预定方式在一局游戏中使用道具;获取对一局游戏进行模拟运行的运行结果;然后通过多个运行结果确定游戏信息,游戏信息用于指示在第一帐号作为第一方的情况下在一局游戏中取得胜利的概率,多个运行结果是通过多次对一局游戏进行模拟运行得到的,可以解决相关技术中对棋牌局面进行评定得到的胜率的准确度较低的技术问题,进而达到了提高对棋牌局面的胜率进行评定的准确度的技术效果。With the embodiment of the present application, a game of the game of the target game is simulated, and during the simulation running of the game, the first party in the game uses the props in a game according to the target mode, and the game is in one game. The second party uses the props in a game in a predetermined manner; obtains the running result of the simulation running of the one game; and then determines the game information through the plurality of running results, the game information is used to indicate that the first account is the first party In the case of a game in which the probability of winning in a game, multiple running results are obtained by simulating the running of a game in multiple times, which can solve the low accuracy of the winning rate of the chess game in the related art. The technical problem, in turn, achieves the technical effect of improving the accuracy of the evaluation of the winning rate of the chess situation.
可选地,本实施例中的可选示例可以参考上述实施例中所描述的示例,本实施例在此不再赘述。For an alternative example in this embodiment, reference may be made to the example described in the foregoing embodiment, and details are not described herein again.
本领域普通技术人员可以理解,图9所示的结构仅为示意,终端可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,简称为MID)、PAD等终端设备。图9其并不对上述电子装置的结构造成限定。例如,终端还可包括比图9中所示更多或者更少的组件(如网络接口、显示装置等),或者具有与图9所示不同的配置。A person skilled in the art can understand that the structure shown in FIG. 9 is only illustrative, and the terminal can be a smart phone (such as an Android mobile phone, an iOS mobile phone, etc.), a tablet computer, a palmtop computer, and a mobile Internet device (Mobile Internet Devices, MID for short). ), PAD and other terminal devices. FIG. 9 does not limit the structure of the above electronic device. For example, the terminal may also include more or fewer components (such as a network interface, display device, etc.) than shown in FIG. 9, or have a different configuration than that shown in FIG.
本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令终端设备相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,存储介质可以包括:闪存盘、只读存储器(Read-Only Memory,简称为ROM)、随机存取器(Random Access Memory,简称为RAM)、磁盘或光盘等。A person of ordinary skill in the art may understand that all or part of the steps of the foregoing embodiments may be completed by a program to instruct terminal device related hardware, and the program may be stored in a computer readable storage medium, and the storage medium may be Including: flash disk, read-only memory (Read-Only Memory, ROM for short), random access memory (Random Access Memory, RAM), disk or optical disk.
本申请的实施例还提供了一种存储介质。可选地,在本实施例中,上述存储介质可以用于执行游戏信息的确定方法的程序代码。Embodiments of the present application also provide a storage medium. Optionally, in the embodiment, the storage medium may be used to execute program code of the method for determining game information.
可选地,在本实施例中,上述存储介质可以位于上述实施例所示的网络中的多个网络设备中的至少一个网络设备上。Optionally, in this embodiment, the foregoing storage medium may be located on at least one of the plurality of network devices in the network shown in the foregoing embodiment.
可选地,在本实施例中,存储介质被设置为存储用于执行以下步骤的程序代码:Optionally, in the present embodiment, the storage medium is arranged to store program code for performing the following steps:
S31,对目标游戏的一局游戏进行模拟运行,在一局游戏的模拟运行过程中,一局游戏中的第一方按照目标方式在一局游戏中使用道具,一局游戏中的第二方按照预定方式在一局游戏中使用道具,目标方式为目标游戏中第一帐号的道具使用方式;S31, performing a simulation running on a game of the target game. In the simulation running process of the game, the first party in the game uses the props in a game according to the target mode, and the second party in the game. Use props in a game in a predetermined way, the target mode is the way the props of the first account in the target game are used;
S32,获取对一局游戏进行模拟运行的运行结果,运行结果用于指示第一方是否在一局游戏的模拟运行中获得胜利;S32. Acquire a running result of performing a simulation run on a game, and the running result is used to indicate whether the first party wins in a simulation run of the game;
S33,通过多个运行结果确定游戏信息,游戏信息用于指示在第一帐号作为第一方的情况下在一局游戏中取得胜利的概率,多个运行结果是通过多次对一局游戏进行模拟运行得到的。S33. Determine game information by using a plurality of running results, where the game information is used to indicate a probability of winning in a game in a case where the first account is the first party, and the plurality of running results are performed by playing the game multiple times. The simulation runs out.
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:Optionally, the storage medium is further arranged to store program code for performing the following steps:
S41,在一局游戏的第一个游戏回合中,作为第一方的第一深度模型与第二方由约定的一方先使用道具,并允许第一方与第二方中的另一方根据一方所使用的道具而使用相应的道具;S41, in the first game round of the game, the first depth model as the first party and the second party use the props first, and allow the other party of the first party and the second party to Use the corresponding props for the props used;
S42,在一局游戏的任意一个游戏回合中,若第一方在一局游戏中使用了第一道具、且第二方未使用相应的第二道具,则判定第一方在当前的游戏回合中获得胜利,在下一个游戏回合中由第一方先在一局游戏中使用第一道具,若第二方在一局游戏中使用了第二道具、且第一方未使用相应的第一道具,则判定第二方在当前的游戏回合中获得胜利,在下一个游戏回合中由第二方先在一局游戏中使用第二道具;S42, in any one game round of a game, if the first party uses the first item in one game and the second party does not use the corresponding second item, determining that the first party is in the current game round In the next game round, the first party first uses the first item in a game, if the second party uses the second item in one game, and the first party does not use the corresponding first item. , determining that the second party wins in the current game round, and the second party first uses the second item in one game in the next game round;
S43,在一局游戏的最后一个游戏回合中,在第一方的第一道具已使用完、且第二方的第二道具未使用完的情况下,判定第一方在一局游戏获得胜利,在第二方的第二道具已使用完、且第一方的第一道具未使用完的情况下,判定第二方在一局游戏获得胜利。S43, in the last game round of a game, in the case that the first item of the first party has been used, and the second item of the second party is not used up, it is determined that the first party wins in one game. When the second item of the second party has been used and the first item of the first party is not used up, it is determined that the second party wins in one game.
可选地,本实施例中的可选示例可以参考上述实施例中所描述的示例,本实施例在此不再赘述。For an alternative example in this embodiment, reference may be made to the example described in the foregoing embodiment, and details are not described herein again.
可选地,在本实施例中,上述存储介质可以包括但不限于:U盘、ROM、 RAM、移动硬盘、磁碟或者光盘等各种可以存储程序代码的介质。Optionally, in this embodiment, the foregoing storage medium may include, but is not limited to, a U disk, a ROM, a RAM, a mobile hard disk, a magnetic disk, or an optical disk, and the like, which can store program codes.
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。The serial numbers of the embodiments of the present application are merely for the description, and do not represent the advantages and disadvantages of the embodiments.
上述实施例中的集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本申请的技术方案本质上或者说对相关技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本申请各个实施例所述方法的全部或部分步骤。The integrated unit in the above embodiment, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in the above-described computer readable storage medium. Based on such understanding, the technical solution of the present application may be embodied in the form of a software product, or the whole or part of the technical solution, which is stored in the storage medium, including The instructions are used to cause one or more computer devices (which may be a personal computer, server or network device, etc.) to perform all or part of the steps of the methods described in the various embodiments of the present application.
在本申请的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。In the above-mentioned embodiments of the present application, the descriptions of the various embodiments are different, and the parts that are not detailed in a certain embodiment can be referred to the related descriptions of other embodiments.
在本申请所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个***,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。In the several embodiments provided by the present application, it should be understood that the disclosed client may be implemented in other manners. The device embodiments described above are merely illustrative. For example, the division of the unit is only a logical function division. In actual implementation, there may be another division manner. For example, multiple units or components may be combined or may be Integrate into another system, or some features can be ignored or not executed. In addition, the mutual coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interface, unit or module, and may be electrical or otherwise.
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。The units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of the embodiment.
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above integrated unit can be implemented in the form of hardware or in the form of a software functional unit.
以上所述仅是本申请的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本申请的保护范围。The above description is only a preferred embodiment of the present application, and it should be noted that those skilled in the art can also make several improvements and retouchings without departing from the principles of the present application. It should be considered as the scope of protection of this application.

Claims (13)

  1. 一种游戏信息的确定方法,包括:A method for determining game information, including:
    终端对目标游戏的一局游戏进行模拟运行,其中,在所述一局游戏的模拟运行过程中,所述一局游戏中的第一方按照目标方式在所述一局游戏中使用道具,所述一局游戏中的第二方按照预定方式在所述一局游戏中使用道具,所述目标方式为所述目标游戏中第一帐号的道具使用方式;The terminal performs a simulation running on a game of the target game, wherein during the simulation running of the game, the first party in the game plays the props in the game according to the target manner. a second party in a game in which a prop is used in the game in a predetermined manner, the target mode being a prop usage mode of the first account in the target game;
    所述终端获取对所述一局游戏进行模拟运行的运行结果,其中,所述运行结果用于指示所述第一方是否在所述一局游戏的模拟运行中获得胜利;The terminal obtains an operation result of performing a simulation operation on the game, wherein the operation result is used to indicate whether the first party wins in a simulation operation of the game;
    所述终端通过多个所述运行结果确定游戏信息,其中,所述游戏信息用于指示在所述第一帐号作为所述第一方的情况下在所述一局游戏中取得胜利的概率,多个所述运行结果是通过多次对所述一局游戏进行模拟运行得到的。The terminal determines game information by using the plurality of the operation results, wherein the game information is used to indicate a probability of winning in the one game in a case where the first account is the first party, A plurality of said running results are obtained by performing a simulation operation on the one game in plurality of games.
  2. 根据权利要求1所述的方法,其中,所述终端所述一局游戏包括至少一个游戏回合,其中,对目标游戏的一局游戏进行模拟运行包括:The method of claim 1 wherein said one game of said terminal comprises at least one game round, wherein performing a simulated run of a game of the target game comprises:
    所述终端将第一道具作为第一深度模型的输入;The terminal uses the first item as an input of the first depth model;
    所述终端在所述一局游戏的模拟运行过程中,每个所述游戏回合按照预定游戏方式进行,其中,所述预定游戏方式包括:在作为所述第一方的所述第一深度模型按照所述目标方式在所述一局游戏中使用道具时,允许所述第二方根据所述第一方所使用的所述第一道具来使用相应的第二道具,或在所述第二方按照所述预定方式在所述一局游戏中使用所述第二道具时,允许所述第一深度模型根据所述第二方所使用的所述第二道具来使用相应的所述第一道具,所述第一道具属于所述第一方,所述第二道具属于所述第二方。During the simulation running of the one game, each of the game rounds is performed according to a predetermined game mode, wherein the predetermined game mode includes: the first depth model as the first party When the item is used in the game in the game according to the target manner, allowing the second party to use the corresponding second item according to the first item used by the first party, or in the second When the second prop is used in the game in the predetermined manner, the first depth model is allowed to use the corresponding first according to the second prop used by the second party. An item, the first item belongs to the first party, and the second item belongs to the second party.
  3. 根据权利要求2所述的方法,其中,所述终端在所述一局游戏包括多 个所述游戏回合的情况下,每个所述游戏回合按照预定游戏方式进行包括:The method according to claim 2, wherein said terminal in said one game comprises a plurality of said game rounds, each of said game rounds being performed in accordance with a predetermined game mode comprises:
    所述终端在所述一局游戏的一个所述游戏回合中,若所述第一方在所述一局游戏中使用了所述第一道具、且所述第二方未使用相应的所述第二道具,则判定所述第一方在当前的所述游戏回合中获得胜利,在下一个所述游戏回合中由所述第一方先在所述一局游戏中使用所述第一道具,若所述第二方在所述一局游戏中使用了所述第二道具、且所述第一方未使用相应的所述第一道具,则判定所述第二方在当前的所述游戏回合中获得胜利,在下一个所述游戏回合中由所述第二方先在所述一局游戏中使用所述第二道具。The terminal is in the game round of the game, if the first party uses the first item in the game, and the second party does not use the corresponding a second item, determining that the first party wins the current game round, and the first party first uses the first item in the one game in the next game round, If the second party uses the second item in the game, and the first party does not use the corresponding first item, determining that the second party is in the current game Winning in the round, the second item is first used by the second party in the game in the next game round.
  4. 根据权利要求2所述的方法,其中,所述第一深度模型为多个,每个所述第一深度模型用于按照与一个游戏水平级别对应的所述目标方式使用道具,其中,所述终端将第一道具作为第一深度模型的输入包括:The method of claim 2, wherein the first depth model is a plurality, each of the first depth models for using an item according to the target mode corresponding to a game level level, wherein the The terminal inputs the first item as the first depth model including:
    所述终端选取与所述第一帐号的游戏水平级别对应的所述第一深度模型;The terminal selects the first depth model corresponding to a game level level of the first account;
    所述终端将所述第一道具作为所述第一深度模型的输入。The terminal uses the first item as an input of the first depth model.
  5. 根据权利要求4所述的方法,其中,所述终端通过多个所述运行结果确定在所述第一帐号作为所述第一方的情况下在所述一局游戏中取得胜利的概率包括:The method according to claim 4, wherein the probability that the terminal determines, in the case where the first account is the first party, that the player wins in the game by the plurality of the running results includes:
    所述终端对于每个所述游戏水平级别的所述第一帐号,获取对应的所述第一深度模型的多个所述运行结果;And acquiring, by the terminal, a plurality of the running results of the corresponding first depth model for each first account of the game level level;
    所述终端将多个所述运行结果中用于指示所述第一方在所述一局游戏中获得胜利的所述运行结果的数量与多个所述运行结果的数量的比值作为所述概率。The terminal uses, as the probability, a ratio of the number of the running results used to indicate that the first party wins in the one game and the number of the plurality of running results in the plurality of running results .
  6. 根据权利要求2至5中任意一项所述的方法,其中,在所述终端将第一道具作为第一深度模型的输入之前,所述方法还包括:The method according to any one of claims 2 to 5, wherein before the terminal uses the first item as an input of the first depth model, the method further comprises:
    所述终端获取用于对第二深度模型进行训练的多个训练集,其中,所述第二深度模型中包括待初始化的参数,每个所述训练集中保存有一个游戏水平级别下的多个游戏数据,每个所述游戏数据用于指示在所述一局游戏的过程中,作为与所述第二方进行游戏的第一方的第二帐号在每一个游戏回合中使用所述第一道具的信息,所述第二帐号为所述目标游戏中的帐号;The terminal acquires a plurality of training sets for training the second depth model, where the second depth model includes parameters to be initialized, and each of the training sets stores a plurality of levels under a game level Game data, each of the game data is used to indicate that the first account of the first party playing the game with the second party is used in each game round during the game of the game The information of the item, the second account is an account in the target game;
    所述终端使用所述训练集对所述第二深度模型进行训练,以对所述第二深度模型中的参数进行初始化,将得到初始化参数后的所述第二深度模型作为所述第一深度模型,其中,一个所述训练集训练得到用于模仿一个所述游戏水平级的所述第一方的所述第一深度模型。The terminal uses the training set to train the second depth model to initialize parameters in the second depth model, and the second depth model after the initialization parameter is obtained as the first depth A model, wherein one of said training sets trains to obtain said first depth model for said first party of one of said game level levels.
  7. 根据权利要求1所述的方法,其中,所述目标游戏包括棋牌类游戏,其中,在所述终端对目标游戏的一局游戏进行模拟运行之前,所述方法还包括:The method of claim 1, wherein the target game comprises a board game, wherein the method further comprises: before the terminal performs a simulation run on a game of the target game, the method further comprising:
    所述终端识别出在所述棋牌类游戏的所述一局游戏中属于所述第一方的棋牌和属于所述第二方的棋牌,其中,AI机器人作为所述第二方,所述道具包括所述棋牌。The terminal identifies a chess card belonging to the first party and a chess card belonging to the second party in the one game of the board game, wherein the AI robot acts as the second party, and the prop The chess board is included.
  8. 一种游戏信息的确定装置,应用于终端中,包括:A device for determining game information is applied to a terminal, including:
    运行单元,设置为对目标游戏的一局游戏进行模拟运行,其中,在所述一局游戏的模拟运行过程中,所述一局游戏中的第一方按照目标方式在所述一局游戏中使用道具,所述一局游戏中的第二方按照预定方式在所述一局游戏中使用道具,所述目标方式为所述目标游戏中第一帐号的道具使用方式;a running unit, configured to perform a simulation run on a game of the target game, wherein during the simulation running of the game, the first party in the game is in the game in a target manner according to a target manner Using the props, the second party in the game in a game uses the props in the game in a predetermined manner, and the target mode is the prop usage mode of the first account in the target game;
    获取单元,设置为获取对所述一局游戏进行模拟运行的运行结果,其中,所述运行结果用于指示所述第一方是否在所述一局游戏的模拟运行中获得胜利;An obtaining unit, configured to obtain a running result of performing a simulated running of the game, wherein the running result is used to indicate whether the first party wins in a simulation run of the game;
    确定单元,设置为通过多个所述运行结果确定游戏信息,其中,所述游戏信息用于指示在所述第一帐号作为所述第一方的情况下在 所述一局游戏中取得胜利的概率,多个所述运行结果是通过多次对所述一局游戏进行模拟运行得到的。a determining unit configured to determine game information by a plurality of the results of the operation, wherein the game information is used to indicate that a win is performed in the one game in a case where the first account is the first party Probability, a plurality of the results of the operation are obtained by performing a simulation operation on the game in a plurality of games.
  9. 根据权利要求8所述的装置,其中,所述一局游戏包括至少一个游戏回合,其中,所述运行单元包括:The apparatus of claim 8 wherein said one game comprises at least one game round, wherein said operating unit comprises:
    输入模块,设置为将第一道具作为第一深度模型的输入;An input module, configured to use the first item as an input of the first depth model;
    运行模块,设置为在所述一局游戏的模拟运行过程中,每个所述游戏回合按照预定游戏方式进行,其中,所述预定游戏方式包括:在作为所述第一方的所述第一深度模型按照所述目标方式在所述一局游戏中使用道具时,允许所述第二方根据所述第一方所使用的所述第一道具来使用相应的第二道具,或在所述第二方按照所述预定方式在所述一局游戏中使用所述第二道具时,允许所述第一深度模型根据所述第二方所使用的所述第二道具来使用相应的所述第一道具,所述第一道具属于所述第一方,所述第二道具属于所述第二方。a running module, configured to perform each of the game rounds in a predetermined game mode during a simulation run of the game, wherein the predetermined game mode includes: the first being the first party The depth model allows the second party to use the corresponding second item according to the first item used by the first party when the item is used in the game in the target manner, or in the When the second party uses the second item in the game in the predetermined manner, allowing the first depth model to use the corresponding one according to the second item used by the second party The first item belongs to the first party, and the second item belongs to the second party.
  10. 根据权利要求9所述的装置,其中,所述运行模块还设置为:The apparatus of claim 9, wherein the running module is further configured to:
    在所述一局游戏的一个所述游戏回合中,若所述第一方在所述一局游戏中使用了所述第一道具、且所述第二方未使用相应的所述第二道具,则判定所述第一方在当前的所述游戏回合中获得胜利,在下一个所述游戏回合中由所述第一方先在所述一局游戏中使用所述第一道具,若所述第二方在所述一局游戏中使用了所述第二道具、且所述第一方未使用相应的所述第一道具,则判定所述第二方在当前的所述游戏回合中获得胜利,在下一个所述游戏回合中由所述第二方先在所述一局游戏中使用所述第二道具。In one of the game rounds of the game, if the first party uses the first item in the game and the second party does not use the second item Determining that the first party wins the current game round, and the first party first uses the first item in the game in the next game round, if Determining, by the second party, that the second item is used in the game, and the first party does not use the corresponding first item, determining that the second party is obtained in the current game round In the next game round, the second party first uses the second item in the game in the game.
  11. 根据权利要求8所述的装置,其中,所述目标游戏包括棋牌类游戏,所述装置还包括:The apparatus of claim 8, wherein the target game comprises a board game, the apparatus further comprising:
    识别单元,设置为在对目标游戏的一局游戏进行模拟运行之前,识别出在所述棋牌类游戏的所述一局游戏中属于所述第一方的棋牌和属于所述第二方的棋牌,其中,AI机器人作为所述第二方,所述 道具包括所述棋牌。a recognition unit configured to identify, before the simulation run of the game of the target game, the chess cards belonging to the first party and the chess cards belonging to the second party in the one game of the board game Wherein the AI robot acts as the second party, and the item includes the chess board.
  12. 一种存储介质,所述存储介质包括存储的程序,其中,所述程序运行时执行上述权利要求1至7任一项中所述的方法。A storage medium comprising a stored program, wherein the program is executed to perform the method of any of the preceding claims 1 to 7.
  13. 一种电子装置,包括存储器、处理器及存储在所述存储器上并可在所述处理器上运行的计算机程序,所述处理器通过所述计算机程序执行上述权利要求1至7任一项中所述的方法。An electronic device comprising a memory, a processor, and a computer program stored on the memory and operable on the processor, the processor executing the above claims 1 to 7 by the computer program Said method.
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