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CN-121988043-A - Game skill dynamic management method and terminal

CN121988043ACN 121988043 ACN121988043 ACN 121988043ACN-121988043-A

Abstract

The invention discloses a game skill dynamic management method and a terminal, which are used for acquiring skill extraction mode determination values in a game round, dynamically selecting a first random extraction method or a second random extraction method based on the skill extraction mode determination values to extract skills from a skill buffer zone for a player, wherein the second random extraction method is a weighted random extraction method taking the skill grade of the player as a weight, releasing the extracted skills, updating the numerical value of a skill point register according to skill points corresponding to the released skills, updating the use times of the corresponding skills in the skill buffer zone, monitoring the numerical value of the skill point register, the skill number in the skill buffer zone and the use times of each skill in real time, ending the game round if the monitoring result meets any preset termination condition, and repeatedly executing the skill extraction flow to realize the balance of game skill extraction and improve the game operation efficiency and the resource utilization rate.

Inventors

  • LIU DEJIAN
  • LI SI
  • BAO LINGTAO
  • LIN CHEN

Assignees

  • 福建天晴数码有限公司

Dates

Publication Date
20260508
Application Date
20251230

Claims (10)

  1. 1. A method for dynamically managing game skills, comprising the steps of: Acquiring a skill extraction mode judgment value in a game round, if the skill extraction mode judgment value is smaller than or equal to a preset judgment threshold value, adopting a first random extraction method to extract skills from a skill buffer area for a player, otherwise adopting a second random extraction method to extract skills from the skill buffer area for the player, wherein the second random extraction method is a weighted random extraction method taking the skill level of the player as a weight; releasing the extracted skills, updating the numerical value of a skill point register according to the skill points corresponding to the released skills, and updating the use times of the corresponding skills in the skill buffer; And monitoring the numerical value of the skill point register, the skill number in the skill buffer area and the use times of each skill in real time, if the monitoring result meets any preset termination condition, ending the game round, and otherwise, repeatedly executing the skill extraction flow.
  2. 2. The method for dynamically managing game skills according to claim 1, wherein acquiring the skill drawing mode determination value in the game round comprises: Acquiring the skill number in a skill buffer, if the skill number does not meet a first preset number threshold, calculating a difference value between the skill number and the first preset number threshold, and randomly selecting a corresponding number of skills from a preset skill library based on the difference value and storing the skills in the skill buffer.
  3. 3. A method of dynamic skill management for a game according to claim 1 wherein the step of using a second random extraction method to extract skill for a player from a skill buffer comprises: calculating the weight of each skill, and extracting the skill from a skill buffer according to the weight: W_i=[Lv(S_i) 2 ]/[∑(Lv(S_1) 2 +Lv(S_2) 2 +...+Lv(S_n) 2 )]*0.9; Where W_i represents the weight of the ith skill, lv (S_i) represents the level of the ith skill, and n represents the total number of skills.
  4. 4. The method of claim 2, wherein the step of monitoring the skill level in the skill buffer in real time further comprises: And when the skill number is greater than or equal to a second preset number threshold, adjusting a rendering pipeline through a game graphic engine, and reducing the rendering resolution of the rendering targets except the skill special effects.
  5. 5. A method of dynamic skill management for games according to claim 3, wherein said calculating the weight of each skill is performed in an asynchronous computing architecture; The asynchronous computing architecture comprises a main thread, a working thread and a shared message queue between the main thread and the working thread; When a second random extraction method is adopted to extract skills from a skill buffer for a player, the working thread receives a weight calculation request sent by the main thread, calculates the weight of each skill, submits a calculation result to the shared message queue, and obtains the calculation result from the shared message queue by the main thread.
  6. 6. A game skill dynamic management terminal comprising a memory, a processor and a computer program stored on the memory and running on the processor, characterized in that the processor when executing the computer program implements the steps of: Acquiring a skill extraction mode judgment value in a game round, if the skill extraction mode judgment value is smaller than or equal to a preset judgment threshold value, adopting a first random extraction method to extract skills from a skill buffer area for a player, otherwise adopting a second random extraction method to extract skills from the skill buffer area for the player, wherein the second random extraction method is a weighted random extraction method taking the skill level of the player as a weight; releasing the extracted skills, updating the numerical value of a skill point register according to the skill points corresponding to the released skills, and updating the use times of the corresponding skills in the skill buffer; And monitoring the numerical value of the skill point register, the skill number in the skill buffer area and the use times of each skill in real time, if the monitoring result meets any preset termination condition, ending the game round, and otherwise, repeatedly executing the skill extraction flow.
  7. 7. The terminal for dynamic management of game skill according to claim 6, wherein obtaining a skill extraction mode determination value in a game round comprises: Acquiring the skill number in a skill buffer, if the skill number does not meet a first preset number threshold, calculating a difference value between the skill number and the first preset number threshold, and randomly selecting a corresponding number of skills from a preset skill library based on the difference value and storing the skills in the skill buffer.
  8. 8. The terminal for dynamic management of game skills according to claim 6, wherein the step of extracting skills from the skill buffer for the player using the second random extraction method comprises: calculating the weight of each skill, and extracting the skill from a skill buffer according to the weight: W_i=[Lv(S_i) 2 ]/[∑(Lv(S_1) 2 +Lv(S_2) 2 +...+Lv(S_n) 2 )]*0.9; Where W_i represents the weight of the ith skill, lv (S_i) represents the level of the ith skill, and n represents the total number of skills.
  9. 9. The game skill dynamic management terminal according to claim 7, wherein monitoring the skill amount in the skill buffer in real time further comprises: And when the skill number is greater than or equal to a second preset number threshold, adjusting a rendering pipeline through a game graphic engine, and reducing the rendering resolution of the rendering targets except the skill special effects.
  10. 10. A gaming skill dynamic management terminal according to claim 8, wherein the computing of the weight for each skill is performed in an asynchronous computing architecture; The asynchronous computing architecture comprises a main thread, a working thread and a shared message queue between the main thread and the working thread; When a second random extraction method is adopted to extract skills from a skill buffer for a player, the working thread receives a weight calculation request sent by the main thread, calculates the weight of each skill, submits a calculation result to the shared message queue, and obtains the calculation result from the shared message queue by the main thread.

Description

Game skill dynamic management method and terminal Technical Field The invention relates to the technical field of data processing, in particular to a game skill dynamic management method and a terminal. Background Technical limitations that affect game performance and experience are common in traditional round-based game skill management mechanisms. One is the problem of stiffness of the skill pool, the skill pool needs to be reloaded from the database every round in the common design, so that frequent I/O operations in a single combat (such as a single combat in a game, which is required to trigger 12 times of I/O operations on average), although the round gap operations are optimized in the prior art, the continuous resource expense caused by inheritance of the skill state across rounds is not solved, the marks of whether the disabled or not are erased for the last round for several times, and the next round cannot be judged correctly. Secondly, the probability model is disjointed with the growth of the player, and most systems adopt pure random extraction (such as card library card extraction), so that the skill level of the extraction is not improved along with the growth of the player. Thirdly, the round termination condition is too single, for example, based on the real-time calculation of action values of a game combat mode (ATB) system, and the composite game states such as skill emptying, skill forbidden states and the like are not considered, so that judgment logic is not sound enough. These drawbacks together limit the efficiency of game play and the flexibility of state control. Disclosure of Invention The technical problem to be solved by the invention is to provide the game skill dynamic management method and the terminal, which can realize the balance of game skill extraction, effectively enhance the flexibility of state control in the game process, and further improve the game running efficiency and the resource utilization rate. In order to solve the technical problems, the invention adopts the following technical scheme: A method for dynamically managing game skills, comprising the steps of: Acquiring a skill extraction mode judgment value in a game round, if the skill extraction mode judgment value is smaller than or equal to a preset judgment threshold value, adopting a first random extraction method to extract skills from a skill buffer area for a player, otherwise adopting a second random extraction method to extract skills from the skill buffer area for the player, wherein the second random extraction method is a weighted random extraction method taking the skill level of the player as a weight; releasing the extracted skills, updating the numerical value of a skill point register according to the skill points corresponding to the released skills, and updating the use times of the corresponding skills in the skill buffer; And monitoring the numerical value of the skill point register, the skill number in the skill buffer area and the use times of each skill in real time, if the monitoring result meets any preset termination condition, ending the game round, and otherwise, repeatedly executing the skill extraction flow. In order to solve the technical problems, the invention adopts another technical scheme that: The game skill dynamic management terminal comprises a memory, a processor and a computer program stored in the memory and capable of running on the processor, wherein the processor realizes the steps of the game skill dynamic management method when executing the computer program. The invention has the beneficial effects that the invention provides a game skill dynamic management method and a terminal, wherein a skill extraction mode judgment value is compared with a preset judgment threshold value, the skill extraction is carried out by dynamically selecting a first random extraction method and a second random extraction method according to a comparison result, the monotonicity or unbalance problem of a single extraction mode can be avoided, the game diversity and balance are improved, the skill point register and the corresponding skill use times in a skill buffer area are synchronously updated after the skill is released, the real-time accuracy and consistency of data are ensured, the game round is ended when the monitoring result meets any preset termination condition by monitoring the skill point register, the skill number in the skill buffer area and the use times of each skill in real time, and otherwise, the skill extraction flow is repeatedly executed. In this way, the skill buffer and skill point register are set in the game round to realize the memory management of the skill, avoid frequent I/O caused by reloading from the database in each round, and avoid the problem of lower high-order skill utilization rate or excessive concentration of low-order skill in the single-mode skill extraction process by threshold control, thereby improving the balance of the game extra