Game data processing method and device, storage medium and electronic device

By acquiring and analyzing game data, recommended match positions are determined and accounts are matched, solving the problem of existing technologies being unable to effectively recommend match positions and improving the rationality and efficiency of account matching in the game.

CN113975821BActive Publication Date: 2026-03-17NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111357335.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-11-16
Publication Date
2026-03-17
Estimated Expiration
2041-11-16

AI Technical Summary

Technical Problem

Current technology cannot effectively recommend match positions to game accounts, resulting in an inability to reasonably match players with the right match positions.

Method used

By acquiring the historical game data of the first account, its recommended match position in the current game is determined based on the data, and it is matched with other accounts to ensure that the recommended positions do not overlap. The recommended match position information of each account is then displayed in the match preparation interface.

Benefits of technology

It effectively recommends match positions to accounts in the game, improves matchmaking efficiency, and avoids unreasonable matchmaking based on players' personal preferences.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a kind of game data processing method, device, storage medium and electronic device.Therein, the game interface corresponding to the first account is displayed by the first terminal equipment, and the first account corresponds to the first terminal equipment, and the method comprises: the game data of the first account in historical period is obtained in response to the game matching instruction of current game;Determine the recommended game position of the first account in the current game based on game data;At least one second account in the current game is matched according to the recommended game position, wherein the recommended game position and the recommended game position of at least one second account in the current game do not coincide with each other;Display the game preparation interface of the current game, wherein the first account identifier of the first account and the second account identifier of at least one second account are included in the game preparation interface.By the application, the technical effect that the account in the game is effectively recommended is improved.
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Description

Technical Field

[0001] This invention relates to the field of computers, and more specifically, to a method, apparatus, storage medium, and electronic device for processing game data. Background Technology

[0002] Currently, game applications allow players to choose match positions for their accounts, but this is based on the player's own willingness and cannot recommend match positions to the account.

[0003] In addition, the game application can also support pre-selection of match positions during specific time periods, but this is entirely based on the player's personal wishes and cannot recommend match positions to the account.

[0004] There is currently no effective solution to the technical problem of the inability to effectively recommend games to accounts. Summary of the Invention

[0005] The main objective of this invention is to provide a method, apparatus, storage medium, and electronic device for processing game data, so as to at least solve the technical problem of being unable to effectively recommend games to accounts.

[0006] To achieve the above objectives, according to one aspect of the present invention, a method for processing game data is provided. The method involves displaying a game interface corresponding to a first account on a first terminal device, wherein the first account corresponds to the first terminal device. The method includes: responding to a matchmaking command for the current game and acquiring game data of the first account over a historical period; determining a recommended match position for the first account in the current game based on the game data; matching at least one second account in the current game according to the recommended match position, wherein the recommended match position and the recommended match position of the at least one second account in the current game do not overlap; and displaying a match preparation interface for the current game, wherein the match preparation interface includes a first account identifier for the first account and a second account identifier for the at least one second account, and configuring match position information corresponding to the recommended match position for different account identifiers based on the recommended match positions of different accounts.

[0007] Optionally, determining the recommended match position for the first account in the current game based on game data includes: determining the first current battle attribute value of the first account based on game data, wherein the first current battle attribute value includes at least one first battle position attribute value, which represents the first account's combat capability against the corresponding battle position in historical games; determining the first target battle attribute value from the at least one first battle position attribute value according to preset rules; and determining the battle position corresponding to the first target battle attribute value as the recommended match position.

[0008] Optionally, determining the first target battle attribute value from at least one first battle position attribute value according to a preset rule includes: determining the largest first battle position attribute value among at least one first battle position attribute value as the first target battle attribute value.

[0009] Optionally, the method further includes: obtaining a second current battle attribute value of at least one second account to be matched, wherein the second current battle attribute value includes at least one second battle position attribute value, the second battle position attribute value being used to represent the combat capability of each second account in the corresponding battle position in historical matches; matching at least one second account in the current match according to the recommended battle position, including: matching each second account for the first account based on the at least one second battle position attribute value of each second account and the first target battle attribute value corresponding to the recommended battle position of the first account.

[0010] Optionally, based on at least one second battle position attribute value of each second account and the first target battle attribute value corresponding to the recommended battle position, each second account is matched for the first account, including: determining that the difference between the second target battle attribute value and the first target battle attribute value in the at least one second battle position attribute value is within a first threshold range, and then matching each second account for the first account.

[0011] Optionally, matching each second account to the first account includes: determining that the difference between the second target battle attribute values ​​of multiple second accounts is within a second threshold range, then matching each second account to the first account.

[0012] Optionally, the method further includes: obtaining a first request sent by the client corresponding to the third account, wherein the first request is used to request the exchange of the recommended match position of the first account with the recommended match position of the third account, and carries the third target match attribute value of the third account, wherein at least one third match position attribute value of the third account includes the third target match attribute value, and the third match position attribute value is used to represent the combat capability of the third account in the corresponding match position in historical matches; responding to the first request based on the third target match attribute value, and determining the recommended match position of the third account as the recommended match position of the first account.

[0013] Optionally, responding to the first request based on the third target's battle attribute value and determining the recommended match position of the third account as the recommended match position of the first account includes: responding to the first request and displaying on the target request interface the first target's battle attribute value, the first match position attribute value of the first account in the recommended match position of the third account, the third target's battle attribute value, and the third match position attribute value of the third account in the recommended match position of the first account; and responding to a confirmation touch operation command on the target request interface based on the first target's battle attribute value, the first match position attribute value of the first account in the recommended match position of the third account, the third target's battle attribute value, and the third match position attribute value of the third account in the recommended match position of the first account, thereby determining the recommended match position of the third account as the recommended match position of the first account.

[0014] Optionally, the method further includes: sending a second request to the client corresponding to the third account, wherein the second request is used to request the exchange of the recommended match position of the first account with the recommended match position of the third account, and carries a first target match attribute value; obtaining a response result sent by the client based on the first target match attribute value, wherein the response result is used to indicate that the recommended match position of the third account is determined as the recommended match position of the first account.

[0015] Optionally, the game data includes at least one of the following: a proficiency index for the first account, wherein the proficiency index is used to represent the proficiency of the first account in combat; and a combat score for the first account in each game, wherein determining the first current combat attribute value of the first account based on the game data includes: determining the first current combat attribute value based on the proficiency index and the combat score.

[0016] To achieve the above objectives, according to another aspect of the present invention, a game data processing apparatus is also provided. The apparatus may include: an acquisition unit, configured to acquire game data of a first account during a historical time period in response to a matchmaking command for the current game; a determination unit, configured to determine a recommended match position for the first account in the current game based on the game data; a matching unit, configured to match at least one second account in the current game according to the recommended match position, wherein the recommended match position and the recommended match position of the at least one second account in the current game do not overlap; and a display unit, configured to display a match preparation interface for the current game, wherein the match preparation interface includes a first account identifier for the first account and a second account identifier for the at least one second account, and configures match position information corresponding to the recommended match position for different account identifiers according to the recommended match positions of different accounts.

[0017] To achieve the above objectives, according to another aspect of the present invention, a computer-readable storage medium is also provided. This computer-readable storage medium stores a computer program, wherein, when the computer program is run by a processor, it controls the device where the computer-readable storage medium is located to execute the game data processing method of the embodiments of the present invention.

[0018] To achieve the above objectives, according to another aspect of the present invention, an electronic device is also provided. This electronic device may include a memory and a processor, characterized in that the memory stores a computer program, and the processor is configured to execute the computer program to perform the game data processing method of embodiments of the present invention.

[0019] In this embodiment, the game interface corresponding to the first account is displayed through a terminal device, and the first account corresponds to the terminal device. The process includes: responding to the matchmaking command of the current game and obtaining the game data of the first account in the historical time period; determining the recommended match position of the first account in the current game based on the game data; matching at least one second account in the current game according to the recommended match position, wherein the recommended match position and the recommended match position of the at least one second account in the current game do not overlap; and displaying the match preparation interface of the current game, wherein the match preparation interface includes the first account identifier of the first account and the second account identifier of the at least one second account, and configuring match position information corresponding to the recommended match position for different account identifiers according to the recommended match positions of different accounts. In other words, based on the first account's game data over a historical period, the system recommends a match position for the first account in the current game and matches the first account with at least one second account. This achieves the goal of effectively recommending a match position to the first account and matching it with at least one second account, avoiding the selection of a match position for the first account based on the player's personal wishes. This solves the technical problem of not being able to effectively recommend accounts in the game and achieves the technical effect of effectively recommending accounts in the game. Attached Figure Description

[0020] The accompanying drawings, which form part of this application, are used to provide a further understanding of the invention. The illustrative embodiments of the invention and their descriptions are used to explain the invention and do not constitute an undue limitation of the invention. In the drawings:

[0021] Figure 1 This is a hardware structure block diagram of a mobile terminal for a game data processing method according to an embodiment of the present invention.

[0022] Figure 2 This is a flowchart of a game data processing method according to an embodiment of the present invention;

[0023] Figure 3 This is a schematic diagram of a team-up interface based on related technologies;

[0024] Figure 4 This is a schematic diagram illustrating a recommended branching location according to an embodiment of the present invention;

[0025] Figure 5 This is a schematic diagram of a branch position switching according to an embodiment of the present invention;

[0026] Figure 6 This is a schematic diagram of a game data processing device according to an embodiment of the present invention. Detailed Implementation

[0027] It should be noted that, unless otherwise specified, the embodiments and features described in this application can be combined with each other. The present invention will now be described in detail with reference to the accompanying drawings and embodiments.

[0028] To enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present application, and not all embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative effort should fall within the scope of protection of the present application.

[0029] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate for the embodiments of this application described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0030] The methods and embodiments provided in this application can be executed on a mobile terminal, a computer terminal, or a similar computing device. Taking running on a mobile terminal as an example, Figure 1 This is a hardware structure block diagram of a mobile terminal for a game data processing method according to an embodiment of the present invention. Figure 1 As shown, a mobile terminal may include one or more ( Figure 1Only one is shown in the diagram. A processor 102 (which may include, but is not limited to, a microprocessor MCU or a programmable logic device FPGA, etc.) and a memory 104 for storing data are also shown. Optionally, the mobile terminal may further include a transmission device 106 for communication functions and an input / output device 108. Those skilled in the art will understand that... Figure 1 The structure shown is for illustrative purposes only and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may also include components that are more... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown.

[0031] The memory 104 can be used to store computer programs, such as application software programs and modules, like the computer program corresponding to a data processing method in this embodiment of the invention. The processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, thereby implementing the aforementioned method. The memory 104 may include high-speed random access memory and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 104 may further include memory remotely located relative to the processor 102, and these remote memories can be connected to the mobile terminal via a network. Examples of such networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof.

[0032] The transmission device 106 is used to receive or send data via a network. Specific examples of the network described above may include a wireless network provided by the mobile terminal's communication provider. In one example, the transmission device 106 includes a Network Interface Controller (NIC), which can connect to other network devices via a base station to communicate with the Internet. In another example, the transmission device 106 may be a Radio Frequency (RF) module used for wireless communication with the Internet.

[0033] In one embodiment of this disclosure, the game data processing method can run on a local terminal device or a server. When the game data processing method runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0034] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separate. The storage and execution of game data processing are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the processing of game data is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0035] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0036] This embodiment provides a method for processing game data running on the aforementioned first mobile terminal. The game interface corresponding to a first account is displayed on the first terminal device, and the first account corresponds to the first terminal device. In this disclosure, the first terminal device can be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. Figure 2 This is a flowchart of a game data processing method according to an embodiment of the present invention. Figure 2 As shown, the method may include the following steps:

[0037] Step S202: Respond to the matchmaking command for the current game and obtain the game data of the first account in the historical time period.

[0038] In the technical solution provided by step S202 of the present invention, the first account can be an account corresponding to the player, which has corresponding game data in the historical time period. In response to the match matching instruction of the current game, the game data of the first account in the historical time period is obtained. The historical time period is the time period before the current time, that is, the most recent time period. The game data can be the first account's proficiency improvement data, the number of times the lane position is used, and the score of each game, etc., which can be used to determine the combat ability of the first account. No specific limitation is made here.

[0039] Optionally, the matchmaking command in this embodiment can be generated by the player touching the target function control in the target interface. In response to the matchmaking command, the game data of the first account in the historical time period can be retrieved. The target interface can be a team interface, used to match the first account with other accounts to achieve the purpose of teaming up. The target function control can be a matchmaking function control, such as a matchmaking button. No specific limitation is made here.

[0040] Step S204: Determine the recommended match position for the first account in the current match based on game data.

[0041] In the technical solution provided by step S204 of the present invention, after responding to the matchmaking instruction of the current game and obtaining the game data of the first account in the historical period, the recommended match position of the first account in the current game can be determined based on the game data.

[0042] In this embodiment, the game position of the first account in historical matches within a historical time period can be determined based on the game data of the first account within that time period. This game position indicates the lane corresponding to the first account in historical matches. This embodiment can calculate the game data according to a target rule to obtain the current combat attribute value of the first account. The target rule can be a target formula that transforms game data into the current combat attribute value of the first account and reflects the mapping relationship between game data and the current combat attribute value. The current combat attribute value can be used to represent the combat ability of the first account in the corresponding game position in historical matches within a historical time period. It can include a lane strength score (i.e., strength score), for example, 1390 points. The combat ability can be reflected in the performance of the first account in historical matches within a historical time period, including lane strength.

[0043] This embodiment can match the first account with a recommended match position in the current game based on the aforementioned current battle attribute value, corresponding to the account's combat ability. This recommended match position, also known as a recommended lane or suggested lane, takes into account the first account's skill level rather than the player's personal preference. This ensures the first account's proficiency in playing in this recommended match position in the future, thus achieving the goal of recommending match positions for the first account. Here, "future time" refers to the time period after the current time.

[0044] Optionally, the recommended match position in this embodiment can be the mid lane, the development lane, or the confrontation lane, etc., without specific limitations.

[0045] Step S206: Match at least one second account in the current game according to the recommended game position, wherein the recommended game position and the recommended game position of at least one second account in the current game do not overlap.

[0046] In the technical solution provided by step S206 of the present invention, after determining the recommended match position of the first account in the current match based on game data, at least one second account in the current match is matched according to the recommended match position, wherein the recommended match position and the recommended match position of the at least one second account in the current match do not overlap.

[0047] In this embodiment, the first account has a matching second account in the game scenario. For example, the second account may include the first account's opponent and / or teammate. This embodiment can match at least one second account in the current game based on the first account's recommended match position. This can be done by matching at least one second account to the first account based on the first account's recommended match position and the second account's current combat attribute value. The second account's current combat attribute value can represent the second account's combat ability in historical matches against its corresponding match position, and may include a strength rating, such as 1390 points. This embodiment can determine whether the second account meets the conditions for matching with the first account based on the first account's recommended match position and the second account's current combat attribute value. That is, this embodiment can determine whether the second account can be matched with the first account based on the first account's recommended match position and the second account's strength rating. If the second account meets the conditions for matching with the first account based on the first account's recommended match position and the second account's current combat attribute value, then the second account is matched with the first account.

[0048] Optionally, in this embodiment, before matching at least one second account in the current game based on the recommended game position, it can be determined whether the recommended game position of the first account in the current game and the recommended game position of at least one second account in the current game do not overlap. If they do, at least one second account can be matched with the first account; if not, matching at least one second account with the first account can be prohibited, thereby avoiding disputes between the first account and at least one second account due to overlapping game positions.

[0049] Optionally, in team mode, when matching at least one second account in the current game based on the recommended match position of the first account, for teams that do not have a predetermined number of accounts beforehand, it may be necessary not only to use the recommended match position of the first account, but also to combine the recommended match positions of other accounts in the team queue to jointly determine at least one second account in the current game, so as to improve the synergy between at least one second account and the first account.

[0050] For example, in team mode, for duo or trio matches in co-op games where five players are not pre-assigned, it may not only be necessary to consider the recommended match position for the first account, but also to consider the recommended match positions for the other players' accounts. This would ensure that the first account is matched with at least one second account, so that the cooperation between the first account and the second account would be better.

[0051] Step S208: Display the game preparation interface for the current game. The game preparation interface includes the first account identifier of the first account and the second account identifier of at least one second account. The game position information corresponding to the recommended game position is configured for different account identifiers according to the recommended game position of different accounts.

[0052] In the technical solution provided by step S208 of the present invention, after matching at least one second account in the current game according to the recommended game position, the game preparation interface of the current game can be displayed. The game preparation interface displays the information of the first account and at least one second account matched with the first account, that is, it displays player information. It can also display the first account identifier of the first account and the second account identifier of the at least one second account. For example, the first account identifier of the first account can be the text information of the player himself, and the second account identifier of the second account can be the text information of player 2, player 3, player 4, player 5, enemy player 1, enemy player 2, enemy player 3, enemy player 4, enemy player 5, etc. There are no specific limitations here.

[0053] This embodiment can configure different account identifiers with corresponding match location information based on the recommended match location for different accounts. This information is then displayed in the match preparation interface of the game interface. For example, the first account identifier is the player's own text information, and the recommended match location is Mid Lane 1390 points; the second account identifier is Player 2's text information, and the recommended match location is Development Lane 1390 points; another second account identifier is Player 3's text information, and the recommended match location is... The game position information corresponding to the first account is roaming at 1390 points. The text information of another second account identified as player 4 corresponds to the recommended game position information of jungler at 1390 points. The text information of another second account identified as player 5 corresponds to the recommended game position information of top laner at 1390 points. This intuitively and clearly shows the recommended game position for the first account and the recommended game position information of at least one second account matched for the first account. This achieves the purpose of recommending game positions for the first account and improves the efficiency of matching the first account.

[0054] Through steps S202 to S208 of this application, in response to the matchmaking instruction of the current game, game data of the first account in the historical time period is obtained; the recommended match position of the first account in the current game is determined based on the game data; at least one second account in the current game is matched according to the recommended match position, wherein the recommended match position and the recommended match position of the at least one second account in the current game do not overlap; the match preparation interface of the current game is displayed, wherein the match preparation interface includes the first account identifier of the first account and the second account identifier of the at least one second account, and the match position information corresponding to the recommended match position is configured for different account identifiers according to the recommended match position of different accounts. In other words, by recommending the match position of the first account in the current game based on the game data of the first account in the historical time period and matching the first account with at least one second account, the purpose of effectively recommending the match position to the first account and matching it with at least one second account is achieved, avoiding the selection of the match position for the first account based on the player's personal wishes, thereby solving the technical problem of not being able to effectively recommend accounts in the game, and achieving the technical effect of effectively recommending accounts in the game.

[0055] The method described in this embodiment will now be described in further detail.

[0056] As an optional implementation, step S204, determining the recommended match position of the first account in the current match based on game data, includes: determining the first current battle attribute value of the first account based on game data, wherein the first current battle attribute value includes at least one first battle position attribute value, the first battle position attribute value being used to represent the combat capability of the first account in the corresponding battle position in historical matches; determining the first target battle attribute value from the at least one first battle position attribute value according to preset rules; and determining the battle position corresponding to the first target battle attribute value as the recommended match position.

[0057] In this embodiment, when determining the recommended match position of the first account in the current game based on game data, the first current battle attribute value of the first account can be obtained. This first current battle attribute value may include at least one first battle position attribute value of the first account. This first battle position attribute value can be used to represent the combat capability of the first account in historical matches corresponding to its battle position. Optionally, the first battle position attribute value can be proportional to the combat capability of the first account in historical matches corresponding to its battle position. This first battle position attribute value may include a lane strength score (i.e., a strength score), for example, 1390 points. Therefore, the aforementioned first battle position attribute and battle position in this embodiment can have a one-to-one correspondence. The combat capability can reflect the first account's performance in historical periods, including lane strength. Optionally, this embodiment can calculate the first account's game data according to a target rule to obtain the first account's first battle position attribute value. This target rule can be a target formula that transforms the first account's game data into a first battle position attribute value and reflects the mapping relationship between the first account's game data and the first battle position attribute value.

[0058] This embodiment can determine the recommended match position of the first account based on at least one first match position attribute value. It can determine the first target match attribute value from at least one first match position attribute value according to preset rules, and then determine the match position corresponding to the first target match attribute value as the recommended match position of the first account.

[0059] As an optional implementation, determining a first target battle attribute value from at least one first battle position attribute value according to a preset rule includes: determining the largest first battle position attribute value among at least one first battle position attribute value as the first target battle attribute value.

[0060] In this embodiment, since each of the at least one first battle position attribute values ​​determined based on game data is used to assess the combat capability of the first account in the corresponding battle position in historical matches, this embodiment can determine the maximum first battle position attribute value from the at least one first battle position attribute value, and then determine the maximum first battle position attribute value as the first target battle attribute value, and then determine the battle position corresponding to the first target battle attribute value as the recommended battle position. For example, the battle position corresponding to the highest strength rating is determined as the recommended battle position, and it is matched to the first account, thereby achieving the purpose of recommending the battle position to the first account.

[0061] For example, if a player's primary account has the highest skill rating in the mid lane, then that mid lane position will be the recommended match position.

[0062] As an optional implementation, the method further includes: obtaining a second current battle attribute value of at least one second account to be matched, wherein the second current battle attribute value includes at least one second battle position attribute value, the second battle position attribute value being used to represent the combat capability of each second account in the corresponding battle position in historical matches; step S206, matching at least one second account in the current match according to the recommended battle position, including: matching each second account for the first account based on the at least one second battle position attribute value of each second account and the first target battle attribute value corresponding to the recommended battle position of the first account.

[0063] In this embodiment, a second current battle attribute value of at least one second account to be matched with the first account can be obtained. This second current battle attribute value may include at least one second battle position attribute value of the second account. This second battle position attribute value can be used to represent the combat capability of the second account in historical matches against its corresponding battle position. Optionally, the second battle position attribute value may be proportional to the combat capability of the second account in historical matches against its corresponding battle position. This second battle position attribute value may include a lane strength rating (i.e., a strength rating), for example, 1390 points. Therefore, the aforementioned second battle position attribute and battle position in this embodiment can be in one-to-one correspondence. The combat capability can reflect the second account's performance in historical periods, including lane strength. Optionally, this embodiment can calculate the second account's second battle position attribute value by performing calculations on the second account's game data in historical periods according to a target rule. This target rule can be a target formula that converts the second account's game data into a second battle position attribute value and reflects the mapping relationship between the second account's game data and the second battle position attribute value.

[0064] When matching at least one second account in the current game based on the recommended match position, it can be based on the attribute value of at least one second match position and the attribute value of the first target match corresponding to the recommended match position of the first account to determine whether the second account meets the conditions for matching with the first account. That is, this embodiment can determine whether the second account can be matched with the first account based on the recommended match position of the first account and the strength rating of the second account.

[0065] If, based on at least one second battle position attribute value and the first target battle attribute value corresponding to the recommended battle position of the first account, it is determined that the second account meets the conditions for matching with the first account, then the second account will be matched with the first account.

[0066] As an optional implementation, matching each second account to the first account based on at least one second battle position attribute value of each second account and the first target battle attribute value corresponding to the recommended battle position includes: determining that the difference between the second target battle attribute value and the first target battle attribute value in the at least one second battle position attribute value is within a first threshold range, and then matching each second account to the first account.

[0067] In this embodiment, when matching each second account to a first account based on at least one second battle position attribute value and a first target battle attribute value corresponding to a recommended battle position, a second target battle attribute value can be determined from multiple second battle position attribute values. This second target battle attribute value can be determined from the second battle position attribute values ​​according to preset rules. For example, the largest second battle position attribute value among multiple second battle position attribute values ​​can be determined as the second target battle attribute value. Then, the difference between the second target battle attribute value and the first target battle attribute value is obtained. It is determined whether this difference is within a first threshold range. This first threshold range is a threshold range that measures the combat capability of the first account and is equivalent to the account's combat capability; for example, it should not exceed a target threshold (e.g., A). If it is determined that the difference is within the first threshold range, that is, the strength rating of the second account is equivalent to (or the same as) that of the first account, then the second account corresponding to the second target battle attribute value is matched with the first account.

[0068] As an optional implementation, matching each second account to the first account includes: determining that the difference between the second target battle attribute values ​​of multiple second accounts is within a second threshold range, then matching each second account to the first account.

[0069] In this embodiment, when matching a first account with each second account, the difference between the second target combat attribute values ​​of multiple second accounts can be obtained. Then, it can be determined whether the difference is within a second threshold range. This second threshold range is a threshold range used to measure the comparable combat capabilities of multiple second accounts, for example, a range that does not exceed a target threshold (e.g., B). If it is determined that the difference is within the second threshold range, then the first account can be matched with the multiple second accounts.

[0070] Optionally, the multiple second accounts include opponent accounts and teammate accounts matched with the first account. This can be achieved by matching opponent accounts and teammate accounts with the difference between the second target combat attribute value of the opponent account and the second target combat attribute value of the teammate account within a second threshold range, or by matching opponent accounts and teammate accounts with the difference between the second target combat attribute values ​​of the teammate accounts within a second threshold range, in order to ensure that the combat capabilities of the multiple second accounts matched with the first account are comparable (identical).

[0071] As an optional example, this embodiment can determine that the difference between the second target battle attribute value of the second account and the first target battle attribute value of the first account is within a first threshold range, determine that the difference between the second target battle attribute values ​​of multiple second accounts is within the second threshold range, and determine that the advancing match position of the second account does not overlap with the recommended match position of the first account, then multiple second accounts can be matched for the first account, thereby controlling the first account and multiple second accounts to enter the game scene.

[0072] In this embodiment, after the second account is matched with the first account, the recommended match position of the first account and the first target's match attribute value can be displayed on the match preparation interface.

[0073] For example, if a player's primary account has the highest skill rating in the mid lane, teammates with higher ratings in the other four lanes will be prioritized for them during matchmaking. When entering the game, the recommended lane and the highest skill rating can be displayed on the match preparation screen.

[0074] This embodiment can further realize the method of interaction between the game positions of the first account and other accounts, which will be further described below.

[0075] As an optional implementation, the method further includes: obtaining a first request sent by a client corresponding to a third account, wherein the first request is used to request the exchange of the recommended match position of the first account with the recommended match position of the third account, and carries a third target match attribute value of the third account, wherein at least one third match position attribute value of the third account includes a third target match attribute value, and the third match position attribute value is used to represent the combat capability of the third account in the corresponding match position in historical matches; responding to the first request based on the third target match attribute value, and determining the recommended match position of the third account as the recommended match position of the first account.

[0076] In this embodiment, the third account can be the account that swaps match positions with the first account, and the aforementioned at least one second account may include the third account. Optionally, the client corresponding to the third account is the requester, and can receive a first request sent by the client corresponding to the third account. For example, the client corresponding to the third account has a swap function control (e.g., a swap interaction button), and by operating it, sends the aforementioned first request to the client corresponding to the first account. The first request is used to request that the recommended match position of the first account be swapped with the recommended match position of the third account, and also carries the third target match attribute value of the third account. After the client corresponding to the first account responds to the aforementioned first request, the recommended match position and the third target match attribute value of the third account, as well as the recommended match position and the first target match attribute value of the first account, can be displayed on the client corresponding to the first account.

[0077] As an optional implementation, responding to the first request based on the third target's battle attribute value and determining the recommended match position of the third account as the recommended match position of the first account includes: responding to the first request and displaying on the target request interface the first target's battle attribute value, the first match position attribute value of the first account in the recommended match position of the third account, the third target's battle attribute value, and the third match position attribute value of the third account in the recommended match position of the first account; and responding to a confirmation touch operation command on the target request interface based on the first target's battle attribute value, the first match position attribute value of the first account in the recommended match position of the third account, the third target's battle attribute value, and the third match position attribute value of the third account in the recommended match position of the first account, thereby determining the recommended match position of the third account as the recommended match position of the first account.

[0078] In this implementation, in response to the first request, a target request interface pops up and displays a prompt message. Optionally, if the third account corresponds to player 2, the client corresponding to the first account can display a prompt message that "player 2 requests to swap lanes with you". This embodiment can further display the recommended match position of the first account and the recommended match position of the third account on the target request interface. It also displays the first target match attribute value, the first match position attribute value of the first account in the recommended match position of the third account, the third target match attribute value, and the third match position attribute value of the third account in the recommended match position of the first account. For example, the recommended match position of the first account can be the middle lane, and the recommended match position of the third account can be the development lane. Thus, this embodiment can display the first target match attribute value of the first account in the corresponding middle lane, the first match position attribute value of the first account in the development lane of the third account, the third target match attribute value of the third account in the corresponding development lane, and the third match position attribute value of the third account in the corresponding middle lane of the recommended match position of the first account on the client corresponding to the first account. This achieves the purpose of supporting the display of the strength of the user's desired lane when performing lane swaps.

[0079] For example, this embodiment can display the first target battle attribute value of the first account in the corresponding middle lane (1390), the first battle position attribute value of the first account in the third account's development lane (1290), the third target battle attribute value of the third account in the corresponding development lane (1280), and the third battle position attribute value of the third account in the middle lane corresponding to the recommended match position of the first card (1480) on the client corresponding to the first account.

[0080] In this embodiment, the player corresponding to the first account can determine whether to set the recommended match position of the third account as the recommended match position of the first account based on the first target match attribute value, the first match position attribute value of the first account in the recommended match position of the third account, the third target match attribute value, and the third match position attribute value of the third account in the recommended match position of the first account. If yes, a confirmation touch operation command can be triggered on the target request interface. For example, if the target request interface displays a "Confirm Swap" function control, the player can touch it to trigger the confirmation operation command, and then respond to the confirmation touch operation command on the target request interface to set the recommended match position of the third account as the recommended match position of the first account. If no, the target request interface can be closed.

[0081] As an optional implementation, the method further includes: sending a second request to the client corresponding to the third account, wherein the second request is used to request the exchange of the recommended match position of the first account with the recommended match position of the third account, and carries a first target match attribute value; obtaining a response result sent by the client based on the first target match attribute value, wherein the response result is used to indicate that the recommended match position of the third account is determined as the recommended match position of the first account.

[0082] In this embodiment, the client corresponding to the first account can be the requester, and can send a second request to the client corresponding to the third account. For example, the client corresponding to the first account has a swap function control. By operating it, the client can send the aforementioned second request to the client corresponding to the third account. The second request is used to request the swap of the recommended match position of the first account with the recommended match position of the third account, and also carries the first target match attribute value.

[0083] Optionally, this embodiment can display lane usage data on the client corresponding to the third account after the client responds to the two requests. For example, it can display a prompt message. Optionally, if the first account corresponds to the player, the client corresponding to the third account can display "The player requests to swap lanes with you," meaning the player is the requester. This embodiment can also display the recommended match position of the first account, the recommended match position of the third account, the first target's battle attribute value, the first battle position attribute value of the first account in the recommended match position of the third account, the third target's battle attribute value, and the third account's... The attribute value of the third battle position of the first account in the recommended match position of the first account can be displayed on the client corresponding to the first account. For example, the recommended match position of the first account can be the middle lane, and the recommended match position of the third account can be the development lane. Thus, this embodiment can display the first target battle attribute value of the first account in the corresponding middle lane, the first battle position attribute value of the first account in the development lane of the third account, the third target battle attribute value of the third account in the corresponding development lane, and the third battle position attribute value of the third account in the corresponding middle lane of the recommended match position of the first account on the client corresponding to the first account. This achieves the purpose of supporting the display of the strength of the user's desired lane when lane swapping occurs.

[0084] As an optional implementation, the game data includes at least one of the following: a proficiency index for a first account, wherein the proficiency index is used to represent the proficiency level of the first account in combat; and a combat score for the first account in each game, wherein determining the first current combat attribute value of the first account based on the game data includes: determining the first current combat attribute value based on the proficiency index and the combat score.

[0085] In this embodiment, the game data can be a proficiency index of the first account, which can determine the proficiency level of the first account in combat, and can be proficiency improvement data; the game data in this embodiment can also include the combat score of the first account in each game, such as the average score of each game in the lane position.

[0086] In this embodiment, when determining the first current battle attribute value of the first account based on game data, it can be done by obtaining the first sum of the proficiency indicators of all virtual game characters of the first account in each battle position in the historical games. Multiple virtual game characters can be all heroes corresponding to the first account. The sum of the proficiency indicators of all heroes is obtained. Then, the product of the combat score of the first account in the battle position and the target coefficient is obtained. The target coefficient can be determined based on the proficiency indicators and the combat score. For example, if the proficiency increase in each game is generally 100-200 and the combat score is 0-20, then the corresponding target coefficient can be determined as 10. Finally, the second sum between the first sum and the product is determined as the first attribute value. That is, the first current battle attribute value of the first account in the battle position in the historical games = the sum of the proficiency indicators of all virtual game characters of the first account in the battle position + the combat score of the first account in that battle position * the target coefficient M.

[0087] In this embodiment, game data of the first account during historical periods can be retrieved to calculate the first target battle attribute value of the first account. When matching the first account, at least one second account of similar strength can be matched with the first account based on the calculated first target battle attribute value. On the match preparation interface, the recommended match position and first target battle attribute of the first account are displayed, and the first account can be swapped with other third accounts. When swapping match positions, the strength of the user's desired lane is also displayed, avoiding the selection of lanes for the first account based on the player's personal wishes. This solves the technical problem of not being able to effectively recommend accounts in the game and achieves the technical effect of effectively recommending accounts in the game.

[0088] The technical solutions of the present invention will be further illustrated below with reference to preferred embodiments.

[0089] In the game application, the player character selection interface will display the frequently used heroes marked by the player and allow the player to choose the desired lane position.

[0090] Figure 3 This is a schematic diagram of a team-up interface based on related technologies. For example... Figure 3 As shown, users can set their frequently used hero characters (such as...) on the team-up interface before matchmaking. Figure 3(as shown in the box in the image); On the character selection screen, you can pre-select a character, and you can send the character's battle record; It supports players to select the lane they want to play, for example, "I play jungle", and send the lane level 10. When playing a game with the character in that lane, you will receive the corresponding lane level score after winning.

[0091] However, the above methods are all based on the players' own will and cannot effectively avoid arguments between players due to position disputes, nor can they guarantee that the player in each position chooses a skilled character.

[0092] Another related technology, in addition to supporting players to pre-select their characters and desired lanes, also supports pre-selecting lanes for matchmaking within a specific time period. That is, players can pre-select lanes on the matchmaking interface, and during matchmaking, players who have pre-selected the same lane will be excluded.

[0093] The above methods can reasonably avoid arguments between players due to position disputes, but the varying number of players choosing each position can lead to longer matchmaking times. Furthermore, lane pre-selection is entirely based on player preference and does not require skill level, which greatly increases the chance of creating situations where players are bad at the game.

[0094] However, this application can retrieve a player's recent game data to calculate their lane skill rating. During user matchmaking, the system matches the player with teammates and opponents of similar skill levels based on the calculated lane skill rating. The recommended lane and lane skill rating are displayed on the character selection screen. Furthermore, it supports lane swapping between users, and during the swap, it can display the skill level of the user's desired lane. This avoids the issue of players choosing their preferred lane based solely on their personal preference, without regard to skill level, thus resolving the technical problem of not being able to recommend lanes for virtual game characters.

[0095] The method described in this embodiment will be further described below.

[0096] In this embodiment, by clicking the match button in the user team interface, game data such as the user's hero proficiency improvement over the past week, the number of times the user used their assigned lane position over the past week, and the rating of each game can be retrieved.

[0097] This embodiment can calculate the user's skill rating for each lane based on game data. For example, the skill rating = the sum of the mastery improvement data of all heroes in that lane + the average score per game for that lane position * coefficient M. The coefficient M needs to be determined based on the average score per game and the mastery improvement data. For example, if the mastery improvement per game is generally 100-200, and the performance rating is 0-20, then the coefficient M needs to be determined, and it can be 10.

[0098] This embodiment can match teammates based on the highest score among the actual total scores of each lane, ensuring that there is no overlap in the positions of the matched teammates, and that the difference between the actual total scores of the matched opponents and teammates will not exceed the value A. For example, the difference between the skill scores of teammates will not exceed A, and the difference between the skill scores of teammates and opponents will not exceed A.

[0099] Figure 4 This is a schematic diagram illustrating a recommended branching location according to an embodiment of the present invention. Figure 4 As shown, after the virtual game character corresponding to the player is matched with teammates and enters the game scene, this embodiment can display suggested lanes for the player based on their skill rating, as well as the skill rating of the player in that lane (e.g., 1390 points) and the exchange interaction button (exchange button). It can also display information about the matched players 2, 3, 4, and 5, and the matched enemy players 1, 2, 3, 4, and 5.

[0100] Figure 5 This is a schematic diagram of a branch location switching according to an embodiment of the present invention. Figure 5 As shown, this embodiment supports players swapping lane positions. If player 2 wishes to swap lane positions, they can do so by clicking... Figure 4 The interface shows a lane swap button. The requested player responds to the swap request and displays the lane usage data for the requested player's desired lane. This may include a message like "Player 2 requests to swap lanes with you," the requested player's lane "Your lane: Mid," and the requester's lane "Player 2's lane: Development Lane." The requested player's usage data is also displayed: "Your Mid Lane Score: 1390" and "Your Development Lane Score: 1290." The requester's usage data can be "Player Mid Lane Score: 1280" and "Player Development Lane Score: 1480." The lane swap interface can display controls for canceling and confirming the swap. Touching the confirm swap control allows you to swap suggested lanes and further display the new lane's rating and strength.

[0101] In this embodiment, when the location of the virtual game character selected by the user does not match the route, the probability of a successful report is increased.

[0102] In this embodiment, if a user has the highest skill rating in the mid lane, they will be prioritized for matching with teammates in the other four lanes who also have high skill ratings, thus reducing arguments caused by users vying for lane assignments. When entering the game, the recommended lane can be displayed as the mid lane with the highest skill rating, ensuring that each user's skill level is maintained and improving the overall gaming experience.

[0103] It should be noted that the method described in this embodiment can be applied to mobile terminals and personal computers (PCs).

[0104] This invention also provides a game data processing apparatus. It should be noted that the game data processing apparatus of this embodiment can be used to execute the game data processing method of this invention. Specifically, a game interface corresponding to a first account is displayed through a first terminal device, and the first account corresponds to the first terminal device.

[0105] Figure 6 This is a schematic diagram of a game data processing device according to an embodiment of the present invention. Figure 6 As shown, the game data processing device 60 may include: an acquisition unit 61, a determination unit 62, a matching unit 63, and a display unit 64.

[0106] The acquisition unit 61 is used to respond to the matchmaking command of the current game and acquire the game data of the first account in the historical time period.

[0107] Unit 62 is used to determine the recommended match position of the first account in the current match based on game data.

[0108] Matching unit 63 is used to match at least one second account in the current game based on the recommended game position, wherein the recommended game position and the recommended game position of at least one second account in the current game do not overlap.

[0109] Display unit 64 is used to display the game preparation interface of the current game. The game preparation interface includes the first account identifier of the first account and the second account identifier of at least one second account. The game position information corresponding to the recommended game position is configured for different account identifiers according to the recommended game position of different accounts.

[0110] In the game processing device of this embodiment, the game position of the first account in the current game is recommended based on the game data of the first account in the historical period, and at least one second account is matched for the first account. This achieves the purpose of effectively recommending the game position to the first account and matching it with at least one second account, avoiding the selection of the game position for the first account based on the player's personal wishes. This solves the technical problem of not being able to effectively recommend accounts in the game and achieves the technical effect of effectively recommending accounts in the game.

[0111] This invention also provides a computer-readable storage medium. The computer-readable storage medium stores a computer program, wherein, when the computer program is run by a processor, it controls the device where the computer-readable storage medium is located to execute the game data processing method of this invention.

[0112] Optionally, in this embodiment, the storage medium may include, but is not limited to, various media capable of storing computer programs, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.

[0113] Embodiments of the present invention also provide an electronic device including a memory and a processor, the memory storing a computer program and the processor being configured to run the computer program to perform the steps in any of the above method embodiments.

[0114] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor and the input / output device is connected to the processor.

[0115] It is obvious to those skilled in the art that the modules or steps of the present invention described above can be implemented using general-purpose computing devices. They can be centralized on a single computing device or distributed across a network of multiple computing devices. Optionally, they can be implemented using computer-executable program code, thereby storing them in a storage device for execution by a computing device. In some cases, the steps shown or described can be performed in a different order than those presented herein, or they can be fabricated as separate integrated circuit modules, or multiple modules or steps can be fabricated as a single integrated circuit module. Thus, the present invention is not limited to any particular combination of hardware and software.

[0116] The above description is merely a preferred embodiment of the present invention and is not intended to limit the invention. Various modifications and variations can be made to the present invention by those skilled in the art. Any modifications, equivalent substitutions, or improvements made within the principles of the present invention should be included within the scope of protection of the present invention.

Claims

1. A method of processing game data, characterized by, Displaying, by a first terminal device, a game interface corresponding to a first account, the first account corresponding to the first terminal device, comprising: In response to a game matching instruction of a current game, obtaining game data of the first account in a historical period; Determining a recommended game position of the first account in the current game based on the game data; Matching at least one second account in the current game according to the recommended game position, wherein the recommended game position of the first account and the recommended game position of the at least one second account in the current game do not coincide with each other; Displaying a game preparation interface of the current game, wherein the game preparation interface includes a first account identifier of the first account and a second account identifier of the at least one second account, and different account identifiers are configured with game position information corresponding to the recommended game position according to the recommended game position of different accounts; Wherein the difference between the second current combat attribute values of the plurality of second accounts is within a second threshold range; The matching of the at least one second account in the current game according to the recommended game position comprises: determining whether the second account meets the condition of matching to the first account based on the recommended game position of the first account and the second current combat attribute value of the second account; and matching the second account to the first account in response to the second account meeting the condition of matching to the first account. The method further comprises: in response to the position selected by the first account being different from the recommended game position and the first account being reported, increasing the probability of successful reporting of the first account.

2. The method of claim 1, wherein, Determining the recommended game position of the first account in the current game based on the game data comprises: Determining a first current combat attribute value of the first account based on the game data, wherein the first current combat attribute value includes at least one first combat position attribute value, and the first combat position attribute value is used to represent the combat capability of the corresponding combat position of the first account in the historical game; Determining a first target combat attribute value from the at least one first combat position attribute value according to a preset rule; Determining the combat position corresponding to the first target combat attribute value as the recommended game position.

3. The method of claim 2, wherein, Determining a first target combat attribute value from the at least one first combat position attribute value according to a preset rule comprises: Determining the maximum first combat position attribute value in the at least one first combat position attribute value as the first target combat attribute value.

4. The method of claim 2, further comprising: Obtaining the second current combat attribute value of the at least one second account to be matched, wherein the second current combat attribute value includes at least one second combat position attribute value, and the second combat position attribute value is used to represent the combat capability of the corresponding combat position of each second account in the historical game; The determining whether the second account satisfies the condition of matching to the first account comprises: determining whether the second account satisfies the condition of matching to the first account based on the at least one second battle position attribute value of each of the second accounts and the first target battle attribute value corresponding to the recommended battle position of the first account.

5. The method of claim 4, wherein, The determining whether the second account satisfies the condition of matching to the first account comprises: The determining whether the second account satisfies the condition of matching to the first account comprises: determining that the second account satisfies the condition of matching to the first account when a difference between the second target battle attribute value in the at least one second battle position attribute value and the first target battle attribute value is within a first threshold range.

6. The method of claim 5, wherein, The matching the second account to the first account comprises: The matching the second account to the first account comprises: matching each of the second accounts to the first account in response to a difference between the second target battle attribute values of the second accounts being within the second threshold range.

7. The method of claim 2, wherein, The method further comprises: obtaining a first request sent by a client corresponding to a third account, wherein the first request is used to request to exchange the recommended battle position of the first account and the recommended battle position of the third account, and carries a third target battle attribute value of the third account, wherein at least one third battle position attribute value of the third account comprises the third target battle attribute value, and the third battle position attribute value is used to represent a battle capability of a corresponding battle position of the third account in a historical battle; determining the recommended battle position of the third account as the recommended battle position of the first account in response to the first request based on the third target battle attribute value.

8. The method of claim 7, wherein, The determining the recommended battle position of the third account as the recommended battle position of the first account in response to the first request based on the third target battle attribute value comprises: displaying the first target battle attribute value, the first battle position attribute value of the first account at the recommended battle position of the third account, the third target battle attribute value, and the third battle position attribute value of the third account at the recommended battle position of the first account on a target request interface in response to the first request. determining the recommended battle position of the third account as the recommended battle position of the first account in response to a confirmation touch operation instruction on the target request interface based on the first target battle attribute value, the first battle position attribute value of the first account at the recommended battle position of the third account, the third target battle attribute value, and the third battle position attribute value of the third account at the recommended battle position of the first account.

9. The method of claim 2, wherein, The method further comprises: sending a second request to a client corresponding to a third account, wherein the second request is used to request to exchange a recommended match position of the first account and a recommended match position of the third account, and carries the first target match attribute value; obtaining a response result sent by the client based on the first target match attribute value, wherein the response result is used to indicate that the recommended match position of the third account is determined as the recommended match position of the first account.

10. The method of claim 2, wherein, The game data includes at least one of the following: a proficiency index of the first account, wherein the proficiency index is used to indicate a proficiency of the first account in a match; and a match score of the first account in each game, wherein the first current match attribute value of the first account is determined based on the game data, including: determining the first current match attribute value based on the proficiency index and the match score.

11. A game data processing apparatus characterized by comprising: displaying, by a first terminal device, a game interface corresponding to a first account, the first account corresponding to the first terminal device, including: obtaining unit, configured to obtain game data of a first account in a historical period in response to a match instruction of a current match; determining unit, configured to determine a recommended match position of the first account in the current match based on the game data; matching unit, configured to match at least one second account in the current match according to the recommended match position, wherein the recommended match position and a recommended match position of the at least one second account in the current match do not coincide with each other; displaying unit, configured to display a match preparation interface of the current match, wherein the match preparation interface includes a first account identifier of the first account and a second account identifier of the at least one second account, and different account identifiers are configured with match position information corresponding to the recommended match position according to the recommended match position of different accounts; wherein a difference between second current match attribute values of a plurality of second accounts is within a second threshold range; The matching unit is configured to match the at least one second account in the current match according to the recommended match position by: determining, based on the recommended match position of the first account and a second current match attribute value of the second account, whether the second account meets a condition of being matched to the first account; and matching the first account with the second account in response to the second account meeting the condition of being matched to the first account. The device is further configured to: in response to a position selected by the first account being different from the recommended match position and the first account being reported, increase a probability of the first account being reported successfully.

12. A computer-readable storage medium, characterized in that, The computer-readable storage medium has stored therein a computer program, and the computer program, when executed by a processor, controls a device in which the computer-readable storage medium is located to perform the method in any one of claims 1 to 10. 13.An electronic device comprising a memory and a processor, the electronic device characterized by, The memory has stored therein a computer program, and the processor is configured to execute the computer program to perform the method in any one of claims 1 to 10.

Citation Information

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