Game match award distribution method, device and equipment and storage medium
The Auto Chess game reward distribution method links team rewards to individual performance, reducing development complexity and cycle, promoting social interaction, and maintaining compatibility with individual competition.
Patent Information
- Application Number
- CN202310713478.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-06-15
- Publication Date
- 2024-12-17
AI Technical Summary
The existing method of forming teams in Auto Chess game ranking competitions requires a new set of game mechanisms, which is difficult to develop and prolongs the game's update cycle, deviating from the standard mode of individual player competition.
A reward distribution method where the team reward value is determined based on individual player performance, with the total reward value being redistributed to each player, displayed in an interface post-game, allowing players to choose between different distribution modes.
This method reduces development difficulty, shortens the game's update cycle, promotes social interaction, and lowers the cooperation threshold by linking rewards to individual performance rather than team performance, while maintaining compatibility with the standard mode of individual competition.
Smart Images

Figure CN119139691A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of computer and Internet technology, and in particular to a method, device, equipment and storage medium for distributing rewards for a game. Background Art
[0002] In the Auto Chess game, in order to allow users (i.e. players) to understand and demonstrate their gaming prowess, a game mode called Ranked Matches has been developed. By participating in Ranked Matches, users can improve the game rank of their user accounts.
[0003] At present, the standard mode of the ranking competition in the Auto Chess game is that each user account participating in the game game fights on its own. After the game game is over, for each user account, the reward information of the user account is determined based on the performance of the user account in the game game, and the game rank of the user account is updated based on the reward information. However, since some users are relatively weak in the game, in the ranking competition, it can be considered to let these users team up with other users to participate in the game game. In this way, after the game game is over, the reward information of each user account is determined based on the performance of the team in the game game, and the game rank is further updated based on this.
[0004] However, the above-mentioned way of forming teams to participate in the game, in which the performance of each team in the game is obtained on a team-by-team basis, is quite different from the standard mode of the ranking competition in the Auto Chess game. It requires the development of a new set of game mechanisms, which has a high development difficulty and a long game development cycle, affecting the update efficiency of the Auto Chess game. Summary of the invention
[0005] The embodiments of the present application provide a game match reward distribution method, device, equipment and storage medium, which are compatible with the standard mode of each player fighting for the ranking match in the auto chess game, reduce the development difficulty and shorten the game development cycle, and help to achieve the rapid update of the auto chess game. The technical solution is as follows:
[0006] According to one aspect of an embodiment of the present application, a method for distributing rewards for a game match is provided, the method comprising:
[0007] Displaying a game preparation interface of an auto chess game, wherein a selection control of a first reward distribution mode is displayed in the game preparation interface; wherein, in the first reward distribution mode, a basic reward value of each user account participating in the same game game is related to a team reward value of the team to which the user account belongs;
[0008] After the game starts, displaying a game display interface of the game;
[0009] After the game is over, displaying a reward allocation interface, wherein the reward allocation interface displays a team reward value of a first team participating in the game determined based on the first reward allocation mode, and a basic reward value of each user account in the first team;
[0010] The sum of the basic reward values of the user accounts in the first team is equal to the team reward value of the first team, and the team reward value of the first team is determined according to the performance of the user accounts in the first team in the game.
[0011] According to one aspect of an embodiment of the present application, a method for distributing rewards for a game match is provided, the method comprising:
[0012] After a game match of the Auto Chess game is over, in the case where a first team participating in the game match adopts a first reward allocation mode, determining a team reward value of the first team according to performance of each user account in the first team in the game match;
[0013] Determining a basic reward value for each user account in the first team according to the team reward value of the first team;
[0014] Sending reward allocation information to a client logged in by a first user account, the reward allocation information including a team reward value of the first team and a basic reward value of each user account in the first team, the first user account belonging to the first team; wherein the sum of the basic reward values of each user account in the first team is equal to the team reward value of the first team.
[0015] According to one aspect of an embodiment of the present application, a reward distribution device for a game is provided, the device comprising:
[0016] A preparation interface display module, used to display a game preparation interface of the auto chess game, wherein the game preparation interface displays a selection control of a first reward distribution mode; wherein, in the first reward distribution mode, a basic reward value of each user account participating in the same game game is related to a team reward value of the team to which the user account belongs;
[0017] A display interface display module, used to display a game display interface of the game after the game starts;
[0018] an allocation interface display module, configured to display a reward allocation interface after the game game is over, wherein the reward allocation interface displays a team reward value of a first team participating in the game game determined based on the first reward allocation mode, and a basic reward value of each user account in the first team;
[0019] The sum of the basic reward values of the user accounts in the first team is equal to the team reward value of the first team, and the team reward value of the first team is determined according to the performance of the user accounts in the first team in the game.
[0020] According to one aspect of an embodiment of the present application, a reward distribution device for a game is provided, the device comprising:
[0021] A team reward value determination module, configured to determine a team reward value of the first team according to the performance of each user account in the game of the first team in the game after the game of the auto chess game is finished, when the first team participating in the game adopts the first reward distribution mode;
[0022] A first reward value determination module, configured to determine a basic reward value of each user account in the first team according to the team reward value of the first team;
[0023] The allocation information sending module is used to send reward allocation information to the client logged in by the first user account, wherein the reward allocation information includes the team reward value of the first team and the basic reward value of each user account in the first team, and the first user account belongs to the first team; wherein the sum of the basic reward values of each user account in the first team is equal to the team reward value of the first team.
[0024] According to one aspect of an embodiment of the present application, a terminal device is provided, which includes a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the above-mentioned reward distribution method for the game.
[0025] According to one aspect of an embodiment of the present application, a server is provided, comprising a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement a reward distribution method for a game match as described above.
[0026] According to one aspect of an embodiment of the present application, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is loaded and executed by a processor to implement a reward distribution method for a game match as described above.
[0027] According to one aspect of an embodiment of the present application, a computer program product is provided, which includes a computer program stored in a computer-readable storage medium, and a processor reads and executes the computer program from the computer-readable storage medium to implement a reward distribution method for a game match as described above.
[0028] The technical solution provided by the embodiments of the present application includes at least the following beneficial effects:
[0029] When users form a team to participate in the game match of the auto chess game, the team reward value of the team is determined based on the performance of each user account in the team in the game match, and then the team reward value is redistributed to obtain the basic reward value of each user account in the team. After the game match is over, the reward allocation interface is displayed to indicate the team reward value of the team and the basic reward value of each user account in the team. The embodiment of the present application is aimed at the way of forming a team to participate in the game match, and the performance of each user account in the game match is still obtained in units of user accounts, which is compatible with the standard mode of each fighting for the ranking match in the auto chess game, reduces the development difficulty and shortens the game development cycle, and helps to achieve the rapid update of the auto chess game. In addition, after obtaining the performance of each user account, the embodiment of the present application determines the team reward value of the team based on this, and then redistributes the team reward value to obtain the basic reward value of each user account. On the one hand, the reward value is linked to the team behavior, which effectively promotes users to achieve remote social interaction through the game match of the auto chess game; on the other hand, the reward value is not linked to the overall performance of the team, and there is no need for tacit and effective cooperation between each user, which reduces the threshold of the game. In addition, in the field of gaming, the conventional method of distributing rewards when forming a team to participate in a game is to obtain the team ranking of each team, determine the reward value based on the team ranking, and then distribute it to each user account. The embodiment of the present application does not need to obtain the team ranking, which overcomes the inherent thinking in the field of gaming. In the auto chess game, the embodiment of the present application proposes a new and groundbreaking reward distribution method for the situation of forming a team to participate in a game. BRIEF DESCRIPTION OF THE DRAWINGS
[0030] Figure 1 It is a schematic diagram of an implementation environment of a solution provided by an embodiment of the present application;
[0031] Figure 2 This is a flow chart of a method for distributing rewards for a game match provided by an embodiment of the present application;
[0032] Figure 3 is a schematic diagram of a game preparation interface provided by an embodiment of the present application;
[0033] Figure 4 is a schematic diagram of a game display interface provided by an embodiment of the present application;
[0034] Figure 5 is a schematic diagram of a reward distribution interface provided by an embodiment of the present application;
[0035] Figure 6 is a schematic diagram of an attribute value update interface provided by an embodiment of the present application;
[0036] Figure 7 is a schematic diagram of a reward viewing interface provided by an embodiment of the present application;
[0037] Figure 8 is a flow chart of a method for distributing rewards for a game match provided by another embodiment of the present application;
[0038] Fig. 9 is a schematic diagram of a method for updating attribute values provided by an embodiment of the present application;
[0039] Fig.10 is a flowchart of a reward distribution method under a first reward distribution mode provided by an embodiment of the present application;
[0040] Fig.11 is a flowchart of a reward distribution method under a second reward distribution mode provided by another embodiment of the present application;
[0041] Fig.12 It is a schematic diagram of a reward information settlement process provided by an embodiment of the present application;
[0042] Fig.13 It is a schematic diagram of the display process after a game match provided by an embodiment of the present application;
[0043] Fig.14 It is a block diagram of a reward distribution device for a game match provided by an embodiment of the present application;
[0044] Fig.15 is a block diagram of a reward distribution device for a game match provided by another embodiment of the present application;
[0045] Fig.16 is a block diagram of a reward distribution device for a game match provided by yet another embodiment of the present application;
[0046] Fig.17 is a block diagram of a reward distribution device for a game match provided by another embodiment of the present application;
[0047] Fig.18 is a schematic diagram of the structure of a terminal device provided by an embodiment of the present application;
[0048] Fig.19 It is a schematic diagram of the structure of a server provided in one embodiment of the present application. DETAILED DESCRIPTION
[0049] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.
[0050] Please refer to Figure 1, which shows a schematic diagram of an implementation environment of a solution provided by an embodiment of the present application. The implementation environment may include: a terminal device 11 and a server 12.
[0051] The terminal device 11 may be an electronic device such as a mobile phone, a tablet computer, a multimedia player, a PC (Personal Computer), a wearable device, etc. The terminal device 11 may be installed with a client for running a target application, which may be a game application, such as an auto chess game application.
[0052] The server 12 can be used to provide background services for the client of the target application (such as a game application) in the terminal device 11. For example, the server 12 can be a background server of the above-mentioned target application (such as a game application). The server 12 can be a single server, a server cluster composed of multiple servers, or a cloud computing service center.
[0053] The terminal device 11 and the server 12 can communicate with each other via the network 13 .
[0054] Please refer to Figure 2 , which shows a flow chart of a method for distributing rewards for a game match provided by an embodiment of the present application. The method can be applied to the terminal device described above, such as the client of the target application (such as a game application) of the terminal device. Figure 2 As shown, the method may include at least one of the following steps (steps 210 to 230).
[0055] Step 210, displaying the game preparation interface of the auto chess game, wherein a selection control of the first reward distribution mode is displayed in the game preparation interface.
[0056] Auto Chess game refers to a new type of multiplayer strategy game. In the Auto Chess game, users can match virtual objects (i.e., "chess pieces") by themselves to form a virtual object lineup and fight against the hostile virtual object lineup. In the embodiment of the present application, the above-mentioned virtual objects refer to different combat units in the Auto Chess game. For example, the virtual objects can be different chess pieces or different virtual characters. Users can buy, sell, upgrade, etc. virtual objects.
[0057] In an embodiment of the present application, users can form a team to participate in a game match of an auto chess game, such as a game match in a qualifying match. Before the game match begins, the client that logs in to the user account can display a game preparation interface. The game preparation interface is used to display preparation information for the game match, such as virtual object initial lineup information, game mode information, user information of the user account, user information of other user accounts belonging to the same team as the user account, etc. In an embodiment of the present application, the game preparation interface also displays a selection control (such as a button, a slider, an icon, etc.) for at least one reward distribution mode. The user can select the reward distribution mode for the game match by operating the selection control of any reward distribution mode.
[0058] Among them, the selection control of at least one reward distribution mode can be displayed in the client logged in by each user account participating in the game match, or it can be displayed only in the client logged in by a specific user account participating in the game match. Optionally, the specific user account is the user account of the captain of the team, or the user account with the highest initial attribute value in the team, or the user account with the lowest initial attribute value in the team, or the user account of the initiator of the team, etc., which is not limited in the embodiment of the present application. In the case where the selection control of at least one reward distribution mode is displayed in the client logged in by each user account participating in the game match, if the reward distribution modes selected by each user account belonging to the same team are different, the reward distribution mode selected by the above-mentioned specific user account can be used as the reward distribution mode for the game match.
[0059] like Figure 3 As shown, the game preparation interface 310 displays a selection control 322 for the first reward allocation mode. In the first reward allocation mode, the basic reward value of each user account participating in the same game is related to the team reward value of the team to which the user account belongs. Figure 3 As shown, the game preparation interface 310 also displays a selection control 324 for the second reward allocation mode. In the second reward allocation mode, the basic reward value of each user account participating in the same game is related to the performance of the user account in the game. For an introduction to the initial attribute value of the user account, the basic reward value of the user account, the team reward value of the team, the performance of the user account in the game and the determination method thereof, please refer to the following method embodiment, which will not be elaborated here.
[0060] In one example, after the above step 210, it also includes: when the first reward distribution mode is in the selected state, displaying the selection controls of at least two reward distribution methods in the first reward distribution mode. After the client displays the game preparation interface, if the user operates (such as clicking, pressing, etc.) the selection control of the first reward distribution mode, the client responds to the user operation and displays the selection controls (such as buttons, sliders, icons, etc.) of multiple reward distribution methods in the first reward distribution mode, so that the user can select the specific distribution method of the team reward value of the team. Optionally, the selection controls of multiple reward distribution methods can be displayed in the method selection interface, and the method selection interface can be displayed in the form of a floating window on the upper layer of the game preparation interface. Optionally, when displaying the selection controls of multiple reward distribution methods, the client can simultaneously display the introduction information of each reward distribution method for the user to understand; or, the client first displays the selection controls of multiple reward distribution methods, and the user operates the selection control of a certain reward distribution method by long pressing, etc., and the client responds to the user operation and displays the introduction information of the reward distribution method.
[0061] Among them, the above-mentioned multiple (at least two) reward distribution methods include an average distribution method and a proportional distribution method. Under the average distribution method, the basic reward value of each user account in the first team is the same. Under the proportional distribution method, the basic reward value of each user account in the first team satisfies the first proportional relationship, and under the first proportional relationship, the basic reward value of each user account in the first team is related to the initial attribute value of the user account before entering the game match. For example, the lower the initial attribute value of the user account before entering the game match, the higher the basic reward value assigned to the user account, that is, the basic reward value of each user account in the first team is negatively correlated with the initial attribute value of the user account before entering the game match; or, the higher the initial attribute value of the user account before entering the game match, the higher the basic reward value assigned to the user account, that is, the basic reward value of each user account in the first team is positively correlated with the initial attribute value of the user account before entering the game match. For other introductions and descriptions of the first proportional relationship, please refer to the following method embodiment, which will not be repeated here.
[0062] In one example, the game preparation interface also displays a selection control for a reward value gift mode and / or a reward value request mode. Wherein, when the first user account is in the reward value gift mode, the basic reward value of the first user account is transferred to other user accounts in the team where the first user account is located; when the first user account is in the reward value request mode, the basic reward value of other user accounts in the team where the first user account is located is transferred to the first user account. Optionally, the selection control for the reward value gift mode and the selection control for the reward value request mode can be displayed in the client logged in by each user account participating in the game game at the same time, or can be displayed in the client logged in by each user account, and the embodiment of the present application does not limit this. For example, for any user account participating in the game game, when the preset conditions are met, the selection control for the reward value gift mode is displayed in the client logged in by the user account, otherwise the selection control for the reward value request mode is displayed. Wherein, the preset conditions include but are not limited to at least one of the following: the initial attribute value of the user account is greater than the preset attribute value threshold, the number of game games participated in by the user account is greater than the preset number threshold, and there is a preset performance in the game games participated in by the user account in history (such as having wonderful moments in the game game, etc.).
[0063] Based on the selection control of the reward value giving mode displayed in the above game preparation interface, optionally, after the above step 210, it also includes: in response to the operation of the selection control of the first user account for the reward value giving mode (the first user account is in the reward value giving mode), displaying the selection control of at least one user account; wherein, in the case where the second user account is in the selected state in the at least one user account, the basic reward value of the first user account is transferred to the second user account. Based on the selection control of the reward value claiming mode displayed in the above game preparation interface, optionally, after the above step 210, it also includes: in response to the operation of the selection control of the first user account for the reward value claiming mode (the first user account is in the reward value claiming mode), displaying the selection control of at least one user account; wherein, in the case where the second user account is in the selected state in the at least one user account, the client logged in by the second user account displays the claiming prompt information; and in the case where the second user account agrees to the reward value claiming, the basic reward value of the second user account is transferred to the first user account.
[0064] When transferring the basic reward value, the first user account or other user accounts can choose to transfer all of their basic reward values, or choose to transfer part of their basic reward values, such as transferring 80% or 50% of the basic reward values. In addition, in the embodiment of the present application, the basic reward value can only be transferred between user accounts belonging to the same team, that is, after any user account operates the selection control of the reward value gift mode or the selection control of the reward value request mode, the selection control of at least one user account displayed in the client logged in by the user account is the selection control of other user accounts belonging to the same team as the user account. Optionally, in response to a user account operating the selection control of the reward value gift mode, the corresponding client displays the selection controls of other user accounts belonging to the same team as the user account and whose initial attribute values are less than the initial attribute value of the user account; in response to a user account operating the selection control of the reward value request mode, the corresponding client displays the selection controls of other user accounts belonging to the same team as the user account and whose initial attribute values are greater than or equal to the initial attribute value of the user account.
[0065] Step 220, after the game starts, display the game display interface.
[0066] After the game starts, the game display interface will be displayed in the client logged in by each user account participating in the game. Figure 4 As shown, the game display interface 410 is used to display the game information of the auto chess game, and the game information may include user information of the game parties, virtual object lineup information of the game parties, game process, game results, etc., which is not limited to the embodiments of the present application.
[0067] It should be noted that, in the embodiment of the present application, although users can form teams to participate in the game of the auto chess game, in the game, each user still fights alone, that is, the parties executing the game are still based on user accounts, not teams. For example, if there are eight user accounts participating in the game, and these eight user accounts belong to three different teams, then the game still has eight participants, not three.
[0068] In addition, the embodiment of the present application does not limit the number of teams in a game match and the number of user accounts in a team. Optionally, a team includes at least one user account and at most three user accounts; in addition, assuming that a game match requires eight user accounts to participate, a game match includes at least three teams and at most eight teams.
[0069] Step 230, after the game is over, a reward distribution interface is displayed, in which the team reward value of the first team participating in the game determined based on the first reward distribution mode and the basic reward value of each user account in the first team are displayed.
[0070] After the game is over, if the team adopts the first reward distribution mode, the reward distribution interface is displayed in the client logged in by each user account in the team, and the reward distribution interface is used to display the distribution of the basic reward value in the same team. Among them, the sum of the basic reward values of each user account in the first team is equal to the team reward value of the first team, and the team reward value of the first team is determined according to the performance of each user account in the first team in the game. Optionally, the team reward value of the first team is equal to the sum of the initial reward values of each user account in the first team, and the initial reward value of the user account is related to the ranking of the user account in the game.
[0071] For example, Figure 5 As shown, for the first team participating in the game, if the first team adopts the first reward distribution mode, after the game is over, a reward distribution interface 510 is displayed in the client logged in by each user account in the first team. The reward distribution interface 510 displays the team reward value 522 of the first team and the basic reward value 524 of each user account in the first team.
[0072] Optionally, in order to satisfy the personal sense of honor of each user in the team in the game match when the team adopts the first reward distribution mode, the corresponding client can display the game ranking interface before displaying the reward distribution interface. The game ranking interface is used to display the ranking of a single user account in the game match, or to display the ranking of all user accounts in the game match. In addition, for the game match in the qualifying match, after the game match ends, the attribute values of each user account participating in the game match will be updated, so that the corresponding client can also display the attribute value update interface after displaying the reward distribution interface. The attribute value update interface is used to display the reward information of the user account in the game match, and the attribute value changes of the user account before and after the game match.
[0073] It should be understood that for the first team participating in the game match, if the first team adopts the second reward distribution mode, the basic reward value of each user account in the first team is related to the performance of the user account in the game match, so there is no team reward value for the first team, and there is no reward value distribution among all user accounts in the first team. Based on this, after the game match ends, the client logged in by each user account in the first team does not display the reward distribution interface, but can first display the above-mentioned game ranking interface and then display the above-mentioned attribute value update interface.
[0074] For example, Figure 6 As shown, the attribute value update interface 610 may display the initial attribute value 622 of the user account, the reward information 624 of the user account in the game, and the updated attribute value 626 of the user account obtained based on the initial attribute value 622 and the reward information 624. Figure 6 As shown, the various contents displayed in the attribute value update interface 610 can be displayed successively in sequence, first displaying the initial attribute value 622 and the detailed contents of the reward information 624, and then displaying the summary content of the reward information 624 and the updated attribute value 626.
[0075] In one example, a user account participating in a game match may passively exit the game match early due to exhaustion of life points, or may actively exit the game match early due to personal reasons. Since the basic reward value of the user account is related to its performance in the game match under the second reward allocation mode, if the user account exits the game match early when the team to which the user account belongs adopts the second reward allocation mode, the reward information of the user account is calculated in real time based on the performance of the user account in the game match, and the client to which the user account logs in can immediately display relevant information, such as the above-mentioned game ranking interface and attribute value update interface. However, since the basic reward value of the user account is related to the team reward value of the team to which it belongs under the first reward allocation mode, if the user account exits the game match early when the team to which the user account belongs adopts the first reward allocation mode, the reward information of the user account cannot be calculated in real time, and the client to which the user account logs in needs to wait until the game match ends before obtaining and displaying the relevant information.
[0076] Based on this, if the team to which the first user account belongs adopts the first reward distribution mode, and the first user account quits before the game is over, then after the game is over, the client logged in by the first user account displays a reward viewing interface in response to the viewing operation of the game result information. Figure 7 As shown, the reward viewing interface 710 displays reward information 722 of the first user account in the game match, and an updated attribute value 726 determined based on the attribute value 724 of the first user account at the end of the game match and the reward information 722. For an introduction to the game result information, reward information, attribute values, and how to obtain them, please refer to the following method embodiment, which will not be described in detail here.
[0077] In summary, the technical solution provided by the embodiment of the present application, when users form a team to participate in a game match of the auto chess game, determines the team reward value of the team based on the performance of each user account in the team in the game match, and then redistributes the team reward value to obtain the basic reward value of each user account in the team, and displays the reward allocation interface after the game match to indicate the team reward value of the team and the basic reward value of each user account in the team. The embodiment of the present application is aimed at the way of forming a team to participate in the game match, and still obtains the performance of each user account in the game match in units of user accounts, which is compatible with the standard mode of each player fighting for himself in the qualifying match in the auto chess game, reduces the development difficulty and shortens the game development cycle, and helps to achieve the rapid update of the auto chess game. In addition, after obtaining the performance of each user account, the embodiment of the present application determines the team reward value of the team based on this, and then redistributes the team reward value to obtain the basic reward value of each user account. On the one hand, the reward value is linked to the team behavior, which effectively promotes users to achieve remote social interaction through the game of the auto chess game; on the other hand, the reward value is not linked to the overall performance of the team, and there is no need for tacit cooperation between each user, which lowers the threshold of the game. In addition, in the field of games, the conventional reward distribution method when a team participates in a game is to obtain the team ranking of each team, and then determine the reward value based on the team ranking and distribute it to each user account. The embodiment of the present application does not need to obtain the team ranking, which overcomes the inherent thinking in the field of games. In the auto chess game, the embodiment of the present application proposes a new and groundbreaking reward distribution method for the situation of team participation in the game.
[0078] Furthermore, the technical solution provided by the embodiment of the present application, when the user teams up to participate in the game match of the auto chess game, displays the match preparation interface through the client, and displays a selection control of multiple reward distribution modes in the match preparation interface, so that the user can freely choose whether the reward value is linked to the team behavior, which meets the personalized needs of different users. In addition, in the case where the user chooses to link the reward value with the team behavior, the client will further display a selection control of multiple reward distribution methods, so that the user can freely choose the redistribution algorithm of the team reward value, such as average distribution, proportional distribution, etc., to provide users with more choice space. In addition, the client can also display the selection control of the reward value gift mode and the selection control of the reward value request mode in the match preparation interface, so that the user can choose to give or request the reward value, thereby realizing the flexible distribution and circulation of the reward value in the same team.
[0079] Please refer to Figure 8 , which shows a flow chart of a method for distributing rewards for a game match provided by an embodiment of the present application. The method can be applied to the server introduced above, such as being applied to a background server of a target application (such as a game application). Figure 8As shown, the method may include at least one of the following steps (steps 810 to 830).
[0080] Step 810, after the game match of the Auto Chess game ends, in the case where the first team participating in the game match adopts the first reward distribution mode, the team reward value of the first team is determined based on the performance of each user account in the first team in the game match.
[0081] In the first reward allocation mode, the basic reward value of each user account participating in the same game is related to the team reward value of the team to which the user account belongs. Therefore, when the team adopts the first reward allocation mode, the team reward value of the team needs to be calculated first. The embodiment of the present application does not limit the specific form of expression of the reward value (including the initial reward value, the basic reward value and the team reward value). Optionally, the reward value can be directly expressed as a score (such as the ranking point in the qualifying match); or, the reward value can be expressed as the number of virtual props (such as bonus cards, resurrection cards, etc.), the level of the virtual object, etc. Among them, the reward allocation mode adopted by each team participating in the game is indicated by the client to the server. For example, for the first team, when the user account in the first team operates the selection control of the first reward allocation mode, the client responds to the user operation and indicates to the server that the first team adopts the first reward allocation mode.
[0082] Since in the embodiment of the present application, although users form teams to participate in the game match of the auto chess game, each user still fights alone in the game match, therefore, for the first team adopting the first reward distribution mode, the team reward value of the first team is determined according to the performance of each user account in the first team in the game match. Among them, the performance of the user account can be determined by one or more game performance parameters of the user account in the game match, and optionally, the game performance parameter includes but is not limited to at least one of the following: the ranking of the user account in the game match, the number of virtual objects remaining in the user account at the end of the game match, the number of virtual objects defeated by the user account in the game match, the game duration of the user account in the game match, etc.
[0083] In one example, the server may first determine the initial reward value of each user account based on the performance (such as ranking, etc.) of each user account in the game match, and then sum the initial reward values of all user accounts in the same team to obtain the team reward value of the team. Among them, for the first team that adopts the first reward distribution mode, when performing the summation process, the server may directly add up the initial reward values of all user accounts in the first team to obtain the team reward value of the first team; or, according to the weight coefficient of each user account, the initial reward value of each user account in the first team may be multiplied by the corresponding weight coefficient and then added to obtain the team reward value of the first team. Optionally, the weight coefficient of each user account is positively correlated or negatively correlated with the initial attribute value of the user account.
[0084] Step 820, determining a basic reward value for each user account in the first team according to the team reward value of the first team.
[0085] After determining the team reward value of the first team, the server redistributes the team reward value to obtain the basic reward value of each user account in the first team, wherein the sum of the basic reward values of each user account in the first team is equal to the team reward value of the first team.
[0086] When redistributing the team reward value, the server can distribute it evenly or proportionally. That is, in one example, the first reward distribution mode has at least two reward distribution methods, and the at least two reward distribution methods include an average distribution method and a proportional distribution method. Optionally, the specific reward distribution method adopted can be selected by the user (please refer to the above method embodiment), or it can be randomly selected by the server or pre-configured in the server. Based on this, the above step 820 includes: when the first team adopts an average distribution method, according to the number of user accounts in the first team, the team reward value of the first team is evenly distributed to obtain the basic reward value of each user account in the first team, that is, the basic reward value of each user account in the first team is the same under the average distribution method; when the first team adopts a proportional distribution method, according to the first proportional relationship, the team reward value of the first team is distributed to obtain the basic reward value of each user account in the first team, that is, the basic reward value of each user account in the first team under the proportional distribution method satisfies the first proportional relationship.
[0087] The embodiment of the present application does not limit the specific setting method of the first proportional relationship. Optionally, the server determines the first proportional relationship based on the proportional relationship between the initial attribute values of each user account, that is, under the first proportional relationship, the basic reward value of each user account in the first team is related to the initial attribute value of the user account before entering the game (including positive correlation or negative correlation); or, the server determines the first proportional relationship based on any one or more of the proportional relationship between the game time of each user account in the game, the proportional relationship between the number of virtual objects defeated in the game, and the proportional relationship between the number of virtual objects remaining at the end of the game; or, in the case where the reward distribution method is selected by the user, the user independently sets the first proportional relationship while selecting the proportional distribution method, and the client indicates the first proportional relationship to the server in response to the user setting.
[0088] Step 830: Send reward allocation information to the client logged in by the first user account, where the reward allocation information includes the team reward value of the first team and the basic reward value of each user account in the first team.
[0089] After calculating the reward information of each user account, the server sends the reward allocation information to the client logged in by each user account. Among them, for the first user account in the first team using the first reward allocation mode, the reward allocation information sent by the server to the client logged in by the first user account includes the team reward value of the first team and the basic reward value of each user account in the first team, so as to be displayed by the client in the reward allocation interface. The embodiment of the present application does not limit other contents included in the reward allocation information. Optionally, the reward allocation information also includes the ranking of the user account in the game match, the attribute value of the user account before and after the game match, and the additional reward value of the user account in the game match (such as ability compensation value, low-rank failure compensation value, winning streak bonus value, additional bonus value, etc.).
[0090] It can be seen from the above method embodiment that when users form a team to participate in a game of Auto Chess, they can also select the second reward distribution mode. In the second reward distribution mode, the basic reward value of each user account is related to the performance of the user account in the game. Based on this, in one example, when the first team adopts the second reward distribution mode, the server determines the basic reward value of each user account in the first team according to the performance of each user account in the first team in the game, that is, the basic reward value of each user account in the first team is not linked to the team behavior.
[0091] It can also be known from the above method embodiment that no matter whether the user account selects the first reward allocation mode or the second reward allocation mode, the user account can choose to give basic reward value to other user accounts in the same team and / or request basic reward value. Based on this, in one example, when the first user account is in the reward value giving mode and the second user account in the team where the first user account is located is in the selected state, the server transfers the basic reward value of the first user account calculated in the above steps to the second user account; when the first user account is in the reward value requesting mode and the second user account in the team where the first user account is located is in the selected state, if the second user account agrees to request, the server transfers the basic reward value of the second user account calculated in the above steps to the first user account. For other introductions and instructions on the giving and requesting of basic reward values, please refer to the above method embodiment, which will not be elaborated here.
[0092] In one example, a user account participating in a game match may exit the game match early. Since the basic reward value of the user account in the second reward allocation mode is related to its performance in the game match, if the user account exits the game match early when the team to which the user account belongs adopts the second reward allocation mode, the server calculates the reward information (including the basic reward value and the additional reward value, etc.) of the user account in real time based on the performance of the user account in the game match, and sends the reward information and the attribute values before and after the game match to the client where the user account logs in. However, since the basic reward value of the user account in the first reward allocation mode is related to the team reward value of the team to which it belongs, if the user account exits the game match early when the team to which the user account belongs adopts the first reward allocation mode, the server needs to wait until the game match ends before calculating the reward information of the user account.
[0093] Based on this, taking the first user account as an example, when the first team to which the first user account belongs adopts the first reward distribution mode, if the first user account quits before the end of the game match, the attribute value of the first user account at the end of the game match is obtained; based on the reward information of the first user account in the game match and the attribute value of the first user account at the end of the game match, the updated attribute value of the first user account is determined; the game result information of the game match is sent to the client logged in by the first user account, and the game result information includes the reward information and the updated attribute value. Among them, the reward information of the user account in the game match includes but is not limited to the above-mentioned basic reward value and additional reward value, etc.; the attribute value of the user account (including the initial attribute value and the updated attribute value) can be one or more of the game rank of the user account in the auto chess game, the ranking points in the qualifying match, the game level, etc.; in addition to the reward information and updated attribute value of the user account itself, the game result information can also include the ranking of all user accounts in the game match, the basic reward value of other user accounts in the same team, the initial attribute value of the user account, etc.
[0094] It should be noted that, when the first user account exits the game match early, the attribute value of the first user account at the end of the game match is not necessarily equal to the initial attribute value of the first user account before entering the game match. Fig. 9 As shown in FIG. 1 , if the first user account exits before the end of the game match (such as game match A) and does not enter another game match (such as game match B), the attribute value of the first user account at the end of the game match (such as game match A) is equal to the initial attribute value (such as attribute value 1) of the first user account before entering the game match (such as game match A). In another example, Fig. 9 As shown, in the case where the first user account exits before the end of the game match (such as game match A) and enters another game match (such as game match B), if the game match (such as game match A) ends before the other game match (such as game match B), then the attribute value of the first user account at the end of the game match (such as game match A) is equal to the initial attribute value of the first user account before entering the game match (such as game match A) (such as attribute value 1); if the game match (such as game match A) ends after the other game match (such as game match B), then the attribute value of the first user account at the end of the game match (such as game match A) is equal to the updated attribute value of the first user account after the other game match (such as game match B) ends (such as attribute value 2). Fig. 9 As shown, after the game match (game match A) ends, based on the reward information of the first user account, the attribute value of the first user account at the end of the game match (such as game match A) is updated to obtain an updated attribute value (such as attribute value 3).
[0095] In summary, the technical solution provided by the embodiment of the present application, when users form a team to participate in the game match of the auto chess game, determines the team reward value of the team based on the performance of each user account in the team in the game match, and then redistributes the team reward value to obtain the basic reward value of each user account in the team. The embodiment of the present application is aimed at the way of participating in the game match in the team, and still obtains the performance of each user account in the game match in units of user accounts, which is compatible with the standard mode of each fighting for itself in the qualifying match in the auto chess game, reduces the development difficulty and shortens the game development cycle, and helps to achieve the rapid update of the auto chess game. In addition, after obtaining the performance of each user account, the embodiment of the present application determines the team reward value of the team based on this, and then redistributes the team reward value to obtain the basic reward value of each user account. On the one hand, the reward value is linked to the team behavior, which effectively promotes users to achieve remote social interaction through the game match of the auto chess game; on the other hand, the reward value is not linked to the overall performance of the team, and there is no need for tacit and effective cooperation between each user, which reduces the threshold of the game. In addition, in the field of gaming, the conventional method of distributing rewards when forming a team to participate in a game is to obtain the team ranking of each team, determine the reward value based on the team ranking, and then distribute it to each user account. The embodiment of the present application does not need to obtain the team ranking, which overcomes the inherent thinking in the field of gaming. In the auto chess game, the embodiment of the present application proposes a new and groundbreaking reward distribution method for the situation of forming a team to participate in a game.
[0096] The above method embodiments describe the reward allocation method for the game match in the auto chess game provided by the embodiment of the present application from the perspective of the client and the server executing separately. It should be understood that the reward allocation method on the client side and the reward allocation method on the server side belong to the same concept, and the implementation parts not described in detail in the unilateral method embodiment can refer to each other. Below, the reward allocation method provided by the embodiment of the present application is exemplarily described from the perspective of the interaction between the client and the server.
[0097] In one example, assume that the first team to which the first user account belongs adopts the first reward distribution mode. Fig.10As shown, if the first user account has a need to update its own attribute values and has a need to help other user accounts update their attribute values, the first user account can form a first team with other user accounts. In the client of the first user account, or in the client logged in by other user accounts in the first team, a game preparation interface of the auto chess game is displayed, and a selection control for the first reward distribution mode is displayed in the game preparation interface. In response to the corresponding user account operating the selection control for the first reward distribution mode, the corresponding client obtains that the first team adopts the first reward distribution mode and indicates it to the server. In addition, at the beginning of the game, the corresponding client can also obtain the account information and initial attribute values of each user account in the first team, and indicate it to the server.
[0098] If the first user account exits the game match in advance before the game match ends, the client that the first user account logs in to will determine that the first user account has exited in advance, and will not change the attribute value of the first user account and will not display the game match result information; the first user account needs to wait for a push email after the game match ends before it can view the game result information. At this time, the first user account can also choose to enter other game matches. After the game match ends, the server calculates the team reward value of the first team, as well as reward information such as the basic reward value of each user account in the first team, and calculates the updated attribute value of each user account based on the reward information and initial attribute value of each user account. Afterwards, the server sends reward allocation information or game result information to the corresponding client, so that the corresponding client can display the game ranking interface, reward allocation interface and attribute value update interface, or display the reward viewing interface.
[0099] In another example, assume that the first team to which the first user account belongs adopts the second reward distribution mode. Fig.11 As shown, if the first user account has a need to update its own attribute values and hopes to obtain rewards according to their respective performance in the game, the first user account can also form a first team with other user accounts. In the client of the first user account, or in the client logged in by other user accounts in the first team, a game preparation interface of the auto chess game is displayed, and a selection control for the second reward distribution mode is displayed in the game preparation interface. In response to the corresponding user account operating the selection control for the second reward distribution mode, the corresponding client obtains that the first team adopts the second reward distribution mode and indicates it to the server. In addition, at the beginning of the game, the corresponding client can also obtain the account information and initial attribute values of each user account in the first team, and indicate it to the server.
[0100] Since the first team adopts the second reward distribution mode, for each user account in the first team, when the user account exits the game match, the server can calculate the reward information such as the basic reward value of each user account in real time based on the performance of each user account in the game match, and calculate the updated attribute value of each user account based on the reward information and initial attribute value of each user account. For the first user account, when the first user account exits the game match, the server calculates the reward distribution information and sends it to the client logged in by the first user account, so that the client can display the game ranking interface and the attribute value update interface. After exiting the game match, the first user account can also choose to enter other game matches.
[0101] For example, Fig.12 As shown, when calculating the reward information of each user account, the server can first determine whether the team to which the user account belongs adopts the first reward calculation mode. If the first reward calculation mode is adopted, the initial reward value of each user account is first determined based on the performance of each user account in the team in the game; then the initial reward value of each user account is summed to obtain the team reward value of the team; then the team reward value is redistributed to obtain the basic reward value of each user account. If the first reward calculation mode is not adopted (that is, the second reward calculation mode is adopted), the basic reward value of each user account is directly determined based on the performance of each user account in the team in the game (that is, the basic reward value is equal to the initial reward value at this time).
[0102] In addition to calculating the basic reward value, the server also needs to calculate reward information such as the additional reward value. Fig.12 As shown, when calculating the additional reward value, the server first determines whether the user account wins the game (such as whether the ranking in the game belongs to the top four, etc.). If the user account wins, the additional reward values such as the winning streak bonus value, the ability compensation correction value, and the additional bonus value of the user account are judged and calculated in turn, and then the basic reward value and the additional reward value are combined to obtain the reward information. If the user account fails, the additional reward values such as the low-level failure compensation value, the ability compensation correction value, and the additional bonus value of the user account are judged and calculated in turn; after the basic reward value and the additional reward value are combined to obtain the reward information, it is necessary to continue to determine whether the reward value of the reward information is positive; if the reward value is positive, the reward information is not corrected; if the reward value is negative, it is continued to determine whether the user account has point protection, if there is no point protection, the reward information is not corrected, otherwise the reward information is corrected to correct the reward value of the reward information to zero.
[0103] For example, Fig.13As shown, after the game is over, the client logged in by each user account first displays the game ranking interface, and then the client displays differently based on whether the team the user account belongs to adopts the first reward allocation mode. If the team the user account belongs to adopts the first reward allocation mode, the client first displays the reward allocation interface and then displays the attribute value update interface; if the team the user account belongs to does not adopt the first reward allocation mode (i.e., adopts the second reward allocation mode), the client directly displays the attribute value update interface.
[0104] When displaying the attribute value update interface, the client first displays the basic reward value of the user account, and then the display content of the attribute value update interface is different based on whether the user account wins the game. If the user account wins the game, the attribute value update interface will continue to display the updated attribute value, ability compensation correction value, additional bonus value, winning streak bonus value, etc. of the user account after displaying the basic reward value. If the user account fails in the game, if the reward value of the reward information of the user account is positive, the attribute value update interface will continue to display the updated attribute value, additional bonus value, ability compensation correction value, low-rank failure compensation value, etc. of the user account after displaying the basic reward value; if the reward value of the reward information of the user account is negative, if the user account has point protection, the attribute value update interface will display a prompt message that no points will be deducted; if the user account does not have point protection, the attribute value update interface will continue to display the updated attribute value, additional bonus value, ability compensation correction value, low-rank failure compensation value, etc. of the user account after displaying the basic reward value.
[0105] The following is an embodiment of the device of the present application, which can be used to execute the embodiment of the method of the present application. For details not disclosed in the embodiment of the device of the present application, please refer to the embodiment of the method of the present application.
[0106] Please refer to Fig.14 , which shows a block diagram of a reward distribution device for a game match provided by an embodiment of the present application. The device has the function of implementing the above-mentioned client-side method example, and the function can be implemented by hardware, or by hardware executing corresponding software. The device can be the terminal device introduced above, or it can be set in the terminal device. The device 1400 includes: a preparation interface display module 1410, a display interface display module 1420 and an allocation interface display module 1430.
[0107] The preparation interface display module 1410 is used to display the game preparation interface of the auto chess game, and the game preparation interface displays a selection control for the first reward distribution mode; wherein, under the first reward distribution mode, the basic reward value of each user account participating in the same game is related to the team reward value of the team to which the user account belongs.
[0108] The display interface display module 1420 is used to display the game display interface of the game after the game starts.
[0109] The allocation interface display module 1430 is used to display a reward allocation interface after the game game is over, wherein the reward allocation interface displays the team reward value of the first team participating in the game game determined based on the first reward allocation mode, and the basic reward value of each user account in the first team; wherein the sum of the basic reward values of each user account in the first team is equal to the team reward value of the first team, and the team reward value of the first team is determined according to the performance of each user account in the first team in the game game.
[0110] In one example, the team reward value of the first team is equal to the sum of the initial reward values of each user account in the first team, and the initial reward value of the user account is related to the ranking of the user account in the game match.
[0111] In one example, the preparation interface display module 1410 is also used to: when the first reward distribution mode is in a selected state, display selection controls for at least two reward distribution methods under the first reward distribution mode, the at least two reward distribution methods including an average distribution method and a proportional distribution method; wherein, under the average distribution method, the basic reward values of each user account in the first team are the same; under the proportional distribution method, the basic reward values of each user account in the first team satisfy a first proportional relationship, and under the first proportional relationship, the basic reward values of each user account in the first team are related to the initial attribute values of the user account before entering the game match.
[0112] In one example, a selection control for a second reward distribution mode is also displayed in the game preparation interface; wherein, in the second reward distribution mode, the basic reward value of each user account participating in the same game game is related to the performance of the user account in the game game.
[0113] In one example, the game preparation interface also displays a selection control for a reward value gifting mode and / or a selection control for a reward value claiming mode; wherein, when a first user account is in the reward value gifting mode, the basic reward value of the first user account is transferred to other user accounts in the team to which the first user account belongs; and when the first user account is in the reward value claiming mode, the basic reward value of other user accounts in the team to which the first user account belongs is transferred to the first user account.
[0114] In one example, if Fig.15As shown, the device 1400 also includes a viewing interface display module 1440, which is used to: if the first user account exits before the end of the game game, then after the end of the game game, in response to a viewing operation for the game result information of the game game, display a reward viewing interface; wherein the reward viewing interface displays the reward information of the first user account in the game game, and the updated attribute value determined based on the attribute value of the first user account at the end of the game game combined with the reward information.
[0115] In summary, the technical solution provided by the embodiment of the present application, when users form a team to participate in a game match of the auto chess game, determines the team reward value of the team based on the performance of each user account in the team in the game match, and then redistributes the team reward value to obtain the basic reward value of each user account in the team, and displays the reward allocation interface after the game match to indicate the team reward value of the team and the basic reward value of each user account in the team. The embodiment of the present application is aimed at the way of forming a team to participate in the game match, and still obtains the performance of each user account in the game match in units of user accounts, which is compatible with the standard mode of each player fighting for himself in the qualifying match in the auto chess game, reduces the development difficulty and shortens the game development cycle, and helps to achieve the rapid update of the auto chess game. In addition, after obtaining the performance of each user account, the embodiment of the present application determines the team reward value of the team based on this, and then redistributes the team reward value to obtain the basic reward value of each user account. On the one hand, the reward value is linked to the team behavior, which effectively promotes users to achieve remote social interaction through the game of the auto chess game; on the other hand, the reward value is not linked to the overall performance of the team, and there is no need for tacit cooperation between each user, which lowers the threshold of the game. In addition, in the field of games, the conventional reward distribution method when a team participates in a game is to obtain the team ranking of each team, and then determine the reward value based on the team ranking and distribute it to each user account. The embodiment of the present application does not need to obtain the team ranking, which overcomes the inherent thinking in the field of games. In the auto chess game, the embodiment of the present application proposes a new and groundbreaking reward distribution method for the situation of team participation in the game.
[0116] Please refer to Fig.16 , which shows a block diagram of a reward distribution device for a game match provided by an embodiment of the present application. The device has the function of implementing the above-mentioned server-side method example, and the function can be implemented by hardware, or by hardware executing corresponding software. The device can be the server introduced above, or it can be set in the server. The device 1600 includes: a team reward value determination module 1610, a first reward value determination module 1620 and an allocation information sending module 1630.
[0117] The team reward value determination module 1610 is used to determine the team reward value of the first team according to the performance of each user account in the game after the game of the auto chess game ends, when the first team participating in the game adopts the first reward distribution mode.
[0118] The first reward value determination module 1620 is used to determine the basic reward value of each user account in the first team according to the team reward value of the first team.
[0119] The allocation information sending module 1630 is used to send reward allocation information to the client logged in by the first user account, wherein the reward allocation information includes the team reward value of the first team and the basic reward value of each user account in the first team, and the first user account belongs to the first team; wherein the sum of the basic reward values of each user account in the first team is equal to the team reward value of the first team.
[0120] In one example, the first reward distribution mode has at least two reward distribution methods, and the at least two reward distribution methods include an average distribution method and a proportional distribution method; the first reward value determination module 1620 is also used to: when the first team adopts the average distribution method, evenly distribute the team reward value of the first team according to the number of user accounts in the first team to obtain a basic reward value for each user account in the first team; when the first team adopts the proportional distribution method, distribute the team reward value of the first team according to a first proportional relationship to obtain a basic reward value for each user account in the first team; wherein, under the first proportional relationship, the basic reward value of each user account in the first team is related to the initial attribute value of the user account before entering the game match.
[0121] In one example, if Fig.17 As shown, the device 1600 also includes a second reward value determination module 1640, which is used to: when the first team adopts the second reward allocation mode, determine the basic reward value of each user account in the first team according to the performance of each user account in the first team in the game match.
[0122] In one example, if Fig.17As shown, the device 1600 also includes a reward value correction module 1650, which is used to: when the first team adopts the first reward distribution mode, if the first user account exits before the end of the game game, obtain the attribute value of the first user account at the end of the game game; based on the reward information of the first user account in the game game, and the attribute value of the first user account at the end of the game game, determine the updated attribute value of the first user account; send the game result information of the game game to the client logged in by the first user account, and the game result information includes the reward information and the updated attribute value.
[0123] In one example, when the first user account exits before the end of the game game and does not enter other game games, the attribute value of the first user account at the end of the game game is equal to the initial attribute value of the first user account before entering the game game; when the first user account exits before the end of the game game and enters other game games, if the game game ends before the other game games, the attribute value of the first user account at the end of the game game is equal to the initial attribute value of the first user account before entering the game game; if the game game ends after the other game games, the attribute value of the first user account at the end of the game game is equal to the updated attribute value of the first user account after the end of the other game games.
[0124] In summary, the technical solution provided by the embodiment of the present application, when users form a team to participate in the game match of the auto chess game, determines the team reward value of the team based on the performance of each user account in the team in the game match, and then redistributes the team reward value to obtain the basic reward value of each user account in the team. The embodiment of the present application is aimed at the way of participating in the game match by forming a team, and still obtains the performance of each user account in the game match in units of user accounts, which is compatible with the standard mode of each fighting for itself in the qualifying match in the auto chess game, reduces the development difficulty and shortens the game development cycle, and helps to achieve the rapid update of the auto chess game. In addition, after obtaining the performance of each user account, the embodiment of the present application determines the team reward value of the team based on this, and then redistributes the team reward value to obtain the basic reward value of each user account. On the one hand, the reward value is linked to the team behavior, which effectively promotes users to achieve remote social interaction through the game match of the auto chess game; on the other hand, the reward value is not linked to the overall performance of the team, and there is no need for tacit and effective cooperation between each user, which reduces the threshold of the game. In addition, in the field of gaming, the conventional method of distributing rewards when forming a team to participate in a game is to obtain the team ranking of each team, determine the reward value based on the team ranking, and then distribute it to each user account. The embodiment of the present application does not need to obtain the team ranking, which overcomes the inherent thinking in the field of gaming. In the auto chess game, the embodiment of the present application proposes a new and groundbreaking reward distribution method for the situation of forming a team to participate in a game.
[0125] It should be noted that the device provided in the above embodiment, when implementing its functions, is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the device and method embodiments provided in the above embodiment belong to the same concept, and the specific implementation process is detailed in the method embodiment, which will not be repeated here.
[0126] Please refer to Fig.18 , which shows a block diagram of a terminal device 1800 provided in one embodiment of the present application. The terminal device 1800 may be an electronic device such as a mobile phone, a tablet computer, a game console, a wearable device, a PC (Personal Computer), etc. The terminal device is used to implement the reward distribution method for the game match provided in the above client-side embodiment. The terminal device may be Figure 1 The terminal device 11 in the implementation environment shown. Specifically:
[0127] Typically, the terminal device 1800 includes: a processor 1801 and a memory 1802 .
[0128] The processor 1801 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1801 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1801 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1801 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1801 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0129] The memory 1802 may include one or more computer-readable storage media, which may be non-transitory. The memory 1802 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1802 is used to store a computer program, which is loaded and executed by the processor to implement the above-mentioned game game reward distribution method.
[0130] In some embodiments, the terminal device 1800 may also optionally include: a peripheral device interface 1803 and at least one peripheral device. The processor 1801, the memory 1802 and the peripheral device interface 1803 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 1803 via a bus, a signal line or a circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1804, a display screen 1805, a camera assembly 1806, an audio circuit 1807, a positioning assembly 1808 and a power supply 1809.
[0131] Those skilled in the art will understand that Fig.18 The structure shown in the figure does not constitute a limitation on the terminal device 1800, and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0132] Please refer to Fig.19 , which shows a structural block diagram of a server 1900 provided in one embodiment of the present application. The server can be used to implement the functions of the example of the reward distribution method for the game match provided in the above server-side embodiment. The server can be Figure 1 The server 12 in the implementation environment shown. Specifically:
[0133] The server 1900 includes a processing unit (such as a CPU (Central Processing Unit), a GPU (Graphics Processing Unit) and an FPGA (Field Programmable Gate Array)) 1901, a system memory 1904 including a RAM (Random-Access Memory) 1902 and a ROM (Read-Only Memory) 1903, and a system bus 1905 connecting the system memory 1904 and the central processing unit 1901. The server 1900 also includes an I / O system (Input Output System) 1906 that helps transmit information between various devices in the computing device, and a large-capacity storage device 1907 for storing an operating system 1913, application programs 1914 and other program modules 1915.
[0134] The basic input / output system 1906 includes a display 1908 for displaying information and an input device 1909 such as a mouse and a keyboard for user inputting information. The display 1908 and the input device 1909 are connected to the central processing unit 1901 through an input / output controller 1910 connected to the system bus 1905. The basic input / output system 1906 may also include an input / output controller 1910 for receiving and processing inputs from a plurality of other devices such as a keyboard, a mouse, or an electronic stylus. Similarly, the input / output controller 1910 also provides output to a display screen, a printer, or other types of output devices.
[0135] The mass storage device 1907 is connected to the central processing unit 1901 via a mass storage controller (not shown) connected to the system bus 1905. The mass storage device 1907 and its associated computer-readable medium provide non-volatile storage for the server 1900. That is, the mass storage device 1907 may include a computer-readable medium (not shown) such as a hard disk or a CD-ROM (Compact Disc Read-Only Memory) drive.
[0136] Without loss of generality, the computer-readable medium may include computer storage media and communication media. Computer storage media include volatile and non-volatile, removable and non-removable media implemented by any method or technology for storing information such as computer-readable instructions, data structures, program modules or other data. Computer storage media include RAM, ROM, EPROM (Erasable Programmable Read-Only Memory), EEPROM (Electrically Erasable Programmable Read-Only Memory), flash memory or other solid-state storage technologies, CD-ROM, DVD (Digital Video Disc) or other optical storage, cassettes, tapes, disk storage or other magnetic storage devices. Of course, those skilled in the art will appreciate that the computer storage medium is not limited to the above. The above-mentioned system memory 1904 and mass storage device 1907 can be collectively referred to as memory.
[0137] According to the embodiment of the present application, the server 1900 can also be connected to a remote computer on the network through a network such as the Internet. That is, the server 1900 can be connected to the network 1912 through the network interface unit 1911 connected to the system bus 1905, or the network interface unit 1911 can be used to connect to other types of networks or remote computer systems (not shown).
[0138] The memory also includes a computer program, which is stored in the memory and configured to be executed by one or more processors to implement the above-mentioned reward distribution method for the game.
[0139] In an exemplary embodiment, a computer-readable storage medium is also provided, in which a computer program is stored. The computer program is loaded and executed by a processor to implement the above-mentioned reward distribution method for the game.
[0140] Optionally, the computer readable storage medium may include: a read only memory (ROM), a random access memory (RAM), a solid state drive (SSD), or an optical disk, etc. Among them, the random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM).
[0141] In an exemplary embodiment, a computer program product is also provided, the computer program product comprising a computer program, the computer program being stored in a computer-readable storage medium. A processor of a computer device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, so that the computer device implements the above-mentioned reward distribution method for a game match.
[0142] It should be understood that the "multiple" mentioned in this article refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the objects associated before and after are in an "or" relationship. In addition, the step numbers described in this article only illustrate a possible execution sequence between the steps. In some other embodiments, the above steps may not be executed in the order of the numbers, such as two steps with different numbers are executed at the same time, or two steps with different numbers are executed in the opposite order to the diagram. The embodiments of the present application are not limited to this.
[0143] The above description is only an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. A method for distributing rewards for a game, characterized in that: The method comprises: Displaying a game preparation interface of an auto chess game, wherein a selection control of a first reward distribution mode is displayed in the game preparation interface; wherein, in the first reward distribution mode, a basic reward value of each user account participating in the same game game is related to a team reward value of the team to which the user account belongs; After the game starts, displaying a game display interface of the game; After the game is over, displaying a reward allocation interface, wherein the reward allocation interface displays a team reward value of a first team participating in the game determined based on the first reward allocation mode, and a basic reward value of each user account in the first team; The sum of the basic reward values of the user accounts in the first team is equal to the team reward value of the first team, and the team reward value of the first team is determined according to the performance of the user accounts in the first team in the game.
2. The method according to claim 1, characterized in that: The team reward value of the first team is equal to the sum of the initial reward values of the user accounts in the first team, and the initial reward value of the user account is related to the ranking of the user account in the game match.
3. The method according to claim 1, characterized in that After displaying the game preparation interface of the auto chess game, the method further includes: When the first reward distribution mode is in a selected state, displaying a selection control of at least two reward distribution methods under the first reward distribution mode, wherein the at least two reward distribution methods include an average distribution method and a proportional distribution method; Among them, under the average distribution method, the basic reward value of each user account in the first team is the same; under the proportional distribution method, the basic reward value of each user account in the first team satisfies a first proportional relationship, and under the first proportional relationship, the basic reward value of each user account in the first team is related to the initial attribute value of the user account before entering the game match.
4. The method according to claim 1, characterized in that: The game preparation interface also displays a selection control for a second reward distribution mode; wherein, in the second reward distribution mode, the basic reward value of each user account participating in the same game game is related to the performance of the user account in the game game.
5. The method according to any one of claims 1 to 4, characterized in that: The game preparation interface also displays a selection control for a reward value gifting mode and / or a selection control for a reward value claiming mode; wherein, when the first user account is in the reward value gifting mode, the basic reward value of the first user account is transferred to other user accounts in the team to which the first user account belongs; and when the first user account is in the reward value claiming mode, the basic reward value of other user accounts in the team to which the first user account belongs is transferred to the first user account.
6. The method according to any one of claims 1 to 4, characterized in that: The method further comprises: If the first user account exits before the game game ends, after the game game ends, in response to a viewing operation of the game result information of the game game, a reward viewing interface is displayed; The reward viewing interface displays reward information of the first user account in the game match, and updated attribute values determined based on the attribute values of the first user account at the end of the game match and the reward information.
7. A method for distributing rewards for a game, characterized in that: The method comprises: After a game match of the Auto Chess game is over, in the case where a first team participating in the game match adopts a first reward allocation mode, determining a team reward value of the first team according to performance of each user account in the first team in the game match; Determining a basic reward value for each user account in the first team according to the team reward value of the first team; Sending reward allocation information to a client logged in by a first user account, the reward allocation information including a team reward value of the first team and a basic reward value of each user account in the first team, the first user account belonging to the first team; wherein the sum of the basic reward values of each user account in the first team is equal to the team reward value of the first team.
8. The method according to claim 7, characterized in that The first reward distribution mode has at least two reward distribution methods, and the at least two reward distribution methods include an average distribution method and a proportional distribution method; The determining, according to the team reward value of the first team, a basic reward value for each user account in the first team includes: When the first team adopts the average distribution method, the team reward value of the first team is evenly distributed according to the number of user accounts in the first team to obtain the basic reward value of each user account in the first team; When the first team adopts the proportional allocation method, the team reward value of the first team is allocated according to a first proportional relationship to obtain a basic reward value of each user account in the first team; wherein, under the first proportional relationship, the basic reward value of each user account in the first team is related to an initial attribute value of the user account before entering the game match.
9. The method according to claim 7, characterized in that: The method further comprises: When the first team adopts the second reward allocation mode, the basic reward value of each user account in the first team is determined according to the performance of each user account in the first team in the game match.
10. The method according to any one of claims 7 to 9, characterized in that: The method further comprises: In the case where the first team adopts the first reward distribution mode, if the first user account quits before the game game ends, obtaining the attribute value of the first user account at the end of the game game; determining an updated attribute value of the first user account based on reward information of the first user account in the game match and an attribute value of the first user account at the end of the game match; Sending game result information of the game to a client logged in by the first user account, wherein the game result information includes the reward information and the updated attribute value.
11. The method according to claim 10, characterized in that If the first user account exits before the game game ends and does not enter another game game, the attribute value of the first user account at the end of the game game is equal to the initial attribute value of the first user account before entering the game game; In the case where the first user account exits before the game match ends and enters another game match, if the game match ends before the other game match, the attribute value of the first user account at the end of the game match is equal to the initial attribute value of the first user account before entering the game match; If the game match ends after the other game matches, the attribute value of the first user account at the end of the game match is equal to the updated attribute value of the first user account after the other game matches end.
12. A reward distribution device for a game, characterized in that: The device comprises: A preparation interface display module, used to display a game preparation interface of the auto chess game, wherein the game preparation interface displays a selection control of a first reward distribution mode; wherein, in the first reward distribution mode, a basic reward value of each user account participating in the same game game is related to a team reward value of the team to which the user account belongs; A display interface display module, used to display a game display interface of the game after the game starts; an allocation interface display module, configured to display a reward allocation interface after the game game is over, wherein the reward allocation interface displays a team reward value of a first team participating in the game game determined based on the first reward allocation mode, and a basic reward value of each user account in the first team; The sum of the basic reward values of the user accounts in the first team is equal to the team reward value of the first team, and the team reward value of the first team is determined according to the performance of the user accounts in the first team in the game.
13. A reward distribution device for a game, characterized in that: The device comprises: A team reward value determination module, configured to determine a team reward value of the first team according to the performance of each user account in the game of the first team in the game after the game of the auto chess game is finished, when the first team participating in the game adopts the first reward distribution mode; A first reward value determination module, configured to determine a basic reward value of each user account in the first team according to the team reward value of the first team; The allocation information sending module is used to send reward allocation information to the client logged in by the first user account, wherein the reward allocation information includes the team reward value of the first team and the basic reward value of each user account in the first team, and the first user account belongs to the first team; wherein the sum of the basic reward values of each user account in the first team is equal to the team reward value of the first team.
14. A terminal device, characterized in that: The terminal device includes a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the reward distribution method for a game match as described in any one of claims 1 to 6.
15. A server, characterized in that: The server includes a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the reward distribution method for a game match as described in any one of claims 7 to 11.
16. A computer-readable storage medium, characterized in that: The storage medium stores a computer program, which is loaded and executed by a processor to implement the reward distribution method for a game match as described in any one of claims 1 to 6, or to implement the reward distribution method for a game match as described in any one of claims 7 to 11.
17. A computer program product, characterized in that The computer program product includes a computer program, which is stored in a computer-readable storage medium. The processor reads and executes the computer program from the computer-readable storage medium to implement the reward distribution method for a game match as described in any one of claims 1 to 6, or to implement the reward distribution method for a game match as described in any one of claims 7 to 11.
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