Virtual resource allocation method, device, apparatus, and storage medium

By exchanging virtual items during game matches and adding them to the resource pool, the problem of virtual resources being limited to use outside of the game is solved, realizing the diversity and circulation of virtual resources within the game and improving the efficiency of players' acquisition and consumption.

CN122399353APending Publication Date: 2026-07-17TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510068423.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-01-15
Publication Date
2026-07-17

AI Technical Summary

Technical Problem

In existing technologies, the application of virtual resources in game applications is limited to out-of-game consumption and trading, resulting in low liquidity and inefficient acquisition and consumption.

Method used

During the game, players can use virtual resources to exchange for virtual items and use these items to influence the outcome of the game. At the same time, the exchanged virtual resources are put into the resource pool and distributed to the participants after the game ends.

Benefits of technology

It has increased the diversity and circulation of virtual resources in the game, and enhanced the efficiency of players in acquiring and consuming virtual resources.

✦ Generated by Eureka AI based on patent content.

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Abstract

A virtual resource allocation method, device, equipment and storage medium belong to the field of computer and internet technology. The method comprises: displaying a game interface of a game session participated by N objects; updating the number of virtual resources in a resource pool when a first object uses virtual resources to exchange virtual props, the virtual resources in the resource pool being allocated to at least one object after the game session ends; displaying the use effect of the virtual props; and displaying the number of virtual resources each of M objects obtains. The above method enables the objects to use virtual resources to exchange virtual props in the game session, so that the virtual resources can participate in the strategy making of the game session. Moreover, after the game session ends, the virtual resources can be allocated to at least one object participating in the session. The above method of applying virtual resources to strategy making and allocating virtual resources to at least one object participating in the session after the session ends improves the diversity of virtual resource application.
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Description

Technical Field

[0001] This application relates to the fields of computer and Internet technology, and in particular to a method, apparatus, device and storage medium for allocating virtual resources. Background Technology

[0002] Virtual resources (such as virtual coins) in game applications refer to virtual assets that can be used to redeem specific goods and services offered within the game.

[0003] In related technologies, players can acquire virtual resources by completing specific tasks (such as daily check-in tasks) or recharging, and then use these virtual resources for consumption and trading outside of the game (i.e. outside of the game). For example, players can use virtual resources to exchange for virtual items (such as virtual skins) in an off-game virtual store.

[0004] In the methods described above, the application of virtual resources in game applications is limited to off-game consumption and trading, resulting in a relatively singular and limited application of virtual resources. Furthermore, this mechanism, which restricts the acquisition of virtual resources solely through completing specific tasks or making in-game purchases, and limits their trading and consumption to off-game transactions, also restricts the circulation of virtual resources within the game application, reducing the efficiency of players acquiring and consuming virtual resources. Summary of the Invention

[0005] This application provides a method, apparatus, device, and storage medium for allocating virtual resources. The technical solution provided by this application is as follows:

[0006] According to one aspect of the embodiments of this application, a method for allocating virtual resources is provided, the method comprising:

[0007] Displays the game interface of a game match involving N objects, where N is an integer greater than 1.

[0008] During the game, if the first of the N objects uses its own virtual resources to exchange for virtual items, the quantity of the virtual resources in the resource pool of the game is updated. The virtual resources in the resource pool are then distributed to M of the N objects after the game ends, where M is a positive integer less than or equal to N.

[0009] When the first object uses the virtual item to participate in the battle, the effect of using the virtual item is displayed;

[0010] After the game ends, the resource allocation results are displayed, which indicate the amount of virtual resources that each of the M objects received from the resource pool.

[0011] According to one aspect of the embodiments of this application, a virtual resource allocation apparatus is provided, the apparatus comprising:

[0012] The first display module is used to display the game interface of a game match involving N objects. The game interface is used to display the in-game battle situation of the game match, where N is an integer greater than 1.

[0013] An update module is used to update the quantity of virtual resources in the resource pool of the game when the first object among the N objects uses its own virtual resources to exchange for virtual items during the game. After the game ends, the virtual resources in the resource pool are distributed to M objects among the N objects, where M is a positive integer less than or equal to N.

[0014] The second display module is used to display the effect of the virtual item when the first object uses the virtual item to participate in the battle;

[0015] The third display module is used to display the resource allocation result after the game ends, and the resource allocation result is used to indicate the amount of virtual resources that each of the M objects received from the resource pool.

[0016] According to one aspect of the embodiments of this application, a computer device is provided, the computer device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above-described method for allocating virtual resources.

[0017] According to one aspect of the embodiments of this application, a computer-readable storage medium is provided, wherein a computer program is stored in the computer-readable storage medium, the computer program being loaded and executed by a processor to implement the above-described method for allocating virtual resources.

[0018] According to one aspect of the embodiments of this application, a computer program product is provided, the computer program product including a computer program stored in a computer-readable storage medium, and a processor reading from the computer-readable storage medium and executing the computer program to implement the above-described virtual resource allocation method.

[0019] The technical solutions provided in this application have at least the following beneficial effects:

[0020] Within a game, players can use virtual resources to exchange for virtual items. These virtual items directly influence the outcome of the game, allowing virtual resources to be incorporated into game strategy. Simultaneously, the virtual resources used to exchange for virtual items within the game are added to a resource pool. After the game ends, the virtual resources in the resource pool can be distributed to at least one player who participated in the game. This method of applying virtual resources to game strategy and distributing them to at least one player after the game avoids the limitation of virtual resource application caused by its use only outside of the game in related technologies, thus increasing the diversity of virtual resource application. Furthermore, players can use virtual resources to exchange for virtual items within the game and share these resources after the game ends, thereby enhancing the liquidity of virtual resources and improving the efficiency of players acquiring and consuming them. Attached Figure Description

[0021] Figure 1 This is a schematic diagram of the implementation environment of a solution provided in one embodiment of this application;

[0022] Figure 2 This is a schematic diagram of a virtual resource allocation method provided in one embodiment of this application;

[0023] Figure 3 This is a schematic diagram of a matchmaking interface provided in one embodiment of this application;

[0024] Figure 4 This is a schematic diagram of a matching determination interface provided in one embodiment of this application;

[0025] Figure 5 This is a schematic diagram of a game interface provided in one embodiment of this application;

[0026] Figure 6 This is a schematic diagram of an activity participation interface provided in one embodiment of this application;

[0027] Figure 7 This is a schematic diagram of a character auction interface provided in one embodiment of this application;

[0028] Figure 8 This is a schematic diagram of a virtual item refresh interface provided in one embodiment of this application;

[0029] Figure 9 This is a schematic diagram of a resource pool details interface provided in one embodiment of this application;

[0030] Figure 10 This is a schematic diagram of a resource allocation result interface provided in one embodiment of this application;

[0031] Figure 11 This is a schematic diagram of a virtual resource allocation method provided in another embodiment of this application;

[0032] Figure 12 This is a block diagram of a virtual resource allocation apparatus provided in one embodiment of this application;

[0033] Figure 13 This is a structural block diagram of a terminal device provided in one embodiment of this application. Detailed Implementation

[0034] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0035] Please refer to Figure 1 This diagram illustrates an implementation environment provided by one embodiment of the present application. This implementation environment can be implemented as an application system. The implementation environment may include: a terminal device 10 and a server 20.

[0036] Terminal device 10 includes, but is not limited to, mobile phones, tablets, smart voice interaction devices, game consoles, wearable devices, multimedia playback devices, PCs (Personal Computers), in-vehicle terminals, smart home appliances, AR (Augmented Reality) devices, VR (Virtual Reality) devices, and other electronic devices. Terminal device 10 can run a client application of the target application. Optionally, the target application can be an application that needs to be downloaded and installed, or it can be a webpage or a mini-program; this application embodiment does not limit this.

[0037] In this application embodiment, the target application may be, but is not limited to, any one of the following: auto chess game, open world game application, adventure game application, war strategy game application, tower defense game application, real-time strategy (RTS) game application, turn-based strategy game application, grand strategy game application, city building and management game application, war strategy game application, management strategy game application, simulation game (SLG) application, social application, interactive entertainment application, simulation program, virtual reality (VR) application, augmented reality (AR) application, 3D map application, virtual reality game application, augmented reality game application, party game application, etc.

[0038] The target application can be a game application. This game application provides a game match function, which assigns N objects / users / players to the same game match. The N objects can use virtual resources (such as virtual coins or diamonds) to exchange for virtual items during the game match. Players acquire virtual items by consuming their own virtual resources, thereby gaining advantages or personalized experiences in the game. The virtual resources used to exchange for virtual items are also added to a resource pool. After the game match ends, the virtual resources in the resource pool are distributed to at least one of the N objects.

[0039] Server 20 is used to provide backend services for the client of the target application in terminal device 10. For example, server 20 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms, but it is not limited to these.

[0040] Terminal device 10 and server 20 can communicate with each other via a network. This network can be a wired network or a wireless network.

[0041] Please refer to Figure 2 The diagram illustrates a flowchart of a virtual resource allocation method provided in one embodiment of this application. The entity executing each step of this method may be... Figure 1 The terminal device 10 in the implementation environment of the scheme shown. The executing entity of each step may be a client of a game application. In the following method embodiments, for ease of description, the executing entity of each step will only be described as a "client". The method may include at least one of the following steps (210-240):

[0042] Step 210: Display the game interface of the game involving N objects. The game interface is used to display the in-game battle situation of the game, where N is an integer greater than 1.

[0043] An "object" refers to a player or user participating in a game match. A game match refers to a competitive or cooperative activity involving multiple participants (i.e., N objects) within a game application. The match interface is a visual interface that displays the game status, object actions, and battle progress during a game match. The match interface may include a map, character status, skill bar, resource information, etc. In-game battle progress refers to the real-time interaction and confrontation between the various objects during a game match. In-game battle progress may include information such as the use of virtual resources (such as virtual items) by the N objects, virtual character movement, skill casting, and battle results.

[0044] In some embodiments, such as Figure 3 As shown, before displaying the game interface, a game matchmaking interface 30 is also included. The game matchmaking interface 30 displays a matchmaking control 31, which is used to trigger the system to match N objects participating in the game. In response to the operation of the matchmaking control 31, the N objects participating in the game are matched.

[0045] In some embodiments, such as Figure 4 As shown, before displaying the game interface, a match confirmation interface 40 is also included. This match confirmation interface 40 displays an acceptance control 41, which is used to confirm participation in the system matchmaking. In response to an operation on the acceptance control 41, the game match to be matched with the system is confirmed. In some embodiments, such as... Figure 5 The diagram shows a schematic of a game interface 50 provided in one embodiment of this application. This game interface displays the in-game battle situation.

[0046] Step 220: During the game, if the first object among the N objects uses its own virtual resources to exchange for virtual items, update the amount of virtual resources in the game's resource pool. After the game ends, the virtual resources in the resource pool are distributed to M objects among the N objects, where M is a positive integer less than or equal to N.

[0047] Virtual items refer to non-physical items used within a game, and can include virtual characters, virtual skills, virtual skins, virtual scenes, virtual equipment, etc. Virtual resources refer to virtual assets that can be used outside of a game but within the game itself, and are used to exchange for virtual items. These can include virtual coins, virtual diamonds, virtual tickets, virtual points, etc. This application does not limit the scope of these resources.

[0048] Using virtual resources to exchange for virtual items refers to the process of acquiring virtual items within a game by consuming a certain amount of virtual resources. In some embodiments, virtual items can be exchanged directly or indirectly. Directly exchanging virtual items means that a player directly exchanges a desired virtual item by consuming a first amount of virtual resources (such as gold coins). For example, a player selects their desired first virtual item within a game, and the system displays that 100 virtual gold coins are required. After the player confirms, the system deducts 100 virtual gold coins and issues the first virtual item to the player's account. Indirectly exchanging virtual items means that a player first consumes virtual resources to gain the opportunity or qualification to exchange for the desired virtual item; after gaining the opportunity or qualification, the player then performs the exchange, rather than directly exchanging for the desired virtual item. For example, the terminal displays a list containing multiple virtual items. If the list does not contain the first virtual item that the player expects, the player can use a certain amount of virtual resources to refresh the list of virtual items. Then, the player can exchange for the first virtual item in the refreshed list. This process of exchanging for the first virtual item may or may not consume additional virtual resources. This application does not limit this.

[0049] In some embodiments, when the game is an auto chess game, the virtual items include at least one of the following: virtual characters, virtual skills, and experience points, wherein the experience points are used to improve at least one of the following ability attributes in the game: virtual characters and virtual skills.

[0050] Auto Chess is a strategy game where players battle by placing different types of virtual characters (pieces) on a board. The core of Auto Chess lies in strategic combat between players, including the strategic selection, upgrading, and placement of virtual characters, the use of virtual skills, and the use of experience points to level up and defeat opponents. In some embodiments, when the game is Auto Chess, the game interface displays a virtual board comprising at least two areas, each containing at least one piece position. In response to an action targeting a target virtual character, the target virtual character is displayed at the target piece position in at least one piece position. The game interface displays the in-game battle between the target virtual characters in different areas, and the target virtual characters are controlled by AI (Artificial Intelligence). In some embodiments, players can use a certain amount of virtual resources in Auto Chess games to directly or indirectly exchange for the aforementioned virtual characters, virtual skills, and experience points. Experience points are virtual rewards earned by players in games by completing specific tasks, defeating opponents, or fulfilling specific conditions. Experience points can be used to: improve the attributes of virtual characters, upgrade the level of virtual skills, or unlock new virtual characters or skills. Enhancing a virtual character's attributes means players can use experience points to improve their character's attack power, defense, health, and other attributes, making them stronger in battle. Improving virtual skill levels means players can use experience points to upgrade virtual skills, increasing their effectiveness or reducing cooldown time, giving their virtual character a greater advantage in combat. Unlocking new virtual characters or skills means players can accumulate experience points to unlock new virtual characters or skills, enriching their strategic options.

[0051] In some embodiments, the first object refers to any object participating in the game, that is, the first object is any one of the N objects.

[0052] In some embodiments, the first object refers to any object participating in a resource allocation activity, which is the activity of dividing virtual resources in a resource pool after a game ends. In other words, only if the first object participates in the resource allocation activity will the virtual resources spent by it to exchange for game items be added to the resource pool. If the first object does not participate in the resource allocation activity, the virtual resources spent by it to exchange for game items will not be added to the resource pool.

[0053] In some embodiments, where M equals N, the virtual resources in the resource pool are distributed among N objects after the game ends. In other words, each object participating in the game receives virtual resources after the game ends. In some embodiments, where M is less than N, the virtual resources in the resource pool are distributed among some of the N objects after the game ends. In other words, only some of the objects participating in the game receive virtual resources after the game ends.

[0054] In some embodiments, M objects are determined from N objects in relation to at least one of the following: whether they participate in a resource allocation activity, or the ranking of the N objects in a game match, wherein the resource allocation activity refers to the activity of dividing virtual resources in a resource pool after a game match ends.

[0055] In some embodiments, M objects are determined from the N objects based on whether they participate in the resource allocation activity. In other words, only the objects that participate in the resource allocation activity are identified as M objects. Put simply, only the objects that participate in the resource allocation activity can receive virtual resources after the game ends. It can be understood that if every object in the N objects participates in the resource allocation activity, then M equals N; otherwise, M is less than N.

[0056] In some embodiments, M objects are determined from the N objects based on their rankings in a game. Optionally, the top M objects are determined from the game; in other words, only the top M objects can receive virtual resources after the game ends.

[0057] In some embodiments, M objects are determined from N objects based on whether N objects participate in resource allocation activities and their rankings in the game. In some embodiments, K objects are determined from the N objects, and these K objects are the objects that participate in resource allocation activities; the top-ranked M objects are then determined from the K objects, where K is a positive integer less than or equal to N and greater than or equal to M. In some embodiments, M objects can also be determined from N objects using other methods, which are not limited in this application.

[0058] The above method can flexibly determine M objects from N objects according to requirements.

[0059] Step 230: If the first player uses virtual items to participate in the battle, display the effect of using the virtual items.

[0060] Using virtual items in combat refers to the process during a game where players activate virtual items through specific actions, providing them with immediate or continuous buffs that directly impact the outcome of the battle. For example, virtual items may include effects such as increased attack power, enhanced defense, unlocked special skills, and rapid health regeneration. Players can flexibly choose which items to use based on the real-time situation of the game and the opponent's performance to gain an advantage at crucial moments. It is understood that players may choose not to use virtual items after exchanging virtual resources during combat; this application does not impose any restrictions on this.

[0061] The effects of virtual items refer to the influence and results that the game system displays to players through various means after a virtual item is used. These influences and results are not limited to visual changes, but also include feedback from various aspects such as the virtual character's status, the game environment, and sound effects, to ensure that players can intuitively perceive the effects of the virtual items.

[0062] In some embodiments, the first object is the local client object, and the use of virtual items by the first object refers to controlling the local client object to use virtual items. In some embodiments, the first object is another client object among N objects besides the local client object. When another client object uses virtual items, its client sends the operation instruction for using the virtual item to the server. The server receives and processes the operation instruction and synchronizes the usage effect corresponding to the operation instruction to all clients in the game, including the client object of the local client object. After receiving the usage effect sent by the server, the client object of the local client object displays it on its terminal screen.

[0063] Step 240: After the game ends, display the resource allocation results, which indicate the amount of virtual resources each of the M objects received from the resource pool.

[0064] In some embodiments, determining the amount of virtual resources each of the M objects receives from the resource pool is related to at least one of the following: whether they participate in a resource allocation activity, or the ranking of the N objects in a game match, where the resource allocation activity refers to the activity of dividing up the virtual resources in the resource pool after the game match ends.

[0065] In some embodiments, the number of virtual resources allocated to each of the M objects from the resource pool may be equal or unequal.

[0066] In some embodiments, the amount of virtual resources each of the M objects receives from the resource pool is determined based on whether or not they participate in the resource allocation activity. In some embodiments, the amount of virtual resources received by objects participating in the resource allocation activity is greater than the amount of virtual resources received by objects not participating in the resource allocation activity. In some embodiments, the allocation ratio for objects participating in the resource allocation activity is determined as a first ratio, which indicates the proportion that each object participating in the resource allocation activity can allocate from all virtual resources included in the resource pool. Based on the first ratio and the amount of virtual resources included in the resource pool, the amount of virtual resources received by each object participating in the resource allocation activity after the game ends is determined. For example, the product of the first ratio and the amount of virtual resources included in the resource pool is determined as the amount of virtual resources received by each object participating in the resource allocation activity after the game ends. In some embodiments, the allocation ratio for objects not participating in the resource allocation activity is determined as a second ratio, which indicates the proportion that each object not participating in the resource allocation activity can allocate from all virtual resources included in the resource pool. Based on the second ratio and the amount of virtual resources included in the resource pool, the amount of virtual resources received by each object not participating in the resource allocation activity after the game ends is determined, wherein the second ratio is less than the first ratio. For example, the product of the second ratio and the number of virtual resources included in the resource pool is determined as the number of virtual resources allocated to each object that does not participate in the resource allocation activity after the game ends.

[0067] In some embodiments, the amount of virtual resources each of the M objects receives from the resource pool is determined based on their ranking in a game. In some embodiments, objects with higher rankings receive more virtual resources, and objects with lower rankings receive fewer virtual resources. In some embodiments, the allocation ratio corresponding to each of the M rankings is determined, with higher rankings receiving a larger allocation ratio and lower rankings receiving a smaller allocation ratio; the amount of virtual resources each of the M objects receives from the resource pool is determined based on the allocation ratio corresponding to each of the M rankings. For example, the product of the allocation ratio corresponding to each ranking and the amount of virtual resources included in the resource pool is used to determine the amount of virtual resources received by the object corresponding to that ranking, thereby determining the amount of virtual resources each of the M objects receives from the resource pool.

[0068] In some embodiments, the amount of virtual resources each of the M objects receives from the resource pool is determined based on whether they participate in the resource allocation activity and their ranking in the game. In some embodiments, objects that participate in the resource allocation activity and have a higher ranking receive more virtual resources. In some embodiments, the allocation ranking of the M objects in the resource allocation is determined based on whether they participate in the resource allocation activity and their ranking in the game. Specifically, (1) Q objects among the M objects participate in the resource allocation activity, where Q is a positive integer less than or equal to M; the allocation ranking of the Q objects is determined based on their respective rankings in the game. It can be understood that the higher the ranking of each of the Q objects in the game, the higher its allocation ranking, and the lower its ranking in the game, the lower its allocation ranking. (2) Identify the remaining objects (i.e., MQ objects) among the M objects that do not participate in resource allocation activities; based on the ranking of each of these remaining objects in the game, determine the allocation ranking of the MQ objects. It can be understood that the higher the ranking of each of these remaining objects in the game, the higher its ranking in the allocation ranking, and vice versa. (3) Determine the allocation ratio corresponding to each of the M allocation rankings, and based on the allocation ratio, determine the amount of virtual resources that each of the M objects receives from the resource pool. For example, the product of the allocation ratio corresponding to each allocation ranking and the amount of virtual resources included in the resource pool is used to determine the amount of virtual resources that the object corresponding to that allocation ranking receives, thereby determining the amount of virtual resources that each of the M objects receives from the resource pool.

[0069] For example, M objects that rank highly in a game and participate in resource allocation activities can be selected as the M objects for virtual resource allocation after the game ends. M can be configured based on the experience of those skilled in the art, and this application does not impose any restrictions on it. For example, M can be 3, that is, the 3 objects that rank highly in a game and participate in resource allocation activities are selected as the objects for virtual resource allocation, as shown in Table 1 below.

[0070] Table 1

[0071] Number of participants in resource allocation activities Match Rankings & Distribution 1 person 100% 2 people 1: 70%; 2: 30% >2 people 1st: 50%; 2nd: 30%; 3rd: 20%

[0072] The above method can flexibly determine the amount of virtual resources that each of the M objects receives from the resource pool according to the requirements.

[0073] In summary, the technical solution provided in this application allows users to exchange virtual resources for virtual items during game matches. These virtual items directly influence the outcome of the game, enabling virtual resources to participate in game strategy formulation. Furthermore, the virtual resources used to exchange for virtual items during the game are simultaneously added to a resource pool. After the game ends, the virtual resources in the resource pool can be distributed to at least one participant in the game. This method of applying virtual resources to game strategies and distributing them to at least one participant after the game avoids the limitation of virtual resource application caused by the limitation of virtual resources being used only outside of game matches in related technologies, thus improving the diversity of virtual resource applications. On the other hand, players can use virtual resources to exchange for virtual items during the game and share the virtual resources after the game ends, thereby enhancing the liquidity of virtual resources and improving the efficiency of players acquiring and consuming virtual resources.

[0074] The following describes how to update the amount of virtual resources in the resource pool during a game session.

[0075] In some embodiments, when a first object uses a first amount of virtual resources to exchange for virtual items, the virtual resources in the resource pool are increased by a second amount, wherein the second amount is determined based on the first amount.

[0076] In some embodiments, the second quantity is equal to the first quantity.

[0077] In some embodiments, the second quantity is determined based on the first quantity and a scaling factor. Optionally, the second quantity is equal to the product of the first quantity and the scaling factor. In some embodiments, the scaling factor can be determined based on at least one of the following: the quantity range corresponding to the first quantity, the number of virtual resources included in the resource pool at the current moment, the number of objects participating in the game (i.e., the number of N), and the number of objects participating in the resource allocation activity.

[0078] In some embodiments, different quantity ranges correspond to different scaling factors. The scaling factor is determined based on the quantity range corresponding to the first quantity. In some embodiments, the larger the number of virtual resources included in the resource pool at the current moment, the smaller the scaling factor can be set to control the growth rate of the resource pool; conversely, the smaller the number of virtual resources included in the resource pool at the current moment, the larger the scaling factor can be set to increase the growth rate of the resource pool. That is, different quantity ranges of virtual resources can correspond to different scaling factors, and the scaling factor is determined based on the quantity range corresponding to the number of virtual resources included in the resource pool at the current moment.

[0079] In some embodiments, the higher the ratio of the number of objects participating in the game (i.e., the number of N objects) to the number of objects participating in the resource allocation activity, the larger the scaling factor can be set to increase the virtual resources each object receives after the game ends; conversely, the smaller the ratio of the number of objects participating in the game (i.e., the number of N objects) to the number of objects participating in the resource allocation activity, the smaller the scaling factor can be set to control the virtual resources each object receives after the game ends. That is, different object number ranges can correspond to different scaling factors, determined based on the range corresponding to the ratio of the number of objects participating in the game (i.e., the number of N objects) to the number of objects participating in the resource allocation activity. The aforementioned scaling factor can also be set based on the experience of those skilled in the art, and this application does not limit it in this regard.

[0080] The above method allows for flexible determination of the second quantity based on requirements.

[0081] In some embodiments, the game interface displays the quantity of virtual resources in the resource pool; increasing the quantity of virtual resources in the resource pool by a second quantity includes: increasing the quantity of virtual resources in the resource pool displayed on the game interface by a second quantity. In some embodiments, after a game match is successfully matched, the system may also add a certain number of virtual resources to the resource pool. By increasing the quantity of virtual resources in the resource pool, more resource support is provided for subsequent resource allocation activities.

[0082] The above method allows players to understand the changes in virtual resources in the resource pool in a timely manner by displaying the number of virtual resources included in the resource pool in the game interface.

[0083] The following describes how to determine whether to participate in resource allocation activities.

[0084] In some embodiments, before displaying the game interface 50 of a game match involving N objects, the method further includes: Figure 6 As shown, after N objects are determined to participate in the game, the activity participation interface 60 is displayed. The activity participation interface 60 displays a first control 61 and a second control 62. The first control 61 is used to select to participate in the resource allocation activity, and the second control 62 is used to select not to participate in the resource allocation activity. The resource allocation activity refers to the activity of dividing up the virtual resources in the resource pool after the game ends.

[0085] In some embodiments, in response to an operation on the first control 61, it is determined that the local object among N objects participates in the resource allocation activity. In other words, when the local object chooses to participate in the resource allocation activity, it can obtain virtual resources from the resource pool after the game ends.

[0086] In some embodiments, in response to an operation on the second control 62, it is determined that the local object among N objects does not participate in the resource allocation activity. In other words, when the local object chooses not to participate in the resource allocation activity, it cannot obtain virtual resources from the resource pool after the game ends. In some embodiments, operations on the first control 61 and the second control 62 include, but are not limited to, click operations, drag operations, swipe operations, keyboard shortcut operations, voice command operations, and gesture recognition operations.

[0087] In some embodiments, the activity participation interface 60 displays first progress information 63, which is used to indicate the progress of triggering the execution of the system default behavior, which is to determine that the local object does not participate in the resource allocation activity.

[0088] The initial progress information can be one of the following: a timer, a bar progress bar, a circular progress bar, a color-changing progress bar, an animated prompt, a dynamic text prompt, or a flashing icon. For example, a countdown is displayed on the activity participation interface 60, starting from 20 seconds and gradually decreasing to 0. If the local object does not perform any operation before the countdown reaches zero, the system will default to determining that the local object will not participate in the resource allocation activity. For example, a horizontal or vertical bar progress bar or a circular progress bar is displayed on the activity participation interface 60, gradually decreasing from full to empty, or gradually increasing from empty to full. For example, a water-bar / circular progress bar is displayed, gradually decreasing from 100% to 0%. If no operation is performed before the progress bar reaches zero, the system will default to determining that the local object will not participate in the resource allocation activity. For example, a color-changing progress bar is displayed on the activity participation interface 60, gradually changing from green to red to remind the user that the time is about to end. For example, a horizontal bar progress bar is displayed, gradually changing from green (100%) to red (0%). If no action is taken before the progress bar turns red, the system will default to the assumption that the local object will not participate in the resource allocation activity. For example, an animated prompt, such as an hourglass or ticking sound, can be displayed on the activity participation interface 60 to remind the user that time is about to end. For instance, an hourglass animation can be displayed, showing sand gradually flowing from the top to the bottom. If no action is taken before the sand runs out, the system will default to the assumption that the local object will not participate in the resource allocation activity. Alternatively, a dynamic text prompt can be displayed on the activity participation interface 60, prompting the user to make a selection within a certain time. For instance, the text prompt can be displayed: "You have 10 seconds to choose whether to participate in the resource allocation activity. 10…9…8…0". If no action is taken before the prompt text ends, the system will default to the assumption that the local object will not participate in the resource allocation activity. Another example is a flashing icon displayed on the activity participation interface 60 to remind the user that time is about to end. For instance, a flashing clock icon can be displayed, with the flashing frequency gradually increasing over 10 seconds. If no action is taken before the icon stops flashing, the system will default to the assumption that the local object will not participate in the resource allocation activity.

[0089] The method described above allows players to choose whether or not to participate in the resource allocation activity by displaying an activity participation interface. Furthermore, it ensures players can make decisions within a reasonable timeframe by indicating the initial progress.

[0090] In some embodiments, the activity participation interface 60 also displays at least one of the following information: first quantity information 64 and second quantity information 65. The first quantity information 64 indicates the number of virtual resources in the resource pool, and the second quantity information 65 indicates the number of objects participating in the resource allocation activity among N objects. For example, assuming that a total of 6 objects participate in the game, and 3 objects choose to participate in the resource allocation activity, the second quantity information 65 can be displayed as "Objects participating in the resource allocation activity: 3", "3 / 6", etc. This application does not limit the specific indication method of the first quantity information and the second quantity information.

[0091] In some embodiments, in response to an operation on the first control, at least one of the following actions is performed: displaying updated first quantity information, displaying updated second quantity information, wherein the updated first quantity information is determined based on the quantity of virtual resources spent by the local object in participating in resource allocation activities.

[0092] In some embodiments, the amount of virtual resources spent by each object in the resource allocation activity is the same. In other embodiments, the amount of virtual resources spent by each object in the resource allocation activity differs.

[0093] In some embodiments, the updated first quantity information is determined based on the number of virtual resources already included in the resource pool and the number of virtual resources spent by the local object in participating in the resource allocation activity. In some embodiments, the updated first quantity information is the sum of the number of virtual resources already included in the resource pool and the number of virtual resources spent by the local object in participating in the resource allocation activity. For example, suppose the local object needs to spend 200 virtual resources to participate in the resource allocation activity, and the number of virtual resources already included in the resource pool is 1000. Then, when the local object selects to participate in the resource allocation activity, the number of virtual resources in the resource pool is updated to 1200, and the updated first quantity information 64 can be displayed as "Resource Pool: 1200".

[0094] In some embodiments, the updated second quantity information is determined based on the number of objects that have participated in the resource allocation activity. In some embodiments, the updated second quantity information is the number of objects that have participated in the resource allocation activity plus 1. For example, assuming that the number of objects that have participated in the resource allocation activity is 3, and after the local object selects to participate in the resource allocation activity, the updated second quantity information is 4, then the updated second quantity information 65 can be displayed as: "Objects participating in the resource allocation activity: 4" or "4 / 6".

[0095] It is understandable that when the local object does not participate in resource matching activities, neither the first nor the second quantity information needs to be updated.

[0096] The above method displays the first and second quantity information on the activity participation interface, and when the local object selects to participate in the resource matching activity, it can display the updated first and second quantity information, so that players can clearly understand the changes in the number of virtual resources in the resource pool and the number of objects participating in the resource allocation activity.

[0097] In some embodiments, such as Figure 7 As shown, before displaying the game interface for a game involving N objects, the method further includes: after determining the N objects participating in the game, displaying a character auction interface 70, which displays at least two candidate virtual characters 71 and a first quantity information 64, which indicates the quantity of virtual resources in the resource pool, and the N objects using their respective selected virtual characters to participate in the game.

[0098] In some embodiments, at least two candidate virtual characters have different attribute information, including but not limited to appearance attributes (i.e., skin attributes), skill attributes, and basic attributes. Basic attributes include the virtual character's health, attack power, defense, movement speed, and critical hit damage. Critical hit damage refers to the damage bonus when a character triggers a critical hit.

[0099] In some embodiments, in response to a selection operation for a first virtual character among at least two candidate virtual characters, a first auction control 72 is displayed. The first auction control 72 is used to trigger the redemption of the first virtual character. The first auction control 72 displays the quantity of auction resources, which is used to indicate the amount of virtual resources required to redeem the first virtual character. In response to an operation on the first auction control 72, updated first quantity information is displayed. The updated first quantity information is determined based on the quantity of auction resources.

[0100] In some embodiments, the first virtual character can be any one of at least two candidate virtual characters. In some embodiments, operations on the first auction control 72 include, but are not limited to, click operations, drag operations, swipe operations, keyboard shortcut operations, voice command operations, and gesture recognition operations.

[0101] In some embodiments, the updated first quantity information is determined based on the number of virtual resources already included in the resource pool and the number of auctioned resources. In some embodiments, the updated first quantity information is the sum of the number of virtual resources already included in the resource pool and the number of auctioned resources. For example, assuming the number of auctioned resources is 50 virtual resources and the number of virtual resources already included in the resource pool is 1200, then after redeeming the first virtual character, the number of virtual resources in the resource pool is updated to 1250, and the updated first quantity information 64 can be displayed as "Resource Pool: 1250".

[0102] The above method, through the character auction interface, allows players to choose their desired first virtual character based on their strategy and needs. This increases the strategic depth and interactivity of the game, preventing players from relying solely on random character allocation. Furthermore, by displaying the initial quantity information on the character auction interface and updating it when redeeming the first virtual character, players can clearly understand the changes in the amount of virtual resources in the resource pool.

[0103] In some embodiments, such as Figure 7 As shown, in the character auction interface 70, the character display positions 73 of each of the N objects are displayed. The character display positions 73 are used to display the virtual characters that the objects select to exchange. In response to the operation of the first auction control 72, the first virtual character is displayed in the character display position of the local object among the N objects.

[0104] In some embodiments, each object may redeem one or more virtual characters; this application does not limit this. When an object redeems multiple virtual characters, all of them can be displayed in the character display area.

[0105] The above method allows players to instantly display the first virtual character in their local character display slot when they trigger the first auction control 72 to redeem it. Players can immediately see their successfully bid character appear in the display slot, enhancing the game's real-time interactivity. Furthermore, by observing other players' character display slots, players can better understand the distribution of virtual characters and possible strategic combinations in upcoming matches, leading to more informed game decisions.

[0106] In some embodiments, a second progress information 74 is displayed in the character auction interface 70. The second progress information 74 is used to indicate the progress of triggering the execution of the system default behavior, which is to determine the local object to select the system default virtual character.

[0107] The second progress information can be one of the following: a timer, a bar progress bar, a circular progress bar, a color-changing progress bar, an animated prompt, a dynamic text prompt, or a flashing icon. These methods, by indicating the second progress information, ensure that players can make decisions within a reasonable timeframe.

[0108] In some embodiments, such as Figure 8As shown, after displaying the game interface of a game involving N objects, it also includes: displaying a virtual item refresh interface 80, which displays a first list and a first quantity information 64. The first list includes at least one virtual item 81, and the first quantity information 64 is used to indicate the quantity of virtual resources in the resource pool.

[0109] In some embodiments, such as Figure 5 As shown, before displaying the virtual item refresh interface 80, the process also includes: displaying a passive control in the game interface 50; and displaying the virtual item refresh interface 80 in response to an operation on the passive control 51.

[0110] In some embodiments, the virtual item refresh interface 80 displays a first list and a first quantity information 64. The first list includes at least one virtual item 81, and the first quantity information 64 indicates the quantity of virtual resources in the resource pool. In some embodiments, the at least one virtual item may be different, and each virtual item has unique attributes and effects, allowing players to choose appropriate virtual items according to their needs and strategies.

[0111] In some embodiments, a refresh control 82 is displayed in the virtual item refresh interface 80. The refresh control 82 is used to replace the virtual items 81 included in the first list. The refresh control 82 displays a refresh quantity, which is used to indicate the amount of virtual resources required to replace the virtual items included in the first list.

[0112] In some embodiments, the multiple virtual items 81 included in the first list correspond to a single refresh control; in other words, the multiple virtual items 81 displayed in the first list share a single refresh control 82. Clicking the refresh control 82 will change all or some of the virtual items in the first list, and this application does not limit this.

[0113] In some embodiments, the first list includes multiple virtual items 81, each corresponding to a refresh control. In other words, each virtual item 81 displayed in the first list corresponds to an independent refresh control 82. Players can perform a refresh operation independently for each virtual item. The refresh quantity displayed in each refresh control 82 indicates the amount of virtual resources required to replace the corresponding virtual item. The refresh quantities for different items can be the same or different, and this application does not limit this.

[0114] In some embodiments, in response to an operation on refresh control 82, a second list is displayed, and updated first quantity information is displayed, wherein the virtual items included in the second list are different from the virtual items 81 included in the first list, and the updated first quantity information is determined based on the refresh quantity.

[0115] In some embodiments, operations on the first bidding control 72 include, but are not limited to, click operations, drag operations, swipe operations, keyboard shortcut operations, voice command operations, and gesture recognition operations.

[0116] In some embodiments, the updated first quantity information is determined based on the number of virtual resources already included in the resource pool and the refresh count. In some embodiments, the updated first quantity information is the sum of the number of virtual resources already included in the resource pool and the refresh count. For example, assuming the refresh count is 50 virtual resources and the number of virtual resources already included in the resource pool is 1250, then after redeeming the first virtual character, the number of virtual resources in the resource pool is updated to 1300, and the updated first quantity information 64 can be displayed as "Resource Pool: 1300".

[0117] In some embodiments, the virtual item refresh interface 80 displays refresh count information and / or remaining refresh count information. The refresh count information indicates the number of times the player has operated the refresh control 82 in the current game. The remaining refresh count information indicates the number of remaining available refresh control 82 operations the player has in the current game. In response to an operation on the refresh control 82, updated refresh count information and / or remaining refresh count information are displayed. After each refresh operation, the refresh count information increases accordingly, for example, from "refreshed 3 times" to "refreshed 4 times". Simultaneously, the remaining refresh count information decreases accordingly, for example, from "refreshes 2 times remaining" to "refreshes 1 time remaining". This method ensures that the updated refresh count information and / or remaining refresh count information are displayed instantly in the virtual item refresh interface 80, providing players with the latest refresh count usage and enhancing the game's real-time feedback experience.

[0118] In some embodiments, in response to a selection operation for a target virtual item in the second list, the selected target virtual item is redeemed. In some embodiments, the target virtual item can be any virtual item included in the second list.

[0119] The above method allows players to refresh the list of virtual items 81 by consuming the corresponding amount of virtual resources, thereby obtaining the desired virtual item options.

[0120] In some embodiments, such as Figure 9 As shown, after displaying the game interface of a game involving N objects, it also includes: displaying the resource pool details interface 90, which includes a first tab 91 and a second tab 92.

[0121] In some embodiments, such as Figure 5As shown, before displaying the resource pool details interface 90, the process also includes: displaying a trigger control in the game interface 50; and displaying the resource pool details interface 90 in response to an operation on the trigger control 52.

[0122] In some embodiments, in response to an operation on the first tab 91, the amount of virtual resources that the M objects are expected to receive when the game ends at the current moment is displayed. For details on how to determine the amount of virtual resources each of the M objects will receive, please refer to the corresponding description above.

[0123] In some embodiments, the interface on the first tab 91 displays the expected amount of virtual resources that each of the M objects will receive in the form of a list, icons, etc. By clearly displaying the expected amount of virtual resources for each object, the above method allows users to clearly understand their own and other participants' expected gains.

[0124] In some embodiments, in response to an operation on the second tab 92, detailed information about virtual resources in the resource pool is displayed, the detailed information indicating the source of the virtual resources.

[0125] In some embodiments, the source of virtual resources may include, but is not limited to, a source stage and a source object. The source object indicates the amount of virtual resources each object contributes to the resource pool, and the source stage indicates the amount of virtual resources accumulated in the resource pool at each game stage. The source stage may include the initial system reward stage (i.e., the initial contribution of the system to the resource pool), the activity participation stage described above (corresponding to the resource allocation activity mentioned above), the character auction stage (corresponding to the exchange of the first virtual character from at least two candidate virtual characters mentioned above), and the in-game exchange stage. The in-game exchange stage refers to exchanging virtual items within a game match, and may include exchanging virtual items directly or indirectly as mentioned above. Indirect methods of exchanging virtual items include refreshing the virtual items in the first list to exchange for the desired target virtual item in the refreshed list. For example, as shown in Table 2 below:

[0126] Table 2

[0127]

[0128]

[0129] The above method, by displaying the source details of virtual resources in the resource pool, can help players understand the composition of the resource pool, increase transparency, and also allow players to understand the proportion of their virtual resource contribution in the resource pool, thereby enhancing users' sense of participation and belonging.

[0130] The method further includes at least one of the following: in some embodiments, the resource pool details interface 90 displays the level 93 corresponding to the resource pool, the level 93 corresponding to the resource pool being determined based on the number of virtual resources included in the resource pool.

[0131] In some embodiments, there is a one-to-one correspondence between the level of a resource pool and the range of virtual resources included in the resource pool. That is, one level corresponds to one range of quantities, and different levels correspond to different ranges of quantities. For example, as shown in Table 3 below, the resource pool has 5 levels, and each level corresponds to a different range of quantities.

[0132] In some embodiments, the resource pool details interface 90 displays an icon 94 corresponding to the resource pool, and the icon 94 corresponding to the resource pool is determined based on the number of virtual resources included in the resource pool.

[0133] In some embodiments, there is a one-to-one correspondence between the icon corresponding to a resource pool and the range of virtual resources included in the resource pool. That is, one icon corresponds to one quantity range, and different icons correspond to different quantity ranges. For example, as shown in Table 3 below, a resource pool includes five icons: icon 1, icon 2, icon 3, icon 4, and icon 5, and each of these five icons is different. Each icon corresponds to a different quantity range. In some embodiments, there is also a one-to-one correspondence between the level of a resource pool and the icon corresponding to the resource pool; that is, one level corresponds to one icon, and different levels correspond to different icons.

[0134] In some embodiments, different icons may refer to at least two icons that differ in the following attributes: color, shape, pattern, size, and transparency, which are not limited in this application.

[0135] In some embodiments, the resource pool details interface 90 displays the corresponding indication information 95. The indication information 95 is used to indicate the number of skill points each of the N objects receives after the game ends. The number of skill points is determined based on the number of virtual resources included in the resource pool. The skill points are used to indicate the competitive level of the objects.

[0136] Skill Points, also known as Rank Points, differ from experience points mentioned above. Skill Points are calculated over the entire game, typically based on a player's performance across multiple matches, reflecting their long-term competitive ability. Skill Points are used in matchmaking systems to group players of similar skill levels, ensuring game balance and fairness. Experience points, on the other hand, are calculated based on a single match and are typically used to level up a player within that match or unlock new virtual items. Experience points are automatically reset and begin accumulating again when a player participates in the next match.

[0137] In some embodiments, the larger the number of virtual resources included in the resource pool, the more skill points each of the N objects receives; conversely, the smaller the number of virtual resources included in the resource pool, the fewer skill points each of the N objects receives. In some embodiments, there is a one-to-one correspondence between the number of skill points each of the N objects receives and the range of virtual resources included in the resource pool. That is, one skill point corresponds to one range of quantities, and different skill points correspond to different ranges. For example, as shown in Table 3 below, there are 5 different skill points, each corresponding to a different range. In some embodiments, there is also a one-to-one correspondence between skill points and the level or icon corresponding to the resource pool; that is, one skill point corresponds to one level or icon, and different skill points correspond to different levels or icons.

[0138] Table 3

[0139]

[0140] The above method allows players to clearly understand the current level, icon, and skill score of the resource pool, thus enabling them to better assess the implementation status of the resource pool. Users can adjust their game strategies based on the resource pool's level, icon, and skill score to maximize their personal gains.

[0141] In some embodiments, the method further includes: displaying ranking results after the game ends, the ranking results indicating the ranking of N objects in the game.

[0142] In some embodiments, after a game ends, a ranking display interface is shown, which displays the ranking of the local object in the game.

[0143] In some embodiments, such as Figure 10 As shown, after displaying the ranking results, a resource allocation result interface 10 is displayed. The resource allocation result interface 10 displays the number of virtual resources each of the M objects received from the resource pool, or the resource allocation result interface 10 displays the number of virtual resources received by the local object from the resource pool. This application does not limit this.

[0144] The above method, by displaying ranking results after the game ends, allows players to quickly understand their performance and ranking, providing instant feedback and enhancing the game's interactivity and engagement.

[0145] Please refer to Figure 11 This illustrates a flowchart of a virtual resource allocation matching method provided in another embodiment of this application. The execution entity for each step of this method can be... Figure 1 The terminal device 10 in the implementation environment of the scheme shown. The method may include at least one of the following steps (S1 to S7):

[0146] Step S1: Matching game participants. The terminal device matches N objects participating in the game.

[0147] Step S2: Determine whether N objects should participate in the resource allocation activity. That is, the terminal device determines whether the N objects participating in the game should participate in the resource allocation activity, which refers to the activity of sharing virtual resources in a resource pool after the game ends. When a player chooses to participate in this activity, the virtual resources spent on participating are added to the resource pool, and the player is eligible to share the virtual resources in the pool after the game ends. When a player chooses not to participate in this activity, no virtual resources are added to the resource pool, and the player is not eligible to share the virtual resources in the pool after the game ends.

[0148] Step S3: Determine the virtual character. Before starting a game, determine the virtual character selected by each object. In some embodiments, regardless of whether an object participates in the resource allocation activity, the virtual resources spent by the object to exchange for a virtual character will be added to the resource pool. In some embodiments, only objects participating in the resource allocation activity may have their virtual resources spent on exchanging for a virtual character added to the resource pool; in other words, if an object does not participate in the resource allocation activity, the virtual resources spent by the object to exchange for a virtual character will not be added to the resource pool. This application does not limit this.

[0149] Step S4: Display the game match. After starting the game match, the game officially begins. Within the game match, in response to the exchange of virtual items, in some embodiments, regardless of whether the object participates in the resource allocation activity, the virtual resources spent by the object in exchanging virtual characters within the game match will be added to the resource pool. In some embodiments, only objects participating in the resource allocation activity may have their virtual resources spent in exchanging virtual items within the game match added to the resource pool. In other words, if the object does not participate in the resource allocation activity, the virtual resources spent by the object in exchanging virtual items within the game match will not be added to the resource pool. This application does not limit this.

[0150] Step S5, refresh virtual items. In response to the operation of changing virtual items, the virtual items are refreshed, and players can choose to exchange for the refreshed virtual items. In some embodiments, regardless of whether the object participates in the resource allocation activity, the virtual resources spent by the object to refresh the virtual character will be added to the resource pool. In some embodiments, only objects participating in the resource allocation activity may have their virtual resources spent on refreshing virtual items during the game added to the resource pool; in other words, if the object does not participate in the resource allocation activity, the virtual resources spent by the object on refreshing virtual items during the game will not be added to the resource pool. This application does not limit this.

[0151] Step S6, Ranking Settlement. After the game ends, determine the ranking of each player. If a player did not participate in the resource allocation activity, the system only displays their ranking in the game and then ends. If a player participated in the resource allocation activity, the system not only displays their ranking in the game but also executes step S7 below.

[0152] Step S7: Allocate virtual resources. For players participating in the resource allocation activity, based on their rankings, the virtual resources in the resource pool are allocated to at least one of the top-ranked players. For example, the virtual resources in the resource pool can be allocated to the top three players participating in the resource allocation activity, and the allocation can be set so that higher-ranked players receive a larger proportion of virtual resources from the resource pool.

[0153] For details not covered above, please refer to the corresponding descriptions above.

[0154] The following are embodiments of the apparatus of this application. For details not described in the apparatus embodiments of this application, please refer to the method embodiments above.

[0155] Please refer to Figure 12 This diagram illustrates a block diagram of a virtual resource allocation apparatus according to an embodiment of this application. The apparatus has the function of implementing the aforementioned virtual resource allocation method; this function can be implemented in hardware or by hardware executing corresponding software. The apparatus can be a computer device or can be installed within a computer device. The apparatus 1200 may include: a first display module 1210, an update module 1220, a second display module 1230, and a third display module 1240.

[0156] The first display module 1210 is used to display the game interface of a game match involving N objects. The game interface is used to display the in-game battle situation of the game match, where N is an integer greater than 1.

[0157] The update module 1220 is used to update the quantity of virtual resources in the resource pool of the game when the first object among the N objects uses its own virtual resources to exchange for virtual items during the game. The virtual resources in the resource pool are distributed to M objects among the N objects after the game ends, where M is a positive integer less than or equal to N.

[0158] The second display module 1230 is used to display the effect of the virtual item when the first object uses the virtual item to participate in the battle.

[0159] The third display module 1240 is used to display the resource allocation result after the game ends, the resource allocation result being used to indicate the amount of virtual resources that each of the M objects received from the resource pool.

[0160] In some embodiments, the update module 1220 is configured to increase the virtual resources in the resource pool by a second quantity when the first object uses a first quantity of virtual resources to exchange for the virtual items, wherein the second quantity is determined based on the first quantity.

[0161] In some embodiments, the game interface displays the quantity of the virtual resources in the resource pool; the update module 1220 is used to increase the quantity of the virtual resources in the resource pool displayed in the game interface by the second quantity.

[0162] In some embodiments, the device 1200 further includes: a fourth display module ( Figure 12 (Not shown in the image).

[0163] The fourth display module is used to display an activity participation interface after determining the N objects participating in the game. The activity participation interface displays a first control and a second control. The first control is used to select to participate in the resource allocation activity, and the second control is used to select not to participate in the resource allocation activity. The resource allocation activity refers to the activity of dividing the virtual resources in the resource pool after the game ends. In response to the operation of the first control, it is determined that the local object among the N objects participates in the resource allocation activity; in response to the operation of the second control, it is determined that the local object among the N objects does not participate in the resource allocation activity.

[0164] In some embodiments, the activity participation interface further displays at least one of the following information: first quantity information and second quantity information, wherein the first quantity information indicates the quantity of the virtual resources in the resource pool, and the second quantity information indicates the quantity of objects among the N objects participating in the resource allocation activity; the device 1200 further includes: an execution module ( Figure 12 (Not shown in the image).

[0165] The execution module 1200 is configured to, in response to an operation on the first control, perform at least one of the following actions: display the updated first quantity information, display the updated second quantity information, wherein the updated first quantity information is determined based on the quantity of virtual resources spent by the local object in the resource allocation activity.

[0166] In some embodiments, the device 1200 further includes: a fifth display module ( Figure 12 (Not shown in the image).

[0167] The fifth display module is configured to, after determining the N objects participating in the game, display a character auction interface, which displays at least two candidate virtual characters and first quantity information, the first quantity information indicating the quantity of virtual resources in the resource pool, and the N objects participating in the game using their respective selected virtual characters; in response to a selection operation for the first virtual character among the at least two candidate virtual characters, display a first auction control, which triggers the exchange of the first virtual character, and displays an auction resource quantity, indicating the quantity of virtual resources required to exchange for the first virtual character; in response to an operation on the first auction control, display updated first quantity information, the updated first quantity information being determined based on the auction resource quantity.

[0168] In some embodiments, the fifth display module is further configured to display the respective character display positions of the N objects in the character auction interface, the character display positions being used to display the virtual character selected by the object for exchange; in response to an operation on the first auction control, the first virtual character is displayed on the character display position of the local object among the N objects.

[0169] In some embodiments, the device 1200 further includes: a sixth display module ( Figure 12 (Not shown in the image).

[0170] The sixth display module is used to display a virtual item refresh interface, which displays a first list and first quantity information. The first list includes at least one of the virtual items, and the first quantity information indicates the quantity of the virtual resources in the resource pool. A refresh control is displayed in the virtual item refresh interface. The refresh control is used to replace the virtual items included in the first list. The refresh control displays a refresh quantity, which indicates the quantity of virtual resources required to replace the virtual items included in the first list. In response to an operation on the refresh control, a second list is displayed, and updated first quantity information is displayed. The virtual items included in the second list are different from those included in the first list, and the updated first quantity information is determined based on the refresh quantity. In response to a selection operation on a target virtual item in the second list, the selected target virtual item is redeemed.

[0171] In some embodiments, the device 1200 further includes: a seventh display module ( Figure 12 (Not shown in the image).

[0172] The seventh display module is used to display a resource pool details interface, which includes a first tab and a second tab; in response to an operation on the first tab, it displays the number of virtual resources that the M objects are expected to receive when the game ends at the current time; in response to an operation on the second tab, it displays detailed information about the virtual resources in the resource pool, which indicates the source of the virtual resources.

[0173] In some embodiments, the seventh display module is further configured to: display the level corresponding to the resource pool in the resource pool details interface, wherein the level corresponding to the resource pool is determined based on the number of virtual resources included in the resource pool; display the icon corresponding to the resource pool in the resource pool details interface, wherein the icon corresponding to the resource pool is determined based on the number of virtual resources included in the resource pool; and display the indication information corresponding to the resource pool in the resource pool details interface, wherein the indication information corresponding to the resource pool is used to indicate the number of skill points each of the N objects receives after the game ends, wherein the number of skill points is determined based on the number of virtual resources included in the resource pool, and the skill points are used to indicate the competitive level of the object.

[0174] In some embodiments, the amount of virtual resources each of the M objects receives from the resource pool is related to at least one of the following: whether they participate in a resource allocation activity, or the ranking of the M objects in the game, wherein the resource allocation activity refers to the activity of dividing the virtual resources in the resource pool after the game ends.

[0175] In some embodiments, the device 1200 further includes an eighth display module ( Figure 12 (Not shown in the image).

[0176] The eighth display module is used to display the ranking results after the game ends, and the ranking results are used to indicate the ranking of the N objects in the game.

[0177] In some embodiments, when the game is an auto chess game, the virtual items include at least one of the following: virtual character, virtual skill, experience points, wherein the experience points are used to enhance at least one of the following ability attributes in the game: the virtual character, the virtual skill.

[0178] The technical solution provided in this application allows users to exchange virtual resources for virtual items during game matches. These virtual items directly affect the outcome of the game, enabling virtual resources to participate in game strategy formulation. Simultaneously, the virtual resources used to exchange for virtual items during the game are added to a resource pool. After the game ends, the virtual resources in the resource pool can be distributed to at least one participant. This method of applying virtual resources to game strategies and distributing them to at least one participant after the game avoids the limitation of virtual resource application caused by the limitation of virtual resources being used only outside of game matches in related technologies, thus improving the diversity of virtual resource applications. Furthermore, players can use virtual resources to exchange for virtual items during the game and share the virtual resources after the game ends, thereby enhancing the liquidity of virtual resources and improving the efficiency of players acquiring and consuming them.

[0179] It should be noted that the device provided in the above embodiments is only illustrated by the division of the above functional modules when implementing its functions. In actual applications, the above functions can be assigned to different functional modules according to actual needs, that is, the content structure of the device can be divided into different functional modules to complete all or part of the functions described above.

[0180] Regarding the apparatus in the above embodiments, the specific manner in which each module performs its operation has been described in detail in the embodiments related to the method, and will not be elaborated upon here.

[0181] Please refer to Figure 13 The diagram shows a structural block diagram of a computer device 1300 provided in one embodiment of this application.

[0182] Typically, computer device 1300 includes a processor 1310 and a memory 1320.

[0183] Processor 1310 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1310 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1310 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1310 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1310 may also include an AI processor for handling computational operations related to machine learning.

[0184] The memory 1320 may include one or more computer-readable storage media, which may be non-transitory. The memory 1320 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1320 are used to store a computer program configured to be executed by one or more processors to implement the above-described virtual resource allocation method.

[0185] Those skilled in the art will understand that Figure 13 The structure shown does not constitute a limitation on the computer device 1300, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0186] In some embodiments, a computer-readable storage medium is also provided, wherein a computer program is stored therein, the computer program being loaded and executed by a processor to implement the above-described method for allocating virtual resources.

[0187] Optionally, the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random-Access Memory), SSD (Solid State Drives), or optical disc, etc. The random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).

[0188] In some embodiments, a computer program product is also provided, the computer program product including a computer program stored in a computer-readable storage medium, and a processor reading from the computer-readable storage medium and executing the computer program to implement the above-described method for allocating virtual resources.

[0189] It should be understood that "multiple" as used herein refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. Furthermore, the step numbers described herein are merely illustrative of one possible execution order. In some other embodiments, the steps may not be executed in numerical order, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.

[0190] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for allocating virtual resources, characterized in that, The method includes: Displays the game interface of a game match involving N objects, where N is an integer greater than 1. During the game, if the first of the N objects uses its own virtual resources to exchange for virtual items, the quantity of the virtual resources in the resource pool of the game is updated. The virtual resources in the resource pool are then distributed to M of the N objects after the game ends, where M is a positive integer less than or equal to N. When the first object uses the virtual item to participate in the battle, the effect of using the virtual item is displayed; After the game ends, the resource allocation results are displayed, which indicate the amount of virtual resources that each of the M objects received from the resource pool.

2. The method according to claim 1, characterized in that, When the first object among the N objects uses its own virtual resources to exchange for virtual items, updating the quantity of virtual resources in the game's resource pool includes: When the first object uses a first quantity of virtual resources to exchange for the virtual items, the virtual resources in the resource pool are increased by a second quantity, wherein the second quantity is determined based on the first quantity.

3. The method according to claim 2, characterized in that, The game interface displays the quantity of the virtual resources in the resource pool; The step of increasing the virtual resources in the resource pool by a second quantity includes: Increase the number of virtual resources in the resource pool displayed in the game interface by the second quantity.

4. The method according to any one of claims 1 to 3, characterized in that, Before displaying the game interface for a match involving N objects, the following is also included: After the N objects participating in the game are determined, an activity participation interface is displayed. The activity participation interface displays a first control and a second control. The first control is used to select to participate in the resource allocation activity, and the second control is used to select not to participate in the resource allocation activity. The resource allocation activity refers to the activity of dividing the virtual resources in the resource pool after the game ends. In response to an operation on the first control, determine that the local object among the N objects participates in the resource allocation activity; In response to an operation on the second control, it is determined that the local object among the N objects does not participate in the resource allocation activity.

5. The method according to claim 4, characterized in that, The activity participation interface also displays at least one of the following information: first quantity information and second quantity information, wherein the first quantity information is used to indicate the quantity of the virtual resources in the resource pool, and the second quantity information is used to indicate the quantity of objects among the N objects participating in the resource allocation activity; The method further includes: In response to an operation on the first control, perform at least one of the following actions: display the updated first quantity information, display the updated second quantity information, wherein the updated first quantity information is determined based on the quantity of virtual resources spent by the local object in the resource allocation activity.

6. The method according to any one of claims 1 to 5, characterized in that, Before displaying the game interface for a match involving N objects, the following is also included: After the N objects participating in the game are determined, a character auction interface is displayed. The character auction interface displays at least two candidate virtual characters and a first quantity information, which is used to indicate the quantity of virtual resources in the resource pool. The N objects use their respective selected virtual characters to participate in the game. In response to the selection operation for a first virtual character among the at least two candidate virtual characters, a first auction control is displayed. The first auction control is used to trigger the redemption of the first virtual character. The first auction control displays the quantity of auction resources, which is used to indicate the quantity of virtual resources required to redeem the first virtual character. In response to an operation on the first bidding control, the updated first quantity information is displayed, which is determined based on the quantity of the bidding resources.

7. The method according to claim 6, characterized in that, The method further includes: In the character auction interface, the character display slots for each of the N objects are displayed, and the character display slots are used to display the virtual characters that the objects choose to redeem; In response to an operation on the first auction control, the first virtual character is displayed in the role display position of the local object among the N objects.

8. The method according to any one of claims 1 to 7, characterized in that, After displaying the game interface for a match involving N objects, it also includes: The virtual item refresh interface is displayed, which shows a first list and a first quantity information. The first list includes at least one of the virtual items, and the first quantity information is used to indicate the quantity of the virtual resources in the resource pool. In the virtual item refresh interface, a refresh control is displayed. The refresh control is used to replace the virtual items included in the first list. The refresh control displays a refresh quantity, which is used to indicate the amount of virtual resources required to replace the virtual items included in the first list. In response to an operation on the refresh control, a second list is displayed, and updated first quantity information is displayed, wherein the virtual items included in the second list are different from the virtual items included in the first list, and the updated first quantity information is determined based on the refresh quantity; In response to the selection operation of a target virtual item in the second list, the selected target virtual item is redeemed.

9. The method according to any one of claims 1 to 8, characterized in that, After displaying the game interface for a match involving N objects, it also includes: The resource pool details interface is displayed, which includes a first tab and a second tab; In response to an operation on the first tab, display the amount of virtual resources that the M objects are expected to receive when the game ends at the current moment; In response to an operation on the second tab, detailed information about the virtual resource in the resource pool is displayed, the detailed information indicating the source of the virtual resource.

10. The method according to claim 9, characterized in that, The method further includes at least one of the following: The resource pool details interface displays the level corresponding to the resource pool, and the level corresponding to the resource pool is determined based on the number of virtual resources included in the resource pool; The resource pool details interface displays an icon corresponding to the resource pool, and the icon corresponding to the resource pool is determined based on the number of virtual resources included in the resource pool; The resource pool details interface displays the corresponding indicator information for the resource pool. The indicator information for the resource pool is used to indicate the number of skill points each of the N objects receives after the game ends. The number of skill points is determined based on the number of virtual resources included in the resource pool. The skill points are used to indicate the competitive level of the object.

11. The method according to any one of claims 1 to 10, characterized in that, The amount of virtual resources each of the M objects receives from the resource pool is related to at least one of the following: whether they participate in the resource allocation activity, and the ranking of the M objects in the game match. The resource allocation activity refers to the activity of dividing the virtual resources in the resource pool after the game match ends.

12. The method according to any one of claims 1 to 11, characterized in that, The method further includes: After the game ends, the ranking results are displayed, which indicate the ranking of the N objects in the game.

13. The method according to any one of claims 1 to 12, characterized in that, In the case that the game is an auto chess game, the virtual items include at least one of the following: virtual character, virtual skill, experience points, and the experience points are used to improve at least one of the following ability attributes in the game: the virtual character, the virtual skill.

14. A virtual resource allocation device, characterized in that, The device includes: The first display module is used to display the game interface of a game match involving N objects. The game interface is used to display the in-game battle situation of the game match, where N is an integer greater than 1. An update module is used to update the quantity of virtual resources in the resource pool of the game when the first object among the N objects uses its own virtual resources to exchange for virtual items during the game. The virtual resources in the resource pool are then distributed to M objects among the N objects after the game ends, where M is a positive integer less than or equal to N. The second display module is used to display the effect of the virtual item when the first object uses the virtual item to participate in the battle; The third display module is used to display the resource allocation result after the game ends, and the resource allocation result is used to indicate the amount of virtual resources that each of the M objects received from the resource pool.

15. A terminal device, characterized in that, The terminal device includes a processor and a memory, the memory storing a computer program, which is loaded and executed by the processor to implement the method as described in any one of claims 1 to 13.

16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, which is loaded and executed by a processor to implement the method as described in any one of claims 1 to 13.

17. A computer program product, characterized in that, The computer program product includes a computer program that is loaded and executed by a processor to implement the method as claimed in any one of claims 1 to 13.