Blockchain-based game time information processing method and device, game control method and device

By connecting the online game platform to the blockchain network, the computing nodes make game time cumulative and appropriate game duration predictions, the problem of users being addicted to games is solved, and personalized game control and information sharing are realized.

CN110585722BActive Publication Date: 2025-04-25TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN201910911527.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2019-09-25
Publication Date
2025-04-25
Estimated Expiration
2039-09-25

AI Technical Summary

Technical Problem

The prior art is difficult to effectively limit the length of time users play in online games, causing users to be addicted to games and affect their lives and health.

Method used

By connecting each game platform to the blockchain network, the computing nodes accumulate based on game time information, and use the regression model to predict the appropriate game duration and synchronize it into the blockchain to achieve personalized game control for users.

Benefits of technology

To a certain extent, users are avoided from being addicted to games, and information sharing between multiple game platforms is realized through blockchain technology to ensure the effectiveness and personalization of game control.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application relates to blockchain technology, and specifically discloses a method for processing game time information, including: receiving game time information reported by a target game node corresponding to the game platform where the target user is currently located for the target user; accumulating game time according to the game time information, and obtaining the cumulative game time of the target user playing games on various game platforms connected to the blockchain network within the statistical period; synchronizing the cumulative game time of the target user in the blockchain network, so that the target game node obtains the cumulative game time from the blockchain, and controls the target user in the game when the cumulative game time is not less than the appropriate game time of the target user, and the appropriate game time of the target user is obtained by the regression model in the calculation node according to the historical game time information of the target user on various game platforms. Thus, the duration of the user's game can be effectively limited.
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Description

Technical Field

[0001] The present application relates to the field of computer and blockchain technology, and specifically, to a method and device for processing game time information based on blockchain, and a method and device for controlling a game. Background Art

[0002] The prosperity of online games has provided the public with more entertainment options and enriched their spare time. However, at the same time, some users are addicted to online games and play them without restriction, which not only affects their normal life, work and study, but also seriously harms their health.

[0003] How to restrict users from playing games to prevent them from becoming addicted to games is a technical problem that needs to be solved urgently in the prior art. Summary of the invention

[0004] The embodiments of the present application provide a method and device for processing game time information based on blockchain, and a method and device for controlling a game, thereby limiting the length of time a user plays a game, at least to a certain extent, and preventing the user from becoming addicted to the game.

[0005] Other features and advantages of the present application will become apparent from the following detailed description, or may be learned in part by the practice of the present application.

[0006] According to one aspect of an embodiment of the present application, a method for processing game time information is provided, which is applied to a computing node in a blockchain network, including:

[0007] Receive game time information reported by the target game node corresponding to the game platform where the target user is currently located for the target user;

[0008] Accumulate the game time according to the game time information to obtain the cumulative game time of the target user playing games on various game platforms connected to the blockchain network during the statistical period;

[0009] The accumulated game time of the target user is synchronized in the blockchain network, so that the target game node obtains the accumulated game time from the blockchain, and controls the target user when the accumulated game time is not less than the appropriate game time of the target user. The appropriate game time of the target user is the time predicted by the regression model in the computing node according to the historical game time information of the target user on each game platform.

[0010] According to one aspect of an embodiment of the present application, a blockchain-based game control method is provided, which is applied to a game node in a blockchain network, including:

[0011] Obtaining the cumulative game time of the target user within the statistical period from the computing node, the computing node in the blockchain network accumulates the game time for the target user according to the game time information reported by the game server corresponding to each game platform connected to the target user, and obtains the cumulative game time; and

[0012] Obtaining the appropriate game duration predicted by the computing node for the target user, where the appropriate game duration is obtained by a regression model in the computing node performing time prediction based on historical game time information of the target user on each game platform;

[0013] If the accumulated game time is not less than the appropriate game time of the target user, the target user is controlled in the game.

[0014] According to an embodiment of the present application, a device for processing game time information based on blockchain is provided, which is applied to a computing node in a blockchain network, including:

[0015] A receiving module, used to receive game time information reported by a target game node corresponding to the game platform where the target user is currently located for the target user;

[0016] An accumulation module, used to accumulate the game time according to the game time information, and obtain the accumulated game time of the target user playing games on various game platforms connected to the blockchain network within the statistical period;

[0017] A synchronization module is used to synchronize the accumulated game time of the target user in the blockchain network, so that the target game node obtains the accumulated game time from the blockchain, and controls the game of the target user when the accumulated game time is not less than the appropriate game time of the target user. The appropriate game time of the target user is obtained by time prediction by the regression model in the computing node based on the historical game time information of the target user on each game platform.

[0018] According to one solution of an embodiment of the present application, a blockchain-based game control device is provided, which is applied to a game server, including:

[0019] The accumulated game time acquisition module is used to obtain the accumulated game time of the target user within the statistical period from the blockchain. The computing node in the blockchain network accumulates the game time for the target user according to the game time information reported by the game nodes corresponding to each game platform connected to the target user, obtains the accumulated game time, and synchronizes the accumulated game time in the blockchain network; and

[0020] An appropriate game duration acquisition module is used to acquire the appropriate game duration predicted by the computing node for the target user, wherein the appropriate game duration is obtained by a regression model in the computing node performing time prediction based on the historical game time information of the target user on each game platform;

[0021] The game control module is used to control the game of the target user if the accumulated game time is not less than the appropriate game time of the target user.

[0022] In the technical solutions provided in some embodiments of the present application, on the one hand, by connecting each game platform to the blockchain network, the situation where the game platforms are not interoperable with each other is broken, so that the computing nodes in the blockchain network calculate the cumulative game time according to the game time information reported by the game node corresponding to the game platform; on the other hand, the computing node predicts the appropriate game time of the target user according to the historical game time information of the target user, and the game node performs targeted control on the target user according to the appropriate game time and the cumulative game time of the target user, thereby realizing personalized control of the target user according to the historical game time information of the target user. The target user is controlled in the game according to the cumulative game time of the target user and the predicted appropriate game time, so as to avoid the user from being addicted to the game to a certain extent.

[0023] It should be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present application. BRIEF DESCRIPTION OF THE DRAWINGS

[0024] The drawings herein are incorporated into the specification and constitute a part of the specification, showing embodiments consistent with the present application, and together with the specification, are used to explain the principles of the present application. Obviously, the drawings described below are only some embodiments of the present application, and for ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work. In the drawings:

[0025] Figure 1 A schematic diagram showing an exemplary system architecture to which the technical solution of the embodiments of the present application can be applied;

[0026] Figure 2 is a flowchart of a method for processing game time information based on blockchain according to an exemplary embodiment;

[0027] Figure 3 is a flowchart of a method for processing game time information based on blockchain according to another exemplary embodiment;

[0028] Figure 4is a flowchart of a method for processing game time information based on blockchain according to another exemplary embodiment;

[0029] Figure 5 yes Figure 2 A flowchart of step 230 of the corresponding embodiment in one embodiment;

[0030] Figure 6 is a flowchart of a game control method based on blockchain according to an exemplary embodiment;

[0031] Figure 7 is a flowchart of a blockchain-based game control method according to another exemplary embodiment;

[0032] Figure 8 yes Figure 6 A flowchart of step 610 of the corresponding embodiment in one embodiment;

[0033] Fig. 9 is a flowchart of a blockchain-based game control method according to a specific embodiment;

[0034] Fig.10 is a block diagram of a device for processing game time information based on blockchain according to an exemplary embodiment;

[0035] Fig.11 is a block diagram of a blockchain-based game control device according to an exemplary embodiment;

[0036] Fig.12 A schematic diagram of the structure of a computer system suitable for implementing an electronic device of an embodiment of the present application is shown. DETAILED DESCRIPTION

[0037] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in a variety of forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this application will be more comprehensive and complete and fully convey the concept of the example embodiments to those skilled in the art.

[0038] In addition, described feature, structure or characteristic can be combined in one or more embodiments in any suitable manner. In the following description, many specific details are provided to provide a full understanding of the embodiments of the present application. However, those skilled in the art will appreciate that the technical scheme of the present application can be put into practice without one or more of the specific details, or other methods, components, devices, steps, etc. can be adopted. In other cases, known methods, devices, realizations or operations are not shown or described in detail to avoid blurring the various aspects of the application.

[0039] The block diagrams shown in the accompanying drawings are merely functional entities and do not necessarily correspond to physically independent entities. That is, these functional entities may be implemented in software form, or in one or more hardware modules or integrated circuits, or in different networks and / or processor devices and / or microcontroller devices.

[0040] The flowcharts shown in the accompanying drawings are only exemplary and do not necessarily include all the contents and operations / steps, nor must they be executed in the order described. For example, some operations / steps can be decomposed, and some operations / steps can be combined or partially combined, so the actual execution order may change according to actual conditions.

[0041] Figure 1 A schematic diagram of an exemplary system architecture to which the technical solution of the embodiments of the present application can be applied is shown.

[0042] like Figure 1 As shown, the system architecture may include a blockchain network 110, which includes a number of computing nodes 111 and a number of game nodes 112 corresponding to the game platform, wherein the computing node 111 may be an electronic device with computing capabilities such as a server and a user terminal, and the game node 112 may be a game server corresponding to the game platform, or a terminal device equipped with a user-end game application in the game platform, such as a smart phone, a tablet computer, a laptop computer, a desktop computer, etc., which is not specifically limited here.

[0043] The game node 112 reports the target user's game time information on the corresponding game platform to the computing node 111, and the computing node calculates the cumulative game time for each game user based on the game time information reported by the game node 112 in each game platform. At the same time, the computing node 111 also predicts the appropriate game time based on the game user's historical game time information, thereby synchronizing the target user's appropriate game time and cumulative game time in the blockchain network, so that the game node 112 can control the target user's game based on the target user's appropriate game time and cumulative game time.

[0044] See also Figure 1 The blockchain network 110 shown, the blockchain network 100 includes a number of computing nodes 111 and a number of game nodes 112, and the computing nodes 111 and the game nodes 112 are referred to as nodes in the blockchain network 100.

[0045] In order to ensure information intercommunication within the blockchain network 110, there may be information connections between each node in the blockchain network 110, and information may be transmitted between the nodes through the above information connections. For example, when a computing node of the blockchain network 100 calculates the cumulative game time of the target user, other nodes in the blockchain network obtain the cumulative game time of the target user according to the consensus algorithm, and store the cumulative game time as data in the shared data, so that the data stored on all nodes in the blockchain network are consistent.

[0046] Each node in the blockchain network has a corresponding node identifier, and each node in the blockchain network can store the node identifiers of other nodes in the blockchain network, so that the generated blocks can be broadcast to other nodes in the blockchain network according to the node identifiers of other nodes. Each node can maintain a node identifier list as shown in the following table, and store the node name and node identifier in the node identifier list accordingly. Among them, the node identifier can be an IP (Internet Protocol, a protocol for interconnecting networks) address and any other information that can be used to identify the node. Table 1 only uses the IP address as an example for illustration.

[0047] Table 1 Node identification list

[0048] Node Name Node ID Node 1 117.114.151.174 Node 2 117.116.189.145 … … Node N 119.123.789.258

[0049] Each node in the blockchain network (including computing node 111 and game node 112) stores an identical blockchain. The blockchain consists of multiple blocks. Each block includes the hash value of the block and the hash value of the previous block stored in the block, and each block is connected by the hash value to form a blockchain. In addition, the block can also include information such as the timestamp when the block was generated. Blockchain is essentially a decentralized database, a string of data blocks generated by cryptographic methods. Each data block contains relevant information for verifying the validity of its information (anti-counterfeiting) and generating the next block.

[0050] The implementation details of the technical solution of the embodiment of the present application are described in detail below:

[0051] Figure 2 A flowchart of a method for processing game time information based on blockchain according to an embodiment of the present application is shown, and the method for processing game time information is executed by a computing node in a blockchain network. Figure 2 As shown, the method for processing game time information based on blockchain at least includes:

[0052] Step 210: Receive game time information reported for the target user by a target game node corresponding to the game platform where the target user is currently located.

[0053] The blockchain network has established communication connections with multiple game platforms, so that the computing nodes in the blockchain network can interact with the game nodes corresponding to the game platforms to accumulate the game time for the target game users. A game application corresponds to a game platform, and the computer device serving a game application can be used as the game node corresponding to the game platform.

[0054] In one embodiment, the game node may be a user terminal corresponding to the game application, such as a mobile phone, laptop computer, tablet computer or other terminal loaded with the game application, so that the user terminal directly reports the game time information to the computing node.

[0055] In another embodiment, the game node may be a game server corresponding to the game application, whereby the game server reports game time information for the target user to the computing node according to the status of the target user on the game server (eg, logged in, logged out, in game).

[0056] Since the information between various game platforms is not interoperable, by building a blockchain network and connecting each game platform to the blockchain network, data sharing is achieved between the various game platforms based on the constructed blockchain network. Specifically, the sharing of game time information of users on each game platform is achieved.

[0057] The target user does not refer to a specific user, but generally refers to the user to be controlled by the game. Similarly, the target game node does not refer to the game node corresponding to a specific game platform, but generally refers to the game node corresponding to the game platform where the target user is currently located.

[0058] The target user or game user in the present disclosure refers to the user after consensus is reached in the blockchain network. After the users reach consensus in the blockchain network, the set of game accounts corresponding to the same user in each game platform connected to the blockchain network can be determined, thereby accumulating game time for the target user.

[0059] In a specific embodiment, it can be uniquely identified by identity, such as an ID number, biometric information, etc. Biometric information, such as facial images, fingerprint data, etc., is not specifically limited here. It should be noted that the embodiments of this application involve biometric information and other user-related data. When the method of this application is applied to a specific product or technology, it is all with the user's permission or consent, and the extraction, use and processing of the relevant data comply with local safety standards and local laws and regulations.

[0060] For the target user after consensus is reached in the blockchain network, the current game platform of the target user may be the game platform to which the target user requests to log in by sending a login request, or the game platform to which the target user has successfully logged in.

[0061] Regardless of whether the target user requests to log in to the game platform or the target user successfully logs in to the game platform, the target game node reports information on behalf of the target user to the computing node in the blockchain network, such as game time information. Thus, the computing node in the blockchain network can know the status of the target user in the target game server, such as requesting to log in, successful login, exit status, and game status.

[0062] The game time information may be the time when the target user sends a login request, the time when the target user logs into the target game server, the current time of the target user on the game platform corresponding to the target game server, the time when the target user exits the target game server, etc.

[0063] Step 230, the game time is accumulated according to the game time information to obtain the accumulated game time of the target user playing games on various game platforms connected to the blockchain network during the statistical period. In the blockchain network, users in various game platforms reach a consensus through the user's biometric information, so that the account information of the game user corresponding to the same biometric information on various game platforms can be determined, and then the accumulated game time of the target user playing games on various game platforms can be counted according to the game time information reported by the game server corresponding to each game platform.

[0064] In order to facilitate game control, the accumulated game time is counted according to a statistical period, such as 12 hours, one day, two days, one week, etc. The statistical period can be set according to actual conditions. After the end time of the current statistical period is reached, the cumulative game time statistics of the target user are restarted in the next statistical period.

[0065] As described above, the game time information can be the time when the target user requests to log into the game platform, the time when the target user logs into the game platform, the current time of playing the game on the game platform, and the time when the target user exits the game platform. Therefore, no matter what kind of game time information it is, it corresponds to the statistics of the accumulated game time for the target user.

[0066] In one embodiment, the game time can also be accumulated in combination with a preset accumulation rule, and the preset accumulation rule is used to define the conditions that the accumulated game time information needs to meet. For example, the condition can define the game platform from which the accumulated game time information comes, so that the accumulated game time can be calculated on several game platforms defined by the preset accumulation rule. For another example, the condition can define the game users who do not need to calculate the accumulated game time, so that if the target user is a user who does not need to be accumulated as defined in the preset accumulation rule, the accumulated game time is not accumulated for the user, so that the accumulated game time is accumulated for the defined game users who need to be calculated. For another example, the condition can define the reporting time corresponding to the accumulated game time information, in other words, only the game time information reported within the time period defined by the preset accumulation rule is accumulated for the accumulated game time. Of course, the above is an exemplary example, and the preset accumulation rule can also be set according to actual needs, and is not specifically defined here. Step 250 synchronizes the accumulated game time of the target user in the blockchain network, so that the target game node obtains the accumulated game time from the blockchain, and controls the game for the target user when the accumulated game time is not less than the appropriate game time of the target user. The appropriate game time of the target user is obtained by time prediction by the regression model in the calculation node based on the historical game time information of the target user on each game platform.

[0067] In the blockchain network, the same blockchain exists in the computing nodes of each node. In other words, the same blockchain exists in the computing nodes and the game nodes. In the technical solution disclosed in the present invention, the blockchain is at least used to store the accumulated game time of each game user and the appropriate game time of each game user.

[0068] Therefore, the synchronization is to enter the accumulated game time calculated for the target user into the chain, write it into the designated block of the blockchain, and then synchronize the blockchain written with the accumulated game time of the target user to other computing nodes and game nodes to keep the blockchain stored in each node consistent. At this point, the synchronization of the accumulated game time of the target user is achieved.

[0069] In the subsequent process, if the cumulative game time of the target user is updated during the statistical period, synchronization will be performed again.

[0070] Therefore, after synchronization, the game node corresponding to any game platform can obtain the target user's cumulative game time from its own blockchain. For example, after the target user logs in, the target game server obtains the target user's cumulative game time from the blockchain at a set time interval.

[0071] In addition to storing the target user’s cumulative game time, the blockchain also stores the predicted suitable game time for the target user. In the computing node, a regression model is also stored, which is used to predict the suitable game time for the target user.

[0072] The historical game time information of the target user reflects the characteristics of the user's game play. Specifically, the historical game time information of the target user records the target user's login time, exit time, and game platform on which the target user is located. Therefore, based on the historical game time information of the target user, feature extraction can be performed for the target user. The extracted features include at least one of the game duration on the game platform, the game duration in the set time segment, and the game type played on the game platform. Therefore, the appropriate game duration predicted for the target user based on the historical game time information of the target user is suitable for the target user.

[0073] The game type can be determined by the classification of the game content, for example, the game can be classified into action games, adventure games, simulation games, role-playing games, casual games and others according to the content; it can also be determined by the classification of the number of players in the game, for example, the game can be classified into stand-alone games and multiplayer games according to the number of players. In a specific embodiment, the connected game platform can also be classified according to the classification rules set by the user in the blockchain network, so that under this classification rule, the game type played by the target user is determined accordingly.

[0074] In one embodiment, the target user's game time in several set time segments is calculated based on the target user's historical game time information including the target user's login time and exit time on the game platform, and the game type of the game played is determined based on the target user's game platform information in the corresponding time segment (such information is, for example, the attribute tag of the game platform). The set time segment is, for example, 7:00-9:00, 9:00-10:00, 10:-12:00, 18:00-21:00, and the time segment can be a time segment within a statistical period or a time segment across multiple statistical periods, which is not specifically limited here.

[0075] In a specific embodiment, the suitable game time of each game user can be predicted periodically, for example, once a day, once every two days, etc., so that the suitable game time is predicted for the target user based on the target user's most recent historical game time information relative to the current period. The suitable game time of the target user is updated periodically, that is, the suitable game time of the target user and the corresponding time are written into the blockchain and synchronized across the entire network.

[0076] Among them, the calculation node can predict the suitable game time for the target user once in each statistical period, or it can predict the suitable game time when the target user logs in to any target game server based on the historical game time information relative to the time when the target user logs in to the game server. No specific limitation is made here.

[0077] Specifically in this embodiment, the regression model in the computing node is used to predict the appropriate gaming time for the target user.

[0078] The regression model may be a linear regression model, a polynomial regression model, etc., which are not specifically limited here. It is worth mentioning that the regression model is obtained by training based on a number of sample data.

[0079] In one embodiment, the computing node generates a game record for each game played by the user according to the game time information reported by each game node for the user, and the generated game record is used as sample data to train the pre-built model to obtain a regression model.

[0080] Specifically, for each game record, the game platform where the user is located, the time of logging into the game platform, and the time of exiting the game platform are recorded. Based on this, the game data before the game login time in each game record is used to extract features for the game record. Correspondingly, the game duration in the game record is used as the label of the game record. Thus, the pre-built model is trained by the features corresponding to several game records of several users and the corresponding labels to obtain a regression model.

[0081] In one embodiment, for each game record, the features extracted from the game data before the game login time in the game record may be: the game duration and the game type played one hour before the game login time, the game duration and the game type played two hours before, ... the game duration and the game type played 24 hours before, the game duration and the game type played 48 hours before, etc.

[0082] In one embodiment, before training the model with sample data, the sample data is screened, for example, abnormal game records in the sample data are eliminated, such as game records with too short game time and game records with too long game time, to ensure that the game records used for model training are normal game records.

[0083] The training performed is to train the parameters of the model according to the labels and features corresponding to the game records as training data. After the training is completed, the parameters of the regression model are determined, so that the regression model can be used to predict the appropriate game time for the target user according to the historical game time information of the target user.

[0084] Based on the accumulated game time and suitable game time calculated by the computing node for the target user, the game node can control the game of the target user according to the accumulated game time and suitable game time of the target user obtained from the blockchain.

[0085] In one embodiment, the game control performed may be to reject the target user's login request after the target user sends a login request to the game platform, thereby limiting the target user's game time.

[0086] In another embodiment, the game control may be: if the target user is playing a game on a game platform, prompting the target user to log off; or further, if the user does not log off in time after being prompted, forcing the user to log off; or, if the target user is playing a game on a game platform, directly forcing the user to log off.

[0087] In another embodiment, the game control may also be: if it is determined that the cumulative game time of the target user is not less than the appropriate game time, and the target user is playing a game, the difficulty of the game played by the target user is increased to encourage the target user to log off.

[0088] In another embodiment, the game control may also be: sending game timeout information to the supervisor of the target user, thereby prompting the supervisor of the target user that the cumulative game time of the target user is not less than the corresponding appropriate game time. The supervisor of the target user may be the parents of the target user or other elders, so that the game timeout information is sent to the terminal of the parents of the target user through the game node for prompting.

[0089] In another embodiment, the game control may also be: if it is determined that the cumulative game time of the target user is not less than the appropriate game time of the target user, the level of the target user's current game platform is reduced, thereby taking this as a penalty for the target user's cumulative game time not being less than the appropriate game time of the target user. In a specific embodiment, when or before it is determined that the cumulative game time of the target user is not less than the appropriate game time of the target user, a level reduction prompt is given to the target user, thereby prompting the target user to exit the current game platform in a timely manner.

[0090] By controlling the game for the target users, we can prevent them from becoming addicted to the game.

[0091] In one embodiment, the game control according to the method disclosed herein may be performed only for underage users, or may be performed for all users, which is not specifically limited here.

[0092] By connecting each game platform to the blockchain network, the situation of information not being exchanged between game platforms is broken. Therefore, the computing node calculates the cumulative game time for the target user based on the game time information reported by the game node for the target user, and synchronizes the cumulative game time. Therefore, it is convenient for the game node to obtain the cumulative game time calculated for the target user and the predicted appropriate game time from the blockchain, and control the game accordingly for the target user, so as to prevent the target user from being addicted to the game, and to limit the game time of the target user to a certain extent.

[0093] Moreover, the appropriate game time for the target user can be predicted based on the target user's historical game time information, thereby realizing personalized game control based on the predicted appropriate game time for the target user, and making the performed game control adapt to the game situation of the target game user.

[0094] In the prior art, each game platform limits the length of time a user can play games on the corresponding game platform according to the user's account. However, since the game time is limited according to the user account, when the limited game time is reached, the user generally continues to play the game by logging into other accounts, and thus, the game time of the user cannot be effectively limited.

[0095] However, since the various game platforms are not interoperable, after a user reaches the corresponding limited game time on one game platform, he or she can continue playing the game by logging into other game platforms. Therefore, the game control in the prior art can be easily bypassed and cannot effectively limit the game time of users.

[0096] In the solution of this application, the decentralized technology of blockchain is used to realize the intercommunication between multiple game platforms through the blockchain network, and the users are reached by consensus in the blockchain network. Due to the uniqueness of the user's identity information, the user account corresponding to the same identity information can be determined, which is convenient for counting the cumulative game time of the user on each game platform. This can effectively solve the problem of bypassing the limit on game time by using multiple accounts or logging into other game platforms in the existing technology.

[0097] In one embodiment, if Figure 3 As shown, the method for processing game time information based on blockchain also includes:

[0098] Step 310: receiving registration information reported by the game nodes corresponding to each game platform for the game user, where the registration information includes the biometric information of the game user.

[0099] Step 330, determining a set of game accounts corresponding to the same biometric information in each game platform based on the biometric information statistics, and the game account set is used to count the cumulative game time of the target user on each game platform.

[0100] In this embodiment, when a game user registers an account on the game platform, the terminal correspondingly collects the user's biometric information and reports the user's biometric information to the computing node through the corresponding game server. The user can choose whether to enter the biometric information for game duration control during the registration process, and whether to enter the biometric information does not affect the registration result and game services. In other words, even if the biometric information is not entered, the game platform will pass the user's registration and provide game services to the user.

[0101] Thus, the computing node counts the game account sets corresponding to the same biometric information in each game platform according to the user's biometric information.

[0102] Therefore, in the subsequent calculation process of the cumulative game time for the target user, the reported game time information can be classified into the corresponding biometric information according to the game account set corresponding to the same biometric information, and then the cumulative game time of the target user can be calculated.

[0103] At this point, it can be understood that the blockchain in the computing node also has a block for storing the user's biometric information, and the block stores a set of game accounts under the biometric information.

[0104] By counting game accounts based on users' biometric information, it is possible to avoid the same person using multiple accounts to play games on the same game platform, or using different game accounts to play games on different game platforms, so as to circumvent the game time limits set for the corresponding game platforms.

[0105] In one embodiment, if Figure 4 As shown, the method for processing game time information based on blockchain also includes:

[0106] Step 410, obtaining the historical game time information of the target user.

[0107] It is worth mentioning that the historical game time information of the target user includes the game time information reported by the game server corresponding to each game platform for the target user. Therefore, the historical login time and historical exit time of the target user on each game platform can be determined accordingly based on the game time information. The historical login time and historical exit time are relative to the current time of the appropriate game duration for the target user, that is, the login time of the target user logging into any game platform before the current time is the historical login time, and the login time of the target user exiting any game platform before the current time is the historical exit time.

[0108] Step 430, determining the target user's game duration and the game type of the game played in the set time segment based on the historical game time information.

[0109] Step 450, using a regression model to perform time prediction based on the game duration in the set time segment and the game type of the game being played, to obtain the appropriate game duration for the target user.

[0110] The game duration and game type of the target user in the set time segment determined in step 430 are used as the characteristics of the target user. Therefore, the regression model performs time prediction according to the characteristics of the target user to obtain the appropriate game duration suitable for the target user.

[0111] The set time segment can be set according to the time period corresponding to the acquired historical game time information. For example, the historical game time information involves the game situation of the target user in the past two weeks. Then, the time period in the past two weeks can be segmented to obtain several time segments, such as the last hour, the last two hours, the last day, the last two days, etc. In a specific embodiment, the set time segment and the number of the set time segments can be set according to actual needs, and are not specifically limited here.

[0112] In one embodiment, if Figure 5 As shown, step 230 includes:

[0113] Step 510, obtaining the historical cumulative game time of the target user within the statistical period according to the biometric information of the target user.

[0114] Step 530, update the historical cumulative game time according to the game time information to obtain the cumulative game time of the target user within the statistical period.

[0115] The historical cumulative game time of the target user within the statistical period refers to the cumulative game time calculated for the target user before the game time information of the target user is currently received.

[0116] In other words, after receiving the game time information reported by the target user, the computing node determines the game time of the target user between the two times the game time information of the target user was received based on the game time information of the target user received last time and the game time information of the target user received this time, and then adds the determined game time to the historical cumulative game time, thereby updating the historical cumulative game time and obtaining the corresponding cumulative game time of the target user during the statistical period.

[0117] Figure 6 A flowchart of a blockchain-based game control method according to an embodiment of the present application is shown, and the game control method is executed by a game node in the blockchain. Figure 6 As shown, the blockchain-based game control method at least includes:

[0118] Step 610, the accumulated game time of the target user in the statistical period is obtained from the blockchain. The computing nodes in the blockchain network accumulate the game time for the target user according to the game time information reported by the game servers corresponding to the connected game platforms for the target user, obtain the accumulated game time, and synchronize the accumulated game time in the blockchain network.

[0119] Step 630, obtaining the appropriate game duration predicted by the computing node for the target user. The appropriate game duration is obtained by the regression model in the computing node based on the historical game time information of the target user on each game platform.

[0120] Step 650: If the accumulated game time is not less than the appropriate game time of the target user, the target user is controlled in the game.

[0121] The accumulated game time stored for the target user in the blockchain of the computing node carries a timestamp, which indicates the accumulated end time corresponding to the accumulated game time. Therefore, each time the target user server requests, it obtains the latest accumulated game time of the target user.

[0122] As described above, the game control performed by the game node on the target user may be to prompt the user to log off, or if the target user still does not log off within the set time period for prompting the user to log off, then the user is forced to log off, or the user is refused to log into the game platform, or the difficulty of the game played by the target user is increased, the level of the target user on the current game platform is reduced, and a game timeout prompt message is sent to the supervisor of the target user, etc. When the game server detects that the cumulative game time of the target user is not less than the appropriate game time of the target user, the game control is performed on the target user for the purpose of limiting the game time of the target user, which limits the game time of the target user to a certain extent, so as to prevent the user from being addicted to the game.

[0123] Especially for underage users, the method of this embodiment can prevent users from becoming addicted to games.

[0124] In one embodiment, step 610 includes:

[0125] After detecting that the target user has logged into the game platform, the target user's cumulative game time is obtained from the blockchain.

[0126] In this embodiment, after detecting that the target user logs in to the game platform, the accumulated game time of the target user can be obtained from the blockchain at set time intervals or irregularly, so as to detect in real time whether the accumulated game time of the target user is not less than the appropriate game time of the target user.

[0127] It is worth mentioning that after the target user logs in to the game platform, the game node corresponding to the game platform reports the target user's game time information to the computing node in real time. Therefore, the computing node updates the target user's cumulative game time according to the target user's game time information.

[0128] In this embodiment, step 630 includes:

[0129] Increase the difficulty of the game played by the target users.

[0130] In this embodiment, since the target user has successfully logged into the game server, the difficulty of the game played by the target user is increased to encourage the user to log off the game platform, thereby achieving the purpose of limiting the time the target user plays the game.

[0131] In one embodiment, if Figure 7 As shown, the steps of increasing the difficulty of the game played by the target user include:

[0132] Step 710, obtaining the game level information determined for the target user on the game platform, where the game level information is determined based on the game data of the target user on the game platform, where the game data includes the level information and / or game battle data of the target user.

[0133] Game level information is used to reflect the user's level on the game platform.

[0134] The target user's game battle data can be used to obtain the target user's win-loss situation in the game, such as the win-loss rate, the number of wins and losses, and the duration of the target user in a battle. Both the win-loss situation and the duration of the battle can reflect the target user's gaming level to a certain extent.

[0135] The target level information can reflect the user's current skills and overall level, and the level information also reflects the target user's gaming level to a certain extent.

[0136] Therefore, regardless of whether it is based on the game battle data of the target user on the game platform and / or based on the level information of the target user on the game platform, the game level information of the target user on the game platform can be determined accordingly.

[0137] In a specific embodiment, a machine learning model can be constructed to determine the target user's game level information. Specifically, the game level level is used as the game level information, so that features are extracted for the target user from the game data of the target user on the game platform. The extracted features can be: the target user's level, the target user's skills, the number of battles, the number of wins in battles, the number of losses in battles, the average duration of battles, the shortest duration of battles, etc. Then, a feature vector of the target user is constructed based on the features extracted for the target user, so that the machine learning model obtained by training predicts the target user's game level based on the target user's feature vector.

[0138] Step 730: In the game played by the target user, a game scene having a difficulty coefficient higher than the difficulty coefficient corresponding to the game level information is configured for the target user.

[0139] In one embodiment, the correspondence between the difficulty coefficient of the game scene and the game level information of the user is preset, so that the difficulty coefficient corresponding to the game level information of the target user is determined according to the set correspondence, and then a game scene with a higher difficulty coefficient is matched for the target user.

[0140] In one embodiment, the difficulty coefficient of the configured game scene can be configured according to the target user's victory probability, for example, the difficulty coefficient of the game scene is configured according to the target user's victory probability being lower than 50%. Of course, in a specific embodiment, the victory probability referred to in the configuration difficulty coefficient can be set according to actual needs, and is not specifically limited here.

[0141] Furthermore, different levels of difficulty coefficients can be configured according to the cumulative game duration of the target user exceeding the appropriate game duration. For example, assuming that the difficulty coefficient corresponding to the target user's game level information is K, when the duration is less than threshold A, a game scene with a difficulty coefficient of K+2 is configured; when the duration is greater than threshold A and less than threshold B, a game scene with a difficulty coefficient of K+4 is configured. In other words, the greater the duration, the higher the difficulty coefficient of the game scene is configured, thereby prompting the user to log off. Further, if the user reaches the threshold D set for configuring the game scene when the duration exceeds, the user is forced to log off. In other words, when the duration is less than threshold D, a game scene with a high difficulty coefficient can be configured in accordance with step 730, and when the duration exceeds threshold D, the user is forced to log off.

[0142] In a specific embodiment, the method of configuring a game scene with a higher difficulty coefficient may differ depending on the game played by the target user.

[0143] In one embodiment, the game played by the target game user is a battle game, and the target user may be matched with a battle game player whose game level is higher than that indicated by the game level information of the target user.

[0144] In one embodiment, the game played by the target game user is a stand-alone game. The difficulty coefficient of the game scene played by the target user can be increased by matching the target game user with an AI object with a game level higher than that indicated by the target user's game level information, reducing the probability of gain skills appearing in the game, and randomly presenting more complex situations.

[0145] In another embodiment, if Figure 8 As shown, step 610 includes:

[0146] Step 810: Receive a login request from a target user, where the login request includes biometric information of the target user.

[0147] Step 830: Obtain the accumulated game time corresponding to the biometric information from the blockchain according to the login request.

[0148] In this embodiment, after the game node receives the login request of the target user, it obtains the target user's latest accumulated game time and appropriate game time from the blockchain to determine whether to approve the target user's login request and realize game control over the target user.

[0149] In this embodiment, performing game control on the target user in step 630 includes:

[0150] If the accumulated game time is lower than the appropriate game time, the target user's login request is approved.

[0151] If the accumulated game time is not less than the appropriate game time, the target user's login request will be rejected.

[0152] After the target user's login request is approved, the game node reports the target user's game time information to the computing node in real time, so that the game node can continue to control the game of the target user by increasing the game difficulty of the target user.

[0153] By rejecting the target user's login request, the target user is restricted from continuing to play the game when the accumulated game time is not less than the appropriate game time. Similarly, in this case, even if the target user initiates a login request to other game platforms connected to the blockchain network through the terminal, the other game platforms will obtain the target user's accumulated game time according to steps 810-830, and accordingly reject the target user's login request.

[0154] In one embodiment, the blockchain-based game control method further includes:

[0155] After the target user logs in to the game platform, the game time information of the target user is reported to the computing node so that the computing node updates the cumulative game time of the target user according to the game time information. The game time information includes at least one of the game login time, game exit time and the current time of the game.

[0156] After the target user logs in, the game server reports the target user's game time information through the computing node, so that the computing node can update the target user's cumulative game time in a timely manner. Therefore, the game server controls the target user's game according to the updated cumulative game time.

[0157] Fig. 9 is a flowchart of a blockchain-based game control method according to a specific embodiment. In this embodiment, the game server of the game platform is used as a game node to control the game. Fig. 9 As shown, the game server implements game control of the target user through the following steps:

[0158] Step 910: Receive a login request from a target user.

[0159] Step 920, obtaining the target user's cumulative game time from the blockchain.

[0160] Step 930, determine whether the accumulated game time of the target user is lower than the appropriate game time of the target user, if yes, execute step 940, if no, execute step 990: reject the login request of the target user.

[0161] Step 940: Approve the target user's login request.

[0162] Step 950: Report the target user's game time information to the computing node, so that the computing node updates the target user's accumulated game time according to the game time information.

[0163] Step 960, obtaining the updated cumulative game time of the target user.

[0164] Step 970, continue to determine whether the updated cumulative game time of the target user is less than the appropriate game time of the target user. If yes, proceed to step 950, if not, proceed to step 980.

[0165] Step 980, increasing the difficulty of the game played by the target user.

[0166] The following describes an apparatus embodiment of the present application, which can be used to execute the method in the above-mentioned embodiment of the present application. For details not disclosed in the apparatus embodiment of the present application, please refer to the above-mentioned method embodiment of the present application.

[0167] Fig.10 is a block diagram of a game time information processing device based on blockchain according to an exemplary embodiment. The game time information processing device 1000 is configured in a computing node in a blockchain network, referring to Fig.10 As shown, the device comprises:

[0168] The receiving module 1010 is used to receive the game time information reported by the target game node corresponding to the game platform where the target user is currently located for the target user.

[0169] The accumulation module 1030 is used to accumulate the game time according to the game time information, and obtain the accumulated game time of the target user playing games on various game platforms connected to the blockchain network within the statistical period.

[0170] The synchronization module 1050 is used to synchronize the accumulated game time of the target user in the blockchain network, so that the target game node obtains the accumulated game time from the blockchain network, and controls the target user in the game when the accumulated game time is not less than the appropriate game time of the target user. The appropriate game time of the target user is obtained by the regression model in the calculation node according to the historical game time information of the target user on each game platform. The implementation process of the functions and effects of each module in the above device is detailed in Figure 2 The implementation process of the corresponding steps in the above-mentioned method for processing game time information will not be repeated here.

[0171] In one embodiment, the blockchain-based game time information processing device 1000 further includes:

[0172] The registration information receiving module is used to receive the registration information reported by the game nodes corresponding to each game platform for the game users, and the registration information includes the biometric information of the game users.

[0173] The statistics module is used to determine the game account set corresponding to the same biometric information in each game platform based on the biometric information statistics. The game account set is used to count the cumulative game time of the target user on each game platform.

[0174] In one embodiment, the device 1000 for processing game time information further includes:

[0175] The historical game time information acquisition module is used to obtain the historical game time information of the target user.

[0176] The determination module is used to determine the game duration and game type of the target user in a set time segment based on the historical game time information.

[0177] The prediction module is used to make time predictions based on the game duration in the set time segment and the game type of the game played through a regression model to obtain the appropriate game duration for the target user.

[0178] The implementation process of the functions and effects of each module in the above-mentioned device is specifically described in the implementation process of the corresponding steps in the above-mentioned blockchain-based game time information processing method, which will not be repeated here.

[0179] It is understood that these modules can be implemented by hardware, software, or a combination of the two. When implemented in hardware, these modules can be implemented as one or more hardware modules, such as one or more application specific integrated circuits. When implemented in software, these modules can be implemented as one or more computer programs executed on one or more processors.

[0180] Fig.11is a block diagram of a game control device based on blockchain according to an exemplary embodiment. The game control device 1100 is configured in a game node connected to a blockchain network. Fig.11 As shown, the blockchain-based game control device includes:

[0181] The accumulated game time acquisition module 1110 is used to obtain the accumulated game time of the target user in the statistical period from the blockchain. The computing node in the blockchain network accumulates the game time for the target user according to the game time information reported by the corresponding game nodes of each game platform connected to the target user, obtains the accumulated game time, and synchronizes the accumulated game time in the blockchain network; and

[0182] The suitable game duration acquisition module 1130 is used to obtain the suitable game duration predicted by the computing node for the target user. The suitable game duration is obtained by the regression model in the computing node based on the historical game time information of the target user on each game platform.

[0183] The game control module 1150 is used to control the game of the target user if the accumulated game time is not less than the appropriate game time of the target user.

[0184] The implementation process of the functions and effects of each module in the above device is detailed in Figure 6 The implementation process of the corresponding steps in the above-mentioned blockchain-based game control method will not be repeated here.

[0185] In one embodiment, the cumulative game duration acquisition module 1110 includes:

[0186] The first accumulated game time acquisition unit is used to acquire the accumulated game time of the target user from the blockchain after detecting that the target user logs into the game platform.

[0187] In this embodiment, the game control module 1150 includes:

[0188] The difficulty increasing unit is used to increase the difficulty of the game played by the target user.

[0189] In one embodiment, the difficulty increasing unit comprises:

[0190] The game level information acquisition unit is used to acquire the game level information determined for the target user on the game platform. The game level information is determined based on the game data of the target user on the game platform. The game data includes the level information and / or game battle data of the target user.

[0191] The game scene configuration unit is used to configure a game scene with a difficulty coefficient higher than the difficulty coefficient corresponding to the game level information for the target user in the game played by the target user.

[0192] In another embodiment, the cumulative game duration acquisition module 1110 includes:

[0193] The login request receiving unit is used to receive a login request from a target user, where the login request includes biometric information of the target user.

[0194] The second accumulated game time acquisition unit is used to obtain the accumulated game time corresponding to the biometric information from the blockchain according to the login request.

[0195] In this embodiment, the control module 1150 includes:

[0196] The login request approval unit is used to approve the login request of the target user if the accumulated game time is lower than the appropriate game time.

[0197] The login request rejection unit is used to reject the login request of the target user if the accumulated game time is not less than the appropriate game time.

[0198] In one embodiment, the blockchain-based game control device further includes:

[0199] The game time information reporting module is used to report the game time information of the target user to the computing node after the target user logs into the game platform, so that the computing node updates the cumulative game time of the target user according to the game time information. The game time information includes at least one of the game login time, game exit time and the current time of the game.

[0200] The implementation process of the functions and effects of each module / unit in the above-mentioned device is specifically described in the implementation process of the corresponding steps in the above-mentioned blockchain-based game control method, which will not be repeated here.

[0201] It is understood that these modules can be implemented by hardware, software, or a combination of the two. When implemented in hardware, these modules can be implemented as one or more hardware modules, such as one or more application specific integrated circuits. When implemented in software, these modules can be implemented as one or more computer programs executed on one or more processors.

[0202] Fig.12 A schematic diagram of the structure of a computer system suitable for implementing an electronic device of an embodiment of the present application is shown.

[0203] It should be noted that Fig.12 The computer system 1200 of the electronic device shown is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present application.

[0204] like Fig.12As shown, the computer system 1200 includes a central processing unit (CPU) 1201, which can perform various appropriate actions and processes according to the program stored in the read-only memory (ROM) 1202 or the program loaded from the storage part 1208 to the random access memory (RAM) 1203, such as executing the method in the above embodiment. In the RAM 1203, various programs and data required for system operation are also stored. The CPU 1201, the ROM 1202 and the RAM 1203 are connected to each other through the bus 1204. The input / output (I / O) interface 1205 is also connected to the bus 1204.

[0205] The following components are connected to the I / O interface 1205: an input section 1206 including a keyboard, a mouse, etc.; an output section 1207 including a cathode ray tube (CRT), a liquid crystal display (LCD), etc., and a speaker, etc.; a storage section 1208 including a hard disk, etc.; and a communication section 1209 including a network interface card such as a LAN (Local Area Network) card, a modem, etc. The communication section 1209 performs communication processing via a network such as the Internet. A drive 1210 is also connected to the I / O interface 1205 as needed. A removable medium 1211, such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc., is installed on the drive 1210 as needed so that a computer program read therefrom is installed into the storage section 1208 as needed.

[0206] In particular, according to an embodiment of the present application, the process described above with reference to the flowchart can be implemented as a computer software program. For example, an embodiment of the present application includes a computer program product, which includes a computer program carried on a computer-readable medium, and the computer program includes a program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network through a communication section 1209, and / or installed from a removable medium 1211. When the computer program is executed by a central processing unit (CPU) 1201, various functions defined in the system of the present application are executed.

[0207] It should be noted that the computer-readable medium shown in the embodiment of the present application may be a computer-readable signal medium or a computer-readable storage medium or any combination of the above two. The computer-readable storage medium may be, for example, - but not limited to - an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination of the above. More specific examples of computer-readable storage media may include, but are not limited to: an electrical connection with one or more wires, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM), a flash memory, an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above. In the present application, a computer-readable storage medium may be any tangible medium containing or storing a program, which may be used by an instruction execution system, device or device or used in combination with it. In the present application, a computer-readable signal medium may include a data signal propagated in a baseband or as part of a carrier wave, wherein a computer-readable program code is carried. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. Computer-readable signal media may also be any computer-readable medium other than computer-readable storage media, which may send, propagate, or transmit programs for use by or in conjunction with an instruction execution system, apparatus, or device. The program code contained on the computer-readable medium may be transmitted using any appropriate medium, including but not limited to: wireless, wired, etc., or any suitable combination of the above.

[0208] The flowchart and block diagram in the accompanying drawings illustrate the possible architecture, functions and operations of the system, method and computer program product according to various embodiments of the present application. Wherein, each box in the flowchart or block diagram can represent a module, a program segment, or a part of the code, and the above-mentioned module, program segment, or a part of the code contains one or more executable instructions for realizing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the box can also occur in a different order from the order marked in the accompanying drawings. For example, two boxes represented in succession can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram or flowchart, and the combination of boxes in the block diagram or flowchart can be implemented with a dedicated hardware-based system that performs a specified function or operation, or can be implemented with a combination of dedicated hardware and computer instructions.

[0209] The units involved in the embodiments described in this application may be implemented by software or hardware, and the units described may also be set in a processor. The names of these units do not, in some cases, constitute limitations on the units themselves.

[0210] As another aspect, the present application also provides a computer-readable medium, which may be included in the electronic device described in the above embodiment; or may exist independently without being assembled into the electronic device. The above computer-readable medium carries one or more programs, and when the above one or more programs are executed by an electronic device, the electronic device implements the method in the above embodiment.

[0211] It should be noted that, although several modules or units of the equipment for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the embodiments of the present application, the features and functions of two or more modules or units described above can be embodied in one module or unit. On the contrary, the features and functions of one module or unit described above can be further divided into being embodied by multiple modules or units.

[0212] Through the description of the above implementation methods, it is easy for those skilled in the art to understand that the example implementation methods described here can be implemented by software or by combining software with necessary hardware. Therefore, the technical solution according to the implementation methods of the present application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which can be a personal computer, a server, a touch terminal, or a network device, etc.) to execute the method according to the implementation methods of the present application.

[0213] Those skilled in the art will readily appreciate other embodiments of the present application after considering the specification and practicing the embodiments disclosed herein. The present application is intended to cover any variations, uses or adaptations of the present application, which follow the general principles of the present application and include common knowledge or customary technical means in the art that are not disclosed in the present application.

[0214] It should be understood that the present application is not limited to the precise structures that have been described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present application is limited only by the appended claims.

Claims

1. A method for processing game time information based on blockchain, applied to computing nodes in a blockchain network, characterized in that: include: Receive game time information reported by the target game node corresponding to the game platform where the target user is currently located for the target user; The game time is accumulated according to the game account set of the target user in each game platform and the game time information, so as to obtain the accumulated game time of the target user playing games on each game platform connected to the blockchain network within the statistical period; wherein the blockchain includes a block for storing the user's unique identity identifier, and the block also corresponds to the game account set storing the unique identity identifier in each game platform, and the unique identity identifier includes biometric information; The accumulated game time of the target user is synchronized in the blockchain network so that the target game node obtains the accumulated game time from the blockchain, and controls the target user in the game when the accumulated game time is not less than the appropriate game time of the target user. The appropriate game time of the target user is obtained by the regression model in the computing node according to the most recent historical game time information of the target user relative to the current period. The historical game time information includes the game time of the target user in the set time segment and the game type of the game played. The appropriate game time of the target user is updated periodically, or updated when the target user logs in to any game platform. In the sample data of the regression model, the game time in the game record is used as the label of the game record, and the features extracted from the game data before the game login time in the game record are used as the features of the game record. The extracted features include the game time and the game type of the game played within a period of time before the game login time in the game record. The game record is generated according to the game time information reported by each game node for the user. Among them, controlling the game of the target user includes: in the game played by the target user, configuring a game scene for the target user with a difficulty coefficient higher than the difficulty coefficient corresponding to the game level information of the target user on the game platform, and the configured difficulty coefficient is positively correlated with the duration that the target user exceeds the appropriate game duration.

2. The method according to claim 1, characterized in that The method further comprises: Obtaining historical game time information of the target user; Determine the game duration and the game type of the target user in a set time segment according to the historical game time information; The regression model is used to perform time prediction based on the game duration in a set time segment and the game type of the game being played, so as to obtain the appropriate game duration for the target user.

3. The method according to claim 1, characterized in that The method further comprises: Receiving registration information reported by the game nodes corresponding to each game platform for the game user, wherein the registration information includes biometric information of the game user; A set of game accounts corresponding to the same biometric information in each game platform is determined based on the biometric information statistics, and the game account set is used to count the cumulative game time of the target user on each game platform.

4. A game control method based on blockchain, applied to game nodes in a blockchain network, characterized in that: include: The target user's cumulative game time within the statistical period is obtained from the blockchain, and the computing node in the blockchain network accumulates the game time for the target user according to the game account set of the target user in each game platform and the game time information reported for the target user by the game node corresponding to each game platform connected to the target user, obtains the cumulative game time, and synchronizes the cumulative game time in the blockchain network; wherein the blockchain includes a block for storing the user's unique identity identifier, and the block also corresponds to the game account set storing the unique identity identifier in each game platform, and the unique identity identifier includes biometric information; and Obtaining the appropriate game duration predicted by the computing node for the target user, the appropriate game duration is obtained by the regression model in the computing node according to the target user's most recent historical game time information relative to the current period through time prediction; wherein the historical game time information includes the target user's game duration in a set time segment and the type of game played; the appropriate game duration is updated periodically, or updated when the target user logs into any game platform; in the sample data of the regression model, the game duration in the game record is used as the label of the game record, and the features extracted from the game data before the game login time in the game record are used as the features of the game record, and the extracted features include the game duration and the type of game played within a period of time before the game login time in the game record; the game record is generated according to the game time information reported by each game node for the user; If the accumulated game time is not less than the appropriate game time of the target user, the target user is controlled in the game; Among them, controlling the game of the target user includes: in the game played by the target user, configuring a game scene for the target user with a difficulty coefficient higher than the difficulty coefficient corresponding to the game level information of the target user on the game platform, and the configured difficulty coefficient is positively correlated with the duration that the target user exceeds the appropriate game duration.

5. The method according to claim 4, characterized in that The step of obtaining the target user's cumulative game time in the statistical period from the blockchain includes: After detecting that the target user logs into the game platform, the accumulated game time of the target user is obtained from the blockchain; The performing game control on the target user includes: Increase the difficulty of the game played by the target user.

6. The method according to claim 5, characterized in that The method further comprises: The game level information determined for the target user on the game platform is obtained, wherein the game level information is determined based on the game data of the target user on the game platform, and the game data includes the level information and / or game battle data of the target user.

7. The method according to claim 4, characterized in that The step of obtaining the target user's cumulative game time in the statistical period from the blockchain includes: Receiving a login request from a target user, wherein the login request includes biometric information of the target user; According to the login request, the accumulated game time corresponding to the biometric information is obtained from the blockchain; The performing game control on the target user includes: If the accumulated game time is less than the appropriate game time, the login request of the target user is approved; If the accumulated game time is not less than the appropriate game time, the target user's login request is rejected.

8. The method according to claim 4, characterized in that The method further comprises: After the target user logs in to the game platform, the game time information of the target user is reported to the computing node, so that the computing node updates the accumulated game time of the target user according to the game time information, and the game time information includes at least one of the game login time, game exit time and the current time of the game.

9. A processing device based on blockchain game time information, applied to computing nodes in a blockchain network, characterized in that: include: A receiving module, used to receive game time information reported by a target game node corresponding to the game platform where the target user is currently located for the target user; An accumulation module, used to accumulate game time according to the game account set of the target user in each game platform and the game time information, and obtain the accumulated game time of the target user playing games on each game platform connected to the blockchain network within the statistical period; wherein the blockchain includes a block for storing the user's unique identity identifier, and the block also corresponds to the game account set storing the unique identity identifier in each game platform, and the unique identity identifier includes biometric information; A synchronization module, used to synchronize the accumulated game time of the target user in the blockchain network, so that the target game node obtains the accumulated game time from the blockchain, and controls the target user in the game when the accumulated game time is not less than the appropriate game time of the target user, wherein the appropriate game time of the target user is obtained by the regression model in the computing node according to the historical game time information of the target user relative to the current period through time prediction; wherein the historical game time information includes the game time of the target user in the set time segment and the game type of the game played; the appropriate game time of the target user is updated periodically, or updated when the target user logs in to any game platform; in the sample data of the regression model, the game time in the game record is used as the label of the game record, and the features extracted from the game data before the game login time in the game record are used as the features of the game record, and the extracted features include the game time and the game type of the game played within a period of time before the game login time in the game record; the game record is generated according to the game time information reported by each game node for the user; Among them, controlling the game of the target user includes: in the game played by the target user, configuring a game scene for the target user with a difficulty coefficient higher than the difficulty coefficient corresponding to the game level information of the target user on the game platform, and the configured difficulty coefficient is positively correlated with the duration that the target user exceeds the appropriate game duration.

10. A blockchain-based game control device, applied to a game node in a blockchain network, characterized in that: include: The accumulated game time acquisition module is used to obtain the accumulated game time of the target user in the statistical period from the blockchain. The computing node in the blockchain network accumulates the game time for the target user according to the game account set of the target user in each game platform and the game time information reported for the target user by the game node corresponding to each game platform connected to the target user, obtains the accumulated game time, and synchronizes the accumulated game time in the blockchain network; wherein the blockchain contains a block for storing the user's unique identity identifier, and the block also corresponds to the game account set storing the unique identity identifier in each game platform, and the unique identity identifier contains biometric information; and A suitable game duration acquisition module is used to obtain the suitable game duration predicted by the computing node for the target user, wherein the suitable game duration is obtained by the regression model in the computing node according to the target user's most recent historical game time information relative to the current period through time prediction; wherein the historical game time information includes the target user's game duration and the type of game played in a set time segment; the suitable game duration is updated periodically, or updated when the target user logs into any game platform; in the sample data of the regression model, the game duration in the game record is used as the label of the game record, and the features extracted from the game data before the game login time in the game record are used as the features of the game record, and the extracted features include the game duration and the type of game played in a period of time before the game login time in the game record; the game record is generated according to the game time information reported by each game node for the user; A game control module, configured to control the game of the target user if the accumulated game time is not less than the appropriate game time of the target user; Among them, controlling the game of the target user includes: in the game played by the target user, configuring a game scene for the target user with a difficulty coefficient higher than the difficulty coefficient corresponding to the game level information of the target user on the game platform, and the configured difficulty coefficient is positively correlated with the duration that the target user exceeds the appropriate game duration.

11. An electronic device, characterized in that: include: a memory for storing one or more computer programs; A central processing unit, configured to execute the one or more computer programs to implement the method according to any one of claims 1 to 8.

12. A computer-readable storage medium, characterized in that: One or more programs are stored, and when the one or more programs are executed by an electronic device, the electronic device implements the method according to any one of claims 1 to 8.

Citation Information

Patent Citations

  • Game monitoring method, system, computer device, and computer-readable storage medium

    CN109224453A