Site selection method and device for cloud game room, electronic equipment, and storage medium

By selecting candidate areas in the first-level area to deploy cloud gaming computer rooms, calculating construction costs, and generating a site selection information list, the problem of lack of scientific site selection solutions in the existing technology is solved, and cost reduction and user experience improvement are achieved.

CN113134241BActive Publication Date: 2025-02-25TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202110554678.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-05-20
Publication Date
2025-02-25
Estimated Expiration
2041-05-20

AI Technical Summary

Technical Problem

The lack of clear cloud game room site selection scheme in the existing technology has led to cloud game developers lacking scientific decision-making basis when selecting locations, which increases costs and operational complexity.

Method used

By selecting candidate areas in the first-level area to deploy cloud gaming computer rooms, and calculating the construction cost of deploying cloud gaming computer rooms in the candidate areas, a list of cloud gaming computer rooms site selection information is generated to make scientific decisions.

Benefits of technology

It realizes scientific site selection in cloud gaming computer rooms, reduces construction and operation costs, improves user experience, and optimizes the transparency and controllability of the site selection process.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The embodiments of the present application disclose a method and device for site selection of a cloud game room, an electronic device, and a computer-readable storage medium. The method includes: selecting a target secondary area from multiple secondary areas belonging to a primary area as a candidate area for deploying a cloud game room, the cloud game room deployed in the candidate area is used to provide cloud game data services to cloud game users in the primary area; calculating the construction cost of deploying a cloud game room in the candidate area; generating a cloud game room site selection information list, the cloud game site selection information list contains candidate areas for deploying cloud game rooms in the primary area, and the construction cost of deploying cloud game rooms in the candidate area, the cloud game site selection information list is used for deployment decisions of cloud game rooms in the primary area. The technical solution of the embodiments of the present application greatly optimizes the site selection plan for cloud game rooms.
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Description

Technical Field

[0001] The present application relates to the field of cloud gaming technology, and more specifically, to a method and device for selecting a cloud gaming room site, an electronic device, and a computer-readable storage medium. Background Art

[0002] Cloud gaming is an online gaming technology based on cloud computing technology. Cloud gaming technology enables terminal devices with relatively limited graphics processing and data computing capabilities to run high-quality games. In a cloud gaming scenario, the game is not run on the user's game terminal, but on a cloud server, which renders the game scene into a video and audio stream and transmits it to the user's game terminal over the network. The user's game terminal does not need to have powerful graphics computing and data processing capabilities, but only basic streaming media playback capabilities and the ability to obtain user input commands and send them to the cloud server.

[0003] Cloud gaming reduces the hardware requirements of terminal devices and puts more logic calculations and image rendering logic on cloud servers, which undoubtedly increases the cost of cloud servers for cloud game developers. Cloud servers are usually deployed in computer rooms, and there is no clear solution in the existing technology on how to select the location of the computer room where the cloud server is located. Summary of the invention

[0004] In order to solve the above technical problems, the embodiments of the present application provide a method and device for selecting a site for a cloud gaming room, an electronic device, and a computer-readable storage medium.

[0005] According to one aspect of an embodiment of the present application, a method for selecting a site for a cloud gaming computer room is provided, wherein the cloud gaming computer room is equipped with a cloud gaming server provided by a cloud gaming developer and a cloud gaming network device provided by a network operator, the method comprising: selecting a target secondary area from multiple secondary areas belonging to a primary area as a candidate area for deploying a cloud gaming computer room, the cloud gaming computer room deployed in the candidate area being used to provide cloud gaming data services to cloud gaming users in the primary area; calculating a construction cost for deploying a cloud gaming computer room in the candidate area; generating a cloud gaming computer room site selection information list, the cloud gaming site selection information list containing candidate areas for deploying a cloud gaming computer room in the primary area and a construction cost for deploying a cloud gaming computer room in the candidate area, the cloud gaming site selection information list being used for deployment decisions of cloud gaming computer rooms in the primary area.

[0006] According to one aspect of an embodiment of the present application, a site selection device for a cloud game room is provided, wherein the cloud game room is equipped with a cloud game server provided by a cloud game developer and a cloud game network device provided by a network operator, the device comprising: a candidate area selection module, configured to select a target secondary area from multiple secondary areas belonging to a primary area as a candidate area for deploying a cloud game room, the cloud game room deployed in the candidate area is used to provide cloud game data services to cloud game users in the primary area; a construction cost calculation module, configured to calculate the construction cost of deploying a cloud game room in the candidate area; an information list generation module, configured to generate a cloud game room site selection information list, the cloud game site selection information list contains candidate areas for deploying a cloud game room in the primary area, and the construction cost of deploying a cloud game room in the candidate area, and the cloud game site selection information list is used for deployment decisions of cloud game rooms in the primary area.

[0007] According to one aspect of an embodiment of the present application, an electronic device is provided, including a processor and a memory, wherein the memory stores computer-readable instructions, and when the computer-readable instructions are executed by the processor, the site selection method for a cloud gaming room as described above is implemented.

[0008] According to one aspect of an embodiment of the present application, a computer-readable storage medium is provided, on which computer-readable instructions are stored. When the computer-readable instructions are executed by a processor of a computer, the computer executes the site selection method for a cloud gaming room as described above.

[0009] According to one aspect of an embodiment of the present application, a computer program product or a computer program is provided, the computer program product or the computer program including computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the site selection method for a cloud gaming room provided in the above-mentioned various optional embodiments.

[0010] In the technical solution provided in the embodiments of the present application, on the one hand, the site selection plan for the cloud game computer room carried out in the embodiments of the present application is proposed based on the edge computing technology in the 5G technology. Specifically, candidate areas are selected in the primary area for deploying cloud game computer rooms, and cloud game users in the primary area obtain gaming experience by accessing the cloud game computer rooms deployed in the corresponding candidate areas, so that the cloud game computer rooms to be deployed have the advantages of low latency and low cost brought by edge computing services; on the other hand, the site selection of the cloud game computer room can specifically refer to the information contained in the cloud game computer room site selection information list obtained in the embodiments of the present application, so that the site selection process of the cloud game computer room can be traced and relied upon, which greatly optimizes the site selection plan of the cloud game computer room.

[0011] 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

[0012] 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 those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative work. In the drawings:

[0013] Figure 1 is a schematic diagram of a cloud gaming architecture shown in an exemplary embodiment of the present application;

[0014] Figure 2 It is a schematic diagram of an application scenario combining cloud game room deployment with edge computing technology shown in an exemplary embodiment of the present application;

[0015] Figure 3 is a flow chart of a method for selecting a cloud gaming room site according to an exemplary embodiment of the present application;

[0016] Figure 4 yes Figure 3 A flowchart of step S110 in the illustrated embodiment in an exemplary embodiment;

[0017] Figure 5 It is a flowchart showing an exemplary embodiment of the present application for calculating the construction cost of deploying a cloud game room in a candidate area under the condition that the type of the cloud game room is a multi-pass room;

[0018] Figure 6 It is a schematic diagram of a cloud game room site selection information list shown in an exemplary embodiment of the present application;

[0019] Figure 7 It is a block diagram of a site selection device for a cloud gaming room shown in an exemplary embodiment of the present application;

[0020] Figure 8 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

[0021] Here, exemplary embodiments will be described in detail, examples of which are shown in the accompanying drawings. When the following description refers to the drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The implementations described in the following exemplary embodiments do not represent all implementations consistent with the present application. Instead, they are only examples of devices and methods consistent with some aspects of the present application as detailed in the attached claims.

[0022] 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.

[0023] 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.

[0024] It should also be noted that the "multiple" mentioned in this application refers to two or more than two. "And / or" describes the association relationship of the associated objects, indicating that there can be three relationships. For example, A and / or B can mean: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and next associated objects are in an "or" relationship.

[0025] First of all, cloud computing refers to the delivery and use model of IT infrastructure, which means obtaining required resources through the network in an on-demand and easily scalable manner; in a broad sense, cloud computing refers to the delivery and use model of services, which means obtaining required services through the network in an on-demand and easily scalable manner. This service can be IT and software, Internet-related, or other services. Cloud computing is the product of the development and integration of traditional computer and network technologies such as grid computing, distributed computing, parallel computing, utility computing, network storage, virtualization, and load balancing.

[0026] With the development of the Internet, real-time data streams, and the diversification of connected devices, as well as the demand for search services, social networks, mobile commerce, and open collaboration, cloud computing has developed rapidly. Different from the previous parallel distributed computing, the emergence of cloud computing will promote revolutionary changes in the entire Internet model and enterprise management model from a conceptual perspective.

[0027] Cloud gaming is an online gaming technology based on cloud computing technology. Cloud gaming technology enables lightweight devices with relatively limited graphics processing and data computing capabilities to run high-quality games. In a cloud gaming scenario, the game is not played on the player's game terminal, but on a cloud server, which renders the game scene into a video and audio stream and transmits it to the player's game terminal over the network. The player's game terminal does not need to have powerful graphics computing and data processing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain player input commands and send them to the cloud server.

[0028] See also Figure 1 , Figure 1 FIG. 1 is a schematic diagram of a cloud gaming architecture shown in an exemplary embodiment of the present application. Figure 1 It can be seen from the cloud game architecture shown that cloud games put the logic calculation and screen rendering logic that should be performed in the terminal 10 in the cloud server 20. The game screen and instructions after calculation and rendering by the cloud server 20 are compressed and transmitted to the terminal 10 through the network. The terminal 10 only needs to perform simple decoding and screen display, and transmit the device instructions in the terminal 10 to the cloud server 20. The terminal 10 can support access to the input device 30 to generate device instructions.

[0029] It should be noted that the terminal 10 can be a smart phone, tablet computer, laptop computer, desktop computer and other devices, but is not limited to them. The cloud server 20 is a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms. The input device 30 can be a keyboard, mouse, game controller and other devices, and this is not limited here.

[0030] For cloud games, users are mainly concerned about network latency. For example, when a user plays a highly competitive cloud game, if the network latency is several hundred milliseconds, the user's gaming experience will be very poor. Therefore, the core focus of cloud games is to reduce network latency and keep the game quality on the user's terminal at a level acceptable to the user.

[0031] With the continuous development of 5G (fifth generation mobile communication technology), the computing power of the edge computing center is managed by the edge computing machine (ECM), which sinks the computing power from the central node to the edge node close to the user, providing low-latency, high-availability, and low-cost edge computing services. Based on this, the embodiment of the present application combines edge computing technology to select the site of the cloud game room, so that the deployed cloud game room can also have the advantages of low latency, high availability, and low cost. Therefore, the construction and operation costs of the cloud game room can be greatly reduced, while also taking into account the user experience of cloud game users.

[0032] Figure 2 FIG. 1 is a schematic diagram of an application scenario combining cloud gaming room deployment with edge computing technology, as shown in an exemplary embodiment of the present application. Figure 2 As shown, different provinces have their own cloud game computer rooms. Cloud game users in each province can obtain edge computing services provided by the cloud game computer rooms in the province by accessing the nearest cloud game computer rooms in the province, thereby obtaining a better gaming experience.

[0033] See also Figure 3 , Figure 3 This is a flow chart of a method for selecting a cloud gaming room site, shown in an exemplary embodiment of the present application. It should be noted that the cloud gaming room involved in this embodiment refers to a room in which cloud gaming servers provided by cloud gaming developers are deployed, and also includes cloud gaming network equipment provided by network operators, such as X86 servers in the room, bandwidth equipment, etc.

[0034] like Figure 3 As shown, the site selection method of the cloud game room includes at least steps S110 to S150, which are described in detail as follows:

[0035] Step S110, select a target secondary area from multiple secondary areas belonging to the primary area as a candidate area for deploying a cloud game room, and the cloud game room deployed in the candidate area is used to provide cloud game data services for cloud game users in the primary area.

[0036] First of all, it should be noted that the first-level region and second-level region mentioned in this embodiment are administrative divisions for regions. The first-level region has a larger geographical jurisdiction than the second-level region, and the second-level region included in the jurisdiction of the first-level region is considered to be under the corresponding first-level region. For example, if Province A is divided into A1-A10 cities, Province A is called the first-level region, and A1-A10 cities are called second-level regions, and these second-level regions are all under Province A.

[0037] Generally speaking, a country or region can be divided into multiple first-level regions, and each first-level region can be divided into multiple second-level regions. This embodiment selects a target second-level region from multiple second-level regions belonging to the first-level region as a candidate region for deploying a cloud game room, that is, candidate regions for deploying cloud game rooms are selected in different first-level regions. In the first-level region, the candidate region for deploying a cloud game room can be one or more second-level regions, and the number of deployed cloud game rooms can be one or more. The specific deployment situation can be determined according to the actual application scenario, and this embodiment is not limited here.

[0038] The cloud game room deployed in the candidate area is used to provide cloud game data services for cloud game users in the primary area, that is, cloud game users access the cloud game room nearby to obtain cloud game data services, which meets the application scenario of edge computing. Therefore, the method of this embodiment selects the target secondary area from multiple secondary areas belonging to the primary area as the candidate area for deploying the cloud game room, so that the cloud game room finally deployed through site selection can form an edge computing node and provide edge computing services for cloud game users, which can not only reduce the construction cost of the cloud game room itself, but also provide cloud game users with a low-latency cloud game operation experience.

[0039] Step S130, calculating the construction cost of deploying a cloud gaming room in the candidate area.

[0040] In the site selection application of cloud game computer rooms, construction cost is a very important consideration. For example, cloud game developers have the ability to deploy cloud game self-service rooms in the first-level area to provide data services for the operation of cloud games. Different from cloud game computer rooms, the self-service rooms refer to cloud game developers independently providing the equipment required for cloud game operation, including cloud game servers and cloud game network equipment. Since cloud game computer rooms can provide edge computing services for cloud game operation, cloud game users can obtain a better gaming experience. If the construction cost of redeploying cloud game computer rooms is acceptable, cloud game developers can easily decide to deploy cloud game computer rooms; if the construction cost of redeploying cloud game computer rooms exceeds the affordable range of cloud game developers, even if the deployment advantages of cloud game computer rooms are great, cloud game developers may not agree to deploy cloud game computer rooms, but choose to deploy self-service computer rooms. Based on this, this embodiment also needs to calculate the construction cost of deploying cloud game computer rooms in the candidate area selected in step S110.

[0041] For cloud game developers, since cloud game network equipment is provided by network operators, the construction cost of a cloud game computer room at least includes the purchase cost of the cloud game server and the operator's bandwidth usage cost.

[0042] Step S150, generate a cloud game room site selection information list, the cloud game site selection information list contains candidate areas for deploying cloud game rooms in the first-level area and the construction cost of deploying cloud game rooms in the candidate areas, and the cloud game site selection information list is used for deployment decisions of cloud game rooms in the first-level area.

[0043] Since the cloud game room site selection information list generated in this embodiment contains the information of the candidate areas under the first-level area selected in step S110, and also contains the construction cost of deploying the cloud game room in the candidate area calculated in step S130, when the cloud game room deployment decision-maker makes a deployment decision of the cloud game room in the first-level area based on the cloud game room site selection information list, it can make a more accurate decision result according to the information contained in the cloud game room site selection information list.

[0044] It should be noted that the cloud gaming room site selection information list generated in this embodiment may be in the form of files, tables, etc., so that the cloud gaming room site selection information list is convenient for transmission, printing, periodic updating, etc., which is more conducive to the site selection operation of the cloud gaming room.

[0045] Figure 4 yes Figure 3 The step S110 in the illustrated embodiment is a flow chart in an exemplary embodiment. Figure 4 As shown, the process of selecting a target secondary area from multiple secondary areas belonging to the primary area as a candidate area for deploying a cloud game room may include steps S111 to S113, which are described in detail as follows:

[0046] Step S111, obtaining the user distribution data of the cloud game in each secondary area belonging to the primary area.

[0047] First of all, it is explained that this embodiment selects a candidate area for deploying a cloud game room from multiple secondary areas to which the primary area belongs based on the user distribution data of the cloud game, and its purpose is to make the candidate area have more cloud game users, and a large number of cloud game users in the candidate area access the cloud game room deployed in the candidate area nearby, so that a large number of users in the primary area where the candidate area is located have the shortest distance to access the cloud game room, so deploying a cloud game room in the candidate area is conducive to improving the user's gaming experience. Among them, the user distribution data of the cloud game can be the number of users.

[0048] As mentioned above, the cloud game computer room is equipped with cloud game servers provided by cloud game developers and cloud game network equipment provided by network operators. Based on the operator network connected to the cloud game network equipment deployed in the cloud game computer room, the types of cloud game computer rooms can be divided into multi-channel computer rooms and single-channel computer rooms. The cloud game computer rooms of the multi-channel type support multiple operator networks, and the cloud game computer rooms of the single-channel type only support single-party operator networks.

[0049] For example, a cloud gaming room of the multi-channel type can be equipped with cloud gaming network equipment provided by at least two network operators among China Mobile, China Unicom, China Telecom, and China Broadcasting, and a cloud gaming room of the single-channel type can only be equipped with cloud gaming network equipment provided by one network operator among China Mobile, China Unicom, China Telecom, and China Broadcasting. In some embodiments, a cloud gaming room of the multi-channel type can support the networks of the three major operators: China Mobile, China Unicom, and China Telecom.

[0050] If the type of cloud game room is a multi-channel room, the total number of users accessing the cloud game through multiple operator networks in each secondary area can be obtained based on the operator network accessed by the users in the cloud game and the secondary area where the users in the cloud game are located, so as to obtain the user distribution data of the cloud game in each secondary area. For example, when the multi-channel room supports the three major operator networks of China Mobile, China Unicom, and China Telecom, the user distribution data of the cloud game in each secondary area belonging to the primary area obtained is specifically the total number of users of the cloud game in the primary area, and users do not need to distinguish between different operator networks.

[0051] Under the condition that the type of cloud game computer room is a single-pass computer room, the total number of users accessed by the cloud game through different unilateral operator networks in each secondary area can be obtained according to the operator network accessed by the users in the cloud game and the secondary area where the users in the cloud game are located, so as to obtain the user distribution data of the cloud game in each secondary area. That is, this embodiment not only needs to distinguish the secondary areas where the cloud game users are located, but also needs to distinguish the operator networks accessed by each cloud game user in each secondary area.

[0052] Step S113, based on the user distribution data of the cloud game in each secondary area, determine the secondary area containing the largest number of cloud game users, and use the secondary area containing the largest number of cloud game users as the target secondary area.

[0053] This embodiment selects candidate areas for deploying cloud game rooms from multiple secondary areas to which the primary area belongs based on the user distribution data of cloud games. The purpose is to have more cloud game users in the candidate areas. Therefore, the secondary area with the largest number of cloud game users among the multiple secondary areas to which the primary area belongs is taken as the target secondary area, thereby obtaining candidate areas for deploying cloud game rooms in the corresponding primary areas. Deploying cloud game rooms in the candidate areas selected in this embodiment is conducive to improving the user gaming experience.

[0054] When the cloud gaming room is a multi-channel room, since the multi-channel room does not distinguish between different operator networks, there is usually only one candidate area selected. When the cloud gaming room is a single-channel room, the candidate areas selected include candidate areas corresponding to each operator network, and these candidate areas can be the same or different.

[0055] In other embodiments, considering that cloud gaming technology is currently in the development stage and the number of cloud gaming users is currently on the rise, it may not be possible to accurately select a target secondary area from multiple secondary areas as a candidate area for deploying a cloud gaming computer room based on the user distribution data of the current cloud gaming in multiple secondary areas under the primary area. Therefore, this embodiment needs to use the user distribution data corresponding to the preset game to select the candidate area.

[0056] Preset games refer to online games that are not cloud games. Online games refer to game types that users can only experience when they are connected to the Internet, so cloud games are also online games. Preset games usually refer to games that have been online for a long time and have accumulated a large number of users to ensure that the user base of the preset games includes potential cloud game users. Furthermore, the preset games can also be games developed by the same game developer as the cloud games to ensure that the user base of the preset games includes a larger number of potential cloud game users.

[0057] Exemplarily, if the number of cloud gaming users contained in each secondary area to which the primary area belongs is small and insufficient to support the determination of the target secondary area, the user distribution data of the preset game in the secondary areas to which the primary area belongs can be referred to, so as to determine the target secondary area with the most cloud gaming users based on the user distribution data corresponding to the preset game. For example, the secondary area with the largest number of preset game users can be directly used as the target secondary area, or the target secondary area with the most cloud gaming users in the primary area can be predicted based on the user distribution data corresponding to the preset game. No limitation is imposed here.

[0058] Figure 5FIG. 1 is a flowchart showing an exemplary embodiment of the present application, which shows a method for calculating the construction cost of deploying a cloud gaming room in a candidate area under the condition that the type of the cloud gaming room is a multi-channel room. Figure 5 As shown, the process includes steps S210 to S250, which are described in detail as follows:

[0059] Step S210, calculate the concurrent capacity of the cloud game rooms deployed in the candidate area based on the total distribution data of cloud game users in the surrounding first-level areas.

[0060] In this embodiment, the surrounding first-level area includes all first-level areas located around the first-level area to which the candidate area belongs. For example, for the first-level area Province A, if the areas under the jurisdiction of Province B and Province E are adjacent to the area under the jurisdiction of Province A, Province B and Province E are the first-level areas located around Province A, and the surrounding first-level areas corresponding to Province A include Province B and Province E.

[0061] The concurrent capacity of a cloud gaming room is used to characterize the total number of Peak Concurrent Users (PCU) that the cloud gaming room supports for cloud gaming. It is understandable that if multiple users play games online at the same time, the cloud gaming server needs to provide cloud gaming service data to multiple users through thread concurrency. Therefore, the number of concurrent online users of cloud gaming is related to the concurrent data of the cloud gaming servers deployed in the cloud gaming room.

[0062] An exemplary formula for calculating the concurrent capacity of a cloud gaming room deployed in a candidate region is as follows:

[0063] Concurrent capacity = [A ÷ (1-B)] × (1 + C) × (1 + D)

[0064] Among them, A represents the sum of the maximum number of concurrent online users in the surrounding first-level areas, B represents the device idle rate corresponding to the devices in the cloud game computer room, C represents the device disaster recovery rate corresponding to the devices in the cloud game computer room, and D represents the growth rate of the maximum number of concurrent online users corresponding to the cloud game.

[0065] For example, if the sum of the highest number of concurrent online users in the surrounding first-level area is expressed as the total PCU, the total PCU can be determined based on the sum of the distribution data of cloud game users in the surrounding first-level area, and assuming that the device idle rate of the cloud game server is 20%, the disaster recovery rate of the cloud game server is 30%, and the growth rate of the highest number of concurrent online users of the cloud game is 60%, the following concurrent capacity calculation formula is obtained:

[0066] Concurrent capacity = (total PCU / 0.8)*1.3*1.6

[0067] It should be noted that parameters such as the device utilization rate, idle rate, disaster recovery rate, and growth rate of the maximum number of concurrent online users of cloud gaming servers may change in different application scenarios. Therefore, in actual application scenarios, these parameters can be determined based on actual conditions.

[0068] Step S230, calculate the number of cloud game servers that need to be deployed in the cloud game room based on the concurrent capacity.

[0069] In this embodiment, by obtaining the unit capacity of the maximum number of concurrent online users supported by a single cloud game server in the cloud game room, the quotient of the concurrent capacity and the unit capacity can be used as the number of devices that need to be deployed in the cloud game room. If it is assumed that each cloud game server supports 30 concurrent cloud games, that is, each game server can provide data services for 30 cloud game users at the same time, the following formula for calculating the number of cloud game servers can be obtained:

[0070] Number of game servers = concurrent capacity / 30

[0071] It should be noted that the unit capacity of the maximum number of concurrent online users supported by a single cloud gaming server can be determined based on the actual application scenario, and this embodiment does not limit this.

[0072] Step S250, calculate the construction cost of deploying a cloud game room in the candidate area based on the concurrent capacity and the number of cloud game servers.

[0073] An exemplary formula for calculating the construction cost of a cloud gaming room deployed in a candidate region is as follows:

[0074] Construction cost = (10000*int(machine)*0.93+int(capacity)*6.8*8) / int(machine)

[0075] Among them, int(machine) represents the number of cloud game servers, 10000 represents the unit price of the cloud game server deployed in the self-hosting room, 0.93 represents the unit price of the cloud game server deployed in the cloud game room is 97% of the unit price of a single cloud game server deployed in the self-hosting room; int(capacity) represents the concurrent capacity of the cloud game room, 6.8 represents the unit price of the bandwidth consumed by the network equipment provided by the network operator is 6.8 yuan / M, and 8 represents that a single cloud game server consumes 8 M bandwidth to run a cloud game concurrently.

[0076] It should be noted that the constant parameters listed in the above formula may change in different application scenarios. Therefore, in actual application scenarios, the specific values ​​of these constant parameters can be determined according to actual conditions.

[0077] It can also be seen from the above formula that the construction cost of deploying a cloud gaming room in the candidate area calculated by this embodiment includes not only the cost of purchasing the cloud gaming room, but also the cost of using the operator's network, which meets the actual operational needs of the cloud gaming room. Therefore, the construction cost calculated by this embodiment should be relatively accurate.

[0078] In another embodiment, the cost of deploying a self-service computer room in a candidate area can be calculated based on the concurrent capacity of the cloud gaming room and the number of cloud gaming servers that need to be deployed in the cloud gaming room, and the calculated cost of deploying a self-service computer room in the candidate area can be stored in the cloud gaming room site selection information list as comparison information corresponding to the construction cost of deploying the cloud gaming room in the candidate area.

[0079] If it is assumed that the unit price of bandwidth consumed by the network equipment provided by the cloud game developer in the self-service computer room is 21 yuan / M, which is higher than the unit price of bandwidth consumed by the network equipment provided by the network operator, the remaining parameters still refer to the parameters in the calculation formula of the cost of deploying a cloud game computer room in the candidate area. The exemplary formula for calculating the cost of deploying a self-service computer room in the candidate area is as follows:

[0080] Construction cost = (10000*int(machine)+int(capacity)*2.1*8) / int(machine)

[0081] This embodiment also stores the calculated cost of deploying a self-service computer room in the candidate area into the cloud game computer room site selection information list as comparison information corresponding to the construction cost of deploying the cloud game computer room in the candidate area, so that when the cloud game computer room site selection information list is used for the deployment decision of the cloud game computer room in the corresponding first-level area, it can provide more abundant reference information, so that the deployment decision of the cloud game computer room has higher accuracy.

[0082] In another embodiment, cloud game user distribution data in the primary area can also be obtained. The cloud game user distribution data includes the highest number of concurrent online users and monthly active users of the cloud game. These user distribution data include users who failed to enter the cloud game game, for example, these users failed to enter the cloud game due to speed measurement not meeting the standard.

[0083] Based on the obtained cloud game user distribution data in the first-level region, the sum of the highest number of concurrent online users and the sum of the number of monthly active users (MAU) of cloud games in all first-level regions is calculated, and the quotient between the sum of the highest number of concurrent online users and the sum of the number of monthly active users is used as the conversion rate of potential users in cloud games. Among them, potential users refer to users who may use cloud games, such as users who failed to enter the cloud game game due to network reasons.

[0084] If the sum of the highest number of concurrent online users of cloud games in all first-level regions is expressed as total CPU, and the sum of the monthly active users of cloud games in all first-level regions is expressed as total MAU, the calculation formula for the conversion rate of potential users in cloud games is expressed as follows:

[0085] Conversion rate of potential cloud gaming users = total CPU / total MAU

[0086] After obtaining the conversion rate of potential cloud game users, the conversion rate is also stored in the cloud game computer room site selection information list for use in the deployment decision of the cloud game computer room in the corresponding first-level region. Specifically, the conversion rate reflects the conversion of potential cloud game users. If the conversion rate is low, it means that cloud games may not have a large amount of data in the future, which will have an adverse impact on the construction and operation of the game computer room, thereby affecting the decision to deploy cloud game computer rooms in candidate areas.

[0087] In another exemplary embodiment, the difference between the expected maximum number of concurrent online users and the maximum number of concurrent online users in the cloud game this month can also be calculated, and the calculated difference can be divided by the maximum number of concurrent online users in the cloud game this month to obtain the monthly growth rate corresponding to the maximum number of concurrent online users in the cloud game, and the monthly growth rate can be stored in the cloud game room site selection information list.

[0088] If the expected maximum number of concurrent online users is expressed as the expected PCU, and the maximum number of concurrent online users in the cloud game this month is expressed as the PCU this month, the corresponding monthly growth rate calculation formula can be obtained as follows:

[0089] Monthly growth rate of cloud gaming PCU = (expected PCU - this month's PCU) / this month's PCU

[0090] This embodiment calculates the monthly growth rate corresponding to the maximum number of concurrent online users of cloud games. The purpose is to predict the number of users of cloud games in the future based on the monthly growth rate, so as to further calculate the number of cloud game servers that need to be deployed in cloud games, and can also affect the decision on deploying cloud game computer rooms in candidate areas.

[0091] Under the condition that the type of cloud game room is a single-pass room, since the user distribution data of cloud games in each secondary area obtained in step S111 includes the total number of users accessed by cloud games in each secondary area through different unilateral operator networks, based on these user distribution data, the target secondary areas corresponding to the deployment of single-pass rooms supported by different operator networks can be selected in the primary area. Therefore, it is also necessary to calculate the construction cost of deploying cloud game rooms in the corresponding candidate areas for each type of single-pass room, and the obtained construction cost of deploying cloud game rooms in the corresponding candidate areas for each type of single-pass room will also be stored in the cloud game room site selection information list accordingly.

[0092] The calculation process of the construction cost of each single-pass computer room is similar to Figure 5 The calculation process of the construction cost of the multi-pass computer room shown is similar, but the sum of the distribution data of cloud game users in the surrounding first-level area used to calculate the concurrent capacity of the cloud game computer room is specifically the sum of the user segment data in the surrounding first-level area who access the cloud game based on the unilateral operator network. Exemplarily, if it is assumed that the single-pass computer room only supports the telecommunications operator network, the sum of the user segment data in the surrounding first-level area who access the cloud game based on the telecommunications operator network is obtained, and the concurrent capacity of the cloud game computer room deployed in the candidate area is calculated based on the sum of the user segment data, and then the number of cloud game servers that need to be deployed in the cloud game computer room is calculated based on the concurrent capacity, and finally the construction cost of deploying the cloud game computer room in the candidate area is calculated based on the concurrent capacity and the number of cloud game servers.

[0093] Similar to the multi-channel computer room, the cost of the self-service computer room that supports each operator network can still be calculated, and the calculated cost of deploying the self-service computer room in the candidate area can be stored in the cloud game computer room site selection information list as comparative information corresponding to the construction cost of deploying the cloud game computer room in the candidate area.

[0094] It is also possible to obtain the distribution data of cloud game users accessing the unilateral operator network in the first-level area, which specifically includes the maximum number of concurrent online users and monthly active users of cloud games. Then, the total number of concurrent online users and the total number of monthly active users of cloud games based on the unilateral operator network access in all first-level areas are calculated, and the quotient between the total number of concurrent online users and the total number of monthly active users is used as the conversion rate of potential users in cloud games based on unilateral operator network access. Finally, this conversion rate is stored in the cloud game computer room site selection information list for deployment decisions of cloud game computer rooms in the first-level area.

[0095] Correspondingly, the difference between the expected maximum number of concurrent online users corresponding to the unilateral operator network and the maximum number of concurrent online users in the cloud game this month can also be calculated, and the calculated difference can be divided by the maximum number of concurrent online users in the cloud game this month to obtain the monthly growth rate corresponding to the maximum number of concurrent online users of the cloud game, and the monthly growth rate can be stored in the cloud game computer room site selection information list.

[0096] In addition, the user overlap rate between different operator networks in the first-level region can be calculated based on the user distribution data of cloud games in the first-level region and the total distribution data of users accessing cloud games through different operator networks in the first-level region. The user overlap rate can be used to evaluate the number of users accessing cloud games based on a single network operator, so the user overlap rate is stored in the cloud game room site selection information list to make deployment decisions for cloud game rooms.

[0097] Exemplarily, the calculation formula of the user overlap rate is as follows:

[0098] User overlap rate = total PCU of each first-level region / total PCU of each network operator in each first-level region

[0099] The detailed calculation process of the deployment reference information corresponding to the above single-channel computer room can refer to the reference information acquisition process corresponding to the multi-channel computer room recorded in the above embodiment. The principles of the two are similar, and only the calculation parameters are slightly different. These areas are all recorded in the above content.

[0100] It can be seen that the cloud game room site selection information list obtained in the aforementioned embodiment not only contains the candidate areas and construction costs for deploying cloud game rooms in the first-level area, but also contains the existing user distribution data of cloud games, providing a data basis for further accurate decision-making on the deployment of cloud game rooms.

[0101] It should also be mentioned that, in some embodiments, the network quality data of the self-service computer room of the cloud game in the first-level area and the game quality data when the cloud game is running in the first-level area are also obtained. The cloud game in the first-level area is run based on the self-service computer room, and the obtained network quality data and game quality data are stored in the cloud game room site selection information list.

[0102] The network quality data of the self-hosted computer room of cloud games in the first-level region may include network delay, network packet loss, network jitter and other data. Network delay (RTT) refers to the time it takes for a datagram to go back and forth between two points on the network. The game quality data of cloud games running in the first-level region may include the frame rate, bit rate, and freeze rate of the user's game. The frame rate is the frequency at which a bitmap image in frames appears continuously on the display, and the bit rate refers to the number of bits transmitted per second, also known as the bit rate.

[0103] Under the condition that the type of cloud gaming computer room is a single-channel computer room, the game quality data when the cloud game is running in the first-level area should match the network operator supported by the single-channel computer room.

[0104] The network quality data of the cloud game's self-service computer room and the game quality data during cloud game operation can affect the decision of whether to deploy a cloud game computer room in the first-level area. For example, when the PCU of network operator users in the first-level area exceeds 600 and the network delay is greater than 30ms, and the packet loss rate exceeds 5%, it is necessary to deploy a cloud game computer room in the first-level area to improve the user gaming experience.

[0105] Therefore, the cloud game computer room site selection information list obtained in this embodiment not only contains the candidate areas and construction costs for deploying cloud game computer rooms in the first-level area and the existing user distribution data of cloud games, but also further contains the network quality data and game experience data corresponding to each first-level area and each network operator. This information is used to comprehensively consider which areas to deploy computer rooms, which can greatly optimize the cloud game user experience and save computer room operating costs.

[0106] See also Figure 6 , Figure 6 It is a schematic diagram of a cloud game room site selection information list shown in an exemplary embodiment of the present application. It can be seen that the exemplary cloud game room site selection information list contains the primary area where the cloud game room is to be deployed, the candidate area where the cloud game room is to be deployed in the corresponding primary area, the type of cloud game room deployed in the candidate area, the operator network supported by the deployed cloud game room, the construction cost of the cloud game room, the cost of deploying a self-service room in the candidate area, the conversion rate of potential cloud game users, the monthly growth rate of the maximum number of simultaneous online users of cloud games, the network quality of the existing self-service rooms of cloud games, the quality of cloud games and other data. Based on these data, it can be determined whether to deploy a cloud game room in one or more candidate areas of the primary area.

[0107] from Figure 6 It can also be seen from the cloud gaming computer room site selection information list that, in a certain first-level area, the candidate area for deploying a cloud gaming computer room of multi-channel type may be different from the candidate area for deploying a single-channel computer room. The candidate areas corresponding to cloud gaming computer rooms of single-channel type that support different operator networks may also be different, depending on the actual application scenario.

[0108] It is also necessary to mention that the deployment decision of the cloud game room in the first-level area can also consider factors such as the construction cycle cost of the cloud game room. These factors can be determined according to the actual application scenario, and the embodiments of this application do not limit the specific decision-making process. The detailed cloud game room deployment decision plan can also be determined according to the cloud game room deployment requirements in the actual application scenario, and the embodiments of this application do not limit the cloud game room deployment decision plan.

[0109] Figure 7 It is a block diagram of a site selection device for a cloud gaming room shown as an exemplary embodiment of the present application.

[0110] like Figure 7 As shown, the device comprises:

[0111] The candidate area selection module 410 is configured to select a target secondary area from multiple secondary areas belonging to the primary area as a candidate area for deploying a cloud game room. The cloud game room deployed in the candidate area is used to access cloud game users in the primary area; the construction cost calculation module 430 is configured to calculate the construction cost of deploying a cloud game room in the candidate area; the information list generation module 450 is configured to generate a cloud game room site selection information list. The cloud game site selection information list contains candidate areas for deploying cloud game rooms in the primary area, and the construction cost of deploying cloud game rooms in the candidate areas. The cloud game site selection information list is used for deployment decisions of cloud game rooms in the primary area.

[0112] In this embodiment, the cloud game room is equipped with cloud game servers provided by cloud game developers and cloud game network equipment provided by network operators. The site selection plan of the cloud game room performed by the site selection device of the cloud game room shown in this embodiment is based on the edge computing technology in 5G technology. Specifically, candidate areas are selected in the first-level area for deploying cloud game rooms, and the cloud game rooms deployed in the candidate areas are used to access cloud game users in the corresponding first-level area, so that the cloud game room to be deployed has the advantages of low latency and low cost brought by edge computing services; on the other hand, the site selection of the cloud game room can specifically refer to the information contained in the cloud game room site selection information list obtained in the embodiment of the present application, so that the site selection decision-making process of the cloud game room can be traced and relied upon, which greatly optimizes the site selection plan of the cloud game room.

[0113] In another exemplary embodiment, the candidate region selection module 410 includes:

[0114] The user distribution data acquisition unit is configured to acquire user distribution data of cloud games in each secondary area belonging to the primary area, cloud games refer to online games that are not cloud games, and the user base of cloud games includes potential cloud game users; the target secondary area determination unit is configured to determine the secondary area containing the largest number of cloud game users based on the user distribution data of cloud games in each secondary area, and take the secondary area containing the largest number of cloud game users as the target secondary area.

[0115] In another exemplary embodiment, the type of the cloud game room includes a multi-pass room, and the multi-pass room is used to characterize that the cloud game room supports multiple operator networks; the user distribution data acquisition unit includes:

[0116] The first user total acquisition subunit is configured to obtain the total number of users accessing the cloud game via multiple operator networks in each secondary area based on the operator network accessed by the users of the cloud game and the secondary area where the users of the cloud game are located, so as to obtain the user distribution data of the cloud game in each secondary area.

[0117] In another exemplary embodiment, the type of the cloud game room includes a single-pass room, which is used to characterize that the cloud game room only supports a single operator network; the user distribution data acquisition unit includes:

[0118] The second user total number acquisition subunit is configured to obtain the total number of users accessed by the cloud game via different unilateral operator networks in each secondary area according to the operator network accessed by the users in the cloud game and the secondary area where the users in the cloud game are located, so as to obtain the user distribution data of the cloud game in each secondary area, wherein the obtained user distribution data is used to determine the target secondary areas corresponding to the single-channel computer rooms supported by different operator networks deployed in the primary area.

[0119] In another exemplary embodiment, the apparatus further comprises:

[0120] The user overlap rate calculation module is configured to calculate the user overlap rate between different operator networks in the first-level area based on the user distribution data of the cloud games in the first-level area and the sum of the distribution data of users accessed by the cloud games in the first-level area through different operator networks; the user overlap rate storage module is configured to store the user overlap rate in the cloud game room site selection information list.

[0121] In another exemplary embodiment, the construction cost calculation module 430 includes:

[0122] The concurrent capacity calculation unit is configured to calculate the concurrent capacity of the cloud game room deployed in the candidate area according to the sum of the distribution data of the cloud game users in the surrounding first-level areas. The concurrent capacity is used to characterize the maximum total number of simultaneous online users supported by the cloud game room for cloud games. The surrounding first-level areas include all first-level areas around the first-level area to which the candidate area belongs; the cloud game server data calculation unit is configured to calculate the number of cloud game servers that need to be deployed in the cloud game room according to the concurrent capacity; the construction cost acquisition unit is configured to calculate the construction cost of deploying the cloud game room in the candidate area according to the concurrent capacity and the number of cloud game servers.

[0123] In another exemplary embodiment, the sum of distribution data of cloud game users in the surrounding primary area includes the sum of the highest number of concurrent online users; and the concurrent capacity calculation unit includes:

[0124] The parameter acquisition subunit is configured to obtain the device idle rate, device disaster recovery rate and user growth rate corresponding to the devices in the cloud game room; the concurrent capacity acquisition subunit is configured to calculate the quotient between the sum of the highest number of concurrent online users in the surrounding first-level areas and the device idle rate, and calculate the product between the quotient and the device disaster recovery rate, and use the product of the product and the user growth rate as the concurrent capacity of the cloud game room deployed in the candidate area.

[0125] In another exemplary embodiment, the cloud gaming server data computing unit includes:

[0126] The unit capacity acquisition subunit is configured to obtain the unit capacity of the maximum number of concurrent online users supported by a single cloud gaming server in the cloud gaming room; the cloud gaming server data acquisition subunit is configured to use the quotient of the concurrent capacity and the unit capacity as the number of cloud gaming servers that need to be deployed in the cloud gaming room.

[0127] In another exemplary embodiment, the apparatus further comprises:

[0128] The self-service computer room cost calculation unit is configured to calculate the cost of deploying a self-service computer room in a candidate area based on the concurrent capacity and the number of cloud game servers. The self-service computer room is equipped with equipment required for cloud game operation provided by cloud game developers. The equipment required for cloud game operation includes cloud game servers and cloud game network equipment. The self-service computer room cost storage unit is configured to store the calculated cost of deploying a self-service computer room in a candidate area in a cloud game computer room site selection information list as comparison information corresponding to the construction cost of deploying a cloud game computer room in the candidate area.

[0129] In another exemplary embodiment, the apparatus further comprises:

[0130] A user distribution parameter acquisition module is configured to obtain the maximum number of concurrent online users and monthly active users of cloud games in the first-level area; a conversion rate acquisition module is configured to calculate the total number of the maximum number of concurrent online users and the total number of monthly active users of cloud games in all first-level areas, and use the quotient between the total number of the maximum number of concurrent online users and the total number of monthly active users as the conversion rate of potential users in the cloud game; a conversion rate storage module is configured to store the conversion rate in the cloud game computer room site selection information list for use in deployment decisions of cloud game computer rooms in the first-level area.

[0131] In another exemplary embodiment, the apparatus further comprises:

[0132] A user quantity difference calculation module is configured to calculate the difference between the expected maximum number of concurrent online users and the maximum number of concurrent online users in the cloud game this month; a monthly growth rate calculation module is configured to divide the calculated difference by the maximum number of concurrent online users in the cloud game this month to obtain the monthly growth rate corresponding to the maximum number of concurrent online users of the cloud game; and a monthly growth rate storage module is configured to store the monthly growth rate in the cloud game computer room site selection information list.

[0133] In another exemplary embodiment, the apparatus further comprises:

[0134] The network and game quality data acquisition module is configured to obtain the network quality data of the self-service computer room of the cloud game in the first-level area and the game quality data when the cloud game is running in the first-level area. The cloud game in the first-level area is run based on the self-service computer room; the network and game quality data storage module is configured to store the network quality data and the game quality data in the cloud game room site selection information list.

[0135] It should be noted that the device provided in the above embodiment and the method provided in the above embodiment belong to the same concept, wherein the specific manner in which each module and unit performs the operation has been described in detail in the method embodiment and will not be repeated here.

[0136] An embodiment of the present application also provides an electronic device, including a processor and a memory, wherein the memory stores computer-readable instructions, and when the computer-readable instructions are executed by the processor, the site selection method for the cloud gaming room as described above is implemented.

[0137] Figure 8 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.

[0138] It should be noted that Figure 8 The computer system 1600 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.

[0139] like Figure 8 As shown, the computer system 1600 includes a central processing unit (CPU) 1601, which can perform various appropriate actions and processes according to the program stored in the read-only memory (ROM) 1602 or the program loaded from the storage part 1608 to the random access memory (RAM) 1603, such as executing the method described in the above embodiment. In RAM 1603, various programs and data required for system operation are also stored. CPU 1601, ROM 1602 and RAM 1603 are connected to each other through bus 1604. Input / output (I / O) interface 1605 is also connected to bus 1604.

[0140] The following components are connected to the I / O interface 1605: an input section 1606 including a keyboard, a mouse, etc.; an output section 1607 including a cathode ray tube (CRT), a liquid crystal display (LCD), etc., and a speaker, etc.; a storage section 1608 including a hard disk, etc.; and a communication section 1609 including a network interface card such as a LAN (Local Area Network) card, a modem, etc. The communication section 1609 performs communication processing via a network such as the Internet. A drive 1610 is also connected to the I / O interface 1605 as needed. A removable medium 1611, such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc., is installed on the drive 1610 as needed so that a computer program read therefrom is installed into the storage section 1608 as needed.

[0141] 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 computer program 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 1609, and / or installed from a removable medium 1611. When the computer program is executed by a central processing unit (CPU) 1601, various functions defined in the system of the present application are executed.

[0142] It should be noted that the computer-readable medium shown in the embodiment of the present application can be a computer-readable signal medium or a computer-readable storage medium or any combination of the above two. The computer-readable storage medium can be, for example, 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 can 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 can be any tangible medium containing or storing a program, which can 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 can include a data signal propagated in a baseband or as a part of a carrier wave, wherein a computer-readable computer program 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 computer program 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.

[0143] 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.

[0144] 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.

[0145] Another aspect of the present application further provides a computer-readable storage medium on which a computer program is stored, and when the computer program is executed by a processor, the method for selecting a location for a cloud gaming room as described above is implemented. The computer-readable storage medium may be included in the electronic device described in the above embodiment, or may exist independently without being assembled into the electronic device.

[0146] Another aspect of the present application further provides a computer program product or a computer program, which includes a computer instruction stored in a computer-readable storage medium. The processor of the computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the site selection method of the cloud game room provided in each of the above embodiments.

[0147] The above content is only a preferred exemplary embodiment of the present application and is not intended to limit the implementation scheme of the present application. A person skilled in the art can easily make corresponding changes or modifications based on the main concept and spirit of the present application. Therefore, the scope of protection of the present application shall be based on the scope of protection required by the claims.

Claims

1. A method for selecting a cloud gaming room site, characterized in that: The cloud game room is equipped with a cloud game server provided by a cloud game developer and a cloud game network device provided by a network operator, and the method includes: Selecting a target secondary area from multiple secondary areas belonging to the primary area as a candidate area for deploying a cloud game room, wherein the cloud game room deployed in the candidate area is used to provide cloud game data services for cloud game users in the primary area; Calculate the construction cost of deploying a cloud gaming room in the candidate area; Generate a cloud game room site selection information list, the cloud game room site selection information list contains candidate areas for deploying cloud game rooms in the first-level area, and the construction cost of deploying cloud game rooms in the candidate areas, and the cloud game room site selection information list is used for deployment decisions of cloud game rooms in the first-level area; The calculation of the construction cost of deploying a cloud gaming room in the candidate area includes: Calculate the concurrent capacity of the cloud gaming room deployed in the candidate area according to the sum of the maximum number of concurrent online users in the surrounding first-level areas, the device idle rate and device disaster recovery rate corresponding to the devices in the cloud gaming room, and the growth rate of the maximum number of concurrent online users corresponding to the cloud game. The concurrent capacity is used to characterize the total maximum number of concurrent online users supported by the cloud gaming room. The surrounding first-level area includes all first-level areas located around the first-level area to which the candidate area belongs. Calculate the number of cloud game servers that need to be deployed in the cloud game room according to the concurrent capacity; The construction cost of deploying a cloud gaming room in the candidate area is calculated based on the concurrent capacity and the number of cloud gaming servers.

2. The method according to claim 1, characterized in that: The step of selecting a target secondary area from a plurality of secondary areas belonging to the primary area as a candidate area for deploying a cloud game room includes: Obtain the user distribution data of cloud games in each secondary region belonging to the primary region; According to the user distribution data of the cloud game in each secondary area, the secondary area containing the largest number of cloud game users is determined, and the secondary area containing the largest number of cloud game users is used as the target secondary area.

3. The method according to claim 2, characterized in that The type of the cloud game room includes a multi-channel room, and the cloud game room of the multi-channel room type supports multiple operator networks; The obtaining of user distribution data of the cloud game in each secondary area belonging to the primary area includes: According to the operator network accessed by the users of the cloud game and the secondary areas where the users of the cloud game are located, the total number of users accessing the cloud game via the multiple operator networks in each secondary area is obtained to obtain the user distribution data of the cloud game in each secondary area.

4. The method according to claim 1, characterized in that: The calculating the number of cloud game servers that need to be deployed in the cloud game room according to the concurrent capacity includes: Get the unit capacity of the maximum number of concurrent online users supported by a single cloud gaming server in the cloud gaming room; The quotient of the concurrent capacity and the unit capacity is used as the number of cloud game servers that need to be deployed in the cloud game room.

5. The method according to claim 1, characterized in that The method further comprises: Calculate the cost of deploying a self-service computer room in the candidate area according to the concurrent capacity and the number of cloud game servers, wherein the self-service computer room is equipped with equipment required for running cloud games provided by cloud game developers, and the equipment required for running cloud games includes cloud game servers and cloud game network equipment; The calculated cost of deploying a self-service computer room in the candidate area is stored in the cloud game room site selection information list to serve as comparative information corresponding to the construction cost of deploying a cloud game room in the candidate area.

6. The method according to claim 3, characterized in that The method further comprises: Get the highest number of concurrent online users and monthly active users of cloud games in the first-level region; Calculate the sum of the highest number of concurrent online users and the sum of the number of monthly active users of the cloud game in all first-level regions, and use the quotient between the sum of the highest number of concurrent online users and the sum of the number of monthly active users as the conversion rate of potential users in the cloud game; The conversion rate is stored in the cloud game room site selection information list for use in deployment decisions of the cloud game room in the primary area.

7. The method according to claim 6, characterized in that The method further comprises: Calculate the difference between the expected peak concurrent users and the peak concurrent users in the cloud game this month; Divide the calculated difference by the maximum number of concurrent online users in the cloud game this month to obtain the monthly growth rate corresponding to the maximum number of concurrent online users of the cloud game; The monthly growth rate is stored in the cloud gaming room site selection information list.

8. The method according to claim 2, characterized in that: The type of the cloud game room includes a single-pass room, and the cloud game room of the single-pass room type only supports a single operator network; The obtaining of user distribution data of the cloud game in each secondary area belonging to the primary area includes: According to the operator network accessed by users in the cloud game and the secondary areas where the users in the cloud game are located, the total number of users accessed by the cloud game in each secondary area via different unilateral operator networks is obtained to obtain user distribution data of the cloud game in each secondary area, wherein the obtained user distribution data is used to determine the target secondary areas corresponding to the single-channel computer rooms supported by different operator networks deployed in the primary area.

9. The method according to claim 8, characterized in that The method further comprises: Calculate the user overlap rate between different operator networks in the first-level region based on the user distribution data of the cloud game in the first-level region and the total distribution data of users accessed by the cloud game in the first-level region via different operator networks; The user overlap rate is stored in the cloud game room site selection information list.

10. The method according to any one of claims 1 to 9, characterized in that The method further comprises: Obtain network quality data of a self-hosting room of a cloud game in a primary region and game quality data of a cloud game running in the primary region, where the cloud game in the primary region runs based on the self-hosting room; The network quality data and game quality data are stored in the cloud game room site selection information list.

11. A site selection device for a cloud gaming room, characterized in that: The cloud game room is equipped with a cloud game server provided by a cloud game developer and a cloud game network device provided by a network operator, and the device includes: A candidate area selection module is configured to select a target secondary area from multiple secondary areas belonging to the primary area as a candidate area for deploying a cloud game room, wherein the cloud game room deployed in the candidate area is used to provide cloud game data services for cloud game users in the primary area; A construction cost calculation module, configured to calculate the construction cost of deploying a cloud gaming room in the candidate area; An information list generation module is configured to generate a cloud game room site selection information list, wherein the cloud game site selection information list contains candidate areas for deploying cloud game rooms in the primary area and construction costs for deploying cloud game rooms in the candidate areas, and the cloud game site selection information list is used for deployment decisions of cloud game rooms in the primary area; The construction cost calculation module performs the following steps to calculate the construction cost of deploying a cloud gaming room in the candidate area: Calculate the concurrent capacity of the cloud gaming room deployed in the candidate area according to the sum of the maximum number of concurrent online users in the surrounding first-level areas, the device idle rate and device disaster recovery rate corresponding to the devices in the cloud gaming room, and the growth rate of the maximum number of concurrent online users corresponding to the cloud game. The concurrent capacity is used to characterize the total maximum number of concurrent online users supported by the cloud gaming room. The surrounding first-level area includes all first-level areas located around the first-level area to which the candidate area belongs. Calculate the number of cloud game servers that need to be deployed in the cloud game room according to the concurrent capacity; The construction cost of deploying a cloud gaming room in the candidate area is calculated based on the concurrent capacity and the number of cloud gaming servers.

12. An electronic device, characterized in that: include: a memory storing computer-readable instructions; A processor reads the computer-readable instructions stored in the memory to execute the method according to any one of claims 1 to 10.

13. A computer-readable storage medium, characterized in that: Computer-readable instructions are stored thereon, and when the computer-readable instructions are executed by a processor of a computer, the computer is caused to execute the method according to any one of claims 1 to 10.

14. A computer program product comprising computer instructions, characterized in that The computer instructions are stored in a computer-readable storage medium. When a processor of a computer device reads and executes the computer instructions from the computer-readable storage medium, the computer device executes the method according to any one of claims 1 to 10.

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