Game team formation method, device, electronic device and storage medium
By receiving requests for team waiting time and determining the number of people matching, the problem of low server response efficiency is solved, and efficient response of game teams and early construction of game scenarios is achieved.
Patent Information
- Application Number
- CN202111376429.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-11-19
- Publication Date
- 2025-04-29
- Estimated Expiration
- 2041-11-19
AI Technical Summary
When the anchor and the audience form a team, the server's response efficiency is low, resulting in an increase in game scene construction time.
By receiving the team waiting time sent by the first terminal, the number of people in the first team is determined, and the number of people in the second team is determined through the second terminal. When the number of people in the two groups is matched, a target request is sent to the game server to complete the team formation.
When the number of players in the first team reaches the number of players in the second team, the game can be started immediately without waiting for the preset time, which improves the game response efficiency and allows the game server to build the game scene in advance.
Smart Images

Figure CN113893554B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of live broadcasting, and in particular to a game team formation method, device, electronic equipment and storage medium. Background Art
[0002] During the live broadcast, the interaction between the host and the audience is relatively simple, and they can only send bullet comments and gifts. With the continuous development of live broadcast technology, the host can also team up with the audience to play games. At present, when the host and the audience team up for a game, the server needs to allocate resources based on the number of viewers joining the game. In this way, the server needs to start scene construction after the game waiting time (during which the audience can join the game) ends. Therefore, the game requires more processing time when building the scene, which makes the server's response efficiency to team play low. Summary of the invention
[0003] The embodiments of the present invention provide a game team formation method, device, electronic device and storage medium to solve the problem of low response efficiency of the server when the host and the audience form a team in the prior art.
[0004] The embodiment of the present invention is implemented as follows:
[0005] In a first aspect, an embodiment of the present invention provides a game team formation method, comprising:
[0006] Receiving the team formation waiting time sent by the first terminal;
[0007] Determine the number of people in the first team according to the team waiting time;
[0008] Determining the number of people in the second team through the second terminal, the first terminal and the second terminal log in to the same live broadcast room;
[0009] When the number of people in the first team matches the number of people in the second team, a target request is sent to the game server so that the game server completes the team formation according to the target request.
[0010] In a second aspect, an embodiment of the present invention provides a game team formation device, comprising:
[0011] A receiving module, used for receiving the teaming waiting time sent by the first terminal;
[0012] A first determining module, used to determine the number of people in the second team through a second terminal, where the first terminal and the second terminal log in to the same live broadcast room;
[0013] A second determining module is used to determine the number of people in the first team according to the team waiting time;
[0014] A sending module is used to send a target request to a game server when the number of people in the first team matches the number of people in the second team, so that the game server completes the team formation according to the target request.
[0015] In a third aspect, an embodiment of the present invention further provides an electronic device, comprising a processor, a memory, and a computer program stored in the memory and executable on the processor, wherein the computer program, when executed by the processor, implements the steps of the game team forming method as described in the first aspect.
[0016] In a fourth aspect, an embodiment of the present invention 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 steps of the game team formation method described in the first aspect are implemented.
[0017] In an embodiment of the present invention, a team waiting time sent by a first terminal is received; the number of people in the second team is determined through a second terminal, and the first terminal and the second terminal log in to the same live broadcast room; the number of people in the first team is determined according to the team waiting time; when the number of people in the first team matches the number of people in the second team, a target request is sent to a game server so that the game server completes the team according to the target request. In the above method, the live broadcast server can determine the number of people in the first team according to the team waiting time sent by the first terminal, and when the number of people in the first team matches the number of people in the second team, a target request is sent to the game server so that the game server completes the team according to the target request. When the number of people in the first team reaches the number of people in the second team, the game can be started immediately without waiting for the preset time to arrive, and the number of people in the first team can be provided to the game server in advance, so that the game server can pre-build the game scene according to the number of people in the first team, thereby improving the response efficiency of subsequent games. BRIEF DESCRIPTION OF THE DRAWINGS
[0018] Figure 1 is a flow chart of a game team formation method provided by an embodiment of the present invention;
[0019] Figure 2 is a probability curve diagram provided by an embodiment of the present invention;
[0020] Figure 3 is a cumulative probability density curve diagram provided by an embodiment of the present invention;
[0021] Figure 4 is another flow chart of the game team formation method provided by an embodiment of the present invention;
[0022] Figure 5 is a structural diagram of a first game team forming device provided by an embodiment of the present invention;
[0023] Figure 6 is a structural diagram of a second game team forming device provided by an embodiment of the present invention;
[0024] Figure 7 is a structural diagram of a terminal provided by an embodiment of the present invention;
[0025] Figure 8 It is a structural diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0026] The following will be combined with the drawings in the embodiments of the present invention to clearly and completely describe the technical solutions in the embodiments of the present invention. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0027] See also Figure 1 , Figure 1 is a flowchart of a game team formation method provided by an embodiment of the present invention. Figure 1 As shown, this embodiment provides a game team formation method, which is applied to a live broadcast server in a game live broadcast system. The game live broadcast system also includes a game server, a first terminal and a second terminal, including the following steps:
[0028] Step 101: Receive the team formation waiting time sent by the first terminal.
[0029] The first terminal may be a terminal logged in by the first user, and the first user may be a host user. The live broadcast server receives a first game team formation request sent by the host user through the first terminal. The first game team formation request includes a team formation waiting time. The team formation waiting time may be set by the first user, or may be randomly determined by the first terminal, or may be determined by the game software targeted by the first game team formation request, which is not limited here. The team formation waiting time may be 30 seconds or 1 minute, which is not limited here.
[0030] The first game team formation request may further include an identifier of the first terminal, a game identifier, and a game room identifier.
[0031] Step 102: Determine the number of people in the first team according to the team waiting time.
[0032] A mapping relationship is pre-set between the team waiting time and the number of people in the first team. The mapping relationship can be a mapping table. For example, one team waiting time corresponds to one first team number. The mapping relationship can also be obtained by calculation based on a model. For example, different team waiting times correspond to different models, and the number of people in the first team can be calculated based on the model.
[0033] Step 103: Determine the number of people in the second team through the second terminal, and the first terminal and the second terminal log in to the same live broadcast room.
[0034] The second terminal may be a terminal logged in by a second user, the second user may be a viewer user, there may be multiple viewer users, and the number of second terminals may be multiple. The logged in first user and second user are in the same live broadcast room.
[0035] When determining the number of people in the second team through the second terminal, the live broadcast server may send a second game team request to the second terminal (for the sake of distinction, the game team request received by the second terminal in the embodiment of the present application may be referred to as a second game team request), and receive the response information of the second terminal to the second game team request to determine the number of people in the second team. For example, the live broadcast server sends a second game team request to the second terminal. After the second terminal receives the second game team request, it displays the request information, and the request information includes a join game button and a refuse to join game button. If the second user operates the displayed request information, clicks the join game button, or clicks the refuse to join game button, the second terminal obtains the user's input and sends the input as response information to the live broadcast server. The live broadcast server determines the number of people in the second team based on the response information. If the response information includes agreeing to join the game, the number of people in the second team is accumulated by 1; if the response information includes refusing to join the game, the number of people in the second team is not accumulated, thereby, the number of second users who agree to join the team can be counted.
[0036] Step 104: When the number of members in the first team matches the number of members in the second team, a target request is sent to the game server so that the game server completes the team formation according to the target request.
[0037] The number of people in the first team matches the number of people in the second team. It can be understood that the number of people in the first team and the number of people in the second team can be the same or different. Preferably, the number of people in the first team and the number of people in the second team are the same. In this case, the number of people in the first team can be sent to the game server in advance, so that the game server can pre-build the game scene according to the number of people in the first team, thereby improving the response efficiency of subsequent games.
[0038] The number of people in the first team can be understood as the upper limit of the number of players in the same scene, that is, the number of people in the second team can be less than or equal to the number of people in the first team. The first user logs in through the first terminal, and the second user logs in through the second terminal. The number of people in the first team may include the first user or may not include the first user, which is not limited here.
[0039] If the team waiting time has expired, and the number of people in the first team is less than the number of people in the second team, but the difference is within the preset range, it can be considered that the number of people in the first team matches the number of people in the second team. For example, the team waiting time is 30 seconds. Within 30 seconds, the live broadcast server only receives response information from 3 second users agreeing to join the game. The number of people in the second team is 3, but the number of people in the first team is 4. When the team waiting time has expired, although the number of people in the second team is less than the number of people in the first team, the difference is within the preset range. It can be considered that the number of people in the first team matches the number of people in the second team, and the game can also be started. The live broadcast server sends a target request to the game server to realize the game teaming of the first user and the second user in the same scene. The target request can be a game start request.
[0040] If the team waiting time has not arrived and the number of people in the first team is equal to the number of people in the second team, the live broadcast server sends a target request to the game server, so that the game can be started as soon as possible, saving waiting time and improving user experience.
[0041] The target request includes the identifier of the first terminal, the game identifier, the game room identifier and the identifier of the second terminal. It should be noted that the target request may include identifiers of multiple second terminals, all of which are terminals that send response information agreeing to join the game.
[0042] In this embodiment, the live broadcast server receives the team waiting time sent by the first terminal; determines the number of the first team member according to the team waiting time; determines the number of the second team member through the second terminal, and the first terminal and the second terminal log in to the same live broadcast room; when the number of the first team member matches the number of the second team member, sends a target request to the game server so that the game server completes the team according to the target request. In the above method, the live broadcast server determines the number of the first team member according to the team waiting time sent by the first terminal, and sends a target request to the game server when the number of the first team member matches the number of the second team member, so that the game server completes the team according to the target request. On the one hand, the game team of the first user and the second user in the same scene can be realized; on the other hand, when the number of the second team member reaches the number of the first team member, the game can be started immediately without waiting for the preset time to arrive, and the number of the first team member can be provided to the game server in advance, so that the game server can pre-build the game scene according to the number of the first team member and improve the response efficiency of subsequent games.
[0043] In the above, determining the number of people in the first team according to the team waiting time includes:
[0044] Obtain a probability calculation model for the number of teams corresponding to the team waiting time;
[0045] The number of people in the first team is determined according to the team number probability calculation model and the pre-acquired probability threshold.
[0046] Specifically, different team waiting times may correspond to different team number probability calculation models, and the team number probability calculation model is determined based on the game team history record of the first user. That is to say, for the same team waiting time, different first users may correspond to different team number probability calculation models, and thus the number of people in the determined first team may also be different.
[0047] The team number probability calculation model is a relationship model between quantity and probability. For example, according to the team number probability calculation model, it can be known that the probability of a quantity of 3 is 50%, and the probability of a quantity of 4 is 80%. If the probability threshold is 50%, the number of people in the first team is determined to be 3, and if the probability threshold is 80%, the number of people in the first team is determined to be 4. The probability threshold can be flexibly adjusted according to actual conditions. For example, when there are fewer historical records in the game team history records corresponding to the first user, a lower threshold, such as 50%, can be set. When there are more historical records in the game team history records corresponding to the first user, a higher threshold, such as 80% or 100%, can be set. Alternatively, when the game requires fewer people to play, a lower threshold is set, and when the game requires more people to play more, a higher threshold is set.
[0048] In the above, the method of obtaining the probability calculation model of the number of teams corresponding to the team waiting time includes:
[0049] According to the game team formation history record of the account of the first terminal logging into the live broadcast room, a probability calculation model of the number of teams corresponding to the team formation waiting time is determined, the game team formation history record includes multiple history records, and each history record includes the historical number of people who responded to the team formation within the team formation waiting time.
[0050] Specifically, each historical record includes a historical number of people who responded to team formation within a team formation waiting time. The multiple historical records may be historical records within a preset time period, and the preset time period may include the historical number of people who responded to team formation within the team formation waiting time when the first user played the same game most recently. The first user logs in to the live broadcast room through an account, which may also be called an account, a user ID, etc., and different users have different accounts.
[0051] Determining a team number probability calculation model corresponding to the team waiting time according to the game team formation history record of the account of the first terminal logging into the live broadcast room may specifically include:
[0052] According to the game team history records of the account, determine the sample mean of the historical number of people who respond to team formation within the team waiting time; according to the sample mean, determine the probability that the number of team members within the team waiting time is x, where x is greater than or equal to 1; according to the probability that the number of team members within the team waiting time is x, determine the team number probability calculation model.
[0053] For example, the number of people who actually click to play in a team within t (t is the team waiting time) is obtained. If the number of users who click to play in a team (i.e., the second user) in each t time interval is X1, X2, X3, X4, X5...Xn respectively, then by taking the sample average, the average number of times the user clicks to play in a team within the t time interval is calculated. Right now:
[0054]
[0055] The above team-forming scenario has the following characteristics: each user clicks to form a team, which is an independent event; within any same time range t, the probability of the event occurring is the same, for example, within the same 5-minute time range, the probability of users clicking to form a team is the same. n is greater than or equal to 1, and i is less than or equal to n.
[0056] Determine the probability that the number of users x will click to team up after the host sets the waiting time t.
[0057] After a given time range t, the probability that the number of users clicking to play in a team is x (that is, the probability that the number of people in a team is x) is:
[0058]
[0059] Among them, x represents the number of times the event occurs (that is, the number of users who click to play in a team), and λ represents the average number of times the event occurs within a given time range (that is, the average number of users who click to play in a team within the time range t set by the anchor.
[0060] The value of λ can be the sample mean, which is calculated as the average number of occurrences λ. With multiple rounds of self-learning, the sample space becomes larger and larger, and the sample mean tends to the theoretical value more and more, that is:
[0061]
[0062] If λ is equal to 8, according to the above calculation formula of F(x), it can be calculated that the number of players in the team is in the range of (0, 20), and the maximum value of x is 20. The corresponding probability curve is as follows: Figure 2 As shown, Figure 2 The vertical axis is the probability, and the horizontal axis is the number of players in the team.
[0063] The above probability curve represents the probability of a single point of teaming up. In the actual process, in order to cover as many possible situations as possible, it is necessary to calculate the cumulative probability density P(X), that is, the probability of the number of users clicking on teaming up being between (0, X) (where x is greater than or equal to X). Taking λ equal to 8 as an example, the corresponding cumulative probability density curve P(X) is as follows: Figure 3 As shown, Figure 3 The vertical axis is the probability, and the horizontal axis is the number of players in the team. Figure 3 It can be seen that as the number of team players is exhausted, P(X) will tend to 1 infinitely. The cumulative probability density P(X) can be understood as a probability calculation model for the number of team members.
[0064] The live broadcast server can dynamically set the probability threshold Ω, for example, different probability thresholds Ω are set based on different conditions. The upper limit of the number of players is determined according to the probability threshold Ω, that is, Xi is determined according to P(Xi)≈Ω, and the number of team members i automatically generated by the live broadcast server.
[0065] See also Figure 4 , Figure 4 is a flowchart of a game team formation method provided by an embodiment of the present invention. Figure 4 As shown, this embodiment provides a game team formation method, which is applied to a first terminal, and the first terminal includes a live broadcast application, including:
[0066] Step 201: Generate a first game team formation request, wherein the first game team formation request includes a team formation waiting time.
[0067] Specifically, the first terminal may be a terminal logged in by the first user, and the first user may be a host user. The first terminal may generate a first game team request in response to the game team operation acting on the live broadcast room of the live broadcast application. The first game team request includes a team waiting time, which may be set by the first user, or may be randomly determined by the first terminal, or may be determined by the game software targeted by the first game team request, which is not limited here. The team waiting time may be 30 seconds or 1 minute, which is not limited here.
[0068] The first game team formation request may further include an identifier of the first terminal, a game identifier, and a game room identifier, so that the game server can form a game team with the first user and the second user.
[0069] Step 202: Send the first game team formation request to the live broadcast server, so that the live broadcast server sends a second game team formation request to the second terminal according to the first game team formation request to invite the second terminal logged in to the same live broadcast room as the first terminal to join the game, and the second user logs in through the second terminal.
[0070] Specifically, the second terminal may be a terminal logged in by the second user, the second user may be a viewer user, there may be multiple viewer users, and the number of second terminals may be multiple. The logged in first user and second user are in the same live broadcast room.
[0071] After the first terminal generates the first game team formation request, it sends the first game team formation request to the live broadcast server, so that the live broadcast server sends the second game team formation request to the second terminal according to the first game team formation request to invite the second user in the same live broadcast room as the first user to join the game. For example, the live broadcast server can send the second game team formation request to the second terminal, and receive the response information of the second terminal to the second game team formation request to determine the number of the second team members; the live broadcast server determines the number of the first team members according to the team formation waiting time; the live broadcast server sends a target request to the game server when the number of the first team members matches the number of the second team members, so that the game server completes the team formation according to the target request.
[0072] In this embodiment, the first terminal generates a first game team formation request, which includes a team formation waiting time; the first game team formation request is sent to the live broadcast server, so that the live broadcast server sends a second game team formation request to the second terminal according to the first game team formation request, so as to invite a second user in the same live broadcast room as the first user to join the game, and the second user logs in through the second terminal. In the above manner, the game team formation of the first user and the second user in the same scene can be realized.
[0073] The following examples are listed to describe the game team formation method provided by the present application.
[0074] Anchor A starts live broadcast through the first terminal and turns on the team play function. In this case, the live broadcast server obtains the team waiting time t, which can be set by the anchor.
[0075] The live broadcast server pre-acquires the probability calculation model of the number of teams. The model is obtained through self-learning based on multiple rounds of historical sample data. For each round of learning, the implementation process is as follows:
[0076] Record the number of users Xi who clicked Team Play during the waiting time t. For example, get the number of people who actually clicked Team Play during the time t. If the number of users who clicked Team Play during each time interval t is X1, X2, X3, X4, X5…Xn, calculate the average number of times the user clicked Team Play during the time interval t by taking the sample average. Right now:
[0077]
[0078] n is greater than or equal to 1, and i is less than or equal to n.
[0079] Determine the probability that the number of users x will click to team up after the host sets the waiting time t.
[0080] After a given time range t, the probability that the number of users clicking to play in a team is x (that is, the probability that the number of people in a team is x) is:
[0081]
[0082] Among them, x represents the number of times the event occurs (that is, the number of users who click to play in a team), and λ represents the average number of times the event occurs within a given time range (that is, the average number of users who click to play in a team within the time range t set by the anchor.
[0083] The sample mean is calculated as the average number of occurrences λ. With multiple rounds of self-learning, the sample space becomes larger and larger, and the sample mean will tend more and more to the theoretical value, that is:
[0084]
[0085] If λ is equal to 8, according to the above calculation formula of F(x), it can be calculated that the number of players in the team is in the range of (0, 20), and the maximum value of x is 20. The corresponding probability curve is as follows: Figure 2 shown.
[0086] The above probability curve represents the probability of a single point of teaming up. In the actual process, in order to cover as many possible situations as possible, it is necessary to calculate the cumulative probability density P(X), that is, the probability of the number of users clicking on teaming up being between (0, X) (where x is greater than or equal to X). Taking λ equal to 8 as an example, the corresponding cumulative probability density curve P(X) is as follows: Figure 3 As shown. Figure 3 It can be seen that as the number of team players is exhausted, P(X) will tend to 1 infinitely. The cumulative probability density P(X) can be understood as a probability calculation model for the number of team members.
[0087] The live broadcast server can dynamically set the probability threshold Ω, for example, different probability thresholds Ω are set based on different conditions. The upper limit of the number of players is determined according to the probability threshold Ω, that is, Xi is determined according to P(Xi)≈Ω, and the number of team members i automatically generated by the live broadcast server.
[0088] Define the following parameters: cloud game client account (CID), game ID (GID), game login account (RID), room number (RMID);
[0089] The login account of anchor A's cloud game client (i.e., the first terminal) is CID1, the account used to enter the game is RID1, and the room number created is RMID1
[0090] After the anchor starts broadcasting, the cloud platform capability is called to start broadcasting, and the live broadcast server passes the game room RMID1, game identifier GID1, and anchor game account RID1 to the cloud game server (i.e., game server);
[0091] The cloud game server records (CID1, RID1, RMID1, GID1);
[0092] After the number of team members reaches i, the live broadcast server can notify the cloud game server to complete the team formation. Specifically, the live broadcast server can notify the cloud game server to allocate cloud devices for the cloud game client accounts CIDi of i players and transmit (CID1, RID1, RMID1, GID1) to the cloud device.
[0093] The cloud device downloads (e.g., installs from a network file system (NFS)) the game identified by GID1 (i.e., the game for the player team), and then starts the game;
[0094] After the game is started, the cloud device uses CIDi as RIDi to log in (i.e., the cloud device uses CIDi to log in to the game);
[0095] After successful login, the cloud game client pulls i players into the host A's room according to (RID1, RMID1) to play the game together.
[0096] The above method can enable the host and the audience to team up in the same scene to play cloud games with one click, and realize multi-person games in the same scene. According to the self-learning of the platform algorithm, the average number of people who click to team up in the host's live broadcast room is continuously converged, and then according to the model, the most expected team number is automatically set for the host, so that the host and fans can team up to play games more efficiently.
[0097] By building an algorithm model based on platform operation data, the live broadcast server automatically generates the number of players who can participate after the anchor sets the waiting time for team formation, thereby maximizing user participation while reducing the use of game resources.
[0098] See also Figure 5 , Figure 5 is a structural diagram of a first game team forming device provided by an embodiment of the present invention, such as Figure 6 As shown, the first game team forming device 500 is applied to a live broadcast server in a game live broadcast system. The game live broadcast system also includes a game server, a first terminal and a second terminal. The first game team forming device 500 includes:
[0099] The receiving module 501 is used to receive the teaming waiting time sent by the first terminal;
[0100] A first determining module 502, configured to determine the number of members of a first team according to the team waiting time;
[0101] A second determination module 503 is used to determine the number of people in the second team through a second terminal, and the first terminal and the second terminal log in to the same live broadcast room;
[0102] The sending module 504 is used to send a target request to the game server when the number of people in the first team matches the number of people in the second team, so that the game server completes the team formation according to the target request.
[0103] Optionally, the first determining module 502 includes:
[0104] A sending submodule, used for sending a second game team formation request to the second terminal;
[0105] The receiving submodule is used to receive the response information of the second terminal to the game team request and determine the number of members of the second team.
[0106] Optionally, the second determining module 503 includes:
[0107] An acquisition submodule, used to obtain a probability calculation model of the number of teams corresponding to the team waiting time;
[0108] The determination submodule is used to determine the number of members in the first team according to the team number probability calculation model and the pre-acquired probability threshold.
[0109] Optionally, the acquisition submodule includes:
[0110] A determination unit is used to determine a probability calculation model for the number of teams corresponding to the team waiting time based on a game team history record of an account that logs into the live broadcast room via the first terminal, wherein the game team history record includes multiple historical records, and each historical record includes a historical number of people who responded to the team during the team waiting time.
[0111] Optionally, the determining unit is used to:
[0112] Determine the sample mean of the number of people who responded to the team formation within the team formation waiting time according to the game team formation history record of the account of the first terminal logging into the live broadcast room;
[0113] According to the sample mean, determine the probability that the number of team members within the team waiting time is x, where x is greater than or equal to 1;
[0114] According to the probability that the number of team members is x within the team waiting time, the team number probability calculation model is determined.
[0115] Optionally, the probability that the number of people in the team is x is determined according to the following expression:
[0116]
[0117] The value of λ is the sample mean.
[0118] Optionally, the team formation waiting time is carried in a first game team formation request, and the first game team formation request further includes an identifier of the first terminal, a game identifier, and a game room identifier;
[0119] The target request includes an identifier of the first terminal, a game identifier, a game room identifier, and an identifier of the second terminal.
[0120] The first game team forming device 500 can realize Figure 1 The various processes implemented by the live broadcast server in the method embodiment shown achieve the same beneficial effects, and will not be described again here to avoid repetition.
[0121] See also Figure 6 , Figure 6 is a structural diagram of a second game team forming device provided by an embodiment of the present invention, such as Figure 6 As shown, the second game team forming device 600, applied to the first terminal, includes:
[0122] A generating module 601 is used to generate a first game team formation request, wherein the first game team formation request includes a team formation waiting time;
[0123] The sending module 602 is used to send the first game team formation request to the live broadcast server, so that the live broadcast server sends a second game team formation request to the second terminal according to the first game team formation request to invite a second user in the same live broadcast room as the first user to join the game, and the first user logs in through the first terminal, and the second user logs in through the second terminal.
[0124] Optionally, the first game team formation request also includes an identifier of the first terminal, a game identifier and a game room identifier.
[0125] The second game team forming device 600 can realize Figure 4 The various processes implemented by the first terminal in the illustrated method embodiment achieve the same beneficial effects, and will not be described again here to avoid repetition.
[0126] Figure 7 A schematic diagram of the hardware structure of a terminal (ie, a first terminal) provided to implement an embodiment of the present invention is shown in FIG. Figure 7As shown, the terminal 900 includes but is not limited to: a radio frequency unit 901, a network module 902, an audio output unit 903, an input unit 904, a sensor 905, a display unit 906, a user input unit 907, an interface unit 908, a memory 909, a processor 910, and a power supply 911. Those skilled in the art can understand that Figure 7 The terminal structure shown in the figure does not constitute a limitation on the terminal, and the terminal may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently. In the embodiment of the present invention, the terminal includes but is not limited to a mobile phone, a tablet computer, a laptop computer, a PDA, a vehicle-mounted terminal, a wearable device, and a pedometer.
[0127] Processor 910 is used to generate a first game team formation request, where the first game team formation request includes a team formation waiting time;
[0128] The radio frequency unit 901 is used to send the first game team formation request to the live broadcast server, so that the live broadcast server sends a second game team formation request to the second terminal according to the first game team formation request to invite a second user in the same live broadcast room as the first user to join the game. The first user logs in through the first terminal, and the second user logs in through the second terminal.
[0129] Optionally, the probability that the number of people in the team is x is determined according to the following expression:
[0130]
[0131] The value of λ is the sample mean.
[0132] Optionally, the first game team formation request also includes an identifier of the first terminal, a game identifier and a game room identifier.
[0133] The terminal 900 can implement each process implemented by the terminal in the aforementioned embodiment and achieve the same technical effect. To avoid repetition, it will not be described again here.
[0134] It should be understood that in the embodiment of the present invention, the radio frequency unit 901 can be used for receiving and sending signals during information transmission or communication. Specifically, after receiving downlink data from the base station, it is sent to the processor 910 for processing; in addition, uplink data is sent to the base station. Generally, the radio frequency unit 901 includes but is not limited to an antenna, at least one amplifier, a transceiver, a coupler, a low noise amplifier, a duplexer, etc. In addition, the radio frequency unit 901 can also communicate with the network and other devices through a wireless communication system.
[0135] The terminal provides users with wireless broadband Internet access through the network module 902, such as helping users to send and receive emails, browse web pages, and access streaming media.
[0136] The audio output unit 903 can convert the audio data received by the RF unit 901 or the network module 902 or stored in the memory 909 into an audio signal and output it as sound. Moreover, the audio output unit 903 can also provide audio output related to a specific function performed by the terminal 900 (for example, a call signal reception sound, a message reception sound, etc.). The audio output unit 903 includes a speaker, a buzzer, a receiver, etc.
[0137] The input unit 904 is used to receive audio or video signals. The input unit 904 may include a graphics processor (GPU) 9041 and a microphone 9042, and the graphics processor 9041 processes the image data of a static picture or video obtained by an image capture device (such as a camera) in a video capture mode or an image capture mode. The processed image frame can be displayed on the display unit 906. The image frame processed by the graphics processor 9041 can be stored in the memory 909 (or other storage medium) or sent via the radio frequency unit 901 or the network module 902. The microphone 9042 can receive sound and can process such sound into audio data. The processed audio data can be converted into a format output that can be sent to a mobile communication base station via the radio frequency unit 901 in the case of a telephone call mode.
[0138] The terminal 900 also includes at least one sensor 909, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor includes an ambient light sensor and a proximity sensor, wherein the ambient light sensor can adjust the brightness of the display panel 9061 according to the brightness of the ambient light, and the proximity sensor can turn off the display panel 9061 and / or the backlight when the terminal 900 is moved to the ear. As a type of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in each direction (generally three axes), and can detect the magnitude and direction of gravity when stationary, which can be used to identify the terminal posture (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc.; the sensor 909 can also include a fingerprint sensor, a pressure sensor, an iris sensor, a molecular sensor, a gyroscope, a barometer, a hygrometer, a thermometer, an infrared sensor, etc., which will not be repeated here.
[0139] The display unit 906 is used to display information input by the user or information provided to the user. The display unit 906 may include a display panel 9061, which may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.
[0140] The user input unit 907 can be used to receive input digital or character information, and to generate key signal input related to the user settings and function control of the terminal. Specifically, the user input unit 907 includes a touch panel 9071 and other input devices 9072. The touch panel 9071, also known as a touch screen, can collect the user's touch operation on or near it (such as the user's operation on the touch panel 9071 or near the touch panel 9071 using any suitable object or accessory such as a finger, stylus, etc.). The touch panel 9071 may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the contact point coordinates, and then sends it to the processor 910, receives the command sent by the processor 910 and executes it. In addition, the touch panel 9071 can be implemented in various types such as resistive, capacitive, infrared and surface acoustic waves. In addition to the touch panel 9071, the user input unit 907 may also include other input devices 9072. Specifically, other input devices 9072 may include but are not limited to a physical keyboard, function keys (such as volume control keys, switch keys, etc.), a trackball, a mouse, and a joystick, which will not be described in detail here.
[0141] Furthermore, the touch panel 9071 may be overlaid on the display panel 9061. When the touch panel 9071 detects a touch operation on or near it, it transmits the information to the processor 910 to determine the type of the touch event. Then, the processor 910 provides a corresponding visual output on the display panel 9061 according to the type of the touch event. Figure 7 In the embodiment, the touch panel 9071 and the display panel 9061 are used as two independent components to implement the input and output functions of the terminal. However, in some embodiments, the touch panel 9071 and the display panel 9061 can be integrated to implement the input and output functions of the terminal, which is not limited here.
[0142] The interface unit 908 is an interface for connecting an external device to the terminal 900. For example, the external device may include a wired or wireless headset port, an external power supply (or battery charger) port, a wired or wireless data port, a memory card port, a port for connecting a device with an identification module, an audio input / output (I / O) port, a video I / O port, a headphone port, etc. The interface unit 908 may be used to receive input (e.g., data information, power, etc.) from an external device and transmit the received input to one or more elements in the terminal 900 or may be used to transmit data between the terminal 900 and an external device.
[0143] The memory 909 can be used to store software programs and various data. The memory 909 can mainly include a program storage area and a data storage area, wherein the program storage area can store an operating system, an application required for at least one function (such as a sound playback function, an image playback function, etc.), etc.; the data storage area can store data created according to the use of the mobile phone (such as audio data, a phone book, etc.), etc. In addition, the memory 909 can include a high-speed random access memory, and can also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other volatile solid-state storage devices.
[0144] The processor 910 is the control center of the terminal. It uses various interfaces and lines to connect various parts of the entire terminal. It executes various functions of the terminal and processes data by running or executing software programs and / or modules stored in the memory 909, and calling data stored in the memory 909, so as to monitor the terminal as a whole. The processor 910 may include one or more processing units; preferably, the processor 910 may integrate an application processor and a modem processor, wherein the application processor mainly processes the operating system, user interface, and application programs, and the modem processor mainly processes wireless communications. It is understandable that the above-mentioned modem processor may not be integrated into the processor 910.
[0145] The terminal 900 may also include a power supply 911 (such as a battery) for supplying power to various components. Preferably, the power supply 911 may be logically connected to the processor 910 through a power management system, thereby implementing functions such as charging, discharging, and power consumption management through the power management system.
[0146] In addition, the terminal 900 includes some functional modules not shown, which will not be described in detail here.
[0147] like Figure 8 As shown, the embodiment of the present invention further provides an electronic device 1000, including a processor 1002, a memory 1001, and a computer program stored in the memory 1001 and executable on the processor 1002, wherein the computer program is executed by the processor 1002 to implement the above Figure 1 ,or Figure 4 The various processes of the illustrated embodiments can achieve the same technical effect, and will not be described again here to avoid repetition.
[0148] The embodiment of the present invention further provides a computer-readable storage medium, on which a computer program is stored, which implements the above-mentioned Figure 1 The various processes of the game team formation method embodiment shown in the figure, or the computer program is executed by the processor to implement the above Figure 4 The various processes of the game team formation method embodiment shown in the figure can achieve the same technical effect, and will not be repeated here to avoid repetition. Among them, the computer-readable storage medium is such as a read-only memory (ROM), a random access memory (RAM), a disk or an optical disk, etc.
[0149] It should be noted that, in this article, the terms "include", "comprises" or any other variations thereof are intended to cover non-exclusive inclusion, so that a process, method, article or device including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, article or device. In the absence of further restrictions, an element defined by the sentence "comprises a ..." does not exclude the existence of other identical elements in the process, method, article or device including the element.
[0150] Through the description of the above implementation methods, those skilled in the art can clearly understand that the above-mentioned embodiment methods can be implemented by means of software plus a necessary general hardware platform, and of course by hardware, but in many cases the former is a better implementation method. Based on such an understanding, the technical solution of the present invention, or the part that contributes to the prior art, can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, a magnetic disk, or an optical disk), and includes a number of instructions for enabling a terminal (which can be a mobile phone, a computer, a server, an air conditioner, or a network device, etc.) to execute the methods described in each embodiment of the present invention.
[0151] The embodiments of the present invention are described above in conjunction with the accompanying drawings, but the present invention is not limited to the above-mentioned specific implementation modes, which are merely illustrative rather than restrictive. Under the guidance of the present invention, ordinary technicians in this field can also make many forms without departing from the scope of protection of the present invention and the claims, all of which are within the protection of the present invention.
Claims
1. A game team formation method, characterized in that: include: Receiving the team formation waiting time sent by the first terminal; Determine the number of people in the first team according to the team waiting time; Determining the number of people in the second team through the second terminal, the first terminal and the second terminal log in to the same live broadcast room; When the number of people in the first team matches the number of people in the second team, sending a target request to the game server so that the game server completes the team formation according to the target request; The step of determining the number of people in the first team according to the team waiting time includes: Determine a sample mean of the number of people who responded to the team formation during the team formation waiting time according to the game team formation history records of the account of the first terminal logging into the live broadcast room, wherein the game team formation history records include multiple history records, each history record includes the number of people who responded to the team formation during the team formation waiting time; According to the sample mean, determine the probability that the number of team members within the team waiting time is x, where x is greater than or equal to 1; Determine a probability calculation model for the number of teams according to the probability that the number of team members is x within the team waiting time; The number of people in the first team is determined according to the team number probability calculation model and the pre-acquired probability threshold.
2. The method according to claim 1, characterized in that The probability F(x) that the number of people in the team is x is determined according to the following expression: The value of λ is the sample mean.
3. The method according to claim 1, characterized in that The determining the number of the second team members by the second terminal includes: Sending a second game team formation request to the second terminal; Receive response information from the second terminal to the game team formation request, and determine the number of members in the second team.
4. The method according to claim 1, characterized in that: The team formation waiting time is carried in the first game team formation request, and the first game team formation request also includes the first terminal identifier, the game identifier, and the game room identifier; The target request includes an identifier of the first terminal, a game identifier, a game room identifier, and an identifier of the second terminal.
5. A game team formation device, characterized in that: include: A receiving module, used for receiving the teaming waiting time sent by the first terminal; A first determining module, used to determine the number of people in the second team through a second terminal, where the first terminal and the second terminal log in to the same live broadcast room; A second determining module is used to determine the number of people in the first team according to the team waiting time; A sending module, configured to send a target request to a game server when the number of members of the first team and the number of members of the second team match, so that the game server completes team formation according to the target request; The second determining module includes: An acquisition submodule, used to obtain a probability calculation model of the number of teams corresponding to the team waiting time; A determination submodule, configured to determine the number of members of the first team according to the team number probability calculation model and a pre-acquired probability threshold; The acquisition submodule includes: A determination unit is configured to determine a probability calculation model for the number of teams corresponding to the team waiting time according to a game team history record of an account of the first terminal logging into the live broadcast room, wherein the game team history record includes a plurality of history records, each history record includes a historical number of people who responded to the team during the team waiting time; The determining unit is used for: Determine the sample mean of the number of people who responded to the team formation within the team formation waiting time according to the game team formation history record of the account of the first terminal logging into the live broadcast room; According to the sample mean, determine the probability that the number of team members within the team waiting time is x, where x is greater than or equal to 1; According to the probability that the number of team members is x within the team waiting time, the team number probability calculation model is determined.
6. An electronic device, characterized in that: The method comprises a processor, a memory and a computer program stored in the memory and executable on the processor, wherein the computer program, when executed by the processor, implements the steps of the game team formation method as claimed in any one of claims 1 to 4.
7. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, which, when executed by a processor, implements the steps of the game team formation method according to any one of claims 1 to 4.
Citation Information
Patent Citations
Game team forming method and device, electronic device, live broadcast system and storage medium
CN111185012A