Cloud game reservation method, device, equipment and computer-readable storage medium
By obtaining installation time and game records when the user exits the cloud game and determining the game retention time, the problem of waste of cloud computing resources caused by frequent installation of cloud games is solved, and efficient startup and resource saving of cloud games are achieved.
Patent Information
- Application Number
- CN202111330130.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-11-10
- Publication Date
- 2025-07-18
- Estimated Expiration
- 2041-11-10
AI Technical Summary
When cloud games are installed in the cloud, it leads to excessive consumption of cloud computing resources, especially when users frequently request games, frequent installation operations consume a large amount of computing resources.
By detecting that when a user exits the cloud game, the installation time and game records are obtained, the game retention time is determined based on this information, and the cloud game is retained within that time to avoid frequent installations.
It saves cloud computing resources, improves the startup efficiency of cloud games, and reduces unnecessary computing burden.
Smart Images

Figure CN114011056B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of computer technology, and in particular, to a cloud game reservation method, apparatus, device, and computer-readable storage medium. Background Art
[0002] With the maturity of cloud computing technology, users can use cloud computing to accomplish tasks that are difficult for terminals to complete. For example, in the field of cloud games, games that the terminal cannot run smoothly, games not installed on the terminal itself, or games that cannot be run by the operating system installed on the terminal, users can play these games through the cloud. The terminal only needs to receive the images from the cloud and interact with the cloud. However, installing cloud games on the cloud will waste the cloud memory for some cloud games with few users; if the cloud games are not installed on the cloud, the installation operation of the game will be triggered every time a user requests a cloud game, and the cloud memory needs to write the cloud game frequently, resulting in excessive consumption of cloud computing resources. Summary of the Invention
[0003] The main object of the present invention is to provide a cloud game reservation method, apparatus, device, and computer-readable storage medium, aiming to solve the problem of how to save cloud computing resources.
[0004] To achieve the above object, a cloud game reservation method provided by the present invention includes the following steps:
[0005] When it is detected that the user exits the cloud game, obtain the installation time consumption and game record corresponding to the cloud game;
[0006] Determine the game reservation duration according to the installation time consumption and the game record;
[0007] Reserve the cloud game within the game reservation duration.
[0008] In an embodiment, the game record includes game popularity, game idle time, and the access history corresponding to the cloud game. The step of determining the game reservation duration according to the installation time consumption and the game record includes:
[0009] If the installation time consumption is less than or equal to a preset duration, determine a correction coefficient according to the access history;
[0010] Determine the game reservation duration according to the correction coefficient, the installation time consumption, the game popularity, and the game idle time.
[0011] In an embodiment, the step of determining the correction coefficient according to the access history includes:
[0012] Determine the user access volume corresponding to each time interval within a preset duration according to the access history, where the preset duration includes multiple identical time intervals;
[0013] Determine the product of the maximum value of the user access volume within each of the time intervals and the number of the time intervals;
[0014] Determine a correction coefficient according to the quotient of the product and the user access volume within the preset duration.
[0015] In one embodiment, the step of determining the game retention duration according to the correction coefficient, the installation time, the game popularity, and the game idle time includes:
[0016] When the game popularity is greater than or equal to a preset first threshold and less than a preset second threshold, determine the game retention duration according to the installation time and the correction coefficient, where the preset second threshold is greater than the preset first threshold;
[0017] When the game popularity is greater than or equal to the preset second threshold, determine a variation coefficient according to the game idle time, and determine the game retention duration according to the variation coefficient, the installation time, the game popularity, and the correction coefficient.
[0018] In one embodiment, the step of determining the game retention duration according to the installation time and the correction coefficient includes:
[0019] Determine the game retention duration according to a first formula, the variation coefficient, the installation time, the game popularity, and the correction coefficient, where the first formula is:
[0020]
[0021] where T is the game retention duration, Δt is the variation coefficient, t is the installation time, n is the game popularity, and δ is the correction coefficient.
[0022] In one embodiment, the step of determining the variation coefficient of the game idle time according to the game idle time includes:
[0023] Determine the variation coefficient of the game idle time according to a second formula and the game idle time, where the second formula is:
[0024]
[0025] where Δt is the variation coefficient, t in is the time point when the nth user loads the cloud game, t o(n-1) represents the time point when the (n - 1)th user exits the cloud game, t in -to(n-1) represents the game idle time between the nth user and the (n - 1)th user; t i(n-1) is the time point for loading the cloud game for the (n - 1)th user, t o(n-2) represents the time point when the (n - 1)th user exits the cloud game, t i(n-1) -t o(n-2) represents the game idle time between the nth user and the (n - 1)th user.
[0026] In one embodiment, the step of determining the correction coefficient according to the access history includes:
[0027] If the current time is a working day, obtain the access history of the previous working day of the current working day, and determine the correction coefficient according to the access history of the previous working day;
[0028] If the current time is a holiday, obtain the access history of the previous holiday of the current holiday, and determine the correction coefficient according to the access history of the previous holiday.
[0029] To achieve the above object, a cloud game retention device of the present invention, the cloud game retention device includes:
[0030] An acquisition module, configured to obtain the installation time consumption and game records corresponding to the cloud game when detecting that a user exits the cloud game;
[0031] A determination module, configured to determine the game retention duration according to the installation time consumption and the game records;
[0032] A retention module, configured to retain the cloud game within the game retention duration.
[0033] To achieve the above object, the present invention further provides a cloud game retention device, the cloud game retention device includes a memory, a processor, and a cloud game retention program stored in the memory and executable on the processor, and when the cloud game retention program is executed by the processor, each step of the above-mentioned cloud game retention method is implemented.
[0034] To achieve the above object, the present invention further provides a computer-readable storage medium, the computer-readable storage medium stores a cloud game retention program, and when the cloud game retention program is executed by a processor, each step of the above-mentioned cloud game retention method is implemented.
[0035] A cloud game retention method, device, equipment and computer-readable storage medium provided by the present invention, when detecting that a user exits the cloud game, obtain the installation time consumption and game records corresponding to the cloud game; determine the game retention duration according to the installation time consumption and game records; retain the cloud game within the game retention duration. By determining the game retention duration of the cloud game according to the installation time consumption and game records corresponding to the cloud game, and retaining the cloud game within the game retention duration, frequent installation of the cloud game is avoided, and cloud computing resources are saved. BRIEF DESCRIPTION OF THE DRAWINGS
[0036] Figure 1 FIG. is a schematic hardware structure diagram of a cloud game retention device according to an embodiment of the present invention;
[0037] Figure 2 FIG. is a schematic flowchart of a first embodiment of the cloud game retention method of the present invention;
[0038] Figure 3 FIG. is a detailed flowchart of step S20 of a second embodiment of the cloud game retention method of the present invention;
[0039] Figure 4 FIG. is a detailed flowchart of step S22 of a third embodiment of the cloud game retention method of the present invention;
[0040] Figure 5 FIG. is a schematic logical structure diagram of a cloud game retention device of the present invention.
[0041] The implementation, functional features and advantages of the object of the present invention will be further described with reference to the embodiments and the accompanying drawings. DETAILED DESCRIPTION OF THE EMBODIMENTS
[0042] It should be understood that the specific embodiments described herein are only used to explain the present invention and are not used to limit the present invention.
[0043] The main solution of the embodiment of the present invention is: when detecting that a user exits the cloud game, obtain the installation time consumption and game records corresponding to the cloud game; determine the game retention duration according to the installation time consumption and game records; retain the cloud game within the game retention duration.
[0044] By determining the game retention duration of the cloud game according to the installation time consumption and game records corresponding to the cloud game, and retaining the cloud game within the game retention duration, frequent installation of the cloud game is avoided, and cloud computing resources are saved.
[0045] As an implementation solution, the cloud game retention device can be as Figure 1 shown.
[0046] The solution of the embodiment of the present invention relates to a cloud game retention device, and the cloud game retention device may be a cloud server; the cloud game retention device includes: a processor 101, such as a CPU, a memory 102, and a communication bus 103. Among them, the communication bus 103 is used to realize the connection and communication between these components.
[0047] The memory 102 may be a high-speed RAM memory or a stable memory (non-volatile memory), such as a disk memory. As Figure 1 shown, a cloud game retention program may be included in the memory 102 as a computer-readable storage medium; and the processor 101 may be used to call the cloud game retention program stored in the memory 102 and perform the following operations:
[0048] When it is detected that the user exits the cloud game, obtain the installation time consumption and game records corresponding to the cloud game;
[0049] Determine the game retention duration according to the installation time consumption and the game records;
[0050] Retain the cloud game within the game retention duration.
[0051] In an embodiment, the processor 101 may be used to call the cloud game retention program stored in the memory 102 and perform the following operations:
[0052] If the installation time consumption is less than or equal to a preset duration, determine a correction factor according to the access history;
[0053] Determine the game retention duration according to the correction factor, the installation time consumption, the game popularity, and the game idle time.
[0054] In an embodiment, the processor 101 may be used to call the cloud game retention program stored in the memory 102 and perform the following operations:
[0055] Determine the user access volume corresponding to each time interval within a preset duration according to the access history, and multiple identical time intervals are included within the preset duration;
[0056] Determine the product of the maximum value of the user access volume within each time interval and the number of time intervals;
[0057] Determine the correction factor according to the quotient of the product and the user access volume within the preset duration.
[0058] In an embodiment, the processor 101 may be used to call the cloud game retention program stored in the memory 102 and perform the following operations:
[0059] When the game popularity is greater than or equal to a preset first threshold and less than a preset second threshold, determine the game retention duration according to the installation time and the correction coefficient, where the preset second threshold is greater than the preset first threshold;
[0060] When the game popularity is greater than or equal to the preset second threshold, determine a change coefficient according to the game idle time, and determine the game retention duration according to the change coefficient, the installation time, the game popularity, and the correction coefficient.
[0061] In one embodiment, the processor 101 may be configured to call the cloud game retention program stored in the memory 102 and perform the following operations:
[0062] Determine the game retention duration according to the first formula, the change coefficient, the installation time, the game popularity, and the correction coefficient, where the first formula is:
[0063]
[0064] where T is the game retention duration, Δt is the change coefficient, t is the installation time, n is the game popularity, and δ is the correction coefficient.
[0065] In one embodiment, the processor 101 may be configured to call the cloud game retention program stored in the memory 102 and perform the following operations:
[0066] Determine the change coefficient of the game idle time according to the second formula and the game idle time, where the second formula is:
[0067]
[0068] where Δt is the change coefficient, t in is the time point when the nth user loads the cloud game, t o(n-1) represents the time point when the (n - 1)th user exits the cloud game, t in -t o(n-1) represents the game idle time between the nth user and the (n - 1)th user; t i(n-1) is the time point when the (n - 1)th user loads the cloud game, t o(n-2) represents the time point when the (n - 1)th user exits the cloud game, t i(n-1) -t o(n-2) represents the game idle time between the nth user and the (n - 1)th user.
[0069] In one embodiment, the processor 101 may be configured to call the cloud game retention program stored in the memory 102 and perform the following operations:
[0070] If the current time is a working day, obtain the access history of the previous working day of the current working day, and determine the correction coefficient according to the access history of the previous working day;
[0071] If the current time is a holiday, obtain the access history of the previous holiday of the current holiday, and determine the correction coefficient according to the access history of the previous holiday.
[0072] Based on the above hardware architecture of the cloud game reservation device, an embodiment of the cloud game reservation method of the present invention is proposed.
[0073] Refer to Figure 2 , Figure 2 For the first embodiment of the cloud game reservation method of the present invention, the cloud game reservation method includes the following steps:
[0074] Step S10, when it is detected that the user exits the cloud game, obtain the installation time consumption and game record corresponding to the cloud game.
[0075] Specifically, the installation time consumption is the time duration for installing the cloud game into the server. The game record may include at least one of game popularity, game idle time, and the access history corresponding to the cloud game. The game popularity is the user access volume of the cloud game within a preset time duration, such as the user access volume on the same day. The game idle time is the time difference between the previous user exiting the cloud game and the next user entering the cloud game. The access history is the historical record of the user access volume in each time period, and the access history includes information such as access time and access volume. For example, the access history is the access volume every 10 minutes on a working day. When it is detected that the user exits the cloud game, obtain the installation time consumption, game popularity, game idle time, and access history of the cloud game.
[0076] Step S20, determine the game reservation duration according to the installation time consumption and the game record.
[0077] Specifically, the game record may include at least one of game popularity, game idle time, and the access history corresponding to the cloud game. Determine the game reservation duration according to the installation time consumption and the game record. Optionally, when the game record is the game popularity, determine the game reservation duration according to the installation time consumption and the game popularity. When the installation time consumption is greater than the preset time consumption and the game popularity is greater than the preset popularity, the game reservation duration can be set to the preset second duration. When the installation time consumption is less than or equal to the preset time consumption and the game popularity is less than or equal to the preset popularity, the game reservation duration can be set to the preset third duration, where the preset third duration is less than the preset second duration.
[0078] Optionally, when the game record is the game idle time, determine the game retention duration based on the installation duration and the game idle time. When the installation duration is greater than the preset duration, and the game idle time is less than or equal to the preset threshold, the game retention duration can be set to the preset second duration; when the installation duration is less than or equal to the preset duration, and the game idle time is greater than the preset threshold, the game retention duration can be set to the preset third duration, where the preset third duration is less than the preset second duration.
[0079] Optionally, when the game record is the access history, determine the game retention duration based on the installation duration and the access history. When the installation duration is greater than the preset duration, and the user access volume in the access history is greater than the preset access volume, the game retention duration can be set to the preset second duration; when the installation duration is less than or equal to the preset duration, and the user access volume in the access history is less than or equal to the preset access volume, the game retention duration can be set to the preset third duration, where the preset third duration is less than the preset second duration.
[0080] Optionally, when the game record is the game popularity and the game idle time, determine the game retention duration based on the installation duration, the game popularity and the game idle time. When the installation duration is greater than the preset duration, the game popularity is greater than the preset popularity, and the game idle time is less than or equal to the preset threshold, the game retention duration can be set to the preset second duration; when the installation duration is less than or equal to the preset duration, the game popularity is less than or equal to the preset popularity, and the game idle time is greater than the preset threshold, the game retention duration can be set to the preset third duration, where the preset third duration is less than the preset second duration.
[0081] Optionally, when the game record is the game popularity and the access history, determine the game retention duration based on the installation duration, the game popularity and the access history. When the installation duration is greater than the preset duration, the game popularity is greater than the preset popularity, and the user access volume in the access history is greater than the preset access volume, the game retention duration can be set to the preset second duration; when the installation duration is less than or equal to the preset duration, the game popularity is less than or equal to the preset popularity, and the user access volume in the access history is less than or equal to the preset access volume, the game retention duration can be set to the preset third duration, where the preset third duration is less than the preset second duration.
[0082] Optionally, when the game records include game idle time and access history, the game retention duration is determined based on the installation time, game idle time, and access history. When the installation time is greater than a preset time, the game idle time is less than or equal to a preset threshold, and the user access volume in the access history is greater than a preset access volume, the game retention duration can be set to a preset second duration; when the installation time is less than or equal to the preset time, the game idle time is greater than the preset threshold, and the user access volume in the access history is less than or equal to the preset access volume, the game retention duration can be set to a preset third duration, where the preset third duration is less than the preset second duration.
[0083] Optionally, when the game records include game popularity, game idle time, and access history, the game retention duration is determined based on the installation time, game popularity, game idle time, and access history. When the installation time is greater than a preset time, the game popularity is greater than a preset popularity, the game idle time is less than or equal to a preset threshold, and the user access volume in the access history is greater than a preset access volume, then the game retention duration is determined to be the preset second duration, such as from 7 pm to 12 am; when the installation time is less than or equal to the preset duration, the game popularity is less than or equal to the preset popularity, the game idle time is greater than the preset duration, or the user access volume in the access history is less than or equal to the access volume, then the game retention duration is determined to be the third duration, such as 6 hours.
[0084] Step S30, retain the cloud game within the game retention duration.
[0085] Specifically, the cloud server retains the cloud game within the game retention duration. When a start instruction for the cloud game is received within the game retention duration, the cloud game can be directly started; if a start instruction for the cloud game is not received within the game retention duration, the cloud game is deleted from the cloud server. Exemplarily, after determining the game retention duration, a timer is used for countdown. Before the countdown reaches 0, if a start instruction for the cloud game is not received, the cloud game in the cloud server is deleted and the timer is cancelled. Before the countdown reaches 0, if a start instruction for the cloud game is received, the timer is stopped and the cloud game is directly started. Among them, one cloud game corresponds to one timer, and the life cycle of the timer is the same as that of the corresponding cloud game.
[0086] In the technical solution of this embodiment, when it is detected that the user exits the cloud game, the installation time and game records corresponding to the cloud game are obtained; the game retention duration is determined according to the installation time and game records; the cloud game is retained within the game retention duration. Determining the game retention duration of the cloud game through the installation time and game records corresponding to the cloud game and retaining the cloud game within the game retention duration avoid frequent installation of cloud games and save cloud computing resources.
[0087] Refer to Figure 3 , Figure 3This is the second embodiment of the cloud game retention method of the present invention. Based on the first embodiment, the step S20 includes:
[0088] Step S21, if the installation time is less than or equal to the preset duration, determine a correction factor according to the access history;
[0089] Step S22, determine the game retention duration according to the correction factor, the installation time, the game popularity, and the game idle time.
[0090] Specifically, the startup time of cloud games includes the installation time, network connection time, encoder initialization time, and the time of other initialization tasks. Considering the user experience, the installation time of cloud games needs to be controlled within the preset duration. If the game startup time needs to be controlled within 10s, the installation time of cloud games cannot exceed 5s. Therefore, when the installation time is greater than the preset duration, the cloud game can be pre-installed in the server, which is equivalent to an infinite game retention duration. When the server receives the cloud game startup instruction, it can directly start the cloud game.
[0091] When the installation time is less than or equal to the preset duration, determine the correction factor according to the access history. When the current time is a working day, obtain the access history of the previous working day of the current working day, and determine the correction factor according to the access history of the previous working day. Exemplarily, when the current time is from 8:00 to 10:00 on Friday, determine the correction parameter according to the access history from 8:00 to 10:00 on Thursday; when the current time is a holiday, obtain the access history of the previous holiday of the current holiday, and determine the correction factor according to the access history of the previous holiday. Exemplarily, when the current time is from 7:00 to 10:00 pm on Sunday, determine the correction parameter according to the access history from 7:00 to 10:00 pm on Saturday.
[0092] Determining the correction factor according to the access history may be to determine the user access volume corresponding to each time interval within the preset duration according to the access history. The preset duration includes multiple identical time intervals; determine the product of the maximum value of the user access volume within each time interval and the number of time intervals; determine the correction factor according to the quotient of the product and the user access volume within the preset duration. Exemplarily, when the preset duration is 1 hour and the time interval is 10 minutes, the number of time intervals is 6, and the correction factor is shown in the following formula:
[0093]
[0094]
[0095] Among them, δ represents the correction factor, m max represents the maximum value of the user access volume in each time interval, h represents the user access volume within the preset duration, mi The number of user accesses in the i-th time interval, where i = 1, 2,....., 6.
[0096] After determining the correction coefficient, determine the game retention duration according to the correction coefficient, installation time, the game popularity, and the game idle time. Among them, the game retention duration is directly proportional to the correction coefficient, the game retention duration is directly proportional to the installation time, the game retention duration is directly proportional to the game popularity, and the game retention duration is inversely proportional to the game idle time.
[0097] In the technical solution of this embodiment, if the installation time is less than or equal to the preset duration, determine the correction coefficient according to the access history; determine the game retention duration according to the correction coefficient, installation time, game popularity, and game idle time. Determining the game retention duration through the correction coefficient, installation time, game popularity, and game idle time improves the accuracy of the game retention duration.
[0098] Refer to Figure 4 , Figure 4 This is the third embodiment of the cloud game retention method of the present invention. Based on the second embodiment, the step S22 includes:
[0099] Step S221, when the game popularity is greater than or equal to a preset first threshold and less than a preset second threshold, determine the game retention duration according to the installation time and the correction coefficient, where the preset second threshold is greater than the preset first threshold;
[0100] Step S222, when the game popularity is greater than or equal to the preset second threshold, determine the change coefficient according to the game idle time, and determine the game retention duration according to the change coefficient, the installation time, the game popularity, and the correction coefficient.
[0101] Specifically, when the game popularity is greater than or equal to the preset first threshold and less than the preset second threshold, determine the game retention duration according to the installation time and the correction coefficient, where the second threshold is greater than the preset first threshold. Determine the game retention duration according to the installation time and the correction coefficient. Exemplarily, as follows:
[0102] T = tδ,
[0103] where T is the game retention duration, t is the installation time, and δ is the correction coefficient.
[0104] When the game popularity is greater than or equal to the preset second threshold, determine the change coefficient according to the game idle time. Exemplarily, determine the change coefficient of the game idle time according to the second formula and the game idle time. The second formula is as follows:
[0105]
[0106] where Δt is the change coefficient, and t in is the time point when the nth user starts the cloud game, and t o(n-1) represents the time point when the (n - 1)th user exits the cloud game, and t in - t o(n-1) represents the game idle time between the nth user and the (n - 1)th user; t i(n-1) is the time point when the (n - 1)th user starts the cloud game, and t o(n-2) represents the time point when the (n - 1)th user exits the cloud game, and t i(n-1) - t o(n-2) represents the game idle time between the nth user and the (n - 1)th user.
[0107] Determine the game retention duration according to the change coefficient, installation time, game popularity, and correction coefficient. Exemplarily, determine the game retention duration according to the first formula, change coefficient, installation time, game popularity, and correction coefficient. The first formula is as follows:
[0108]
[0109] where T represents the game retention duration, t represents the installation time, n represents the game popularity, Δt represents the change coefficient, and δ represents the correction coefficient. For the case where the game retention duration is not an integer, round it to the nearest integer, and the unit is seconds.
[0110] In the technical solution of this embodiment, when the game popularity is greater than or equal to the preset first threshold and less than the preset second threshold, determine the game retention duration according to the installation time and the correction coefficient; when the game popularity is greater than or equal to the preset second threshold, determine the change coefficient according to the game idle time, and determine the game retention duration according to the change coefficient, installation time, game popularity, and correction coefficient. By determining the calculation method of the game retention duration through the range of game popularity, the accuracy of the game retention duration is improved.
[0111] Referring to Figure 5 , the present invention also provides a cloud game retention device, and the cloud game retention device includes:
[0112] An acquisition module 100, configured to acquire the installation time and game record corresponding to the cloud game when detecting that a user exits the cloud game;
[0113] A determination module 200, configured to determine the game retention duration according to the installation time and the game record;
[0114] A retention module 300, configured to retain the cloud game within the game retention duration.
[0115] In one embodiment, in determining the game retention duration according to the installation time and the game record, the determining module 200 is specifically configured to:
[0116] If the installation time is less than or equal to a preset duration, determine a correction factor according to the access history;
[0117] Determine the game retention duration according to the correction factor, the installation time, the game popularity, and the game idle time.
[0118] In one embodiment, in determining the correction factor according to the access history, the determining module 200 is specifically configured to:
[0119] Determine the user access volume corresponding to each time interval within a preset duration according to the access history, where the preset duration includes multiple identical time intervals;
[0120] Determine the product of the maximum value of the user access volume within each time interval and the number of time intervals;
[0121] Determine the correction factor according to the quotient of the product and the user access volume within the preset duration.
[0122] In one embodiment, in determining the game retention duration according to the correction factor, the installation time, the game popularity, and the game idle time, the determining module 200 is specifically configured to:
[0123] When the game popularity is greater than or equal to a preset first threshold and less than a preset second threshold, determine the game retention duration according to the installation time and the correction factor, where the preset second threshold is greater than the preset first threshold;
[0124] When the game popularity is greater than or equal to the preset second threshold, determine a variation coefficient according to the game idle time, and determine the game retention duration according to the variation coefficient, the installation time, the game popularity, and the correction factor.
[0125] In one embodiment, in determining the game retention duration according to the installation time and the correction factor, the determining module 200 is specifically configured to:
[0126] Determine the game retention duration according to a first formula, the variation coefficient, the installation time, the game popularity, and the correction factor, where the first formula is:
[0127]
[0128] where T is the game retention duration, Δt is the variation coefficient, t is the installation time, n is the game popularity, and δ is the correction factor.
[0129] In one embodiment, in terms of determining the change coefficient of the game idle time according to the game idle time, the determining module 200 is specifically configured to:
[0130] Determine the change coefficient of the game idle time according to the second formula and the game idle time, where the second formula is:
[0131]
[0132] where Δt is the change coefficient, t in is the time point when the nth user loads the cloud game, t o(n-1) represents the time point when the (n - 1)th user exits the cloud game, t in -t o(n-1) represents the game idle time between the nth user and the (n - 1)th user; t i(n-1) is the time point when the (n - 1)th user loads the cloud game, t o(n-2) represents the time point when the (n - 1)th user exits the cloud game, t i(n-1) -t o(n-2) represents the game idle time between the nth user and the (n - 1)th user.
[0133] In one embodiment, in terms of determining the correction coefficient according to the access history, the determining module 200 is specifically configured to:
[0134] If the current time is a weekday, obtain the access history of the previous weekday of the current weekday, and determine the correction coefficient according to the access history of the previous weekday;
[0135] If the current time is a holiday, obtain the access history of the previous holiday of the current holiday, and determine the correction coefficient according to the access history of the previous holiday.
[0136] The present invention also provides a cloud game reservation device, which includes a memory, a processor, and a cloud game reservation program stored in the memory and executable on the processor. When the cloud game reservation program is executed by the processor, it implements each step of the cloud game reservation method as described in the above embodiments.
[0137] The present invention also provides a computer-readable storage medium, which stores a cloud game reservation program. When the cloud game reservation program is executed by a processor, it implements each step of the cloud game reservation method as described in the above embodiments.
[0138] The serial numbers of the above embodiments of the present invention are only for description and do not represent the advantages or disadvantages of the embodiments.
[0139] It should be noted that in this text, the term "including", "comprising", or any other variant thereof is intended to cover non-exclusive inclusion, such that a process, system, article, or device that includes a series of elements not only includes those elements but also includes other elements not explicitly listed, or further includes elements inherent to such a process, system, article, or device. Without further limitation, an element defined by the statement "including one..." does not exclude the existence of additional identical elements in the process, system, article, or device that includes such an element.
[0140] From the description of the above embodiments, those skilled in the art can clearly understand that the above-described embodiment system can be implemented by means of software plus a necessary general hardware platform. Of course, it can also be implemented by hardware, but in many cases, the former is a better implementation. Based on such an understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a computer-readable storage medium as described above (such as ROM / RAM, magnetic disk, optical disk), and includes several instructions to enable a terminal device (which can be a mobile phone, computer, parking management device, air conditioner, or network device, etc.) to execute the system described in various embodiments of the present invention.
[0141] The above are only the preferred embodiments of the present invention, and do not limit the patent scope of the present invention accordingly. Any equivalent structural or equivalent process transformation made by using the specification and drawings of the present invention, or directly or indirectly applied in other related technical fields, shall be equally included in the patent protection scope of the present invention.
Claims
1. A cloud game reservation method, characterized in that, The cloud game retention method includes: When it is detected that the user exits the cloud game, obtain the installation time consumption and game records corresponding to the cloud game, where the game records include game popularity, game idle time, and the access history corresponding to the cloud game; If the installation time consumption is less than or equal to a preset duration, determine a correction factor according to the access history; When the game popularity is greater than or equal to a preset first threshold and less than a preset second threshold, determine the game retention duration according to the product of the installation time consumption and the correction factor, where the preset second threshold is greater than the preset first threshold; When the game popularity is greater than or equal to the preset second threshold, determine a variation coefficient according to the game idle time, and determine the game retention duration according to the variation coefficient, the installation time consumption, the game popularity, and the correction factor; Retain the cloud game within the game retention duration; Among them, the step of determining the correction factor according to the access history includes: Determine the user access volume corresponding to each time interval within a preset duration according to the access history, where the preset duration includes multiple identical time intervals; Determine the product of the maximum value of the user access volume within each time interval and the number of time intervals; Determine the correction factor according to the quotient of the product and the user access volume within the preset duration.
2. The cloud game reservation method according to claim 1, wherein The step of determining the game retention duration according to the variation coefficient, the installation time consumption, the game popularity, and the correction factor includes: Determine the game retention duration according to the first formula, the variation coefficient, the installation time consumption, the game popularity, and the correction factor, and the first formula is: , Among them, T is the reserved duration for the game, is the variation coefficient, t is the installation time, n is the game popularity, is the correction coefficient.
3. The cloud game reservation method according to claim 1, wherein The step of determining the variation coefficient of the game idle time according to the game idle time includes: Determine the variation coefficient of the game idle time according to the second formula and the game idle time, and the second formula is: , Among them, is the variation coefficient, is the time point when the n th user loads the cloud game, represents the time point when the n ([ n - 1)th user exits the cloud game, n n n n is the time point when the n ([ n - 1)th user loads the cloud game, n represents the time point when the ([ n th user exits the cloud game, n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n n [[END 4. The cloud game reservation method according to claim 1, characterized in that, The step of determining the correction factor according to the access history includes: If the current time is a working day, obtain the access history of the previous working day of the current working day, and determine the correction factor according to the access history of the previous working day; If the current time is a holiday, obtain the access history of the previous holiday of the current holiday, and determine the correction factor according to the access history of the previous holiday.
5. A cloud game reservation device, characterized in that, The cloud game retention device includes: An acquisition module, configured to, when it is detected that the user exits the cloud game, obtain the installation time consumption and game records corresponding to the cloud game, where the game records include game popularity, game idle time, and the access history corresponding to the cloud game; A determination module, configured to, if the installation time is less than or equal to a preset duration, determine the user access volume corresponding to each time interval within the preset duration according to the access history, where the preset duration includes a plurality of identical time intervals; determine the product of the maximum value of the user access volume within each of the time intervals and the number of the time intervals; determine a correction coefficient according to the quotient of the product and the user access volume within the preset duration; when the game popularity is greater than or equal to a preset first threshold and less than a preset second threshold, determine the game retention duration according to the product of the installation time and the correction coefficient, where the preset second threshold is greater than the preset first threshold; when the game popularity is greater than or equal to the preset second threshold, determine a variation coefficient according to the game idle time, and determine the game retention duration according to the variation coefficient, the installation time, the game popularity, and the correction coefficient; A retention module, configured to retain the cloud game within the game retention duration.
6. A cloud game reservation device, characterized in that, The cloud game retention device includes a memory, a processor, and a cloud game retention program stored in the memory and executable on the processor. When the cloud game retention program is executed by the processor, it implements each step of the cloud game retention method according to any one of claims 1-4.
7. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a cloud game retention program. When the cloud game retention program is executed by a processor, it implements each step of the cloud game retention method according to any one of claims 1-4.
Citation Information
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