Game prop package setting method and system based on time association rules

Through the method based on time correlation rules, the purchase data of game users is preprocessed and analyzed, which solves the problem of inaccurate push of props, and accurately recommends different user groups, improving user experience.

CN114082190BActive Publication Date: 2025-04-15HANGZHOU ELECTRONICS SOUL NETWORK TECH
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Patent Information

Application Number
CN202111187486.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-10-12
Publication Date
2025-04-15
Estimated Expiration
2041-10-12

AI Technical Summary

Technical Problem

When facing a large amount of game data, it is difficult to accurately recommend suitable game props for different game user groups, resulting in inaccurate push of prop packs.

Method used

The method based on time association rules is used to preprocess the original data in the user-level purchase statistics table, and the support degree of one sequence in the sequence set is determined, and the non-frequent item sequence with support degree less than the threshold is deleted. Recursive search is obtained to obtain the frequent sequence set, and the game prop package is set according to the frequent sequence set.

Benefits of technology

It realizes accurate recommendations based on the continuous prop purchase records of game users in different time periods before and after, and improves the play experience of different game user groups.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application relates to a method and system for setting a game prop package based on time association rules, wherein the method comprises: pre-processing the original data records in the user level purchase statistics table to obtain a preset data set for each level, counting the support of a sequence of all sequence sets in the preset data set, deleting a non-frequent sequence with a support less than a preset threshold in a sequence to obtain a frequent sequence, deleting the non-frequent sequence from the preset data set to obtain a preset sequence set, recursively searching based on the frequent sequence and the preset sequence set to obtain a frequent sequence set, and setting a game prop package based on the data in the frequent sequence set. Through the present application, the problem of inaccurate prop package push for different game user groups is solved, and the corresponding game prop package recommendation is accurately generated based on the continuous prop purchase records of game users in different time periods before and after, effectively improving the gaming experience of different game user groups.
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Description

Technical Field

[0001] The present application relates to the field of intelligent recommendation technology, and in particular to a method and system for setting a game prop package based on time association rules. Background Art

[0002] With the continuous development of the game industry, electronic games as a form of leisure and entertainment have gradually been accepted by people. The number of game players has increased rapidly, especially the base of paying players has continued to expand. Game developers hope to be able to develop appropriate prop packages for different user groups in a targeted manner to further enhance the user's gaming experience.

[0003] At present, with the increase in game complexity, the amount of in-game data has surged. When faced with large amounts of data, traditional prop recommendation methods cannot accurately recommend appropriate game props for different user groups due to factors such as high data noise and bloated data code.

[0004] With respect to the problem of inaccurate push of prop packages to different game user groups in related technologies, no effective solution has been proposed yet. Summary of the invention

[0005] The embodiments of the present application provide a method and system for setting a game prop package based on time association rules, so as to at least solve the problem of inaccurate prop package push for different game user groups in the related art.

[0006] In a first aspect, an embodiment of the present application provides a method for setting a game prop package based on a time association rule, the method comprising:

[0007] Preprocess the original data records in the user's level-by-level purchase statistics table to obtain a preset data set for each level;

[0008] Counting the support of a sequence of all sequence sets in the preset data set, deleting a non-frequent sequence with a support less than a preset threshold in the sequence, and obtaining a frequent sequence;

[0009] Deleting the infrequent sequence from the preset data set to obtain a preset sequence set;

[0010] According to the frequent item sequence and the preset sequence set, recursively search to obtain a frequent sequence set;

[0011] The game prop package is set according to the data in the frequent sequence set.

[0012] In some embodiments, according to the frequent sequence and the preset sequence set, recursively searching to obtain a frequent sequence set includes:

[0013] According to the frequent item sequences one by one, the preset sequence set is processed to obtain suffixes corresponding to the frequent item sequences;

[0014] Counting the support of a sequence in all sequence sets in the suffix, and selecting a frequent suffix sequence according to the support;

[0015] Combine the frequent one-term sequences and the corresponding frequent suffix sequences one by one to obtain the frequent two-term sequences, and recursively search to obtain the frequent sequence sets corresponding to all frequent one-term sequences.

[0016] In some embodiments, counting the support of a sequence in all sequence sets in the preset data set includes:

[0017] In the preset data set, count the number of times each sequence appears in all sequence sets

[0018] The support degree of the sequence is calculated according to the number of occurrences of the sequence and the number of sequence sets.

[0019] In some embodiments, before preprocessing the original data records in the user-level purchase statistics table, the method further includes:

[0020] Set the preset time according to the date of reaching the current level in the user's level-by-level purchase statistics table;

[0021] The original data records of the user's level-based purchase statistics table within a preset time are read from the game server database.

[0022] In some embodiments, setting up a game prop package according to the data in the frequent sequence set includes:

[0023] Outputting the frequent sequence set to a frequent sequence table of game props in a game server database;

[0024] The game props package is set according to the data in the game props frequent sequence table.

[0025] In a second aspect, an embodiment of the present application provides a game prop package setting system based on time association rules, the system comprising a preprocessing module, a calculation module and a setting module;

[0026] The preprocessing module preprocesses the original data records in the user level purchase statistics table to obtain a preset data set for each level;

[0027] The calculation module counts the support of a sequence of all sequence sets in the preset data set, deletes a non-frequent sequence with a support less than a preset threshold in the sequence, and obtains a frequent sequence;

[0028] The calculation module deletes the infrequent sequence from the preset data set to obtain a preset sequence set;

[0029] The calculation module recursively searches to obtain a frequent sequence set according to the frequent sequence and the preset sequence set;

[0030] The setting module sets the game prop package according to the data in the frequent sequence set.

[0031] In some embodiments, the calculation module recursively searches to obtain a frequent sequence set according to the frequent sequence and the preset sequence set, including:

[0032] The calculation module processes the frequent item sequences one by one in the preset sequence set to obtain suffixes corresponding to each frequent item sequence;

[0033] The calculation module counts the support of a sequence in all sequence sets in the suffix, and selects a frequent suffix sequence according to the support;

[0034] The calculation module combines the frequent one-term sequences and the corresponding frequent suffix sequences one by one to obtain frequent two-term sequences, and recursively searches to obtain frequent sequence sets corresponding to all frequent one-term sequences.

[0035] In some embodiments, the calculation module counting the support of a sequence of all sequence sets in the preset data set includes:

[0036] The calculation module counts the number of times each sequence appears in all sequence sets in the preset data set.

[0037] The calculation module calculates the support of the sequence according to the number of occurrences of the sequence and the number of sequence sets.

[0038] In some of these embodiments, the system further comprises a database operation module;

[0039] Before the preprocessing module preprocesses the original data records in the user-level purchase statistics table, the method further includes:

[0040] The database operation module sets a preset time according to the date of reaching the current level in the user's level-by-level purchase statistics table;

[0041] The database operation module reads the original data records of the user level purchase statistics table within a preset time in the game server database.

[0042] In some of these embodiments, the system further comprises a database operation module;

[0043] The setting module performs game prop package setting according to the data in the frequent sequence set, including:

[0044] The database operation module outputs the frequent sequence set to a game prop frequent sequence table in a game server database;

[0045] The setting module sets the game prop package according to the data in the game prop frequent sequence table.

[0046] Compared with the related art, the game prop package setting method and system based on time association rules provided by the embodiment of the present application obtains a preset data set for each level by preprocessing the original data records in the user's level-by-level purchase statistics table, counts the support of a sequence in all sequence sets in the preset data set, deletes a non-frequent sequence in a sequence whose support is less than a preset threshold to obtain a frequent sequence, deletes the non-frequent sequence from the preset data set to obtain a preset sequence set, recursively searches based on the frequent sequence and the preset sequence set to obtain a frequent sequence set, and sets the game prop package based on the data in the frequent sequence set, thereby solving the problem of inaccurate prop package push for different game user groups, and accurately generates corresponding game prop package recommendations based on the continuous prop purchase records of game users in different time periods before and after, effectively improving the gaming experience of different game user groups. BRIEF DESCRIPTION OF THE DRAWINGS

[0047] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:

[0048] Figure 1 is a flowchart of the steps of a method for setting a game prop package based on time association rules according to an embodiment of the present application;

[0049] Figure 2 It is a flowchart of the steps of recursive search for frequent sequence sets;

[0050] Figure 3 is a structural block diagram of a game prop package setting system based on time association rules according to an embodiment of the present application;

[0051] Figure 4 It is another structural block diagram of the game prop package setting system;

[0052] Figure 5 It is a schematic diagram of the internal structure of an electronic device according to an embodiment of the present application.

[0053] Description of the drawings: 31. Preprocessing module; 32. Calculation module; 33. Setting module; 34. Database operation module. DETAILED DESCRIPTION

[0054] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application is described and illustrated below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present application and are not intended to limit the present application. Based on the embodiments provided in the present application, all other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of the present application.

[0055] Obviously, the drawings described below are only some examples or embodiments of the present application. For ordinary technicians in this field, the present application can also be applied to other similar scenarios based on these drawings without creative work. In addition, it can also be understood that although the efforts made in this development process may be complicated and lengthy, for ordinary technicians in this field related to the content disclosed in this application, some changes in design, manufacturing or production based on the technical content disclosed in this application are just conventional technical means, and should not be understood as insufficient content disclosed in this application.

[0056] Reference to "embodiments" in this application means that a particular feature, structure, or characteristic described in conjunction with the embodiments may be included in at least one embodiment of the present application. The appearance of the phrase in various locations in the specification does not necessarily refer to the same embodiment, nor is it an independent or alternative embodiment that is mutually exclusive with other embodiments. It is explicitly and implicitly understood by those of ordinary skill in the art that the embodiments described in this application may be combined with other embodiments without conflict.

[0057] Unless otherwise defined, the technical terms or scientific terms involved in this application should be understood by people with ordinary skills in the technical field to which this application belongs. The words "one", "a", "a", "the" and the like involved in this application do not indicate a quantitative limitation, and may represent the singular or plural. The terms "include", "comprise", "have" and any of their variations involved in this application are intended to cover non-exclusive inclusions; for example, a process, method, system, product or device that includes a series of steps or modules (units) is not limited to the listed steps or units, but may also include steps or units that are not listed, or may also include other steps or units inherent to these processes, methods, products or devices. The words "connect", "connected", "coupled" and the like involved in this application are not limited to physical or mechanical connections, but may include electrical connections, whether direct or indirect. The "multiple" involved in this application refers to two or more. "And / or" describes the association relationship of associated objects, indicating that there can be three relationships, for example, "A and / or B" can mean: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the objects before and after are in an "or" relationship. The terms "first", "second", "third", etc. involved in this application are only used to distinguish similar objects and do not represent a specific ordering of the objects.

[0058] The following embodiments can be implemented based on an algorithm model for mining frequent sequence sets, which includes a PrefixSpan algorithm. The PrefixSpan algorithm is different from the Apriori algorithm or the FP Tree algorithm. The sequence in the sequence data mined by the former is composed of several data items, and these items have a temporal order relationship; the item set data mined by the latter two is composed of several data items, and these items have no temporal order relationship. For example, Table 1 is the item set data mined by the Apriori algorithm or the FP Tree algorithm, and Table 2 is the sequence data mined by the PrefixSpan algorithm.

[0059] Table 1

[0060] TID Itemsets 1 a,b,d 2 a,c,d 3 a,d,e 4 b,e,f

[0061] Table 2

[0062]

[0063]

[0064] As shown in Table 1, the first item set {a, b, d} consists of three data items, and there is no time order relationship. They only need to be arranged according to certain rules, such as the order of English letters.<a(abc)(ac)d(cf)> , it consists of 5 subsequences, a, abc, ac, d, cf, and these subsequences have a temporal order. For subsequences with more than one item, brackets should be added to separate them from other subsequences. At the same time, the order of the subsequences is not distinguished, and they can be arranged according to certain rules.

[0065] The algorithm flow of the PrefixSpan algorithm flow is as follows:

[0066] Input: sequence dataset D, support threshold

[0067] Output: All frequent sequences that meet the support requirements

[0068] 1) Find all prefixes of length 1 and the corresponding projection database

[0069] 2) Count the prefixes of length 1, delete the items corresponding to the prefixes whose support is lower than the threshold α from the data set S, and get all the frequent 1-item sequences, len = 1.

[0070] 3) For each prefix of length i that meets the support requirement, recursively mine:

[0071] a) Find the projection database (suffix) corresponding to the prefix. If the projection database is empty, return recursively.

[0072] b) Count the support counts of each item in the corresponding projection database. If the support counts of all items are lower than the support threshold, return recursively.

[0073] c) Merge each single item that meets the support threshold with the current prefix to obtain several new prefixes.

[0074] d) Let len ​​= len + 1, prefix be the prefixes after merging the single items, and recursively execute step 3 respectively.

[0075] The present application embodiment provides a method for setting a game prop package based on time association rules. Figure 1 is a flowchart of the steps of the method for setting a game prop package based on time association rules according to an embodiment of the present application, such as Figure 1 As shown, the method comprises the following steps:

[0076] Step S102, pre-processing the original data records in the user's level-by-level purchase statistics table to obtain a preset data set for each level;

[0077] Specifically, the game server database contains a user level-by-level purchase statistics table, wherein each record in the table contains the dimension [user id, date of reaching the current level, next level, purchase item sequence string]; the original data records in the user level-by-level purchase statistics table are preprocessed to obtain a preset data set for each level, and each record in the preset data set contains the dimension [user id, next level, purchase item hash set], wherein if the next level is 2, it represents a preset data set D2, indicating the game item purchase records of users from level 1 to level 2; if the next level is 3, it represents a preset data set D3, indicating the game item purchase records of users from level 2 to level 3, and so on.

[0078] Step S104, counting the support of a sequence of all sequence sets in the preset data set, deleting a non-frequent sequence whose support is less than a preset threshold in a sequence, and obtaining a frequent sequence;

[0079] Specifically, the support of a sequence (each item) in all sequence sets in the preset data set is counted. For any sequence, if the support is less than the preset threshold, the sequence is a non-frequent sequence. The non-frequent sequence is deleted from the sequence to obtain a frequent sequence. If the preset threshold is 50%, a sequence in the sequence set The support of a sequence is 100%. The support degree of a sequence is 50%. <c>The support of a sequence is 100%. <d>The support of is 25%, then the non-frequent sequence is <d> , the frequent item sequences are< / d> < / d> < / c> , and <c>.

[0080] Step S106, deleting a non-frequent sequence from the preset data set to obtain a preset sequence set;

[0081] Specifically, if the sequence sets in the preset data set are <abbcc> , <accd> , <abbbc> , <ac>, a non-frequent sequence is <d>, delete the non-frequent sequence from the preset data set, and get the preset sequence sets respectively <abbcc> , <acc> , <abbbc> , <ac>.

[0082] Step S108, recursively searching to obtain a frequent sequence set according to the frequent sequence and the preset sequence set;

[0083] Step S110, setting up a game prop package according to the data in the frequent sequence set.

[0084] Specifically, if the recent prop purchase sequence of a level 15 user is ab, and the largest frequent sequence with ab as the prefix in the frequent sequence set corresponding to level 15 is abcde, then ab can be removed and the remaining part of the sequence cde can be set as the content of the game prop package.

[0085] Through steps S102 to S110 in the embodiment of the present application, the problem of inaccurate push of prop packages for different game user groups is solved, and the corresponding game prop package recommendations are accurately generated based on the continuous prop purchase records of game users in different time periods before and after, thereby effectively improving the gaming experience of different game user groups.

[0086] In some of these embodiments,< / ac> < / abbbc> < / acc> < / abbcc> < / d> < / ac> < / abbbc> < / accd> < / abbcc> < / c> Figure 2 is a flowchart of the steps of recursive search for frequent sequence sets, such as Figure 2 As shown, step S108, recursively searching to obtain a frequent sequence set according to a frequent sequence and a preset sequence set includes the following steps:

[0087] Step S202, processing the frequent item sequences one by one in the preset sequence set to obtain suffixes corresponding to the frequent item sequences;

[0088] Specifically, if a frequent sequence includes , , <c> , <d> , <e>and <f> , the preset sequence set includes<a(abc)(ac)d(cf)> ,<(ad)c(bc)(ae)>,<(ef)(ab)(df)cb>,<e(af)cbc> , get a frequent sequence< / f> < / e> < / d> < / c> The suffixes are <(abc)(ac)d(cf)>, <(_d)c(bc)(ae)>, <(_b)(df)cb>, <(_f)cbc>; frequent one-term sequence The suffixes are <(_c)(ac)d(cf)>, <(_c)(ae)>, <(df)cb>, <c>; Frequent one-item sequence <c>The suffixes are <(ac)d(cf)>, <(bc)(ae)>, , <bc>; Frequent one-item sequence <d>The suffix is ​​<(cf)>,<c(bc)(ae)> , <(_f)cb>; Frequent one-item sequence <e>The suffixes are <(_f)(ab)(df)cb>, <(af)cbc>; frequent one-term sequence <f>The suffix is ​​<(ab)(df)cb>, <cbc>.

[0089] Step S204, counting the support of a sequence in all sequence sets in the suffix, and selecting a frequent suffix sequence according to the support;

[0090] Specifically, the statistics of frequent sequences <d>The suffix <(cf)>,<c(bc)(ae)> , the support of a sequence in <(_f)cb>, and the support of each sequence is obtained as a:25%, b:50%, c:75%, d:0, e:25%, f:25%, _f:25%. If the preset threshold is 50%, then , <c>For a frequent sequence <d> The frequent suffix sequence of . Similarly, the frequent one-term sequence can be calculated< / d> < / c> < / d> < / cbc> < / f> < / e> < / d> < / bc> < / c> < / c> , , <c> , <e>and <f>Frequent suffix sequences of

[0091] Step S206: Combine the frequent one-term sequences and the corresponding frequent suffix sequences one by one to obtain frequent two-term sequences, and recursively search to obtain frequent sequence sets corresponding to all frequent one-term sequences.

[0092] Specifically, a frequent sequence <d>and the corresponding frequent suffix sequences , <c>Combine them to get frequent binomial sequences <db>and <dc>;

[0093] Recursive search <d>Frequent three-item sequences, specifically in the preset sequence set<a(abc)(ac)d(cf)> , <(ad)c(bc)(ae)>, <(ef)(ab)(df)cb> and<e(af)cbc> Frequent binomial sequences are calculated in <db>The suffix is ​​<_c(ae)>, where the support of _c, a and e are all less than the preset threshold; frequent binomial sequence <dc>The suffix is ​​<_f>, <(bc)(ae)>, , among which, b: 50%, a: 25%, c: 25%, e: 25%, _f: 25%. So <d>The frequent three-item sequence of <dcb>;

[0094] Recursive search <d>The frequent four-item sequence is calculated in the preset sequence set to obtain the frequent three-item sequence <dcb>The suffix of is <(_c)ae>, where the support of _c, a and e are all less than the preset threshold. <d>The frequent four-item sequence finally gets the frequent one-item sequence <d>The corresponding frequent sequence sets include <d> , <db> , <dc>and <dcb> Similarly, we can get a frequent sequence< / dcb> < / dc> < / db> < / d> < / d> < / d> < / dcb> < / d> < / dcb> < / d> < / dc> < / db> < / d> < / dc> < / db> < / c> < / d> < / f> < / e> < / c> , , <c> , <e>and <f>Frequent sequence sets.

[0095] In some embodiments, step S104, counting the support of a sequence in all sequence sets in the preset data set includes:

[0096] In the preset data set, count the number of times each sequence appears in all sequence sets

[0097] The support of a sequence is calculated based on the number of times a sequence appears and the number of sequence sets.

[0098] Specifically, if the preset data set includes a sequence set<a(abc)(ac)d(cf)> , <(ad)c(bc)(ae)>, <(ef)(ab)(df)cb> and<e(af)cbc> , then a sequence< / f> < / e> < / c> The number of occurrences is a:4, b:4, c:4, d:3, e:,3, f:3, g:1;

[0099] According to the number of occurrences of a sequence and the number of sequence sets, the support of a sequence is calculated to be a: 100%, b: 100%, c: 100%, d: 75%, e: 75%, f: 75%, g: 25%.

[0100] In some embodiments, before preprocessing the original data records in the user-level purchase statistics table in step S102, the method further includes:

[0101] Set the preset time according to the date of reaching the current level in the user's level-by-level purchase statistics table;

[0102] Read the original data records of the user level purchase statistics table in the game server database within a preset time.

[0103] Specifically, the records in the user level purchase statistics table contain the dimensions [user id, date of reaching the current level, next level, purchase item sequence string]. The preset time is set according to the "date of reaching the current level". Generally, the most recent year of the date of reaching the current level can be set.

[0104] Read the user level purchase statistics table in the game server database, and the original data records within the most recent year before the current level is reached.

[0105] In some embodiments, step S110, setting a game prop package according to data in a frequent sequence set includes:

[0106] Output the frequent sequence set to the game props frequent sequence table in the game server database, wherein the records in the game props frequent sequence table contain the dimension [today's date, next level, frequent sequence string];

[0107] The game props package is set according to the data in the game props frequent sequence table.

[0108] It should be noted that the steps shown in the above process or the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.

[0109] The embodiment of the present application provides a game prop package setting system based on time association rules. Figure 3 is a structural block diagram of a game prop package setting system based on time association rules according to an embodiment of the present application, the system comprising a preprocessing module 31, a calculation module 32 and a setting module 33;

[0110] The preprocessing module 31 preprocesses the original data records in the user-level purchase statistics table to obtain a preset data set for each level;

[0111] The calculation module 32 counts the support of a sequence of all sequence sets in the preset data set, deletes a non-frequent sequence whose support is less than a preset threshold in a sequence, and obtains a frequent sequence;

[0112] The calculation module 32 deletes a non-frequent sequence from the preset data set to obtain a preset sequence set;

[0113] The calculation module 32 recursively searches and obtains a frequent sequence set according to a frequent sequence and a preset sequence set;

[0114] The setting module 33 sets the game prop package according to the data in the frequent sequence set.

[0115] Through the preprocessing module 31, calculation module 32 and setting module 33 in the embodiment of the present application, the problem of inaccurate push of prop packages for different game user groups is solved, and the corresponding game prop package recommendations are accurately generated based on the continuous prop purchase records of game users in different time periods before and after, thereby effectively improving the gaming experience of different game user groups.

[0116] In some embodiments, the calculation module 32 recursively searches the frequent sequence set according to the frequent sequence and the preset sequence set, and obtains the frequent sequence set including:

[0117] The calculation module 32 processes the frequent item sequences one by one in the preset sequence set to obtain the suffix corresponding to each frequent item sequence;

[0118] The calculation module 32 counts the support of a sequence in all sequence sets in the suffix, and selects a frequent suffix sequence according to the support;

[0119] The calculation module 32 combines the frequent one-term sequences and the corresponding frequent suffix sequences one by one to obtain frequent two-term sequences, and recursively searches to obtain frequent sequence sets corresponding to all frequent one-term sequences.

[0120] In some embodiments, the calculation module 32 counts the support of a sequence of all sequence sets in the preset data set, including:

[0121] The calculation module 32 counts the number of times each sequence appears in all sequence sets in the preset data set.

[0122] The calculation module 32 calculates the support of a sequence according to the number of occurrences of a sequence and the number of sequence sets.

[0123] In some of these embodiments, Figure 4 This is another structural diagram of the game prop package setting system, such as Figure 4 As shown, the system also includes a database operation module 34;

[0124] Before the preprocessing module 31 preprocesses the original data records in the user-level purchase statistics table, the following steps are also included:

[0125] The database operation module 34 sets a preset time according to the date of reaching the current level in the user's level-by-level purchase statistics table;

[0126] The database operation module 34 reads the original data records of the user level purchase statistics table in the game server database within a preset time.

[0127] In some embodiments, the setting module 33 performs game prop package setting according to the data in the frequent sequence set, including:

[0128] The database operation module 34 outputs the frequent sequence set to the game props frequent sequence table of the game server database;

[0129] The setting module 33 sets the game prop package according to the data in the game prop frequent sequence table.

[0130] It should be noted that the above modules can be functional modules or program modules, and can be implemented by software or hardware. For modules implemented by hardware, the above modules can be located in the same processor; or the above modules can be located in different processors in any combination.

[0131] In one embodiment, a computer device is provided, which may be a terminal. The computer device includes a processor, a memory, a network interface, a display screen, and an input device connected via a system bus. The processor of the computer device is used to provide computing and control capabilities. The memory of the computer device includes a non-volatile storage medium and an internal memory. The non-volatile storage medium stores an operating system and a computer program. The internal memory provides an environment for the operation of the operating system and the computer program in the non-volatile storage medium. The network interface of the computer device is used to communicate with an external terminal via a network connection. When the computer program is executed by the processor, a method for setting a game prop package based on time association rules is implemented. The display screen of the computer device may be a liquid crystal display screen or an electronic ink display screen, and the input device of the computer device may be a touch layer covered on the display screen, or a key, trackball, or touchpad provided on the housing of the computer device, or an external keyboard, touchpad, or mouse, etc.

[0132] In one embodiment, Figure 5 is a schematic diagram of the internal structure of an electronic device according to an embodiment of the present application, such as Figure 5 As shown, an electronic device is provided, which may be a server, and its internal structure diagram may be as shown in Figure 5 As shown. The electronic device includes a processor, a network interface, an internal memory and a non-volatile memory connected through an internal bus, wherein the non-volatile memory stores an operating system, a computer program and a database. The processor is used to provide computing and control capabilities, the network interface is used to communicate with an external terminal through a network connection, the internal memory is used to provide an environment for the operation of the operating system and the computer program, the computer program is executed by the processor to implement a game prop package setting method based on time association rules, and the database is used to store data.

[0133] Those skilled in the art will understand that Figure 5 The structure shown in the figure is merely a block diagram of a partial structure related to the scheme of the present application, and does not constitute a limitation on the electronic device to which the scheme of the present application is applied. The specific electronic device may include more or fewer components than shown in the figure, or combine certain components, or have a different arrangement of components.

[0134] Those skilled in the art can understand that all or part of the processes in the above-mentioned embodiment methods can be completed by instructing the relevant hardware through a computer program, and the computer program can be stored in a non-volatile computer-readable storage medium. When the computer program is executed, it can include the processes of the embodiments of the above-mentioned methods. Among them, any reference to memory, storage, database or other media used in the embodiments provided in this application can include non-volatile and / or volatile memory. Non-volatile memory may include read-only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM) or flash memory. Volatile memory may include random access memory (RAM) or external cache memory. As an illustration and not limitation, RAM is available in many forms, such as static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), double data rate SDRAM (DDRSDRAM), enhanced SDRAM (ESDRAM), synchronous link (Synchlink) DRAM (SLDRAM), memory bus (Rambus) direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM).

[0135] Those skilled in the art should understand that the various technical features of the above-described embodiments may be arbitrarily combined. To make the description concise, not all possible combinations of the various technical features in the above-described embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.

[0136] The above-mentioned embodiments only express several implementation methods of the present application, and the descriptions thereof are relatively specific and detailed, but they cannot be understood as limiting the scope of the invention patent. It should be pointed out that, for a person of ordinary skill in the art, several variations and improvements can be made without departing from the concept of the present application, and these all belong to the protection scope of the present application. Therefore, the protection scope of the patent of the present application shall be subject to the attached claims.

Claims

1. A method for setting a game prop package based on time association rules, characterized in that: The method comprises: Each record in the user level purchase statistics table contains the following dimensions: user id, date of reaching the current level, next level, and purchase item sequence string; set a preset time according to the date of reaching the current level in the user level purchase statistics table; read the original data records of the user level purchase statistics table in the game server database within the preset time; Preprocess the original data records in the user's level-by-level purchase statistics table to obtain a preset data set for each level; Counting the support of a sequence of all sequence sets in the preset data set, deleting a non-frequent sequence with a support less than a preset threshold in the sequence, and obtaining a frequent sequence; Deleting the infrequent sequence from the preset data set to obtain a preset sequence set; According to the frequent item sequence and the preset sequence set, recursively search to obtain a frequent sequence set; The frequent sequence set is output to the game props frequent sequence table of the game server database, wherein the records in the game props frequent sequence table include dimensions: today's date, next level, and frequent sequence string; the game prop package is set according to the data in the game props frequent sequence table, that is, for the largest frequent sequence in the frequent sequence set with the user's prop purchase sequence as a prefix, the prop purchase sequence is removed from the largest frequent sequence, and the remaining part of the sequence is set as the content of the game prop package.

2. The method according to claim 1, characterized in that According to the frequent sequence and the preset sequence set, recursively searching to obtain a frequent sequence set includes: According to the frequent item sequences one by one, the preset sequence set is processed to obtain suffixes corresponding to the frequent item sequences; Counting the support of a sequence in all sequence sets in the suffix, and selecting a frequent suffix sequence according to the support; Combine the frequent one-term sequences and the corresponding frequent suffix sequences one by one to obtain the frequent two-term sequences, and recursively search to obtain the frequent sequence sets corresponding to all frequent one-term sequences.

3. The method according to claim 1, characterized in that: Counting the support of a sequence in all sequence sets in the preset data set includes: In the preset data set, counting the number of times each sequence appears in all sequence sets; The support degree of the sequence is calculated according to the number of occurrences of the sequence and the number of sequence sets.

4. A game prop package setting system based on time association rules, characterized in that: The system includes a preprocessing module, a calculation module and a setting module; Each record in the user level purchase statistics table contains the dimensions: user id, date of reaching the current level, next level, and purchase item sequence string; the preset time is set according to the date of reaching the current level in the user level purchase statistics table; Reading the original data records of the user's level-based purchase statistics table within a preset time in the game server database; The preprocessing module preprocesses the original data records in the user level purchase statistics table to obtain a preset data set for each level; The calculation module counts the support of a sequence of all sequence sets in the preset data set, deletes a non-frequent sequence with a support less than a preset threshold in the sequence, and obtains a frequent sequence; The calculation module deletes the infrequent sequence from the preset data set to obtain a preset sequence set; The calculation module recursively searches to obtain a frequent sequence set according to the frequent sequence and the preset sequence set; The setting module outputs the frequent sequence set to the game props frequent sequence table of the game server database, wherein the records in the game props frequent sequence table include dimensions: today's date, next level, and frequent sequence string; the game prop package is set according to the data in the game props frequent sequence table, that is, for the largest frequent sequence in the frequent sequence set with the user's prop purchase sequence as a prefix, the prop purchase sequence is removed from the largest frequent sequence, and the remaining part of the sequence is set as the content of the game prop package.

5. The system according to claim 4, characterized in that The calculation module recursively searches to obtain a frequent sequence set according to the frequent sequence and the preset sequence set, including: The calculation module processes the frequent item sequences one by one in the preset sequence set to obtain suffixes corresponding to each frequent item sequence; The calculation module counts the support of a sequence in all sequence sets in the suffix, and selects a frequent suffix sequence according to the support; The calculation module combines the frequent one-term sequences and the corresponding frequent suffix sequences one by one to obtain frequent two-term sequences, and recursively searches to obtain frequent sequence sets corresponding to all frequent one-term sequences.

6. The system according to claim 4, characterized in that The calculation module counting the support of a sequence of all sequence sets in the preset data set includes: The calculation module counts the number of times each sequence appears in all sequence sets in the preset data set; The calculation module calculates the support of the sequence according to the number of occurrences of the sequence and the number of sequence sets.

Citation Information

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