A method, device, computer device and storage medium for forming teams in offline games

By receiving the teaming request from the target client account and obtaining its user tag, and determining the client account to be teamed from other member client accounts based on this information, the problem of not being able to effectively understand the user information of the order-published group in the prior art is solved, and the teaming efficiency and user experience of the escape room game are improved.

CN114146421BActive Publication Date: 2025-05-27GUANGZHOU BOGUAN TELECOMM TECH LTD
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Patent Information

Application Number
CN202111454754.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-01
Publication Date
2025-05-27
Estimated Expiration
2041-12-01

AI Technical Summary

Technical Problem

The existing escape room game teaming method cannot effectively understand the user information of the order-published users, resulting in poor user experience in the subsequent game.

Method used

By receiving the teaming request from the target client account, it is added to the corresponding teaming group chat session, and obtaining the user tags in its offline game, based on this information, determine the client account to be teamed from other member client accounts, and finally form a game team.

Benefits of technology

It improves the efficiency of game teaming in offline games, ensures the matching of information during teaming, and improves the user's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

An embodiment of the present application discloses a method, device, computer device, and storage medium for forming teams in offline games. According to the historical game data of users in offline games, corresponding user tags are generated. When a game team formation request initiated by a user through a target client account is received, the target client account is added to the corresponding team chat session according to the game team formation request. Then, based on the user tags, the to-be-teamed client accounts are selected from other client accounts in the team chat session. Finally, a game team for the offline game is formed according to the target client account and the to-be-teamed client accounts, which can improve the game team formation efficiency of users in offline games.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and particularly to a method and apparatus for forming teams in offline games, a computer device, and a storage medium. Background Art

[0002] Escape room is a brain-burning puzzle adventure game. Different themes can be derived from different design ideas for escape rooms. Players can play the ideal roles in their favorite themed scenarios, complete tasks within a specified time, and obtain rewards.

[0003] Currently, multiple game players can form a team in an escape room and then enter the same escape room theme to execute game tasks. In forming a team for an escape room, different escape room themes have different requirements for the number of people. When the number of people for the escape room theme selected by a user is insufficient, the user can form a group by placing an order on an e-commerce platform. However, in the existing team formation method, the user information of the users who place an order together cannot be understood, and teams are randomly formed only based on the order placement requests of the users, resulting in a poor gaming experience for the users in subsequent escape room games. Summary of the Invention

[0004] Embodiments of this application provide a method and apparatus for forming teams in offline games, a computer device, and a storage medium, which can improve the efficiency of forming game teams for users in offline games.

[0005] Embodiments of this application provide a method for forming teams in offline games, including:

[0006] Receiving a team formation request for an offline game sent by a target client account, and adding the target client account to a corresponding team chat session according to the team formation request, where the member client accounts having conversations in the team chat session participate in the same game session of the offline game;

[0007] Obtaining a target user tag corresponding to the target client account in the offline game;

[0008] Based on the target user tag and the team formation information in the team chat session, determining a to-be-teamed client account from other member client accounts in the team chat session;

[0009] Forming a game team for the offline game through the target client account and the to-be-teamed client account.

[0010] Correspondingly, embodiments of this application also provide an apparatus for forming teams in offline games, including:

[0011] A receiving unit, configured to receive a teaming request for an offline game sent by a target client account, and add the target client account to a corresponding teaming group chat session according to the teaming request, where member client accounts having conversations in the teaming group chat session participate in the same game session of the offline game;

[0012] A first obtaining unit, configured to obtain a target user label corresponding to the target client account in the offline game;

[0013] A determining unit, configured to determine a to-be-teamed client account from other member client accounts in the teaming group chat session based on the target user label and teaming information in the teaming group chat session;

[0014] A forming unit, configured to form a game team for the offline game through the target client account and the to-be-teamed client account.

[0015] In some embodiments, the apparatus further includes:

[0016] A second obtaining unit, configured to obtain user information corresponding to the target client account in the offline game;

[0017] A first generating unit, configured to generate the target user label according to the user information.

[0018] In some embodiments, the first generating unit includes:

[0019] A first determining subunit, configured to determine a target game theme of the offline game corresponding to the teaming request;

[0020] A first obtaining subunit, configured to obtain the total number of game sessions of the target client account in the target game theme from the user information, and obtain a set of comment information on which the target client account comments on the target game theme;

[0021] A second determining subunit, configured to determine a target score of the target client account in the target game theme according to the total number of game sessions and the set of comment information;

[0022] A third determining subunit, configured to determine a user label of the target client account in the target game theme based on the target score, so as to obtain the target user label.

[0023] In some embodiments, the second determining subunit is specifically configured to:

[0024] Obtain a preset score corresponding to each game type;

[0025] Determine the initial total score of the target client account in the target game theme based on the number of game sessions corresponding to each game type and the preset score;

[0026] Determine a score correction coefficient according to the comment information in the comment information set;

[0027] Calculate the target score based on the initial total score, the total number of game sessions, and the score correction coefficient.

[0028] In some embodiments, the second determination subunit is specifically configured to:

[0029] Obtain the preset score corresponding to each game type;

[0030] Determine the initial total score of the target client account in the target game theme based on the number of game sessions corresponding to each game type and the preset score;

[0031] Extract at least one comment keyword related to the target game theme from the comment information; determine the score correction coefficient from multiple preset score correction coefficients based on the comment keyword;

[0032] Calculate the target score based on the initial total score, the total number of game sessions, and the score correction coefficient.

[0033] In some embodiments, the second determination subunit is specifically configured to:

[0034] Obtain the preset score corresponding to each game type;

[0035] Determine the initial total score of the target client account in the target game theme based on the number of game sessions corresponding to each game type and the preset score;

[0036] Extract at least one comment keyword related to the target game theme from the comment information; determine the score correction coefficient from multiple preset score correction coefficients based on the comment keyword;

[0037] Calculate the ratio of the initial total score to the total number of game sessions; calculate the product of the ratio and the score correction coefficient to obtain the target score.

[0038] In some embodiments, the third determination subunit is specifically configured to:

[0039] Obtain the score range corresponding to each preset user tag in the target game theme;

[0040] Determine the preset user tag corresponding to the score range in which the target score is located to obtain the target user tag.

[0041] In some embodiments, the determination unit includes:

[0042] A second acquisition subunit, configured to acquire user tags corresponding to each other member client account in the team group chat session, obtaining a plurality of candidate user tags;

[0043] A fourth determination subunit, configured to determine other member client accounts corresponding to candidate user tags that are the same as the required user tag, obtaining candidate member client accounts;

[0044] A selection subunit, configured to select the required number of member client accounts from the candidate member client accounts, obtaining the to-be-teamed client accounts.

[0045] In some embodiments, the selection subunit is specifically configured to:

[0046] Acquire the location information corresponding to the candidate member client accounts;

[0047] Based on the location information, sequentially select the required number of member client accounts from the candidate member client accounts, obtaining the to-be-teamed client accounts.

[0048] In some embodiments, the selection subunit is specifically configured to:

[0049] Acquire the payment information corresponding to the candidate member client accounts;

[0050] Based on the payment information, sequentially select the required number of member client accounts from the candidate member client accounts, obtaining the to-be-teamed client accounts.

[0051] In some embodiments, the formation unit includes:

[0052] A sending subunit, configured to send a teaming invitation to the to-be-teamed client accounts based on the teaming information, where the teaming invitation includes client accounts that have joined the team and user tags corresponding to the client accounts that have joined the team, so that the terminals of the to-be-teamed client accounts display the client accounts that have joined the team and the user tags corresponding to the client accounts that have joined the team;

[0053] A receiving subunit, configured to receive response information returned by the to-be-teamed client accounts for the teaming invitation, and determine target teaming client accounts;

[0054] A generating subunit, configured to generate the game team based on the target client accounts and the target teaming client accounts.

[0055] In some embodiments, the apparatus further includes:

[0056] A second generation unit, configured to receive a teaming exchange request from other member client accounts in the team chat session for the client account in the game team, and generate teaming exchange information according to the teaming exchange request;

[0057] A first sending unit, configured to send the teaming exchange information to the client account in the game team;

[0058] A replacement unit, configured to replace the client account in the game team with the other member client account based on the response information of the client account in the game team to the teaming exchange information.

[0059] In some embodiments, the apparatus further includes:

[0060] A third acquisition unit, configured to acquire a target game theme in the teaming request and a character type in the target game theme;

[0061] A matching unit, configured to match a corresponding character type for each client account according to the user label corresponding to each client account in the game team.

[0062] In some embodiments, the apparatus further includes:

[0063] A fourth acquisition unit, configured to acquire game comment information published by each client account in the game team for the target game theme;

[0064] An association unit, configured to associate the game comment information with the character type based on the character type corresponding to each client account;

[0065] A second sending unit, configured to send the game comment information and the character type associated with the game comment information to the terminal when receiving a comment information display request sent by the client account through the terminal, so that the terminal associates and displays the game comment information with the character type.

[0066] Correspondingly, an embodiment of the present application further provides a computer device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein the processor executes the teaming method for offline games provided in any embodiment of the present application.

[0067] Correspondingly, an embodiment of the present application further provides a storage medium, storing multiple instructions, which are suitable for being loaded by the processor to execute the teaming method for offline games as described above.

[0068] In the embodiments of the present application, user tags are generated according to the historical game data of users in offline games. When a game teaming request initiated by a user through a target client account is received, the target client account is added to the corresponding teaming group chat session according to the game teaming request. Then, based on the user tags, the to-be-teamed client accounts are selected from other client accounts in the teaming group chat session. Finally, a game team for the offline game is formed according to the target client account and the to-be-teamed client accounts, which can improve the game teaming efficiency of users in offline games. BRIEF DESCRIPTION OF THE DRAWINGS

[0069] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for the description of the embodiments will be briefly introduced below. Obviously, the drawings in the following description are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative efforts.

[0070] Figure 1 It is a schematic flowchart of a method for teaming in an offline game provided by an embodiment of the present application.

[0071] Figure 2 It is a schematic flowchart of another method for teaming in an offline game provided by an embodiment of the present application.

[0072] Figure 3 It is a block diagram of the structure of a device for teaming in an offline game provided by an embodiment of the present application.

[0073] Figure 4 It is a schematic diagram of the structure of a computer device provided by an embodiment of the present application. DETAILED DESCRIPTION OF THE EMBODIMENTS

[0074] The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application. Obviously, the described embodiments are only some of the embodiments of the present application, rather than all the embodiments. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without creative efforts belong to the scope of protection of the present application.

[0075] The embodiments of the present application provide a method, apparatus, storage medium, and computer device for forming teams in offline games. Specifically, the method for forming teams in offline games according to the embodiments of the present application can be executed by a computer device, where the computer device can be a device such as a server. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.

[0076] For example, the computer device can be a server, and the server can receive a team formation request for an offline game sent by a target client account, and add the target client account to the corresponding team chat session according to the team formation request. Among them, the member client accounts participating in the session in the team chat session participate in the same game session of the offline game; obtain the target user label corresponding to the target client account in the offline game; based on the target user label and the team formation information in the team chat session, determine the client accounts to be teamed up from other member client accounts in the team chat session; form a game team for the offline game through the target client account and the client accounts to be teamed up.

[0077] Based on the above problems, the embodiments of the present application provide a first method, apparatus, computer device, and storage medium for forming teams in offline games, which can improve the efficiency of forming game teams for users in offline games.

[0078] The following will be described in detail respectively. It should be noted that the description order of the following embodiments does not limit the preferred order of the embodiments.

[0079] The embodiments of the present application provide a method for forming teams in offline games. This method can be executed by a terminal or a server. The embodiments of the present application will be described by taking the method for forming teams in offline games being executed by a server as an example.

[0080] Please refer to Figure 1 , Figure 1 which is a schematic flowchart of a method for forming teams in offline games provided by the embodiments of the present application. The specific process of this method for forming teams in offline games can be as follows:

[0081] 101. Receive a team formation request for an offline game sent by a target client account, and add the target client account to the corresponding team chat session according to the team formation request.

[0082] In the embodiments of the present application, an offline game refers to a game played by game players in an actual scenario, which is an operation performed by specifying game rules or game props. The offline game can be a game participated by multiple people simultaneously. Users can form teams offline by themselves or through online means. Among them, when forming a team through online means, a team formation platform can be provided for users. The team formation platform can be an application program that supports users to form teams for offline games.

[0083] Specifically, users can register personal accounts on the team formation platform, and then log in to the team formation platform based on the personal accounts. That is, a series of operations such as forming teams for offline games can be performed on the team formation platform.

[0084] Among them, the target client account refers to the personal account registered by the current user on the team formation platform.

[0085] In the embodiments of the present application, the offline game is operated by a physical store. The offline game can have multiple game sessions. The physical store can put multiple game sessions on the team formation platform so that users can choose different game sessions to form teams.

[0086] For example, the game sessions of the offline game can include: the first game session, the second game session, the third game session, etc. The physical store can put each game session on the team formation platform. When users log in to the team formation platform, they can choose the first game session, the second game session or the third game session to form teams for offline games.

[0087] Among them, the member client accounts participating in the conversation in the team formation group chat session participate in the same game session of the offline game.

[0088] Specifically, after the physical store puts the game sessions of the offline game on the team formation platform, a corresponding team formation group chat session can be created on the team formation platform for users who choose the same game session to communicate, form teams, etc.

[0089] 102. Obtain the target user label corresponding to the target client account in the offline game.

[0090] Among them, the target user label refers to a label generated based on the information of the target client account in the historical time period in the offline game.

[0091] In the embodiments of the present application, the offline game can include multiple game themes, and each game theme corresponds to multiple game types. For example, the game theme can be: horror, and the game types under the horror game theme can be: slightly scary, moderately scary, highly scary, etc.

[0092] Among them, the user labels of the offline game can be marked for the client account according to the game types of different game themes, and each client account corresponds to a user label.

[0093] In some embodiments, to facilitate users to quickly form teams based on offline games, target user tags corresponding to the target client account may be pre-generated. Before the step of "obtaining the target user tags corresponding to the target client account in the offline game", the following steps may further be included:

[0094] Obtain the user information corresponding to the target client account in the offline game;

[0095] Generate target user tags according to the user information.

[0096] Among them, the user information refers to all the information saved by the target client account in the offline game before the current moment. For example, the user information may include the number of game sessions that the target client account has participated in, and the comment information for each game session that has been participated in, etc.

[0097] In some embodiments, in order to generate accurate user tags, the step of "generating target user tags according to the user information" may include the following operations:

[0098] Determine the target game theme of the offline game corresponding to the teaming request;

[0099] Obtain the total number of game sessions of the target client account in the target game theme from the user information, and obtain the set of comment information of the target client account for the target game theme;

[0100] Determine the target score of the target client account in the target game theme according to the total number of game sessions and the set of comment information;

[0101] Based on the target score, determine the user tag of the target client account in the target game theme to obtain the target user tag.

[0102] Among them, the game session of the offline game selected by the target client account is included in the teaming request, and the game theme corresponding to the game session is the target game theme.

[0103] For example, the game sessions of the offline game included in the teaming platform are: the first game session, the second game session, and the third game session. Among them, the game theme corresponding to the first game session may be the first game theme, the game theme corresponding to the second game session may be the second game theme, and the game theme corresponding to the third game session may be the third game theme. If the teaming request is for the first game session, the target game theme may be determined as: the first game theme.

[0104] Among them, the user information includes the total set of information on the number of game sessions conducted by the target client account and the comment information on the conducted game sessions. For example, the information on the number of game sessions includes: the number of game sessions conducted on the first game theme can be: 10 times, the number of game sessions conducted on the second game theme can be: 20 times, and the number of game sessions conducted on the third game theme can be: 15 times; the total set of comment information can include the first set of comment information on the game sessions of the first game theme, the second set of comment information on the game sessions of the second game theme, and the third set of comment information on the game sessions of the third game theme.

[0105] For example, if the target game theme is the first game theme, then the total number of game sessions of the first game theme obtained from the user information can be: 10 times, and the set of comment information on the first game theme obtained can be: the first set of comment information.

[0106] Among them, the target score is used to evaluate the target user label of the target client account in the offline game.

[0107] In some embodiments, the target game theme includes at least one game type, and the total number of game sessions includes the number of game sessions corresponding to each game type. To further determine the user label corresponding to the client account, the step of "determining the target score of the target client account in the target game theme according to the total number of game sessions and the set of comment information" may include the following operations:

[0108] Obtain the preset score corresponding to each game type;

[0109] Based on the number of game sessions corresponding to each game type and the preset score, determine the initial total score of the target client account in the target game theme;

[0110] Determine the score correction coefficient according to the comment information in the set of comment information;

[0111] Calculate the target score based on the initial total score, the total number of game sessions, and the score correction coefficient.

[0112] Among them, the fact that the total number of game sessions includes the number of game sessions corresponding to each game type means that the total number of game sessions of the target client account in the target game theme of the offline game includes the number of game sessions under each game type of the target game theme.

[0113] For example, the game theme can be a horror game theme. The game types under the horror game theme can include: mild horror, medium horror, and severe horror. The number of game sessions of the target client account under mild horror can be: N1, the number of game sessions of the target client account under medium horror can be: N2, and the number of game sessions of the target client account under severe horror can be: N3. Then, the total number of game sessions of the target client account in the target game theme of offline games is: N1 + N2 + N3.

[0114] In the embodiments of the present application, corresponding preset scores are respectively set in advance for multiple game types under each game theme. For example, the game theme can be a horror game theme. The game types under the horror game theme can include: mild horror, medium horror, and severe horror. The preset score corresponding to mild horror can be set as: S1, the preset score corresponding to medium horror can be set as: S2, and the preset score corresponding to severe horror can be set as: S3.

[0115] Specifically, based on the game sessions corresponding to each game type and the preset scores, determine the initial total score of the target client account in the target game theme. The game sessions corresponding to each game type can be multiplied by the preset scores corresponding to these game sessions to obtain the product of the game sessions and the preset scores for each game type. Then, add up the products of the game sessions and the preset scores for all game types, and the initial total score can be obtained.

[0116] For example, the target game theme can be: horror game theme. The game types under the horror game theme can include: mild horror, medium horror, and severe horror. The number of game sessions of the target client account under mild horror can be: N1, the number of game sessions of the target client account under medium horror can be: N2, and the number of game sessions of the target client account under severe horror can be: N3.

[0117] Among them, the preset score corresponding to mild horror can be: S1, the preset score corresponding to medium horror can be: S2, and the preset score corresponding to severe horror can be: S3. Then, the calculated initial total score can be: N1 * S1 + N2 * S2 + N3 * S3.

[0118] In some embodiments, the game types in each game theme of offline games are set by game designers. However, due to different user experiences, there may be inaccuracies in evaluating user tags based on the game sessions of users in game types. Therefore, subjective comments made by users on game types, that is, comment information, can be added to generate a score correction coefficient to correct the initial total score obtained based on the game sessions of game types. Then, the step of "determining the score correction coefficient according to the comment information in the comment information set" can include the following operations:

[0119] Extract at least one comment keyword related to the target game theme from the comment information;

[0120] Determine a score correction coefficient from multiple preset score correction coefficients based on comment keywords.

[0121] Among them, the comment keywords refer to words that are positively or negatively related to the target game theme. For example, if the target game theme is a horror game theme, the comment keywords can be: horror, not horror, etc.

[0122] In the embodiments of the present application, multiple preset score correction coefficients are preset in advance, which can be divided into two ranges, including: values greater than 1 and values less than 1.

[0123] Specifically, determining the score correction coefficient from the preset score correction coefficients according to the comment keywords can be determined according to the number of different comment keywords.

[0124] For example, the comment keywords extracted from the comment information can include: "horror", "not horror". Among them, the number of the comment keyword "horror" can be: 10, and the keyword of "not horror" can be: 20. It can be determined that the number of the comment keyword "horror" is less than the number of the comment keyword "not horror", and it can be determined that the user of the target client account prefers "not horror", then a value greater than 1 can be selected from the preset score correction coefficients to obtain the score correction coefficient M.

[0125] In some embodiments, the step of "calculating the target score based on the initial total score, the total number of game sessions, and the score correction coefficient" may include the following operations:

[0126] Calculate the ratio of the initial total score to the total number of game sessions;

[0127] Calculate the product of the ratio and the score correction coefficient to obtain the target score.

[0128] For example, the initial total score can be: N1*S1 + N2*S2 + N3*S3, and the total number of game sessions can be: N1 + N2 + N3. The ratio of the initial total score to the total number of game sessions calculated can be: (N1*S1 + N2*S2 + N3*S3) / (N1 + N2 + N3).

[0129] Furthermore, the score correction coefficient can be: M, and the product of the ratio and the score correction coefficient calculated can be: (N1*S1 + N2*S2 + N3*S3) / (N1 + N2 + N3)*M, so as to obtain the target score.

[0130] In some embodiments, different user tags corresponding to different scores can be preset in advance. To quickly determine the target user tag corresponding to the target client account based on the target score, the step of "determining the user tag of the target client account in the target game theme based on the target score to obtain the target user tag" may include the following operations:

[0131] Obtain the score range corresponding to each preset user tag in the target game theme;

[0132] Determine the preset user tag corresponding to the score range where the target score is located to obtain the target user tag.

[0133] For example, the preset score ranges may include: a first score range, a second score range, and a third score range. Among them, the first score range may correspond to a first user tag, the second score range may correspond to a second user tag, and the third score range may correspond to a third user tag. If the score range where the target score is located is the first score range, then it can be determined that the first user tag corresponding to the first score range is the target user tag.

[0134] 103. Based on the target user tag and the teaming information in the teaming group chat session, determine the to-be-teamed client account from the other member client accounts in the teaming group chat session.

[0135] In the embodiments of the present application, the teaming information can be initiated by any member client account in the teaming group chat session, and the teaming information includes at least one required user tag and the required quantity of the client account corresponding to the required user tag.

[0136] For example, the teaming group chat session includes: member client account A, member client account B, and member client account C. Member client account A initiates the teaming information, and the teaming information includes the missing required user tag filled in by member client account A and the required quantity for the required user tag. For example, the required user tag can be the first user tag, and the required quantity can be: 2, etc.

[0137] In some embodiments, to improve the teaming efficiency, the step of "determining the to-be-teamed client account from the other member client accounts in the teaming group chat session based on the target user tag and the teaming information in the teaming group chat session" may include the following operations:

[0138] Obtain the user tag corresponding to each other member client account in the teaming group chat session to obtain a plurality of candidate user tags;

[0139] Determine the other member client accounts corresponding to the candidate user tags that are the same as the required user tag to obtain candidate member client accounts;

[0140] Select a member client account with a required quantity from the candidate member client accounts to obtain the to-be-grouped client accounts.

[0141] Among them, the other member client accounts are the member client accounts in the group chat session except the target client account.

[0142] For example, the other member client accounts included in the group chat session can be: other member client account A, other member client account B, other member client account C, other member client account D, other member client account E, other member client account F. Among them, the user tags corresponding to other member client account A and other member client account B can be: the first user tag, the user tag corresponding to other member client account C can be: the second user tag, and the user tags corresponding to other member client account C, other member client account D, and other member client account E can be: the third user tag. The obtained candidate user tags are: the first user tag, the second user tag, the third user tag.

[0143] Among them, the required user tag refers to the user tag required in the grouping information, and the required quantity refers to the number of client accounts that require this required user tag in the grouping information.

[0144] Furthermore, the obtained required user tag can be: the first user tag. By matching the required user tag with the candidate user tags, the other member client accounts corresponding to the required user tag can be: other member client account A and other member client account B. If the required quantity is 1, then it can be determined that the to-be-grouped client account is: other member client account A or other member client account B; if the required quantity is 2, then it can be determined that the to-be-grouped client account is: other member client account A and other member client account B.

[0145] In some embodiments, in order to quickly select the to-be-grouped clients that meet the grouping conditions, the step of "selecting a member client account with a required quantity from the candidate member client accounts to obtain the to-be-grouped client accounts" may include the following operations:

[0146] Obtain the location information corresponding to the candidate member client accounts;

[0147] Based on the location information, sequentially select a member client account with a required quantity from the candidate member client accounts to obtain the to-be-grouped client accounts.

[0148] Among them, the location information corresponding to the candidate member client accounts can be obtained by obtaining the location information of the terminal logging in to the candidate member client accounts to obtain the location information corresponding to the candidate member client accounts.

[0149] For example, the candidate member client accounts may include: Client Account A. The terminal currently logged in to Client Account A may be Terminal A. A location acquisition request is sent to Terminal A, and the location information sent by Terminal A according to the location acquisition request is received. This location information may be used as the location information corresponding to Client Account A.

[0150] In the embodiments of the present application, the number of candidate member client accounts may be more than the required number. At this time, it is necessary to select the required number of client accounts from multiple candidate member client accounts to quickly form a game team.

[0151] Specifically, to select the client accounts to be grouped according to the location information of the candidate member client accounts, the required number of member client accounts may be sequentially selected according to the distance between the location of the candidate member client account and the game venue of the offline game. For example, the member client accounts may be selected in order from the nearest to the farthest distance, so that the game players corresponding to the member client accounts can arrive at the game venue in time.

[0152] For example, the candidate member client accounts may include: Client Account A, Client Account B, and Client Account C. Among them, the distance between Client Account A and the game venue may be: 3 kilometers, the distance between Client Account B and the game venue may be: 6 kilometers, and the distance between Client Account C and the game venue may be: 2 kilometers. The required number may be: 2. Then, according to the location distance between the candidate member client account and the game venue, Client Account C and Client Account A are sequentially selected as the client accounts to be grouped, so as to ensure that the game players can arrive at the game venue as soon as possible and ensure the smooth progress of the game.

[0153] In some embodiments, in order to quickly select the client accounts to be grouped that meet the grouping conditions, the step of "selecting the required number of member client accounts from the candidate member client accounts to obtain the client accounts to be grouped" may include the following operations:

[0154] Obtain the payment information corresponding to the candidate member client accounts;

[0155] Based on the payment information, sequentially select the required number of member client accounts from the candidate member client accounts to obtain the client accounts to be grouped.

[0156] Among them, the payment information refers to whether the candidate member client has performed a payment operation for the selected game session. If the payment operation has been performed, the payment information is "paid"; if the payment operation has not been performed, the payment information is "unpaid".

[0157] In the embodiments of the present application, the number of candidate member client accounts may be more than the required number. At this time, it is necessary to select the required number of client accounts from multiple candidate member client accounts to quickly form a game team.

[0158] Specifically, in order to meet the gaming needs of the game players corresponding to the paid client accounts, sequentially selecting the required number of member client accounts from the candidate member client accounts based on the payment information may be to select the member client accounts that have performed payment operations.

[0159] For example, the candidate member client accounts may include: client account A, client account B, and client account C. Among them, the payment information of client account A may be paid, the payment information of client account B may be paid, the payment information of client account C may be unpaid, and the required number may be: 2. Then, according to the candidate member client accounts with paid payment information, select client account A and client account C as the client accounts to be grouped, so as to ensure the gaming needs of the paid game players and ensure the rapid progress of the game.

[0160] 104. Form a game team for offline games through the target client account and the client accounts to be grouped.

[0161] Among them, the game team includes multiple client accounts that are mutually matched based on the game session corresponding to the grouping request and the target game theme.

[0162] In some embodiments, in order to improve the grouping efficiency, the step of "forming a game team for offline games through the target client account and the client accounts to be grouped" may include the following steps:

[0163] Send a grouping invitation to the client accounts to be grouped based on the grouping information;

[0164] Receive the response information returned by the client accounts to be grouped for the grouping invitation, and determine the target grouped client accounts;

[0165] Generate a game team based on the target client account and the target grouped client accounts.

[0166] Among them, the grouping invitation can be sent to the client accounts to be grouped through the grouping group chat session.

[0167] For example, the client accounts to be grouped may include: other member client account A and other member client account B. Then, send grouping invitations to other member client account A and other member client account B respectively in the grouping group chat session, so that other member client account A and other member client account B can log in to the grouping platform and enter the grouping group chat session to view the grouping invitation.

[0168] Among them, the team invitation includes the client accounts that have joined the team and the user tags corresponding to the client accounts that have joined the team, so that the terminal of the to-be-teamed client account displays the client accounts that have joined the team and the user tags corresponding to the client accounts that have joined the team. Then, when other member client accounts A and other member client accounts B log in to the teaming platform and enter the team chat session to view the team invitation, they can clearly see the user tags corresponding to the client accounts that have joined the team, and then determine whether to join the team, which can facilitate the teaming selection of game players.

[0169] Among them, the response information refers to the response of the to-be-teamed client account to the team invitation, and the response information can include: accepting the team invitation or not accepting the team invitation.

[0170] For example, the response information received from other member client account A can be: accepting the invitation, and the response information received from other member client account B can be: not accepting the invitation. Then it can be determined that the target teaming client account is other member client account A.

[0171] Furthermore, add the target client account and other member client accounts to the game team. If the number of client accounts in the current game team does not meet the preset required number of client accounts, other member client accounts can continue to be selected from the team chat session until the number of client accounts in the game team meets the preset required number of client accounts, that is, the teaming can be completed. When the start time of the game session arrives, the users of the member client accounts in the game team can enter the game session to start the game.

[0172] In some embodiments, in order to meet the teaming requirements of the member client accounts in the team chat session, after the step of "forming a game team for an offline game through the target client account and the to-be-teamed client account", the following steps can also be included:

[0173] Receive the teaming exchange requests from other member client accounts in the team chat session for the client accounts in the game team, and generate teaming exchange information according to the teaming exchange requests;

[0174] Send the teaming exchange information to the client accounts in the game team;

[0175] Based on the response information of the client accounts in the game team to the teaming exchange information, replace the client accounts in the game team with other member client accounts.

[0176] For example, the client accounts in a game team can include: client account A, client account B, and client account C. The other member client accounts in the team group chat session can be: client account D. Client account D can initiate a team exchange request to client account A through the team group chat session.

[0177] Among them, generating team exchange information based on the team exchange request can be: requesting to exchange the client account for the team. For example, when client account D initiates a team exchange request to client account A, the team exchange information can be: client account D requests to exchange the team, and then sends the team exchange information to client account A. When client account A receives the team exchange information, it can respond to the team exchange information to generate a response message. The response message can be: accepting the team exchange or not accepting the team exchange.

[0178] If the response message is to accept the team exchange, client account D can be removed from the game team, and client account A can be added to the game team to generate a new game team.

[0179] In some embodiments, in order to improve the gaming experience of game users in offline games, after the step of "forming a game team for an offline game through the target client account and the client account to be teamed up", the following steps can also be included:

[0180] Obtain the target game theme in the teaming request and the character types in the target game theme;

[0181] Match a corresponding character type for each client account according to the user label corresponding to each client account in the game team.

[0182] For example, the character types in the target game theme can include: the first character type, the second character type, the third character type, and the fourth character type. The game team includes: client account A, client account B, client account C, and client account D. Among them, the user label corresponding to client account A can be: the first user label, the user label corresponding to client account B can be: the second user label, the user label corresponding to client account C can be: the third user label, and the user label corresponding to client account D can be: the fourth user label.

[0183] In the embodiments of the present application, a corresponding character type can be preset for each user label. For example, the user labels can be: the first user label, the second user label, the third user label, and the fourth user label, and the character types can include: the first character type, the second character type, the third character type, and the fourth character type.

[0184] Further, according to the matching information between the role type and the user label, the role type matched by each client account can be determined. For example, the first role type can be matched to client account A, the second role type to client account B, the third role type to client account C, and the fourth role type to client account D. In this way, the appropriate role type can be automatically recommended to the users of the client account, so as to improve the user's gaming experience.

[0185] In some embodiments, in order to facilitate the user to view the comment information of other users on the offline game, after the step of "forming a game team for the offline game through the target client account and the to-be-teamed client account", the following steps may further be included:

[0186] Obtain the game comment information published by each client account in the game team for the target game theme;

[0187] Based on the role type corresponding to each client account, associate the game comment information with the role type;

[0188] When receiving a comment information display request sent by the client account through the terminal, send the game comment information and the role type associated with the game comment information to the terminal, so that the terminal associates and displays the game comment information with the role type.

[0189] For example, the game team includes: client account A, client account B, client account C, and client account D. Among them, the role type corresponding to client account A can be the first role type, the role type corresponding to client account B can be the second role type, the role type corresponding to client account C can be the third role type, and the role type corresponding to client account D can be the fourth role type.

[0190] Further, after each client account in the game team completes the game based on the corresponding game role, the offline game of this session can be commented on the teaming platform. Obtain the comment information of each client account. For example, the comment information can include: the first comment information published by client account A, the second comment information published by client account B, the third comment information published by client account C, and the fourth comment information published by client account D.

[0191] Specifically, based on the role type corresponding to the client account, bind the comment information published by each client account to the corresponding role type. After the binding process, the following is obtained: the first role type is associated with the first comment information, the second role type is associated with the second comment information, the third role type is associated with the third comment information, and the fourth role type is associated with the fourth comment information.

[0192] Among them, the comment information display request can be triggered by the user of the client account operating on the teaming platform. For example, the user performs an operation such as viewing comments on the teaming platform.

[0193] Then, send the bound role type and the comment information to the teaming platform. When receiving the comment information display request sent by the client account through the terminal, send the bound role type and the comment information to the terminal. The user of the client account can open the comment area of the teaming platform through the terminal and display the bound role type and the comment information in the comment area.

[0194] In some embodiments, the teaming request includes the target game theme of the offline game selected by the target client account and the game time period of the target game theme. To determine the teaming group chat session corresponding to the target client account, the step of "determining the teaming group chat session corresponding to the target client account according to the teaming request" may include the following operations:

[0195] From the created teaming group chat sessions corresponding to the offline game, determine the created teaming group chat session that matches the target game theme and the game time period to obtain the teaming group chat session.

[0196] For example, the created teaming group chat sessions in the offline game may include: the first teaming group chat session, the second teaming group chat session, and the third teaming group chat session. Among them, the game theme corresponding to the first teaming group chat session may be the first game theme, and the game time period may be the first game time period. The game theme corresponding to the second teaming group chat session may be the second game theme, and the game time period may be the second game time period. The game theme corresponding to the third teaming group chat session may be the third game theme, and the game time period may be the third game time period.

[0197] Among them, if the target game theme may be the first game theme and the game time period may be the first game time period, it can be determined that the teaming group chat session joined by the target client account may be the first teaming group chat session.

[0198] The embodiment of the present application discloses a team formation method for offline games, the method comprising: receiving a team formation request for offline games sent by a target client account, adding the target client account to a corresponding team group chat session according to the team formation request, wherein the member client accounts participating in the conversation in the team group chat session participate in the same game session of the offline game; obtaining the target user tag corresponding to the target client account in the offline game; determining the client account to be teamed from other member client accounts in the team group chat session based on the target user tag and the team formation information in the team group chat session; and forming a game team for the offline game through the target client account and the client account to be teamed. The embodiment of the present application generates a corresponding user tag through the historical game data of the user in the offline game, and when a game team formation request initiated by the user through the target client account is received, the target client account is added to the corresponding team group chat session according to the game team formation request, and then the client account to be teamed is selected from other client accounts in the team group chat session based on the user tag, and finally the game team of the offline game is formed according to the target client account and the client account to be teamed, which can improve the game team formation efficiency of the user in the offline game.

[0199] Based on the above introduction, the following example will be used to further illustrate the team formation method of the offline game of this application. Figure 2 , Figure 2 A schematic flow chart of another offline game team formation method provided in an embodiment of the present application, taking the offline game as a secret room game, and the offline game team formation method applied to a server as an example, the specific process may be as follows:

[0200] 201. The server creates a group chat session corresponding to each game session according to different game sessions of the escape room game.

[0201] In the embodiment of the present application, the offline game can be a room escape game, which is a brain-burning puzzle adventure game. The main ideas of the room escape interactive game are mostly derived from scenes such as movies and the Internet. They are generally more interesting and challenging, and bring exciting situational experience. The room escape can derive different game themes due to different design ideas, from ancient tomb scientific research to wilderness exploration, from stealing secret electricity to escaping from the cage, etc. Game players can play their ideal roles in the game theme scenes they like, relying on meticulous vision, careful reasoning, strong physique and concerted cooperation, and finally complete the task within the specified time and get rewards.

[0202] Among them, different game sessions are set according to different game themes and different game times. For example, the game sessions of the current escape room game can include: the first game session, the second game session, and the third game session. Among them, the first game session can be the game session of the first game theme in the first game time period, the second game session can be the game session of the second game theme in the second game time period, and the third game session can be the game session of the third game theme in the third game time period.

[0203] Further, according to the existing game sessions, a corresponding group chat session is created for each game session.

[0204] For example, the game sessions can include: the first game session, the second game session, and the third game session. A first group chat session can be created for the first game session, a second group chat session can be created for the second game session, and a third group chat session can be created for the third game session.

[0205] 202. The server receives a teaming request sent by the user through the target client account, and determines the target group chat session corresponding to the target client account according to the teaming request.

[0206] Among them, the teaming request carries the game theme and game time period selected by the user. The target group chat session corresponding to the target client account is determined from multiple group chat sessions according to the game theme and game time period selected by the user.

[0207] For example, the game theme selected by the user can be the first game theme, and the selected game time period can be the first game time period. According to the first game theme and the first game time period, it can be determined that the game session selected by the user is the first game session. Further, the group chat session corresponding to the first game session is obtained. If it is the first group chat session, then the target group chat session can be determined to be the first group chat session.

[0208] 203. The server adds the target client account to the target group chat session.

[0209] Specifically, the target client account can be added to the target group chat session so that the user of the target client account can perform operations such as chatting and teaming in the target group chat session.

[0210] 204. The server obtains the game information of the target client account in the escape room game, and generates a target user label for the target client account according to the game information.

[0211] Among them, the game information includes the number of game sessions that the target client account has played for the game theme of the current teaming request within the historical time, that is, before the current moment, and the comment information on the game theme of the current teaming request.

[0212] Further, target user tags of the target client account in the escape game are generated based on the number of game sessions and review information. Specifically, the steps for generating user tags can be referred to the above embodiments and will not be elaborated here.

[0213] For example, the game theme of the current teaming request can be a horror game theme, and the horror game theme can include: mild horror type, medium horror type, and severe horror type. Based on the game information of the target client account, the generated target user tags corresponding to the target client account can be: mild horror type.

[0214] 205. The server receives a teaming invitation sent by the user through the target client account, and sends teaming invitation information to the member client accounts that meet the teaming invitation in the target group chat session according to the teaming invitation.

[0215] Among them, the teaming invitation can include the user tags corresponding to the required client accounts and the number of client accounts for the user tags of the required client accounts.

[0216] For example, the target user tags of the target client account can be: mild horror type. The user of the target client account initiates a teaming invitation, and the input teaming information can include: 2 client accounts of the medium horror type are required, and 1 client account of the severe horror type is required.

[0217] Further, the server selects other member client accounts that meet the teaming information from the target group chat session according to the teaming information carried in the teaming invitation sent by the target client account, and then sends teaming invitation information to the other member client accounts.

[0218] For example, in addition to the target client account in the target group chat session, the other client accounts include: client account A, client account B, client account C, client account D, client account E, etc. Among them, the user tags corresponding to client account A can be: mild horror type, the user tags corresponding to client account B can be: medium horror type, the user tags corresponding to client account C can be: medium horror type, the user tags corresponding to client account D can be: medium horror type, and the user tags corresponding to client account E can be: severe horror type.

[0219] Specifically, according to the teaming information of the teaming invitation and the user tags of each member client account in the target group chat session, it can be determined that the member client accounts that meet the teaming invitation include: client account B, client account C, client account D, client account E.

[0220] Among them, the number of member client accounts of the medium fear type in the target group chat session is: 3, and the required number of client accounts of the medium fear type in the team invitation is: 2. Further, in order to select the most matching client accounts of the medium fear type, the location information of the target client account, as well as the location information corresponding to client account B, client account C, and client account D can be obtained. According to the location information, two client accounts close to the location of the target client account are selected from client account B, client account C, and client account D. For example, the client accounts to be grouped can be obtained from client account B and client account C, including: client account B, client account C, and client account E.

[0221] Further, the server sends team invitation messages to the client accounts to be grouped respectively through the target group chat session, that is, sends team invitation messages to client account B, client account C, and client account E respectively. The team invitation message includes the team information carried in the team request sent by the target client account.

[0222] 206. The server determines the client accounts to be grouped according to the response information of the member client accounts to the team invitation message.

[0223] Among them, the response information includes: accepting the team invitation, or rejecting the team invitation.

[0224] For example, the response information received from client account B can be: accepting the team invitation, the response information received from client account C can be: accepting the team invitation, and the response information received from client account E can be: accepting the team invitation. Then it can be determined that the client accounts to be grouped include: client account B, client account C, and client account E.

[0225] 207. The server forms a game team corresponding to the target group chat session according to the target client account and the client accounts to be grouped.

[0226] Finally, the server forms a game team according to the target client account and the client accounts to be grouped: client account B, client account C, and client account E. This game team is the game team corresponding to the first game session. The users of the client accounts in this game team can play the game together in the first game session.

[0227] An embodiment of the present application discloses a team formation method for offline games. The method includes: The server creates a group chat session corresponding to each game session of the escape game, receives a team formation request sent by a user through a target client account, determines the target group chat session corresponding to the target client account according to the team formation request, adds the target client account to the target group chat session, obtains the game information of the target client account in the escape game, generates a target user label of the target client account according to the game information, receives a team formation invitation sent by the user through the target client account, sends team formation invitation information to the member client accounts that meet the team formation invitation in the target group chat session according to the team formation invitation, determines the to-be-teamed client accounts according to the response information of the member client accounts to the team formation invitation information, and forms a game team corresponding to the target group chat session according to the target client account and the to-be-teamed client accounts. In this way, the matching degree of game team formation for users in the escape game can be improved.

[0228] To facilitate better implementation of the team formation method for offline games provided by the embodiments of the present application, the embodiments of the present application further provide a team formation device for offline games based on the above-mentioned team formation method for offline games. The meanings of the nouns are the same as those in the above-mentioned team formation method for offline games, and the specific implementation details can refer to the descriptions in the method embodiments.

[0229] Please refer to Figure 3 , Figure 3 which is a structural block diagram of a team formation device for offline games provided by an embodiment of the present application. The device includes:

[0230] A receiving unit 301, configured to receive a team formation request for an offline game sent by a target client account, and add the target client account to a corresponding team formation group chat session according to the team formation request, where the member client accounts having conversations in the team formation group chat session participate in the same game session of the offline game;

[0231] A first obtaining unit 302, configured to obtain a target user label corresponding to the target client account in the offline game;

[0232] A determining unit 303, configured to determine, based on the target user label and the team formation information in the team formation group chat session, to-be-teamed client accounts from other member client accounts in the team formation group chat session;

[0233] A forming unit 304, configured to form a game team for the offline game through the target client account and the to-be-teamed client accounts.

[0234] In some embodiments, the device may further include:

[0235] A second acquisition unit, configured to acquire user information corresponding to the target client account in the offline game;

[0236] A first generation unit, configured to generate the target user label according to the user information.

[0237] In some embodiments, the first generation unit may include:

[0238] A first determination subunit, configured to determine a target game theme of the offline game corresponding to the teaming request;

[0239] A first acquisition subunit, configured to acquire the total number of game sessions of the target client account in the target game theme from the user information, and acquire a set of comment information on which the target client account comments on the target game theme;

[0240] A second determination subunit, configured to determine a target score of the target client account in the target game theme according to the total number of game sessions and the set of comment information;

[0241] A third determination subunit, configured to determine a user label of the target client account in the target game theme based on the target score, so as to obtain the target user label.

[0242] In some embodiments, the second determination subunit may specifically be configured to:

[0243] Acquire a preset score corresponding to each game type;

[0244] Based on the number of game sessions corresponding to each game type and the preset score, determine an initial total score of the target client account in the target game theme;

[0245] Determine a score correction coefficient according to the comment information in the set of comment information;

[0246] Calculate the target score based on the initial total score, the total number of game sessions, and the score correction coefficient.

[0247] In some embodiments, the second determination subunit may specifically be configured to:

[0248] Acquire a preset score corresponding to each game type;

[0249] Based on the number of game sessions corresponding to each game type and the preset score, determine an initial total score of the target client account in the target game theme;

[0250] Extract at least one comment keyword related to the target game theme from the comment information; determine the score correction coefficient from multiple preset score correction coefficients based on the comment keyword;

[0251] Calculate the target score based on the initial total score, the total number of game sessions, and the score correction coefficient.

[0252] In some embodiments, the second determination subunit may specifically be configured to:

[0253] Obtain the preset score corresponding to each game type;

[0254] Determine the initial total score of the target client account in the target game theme based on the number of game sessions corresponding to each game type and the preset score;

[0255] Extract at least one comment keyword related to the target game theme from the comment information; determine the score correction coefficient from multiple preset score correction coefficients based on the comment keyword;

[0256] Calculate the ratio of the initial total score to the total number of game sessions; calculate the product of the ratio and the score correction coefficient to obtain the target score.

[0257] In some embodiments, the third determination subunit may specifically be configured to:

[0258] Obtain the score range corresponding to each preset user label in the target game theme;

[0259] Determine the preset user label corresponding to the score range in which the target score is located to obtain the target user label.

[0260] In some embodiments, the determination unit 303 may include:

[0261] A second acquisition subunit, configured to acquire the user label corresponding to each other member client account in the team group chat session to obtain a plurality of candidate user labels;

[0262] A fourth determination subunit, configured to determine the other member client accounts corresponding to the candidate user labels that are the same as the required user label to obtain candidate member client accounts;

[0263] A selection subunit, configured to select the required number of member client accounts from the candidate member client accounts to obtain the to-be-teamed client accounts.

[0264] In some embodiments, the selection subunit is specifically configured to:

[0265] Obtain the location information corresponding to the candidate member client accounts;

[0266] Select the required number of member client accounts from the candidate member client accounts in sequence based on the location information to obtain the to-be-teamed client accounts.

[0267] In some embodiments, the selection subunit is specifically configured to:

[0268] Obtain the payment information corresponding to the candidate member client accounts;

[0269] Select the required number of member client accounts from the candidate member client accounts in sequence based on the payment information to obtain the to-be-teamed client accounts.

[0270] In some embodiments, the team formation unit 304 may include:

[0271] A sending subunit, configured to send a team formation invitation to the to-be-teamed client accounts based on the team formation information, where the team formation invitation includes the client accounts that have joined the team and the user tags corresponding to the client accounts that have joined the team, so that the terminals of the to-be-teamed client accounts display the client accounts that have joined the team and the user tags corresponding to the client accounts that have joined the team;

[0272] A receiving subunit, configured to receive the response information returned by the to-be-teamed client accounts for the team formation invitation and determine the target teaming client accounts;

[0273] A generating subunit, configured to generate the game team based on the target client accounts and the target teaming client accounts.

[0274] In some embodiments, the apparatus may further include:

[0275] A second generating unit, configured to receive a team formation exchange request from other member client accounts in the team formation group chat session for the client accounts in the game team, and generate team formation exchange information according to the team formation exchange request;

[0276] A first sending unit, configured to send the team formation exchange information to the client accounts in the game team;

[0277] A replacement unit, configured to replace the client accounts in the game team with the other member client accounts based on the response information of the client accounts in the game team for the team formation exchange information.

[0278] In some embodiments, the apparatus may further include:

[0279] A third obtaining unit, configured to obtain the target game theme in the team formation request and the character types in the target game theme;

[0280] A matching unit, configured to match a corresponding character type for each client account according to the user tag corresponding to each client account in the game team.

[0281] In some embodiments, the apparatus may further include:

[0282] A fourth obtaining unit, configured to obtain game comment information published by each client account in the game team for the target game theme;

[0283] An association unit, configured to associate the game comment information with the character type based on the character type corresponding to each client account;

[0284] A second sending unit, configured to, when receiving a comment information display request sent by a client account through a terminal, send the game comment information and the character type associated with the game comment information to the terminal, so that the terminal associates and displays the game comment information with the character type.

[0285] An embodiment of the present application discloses a teaming device for an offline game. The receiving unit 301 receives a teaming request for the offline game sent by a target client account, and adds the target client account to a corresponding teaming group chat session according to the teaming request. Among them, the member client accounts participating in the session in the teaming group chat session participate in the same game session of the offline game. The first obtaining unit 302 obtains a target user tag corresponding to the target client account in the offline game; the determining unit 303 determines a to-be-teamed client account from other member client accounts in the teaming group chat session based on the target user tag and the teaming information in the teaming group chat session; the forming unit 304 forms a game team for the offline game through the target client account and the to-be-teamed client account. In this way, the game teaming efficiency of users in the offline game can be improved.

[0286] Correspondingly, an embodiment of the present application further provides a computer device, and the computer device may be a server. As Figure 4 shown, Figure 4 is a schematic structural diagram of the computer device provided by the embodiment of the present application. The computer device 400 includes a processor 401 with one or more processing cores, a memory 402 with one or more computer-readable storage media, and a computer program stored on the memory 402 and executable on the processor. Among them, the processor 401 is electrically connected to the memory 402. Those skilled in the art can understand that the structural diagram of the computer device shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown, or combine certain components, or arrange different components.

[0287] The processor 401 is the control center of the computer device 400, connecting various parts of the entire computer device 400 through various interfaces and circuits. By running or loading software programs and / or modules stored in the memory 402, and invoking data stored in the memory 402, it executes various functions of the computer device 400 and processes data, thereby monitoring the computer device 400 as a whole.

[0288] In the embodiment of the present application, the processor 401 in the computer device 400 will load the instructions corresponding to the processes of one or more application programs into the memory 402 according to the following steps, and the processor 401 will run the application programs stored in the memory 402 to implement various functions:

[0289] Receive a team formation request for an offline game sent by the target client account, add the target client account to the corresponding team group chat session according to the team formation request, where the member client accounts participating in the conversation in the team group chat session participate in the same game session of the offline game; obtain the target user label corresponding to the target client account in the offline game; based on the target user label and the team formation information in the team group chat session, determine the to-be-teamed client account from the other member client accounts in the team group chat session; form a game team for the offline game through the target client account and the to-be-teamed client account.

[0290] For the specific implementation of each of the above operations, reference can be made to the previous embodiments, which will not be elaborated here.

[0291] Optionally, as Figure 4 shown, the computer device 400 further includes: a touch display screen 403, a radio frequency circuit 404, an audio circuit 405, an input unit 406, and a power supply 407. Among them, the processor 401 is electrically connected to the touch display screen 403, the radio frequency circuit 404, the audio circuit 405, the input unit 406, and the power supply 407 respectively. Those skilled in the art can understand that Figure 4 the computer device structure shown in

[0292] The touch display screen 403 can be used to display a graphical user interface and receive operation instructions generated by a user acting on the graphical user interface. The touch display screen 403 can include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the computer device. These graphical user interfaces can be composed of graphics, text, icons, videos, and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light-emitting diode (OLED, Organic Light-Emitting Diode), etc. The touch panel can be used to collect touch operations of the user on or near it (such as operations of the user using any suitable object or accessory such as a finger or a stylus on or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel can include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the touch orientation of the user, 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 contact coordinates, and then sends it to the processor 401, and can receive commands sent by the processor 401 and execute them. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 401 to determine the type of touch event. Subsequently, the processor 401 provides corresponding visual output on the display panel according to the type of touch event. In the embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 403 to implement input and output functions. However, in some embodiments, the touch panel and the touch panel can be implemented as two independent components to implement input and output functions. That is, the touch display screen 403 can also be used as part of the input unit 406 to implement the input function.

[0293] In the embodiment of the present application, by executing a game application program by the processor 401, a graphical user interface is generated on the touch display screen 403. The virtual scene on the graphical user interface includes at least one skill control area, and the skill control area includes at least one skill control. The touch display screen 403 is used to present the graphical user interface and receive operation instructions generated by a user acting on the graphical user interface.

[0294] The radio frequency circuit 404 can be used to transmit and receive radio frequency signals to establish wireless communication with a network device or other computer devices through wireless communication, and transmit and receive signals with the network device or other computer devices.

[0295] The audio circuit 405 can be used to provide an audio interface between the user and the computer device through a speaker and a microphone. The audio circuit 405 can convert the received audio data into an electrical signal and transmit it to the speaker, which converts it into a sound signal for output. On the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 405, converted into audio data, and then the audio data is output to the processor 401 for processing. After that, it is sent through the radio frequency circuit 404 to, for example, another computer device, or the audio data is output to the memory 402 for further processing. The audio circuit 405 may also include an earphone jack to provide communication between the peripheral earphone and the computer device.

[0296] The input unit 406 can be used to receive input digital, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function controls.

[0297] The power supply 407 is used to supply power to each component of the computer device 400. Optionally, the power supply 407 can be logically connected to the processor 401 through a power management system, so as to implement functions such as management of charging, discharging, and power consumption management through the power management system. The power supply 407 may also include any components such as one or more DC or AC power supplies, a recharge system, a power failure detection circuit, a power converter or inverter, and a power status indicator.

[0298] Although Figure 4 not shown in the figure, the computer device 400 may also include a camera, a sensor, a Wi-Fi module, a Bluetooth module, etc., which will not be elaborated here.

[0299] In the above embodiments, the descriptions of each embodiment have their own emphases. For the parts not detailed in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0300] As can be seen from the above, the computer device provided in this embodiment receives a teaming request for an offline game sent by a target client account, adds the target client account to the corresponding team chat session according to the teaming request, where the member client accounts having conversations in the team chat session participate in the same game session of the offline game; obtains the target user label corresponding to the target client account in the offline game; determines the to-be-teamed client account from the other member client accounts in the team chat session based on the target user label and the teaming information in the team chat session; and forms a game team for the offline game through the target client account and the to-be-teamed client account. It can improve the game teaming efficiency of users in offline games.

[0301] Those of ordinary skill in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by instructions or by controlling relevant hardware through instructions. The instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0302] For this reason, an embodiment of the present application provides a computer-readable storage medium, in which multiple computer programs are stored. The computer programs can be loaded by a processor to execute the steps in any of the team formation methods for offline games provided by the embodiments of the present application. For example, the computer program can execute the following steps:

[0303] Receive a team formation request for an offline game sent by a target client account, and add the target client account to the corresponding team chat session according to the team formation request. Among them, the member client accounts participating in the conversation in the team chat session participate in the same game session of the offline game;

[0304] Obtain the target user label corresponding to the target client account in the offline game;

[0305] Based on the target user label and the team formation information in the team chat session, determine the to-be-teamed client accounts from the other member client accounts in the team chat session;

[0306] Form a game team for the offline game through the target client account and the to-be-teamed client accounts.

[0307] For the specific implementation of each of the above operations, reference can be made to the previous embodiments, which will not be elaborated here.

[0308] Among them, the storage medium may include: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disc, etc.

[0309] Since the computer programs stored in the storage medium can execute the steps in any of the team formation methods for offline games provided by the embodiments of the present application, the beneficial effects that can be achieved by any of the team formation methods for offline games provided by the embodiments of the present application can be realized. For details, reference can be made to the previous embodiments, which will not be elaborated here.

[0310] The above has introduced in detail a team formation method, device, storage medium, and computer device for an offline game provided by the embodiments of the present application. Specific examples are used in this article to elaborate on the principle and implementation manner of the present application. The description of the above embodiments is only used to help understand the method and its core idea of the present application; at the same time, for those skilled in the art, according to the idea of the present application, there will be changes in the specific implementation manner and application scope. In summary, the content of this specification should not be construed as a limitation to the present application.

Claims

1. A method for forming a team in an offline game, characterized in that, the method includes: Receiving a team formation request for an offline game sent by a target client account, and adding the target client account to a corresponding team chat session according to the team formation request, wherein the member client accounts participating in the conversation in the team chat session participate in the same game session of the offline game; Obtaining a target user tag corresponding to the target client account in the offline game, the target user tag being generated based on the game score of the target client account in the target game theme of the offline game and the comment information of the target client account on the game sessions of the target game theme that have been carried out, wherein the target game theme is the game theme corresponding to the team formation request, and the game score is determined according to the game sessions of the target game theme that the target client account has carried out; Based on the target user tag and the team formation information in the team chat session, determining a to-be-teamed client account from other member client accounts in the team chat session; Forming a game team for the offline game through the target client account and the to-be-teamed client account.

2. The method according to claim 1, characterized in that, before obtaining the target user tag corresponding to the target client account in the offline game, it further includes: Obtaining user information corresponding to the target client account in the offline game; Generating the target user tag according to the user information.

3. The method according to claim 2, characterized in that, the generating the target user tag according to the user information includes: Determining the target game theme of the offline game corresponding to the team formation request; Obtaining the total number of game sessions of the target client account in the target game theme from the user information, and obtaining a set of comment information on which the target client account comments on the target game theme; Determining the target score of the target client account in the target game theme according to the total number of game sessions and the set of comment information; Based on the target score, determining the user tag of the target client account in the target game theme to obtain the target user tag.

4. The method according to claim 3, characterized in that, the target game theme includes at least one game type, and the total number of game sessions includes the game sessions corresponding to each game type; the determining the target score of the target client account in the target game theme according to the total number of game sessions and the set of comment information includes: Obtaining a preset score corresponding to each game type; Based on the game sessions corresponding to each game type and the preset score, determining the initial total score of the target client account in the target game theme; Determining a score correction coefficient according to the comment information in the set of comment information; Calculating the target score based on the initial total score, the total number of game sessions and the score correction coefficient.

5. The method according to claim 4, characterized in that, Determining a score correction coefficient according to the comment information in the comment information set includes: Extracting at least one comment keyword related to the target game theme from the comment information; Determining the score correction coefficient from multiple preset score correction coefficients based on the comment keyword.

6. The method according to claim 4, wherein, Calculating the target score based on the initial total score, the total number of game sessions, and the score correction coefficient includes: Calculating the ratio of the initial total score to the total number of game sessions; Calculating the product of the ratio and the score correction coefficient to obtain the target score.

7. The method according to claim 3, wherein, Determining a user label of the target client account in the target game theme based on the target score to obtain the target user label includes: Obtaining a score range corresponding to each preset user label in the target game theme; Determining a preset user label corresponding to the score range in which the target score is located to obtain the target user label.

8. The method according to claim 1, wherein, The team formation information includes at least one required user label and the required quantity of the client account corresponding to the required user label; Based on the target user label and the team formation information in the team formation group chat session, determining a to-be-teamed client account from other member client accounts in the team formation group chat session includes: Obtaining user labels corresponding to each other member client account in the team formation group chat session to obtain a plurality of candidate user labels; Determining other member client accounts corresponding to candidate user labels that are the same as the required user label to obtain candidate member client accounts; Selecting the required quantity of member client accounts from the candidate member client accounts to obtain the to-be-teamed client account.

9. The method according to claim 8, wherein, Selecting the required quantity of member client accounts from the candidate member client accounts to obtain the to-be-teamed client account includes: Obtaining location information corresponding to the candidate member client accounts; Sequentially selecting the required quantity of member client accounts from the candidate member client accounts based on the location information to obtain the to-be-teamed client account.

10. The method according to claim 8, wherein, Selecting the required quantity of member client accounts from the candidate member client accounts to obtain the to-be-teamed client account includes: Obtaining payment information corresponding to the candidate member client accounts; Sequentially selecting the required quantity of member client accounts from the candidate member client accounts based on the payment information to obtain the to-be-teamed client account.

11. The method according to claim 1, wherein, Forming a game team for the offline game through the target client account and the to-be-teamed client account includes: Send a team invitation to the to-be-teamed client account based on the teaming information, where the team invitation includes the client accounts that have joined the team and the user tags corresponding to the client accounts that have joined the team, so that the terminal of the to-be-teamed client account displays the client accounts that have joined the team and the user tags corresponding to the client accounts that have joined the team; Receive the response information returned by the to-be-teamed client account for the team invitation, and determine the target teaming client account; Generate the game team based on the target client account and the target teaming client account.

12. The method according to claim 1, wherein, after forming the game team of the offline game through the target client account and the to-be-teamed client account, it further includes: Receive a team exchange request from other member client accounts in the team chat session for the client accounts in the game team, and generate team exchange information according to the team exchange request; Send the team exchange information to the client accounts in the game team; Based on the response information of the client accounts in the game team for the team exchange information, replace the client accounts in the game team with the other member client accounts.

13. The method according to claim 1, wherein, after forming the game team of the offline game through the target client account and the to-be-teamed client account, it further includes: Obtain the target game theme in the teaming request and the character type in the target game theme; Match a corresponding character type for each client account according to the user tag corresponding to each client account in the game team.

14. The method according to claim 11, wherein, after forming the game team of the offline game through the target client account and the to-be-teamed client account, it further includes: Obtain the game comment information published by each client account in the game team for the target game theme; Associate the game comment information with the character type based on the character type corresponding to each client account; When receiving a comment information display request sent by a client account through the terminal, send the game comment information and the character type associated with the game comment information to the terminal, so that the terminal associates and displays the game comment information with the character type.

15. A teaming device for an offline game, wherein, the device includes: A receiving unit, configured to receive a teaming request for an offline game sent by a target client account, and add the target client account to a corresponding team chat session according to the teaming request, where the member client accounts having a conversation in the team chat session participate in the same game session of the offline game; A first acquisition unit, configured to acquire a target user tag corresponding to the target client account in the offline game, where the target user tag is generated based on a game score of the target client account in a target game theme of the offline game and comment information of the target client account on the number of game sessions of the target game theme that have been carried out, where the target game theme is the game theme corresponding to the teaming request, and the game score is determined according to the number of game sessions of the target game theme that the target client account has carried out; A determination unit, configured to determine, based on the target user tag and teaming information in the teaming group chat session, a to-be-teamed client account from other member client accounts in the teaming group chat session; A formation unit, configured to form a game team for the offline game through the target client account and the to-be-teamed client account.

16. A computer device, including a memory, a processor, and a computer program stored on the memory and running on the processor, wherein, when the processor executes the program, the method for teaming in an offline game according to any one of claims 1 to 14 is implemented.

17. A storage medium, characterized in that, the storage medium stores multiple instructions, and the instructions are suitable for being loaded by a processor to execute the method for teaming in an offline game according to any one of claims 1 to 14.

Citation Information

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