Virtual resource allocation method and device, storage medium and electronic device

By tagging game accounts in virtual organizations and allocating virtual resources according to the conversion rate of type conversion, the problem of imbalance in virtual resource allocation between virtual organizations is solved, and a more balanced resource allocation and a better gaming experience is achieved.

CN114392561BActive Publication Date: 2025-04-08TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202111680019.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2021-09-29
Filing Date
2021-12-31
Publication Date
2025-04-08
Estimated Expiration
2041-12-31

AI Technical Summary

Technical Problem

In the prior art, there is an imbalance in the allocation of virtual resources between virtual organizations, which leads to most virtual organizations being unable to obtain virtual resources, which in turn affects the player's gaming experience.

Method used

By tagging game accounts to different types in a virtual organization and allocating virtual resources according to the conversion rate of type conversion. The specific method is to mark the game accounts in the virtual organization as two types within the preset target time period, prompting different types of game accounts to form a team to participate in the game, thereby triggering type conversion and allocating virtual resources according to the conversion rate.

Benefits of technology

Through this method, we avoid relying on the competitive skills of players in the virtual organization, balance the allocation of virtual resources between virtual organizations, and improve the game experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention discloses a method and device for allocating virtual resources, a storage medium and an electronic device. The method comprises: at the beginning of a preset target time period, marking a first number of game accounts in a first virtual organization as a first type, and marking the remaining second number of game accounts as a second type; within the target time period, when a first type of game account teams up with a second type of game account to participate in a game, converting the second type of game account participating in the game into a first type of game account; at the end of the target time period, determining a first conversion rate corresponding to the first virtual organization; and allocating corresponding virtual resources to the first virtual organization according to the first conversion rate. The present invention solves the technical problem of unbalanced virtual resource allocation between virtual organizations.
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Description

Technical Field

[0001] The present invention relates to the field of computers, and in particular to a method and device for allocating virtual resources, a storage medium and an electronic device. Background Art

[0002] In the relevant virtual game world, the collection of game accounts of game players is called a virtual organization. Players in a virtual organization can interact with each other or form a team to participate in the game. Different virtual organizations can also compete with each other.

[0003] At present, virtual organizations generally compete with each other through direct competition or competition of overall game time. This kind of confrontation method mostly depends on the individual ability of each player. Most players hope to enter virtual organizations with stronger overall competitive ability, and virtual organizations will also screen players who want to join according to their competitive ability. As a result, powerful players will be increasingly concentrated in a very small number of virtual organizations, while most other virtual organizations will gradually weaken, forming a significant polarization and centralization. In this way, when virtual organizations compete with each other, only a small number of large virtual organizations will win and get the corresponding virtual resources, while other virtual organizations are likely to not get the allocated virtual resources, which will cause an imbalance in the distribution of virtual resources, further causing some virtual organizations to close, greatly reducing the game experience of players. Therefore, there is a problem of unbalanced resource allocation between virtual organizations in the prior art.

[0004] With regard to the problem of unbalanced resource allocation between virtual organizations, the present application allocates corresponding virtual resources to virtual organizations according to the conversion rate of the type conversion of game accounts in the virtual organizations when virtual organizations compete for virtual resources. In this way, when virtual organizations compete with each other, they do not rely on the competitive ability of players in the virtual organizations, thus avoiding the technical problem of unbalanced virtual resource allocation between virtual organizations and making the virtual resource allocation between virtual organizations more balanced.

[0005] To address the above problems, no effective solution has been proposed yet. Summary of the invention

[0006] The embodiments of the present invention provide a method and device for allocating virtual resources, a storage medium and an electronic device, so as to at least solve the technical problem of unbalanced allocation of virtual resources between virtual organizations.

[0007] According to one aspect of an embodiment of the present invention, a method for allocating virtual resources is provided, comprising: at the beginning of a preset target time period, marking a first number of game accounts in a first virtual organization as a first type, and marking a remaining second number of game accounts as a second type; within the target time period, when the game accounts of the first type team up with the game accounts of the second type to participate in a game, converting the game accounts of the second type participating in the game into game accounts of the first type; at the end of the target time period, determining a first conversion rate corresponding to the first virtual organization, wherein the first conversion rate represents the proportion of the game accounts of the second number that are converted to the first type within the target time period; and allocating corresponding virtual resources to the first virtual organization according to the first conversion rate.

[0008] Optionally, within the target time period, when the game account of the first type and the game account of the second type team up to participate in a game, converting the game account of the second type participating in the game to the game account of the first type, includes: within the target time period, when the first game account of the second type participates in the current game, determining whether the game accounts in the same camp as the first game account include the game account of the first type in the first virtual organization, wherein the first game account is a game account in the first virtual organization; when the game accounts in the same camp as the first game account include the game account of the first type in the first virtual organization and conversion of the type of the first game account to the first type is allowed, converting the type of the first game account to the first type.

[0009] Optionally, converting the type of the first game account to the first type includes: when the current game ends, converting the type of the first game account to the first type, and displaying target prompt information in a target game interface, wherein the target prompt information is used to indicate that the type of the first game account is converted to the first type.

[0010] Optionally, the method further includes: determining a current conversion rate corresponding to the first virtual organization within the target time period, wherein the current conversion rate represents the proportion of the second number of game accounts that have been converted to the first type of game accounts; and when the current conversion rate is less than a preset current conversion rate threshold, determining to allow the type of the first game account to be converted to the first type at the end of the current game.

[0011] Optionally, the method further includes: at the end of the current game, when multiple game accounts in the first virtual organization have participated in the current game and are in the same camp, obtaining the number of game accounts in the multiple game accounts, wherein the multiple game accounts include the first game account; adding the number of game accounts to the number of team game accounts of the first virtual organization to obtain an updated number of accounts, wherein the number of team game accounts represents the number of game accounts in the first virtual organization that have participated in the game as a team within the target time period; and when the updated number of accounts is greater than or equal to a preset number threshold, increasing the current conversion rate threshold.

[0012] Optionally, the method further includes: before the start of the target time period, setting multiple values ​​for the current conversion rate threshold, and setting multiple quantity thresholds corresponding to the multiple values; during the target time period, whenever the number of team game accounts of the first virtual organization reaches one of the multiple quantity thresholds, increasing the current conversion rate to the value corresponding to the one quantity threshold among the multiple values, wherein the number of team game accounts represents the number of game accounts participating in the game as a team in the first virtual organization during the target time period.

[0013] Optionally, after converting the type of the first game account to the first type, the method further includes: within the target time period, when the first game account of the first type teams up with a second game account of the second type in the first virtual organization to participate in a game and the game ends, and conversion of the type of the second game account to the first type is allowed, converting the type of the second game account to the first type.

[0014] Optionally, the method further includes at least one of the following: within the target time period, when the first virtual function of the first virtual organization is used, converting a predetermined number of the second type of game accounts in the first virtual organization into the first type of game accounts; within the target time period, when the second virtual function of the first virtual organization is used, prohibiting the conversion of the second type of game accounts in the second virtual organization into the first type of game accounts within a preset first time period; within the target time period, when the third virtual function of the third virtual organization is used, prohibiting the conversion of the second type of game accounts in the first virtual organization into the first type of game accounts within a preset second time period.

[0015] Optionally, allocating corresponding virtual resources to the first virtual organization based on the first conversion rate includes: determining a target conversion rate threshold among a plurality of preset conversion rate thresholds, wherein the target conversion rate threshold is a maximum value among the conversion rate thresholds that are less than or equal to the first conversion rate; and allocating virtual resources corresponding to the target conversion rate threshold to the first virtual organization.

[0016] Optionally, allocating corresponding virtual resources to the first virtual organization based on the first conversion rate includes: allocating virtual resources corresponding to the arrangement position of the first conversion rate in a group of conversion rates to the first virtual organization, wherein the group of conversion rates includes a conversion rate corresponding to each virtual organization in a plurality of virtual organizations obtained at the end of the target time period, the plurality of virtual organizations including the first virtual organization, and the conversion rate corresponding to each virtual organization represents a proportion of the second type of game accounts in each virtual organization that are converted into the first type of game accounts within the target time period.

[0017] Optionally, the method further includes at least one of the following: at the end of the target time period, allocating corresponding virtual resources to the first type of game account converted from the second type of game account in the first virtual organization; at the end of the target time period, allocating corresponding virtual resources to the second game account in the first virtual organization, wherein the second game account is the first type of game account at the end of the target time period, the second game account has teamed up with a third game account of the second type to participate in a game during the target time period, and at the end of the game in which the team has participated, the third game account is converted to the first type of game account; at the end of the game in which the second game account and the third game account in the first virtual organization have teamed up to participate in a game during the target time period, the corresponding virtual resources are allocated to the second game account; at the end of the game in which the second game account and the third game account in the first virtual organization have teamed up to participate in a game during the target time period, the corresponding virtual resources are allocated to the third game account.

[0018] According to another aspect of an embodiment of the present invention, a device for allocating virtual resources is also provided, comprising: a marking module, used to mark a first number of game accounts in a first virtual organization as a first type and a remaining second number of game accounts as a second type at the beginning of a preset target time period; a conversion module, used to, within the target time period, when the game accounts of the first type and the game accounts of the second type team up to participate in a game, convert the game accounts of the second type participating in the game into game accounts of the first type; a determination module, used to determine a first conversion rate corresponding to the first virtual organization at the end of the target time period, wherein the first conversion rate represents the proportion of the game accounts of the second number that are converted to the first type within the target time period; and an allocation module, used to allocate corresponding virtual resources to the first virtual organization according to the first conversion rate.

[0019] According to another aspect of the embodiments of the present invention, a computer-readable storage medium is provided, in which a computer program is stored, wherein the computer program is configured to execute the above-mentioned virtual resource allocation method when running.

[0020] According to another aspect of the embodiment of the present application, a computer program product or a computer program is provided, the computer program product or the computer program includes a computer instruction, and the computer instruction is stored in a computer-readable storage medium. A processor of a computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the above virtual resource allocation method.

[0021] According to another aspect of an embodiment of the present invention, there is provided an electronic device, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to execute the virtual resource allocation method through the computer program.

[0022] In the embodiment of the present invention, when competing for virtual resources, different types of game accounts in a virtual organization form a team to participate in the game, triggering the type conversion of the game accounts in the virtual organization, thereby allocating corresponding virtual resources to the virtual organization according to the conversion rate of the game account type conversion. In this way, when competing between virtual organizations, it does not rely on the competitive ability of the players in the virtual organization, avoiding the technical problem of unbalanced allocation of virtual resources between virtual organizations.

[0023] In addition, in an embodiment of the present invention, the number of type conversions of game accounts in a virtual organization is limited by a preset conversion rate threshold. When the current conversion rate of the virtual organization reaches the preset conversion rate threshold, the second type of game accounts that are participating in the game as a team are not allowed to be converted into the first type of game accounts. Furthermore, the above-mentioned conversion rate threshold can only be increased by increasing the number of people participating in the game as a team in the virtual organization. In this way, the difficulty of type conversion of game accounts in small virtual organizations (for example, the number of game accounts included is less than the preset threshold) can be increased, avoiding the problem of unbalanced resource allocation caused by the small number of game accounts in the small virtual organization, which makes it easier to complete type conversion. Thereby, the balance of virtual resource allocation between virtual organizations is further guaranteed, and the technical problem of unbalanced virtual resource allocation between virtual organizations is further solved.

[0024] In addition, in the embodiment of the present invention, when a first type of game account and a second type of game account in a virtual organization form a team to participate in a game, the first type of game account can convert the second type of game account to the first type, and the first type of game account and / or the second type of game account that form a team to participate in the game can be allocated corresponding virtual resources. In this way, the number of times the game accounts in the virtual organization form a team to participate in the game can be increased. BRIEF DESCRIPTION OF THE DRAWINGS

[0025] The drawings described herein are used to provide a further understanding of the present invention and constitute a part of this application. The exemplary embodiments of the present invention and their descriptions are used to explain the present invention and do not constitute an improper limitation of the present invention. In the drawings:

[0026] Figure 1 is a schematic diagram of an application environment of an optional virtual resource allocation method according to an embodiment of the present invention;

[0027] Figure 2 is a flow chart of an optional method for allocating virtual resources according to an embodiment of the present invention;

[0028] Figure 3 is an optional game screen diagram according to an embodiment of the present invention Figure 1 ;

[0029] Figure 4 is an optional game screen diagram according to an embodiment of the present invention Figure 2 ;

[0030] Figure 5 is an optional flow chart according to an embodiment of the present invention;

[0031] Figure 6 is an optional game screen diagram according to an embodiment of the present invention Figure 3 ;

[0032] Figure 7 is an optional system schematic diagram according to an embodiment of the present invention;

[0033] Figure 8 is a schematic diagram of the relationship between an optional threshold value for the number of team game accounts and a threshold value for the conversion rate according to an embodiment of the present invention;

[0034] Fig. 9 is an optional game screen diagram according to an embodiment of the present invention Figure 4 ;

[0035] Fig.10 is an optional virtual resource allocation schematic diagram according to an embodiment of the present invention;

[0036] Fig.11 is a schematic structural diagram of an optional virtual resource allocation device according to an embodiment of the present invention;

[0037] Fig.12 is a block diagram of a computer system structure of an optional electronic device according to an embodiment of the present invention;

[0038] Fig.13 It is a schematic diagram of the structure of an optional electronic device according to an embodiment of the present invention. DETAILED DESCRIPTION

[0039] In order to enable those skilled in the art to better understand the scheme of the present invention, the technical scheme in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work should fall within the scope of protection of the present invention.

[0040] It should be noted that the terms "first", "second", etc. in the specification and claims of the present invention and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged where appropriate, so that the embodiments of the present invention described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0041] The definitions of relevant abbreviations and key terms in this application are as follows:

[0042] Multiplayer online tactical competitive game: a type of game where players can choose the type they are good at from various types of characters and fight in two opposing teams (for example, 5V5). The condition for victory is to break through the defense line and destroy the enemy's guarded buildings. The full English name is Multiplayer online battle arena, hereinafter referred to as MOBA.

[0043] Virtual organization: A collection of game accounts in the virtual world. A virtual organization can also be called a game guild.

[0044] Game Guild: An organization for player interaction established within the game.

[0045] Game guild members: different game accounts within the same game guild.

[0046] Hero's Favor : The gameplay, which uses a literary packaging related to the game's background story.

[0047] Status: includes "unarmed" and "armed", which are essentially the tags used to classify game accounts in the virtual game scene. The status assigned to the game account at the beginning of the hero's favor gameplay is the "initial status".

[0048] Armed: After a game account in the "Armed" state teams up with a game account in the "Unarmed" state to participate in a game, the game account in the "Unarmed" state will be converted to the "Armed" state.

[0049] Armed rate: the percentage of armed game accounts among game accounts that are initially unarmed. That is: (the number of all armed game accounts - the number of initially armed game accounts) ÷ the number of initially unarmed game accounts.

[0050] Team game: Multiple game accounts form a team to participate in MOBA games.

[0051] Number of times a game account participates in a team game: the number of game accounts in the team game multiplied by the number of times. For example, if 5 game accounts team up to play 2 games, it is 10 times.

[0052] According to one aspect of an embodiment of the present invention, a method for allocating virtual resources is provided. Optionally, as an optional implementation, the method for allocating virtual resources may be applied to, but is not limited to, Figure 1 In the system environment shown, the system environment includes a user device 102 , a network 110 and a server 112 .

[0053] Optionally, the user device 102 includes: a memory 104, a processor 106 and a display 108. The memory is used to store game data in the target game application, for example, the first number of game accounts in the first virtual organization, the second number of second game accounts and other related data. The processor is used to process the game data in the target game application, including but not limited to converting the second type of game account participating in a game into the first type of game account. The display can be used to display the game screen, which includes the game scene and the virtual character controlled by the game account. In this embodiment, the terminal device can be a terminal device configured with a target client, which can include but is not limited to at least one of the following: a mobile phone (such as an Android phone, an iOS phone, etc.), a laptop, a tablet computer, a PDA, a MID (Mobile Internet Devices), a PAD, a desktop computer, a smart TV, etc. The target client can be a video client, an instant messaging client, a browser client, an education client, etc. The network can include but is not limited to: a wired network, a wireless network, wherein the wired network includes: a local area network, a metropolitan area network and a wide area network, and the wireless network includes: Bluetooth, WIFI and other networks that realize wireless communication. The server may be a single server, a server cluster consisting of multiple servers, or a cloud server. The above is only an example and is not limited in this embodiment.

[0054] Optionally, the network 110 may include but is not limited to: a wired network, a wireless network, wherein the wired network includes: a local area network, a metropolitan area network and a wide area network, and the wireless network includes: Bluetooth, WIFI and other networks that implement wireless communication.

[0055] Optionally, the server 112 may be a single server, or a server cluster consisting of multiple servers, or a cloud server. The server includes: a database 114 and a processing engine 116. The database is used to store data, including but not limited to game accounts, virtual organizations and other related data in the target game application. The processing engine can be used to process the game data, including but not limited to determining the first conversion rate corresponding to the first virtual organization. The above is only an example, and no limitation is made to this in this embodiment.

[0056] Optionally, as an optional implementation, as Figure 2 As shown, the above virtual resource allocation method includes:

[0057] Step S202, when a preset target time period begins, marking a first number of game accounts in the first virtual organization as a first type, and marking a second number of remaining game accounts as a second type;

[0058] Among them, the target time period can be a preset time period for confrontation between virtual organizations, and the start time and end time of the preset time period can be set arbitrarily. At the start time, a certain proportion of game accounts in the virtual organization are marked as the first type, and the remaining game accounts are marked as the second type. The above-mentioned first number is the number of game accounts marked as the first type in the virtual organization at the beginning of the target time period, and the above-mentioned second number is the number of game accounts marked as the second type in the virtual organization at the beginning of the target time period. The total number of game accounts included in the above-mentioned virtual organization is the sum of the first number and the second number. The above-mentioned first type can be "armed", and the above-mentioned second type can be "unarmed". The above-mentioned first type can also be "normal", and the above-mentioned second type can be "spy". The first type and the second type can be set arbitrarily as attribute marks of the game account.

[0059] Step S204, within the target time period, when the first type of game account and the second type of game account team up to participate in a game, converting the second type of game account participating in the game into the first type of game account;

[0060] Herein, the first type is "armed" and the second type is "unarmed" as an example. If, within the target time period, the "armed" and "unarmed" teams in the same virtual organization participate in a game (which can be any game in the target game application), then after the game ends, the "unarmed" players participating in the game will be converted to "armed".

[0061] Step S206, at the end of the target time period, determining a first conversion rate corresponding to the first virtual organization, wherein the first conversion rate represents a proportion of the second number of game accounts converted into the first type of game accounts within the target time period;

[0062] Among them, at the end time of the target time period, the number of converted "unarmed" game accounts is counted, and the proportion of armed game accounts in the initial state of "unarmed" is calculated to obtain the first conversion rate. The above-mentioned first conversion rate can be calculated by the following formula (all armed members-initial armed members) ÷ initial unarmed members, and virtual resources are allocated to the virtual organization according to the first conversion rate.

[0063] Step S208: allocating corresponding virtual resources to the first virtual organization according to the first conversion rate.

[0064] Among them, the virtual resources as rewards for virtual organizations can be rewards in any form, for example, virtual resources such as points, gold coins, and weapon props.

[0065] As an optional implementation, assume that the target time period is from 8:00 to 18:00, and the first virtual organization includes 10 game accounts. At the start time of the target time period, the game accounts in the virtual organization are randomly marked as "armed" according to a preset ratio (which can be set arbitrarily, assuming 20%), and the remaining game accounts in the virtual organization are marked as "unarmed". That is, 2 game accounts (hereinafter referred to as game account A and game account B) out of the 10 game accounts are marked as "armed", and the remaining 8 game accounts are marked as "unarmed". Figure 3 FIG. 1 is a schematic diagram of a game screen according to an optional embodiment of the present invention. Figure 1 The game screen is a prompt screen that the "armed" members see at the start time of the target time period. The prompt screen shows that the initial status of the game account is "armed". The game screen also displays a prompt message "Go arm others" to remind the player that he is in the "armed" state and can convert "unarmed" to "armed" in the same virtual organization. Figure 4 FIG. 1 is a schematic diagram of a game screen according to an optional embodiment of the present invention. Figure 2 , the game screen is the prompt screen that the "unarmed" members see at the start time of the target time period. The prompt screen shows that the initial state of the game account is "unarmed". The game screen also shows the prompt message "MAKE YOUSELF ARMED" to remind the player that it is in the "armed" state and can be armed. Assuming that within the target time period, game account A and game account C ("unarmed") team up to play a game, then game account C is converted to "armed". Assuming that after the target time period ends, 4 "unarmed" in the virtual organization are converted to "armed", the conversion rate of the virtual organization is 4 / 8=50%.

[0066] Optionally, within the target time period, when the game account of the first type and the game account of the second type team up to participate in a game, converting the game account of the second type participating in the game to the game account of the first type, includes: within the target time period, when the first game account of the second type participates in the current game, determining whether the game accounts in the same camp as the first game account include the game account of the first type in the first virtual organization, wherein the first game account is a game account in the first virtual organization; when the game accounts in the same camp as the first game account include the game account of the first type in the first virtual organization and conversion of the type of the first game account to the first type is allowed, converting the type of the first game account to the first type.

[0067] As an optional implementation, Figure 5 The figure is a flow chart of an optional embodiment of the present invention, which includes the following steps:

[0068] Step S501: Game account A participates in a game during a target time period. Assuming the target time period is from 8:00 to 18:00, game account A participates in a game.

[0069] Step S502, determine the type of the game account. The types of game accounts include a first type "armed" and a second type "unarmed". If the type of game account A is the first type "unarmed", execute step S503; if the type of game account A is the second type "armed", execute step S507.

[0070] Step S503, determine the virtual organization that the game account joins. Assume that the virtual organization that the game account A joins is virtual organization a.

[0071] Step S504: Whether there are other game accounts in the virtual organization in the same camp. Determine whether there are other game accounts in the virtual organization a in the game account in the same camp as game account A. If yes, continue to step S505, if not, end.

[0072] Step S505, whether other game accounts in the same camp are of the first type "armed", if yes, continue to step S506, if no, end. Assume that the virtual organization joined by game account B in the same camp as game account A is virtual organization a, that is, game account A and game account B are from the same virtual organization. Game account B is "armed".

[0073] Step S506: Convert the "unarmed" game account in the same camp to "armed". The "armed" type game account B converts the game account A from "unarmed" to "armed".

[0074] Step S507, determining the virtual organization that the game account joins. Assume that the virtual organization that the game account A joins is virtual organization a.

[0075] Step S508: Whether there are other game accounts in the virtual organization in the same camp. Determine whether there are other game accounts in the virtual organization a in the game account in the same camp as game account A. If yes, continue to step S509, if not, end.

[0076] Step S509, whether other game accounts in the same camp are "unarmed", if yes, continue to step S510, if no, end. Assume that the virtual organization joined by game account C and game account D in the same camp as game account A is virtual organization a, that is, game account A, game account C and game account D are from the same virtual organization. Game account C and game account D are "unarmed".

[0077] Step S510: Convert the "unarmed" game account in the same camp to "armed". The "armed" type game account A converts game account C and game account D from "unarmed" to "armed".

[0078] Optionally, converting the type of the first game account to the first type includes: when the current game ends, converting the type of the first game account to the first type, and displaying target prompt information in a target game interface, wherein the target prompt information is used to indicate that the type of the first game account is converted to the first type.

[0079] As an optional implementation, Figure 6 FIG. 1 is a schematic diagram of a game screen according to an optional embodiment of the present invention. Figure 3 . Assume that game account A and game account B are from the same virtual organization, game account A's type is "armed", and game account B's type is "unarmed". At the end of the target time period, game account A and game account B team up to participate in the same game, and belong to the same camp, then game account B is converted from "unarmed" to "armed". In the target game application logged in by game account B, it is displayed as follows Figure 6 The game screen shown displays a prompt message (such as YOU ARE ARMED as shown in the figure) to prompt the player that the type has been converted to "armed".

[0080] Optionally, the method further includes: determining a current conversion rate corresponding to the first virtual organization within the target time period, wherein the current conversion rate represents the proportion of the second number of game accounts that have been converted to the first type of game accounts; and when the current conversion rate is less than a preset current conversion rate threshold, determining to allow the type of the first game account to be converted to the first type at the end of the current game.

[0081] As an optional implementation, the number of game accounts included in different virtual organizations is different. For example, virtual organization a includes 1,000 game accounts, and virtual organization b includes 10 game accounts. At the start time of the target time period, assuming that the armed rate is 30%, there are 300 armed game accounts and 700 unarmed game accounts in virtual organization a. There are 3 armed game accounts and 7 unarmed game accounts in virtual organization b. For virtual organization b, 7 unarmed players can be converted into armed players in at most 7 games, while it is difficult for virtual organization a to convert 700 unarmed players into armed players in 7 games. In order to avoid the advantage of small virtual organizations (small number of game accounts in virtual organizations), a conversion rate threshold can be set (which can be set arbitrarily). Taking the current conversion rate threshold of 20% as an example, if the current conversion rate of the virtual organization is less than 20% at the beginning of the current game, the unarmed players in the virtual organization are allowed to be converted into armed players at the end of the game. If the current conversion rate of the virtual organization is greater than 20% when the current game starts, even if the armed account and the unarmed account in the virtual organization team up to participate in the current game, the unarmed account cannot be converted to armed. In this embodiment, by setting a conversion rate threshold, the advantage of small guilds can be limited.

[0082] like Figure 7 The above is a schematic diagram of a system according to an optional embodiment of the present invention. Assuming that the virtual organization includes 20 game accounts, at the start time of the target time period, there are 10 game accounts initially marked as unarmed and 10 game accounts armed. At the current time of the target time period, there are 8 unarmed and 12 armed in the virtual organization, from which it can be obtained that the current conversion rate of the virtual organization is (12-10) / 10=20%. Assuming that the current conversion rate threshold is 30%, the current conversion rate is less than the current conversion rate threshold, then the unarmed account participating in the current game is converted to armed, and the game screen of the unarmed account can display a prompt message "You are armed". Assuming that the current conversion rate threshold is 15%, the current conversion rate of 20% is less than the current conversion rate threshold of 15%, then the unarmed account in the current game cannot be converted to armed, and the game screen of the unarmed account displays a prompt message "Sorry, arming failed!". At the end of the current game, the number of game accounts in the virtual organization participating in the current game is counted, and if it is 2, the number of game accounts in the virtual organization team is increased by 2.

[0083] Optionally, the method further includes: at the end of the current game, when multiple game accounts in the first virtual organization have participated in the current game and are in the same camp, obtaining the number of game accounts in the multiple game accounts, wherein the multiple game accounts include the first game account; adding the number of game accounts to the number of team game accounts of the first virtual organization to obtain an updated number of accounts, wherein the number of team game accounts represents the number of game accounts in the first virtual organization that have participated in the game as a team within the target time period; and when the updated number of accounts is greater than or equal to a preset number threshold, increasing the current conversion rate threshold.

[0084] As an optional implementation, each time the number of game accounts participating in the team game of the guild reaches a preset number threshold (which can be set arbitrarily, such as 20, 30, etc.), the current conversion rate threshold can be increased by a certain amount (which can be set arbitrarily, such as 20%, 10%), etc. In this embodiment, assuming that in virtual organization a, 3 game accounts team up to participate in the game in the current game, and belong to the same camp. Then the number of team game accounts of the virtual organization is increased by 3, and when the number of team game accounts of the virtual organization reaches the preset number threshold (assuming it is 20), the current conversion rate threshold is increased by 20%.

[0085] Optionally, the method further includes: before the start of the target time period, setting multiple values ​​for the current conversion rate threshold, and setting multiple quantity thresholds corresponding to the multiple values; during the target time period, whenever the number of team game accounts of the first virtual organization reaches one of the multiple quantity thresholds, increasing the current conversion rate to the value corresponding to the one quantity threshold among the multiple values, wherein the number of team game accounts represents the number of game accounts participating in the game as a team in the first virtual organization during the target time period.

[0086] As an optional implementation, the current conversion rate threshold setting multiple values ​​can be set arbitrarily, for example, 20%, 40%, 60%, 80%, 100%. Multiple quantity thresholds corresponding to multiple values ​​can also be set arbitrarily, for example, 20, 40, 60, 80, 100. Assume that the current conversion rate threshold is 20% and the corresponding quantity threshold is 20, the current conversion rate threshold is 40% and the corresponding quantity threshold is 40, the current conversion rate threshold is 60% and the corresponding quantity and quantity threshold is 60, the current conversion rate threshold is 80% and the corresponding quantity and quantity threshold is 80, and the current conversion rate threshold is 100% and the corresponding quantity and quantity threshold is 100. In this embodiment, when the number of team game accounts in the virtual organization reaches 20, the corresponding conversion rate threshold is 20%. When the number of team game accounts in the virtual organization reaches 40, the previous conversion rate threshold is increased to 40%.

[0087] As an optional implementation, Figure 8 The figure shows the relationship between the number threshold of team game accounts and the conversion rate threshold according to an optional embodiment of the present invention. When the number of team game accounts in the virtual organization reaches 20, the corresponding conversion rate threshold is 20%. When the number of team game accounts in the virtual organization reaches 40, the previous conversion rate threshold is increased to 40%. Assuming that the number of team game accounts in the virtual organization is 22, which is greater than 20 and less than 40, the current conversion rate threshold of the virtual organization is 20%. In this embodiment, by setting the relationship between the conversion rate and the number of accounts participating in the game in a team, the number of times the game accounts in the virtual organization participate in the game in a team can be increased.

[0088] Optionally, after converting the type of the first game account to the first type, the method further includes: within the target time period, when the first game account of the first type teams up with a second game account of the second type in the first virtual organization to participate in a game and the game ends, and conversion of the type of the second game account to the first type is allowed, converting the type of the second game account to the first type.

[0089] As an optional implementation, after an unarmed game account is converted to an armed one, other unarmed game accounts can be converted to an armed one. Assuming game account A is an unarmed account, after it is converted to an armed one by game account B, if game account A and unarmed game account C team up to participate in a game, game account A will convert game account C to an armed one.

[0090] Optionally, the method further includes at least one of the following: within the target time period, when the first virtual function of the first virtual organization is used, converting a predetermined number of the second type of game accounts in the first virtual organization into the first type of game accounts; within the target time period, when the second virtual function of the first virtual organization is used, prohibiting the conversion of the second type of game accounts in the second virtual organization into the first type of game accounts within a preset first time period; within the target time period, when the third virtual function of the third virtual organization is used, prohibiting the conversion of the second type of game accounts in the first virtual organization into the first type of game accounts within a preset second time period.

[0091] As an optional implementation, in order to improve the replayability and formality of the gameplay, a "hero" element can be added. A hero is a character in the target game application. A game account with virtual functions (the game account can be called a "hero") can be assigned to each virtual organization, and the hero is different in each confrontation. These heroes will activate exclusive virtual functions from time to time, such as converting the armed / unarmed status of some members, or temporarily making some unarmed members unable to be armed, etc.

[0092] The first virtual function is used to convert unarmed in a virtual organization to armed. Assuming that game account A in virtual organization a has the first virtual function, within the target time period, if game account A uses the function on game account B and game account C (game account B and game account C are unarmed accounts), game account B and game account C will be converted from unarmed to armed.

[0093] The second virtual function is used to convert armed to unarmed in the virtual organization. Assuming that game account A in virtual organization a has the second virtual function, within the target time period, if game account A uses the function on game accounts B and C in virtual organization b (game accounts B and C are armed accounts), then game accounts B and C will be converted from armed to unarmed.

[0094] The above-mentioned third virtual function is used to prohibit the type conversion of game accounts within the virtual organization. Assuming that game account A in virtual organization a has the above-mentioned third virtual function, within the target time period, if game account a uses this function for virtual organization b, the game account in virtual organization b will not be able to perform type conversion within the second time period (which can be set arbitrarily, such as 5 minutes, 10 minutes, etc.).

[0095] Optionally, allocating corresponding virtual resources to the first virtual organization based on the first conversion rate includes: determining a target conversion rate threshold among a plurality of preset conversion rate thresholds, wherein the target conversion rate threshold is a maximum value among the conversion rate thresholds that are less than or equal to the first conversion rate; and allocating virtual resources corresponding to the target conversion rate threshold to the first virtual organization.

[0096] As an optional implementation, when the armed rate reaches the five key milestones of 20%, 40%, 60%, 80%, and 100%, a certain amount of rewards will be given to the virtual organization. Even if the guild is ultimately unable to win the confrontation, the efforts made in the process will be rewarded. Fig. 9 FIG. 1 is a schematic diagram of a game screen according to an optional embodiment of the present invention. Figure 4In the game screen, various arming rate milestones are displayed, as well as the current number of armed personnel and arming rate of the virtual organization, and the rewards obtained at each milestone. For example, the reward for reaching an arming rate of 20% is 200 points, and the reward for reaching an arming rate of 40% is 400 points. The above 20%, 40%, 60%, 80%, and 100% are multiple preset conversion rate thresholds. Assume that the current first conversion rate of virtual organization a is 25%. Then 20% of the multiple conversion rate thresholds is determined as the target conversion rate threshold. Allocate virtual resources corresponding to 20% to virtual organization a. For example, 5 points can be added to virtual organization a.

[0097] Optionally, allocating corresponding virtual resources to the first virtual organization based on the first conversion rate includes: allocating virtual resources corresponding to the arrangement position of the first conversion rate in a group of conversion rates to the first virtual organization, wherein the group of conversion rates includes a conversion rate corresponding to each virtual organization in a plurality of virtual organizations obtained at the end of the target time period, the plurality of virtual organizations including the first virtual organization, and the conversion rate corresponding to each virtual organization represents a proportion of the second type of game accounts in each virtual organization that are converted into the first type of game accounts within the target time period.

[0098] As an optional implementation, Fig.10 The figure shows a schematic diagram of virtual resource allocation according to an optional embodiment of the present invention. Assume that at the end of the target time period, the conversion rates of virtual organization a, virtual organization b, and virtual organization c are 30%, 35%, and 40%, respectively. Virtual resources can be allocated to each virtual organization according to the conversion rate ranking of virtual organization a, virtual organization b, and virtual organization c. For example, the virtual resources allocated to the first-ranked virtual organization are 10 points, the virtual resources allocated to the second-ranked virtual organization are 8 points, and the virtual resources allocated to the third-ranked virtual organization are 5 points. Then, at the end of the target game time period, 5 points are allocated to virtual organization a, 8 points are allocated to virtual organization b, and 10 points are allocated to virtual organization c. The virtual organization with the highest points is the winning virtual organization.

[0099] Optionally, the method further includes at least one of the following: at the end of the target time period, allocating corresponding virtual resources to the first type of game account converted from the second type of game account in the first virtual organization; at the end of the target time period, allocating corresponding virtual resources to the second game account in the first virtual organization, wherein the second game account is the first type of game account at the end of the target time period, the second game account has teamed up with a third game account of the second type to participate in a game during the target time period, and at the end of the game in which the team has participated, the third game account is converted to the first type of game account; at the end of the game in which the second game account and the third game account in the first virtual organization have teamed up to participate in a game during the target time period, the corresponding virtual resources are allocated to the second game account; at the end of the game in which the second game account and the third game account in the first virtual organization have teamed up to participate in a game during the target time period, the corresponding virtual resources are allocated to the third game account.

[0100] As an optional implementation, if the unarmed game account A is converted to armed within the target time period, at the end of the target time period, the corresponding virtual resources are allocated to the game account A, for example, 2 gold coins are allocated to the game account A.

[0101] As an optional implementation, if within the target time period, armed game account B and unarmed account C participate in a game, and armed account B converts unarmed account C to armed, then at the end of the target game time period, corresponding virtual resources are allocated to armed account B, for example, 5 gold coins are allocated to game account B.

[0102] As an optional implementation, if game account A and game account B have teamed up to participate in a game within the target time period, regardless of whether game account A and game account B are the same type of game accounts or different types of game accounts, corresponding virtual resources are allocated to game account A and game account C. Assuming that game account A and game account B are both bare-handed, and game account A and game account B participate in a game, at the end of the current game, game account A and B will both receive corresponding rewards, for example, 3 gold coins are allocated to game account A and B.

[0103] It should be noted that, for the above-mentioned method embodiments, for the sake of simplicity, they are all described as a series of action combinations, but those skilled in the art should know that the present invention is not limited by the described action sequence, because according to the present invention, certain steps can be performed in other sequences or simultaneously. Secondly, those skilled in the art should also know that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present invention.

[0104] According to another aspect of the embodiment of the present invention, a virtual resource allocation device for implementing the above virtual resource allocation method is also provided. Fig.11 As shown, the device includes: a marking module 1102, which is used to mark a first number of game accounts in a first virtual organization as a first type and a remaining second number of game accounts as a second type at the beginning of a preset target time period; a conversion module 1104, which is used to convert the second type of game accounts participating in a game into the first type of game accounts when the first type of game accounts and the second type of game accounts team up to participate in a game within the target time period; a determination module 1106, which is used to determine a first conversion rate corresponding to the first virtual organization at the end of the target time period, wherein the first conversion rate represents the proportion of the second number of game accounts converted to the first type of game accounts within the target time period; an allocation module 1108, which is used to allocate corresponding virtual resources to the first virtual organization according to the first conversion rate.

[0105] Optionally, the above-mentioned device is also used to determine whether the game accounts in the same camp as the first game account include the game account of the first type in the first virtual organization when the first game account of the second type participates in the current game within the target time period, wherein the first game account is a game account in the first virtual organization; when the game accounts in the same camp as the first game account include the game account of the first type in the first virtual organization and conversion of the type of the first game account to the first type is allowed, convert the type of the first game account to the first type.

[0106] Optionally, the above-mentioned device is also used to convert the type of the first game account to the first type when the current game is finished, and display target prompt information in the target game interface, wherein the target prompt information is used to indicate that the type of the first game account is converted to the first type.

[0107] Optionally, the above-mentioned device is also used to determine a current conversion rate corresponding to the first virtual organization within the target time period, wherein the current conversion rate represents the proportion of the second number of game accounts that have been converted to the first type of game accounts; when the current conversion rate is less than a preset current conversion rate threshold, at the end of the current game, it is determined to allow the type of the first game account to be converted to the first type.

[0108] Optionally, the above-mentioned device is also used to obtain the number of game accounts in the multiple game accounts when the current game ends and multiple game accounts in the first virtual organization have participated in the current game and are in the same camp, wherein the multiple game accounts include the first game account; add the number of game accounts to the number of team game accounts of the first virtual organization to obtain an updated number of accounts, wherein the number of team game accounts represents the number of game accounts in the first virtual organization that participated in the game as a team within the target time period; and increase the current conversion rate threshold when the updated number of accounts is greater than or equal to a preset number threshold.

[0109] Optionally, the above-mentioned device is also used to set multiple values ​​for the current conversion rate threshold before the start of the target time period, and set multiple quantity thresholds corresponding to the multiple values; during the target time period, whenever the number of team game accounts of the first virtual organization reaches one of the multiple quantity thresholds, the current conversion rate is increased to the value corresponding to the one quantity threshold among the multiple values, wherein the number of team game accounts represents the number of game accounts participating in the game as a team in the first virtual organization during the target time period.

[0110] Optionally, the above-mentioned device is further used to convert the type of the second game account to the first type within the target time period when the first game account of the first type teams up with the second game account of the second type in the first virtual organization to participate in a game and the type of the second game account is allowed to be converted to the first type.

[0111] Optionally, the above-mentioned device is also used to, during the target time period, when the first virtual function of the first virtual organization is used, convert a predetermined number of the second type of game accounts in the first virtual organization into the first type of game accounts; during the target time period, when the second virtual function of the first virtual organization is used, prohibit the conversion of the second type of game accounts in the second virtual organization into the first type of game accounts within a preset first time period; during the target time period, when the third virtual function of the third virtual organization is used, prohibit the conversion of the second type of game accounts in the first virtual organization into the first type of game accounts within a preset second time period.

[0112] Optionally, the above-mentioned device is also used to determine a target conversion rate threshold among multiple preset conversion rate thresholds, wherein the target conversion rate threshold is a maximum value among the conversion rate thresholds that are less than or equal to the first conversion rate; and allocate virtual resources corresponding to the target conversion rate threshold to the first virtual organization.

[0113] Optionally, the above-mentioned device is also used to allocate virtual resources corresponding to the arrangement position of the first conversion rate to the first virtual organization according to the arrangement position of the first conversion rate in a group of conversion rates, wherein the group of conversion rates includes the conversion rate corresponding to each virtual organization in a plurality of virtual organizations obtained at the end of the target time period, the plurality of virtual organizations including the first virtual organization, and the conversion rate corresponding to each virtual organization represents the proportion of the second type of game accounts in each virtual organization that are converted into the first type of game accounts within the target time period.

[0114] Optionally, the above-mentioned device is also used to allocate corresponding virtual resources to the first type of game account converted from the second type of game account in the first virtual organization at the end of the target time period; allocate corresponding virtual resources to the second game account in the first virtual organization at the end of the target time period, wherein the second game account is the first type of game account at the end of the target time period, the second game account has teamed up with a third game account of the second type to participate in a game within the target time period, and at the end of the game in which the team participated, the third game account was converted to the first type of game account; within the target time period, at the end of a game in which the second game account in the first virtual organization and the third game account teamed up to participate, allocate corresponding virtual resources to the second game account; within the target time period, at the end of a game in which the second game account in the first virtual organization and the third game account teamed up to participate, allocate corresponding virtual resources to the third game account.

[0115] According to one aspect of the present application, a computer program product is provided, the computer program product comprising a computer program / instruction, the computer program / instruction comprising a program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network through the communication part 1209, and / or installed from a removable medium 1211. When the computer program is executed by the central processor 1201, various functions provided in the embodiments of the present application are executed.

[0116] The serial numbers of the above embodiments of the present invention are only for description and do not represent the advantages or disadvantages of the embodiments.

[0117] Fig.12 The structure block diagram of a computer system for implementing an electronic device according to an embodiment of the present application is schematically shown.

[0118] It should be noted that Fig.12The computer system 1200 of the electronic device shown is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present application.

[0119] like Fig.12 As shown, the computer system 1200 includes a central processing unit 1201 (CPU), which can perform various appropriate actions and processes according to the program stored in the read-only memory 1202 (ROM) or the program loaded from the storage part 1208 to the random access memory 1203 (RAM). Various programs and data required for system operation are also stored in the random access memory 1203. The central processing unit 1201, the read-only memory 1202 and the random access memory 1203 are connected to each other through a bus 1204. The input / output interface 1205 (Input / Output interface, i.e., I / O interface) is also connected to the bus 1204.

[0120] The following components are connected to the input / output interface 1205: an input section 1206 including a keyboard, a mouse, etc.; an output section 1207 including a cathode ray tube (CRT), a liquid crystal display (LCD), etc., and a speaker, etc.; a storage section 1208 including a hard disk, etc.; and a communication section 1209 including a network interface card such as a LAN card, a modem, etc. The communication section 1209 performs communication processing via a network such as the Internet. A drive 1210 is also connected to the input / output interface 1205 as needed. A removable medium 1211, such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc., is installed on the drive 1210 as needed so that a computer program read therefrom is installed into the storage section 1208 as needed.

[0121] In particular, according to an embodiment of the present application, the process described in each method flow chart can be implemented as a computer software program. For example, an embodiment of the present application includes a computer program product, which includes a computer program carried on a computer readable medium, and the computer program contains a program code for executing the method shown in the flow chart. In such an embodiment, the computer program can be downloaded and installed from the network through the communication part 1209, and / or installed from the removable medium 1211. When the computer program is executed by the central processor 1201, various functions defined in the system of the present application are executed.

[0122] According to another aspect of the embodiment of the present invention, an electronic device for implementing the above virtual resource allocation method is also provided. The electronic device may be Figure 1 The terminal device or server shown in the figure. This embodiment is described by taking the electronic device as a server as an example. Fig.13 As shown, the electronic device includes a memory 1302 and a processor 1304. The memory 1302 stores a computer program, and the processor 1304 is configured to execute the steps in any of the above method embodiments through the computer program.

[0123] Optionally, in this embodiment, the electronic device may be located in at least one network device among a plurality of network devices of a computer network.

[0124] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program:

[0125] S1, at the beginning of a preset target time period, marking a first number of game accounts in a first virtual organization as a first type, and marking a second number of remaining game accounts as a second type;

[0126] S2, within the target time period, when the first type of game account and the second type of game account team up to participate in a game, converting the second type of game account participating in the game into the first type of game account;

[0127] S3, when the target time period ends, determining a first conversion rate corresponding to the first virtual organization, wherein the first conversion rate represents a proportion of the second number of game accounts converted into the first type of game accounts within the target time period;

[0128] S4: Allocate corresponding virtual resources to the first virtual organization according to the first conversion rate.

[0129] Alternatively, a person skilled in the art may understand that: Fig.13 The structure shown is for illustration only, and the electronic device may also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (MID), a PAD, and other terminal devices. Fig.13 The electronic device and the electronic equipment described above are not limited in structure. Fig.13 More or fewer components (such as network interfaces, etc.) as shown in, or with Fig.13 Different configurations are shown.

[0130] Among them, the memory 1302 can be used to store software programs and modules, such as the program instructions / modules corresponding to the method and device for allocating virtual resources in the embodiments of the present invention. The processor 1304 executes various functional applications and data processing by running the software programs and modules stored in the memory 1302, that is, to implement the above-mentioned method for allocating virtual resources. The memory 1302 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 1302 may further include a memory remotely located relative to the processor 1304, and these remote memories may be connected to the terminal via a network. Examples of the above-mentioned networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof. Among them, the memory 1302 may specifically be used, but is not limited to, to store information such as sample characteristics of items and target virtual resource accounts. As an example, if Fig.13 As shown, the memory 1302 may include, but is not limited to, the marking module 1102, the conversion module 1104, the determination module 1106, and the allocation module 1108 in the virtual resource allocation device. In addition, other module units in the virtual resource allocation device may also be included but are not limited to, which will not be repeated in this example.

[0131] Optionally, the transmission device 1306 is used to receive or send data via a network. Specific examples of the network may include a wired network and a wireless network. In one example, the transmission device 1306 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers via a network cable so as to communicate with the Internet or a local area network. In one example, the transmission device 1306 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0132] In addition, the electronic device further includes: a display 1308 for displaying the order information to be processed; and a connection bus 1310 for connecting the various module components in the electronic device.

[0133] In other embodiments, the terminal device or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting the multiple nodes through network communication. Among them, the nodes may form a peer-to-peer (P2P, Peer To Peer) network, and any form of computing device, such as a server, terminal and other electronic devices, may become a node in the blockchain system by joining the peer-to-peer network.

[0134] According to one aspect of the present application, a computer-readable storage medium is provided, and a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the methods provided in the above-mentioned various optional implementations.

[0135] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0136] S1, at the beginning of a preset target time period, marking a first number of game accounts in a first virtual organization as a first type, and marking a second number of remaining game accounts as a second type;

[0137] S2, within the target time period, when the first type of game account and the second type of game account team up to participate in a game, converting the second type of game account participating in the game into the first type of game account;

[0138] S3, when the target time period ends, determining a first conversion rate corresponding to the first virtual organization, wherein the first conversion rate represents a proportion of the second number of game accounts converted into the first type of game accounts within the target time period;

[0139] S4: Allocate corresponding virtual resources to the first virtual organization according to the first conversion rate.

[0140] Optionally, in this embodiment, a person of ordinary skill in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing hardware related to the terminal device through a program, and the program may be stored in a computer-readable storage medium, and the storage medium may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a disk or an optical disk, etc.

[0141] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above computer-readable storage medium. Based on such an understanding, the technical solution of the present invention, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling one or more computer devices (which can be personal computers, servers or network devices, etc.) to perform all or part of the steps of the methods described in various embodiments of the present invention.

[0142] In the above embodiments of the present invention, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0143] In the several embodiments provided in the present application, it should be understood that the disclosed client can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0144] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0145] In addition, each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0146] The above is only a preferred embodiment of the present invention. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principle of the present invention. These improvements and modifications should also be regarded as the scope of protection of the present invention.

Claims

1. A method for allocating virtual resources, characterized in that: include: At the beginning of a preset target time period, marking a first number of game accounts in the first virtual organization as a first type, and marking a second number of remaining game accounts as a second type; During the target time period, when the first type of game account and the second type of game account team up to participate in a game, the second type of game account participating in the game is converted into the first type of game account; At the end of the target time period, determining a first conversion rate corresponding to the first virtual organization, wherein the first conversion rate represents a proportion of the second number of game accounts converted into the first type of game accounts within the target time period; Comparing the first conversion rate with an allocation reference coefficient, wherein there is a mapping relationship between the allocation reference coefficient and the virtual resource to be allocated; According to a comparison result between the first conversion rate and the allocation reference coefficient, corresponding virtual resources are allocated to the first virtual organization.

2. The method according to claim 1, characterized in that The step of converting the second type of game account participating in a game into the first type of game account during the target time period includes: During the target time period, when a first game account of the second type participates in a current game, determining whether game accounts in the same camp as the first game account include a game account of the first type in the first virtual organization, wherein the first game account is a game account in the first virtual organization; When the game accounts in the same camp as the first game account include the first type of game accounts in the first virtual organization and conversion of the type of the first game account to the first type is allowed, the type of the first game account is converted to the first type.

3. The method according to claim 2, characterized in that The converting the type of the first game account to the first type includes: When the current game ends, the type of the first game account is converted to the first type, and target prompt information is displayed in a target game interface, wherein the target prompt information is used to indicate that the type of the first game account is converted to the first type.

4. The method according to claim 2, characterized in that: The method further comprises: Determine a current conversion rate corresponding to the first virtual organization within the target time period, wherein the current conversion rate represents a proportion of the second number of game accounts that have been converted into the first type of game accounts; When the current conversion rate is less than a preset current conversion rate threshold, it is determined that the type of the first game account is allowed to be converted into the first type when the current game ends.

5. The method according to claim 4, characterized in that The method further comprises: When the current game ends, if multiple game accounts in the first virtual organization participate in the current game and are in the same camp, obtain the number of game accounts in the multiple game accounts, wherein the multiple game accounts include the first game account; Adding the number of game accounts to the number of team game accounts of the first virtual organization to obtain an updated number of accounts, wherein the number of team game accounts represents the number of game accounts participating in the game in the first virtual organization in the target time period; When the updated number of accounts is greater than or equal to a preset number threshold, the current conversion rate threshold is increased.

6. The method according to claim 4, characterized in that The method further comprises: Before the target time period begins, setting a plurality of values ​​for the current conversion rate threshold, and setting a plurality of quantity thresholds corresponding to the plurality of values ​​respectively; During the target time period, whenever the number of team game accounts of the first virtual organization reaches one of the multiple number thresholds, the current conversion rate is increased to a value among the multiple values ​​corresponding to the one number threshold, wherein the number of team game accounts represents the number of game accounts participating in the game as a team in the first virtual organization during the target time period.

7. The method according to claim 2, characterized in that: After converting the type of the first game account to the first type, the method further includes: During the target time period, when the first game account of the first type teams up with a second game account of the second type in the first virtual organization to participate in a game and the type of the second game account is allowed to be converted to the first type, the type of the second game account is converted to the first type.

8. The method according to any one of claims 1 to 7, characterized in that The method further comprises at least one of the following: within the target time period, when a first virtual function of the first virtual organization is used, converting a predetermined number of the second type of game accounts in the first virtual organization into the first type of game accounts; During the target time period, when the second virtual function of the first virtual organization is used, it is prohibited to convert the second type of game account in the second virtual organization into the first type of game account during a preset first time period; During the target time period, when the third virtual function of the third virtual organization is used, it is prohibited to convert the second type of game account in the first virtual organization into the first type of game account within a preset second time period.

9. The method according to any one of claims 1 to 7, characterized in that The allocating corresponding virtual resources to the first virtual organization according to the comparison result between the first conversion rate and the allocation reference coefficient includes: Determining a target conversion rate threshold value among a plurality of preset conversion rate threshold values, wherein the target conversion rate threshold value is a maximum value among the conversion rate threshold values ​​that are less than or equal to the first conversion rate; Virtual resources corresponding to the target conversion rate threshold are allocated to the first virtual organization.

10. The method according to any one of claims 1 to 7, characterized in that The allocating corresponding virtual resources to the first virtual organization according to the comparison result between the first conversion rate and the allocation reference coefficient includes: According to the arrangement position of the first conversion rate in a group of conversion rates, virtual resources corresponding to the arrangement position are allocated to the first virtual organization, wherein the group of conversion rates includes a conversion rate corresponding to each virtual organization in a plurality of virtual organizations obtained at the end of the target time period, the plurality of virtual organizations including the first virtual organization, and the conversion rate corresponding to each virtual organization represents a proportion of the second type of game accounts in each virtual organization that are converted into the first type of game accounts within the target time period.

11. The method according to any one of claims 1 to 7, characterized in that The method further comprises at least one of the following: At the end of the target time period, allocating corresponding virtual resources to the first type of game account converted from the second type of game account in the first virtual organization; At the end of the target time period, corresponding virtual resources are allocated to a second game account in the first virtual organization, wherein the second game account is a game account of the first type at the end of the target time period, the second game account has teamed up with a third game account of the second type to participate in a game during the target time period, and at the end of the game in which the teamed up with the third game account participates, the third game account is converted to a game account of the first type; During the target time period, when a game in which the second game account and the third game account form a team in the first virtual organization ends, corresponding virtual resources are allocated to the second game account; During the target time period, when a game in which the second game account and the third game account form a team in the first virtual organization ends, corresponding virtual resources are allocated to the third game account.

12. A virtual resource allocation device, characterized in that: include: a marking module, for marking a first number of game accounts in a first virtual organization as a first type and marking a remaining second number of game accounts as a second type at the beginning of a preset target time period; a conversion module, configured to, within the target time period, when the game account of the first type and the game account of the second type form a team to participate in a game, convert the game account of the second type participating in the game into the game account of the first type; A determination module, configured to determine a first conversion rate corresponding to the first virtual organization at the end of the target time period, wherein the first conversion rate represents a proportion of the second number of game accounts converted into the first type of game accounts within the target time period; an allocation module, configured to allocate corresponding virtual resources to the first virtual organization according to a comparison result between the first conversion rate and an allocation reference coefficient; The device is also used to compare the first conversion rate with the allocation reference coefficient before allocating corresponding virtual resources to the first virtual organization according to the comparison result between the first conversion rate and the allocation reference coefficient, wherein there is a mapping relationship between the allocation reference coefficient and the virtual resources to be allocated.

13. A computer-readable storage medium, characterized in that: The computer-readable storage medium includes a stored program, wherein the program executes the method described in any one of claims 1 to 11 when executed.

14. A computer program product comprising a computer program / instructions, characterized in that When the computer program / instructions are executed by a processor, the steps of the method according to any one of claims 1 to 11 are implemented.

15. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to execute the method according to any one of claims 1 to 11 through the computer program.

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