Game matching method and device, storage medium and electronic device

By combining game status data and gold-farming data to evaluate players' game level stage and skill level quantification, the problem of the ELO rating algorithm being unable to accurately assess player skill level in Tactical Gold Rush games is solved, achieving more accurate game matching and a better player experience.

CN114984582BActive Publication Date: 2026-01-23NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210714877.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-06-22
Publication Date
2026-01-23
Estimated Expiration
2042-06-22

AI Technical Summary

Technical Problem

The existing ELO rating algorithm cannot accurately assess the overall skill level of players in tactical gold rush games, making the matchmaking mechanism unsuitable and affecting the player's gaming experience.

Method used

By combining game account status data, combat data, and gold-winning data, the game level stage and game skill quantification value are determined, and players are accurately matched to the corresponding target game.

Benefits of technology

It improves the accuracy of player skill assessment and game matchmaking, enhancing the player's competitive experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure provides a game matching method and device, a storage medium and an electronic device, and relates to the technical field of games. The game matching method determines the game level stage of each game account according to game state data of each game account, wherein the game state data at least includes in-game game data and out-of-game game data; for a plurality of game accounts in the same game level stage, determines the game level quantitative value of the game account according to the battle data and gold grabbing data of the game account; and according to the game level quantitative value of each game account, matches each game account to a target game corresponding to the game level quantitative value, thereby providing a precise game matching method for tactical gold grabbing games.
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Description

TECHNICAL FIELD

[0001] The present disclosure relates to the technical field of games, and particularly relates to a game matching method and device, a storage medium and an electronic device. BACKGROUND

[0002] In a PVP (player vs player) game, matching is an important mechanism, which can determine the waiting time before the player enters the game, the teammates after the player enters the game, and the level of the teammates.

[0003] At present, the matching mechanism in the game mostly adopts an ELO (Elo rating system) scoring algorithm. ELO can relatively accurately predict the win rate of the player in 1V1, 5V5 or even larger-scale team confrontation and perform scoring. However, the ELO scoring algorithm can only evaluate the level of the player through the battle data and correct the evaluation result.

[0004] However, the core gameplay of the tactical gold-seizing type game has changed greatly compared with the traditional shooting game. The player is no longer simply in battle, and the traditional matching mechanism of evaluating the level of the player through the battle data is no longer applicable. SUMMARY

[0005] The present disclosure provides a game matching method, device, storage medium and electronic device, thereby providing a precise matching mechanism for the tactical gold-seizing game.

[0006] In a first aspect, an embodiment of the present disclosure provides a game matching method, which comprises the following steps.

[0007] determining the game level stage of each game account according to the game state data of each game account; wherein the game state data at least includes in-game data and out-of-game data;

[0008] determining the game level quantitative value of the game account according to the battle data and the gold-seizing data of the game account for a plurality of game accounts in a preset game level stage;

[0009] matching each game account to a target game corresponding to the game level quantitative value according to the game level quantitative value of each game account.

[0010] In an optional embodiment of the present disclosure, the determination of the game level stage of each game account according to the game state data of each game account comprises the following steps.

[0011] determining the current game level stage of each game account;

[0012] query the evaluation parameter category corresponding to the current game level stage from a preconfigured stage evaluation category list; the stage evaluation list stores each game level stage and the corresponding evaluation parameter category;

[0013] For each game account, obtain the game state data corresponding to the evaluation parameter category;

[0014] According to the game state data, the current game level stage of the game account is updated to obtain the target game level stage of each game account.

[0015] In an optional embodiment of the present disclosure, the current game level stage of the game account is updated according to the game state data to obtain the target game level stage of each game account, including:

[0016] If the game state data is higher than the preset game state data corresponding to the current game level stage, the current game level stage is upgraded to obtain the target game level stage of the game account corresponding to the game state data.

[0017] In an optional embodiment of the present disclosure, the current game level stage of the game account is updated according to the game state data to obtain the target game level stage of each game account, including:

[0018] If the game state data is lower than the preset game state data corresponding to the current game level stage, the current game level stage is downgraded to obtain the target game level stage of the game account corresponding to the game state data.

[0019] In an optional embodiment of the present disclosure, the game matching method further includes:

[0020] If the consecutive loss times in the target game account battle data are greater than the preset times, the loss value quantification value of the game account during the consecutive loss times is determined;

[0021] The game level quantification value of the target game account is updated based on the consecutive loss times and the loss value quantification value during the consecutive loss times.

[0022] In an optional embodiment of the present disclosure, the game level quantification value of the target game account is updated based on the consecutive loss times and the loss value quantification value during the consecutive loss times, including:

[0023] The score optimization data of the target game account is determined based on the consecutive loss times and the loss value quantification value during the consecutive loss times of the target game account;

[0024] The game level quantification value of the target game account is re-determined according to the battle data, the gold data and the score optimization data of the target game account to obtain the target game level quantification value of the target game account.

[0025] In an optional embodiment of the present disclosure, the game level quantitative value of the target game account is determined again according to the battle data, the gold seizure data and the score optimization data of the target game account, and a target game level quantitative value of the target game account is obtained, including:

[0026] The battle data, the gold seizure data and the score optimization data of the target game account are weighted and summed to obtain the target game level quantitative value of the target game account.

[0027] In an optional embodiment of the present disclosure, the score optimization data of the target game account is determined based on the consecutive loss times of the target game account and the loss value quantitative value during the consecutive loss times, including:

[0028] The consecutive loss times of the target game account and the loss value quantitative value during the consecutive loss times are weighted and summed to obtain the score optimization data of the target game account.

[0029] In an optional embodiment of the present disclosure, the game matching method further includes:

[0030] determining the current number of game accounts matched with the target game;

[0031] If the current number of game accounts is less than the set number of game accounts of the target game, the target number of game accounts closest to the preset level quantitative value range of the target game and not currently matched with the target game are matched to the target game; wherein the target number is the difference between the set number of game accounts and the current number of game accounts.

[0032] In an optional embodiment of the present disclosure, the game level quantitative value of the game account is determined according to the battle data and the gold seizure data of the game account, including:

[0033] The battle data and the gold seizure data are weighted and summed to obtain the game level quantitative value of the game account.

[0034] In an optional embodiment of the present disclosure, the battle data includes at least one of the following: escape rate, damage ratio in confrontation, number of kills, game account level, and equipment level quantitative value; and / or,

[0035] The gold seizure data includes at least one of the following: cumulative scavenging value quantitative value and field average scavenging value quantitative value.

[0036] In an optional embodiment of the present disclosure, each game account is matched to a target game corresponding to the game level quantitative value according to the game level quantitative value of each game account, including:

[0037] According to the game level quantitative value of each game account, each game account is matched to a target type game corresponding to the game level quantitative value.

[0038] According to the game level quantitative value of each game account, each game account is matched to a target game stage corresponding to the game level quantitative value in a preset game.

[0039] In a second aspect, an embodiment of the present disclosure provides a game matching method applied to a tactical gold rush type game, which comprises the following steps:

[0040] According to the game state data of each game account, the game level stage of each game account is determined; wherein the game state data at least includes battle data and non-battle data;

[0041] For a plurality of game accounts in a preset game level stage, the game level quantitative value of each game account is determined according to the battle data, the gold rush data and the score optimization data of the game account; wherein the score optimization data is determined according to the consecutive loss times of the game account and the loss value quantitative value during the consecutive loss times;

[0042] According to the game level quantitative value of each game account, each game account is matched to a target game corresponding to the game level quantitative value.

[0043] In a third aspect, an embodiment of the present disclosure provides a game matching device applied to a tactical gold rush type game, which comprises the following steps:

[0044] The first determination module is configured to determine the game level stage of each game account according to the game state data of each game account; wherein the game state data at least includes battle data and non-battle data;

[0045] The second determination module is configured to determine the game level quantitative value of each game account according to the battle data and the gold rush data of the game account for a plurality of game accounts in a preset game level stage;

[0046] The first matching module is configured to match each game account to a target game corresponding to the game level quantitative value according to the game level quantitative value of each game account.

[0047] In a fourth aspect, an embodiment of the present disclosure provides a game matching device applied to a tactical gold rush type game, which comprises the following steps:

[0048] The third determination module is configured to determine the game level stage of each game account according to the game state data of each game account; wherein the game state data at least includes battle data and non-battle data;

[0049] The fourth determination module is used to determine the quantitative value of the game level of several game accounts that are at a preset game level stage, based on the game account's combat data, gold-winning data, and rating optimization data; among them, the rating optimization data is determined based on the game account's losing streak and the quantitative value of the loss during the losing streak.

[0050] The second matching module is used to match each game account to a target game corresponding to its game skill level based on the game skill level quantification value.

[0051] Fifthly, one embodiment of this disclosure provides a computer-readable storage medium having a computer program stored thereon that, when executed by a processor, implements the method described above.

[0052] In a sixth aspect, one embodiment of this disclosure provides an electronic device, including: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the above-described method by executing the executable instructions.

[0053] The technical solution disclosed herein has the following beneficial effects:

[0054] The aforementioned game matching method, firstly, incorporates gold-winning data into the game skill quantification value used for player skill assessment, greatly improving the accuracy of player skill assessment and accurately evaluating the overall skill level of players in gold-winning games; secondly, in this embodiment, the game level stage of each player is first determined based on the game status data of each player, and then, for several players at a preset game level stage, the game skill quantification value of each player is determined based on the player's combat data and gold-winning data, and then each player is matched to a target game corresponding to the game skill quantification value, so that players entering the same game are of roughly the same skill level, greatly improving the competitive experience of players.

[0055] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0056] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.

[0057] Figure 1 This illustration shows an application scenario diagram of a game matching method in this exemplary embodiment;

[0058] Figure 2 A flowchart illustrating a game matching method in this exemplary embodiment is shown;

[0059] Figure 3 A flowchart illustrating a game matching method in this exemplary embodiment is shown;

[0060] Figure 4 A flowchart illustrating a game matching method in this exemplary embodiment is shown;

[0061] Figure 5 A flowchart illustrating a game matching method in this exemplary embodiment is shown;

[0062] Figure 6 A flowchart illustrating a game matching method in this exemplary embodiment is shown;

[0063] Figure 7 A flowchart illustrating another game matching method in this exemplary embodiment is shown;

[0064] Figure 8 This diagram illustrates the structure of a game matching device in this exemplary embodiment.

[0065] Figure 9 This diagram illustrates another game matching device structure in this exemplary embodiment;

[0066] Figure 10 A schematic diagram of the structure of an electronic device in this exemplary embodiment is shown. Detailed Implementation

[0067] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of exemplary embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.

[0068] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.

[0069] The flowchart shown in the attached diagram is merely an illustrative example and does not necessarily include all steps. For example, some steps may be broken down, while others may be combined or partially combined; therefore, the actual execution order may change depending on the specific circumstances.

[0070] In related technologies, matchmaking is a crucial mechanism in PVP (player vs. player) games, determining factors such as waiting time before entering the game, teammates, and their skill level. Currently, most game matchmaking mechanisms employ the ELO (Elo rating system) algorithm. ELO can relatively accurately predict and rate player win rates in 1v1, 5v5, and even larger-scale team battles. However, the ELO rating algorithm generally only evaluates player skill based on combat data and can adjust the evaluation results. However, the core gameplay of tactical loot-based games differs significantly from traditional shooting games; players are no longer simply engaged in combat, rendering traditional matchmaking mechanisms that evaluate player skill based on combat data inapplicable. Therefore, a new matchmaking method specifically designed for tactical loot-based games is needed.

[0071] In view of the above problems, this disclosure provides a game matching method applied to tactical gold-grabbing games. The method assesses the skill level of each player in the game and matches them with games of corresponding difficulty based on the assessment results. The following is a brief description of the application environment of the game matching method provided by this disclosure:

[0072] The game matching method provided in this disclosure is applied to a terminal device. This terminal device can be a local terminal device, such as a mobile phone, tablet, computer, or any electronic device with a human-computer interaction interface, or a client device in a cloud interaction system, such as a server. This disclosure does not impose specific limitations. The terminal device is configured with a gold-grabbing game program, which can be launched and run when the terminal device is in operation.

[0073] The following is a brief explanation of some of the terms used in the embodiments of this disclosure:

[0074] Tactical loot-based games: A game genre where the core gameplay involves players acquiring virtual resources within a game session and then removing them from the game to use for the growth of virtual characters or other systems within the game world. Upon entering the game, players can purchase or loot virtual equipment, virtual skins, and other virtual resources. If the extraction fails, all acquired virtual resources are lost. A typical game session includes players and neutral AI opponents.

[0075] Game account: The game account in this embodiment can be the account that the player logs into the game, the account that the staff member corresponds to during game testing, or the game account of the user when the game is idle, etc. This embodiment does not make any specific limitation.

[0076] The architecture of the game matching method provided in this disclosure embodiment is briefly described below:

[0077] Please see Figure 1 The game matching method provided in this disclosure divides the matching process into three stages: a first-level game level stage, a second-level skill quantification stage, and a third-level game matching stage. In the first-level game level stage, players are comprehensively evaluated to determine their current overall strength, whether they can enter a more difficult game stage, or whether the current game stage is suitable. Based on the evaluation results, players are assigned to the corresponding game level stage to match them with games of more suitable difficulty. In the second-level skill quantification stage, players in the preset game level stage (i.e., players with relatively consistent acceptable game difficulty) are further evaluated to obtain a corresponding game skill quantification value for each player. In the third-level game matching stage, players are matched to corresponding target games based on their game skill quantification values. Players are further subdivided and matched based on their game skill quantification values. Players in the same target game have equal or similar game skill quantification values, thus matching players with more suitable games, opponents, and teammates, significantly improving the player's gaming experience. It should be noted that the preset game level stage can be the same game level stage or several fluctuating game level stages; this disclosure does not specifically limit this.

[0078] The following explanation uses the aforementioned terminal devices as the execution subject and game players as game accounts, illustrating the application of this game matching method to the aforementioned terminal devices as an example to demonstrate player matching for various target games. Please refer to... Figure 2 The game matching method provided in this embodiment includes the following steps 201-203:

[0079] Step 201: The terminal device determines the game level stage of each game account based on the game status data of each game account.

[0080] The game status data includes at least in-game game data and out-of-game game data. In-game data refers to data generated during player competition, such as kill count, number of matches, number of successful escapes, and loot value. Out-of-game game data refers to non-competitive game data related to the player outside of the current competitive game, such as warehouse size, player level, equipment quantity, and equipment level. Game level stages are parameters used to evaluate the overall performance of a game account both in-game and out-of-game. The better the overall performance, the higher the game level stage value; conversely, the worse the overall performance, the lower the game level stage value. The specific evaluation parameters for game level stages can be determined based on the aforementioned in-game and out-of-game game data. The number of game level stages can be specifically set according to actual circumstances, such as 10 stages, 8 stages, 5 stages, etc., and this embodiment does not impose a specific limitation. Terminal devices can determine game level stages in several ways, including but not limited to the following two: First, a pre-configured table mapping game status data to game level stages (N rows x N columns) is used. The terminal device can directly look up the table based on the obtained game status data to determine the corresponding game level stage. Second, a game level stage corresponds to a numerical range. The terminal device quantifies the game status data of the game account, calculates a specific value based on the quantified value, determines which game level stage's numerical range the value belongs to, and identifies the game level stage corresponding to that numerical range as the game account's game level stage. Of course, methods for determining the game level stage of each game account include, but are not limited to, the two methods mentioned above, and will not be exhaustive further.

[0081] Step 202: The terminal device determines the quantitative value of the game level of several game accounts that are at a preset game level stage based on the game account's combat data and gold-winning data.

[0082] Combat data refers to data generated during gameplay, such as kill count, number of matches played, and number of successful escapes. Gold-collecting data refers to the amount of virtual resources a player acquires from opponents or other means while participating in gold-collecting games. This data can include both virtual resources obtained through looting and those lost due to defeat. Combat data characterizes a player's performance and skill level during gameplay, while gold-collecting data characterizes the amount of virtual resources a player possesses in gold-collecting games. Therefore, terminal devices can comprehensively assess a player's overall skill level in the current gold-collecting game based on these two sets of data.

[0083] Step 203: The terminal device matches each game account to the target game corresponding to its game level quantification value.

[0084] Different games have different difficulty levels, and the game skill quantification value is used to represent the overall skill level of players in the gold-grabbing game. Therefore, the terminal device assigns players to game rooms corresponding to different games based on their game skill quantification values, ensuring that players in the same game are at roughly the same skill level, and that the corresponding game difficulty is within the players' acceptable range. For example, the game library in the terminal device is shown in Table 1 below:

[0085] Table 1

[0086] Game name Game level quantification value Game 1 81-100 Game 2 61-80 Game 3 41-60 Game 4 21-40 Game 5 0-20

[0087] If the skill level of game account 1 is 44, then game account 1 will be matched into the game room of game 3. If the skill level of game account 2 is 66, then game account 2 will be matched into the game room of game 2.

[0088] Firstly, this embodiment incorporates gold-winning data into the game skill quantification value used for player skill assessment, greatly improving the accuracy of player skill assessment and accurately evaluating the overall skill level of players in gold-winning games. Secondly, this embodiment first determines the game level stage of each player based on their game status data. Then, for several players at a preset game level stage, after determining the player's game skill quantification value based on their combat data and gold-winning data, each player is matched to a target game corresponding to their game skill quantification value, ensuring that players entering the same game are of roughly the same skill level, greatly improving the player's competitive experience.

[0089] Please see Figure 3 In an optional embodiment of this disclosure, step 201, determining the game level stage of each game account based on the game status data of each game account, includes the following steps 301-304:

[0090] Step 301: The terminal device determines the current game level stage of each game account.

[0091] In the first scenario, before entering the game, players can enter the matchmaking queue by clicking the matchmaking touch button. After responding to this matchmaking touch operation, the terminal device first obtains the player's current game status parameters, and then determines the player's current game level stage based on these parameters, using the same method as in step 201 above. In the second scenario, the terminal device automatically triggers an update to the player's game level stage after the game ends. Similarly, the player's current game level stage can be determined based on their current game status parameters, using the same method as in step 201 above. Of course, the terminal device can also update the player's game level stage at other game nodes; the specific steps in this embodiment are limited accordingly.

[0092] Step 302: The terminal device queries the pre-configured list of stage evaluation categories to obtain the evaluation parameter category corresponding to the current game level stage.

[0093] The evaluation parameter categories differ for different game level stages. For example, the evaluation parameter categories for the first game level stage include: kill count and escape rate; the evaluation parameter categories for the second game level stage include: kill count and equipment level; and so on. The evaluation parameter categories can be configured according to the actual situation, and this disclosure does not impose specific limitations.

[0094] Step 303: For each game account, the terminal device obtains the game status data corresponding to the evaluation parameter category.

[0095] This assessment list stores the game level stages and their corresponding assessment parameter categories. It's important to explain that each assessment parameter category refers to a category name, while the game status data is the data corresponding to that category. For example, assessment parameter categories might include: kills per game and equipment quantity, corresponding to game status data of 5 kills and 10 pieces, respectively.

[0096] Step 304: The terminal device updates the current game level stage of the game account based on the game status data to obtain the target game level stage for each game account.

[0097] For example, if a player's initial game level was 5, but during the game they acquire new virtual equipment and defeat several opponents, their game status data is updated. After the game ends, the terminal device updates the player's initial game level based on this updated data. This ensures that in future games, the player can enter at the corresponding target game level, further enhancing the player's experience.

[0098] This embodiment updates the current game level stage of the game account based on game status data to obtain the target game level stage for each game account. By continuously updating the player's game level stage, players with lower skill levels can improve their skills through continuous practice, while players with higher skill levels can quickly stand out, which can greatly enhance the player's engagement in the game.

[0099] In one optional embodiment of this disclosure, step 304, where the terminal device updates the current game level stage of the game account based on the game status data to obtain the target game level stage for each game account, includes the following three scenarios:

[0100] In the first scenario, if the game status data is higher than the preset game status data corresponding to the current game level stage, the terminal device will upgrade the current game level stage to obtain the target game level stage for the game account corresponding to the game status data.

[0101] If the game status data is higher than the preset game status data corresponding to the current game level stage, it means that the player's overall game level has been greatly improved based on the original game level stage. In order to further improve the player's game experience, the terminal device will upgrade the player's current game level stage to a target game level stage with higher game difficulty, thereby further improving the player's game experience.

[0102] In the second scenario, if the game status data is lower than the preset game status data corresponding to the current game level stage, the terminal device will downgrade the current game level stage to obtain the target game level stage for the game account corresponding to the game status data.

[0103] If the game status data is lower than the preset game status data corresponding to the current game level stage, it means that the player's overall game level has decreased from the original game level stage. In order to further improve the player's game experience, the terminal device will downgrade the player's current game level stage to a target game level stage with lower game difficulty, thereby further improving the player's game experience.

[0104] In the third scenario, if the game status data is equal to the preset game status data corresponding to the current game level stage, the terminal device will maintain the current game level stage and downgrade it, using the current game level stage as the target game level stage.

[0105] If the game status data is equal to the preset game status data corresponding to the current game level stage, it means that the player's overall game level has not changed significantly. Therefore, the terminal device maintains its current game level stage to provide the player with a game of optimal difficulty and ensure the player's gaming experience.

[0106] Please see Figure 4 In an optional embodiment of this disclosure, the above game matching method further includes the following steps 401-402:

[0107] Step 401: If the number of consecutive losses in the target game account's battle data is greater than the preset number of losses, the terminal device determines the quantified value of the loss of the game account during the consecutive losses.

[0108] A losing streak refers to a series of consecutive losses. For example, if you lose the first game, lose the second game, and win the third game, the losing streak is counted as 1 loss. If you lose the first game, win the second game, lose the third game, lose the fourth game, lose the fifth game, and win the sixth game, the losing streak is counted as 2 losses, and so on. The preset number of games can be set according to actual circumstances, and this embodiment does not impose specific limitations. The quantified value of loss refers to the quantified value of virtual equipment, virtual resources, etc., lost by the player during the tactical gold-grabbing process. This quantified value of loss can, to a certain extent, represent the downward trend of the player's overall game level.

[0109] Step 402: The terminal device updates the game skill quantification value of the target game account based on the number of losing streaks and the quantification value of the losses during the losing streak.

[0110] After obtaining the player's loss value quantification based on step 401 above, the terminal device can update the target game account's game level quantification based on this loss quantification. The update method can be to update based on the original game level quantification, or to redetermine a new game level quantification based on the loss value quantification, as well as the combat data and gold-winning data used to determine the game level quantification. This embodiment does not impose specific limitations.

[0111] In this embodiment, if the number of consecutive losses in the target game account's battle data is greater than a preset number, the quantified value of the loss value of the game account during the consecutive losses is determined, and the quantified value of the target game account's game skill is updated based on the number of consecutive losses and the quantified value of the loss value during the consecutive losses. This can proactively update the player's game skill quantified value when the player is on a losing streak, that is, reduce the player's game skill quantified value, so as to provide the player with a target game with a lower difficulty, thereby improving the player's game experience.

[0112] Please see Figure 5 In an optional embodiment of this disclosure, step 402, where the terminal device updates the game skill quantification value of the target game account based on the number of consecutive losses and the quantification value of the loss value during the consecutive losses, includes the following steps 501-502:

[0113] Step 501: The terminal device determines the rating optimization data for the target game account based on the number of consecutive losses and the quantified value of the losses during the consecutive losses.

[0114] The evaluation and optimization data is used to characterize the gap between a player's actual game level stage and their current game level stage. It is affected by their historical performance. In this embodiment, the historical performance is used to characterize the number of consecutive losses when a player's level drops and the quantified value of the losses during the consecutive losses.

[0115] Step 502: The terminal device re-determines the quantitative value of the target game account's game level based on the target game account's combat data, gold-winning data, and rating optimization data, and obtains the quantitative value of the target game account's game level.

[0116] The terminal device determines the quantitative value of the target game account's game level by summing or weighted summing the obtained combat data, gold-winning data, and rating optimization data. This embodiment does not make specific limitations; it is only necessary to introduce the three evaluation dimensions of combat data, gold-winning data, and rating optimization data into the quantitative value of the target game level.

[0117] This embodiment first determines the target game account's rating optimization data based on the target game account's losing streak and the quantified value of the losses during the losing streak. Then, it re-determines the target game account's game skill quantification value based on the target game account's battle data, gold winning data, and rating optimization data, thus obtaining the target game skill quantification value. This can proactively update a more accurate game skill quantification value for players when they are on a losing streak, making it easier to accurately match players with a target game of lower difficulty, thereby improving the player's gaming experience and the accuracy of game matching.

[0118] In an optional embodiment of this disclosure, step 502, in which the terminal device re-determines the quantitative value of the target game account's game level based on the target game account's combat data, gold-winning data, and rating optimization data, to obtain the target game account's quantitative value, includes the following step A:

[0119] Step A: The terminal device performs a weighted sum of the target game account's combat data, gold-winning data, and rating optimization data to obtain a quantitative value of the target game account's target game level.

[0120] The terminal device can determine the target game level quantification value of the target game account based on the following formula (1):

[0121] Target game level quantification value = combat quantification value * weighting coefficient 1 + gold winning quantification value * weighting coefficient 2 + rating optimization value * weighting coefficient 3 (1)

[0122] The combat quantification value in formula (1) is the quantification value corresponding to the combat data mentioned above, and the gold-grabbing quantification value is the quantification value corresponding to the gold-grabbing data mentioned above. The weight coefficients 1, 2, and 3 can be set according to the actual situation. This embodiment of the disclosure does not impose any limitations.

[0123] This embodiment of the disclosure calculates a quantitative value of the target game level by weighting and summing the combat data, gold-winning data, and rating optimization data of the target game account. The weight coefficients corresponding to each data can be flexibly adjusted according to the actual situation to suit different games, which greatly improves the flexibility and adaptability of game matching in this embodiment of the disclosure.

[0124] In an optional embodiment of this disclosure, step 501, determining the target game account's rating optimization data based on the target game account's losing streak and the quantified value of losses during the losing streak, includes the following step B:

[0125] Step B: The terminal device performs a weighted sum of the number of consecutive losses of the target game account and the quantified value of the losses during the consecutive losses to obtain the target game account's rating optimization data.

[0126] The terminal device can determine the target game account's rating optimization data based on the following formula (2):

[0127] Rating optimization value = number of consecutive losses * weighting coefficient 4 + quantified value of loss during consecutive losses * weighting coefficient 5 (2)

[0128] The score optimization value in formula (2) is the numerical value corresponding to the above score optimization data. The weight coefficient 4 and weight coefficient 5 can be configured according to the actual situation. This embodiment of the disclosure does not make any limitations.

[0129] This embodiment of the disclosure calculates the target game account's score optimization data by weighting and summing the number of consecutive losses and the quantified loss value during the consecutive losses. The weight coefficients corresponding to each data point can be flexibly adjusted according to the actual situation to suit different games, greatly improving the flexibility and adaptability of game matching in this embodiment of the disclosure.

[0130] Please see Figure 6 In an optional embodiment of this disclosure, the above game matching method further includes the following steps 601-602:

[0131] Step 601: The terminal device determines the current number of game accounts that match the target game.

[0132] Players matched with the target game can be those already in the game room for that target game, or those who have completed matchmaking but have not yet entered the target game room. This embodiment does not impose specific limitations and can be set according to the actual situation. For example, the number of players in the game room of the first target game is 3.

[0133] Step 602: If the current number of game accounts is less than the set number of game accounts for the target game, the terminal device will match the target number of game accounts that are closest to the preset level quantification value range of the target game, and the game accounts that have not yet been matched with games, to the target game.

[0134] The target number is the difference between the set number of game accounts and the current number of game accounts. For example, if the set number of game accounts is 10, it means that there are not enough players in the game room for the target game. Therefore, the terminal device selects 7 players from those currently in the matching queue but not yet matched to enter the game room for the target game. In this embodiment, the value closest to the preset level quantification range of the target game can be either the maximum value greater than the preset level quantification range or the minimum value less than the preset level quantification range. That is to say, this embodiment can match players upwards or downwards; this embodiment does not make a specific limitation.

[0135] In this embodiment of the disclosure, when the number of current game accounts in the target game is less than the set number of game accounts in the target game, other game accounts that are closest to the preset level quantification value range of the target game and that are not currently being matched with other game accounts are matched to the target game. This quickly matches the target game with the corresponding players, reduces the waiting time for players to enter the game, and thus improves the players' gaming experience.

[0136] In one optional embodiment of this disclosure, the terminal device may also re-determine the number of game accounts in the target game after waiting for a preset time. If the number of game accounts in the target game is still less than the set number of game accounts, other players who do not meet the level quantification value range of the target game will be matched to the target game to ensure that players are provided with players whose level quantification values ​​are closest to the target game and improve the accuracy of game matching.

[0137] In an optional embodiment of this disclosure, step 202, where the terminal device determines the quantitative value of the game account's game level based on the game account's combat data and gold-winning data, includes the following step C:

[0138] Step C: The terminal device performs a weighted sum of the combat data and the gold-winning data to obtain a quantitative value of the game account's skill level.

[0139] This embodiment of the disclosure performs a weighted summation of combat data and gold-winning data to quantify the game level of the game account. The weight coefficients corresponding to each data point are flexibly adjusted according to the actual situation to suit different games, greatly improving the flexibility and adaptability of game matching in this embodiment of the disclosure.

[0140] In one optional embodiment of this disclosure, the combat data includes at least one of the following: escape rate, combat casualty ratio, number of kills, game account level, and equipment level quantification value; the gold-collecting data includes at least one of the following: cumulative looting value quantification value and average looting value quantification value.

[0141] The escape rate is calculated as: number of player escapes / total number of game sessions. The combat casualty ratio includes the casualty ratio against players and the casualty ratio against AI: Player casualty ratio = number of player kills / (number of player kills + 1), AI casualty ratio = number of AI kills / (number of AI kills + 1). Kill count can include average kills per game and lightning kills: average kills per game = (number of player kills + number of AI kills) / total number of game sessions, cumulative kills = number of player kills + number of AI kills. Equipment level is the sum of the quantified values ​​of all equipment a player carries upon entering the game. Cumulative loot value is the quantified value of the virtual resources a player has accumulated; average loot value per game = cumulative loot value / total number of game sessions.

[0142] This disclosure incorporates, to the greatest extent possible, the corresponding battle data and gold-grabbing data from tactical gold-grabbing games, greatly enhancing the comprehensiveness and reliability of matchmaking in these games and further improving the accuracy of matchmaking.

[0143] In an optional embodiment of this disclosure, step 203, in which the terminal device matches each game account to a target game corresponding to its game level quantification value, includes the following two scenarios:

[0144] In the first scenario, the terminal device matches each game account with a target game type corresponding to its game skill level quantification score.

[0145] Target type games refer to different types of games. Different types of games have different game modes, difficulty levels, etc., such as "Fantasy Westward Journey", "Knives Out", and "Westward Journey Online".

[0146] In the second scenario, the terminal device matches each game account to the target game stage corresponding to the game level quantification value in the preset game based on the game level quantification value of each game account.

[0147] Preset games refer to one or more pre-configured games, each with different difficulty levels. Furthermore, each game may have different difficulty stages. The terminal device matches players to the corresponding stage within these preset games based on their skill level. This method allows for setting different difficulty levels and stages within the same game, further refining the precision of player skill matching and improving its accuracy.

[0148] Please see Figure 7 In another embodiment of this disclosure, a game matching method is provided, applied to a tactical gold-grabbing game, the method comprising the following steps 701-703:

[0149] Step 701: The terminal device determines the game level stage of each game account based on the game status data of each game account.

[0150] The game status data includes at least combat data and non-combat data;

[0151] Step 702: The terminal device determines the quantitative value of the game level of several game accounts that are at the preset game level stage based on the game account's combat data, gold-winning data and rating optimization data.

[0152] Among them, the rating optimization data is determined based on the number of consecutive losses of the game account and the quantified value of the loss during the consecutive losses;

[0153] Step 703: The terminal device matches each game account to the target game corresponding to its game level quantification value.

[0154] Firstly, this embodiment of the present disclosure determines the quantitative value of the game level of several game accounts at a preset game level stage from three dimensions: the game account's combat data, gold-winning data, and rating optimization data. The resulting quantitative value of the game account's game level is more accurate, greatly improving the accuracy of the game account's game level assessment. At the same time, it is more targeted to tactical gold-winning games, further improving the matching accuracy of tactical gold-winning games.

[0155] Secondly, this embodiment incorporates gold-winning data into the game skill quantification value used for player skill assessment, greatly improving the accuracy of player skill assessment and accurately evaluating the overall skill level of players in gold-winning games. Thirdly, this embodiment first determines the game level stage of each player based on their game status data. Then, for several players at a preset game level stage, it determines the player's game skill quantification value based on their combat data and gold-winning data. Based on each player's game skill quantification value, the player is matched to a target game corresponding to that value, ensuring that players entering the same game are of roughly equal skill levels, greatly improving the player's competitive experience.

[0156] Please see Figure 8 To implement the above-mentioned game matching method, one embodiment of this disclosure provides a game matching device 800. Figure 8 A schematic architecture diagram of a game matching device 800 is shown, including a first determining module 810, a second determining module 820, and a first matching module 830, wherein:

[0157] The first determining module 810 is used to determine the game level stage of each game account based on the game status data of each game account; wherein, the game status data includes at least combat data and non-combat data;

[0158] The second determining module 820 is used to determine the quantitative value of the game level of several game accounts that are in a preset game level stage, based on the game account's combat data and gold-winning data.

[0159] The first matching module 830 is used to match each game account to a target game corresponding to its game level quantification value.

[0160] In an optional embodiment of this disclosure, the first determining module 810 is specifically used to: determine the current game level stage of each game account; query the evaluation parameter category corresponding to the current game level stage from a pre-configured stage evaluation category list; wherein the stage evaluation list stores each game level stage and the corresponding evaluation parameter category; for each game account, obtain the game status data corresponding to the evaluation parameter category; update the current game level stage of the game account according to the game status data to obtain the target game level stage of each game account.

[0161] In one optional embodiment of this disclosure, the first determining module 810 is specifically used to upgrade the current game level stage if the game status data is higher than the preset game status data corresponding to the current game level stage, so as to obtain the target game level stage of the game account corresponding to the game status data.

[0162] In one optional embodiment of this disclosure, the first determining module 810 is specifically used to downgrade the current game level stage if the game status data is lower than the preset game status data corresponding to the current game level stage, so as to obtain the target game level stage of the game account corresponding to the game status data.

[0163] In an optional embodiment of this disclosure, the first determining module 810 and the second determining module 820 are further configured to: if the number of consecutive losses in the battle data of the target game account is greater than a preset number of losses, determine the quantified value of the loss value of the game account during the consecutive losses; and update the quantified value of the game level of the target game account based on the number of consecutive losses and the quantified value of the loss value during the consecutive losses.

[0164] In one optional embodiment of this disclosure, the second determining module 820 is specifically used to: determine the rating optimization data of the target game account based on the number of consecutive losses of the target game account and the quantified value of the loss value during the consecutive losses; and re-determine the game level quantified value of the target game account based on the battle data, gold winning data and rating optimization data of the target game account to obtain the target game level quantified value of the target game account.

[0165] In one optional embodiment of this disclosure, the second determining module 820 is specifically used to perform a weighted summation of the target game account's combat data, gold-winning data, and rating optimization data to obtain a quantitative value of the target game account's target game level.

[0166] In one optional embodiment of this disclosure, the second determining module 820 is specifically used to perform a weighted summation of the number of consecutive losses of the target game account and the quantified value of the loss during the consecutive losses to obtain the rating optimization data of the target game account.

[0167] In an optional embodiment of this disclosure, the first matching module 830 is further configured to determine the current number of game accounts that match the target game; if the current number of game accounts is less than the set number of game accounts for the target game, then match the target number of other game accounts that are closest to the preset level quantification value range of the target game, and the game accounts that are not currently being matched to the target game; wherein, the target number is the difference between the set number of game accounts and the current number of game accounts.

[0168] In one optional embodiment of this disclosure, the second determining module 820 is specifically used to perform a weighted summation of the combat data and the gold-grabbing data to obtain a quantitative value of the game account's game level.

[0169] In one optional embodiment of this disclosure, the combat data includes at least one of the following: escape rate, combat casualty ratio, number of kills, game account level, and equipment level quantification value; and / or, the gold looting data includes at least one of the following: cumulative looting value quantification value and average looting value quantification value.

[0170] In one optional embodiment of this disclosure, the first matching module 830 is specifically used to match each game account to a target type game corresponding to the game level quantification value based on the game level quantification value of each game account; or, to match each game account to a target game stage corresponding to the game level quantification value in a preset game based on the game level quantification value of each game account.

[0171] Please see Figure 9 To implement the above-described game matching method, another embodiment of this disclosure provides a game matching device 900. Figure 9 A schematic architecture diagram of a game matching device 900 is shown, including: a third determining module 910, a fourth determining module 920, and a second matching module 930, wherein:

[0172] The third determining module 910 is used to determine the game level stage of each game account based on the game status data of each game account; wherein, the game status data includes at least combat data and non-combat data;

[0173] The fourth determining module 920 is used to determine the quantitative value of the game level of several game accounts that are in a preset game level stage, based on the game account's combat data, gold-winning data and rating optimization data; wherein, the rating optimization data is determined based on the game account's losing streak and the quantitative value of the loss during the losing streak.

[0174] The second matching module 930 is used to match each game account to a target game corresponding to its game level quantification value.

[0175] Exemplary embodiments of this disclosure also provide a computer-readable storage medium that can be implemented as a program product including program code, which, when run on an electronic device, causes the electronic device to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure. In one embodiment, the program product can be implemented as a portable compact disc read-only memory (CD-ROM) including program code and can run on an electronic device, such as a personal computer. However, the program product of this disclosure is not limited thereto. In this document, the readable storage medium can be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.

[0176] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0177] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.

[0178] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.

[0179] Program code for performing the operations of this disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java and C++, and conventional procedural programming languages ​​such as C or similar languages. The program code can execute entirely on the game account computing device, partially on the game account computing device, as a standalone software package, partially on the game account computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the game account computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via the Internet using an Internet service provider). In embodiments of this disclosure, the program code stored in a computer-readable storage medium, when executed, can implement any step of the game matching method described above.

[0180] Please see Figure 10 Exemplary embodiments of this disclosure also provide an electronic device 1000, which can be a backend server of an information platform. References are provided below.Figure 10 This electronic device 1000 will be described. It should be understood that... Figure 10 The electronic device 1000 shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments disclosed herein.

[0181] like Figure 10 As shown, the electronic device 1000 is presented in the form of a general-purpose computing device. The components of the electronic device 1000 may include, but are not limited to: at least one processing unit 1010, at least one storage unit 1020, and a bus 1030 connecting different system components (including storage unit 1020 and processing unit 1010).

[0182] The storage unit stores program code, which can be executed by the processing unit 1010 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of the present invention. For example, the processing unit 1010 can perform, as follows: Figure 2 The methods and steps shown are as follows.

[0183] Storage unit 1020 may include volatile storage units, such as random access memory (RAM) 1021 and / or cache memory 1022, and may further include read-only memory (ROM) 1023.

[0184] Storage unit 1020 may also include a program / utility 1024 having a set (at least one) program module 1025, such program module 1025 including but not limited to: operating system, one or more application programs, other program modules and program data, each or some combination of these examples may include an implementation of a network environment.

[0185] Bus 1030 may include a data bus, an address bus, and a control bus.

[0186] Electronic device 1000 can also communicate with one or more external devices 2000 (e.g., keyboards, pointing devices, Bluetooth devices, etc.) via input / output (I / O) interface 1040. Electronic device 1000 can also communicate with one or more networks (e.g., local area networks (LANs), wide area networks (WANs), and / or public networks, such as the Internet) via network adapter 1050. As shown, network adapter 1050 communicates with other modules of electronic device 1000 via bus 1030. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 1000, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0187] In this embodiment of the disclosure, the program code stored in the electronic device can be executed to implement any of the steps in the game matching method described above.

[0188] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0189] Those skilled in the art will understand that various aspects of this disclosure can be implemented as systems, methods, or program products. Therefore, various aspects of this disclosure can be embodied in entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuit,” “module,” or “system.” Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This disclosure is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

[0190] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.

Claims

1. A game matching method, characterized in that, Applied to tactical gold-grabbing games, the method includes: The game level stage of each game account is determined based on the game status data of each game account; wherein, the game status data includes at least in-game game data and out-of-game game data, the in-game game data represents the competitive data generated during the game competition, and the out-of-game game data represents non-competitive data related to the game but outside of the game competition. For several game accounts at a preset game level stage, the game level of the game account is determined by the game account's combat data and gold-grabbing data. The gold-grabbing data represents the virtual material data obtained from opponents or other means during the gold-grabbing process in the game, or the gold-grabbing data represents the virtual material data lost due to game failure. Based on the game skill quantification value of each game account, each game account is matched to the target game corresponding to the game skill quantification value; If the number of consecutive losses in the target game account's battle data is greater than a preset number of losses, then the quantified value of the loss value of the game account during the consecutive losses is determined; the rating optimization data of the target game account is determined based on the number of consecutive losses and the quantified value of the loss value during the consecutive losses; the game level quantified value of the target game account is re-determined based on the battle data, the gold-winning data and the rating optimization data of the target game account, thus obtaining the target game level quantified value of the target game account.

2. The game matching method according to claim 1, characterized in that, The process of determining the game level stage of each game account based on the game status data of each game account includes: Determine the current game level stage for each game account; The evaluation parameter category corresponding to the current game level stage is obtained by querying the pre-configured stage evaluation category list; wherein, the stage evaluation category list stores each game level stage and its corresponding evaluation parameter category; For each game account, obtain the game status data corresponding to the evaluation parameter category; The current game level stage of each game account is updated based on the game status data to obtain the target game level stage for each game account.

3. The game matching method according to claim 2, characterized in that, The step of updating the current game level stage of the game account based on the game status data to obtain the target game level stage for each game account includes: If the game status data is higher than the preset game status data corresponding to the current game level stage, then the current game level stage is upgraded to obtain the target game level stage of the game account corresponding to the game status data.

4. The game matching method according to claim 2, characterized in that, The step of updating the current game level stage of the game account based on the game status data to obtain the target game level stage for each game account includes: If the game status data is lower than the preset game status data corresponding to the current game level stage, then the current game level stage is downgraded to obtain the target game level stage of the game account corresponding to the game status data.

5. The game matching method according to claim 1, characterized in that, The step of re-determining the quantitative value of the game level of the target game account based on the combat data, gold-winning data, and rating optimization data of the target game account, to obtain the quantitative value of the target game account's target game level, includes: The combat data, gold-winning data, and rating optimization data of the target game account are weighted and summed to obtain the quantitative value of the target game account's target game level.

6. The game matching method according to claim 1, characterized in that, The process of determining the rating optimization data for the target game account based on the number of consecutive losses and the quantified value of losses during the consecutive losses includes: The target game account's score optimization data is obtained by weighted summing of the number of consecutive losses and the quantified value of the losses during the consecutive losses.

7. The game matching method according to claim 1, characterized in that, The method further includes: Determine the current number of game accounts that match the target game; If the current number of game accounts is less than the set number of game accounts for the target game, then other game accounts that are closest to the preset level quantification value range of the target game, and game accounts that are not currently being matched, will be matched to the target game; wherein, the target number is the difference between the set number of game accounts and the current number of game accounts.

8. The game matching method according to claim 1, characterized in that, The process of determining the quantitative value of a game account's skill level based on its combat and gold-winning data includes: The game account's game level is obtained by weighted summation of the combat data and the gold-winning data.

9. The game matching method according to claim 1, characterized in that, The combat data includes at least one of the following: escape rate, combat casualty ratio, number of kills, game account level, and equipment level quantification; and / or, The gold-collecting data includes at least one of the following: cumulative loot value and average loot value per game.

10. The game matching method according to claim 1, characterized in that, The step of matching each game account to a target game corresponding to its game skill quantification value includes: Based on the game skill level quantification value of each game account, each game account is matched to the target type game corresponding to the game skill level quantification value; or, Based on the game skill quantification value of each game account, each game account is matched to the target game stage corresponding to the game skill quantification value in the preset game.

11. A game matching method, characterized in that, Applied to tactical gold-grabbing games, the method includes: The game level stage of each game account is determined based on the game status data of each game account; wherein, the game status data includes at least combat data and non-combat data; For several game accounts at the same game level stage, a quantitative value of the game account's game level is determined based on the game account's combat data, gold-winning data, and rating optimization data; wherein, the rating optimization data is determined based on the game account's losing streak and the quantitative value of the loss during the losing streak, and the gold-winning data represents the virtual material data obtained from opponents or other means during the gold-winning process in the game, or, the gold-winning data represents the virtual material data lost due to game failure; Based on the game skill quantification value of each game account, each game account is matched to the target game corresponding to the game skill quantification value; If the number of consecutive losses in the target game account's battle data is greater than a preset number of losses, then the quantified value of the loss value of the game account during the consecutive losses is determined; the rating optimization data of the target game account is determined based on the number of consecutive losses and the quantified value of the loss value during the consecutive losses; the game level quantified value of the target game account is re-determined based on the battle data, the gold-winning data and the rating optimization data of the target game account, thus obtaining the target game level quantified value of the target game account.

12. A game matching device, characterized in that, The device, used in tactical gold-grabbing games, includes: The first determining module is used to determine the game level stage of each game account based on the game status data of each game account; wherein, the game status data includes at least in-game game data and out-of-game game data, the in-game game data represents the competitive data generated during the game competition, and the out-of-game game data represents non-competitive data related to the game but outside of the game competition. The second determining module is used to determine the quantitative value of the game level of several game accounts that are at the same game level stage, based on the game account's combat data and gold-grabbing data. The gold-grabbing data represents the virtual material data obtained from opponents or other means during the gold-grabbing process in the game, or the gold-grabbing data represents the virtual material data lost due to game failure. The first matching module is used to match each game account to a target game corresponding to the game level quantification value based on the game level quantification value of each game account; The second determining module is further configured to: determine the quantified value of the loss during the losing streak if the number of consecutive losses in the target game account's battle data is greater than a preset number of consecutive losses; determine the score optimization data of the target game account based on the number of consecutive losses and the quantified value of the loss during the losing streak; and re-determine the quantified value of the game level of the target game account based on the battle data, the gold-winning data, and the score optimization data of the target game account to obtain the target game level quantified value of the target game account.

13. A game matching device, characterized in that, The device, used in tactical gold-grabbing games, includes: The third determining module is used to determine the game level stage of each game account based on the game status data of each game account; wherein, the game status data includes at least combat data and non-combat data; The fourth determining module is used to determine the quantitative value of the game level of several game accounts at the same game level stage based on the game account's combat data, gold-winning data, and rating optimization data; wherein, the rating optimization data is determined based on the game account's losing streak and the quantitative value of the loss during the losing streak, and the gold-winning data represents the virtual material data obtained from opponents or other means during the gold-winning process in the game, or the gold-winning data represents the virtual material data lost due to game failure; The second matching module is used to match each game account to a target game corresponding to the game level quantification value based on the game level quantification value of each game account; The fourth determining module is further configured to: determine the quantified value of the loss during the losing streak if the number of consecutive losses in the target game account's battle data is greater than a preset number of losses; determine the score optimization data of the target game account based on the number of consecutive losses and the quantified value of the loss during the losing streak; and re-determine the quantified value of the game level of the target game account based on the battle data, the gold-winning data, and the score optimization data of the target game account to obtain the target game level quantified value of the target game account.

14. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 11.

15. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 11 by executing the executable instructions.