Area adjustment method and device for game, electronic equipment and storage medium

CN115006844BActive Publication Date: 2026-10-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210464707.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-04-29
Publication Date
2026-10-27
Estimated Expiration
2042-04-29

AI Technical Summary

Technical Problem

[0005]本申请提供一种游戏的区域调整方法,以解决现有的多人在线格斗类生存竞技游戏中,部分玩家前期避战,导致最后的决赛圈内虚拟角色数量过多,玩家还可能靠避战获胜,影响游戏体验的问题

Benefits of technology

[0039]本申请提供的一种游戏的区域调整方法,通过在第一虚拟环境中确定至少两个区域,包括第一区域和第二区域,其中,所述第一区域和所述第二区域为所述第一虚拟环境中当前不会对所述虚拟角色造成伤害的区域;所述第一区域在第一预设时间后开始缩小,所述第二区域在第二预设时间后开始缩小;在所述第一虚拟环境中缩小后的所述第一区域中确定第二数量的第一目标虚拟角色,并且,在所述第一虚拟环境中缩小后的所述第二区域中确定第三数量的第二目标虚拟角色;将所述第二数量的第一目标虚拟角色和所述第三数量的第二目标虚拟角色布置到第二虚拟环境。通过上述方法,可以有效控制进入第二虚拟环境的虚拟角色数量,即直接或间接控制进入最后的决赛圈的虚拟角色数量,避免在最后的决赛圈内形成众多虚拟角色大乱斗的混乱局面,降低靠运气获胜的概率;第一区域和第二区域缩小,可提高各虚拟角色相互碰面的概率,减少虚拟角色躲藏的机会;第一区域和第二区域中只有部分虚拟角色可以进入第二虚拟环境,进行下一轮比赛,这样能够提高游戏的竞争属性和游戏玩家的主动战斗意愿,降低靠避战获胜的概率,提高用户体验,进一步的,也可以提高玩家留存率,提升游戏服务器使用效率。

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Abstract

The application discloses a method for adjusting the area of a game, comprising: arranging a first number of virtual characters in a first virtual environment; determining a first area and a second area in the first virtual environment, wherein the first area and the second area are areas in the first virtual environment that do not currently cause damage to the virtual characters; the first area starts to shrink after a first preset time, and the second area starts to shrink after a second preset time; determining a second number of first target virtual characters in the first area after the first area shrinks in the first virtual environment, and determining a third number of second target virtual characters in the second area after the second area shrinks in the first virtual environment; and arranging the second number of first target virtual characters and the third number of second target virtual characters in a second virtual environment. The method can effectively control the number of virtual characters in the second virtual environment.
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Description

Technical Field

[0001] This application relates to the field of computer technology, specifically to a method for adjusting game regions. This application also relates to a game region adjustment device, electronic device, and computer-readable storage medium. Background Technology

[0002] In some multiplayer online fighting survival games, the survival space of the player-controlled virtual character gradually shrinks as the game progresses. This shrinking survival space is controlled by a poisonous fog on the map; virtual characters trapped in the fog will gradually bleed to death. The timer starts when the virtual character spawns on the map, and after a certain designated time, the character is eliminated from the map. Figure 4 Starting weekly, a poisonous fog is released, shrinking the virtual characters' survival space from the entire map area to a circular area surrounded by the fog. Players must control their virtual characters within this circular area to eliminate other players' virtual characters and survive to the end. Throughout the game, there are multiple rounds of the shrinking fog circle; every so often, the virtual characters' survival space will decrease by one circle. Before each round of fog shrinkage, the virtual characters have a buffer period to fight or gather resources.

[0003] Since the final winner is the last virtual character remaining, defeating other virtual characters before the final duel does not increase your attributes or combat power. Instead, avoiding combat in the early game and waiting until the final circle greatly increases your chances of winning. Furthermore, if you encounter other virtual characters fighting, waiting for the battle to end and then reaping the benefits is the most advantageous strategy.

[0004] This would result in an excessive number of virtual characters in the final circle, hindering their ability to use skills and creating a chaotic visual effect. For players, victory is related to their rank and score; if the winner simply survives by avoiding combat, it's unfair and negatively impacts the player experience, undermines the game's fairness, leads to player attrition, and wastes server resources. Summary of the Invention

[0005] This application provides a method for adjusting game areas to address the problem in existing multiplayer online fighting survival games where some players avoid combat in the early stages, leading to an excessive number of virtual characters in the final circle, and potentially allowing players to win by avoiding combat, thus affecting the gaming experience. This application also provides a game area adjustment device, electronic device, and computer-readable storage medium.

[0006] This application provides a method for adjusting the region of a game, which is unique in that it includes:

[0007] A first number of virtual characters are placed in a first virtual environment; the first number of virtual characters consists of multiple virtual characters.

[0008] At least two regions are defined in the first virtual environment, including a first region and a second region, wherein the first region and the second region are regions in the first virtual environment that will not currently cause harm to the virtual character; the first region begins to shrink after a first preset time, and the second region begins to shrink after a second preset time.

[0009] In the first area after being scaled down in the first virtual environment, a second number of first target virtual characters are determined, and in the second area after being scaled down in the first virtual environment, a third number of second target virtual characters are determined;

[0010] Arrange the second number of first target virtual characters and the third number of second target virtual characters into the second virtual environment.

[0011] Furthermore, it also includes: controlling the virtual character to move in the first virtual environment in response to a movement control command.

[0012] Furthermore, the area outside the scaled-down first region and the scaled-down second region in the first virtual environment is the area that currently causes the virtual character's life attributes to decrease.

[0013] Furthermore, the virtual character's life attributes are reduced, including: the life value used to represent the virtual character's survival status is reduced.

[0014] Furthermore, the first preset time is the same as the second preset time.

[0015] Further, determining a second number of first target virtual characters in the first area after scaling down the first virtual environment, and determining a third number of second target virtual characters in the second area after scaling down the first virtual environment, includes:

[0016] When only one virtual character remains in the first area after the first virtual environment is shrunk, the second number of first target virtual characters is determined according to the survival time of the original virtual characters in the first area.

[0017] When only one virtual character remains in the second area after the first virtual environment is shrunk, the third number of second target virtual characters is determined based on the survival time of the original virtual characters in the second area.

[0018] Furthermore, the second number of first target virtual characters is the second number of virtual characters with the longest survival time in the first area; the third number of second target virtual characters is the third number of virtual characters with the longest survival time in the second area.

[0019] Furthermore, the second number of first target virtual characters is a plurality of first target virtual characters; the third number of second target virtual characters is a plurality of second target virtual characters;

[0020] The step of placing the second number of first target virtual characters and the third number of second target virtual characters into the second virtual environment includes:

[0021] Sort the second number of first target virtual characters according to their survival time, and then arrange the second number of first target virtual characters into the second virtual environment in sequence;

[0022] The third number of second target virtual characters are arranged sequentially into the second virtual environment according to their survival time.

[0023] Furthermore, when the second number of first target virtual characters are sequentially deployed to the second virtual environment, the level of the items carried by the second number of first target virtual characters decreases sequentially according to their survival time.

[0024] When the third number of second target virtual characters are sequentially placed into the second virtual environment, the level of the items carried by the third number of second target virtual characters decreases sequentially according to their survival time.

[0025] Furthermore, the resource allocation is the same in the first region and the second region.

[0026] Furthermore, the resource allocation in the first area and the second area is the same, including: the number of resource points in the first area and the second area is the same, and / or all resource points in the first area and the second area contain the same type, quantity, and level of items.

[0027] Furthermore, both the first and second regions include high-level resource areas;

[0028] The probability of a resource point containing the highest-level item is greater in a high-level resource zone than in a non-high-level resource zone.

[0029] Furthermore, it also includes: determining a third region in the second virtual environment, wherein the third region is a region in the second virtual environment that will not currently cause harm to the first target virtual character and the second target virtual character; the third region begins to shrink after a third preset time.

[0030] This application also provides a game area adjustment device, which is characterized by including:

[0031] The first arrangement unit is used to arrange a first number of virtual characters into a first virtual environment; the first number of virtual characters is multiple virtual characters.

[0032] A first determining unit is configured to determine at least two regions in the first virtual environment, the at least two regions including a first region and a second region, wherein the first region and the second region are regions in the first virtual environment that will not currently cause harm to the virtual character; the first region begins to shrink after a first preset time, and the second region begins to shrink after a second preset time;

[0033] The second determining unit is configured to determine a second number of first target virtual characters in the first area after being scaled down in the first virtual environment, and to determine a third number of second target virtual characters in the second area after being scaled down in the first virtual environment;

[0034] The second arrangement unit is used to arrange the second number of first target virtual characters and the third number of second target virtual characters into the second virtual environment.

[0035] This application also provides an electronic device, characterized in that it includes: a processor and a memory;

[0036] The memory is used to store one or more computer instructions, wherein the one or more computer instructions are executed by the processor to implement the above method.

[0037] This application also provides a computer-readable storage medium storing one or more computer instructions, characterized in that the one or more computer instructions are executed by a processor to implement the above-described method.

[0038] Compared with the prior art, this application has the following advantages:

[0039] This application provides a method for adjusting game regions, which involves determining at least two regions in a first virtual environment, including a first region and a second region, wherein the first region and the second region are regions in the first virtual environment that will not currently cause harm to the virtual character; the first region begins to shrink after a first preset time, and the second region begins to shrink after a second preset time; a second number of first target virtual characters are determined in the shrunken first region in the first virtual environment, and a third number of second target virtual characters are determined in the shrunken second region in the first virtual environment; and the second number of first target virtual characters and the third number of second target virtual characters are arranged in the second virtual environment. The above methods effectively control the number of virtual characters entering the second virtual environment, thus directly or indirectly controlling the number of virtual characters entering the final round. This avoids a chaotic free-for-all of virtual characters in the final round, reducing the probability of winning by luck. Shrinking the first and second areas increases the probability of virtual characters encountering each other, reducing their opportunities to hide. Only a portion of the virtual characters from the first and second areas can enter the second virtual environment for the next round, increasing the game's competitiveness and players' willingness to actively fight, reducing the probability of winning by avoiding combat, improving user experience, and further increasing player retention and game server efficiency. Attached Figure Description

[0040] Figure 1 This is a flowchart of the game area adjustment method provided in the first embodiment of this application.

[0041] Figure 2 This is a flowchart of a game area adjustment method provided in the second embodiment of this application.

[0042] Figure 3 This is a schematic diagram of the four first activity areas on the first map in the second embodiment of this application.

[0043] Figure 4 This is a schematic diagram of the state of the first active area in the second embodiment of this application. Figure 1 .

[0044] Figure 5 This is a schematic diagram of the state of the first active area in the second embodiment of this application. Figure 2 .

[0045] Figure 6 This is a schematic diagram of the state of the first active area in the second embodiment of this application. Figure 3 .

[0046] Figure 7 This is a schematic diagram of the state of the first active area in the second embodiment of this application. Figure 4.

[0047] Figure 8 This is a schematic diagram of the state of the first active area in the second embodiment of this application. Figure 5 .

[0048] Figure 9 This is a schematic diagram of the state of the first active area in the second embodiment of this application. Figure 6 .

[0049] Figure 10 This is a structural block diagram of the game area adjustment device provided in the third embodiment of this application. Detailed Implementation

[0050] To make the objectives, advantages, and features of this application clearer, the following detailed description, in conjunction with the accompanying drawings and specific embodiments, further illustrates this application. In the following description, numerous specific details are set forth to provide a thorough understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application. Therefore, this application is not limited to the specific embodiments disclosed below.

[0051] It should be noted that in the description of this application, the terms "first," "second," etc., are used for descriptive purposes only and should not be construed as indicating or implying relative importance, or a specific order or sequence. Those skilled in the art can understand the specific meaning of the above terms in this application based on the specific circumstances. Furthermore, in the description of this application, unless otherwise stated, the term "multiple" refers to two or more. The term "and / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, or B existing alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. The terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion. 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 explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or devices.

[0052] In multiplayer online fighting survival games, multiple players simultaneously control their virtual characters on the same game map, collecting resources and eliminating other virtual characters within a limited time. This type of game typically features: 1. A massive map capable of accommodating dozens or even hundreds of players, with high openness allowing players to operate freely within the map area; 2. Randomly distributed resources across the map in each game, increasing the game's unpredictability; 3. Danger zones, such as poisonous fog zones, are generally set up on the map to control game duration and virtual character survival rates. Virtual characters in danger zones will continuously lose health and eventually die if they don't escape in time; 4. Danger zones generally start from the map's edge and gradually expand inwards at regular intervals, essentially shrinking the danger zone. As the danger zone expands, the probability of virtual characters encountering each other increases; 5. When only one virtual character remains on the game map, that character wins, and the game ends; 6. Each virtual character's death generates a ranking for the game and awards corresponding points.

[0053] Based on the existing game mechanics, the following problems arise: Generally, the game system ranks and scores virtual characters based on their death order (survival time). A higher ranking indicates a later death and longer survival time, resulting in higher scores; conversely, a lower ranking indicates an earlier death and shorter survival time, resulting in lower scores. Many players have discovered that killing other virtual characters before the final duel doesn't enhance their attributes or combat power. Instead, avoiding combat in the early game and waiting until the final circle maximizes their chances of winning, sometimes even securing a victory with a single kill. Furthermore, waiting to ambush other virtual characters in a fight and then reaping the benefits is even greater. This situation leads to a lack of motivation for players to actively engage in combat. Early game avoidance results in an overabundance of virtual characters in the final circle. Due to limited space, virtual characters are forced into chaotic free-for-alls, hindering players' ability to utilize their skills and significantly impacting gameplay and overall experience. The final winner often wins easily by luck and gets the highest score, which is undeserved and greatly undermines the principle of fairness in the game.

[0054] In response to existing phenomena in games such as players passively avoiding combat, chaotic battles in the final rounds, and winning with a single kill, as well as the problem of using ranking settlement rules to undermine the principle of game fairness, this application provides a method, device, electronic device, and computer-readable storage medium for adjusting game areas.

[0055] The first embodiment of this application provides a method for adjusting the area of ​​a game, such as... Figure 1 As shown, it includes the following steps:

[0056] S101, a first number of virtual characters are deployed to a first virtual environment; the first number of virtual characters are multiple virtual characters.

[0057] S102, at least two regions are determined in the first virtual environment, the at least two regions including a first region and a second region, wherein the first region and the second region are regions in the first virtual environment that will not currently cause harm to the virtual character; the first region begins to shrink after a first preset time, and the second region begins to shrink after a second preset time;

[0058] S103, determine a second number of first target virtual characters in the first area after shrinking in the first virtual environment, and determine a third number of second target virtual characters in the second area after shrinking in the first virtual environment;

[0059] S104, the second number of first target virtual characters and the third number of second target virtual characters are arranged in the second virtual environment.

[0060] The following is combined Figure 1 The above steps will be explained in detail.

[0061] S101, a first number of virtual characters are placed in a first virtual environment; the first number of virtual characters are multiple virtual characters.

[0062] The first virtual environment is the virtual environment of the first map. Multiple virtual characters are placed in the virtual environment of the first map. In response to movement control commands, the virtual characters are controlled to move in the first virtual environment. The virtual characters can perform actions such as climbing, using skills, and picking up items in the first virtual environment.

[0063] S102, at least two regions are determined in the first virtual environment, the at least two regions including a first region and a second region, wherein the first region and the second region are regions in the first virtual environment that will not currently cause harm to the virtual character; the first region begins to shrink after a first preset time, and the second region begins to shrink after a second preset time.

[0064] In the first virtual environment, at least two areas are defined as independent areas, and virtual characters placed in each area can only move within the original area. The at least two areas may include a first area and a second area. The resource allocation in the first area and the second area may be the same, including: the number of resource points in the first area and the second area are the same, and / or all resource points in the first area and the second area contain the same type, quantity, and level of items. For example, both the first area and the second area have ten resource points, and the ten resource points in the first area and the ten resource points in the second area each include ten high-level weapons, ten mid-level armor pieces, and ten low-level potions. Alternatively, the first area has ten resource points, and the second area has five resource points, with the ten resource points in the first area collectively including ten high-level weapons, ten mid-level armor pieces, and ten low-level potions, and the five resource points in the second area collectively including ten high-level weapons, ten mid-level armor pieces, and ten low-level potions. Optionally, the resource allocation in the first area and the second area may be different.

[0065] Furthermore, to increase the competitive fun of the game, the first and second areas may also include high-level resource zones. The probability of resource points in high-level resource zones containing the highest-level item is greater than the probability of resource points in non-high-level resource zones containing the highest-level item. To obtain the highest-level item, players will control their virtual characters to travel to high-level resource zones and compete with other players' virtual characters for it.

[0066] The first and second regions are areas in the first virtual environment that will not currently cause harm to the virtual character. For example, if there is poisonous fog in the virtual environment, the poisonous fog will cause harm to the virtual character, reducing its health. Therefore, areas without poisonous fog are areas that will not cause harm to the virtual character. If the location of the poisonous fog area changes over time, then the areas currently without poisonous fog are the areas that will not currently cause harm to the virtual character.

[0067] The first region begins to shrink after a first preset time, and the second region begins to shrink after a second preset time. In other words, the area that will not harm the virtual character is shrinking. The area outside the shrunken first and second regions within the first virtual environment is the area that will currently reduce the virtual character's health attributes, i.e., reduce the health points used to represent the virtual character's survival status, commonly known as health reduction. The first and second preset times can be the same or different.

[0068] To avoid damage, virtual characters placed in the original first area will gather in the shrunken first area under the player's control, and virtual characters placed in the original second area will gather in the shrunken second area under the player's control, increasing the probability of virtual characters meeting each other.

[0069] S103, determine a second number of first target virtual characters in the first area after shrinking in the first virtual environment, and determine a third number of second target virtual characters in the second area after shrinking in the first virtual environment.

[0070] Virtual characters engage in combat, and the last surviving character is generally the winner. In this embodiment, the virtual characters who survive the longest in the first area and the virtual characters who survive the longest in the second area will enter the second map to continue the game.

[0071] Specifically, when only one virtual character remains in the shrunk first area of ​​the first virtual environment, it indicates that the battle in that area has ended. Based on the survival time of the original virtual characters in the first area, the second-longest number of virtual characters with the longest survival time are determined as the first target virtual character. Similarly, when only one virtual character remains in the shrunk second area of ​​the first virtual environment, it indicates that the battle in that area has ended. Based on the survival time of the original virtual characters in the second area, the third-longest number of virtual characters with the longest survival time are determined as the second target virtual character.

[0072] In fact, although the areas between the original first region and the shrunk first region, as well as the areas between the original second region and the shrunk second region, will cause a decrease in the virtual characters' life attributes, virtual characters within these areas may still survive to the end during the process of reducing life attributes. Therefore, a second number of first target virtual characters can be determined in the original first region, and a third number of second target virtual characters can be determined in the original second region.

[0073] S104, the second number of first target virtual characters and the third number of second target virtual characters are arranged in the second virtual environment.

[0074] The target virtual characters identified from various areas of the first map will enter the virtual environment of the second map, where they will continue playing the game. The second virtual environment may be the same as or different from the first virtual environment.

[0075] The second number of first target virtual characters is multiple first target virtual characters, and the third number of second target virtual characters is multiple second target virtual characters. That is to say, when there are multiple first target virtual characters determined from the first region and multiple second target virtual characters determined from the second region, different game difficulties can be set according to the survival time of each target virtual character.

[0076] Specifically, based on the survival time of the second number of first target virtual characters, these characters are sequentially placed into the second virtual environment. The first target virtual character with the longest survival time, i.e., the last virtual character to survive in the first area, enters the second virtual environment first. Similarly, based on the survival time of the third number of second target virtual characters, these characters are sequentially placed into the second virtual environment. The second target virtual character with the longest survival time, i.e., the last virtual character to survive in the second area, enters the second virtual environment first. Since the first and second areas are independent, the order in which the first and second target virtual characters enter the second virtual environment is not limited.

[0077] Furthermore, when the second number of first target virtual characters are sequentially deployed to the second virtual environment, the level of the items carried by the second number of first target virtual characters decreases sequentially according to their survival time. When the third number of second target virtual characters are sequentially deployed to the second virtual environment, the level of the items carried by the third number of second target virtual characters decreases sequentially according to their survival time. In order to enter the second virtual environment first and carry better items, players will control their virtual characters to actively fight, increasing the players' enthusiasm for combat.

[0078] In some embodiments, a third region is also determined in the second virtual environment, wherein the third region is an area in the second virtual environment that will not currently cause harm to the first target virtual character and the second target virtual character; the third region begins to shrink after a third preset time, and the virtual character that survives to the end is the final winner of the game.

[0079] The second embodiment of this application provides a method for adjusting the area of ​​a game. The method runs on a server and sends relevant data to the user's terminal device via remote communication. The terminal device provides a user interface to display a virtual scene and virtual characters located in the virtual scene.

[0080] The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.

[0081] Terminal devices can be smartphones, tablets, laptops, touchscreens, game consoles, personal computers (PCs), personal digital assistants (PDAs), etc. Terminal devices may also include client applications, which can be game application clients, browser clients with embedded game programs, or instant messaging clients, etc.

[0082] A virtual scene is a real-time display of the execution results of application commands (or provided commands) as a continuous series of images or screens when an application runs on a terminal device. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. It can be displayed in two-dimensional or three-dimensional forms.

[0083] A virtual character is a virtual object that can be controlled by a user to move around in a virtual scene and perform various actions or tasks. This virtual object can be a virtual person or a virtual animal, etc.

[0084] like Figure 2 As shown, the method for adjusting the game's area includes the following steps:

[0085] S201, at least two independent first activity areas are determined on the first map, and at least two virtual character teams are assigned to each first activity area, wherein the virtual character teams include at least one virtual character;

[0086] S202, Display the virtual scene of the first activity area where the virtual character is located to the user;

[0087] S203, in response to a preset first trigger event, the first active area is divided into a first sub-region and a second sub-region in the form of a first boundary, and the area of ​​the first sub-region gradually expands while the area of ​​the second sub-region gradually shrinks accordingly.

[0088] S204, reduce the life attributes of all surviving virtual characters in the first sub-region in a preset manner;

[0089] S205, in response to a preset second trigger event, determine that at least one virtual character team within the first activity area has entered the second map.

[0090] The following is combined Figure 2 The above steps will be explained in detail.

[0091] S201, at least two independent first activity areas are determined on the first map, and at least two virtual character teams are assigned to each first activity area, wherein the virtual character teams include at least one virtual character.

[0092] The first activity area refers to the area in the game map where the virtual character's movements are not restricted by other virtual factors and can move freely. In the first embodiment, this includes at least two areas defined in the first virtual environment, namely the first area and the second area. For example, within the first activity area, the virtual character can perform actions such as climbing, using skills, and picking up items.

[0093] In some existing games, a game is usually played on a map, and the first area of ​​activity on the map is generally the player's activity range. Each player controls their own virtual character and fights against other players within the designated area until a winner is determined; alternatively, virtual characters controlled by multiple players can form multiple teams, and these teams fight against each other until a winning team is determined.

[0094] In this embodiment, a game includes at least two maps, and at least two independent first activity areas are defined on the first map. For example... Figure 3 As shown, the first map is divided into four activity areas: Activity Area 1-4. Here, both the first map and Activity Areas 1-4 are illustrated as rectangles. However, the shape of the first map and each activity area can be other than rectangular, and the shape, size, and location of each activity area on the first map are not limited. "Mutual independence" means that the activity areas are not connected. A virtual character can only move within one of Activity Areas 1 to 4 and cannot move from one activity area to another. Furthermore, the game progress of each activity area is independent and does not affect the others. The shape and size of each activity area on the first map, as well as the specific terrain, building layout, and resource allocation within each activity area, can be identical or different, depending on the needs. No restrictions are placed here.

[0095] Resource allocation involves the number of resource points in the first activity area, the types of items contained in the resource points, the quantity of items contained in the resource points, the level of the items contained in the resource points, and so on.

[0096] Resource points are locations where resources are set up. Resources are items in the game that can enhance the attack power, defense power, health power, and other attributes of virtual characters. These include different types of items such as weapons, armor, and potions. Each item is divided into multiple levels, meaning that the same item at different levels will have different effects on enhancing a certain attribute of the virtual character. The higher the level of the item, the greater the enhancement effect on the virtual character.

[0097] Specifically, the following table illustrates the different levels of various items and their effects on enhancing virtual characters:

[0098]

[0099]

[0100] When a virtual character first enters the first map, they do not carry any items and need to search for resource points in the virtual scene to obtain various items. Generally, the level of items contained in resource points can be distinguished by color.

[0101] In some embodiments, the resource allocation is the same in each first activity area to ensure that the virtual character in each first activity area has the same probability of obtaining various items. The same resource allocation can mean that the number of resource points in each first activity area is the same, but the distribution of resource points within the first activity area is not necessarily the same. Alternatively, it can mean that all resource points in each first activity area contain the same type, quantity, and level of items. Or it can mean that the number of resource points in each first activity area is the same, and all resource points in each first activity area contain the same type, quantity, and level of items.

[0102] In some embodiments, a high-level resource zone is also set up within each first activity area. The probability of resource points in the high-level resource zone containing the highest-level item is greater than that in resource points in non-high-level resource zones, which is commonly referred to as a higher drop rate. This attracts more virtual characters to the high-level resource zone to search for the highest-level item, and the probability of virtual characters meeting and fighting in the high-level resource zone also increases.

[0103] At least two virtual character teams are assigned to each first activity area. These teams can be randomly assigned by the system from all virtual characters, or players can choose to form teams themselves. Each virtual character team includes at least one virtual character. Preferably, the number of virtual character teams in each first activity area is equal, and the number of virtual characters in each team is also equal, to ensure fairness in the game.

[0104] Specifically, taking the three independent first activity areas determined on the first map as an example, each first activity area is assigned three virtual character teams, and each virtual character team includes two virtual characters, as shown in the table below:

[0105]

[0106]

[0107] S202, Display the virtual scene of the first activity area where the virtual character is located to the user.

[0108] Once the virtual characters in each first activity area are determined, the virtual characters enter their respective first activity areas. This means that the virtual scene of the first activity area controlled by the user (player) is displayed on the user interface. The player controls the virtual character to collect resources and fight in the virtual scene.

[0109] In existing battle royale games, before entering the first activity area, virtual characters usually choose a spawn location. Since the first activity area generally encompasses the entire possible area where the player can currently move on the map, players can freely choose their spawn location. After the game starts, the initial position of the player-controlled virtual character is the location corresponding to that selected spawn point.

[0110] In this embodiment, the virtual character controlled by the player is assigned to a specific first activity area on the first map. Therefore, the player can only choose a spawn location within this first activity area. If the player does not choose a spawn location within the specified time, the system will randomly select a spawn location for the player within that first activity area. After the game starts, the user interface displays the virtual scene corresponding to the selected spawn location.

[0111] S203, in response to a preset first trigger event, the first active area is divided into a first sub-region and a second sub-region in the form of a first boundary, and the area of ​​the first sub-region gradually expands while the area of ​​the second sub-region gradually shrinks accordingly.

[0112] This step involves controlling the display of the virtual map to implement the shrinking circle mechanism.

[0113] The first triggering event can be that a first activity area meets the start-time condition and the timer reaches a first specified time. The start-time condition can be that the number of virtual characters in each virtual character team within the first activity area reaches a specified number, at which point the timer starts.

[0114] For example, after the game starts, virtual characters from teams assigned to a first activity area will enter that area simultaneously or sequentially. When entering simultaneously, the timer can be set to start when all teams in that area have reached their maximum number of virtual characters. When entering sequentially, the timer can be set to start when all teams in that area have reached their maximum number of virtual characters, or when each team has more than half the available virtual characters, thus preventing excessive waiting times for players already in the first activity area.

[0115] The timer starts and reaches the first specified time, i.e., the first trigger event is satisfied, and the first active area is divided into a first sub-region and a second sub-region by a first boundary line. For example... Figure 4 As shown, within a first active region, the first boundary can be a closed line, and the first sub-region is generated from the perimeter of the first active region, such that the first sub-region surrounds the second sub-region; as... Figure 5 As shown, within a first active area, the first boundary can be a non-closed line, and the first sub-region is generated from one side of the first active area. In both figures above, the first active area is exemplified as a rectangle; however, the shape of the first active area is not limited to a rectangle. Furthermore, the location and shape of the first boundary are not limited, and consequently, the location and shape of the resulting first and second sub-regions are also not limited.

[0116] After the first sub-region is generated, its area gradually expands, while the corresponding area of ​​the second sub-region gradually shrinks. For example... Figure 6 , Figure 7 As shown, within a first active area, the first boundary is formed by... Figure 6 The position shown gradually changes to Figure 7 The positions shown cause the area of ​​the first sub-region to gradually increase, while the area of ​​the second sub-region gradually decreases. Alternatively, as... Figure 8 , Figure 9 As shown, within a first active area, the first boundary is formed by... Figure 8 The position shown gradually changes to Figure 9 The positions shown cause the area of ​​the first sub-region to gradually increase, while the area of ​​the second sub-region gradually decreases. Or, as... Figure 6 , Figure 9 As shown, within a first active area, the first boundary is formed by... Figure 6 The position shown gradually changes to Figure 9At the position shown, the first boundary line changes from a closed line to a non-closed line, and the portion originally belonging to the first sub-region becomes part of the second sub-region, while the portion originally belonging to the second sub-region becomes part of the first sub-region. Or, as... Figure 7 , Figure 8 As shown, within a first active area, the first boundary is formed by... Figure 8 The position shown gradually changes to Figure 7 At the location shown, the first boundary line changes from a non-closed line to a closed line. The above example illustrates the diversity of variations in the boundaries of the first and second sub-regions.

[0117] The changes in the boundaries of the first and second sub-regions are determined by the changing position and rate of change of the first boundary line. The changing position and rate of change of the first boundary line in each of the first active regions on the first map are preset and can be the same or different, and their changes occur independently of each other.

[0118] Furthermore, the range of the first sub-region is controlled to gradually increase at preset intervals; that is, the first sub-region will extend by a certain range at regular intervals. The intervals can be the same or different each time.

[0119] S204, reduce the life attributes of all surviving virtual characters in the first sub-region in a preset manner.

[0120] The first sub-region refers to the first activity area on the game map where virtual characters will suffer environmental damage; it is essentially a danger zone. The first sub-region can be presented in the form of poisonous fog or electric grids. For example, when a virtual character is in poisonous fog, they will continuously lose health until they die, but the virtual character can still climb, move, use skills, and pick up items in the poisonous fog; their behavior is not restricted by the poisonous fog.

[0121] The second sub-region refers to the primary activity area on the game map where virtual characters will not suffer environmental damage; this is essentially the safe zone. Virtual characters can climb, move, use skills, and pick up items normally in the second sub-region without dying from environmental damage. There is only one second sub-region within the primary activity area to ensure that all virtual characters move to the same second sub-region, thereby increasing the probability of virtual characters encountering each other.

[0122] During the game, the virtual character gathers resources and fights in the first activity area. When the character experiences continuous health loss due to environmental factors in the first sub-area, they can move to the second sub-area by walking, running, or jumping. Once they leave the first sub-area, the health loss immediately stops. The virtual character who fails to escape the first sub-area in time will die from blood loss.

[0123] S205, in response to a preset second trigger event, determine that at least one virtual character team within the first activity area has entered the second map.

[0124] This step involves controlling the display of the virtual map to implement the advancement mechanism.

[0125] The second triggering event can be all or part of the virtual characters in a team of only one virtual character in a first activity area, that is, all the virtual characters in other teams of virtual characters die, then the battle in that first activity area ends.

[0126] Based on the survival time of each virtual character team within the first activity area, they are sorted in descending order of survival time. The top N virtual character teams with the longest survival times are selected to enter the second map, where N is an integer greater than or equal to 1. The survival time of each virtual character team can be the survival time of the virtual character with the longest survival time within that team.

[0127] Specifically, taking four virtual character teams within a first activity area as an example, each virtual character team consists of two virtual characters. The teams with the highest survival times are determined based on the survival time of each virtual character, and the teams with the highest survival times enter the second map, as shown in the table below:

[0128]

[0129] As shown in the table above, Virtual Character Team 4 and Virtual Character Team 3 are the two teams with the longest survival time and can enter the second map.

[0130] In some embodiments, when N equals 1, the virtual character team with the longest survival time in a first activity area directly enters the second map. When N is greater than or equal to 2, the virtual character teams with the highest survival time among the top N enter the second map sequentially according to their survival time ranking; that is, the team with the longest survival time enters the second map directly, the team with the second longest survival time enters the second map after the team with the longest survival time. Figure 1 After a period of time, you can enter the second map, and so on.

[0131] Specifically, taking the top three virtual character teams entering the second map as an example, the waiting time for each virtual character team is shown in the table below:

[0132]

[0133] Optionally, the player controlling the virtual character who enters the second map later can be shown the spawn location of the virtual character who enters the second map first, but the real-time movement of the virtual character who enters the second map first will not be shown.

[0134] In some embodiments, when N equals 1, the virtual character team with the longest survival time in a first activity area directly enters the second map with their existing items. When N is greater than or equal to 2, the virtual character teams with the highest survival time (ranked Nth) enter the second map, and the level of the items they carry decreases sequentially according to their survival time. That is, based on the survival time ranking, the first-ranked virtual character team carries higher-level items than the second-ranked team, and so on. This is a redistribution of items carried by virtual characters entering the second map. Of course, the value of N and the level of the items need to be considered to ensure that virtual character teams of different ranks carry different levels of items.

[0135] Specifically, taking N=3, that is, the items carried by the top 3 virtual character teams entering the second map, as an example, are shown in the table below:

[0136]

[0137] In some embodiments, when N equals 2, the virtual character from the team with the longest survival time enters the second map carrying existing items; the virtual character from the team with the longest survival time enters the second map carrying items of a lower level than those carried at the time of death, or without carrying any items. The following table serves as an example:

[0138]

[0139] The second map includes one or more independent second activity areas, which are the third areas defined in the second virtual environment in the first embodiment. The number of second activity areas on the second map can be determined based on the number of virtual characters selected from the first map.

[0140] If the number of virtual characters selected by the first map is small, then the second map is determined to include only one second activity area, and the virtual characters entering the second map determine the final winner within that second activity area. Optionally, the display control process of the second activity area on the second map is similar to that of the first map: a second activity area is determined on the second map, and there are at least two virtual character teams within the second activity area, each virtual character team including at least one virtual character; the virtual scene of the second activity area where the virtual characters are located is displayed to the player; in response to a preset first trigger event, the second activity area is controlled to be divided into a first sub-area and a second sub-area in the form of a second boundary, and the range of the first sub-area gradually increases; when only all or part of the virtual characters of one virtual character team remain in the second activity area of ​​the second map, that virtual character team wins, and the game ends.

[0141] If the number of virtual characters selected by the first map is large, then the second map is determined to include at least two independent second activity areas. The multiple virtual characters entering the second map are assigned to each second activity area. Each second activity area includes at least two virtual character teams, and each virtual character team includes at least one virtual character. The selection is then carried out again through the second map.

[0142] Optionally, the display control process for each second activity area on the second map is the same as that of the first map: at least two independent second activity areas are determined on the second map, and at least two virtual character teams are allocated in each second activity area, wherein the virtual character teams include at least one virtual character; the virtual scene of the second activity area where the virtual character is located is displayed to the user; in response to a preset first trigger event, the second activity area is controlled to be divided into a first sub-area and a second sub-area in the form of a second boundary, and the range of the first sub-area gradually increases; in response to a preset second trigger event, at least one virtual character team in the second activity area is determined to enter the third map.

[0143] The game area adjustment method provided in this embodiment can effectively control the number of virtual characters in the final round, improve players' fighting spirit and gaming experience, and further improve player retention rate and game server utilization efficiency.

[0144] The following explanation uses a specific game as an example.

[0145] In this embodiment, a game consists of three rounds. The map for the first round is the first map, the map for the second round is the second map, and the map for the third round is the third map. The final winner is determined through these three rounds. A game can accommodate 100 players online simultaneously.

[0146] In the first round of the competition, five independent first activity zones were determined on the first map. Each first activity zone had the same resource allocation, meaning the number of resource points was the same, and all resource points within each first activity zone contained the same type, quantity, and level of items. In addition, each first activity zone also included a high-level resource zone. Each first activity zone was assigned four virtual character teams, and each virtual character team consisted of five virtual characters.

[0147] After the game starts, 100 virtual characters enter their assigned first activity area, and the user interface displays a virtual scene of the first activity area where the player's character is located. Players can control their virtual characters to collect resources and engage in combat within their respective first activity areas.

[0148] For a first activity area, when the number of virtual characters in each virtual character team in the first activity area reaches the maximum number, a timer is started, and after the timer reaches a first specified time, the first activity area is controlled to generate a first sub-area. The first sub-area surrounds the second sub-area, and the range of the first sub-area gradually increases according to a preset interval.

[0149] As the game progresses, the number of virtual characters in the first activity area will continuously decrease. The match in the first activity area ends when only one team of virtual characters remains, either all or part of their characters. The survival time of each virtual character team is determined by the survival time of the longest-surviving virtual character. Based on the survival time of each virtual character team in the first activity area, they are sorted in descending order of length; the two teams with the longest survival times advance to the second map, meaning a total of 10 virtual character teams (50 virtual characters) will enter the second map.

[0150] The virtual character from the team with the longest survival time enters the second map directly with their existing items. The virtual character from the team with the longest survival time enters the second map with items one level lower than those they had when they died, or without any items. Their entry time into the second map is 90 seconds later than that of the team with the longest survival time. However, the player corresponding to the virtual character from the team with the longest survival time can see the spawn point of the virtual character from the team with the longest survival time entering the second map, but cannot see their real-time movements.

[0151] In the second round of the competition, the second map is independent of the first map. Two independent second activity areas are defined on the second map, with identical resource allocation in each area. This means each second activity area has the same number of resource points, and all resource points within each second activity area contain the same type, quantity, and level of items. The drop rate of these resource points is slightly higher than on the first map. Additionally, each second activity area includes a high-level resource zone. Five virtual character teams are assigned to each second activity area, and each virtual character team consists of five virtual characters.

[0152] Once a match concludes within any of the first activity areas on the first map, the selected virtual characters can proceed to the second activity area on the second map in sequence. The user interface will display the virtual scene of the player-controlled character's location within this second activity area. Players can then control their virtual characters to collect resources and engage in combat within the corresponding second activity area.

[0153] For a second activity area, when the number of virtual characters in each virtual character team in the second activity area reaches the maximum number, the timer starts, and after the timer reaches the first specified time, the second activity area is controlled to generate a first sub-area. The first sub-area surrounds the second sub-area, and the range of the first sub-area gradually increases according to the preset interval.

[0154] The match in the second activity area ends when only one team of virtual characters remains, either all or part of their characters. The survival time of each virtual character team is determined by the survival time of the longest-surviving character in that team. Based on the survival time of each virtual character team in the second activity area, they are sorted in descending order of longest survival time; the two teams with the longest survival times advance to the third map, meaning a total of 4 virtual character teams (20 virtual characters) will enter the third map.

[0155] The virtual character in the team with the longest survival time will directly enter the third map with their existing items. The virtual character in the team with the longest survival time will choose a new spawn location 90 seconds after death. The spawn locations can be either the second activity area where they are located or the third area of ​​the third map. They can carry items of a lower level than the items they carried when they died, or carry no items.

[0156] In the third round of the competition, the third map is connected to the second map. A third area is defined on the third map, and within a specified time, this third area connects with two second activity areas on the second map. The 20 virtual characters form 20 virtual character teams, each fighting independently.

[0157] Once a match concludes within any of the second activity areas on the second map, the selected virtual characters can enter the third area of ​​the third map in sequence. The user interface will display a virtual scene of the third area where the player-controlled character is located. Players can then control their virtual characters to collect resources and engage in combat within the third area.

[0158] When all 20 virtual characters enter the third area, a timer starts. After the timer reaches the first specified time, the third area is controlled to generate the first sub-area. The first sub-area surrounds the second sub-area, and the range of the first sub-area gradually increases according to a preset interval.

[0159] The game ends when only one virtual character remains in the third area, and that virtual character is the winner.

[0160] The third embodiment of this application provides a game area adjustment device, such as... Figure 10 As shown, it includes:

[0161] The first arrangement unit 1001 is used to arrange a first number of virtual characters into a first virtual environment; the first number of virtual characters is multiple virtual characters.

[0162] The first determining unit 1002 is configured to determine at least two regions in the first virtual environment, the at least two regions including a first region and a second region, wherein the first region and the second region are regions in the first virtual environment that will not currently cause harm to the virtual character; the first region begins to shrink after a first preset time, and the second region begins to shrink after a second preset time;

[0163] The second determining unit 1003 is configured to determine a second number of first target virtual characters in the first area after being scaled down in the first virtual environment, and to determine a third number of second target virtual characters in the second area after being scaled down in the first virtual environment.

[0164] The second arrangement unit 1004 is used to arrange the second number of first target virtual characters and the third number of second target virtual characters into the second virtual environment.

[0165] Optionally, the device further includes a control unit for controlling the virtual character to move in a first virtual environment in response to a movement control command.

[0166] Optionally, the area outside the scaled-down first region and the scaled-down second region in the first virtual environment is the area that currently causes a decrease in the virtual character's life attributes.

[0167] Optionally, the reduction of the virtual character's life attributes includes: a decrease in the life value used to represent the virtual character's survival status.

[0168] Optionally, the first preset time and the second preset time are the same.

[0169] Optionally, determining a second number of first target virtual characters in the first area after shrinking the first virtual environment, and determining a third number of second target virtual characters in the second area after shrinking the first virtual environment, includes: when only one virtual character remains in the first area after shrinking the first virtual environment, determining a second number of first target virtual characters based on the survival time of the original virtual characters in the first area; when only one virtual character remains in the second area after shrinking the first virtual environment, determining a third number of second target virtual characters based on the survival time of the original virtual characters in the second area.

[0170] Optionally, the second number of first target virtual characters is the second number of virtual characters with the longest survival time in the first area; the third number of second target virtual characters is the third number of virtual characters with the longest survival time in the second area.

[0171] Optionally, the second number of first target virtual characters is a plurality of first target virtual characters; the third number of second target virtual characters is a plurality of second target virtual characters;

[0172] The step of placing the second number of first target virtual characters and the third number of second target virtual characters into the second virtual environment includes: sorting the second number of first target virtual characters according to their survival time and sequentially placing the second number of first target virtual characters into the second virtual environment; and sorting the third number of second target virtual characters according to their survival time and sequentially placing the third number of second target virtual characters into the second virtual environment.

[0173] Optionally, when the second number of first target virtual characters are sequentially placed into the second virtual environment, the level of the items carried by the second number of first target virtual characters decreases sequentially according to their survival time; when the third number of second target virtual characters are sequentially placed into the second virtual environment, the level of the items carried by the third number of second target virtual characters decreases sequentially according to their survival time.

[0174] Optionally, the resource allocation is the same in the first region and the second region.

[0175] Optionally, the resource allocation in the first area and the second area is the same, including: the number of resource points in the first area and the second area is the same, and / or all resource points in the first area and the second area contain the same type, quantity, and level of items.

[0176] Optionally, the first region and the second region include high-level resource zones; the probability of resource points in the high-level resource zones containing the highest-level items is greater than the probability of resource points in non-high-level resource zones containing the highest-level items.

[0177] Optionally, the device further includes: a third determining unit, configured to determine a third region in the second virtual environment, wherein the third region is a region in the second virtual environment that will not currently cause harm to the first target virtual character and the second target virtual character; the third region begins to shrink after a third preset time.

[0178] This device is the device corresponding to the method provided in the first embodiment, and the working process of each unit is as described in the first embodiment.

[0179] The fourth embodiment of this application provides an electronic device, including a processor and a memory.

[0180] The memory is used to store one or more computer instructions, wherein the one or more computer instructions are executed by the processor to implement the aforementioned game region adjustment method.

[0181] The fifth embodiment of this application provides a computer-readable storage medium storing one or more computer instructions, which are executed by a processor to implement the above-described game area adjustment method.

[0182] It should be noted that although several modules or units for action execution have been mentioned in the detailed description above, this division is not mandatory. In fact, according to the specific embodiments of this application, 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.

[0183] Furthermore, although the steps of the method in this application are described in a specific order in the accompanying drawings, this does not require or imply that the steps must be performed in that specific order, or that all the steps shown must be performed to achieve the desired result. Additional or alternative steps may be omitted, multiple steps may be combined into one step, and / or a step may be broken down into multiple steps.

[0184] It should be noted that the embodiments of this application can be implemented in hardware, software, or a combination of both. The hardware portion can be implemented using dedicated logic; the software portion can be stored in memory and executed by a suitable instruction execution system, such as a microprocessor or dedicated-design hardware. Those skilled in the art will understand that the above-described devices and methods can be implemented using computer-executable instructions and / or included in processor control code, for example, such code provided on a carrier medium such as a disk, CD, or DVD-ROM, a programmable memory such as read-only memory (firmware), or a data carrier such as an optical or electronic signal carrier. The devices and modules of this application can be implemented by hardware circuits such as very large-scale integrated circuits or gate arrays, semiconductors such as logic chips, transistors, or programmable hardware devices such as field-programmable gate arrays, programmable logic devices, etc., or by software executed by various types of processors, or by a combination of the above-described hardware circuits and software, such as firmware.

[0185] The above description is merely a specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any modifications, equivalent substitutions, and improvements made by those skilled in the art within the scope of the technology disclosed in this application, and within the spirit and principles of this application, should be included within the scope of protection of this application.

Claims

1. A method for adjusting the area of ​​a game, characterized in that, include: A first number of virtual characters are placed in a first virtual environment; the first number of virtual characters consists of multiple virtual characters. At least two regions are defined in the first virtual environment, including a first region and a second region, wherein the first region and the second region are regions in the first virtual environment that will not currently cause harm to the virtual character; the first region begins to shrink after a first preset time, and the second region begins to shrink after a second preset time. When only one virtual character remains in the first area after the first virtual environment is shrunk, a second number of first target virtual characters are determined based on the survival time of the original virtual characters in the first area; when only one virtual character remains in the second area after the first virtual environment is shrunk, a third number of second target virtual characters are determined based on the survival time of the original virtual characters in the second area; wherein, the second number is greater than 1, and the third number is greater than 1. Deploying the second number of first target virtual characters and the third number of second target virtual characters into the second virtual environment includes: the level of the items carried by the second number of first target virtual characters when deployed into the second virtual environment is ordered by survival time and decreases sequentially; the level of the items carried by the third number of second target virtual characters when deployed into the second virtual environment is ordered by survival time and decreases sequentially. In this system, the target virtual characters with the highest survival time directly enter the second virtual environment, while the target virtual characters with the lowest survival time enter the second virtual environment some time after the target virtual characters with the highest survival time have entered. Furthermore, players who enter the second virtual environment later will be shown the spawn location of the virtual characters who entered the second virtual environment earlier, but the real-time movements of the virtual characters who entered the second virtual environment earlier will not be shown. The second virtual environment includes a second activity area, where resource points have a higher probability of containing the highest-level items than resource points in the first virtual environment. In the third round of the competition, the third map is connected to the second map, and a third area is defined on the third map. At a specified time, the third area is connected to the second activity area in the second virtual environment, so that the advancing virtual characters gather in the third area. The third region begins to shrink after a third preset time, and continues to shrink until only one virtual character remains in it to determine the final winner.

2. The game area adjustment method according to claim 1, characterized in that, Also includes: In response to a movement control command, the virtual character is controlled to move within a first virtual environment.

3. The game area adjustment method according to claim 1, characterized in that, The area outside the first and second regions of the first virtual environment after being shrunk is the area that currently causes the virtual character's life attributes to decrease.

4. The game area adjustment method according to claim 3, characterized in that, The reduction in the virtual character's life attributes includes: a decrease in the life value used to represent the virtual character's survival status.

5. The game area adjustment method according to claim 1, characterized in that, The first preset time is the same as the second preset time.

6. The game area adjustment method according to claim 1, characterized in that, The second number of first target virtual characters is the second number of virtual characters with the longest survival time in the first area; the third number of second target virtual characters is the third number of virtual characters with the longest survival time in the second area.

7. The game area adjustment method according to claim 6, characterized in that, The step of placing the second number of first target virtual characters and the third number of second target virtual characters into the second virtual environment includes: Sort the second number of first target virtual characters according to their survival time, and then arrange the second number of first target virtual characters into the second virtual environment in sequence; The third number of second target virtual characters are arranged sequentially into the second virtual environment according to their survival time.

8. The game area adjustment method according to claim 7, characterized in that, When the second number of first target virtual characters are sequentially deployed to the second virtual environment, the level of the items carried by the second number of first target virtual characters decreases sequentially according to their survival time. When the third number of second target virtual characters are sequentially placed into the second virtual environment, the level of the items carried by the third number of second target virtual characters decreases sequentially according to their survival time.

9. The game area adjustment method according to claim 1, characterized in that, The resource allocation is the same in the first region and the second region.

10. The game area adjustment method according to claim 9, characterized in that, The resource allocation in the first area and the second area is the same, including: the number of resource points in the first area and the second area is the same, and / or all resource points in the first area and the second area contain the same type, quantity, and level of items.

11. The game area adjustment method according to claim 1, characterized in that, The first and second regions include high-level resource zones; The probability of a resource point containing the highest-level item is greater in a high-level resource zone than in a non-high-level resource zone.

12. The game area adjustment method according to claim 1, characterized in that, Also includes: A third region is determined in the second virtual environment, wherein the third region is an area in the second virtual environment that will not currently cause harm to the first target virtual character and the second target virtual character.

13. A game area adjustment device, characterized in that, include: The first placement unit is used to place a first number of virtual characters into a first virtual environment; The first number of virtual characters is multiple virtual characters; A first determining unit is configured to determine at least two regions in the first virtual environment, the at least two regions including a first region and a second region, wherein the first region and the second region are regions in the first virtual environment that will not currently cause harm to the virtual character; the first region begins to shrink after a first preset time, and the second region begins to shrink after a second preset time; The second determining unit is configured to, when only one virtual character remains in the first area after the first virtual environment is shrunk, determine a second number of first target virtual characters based on the survival time of the original virtual characters in the first area; and when only one virtual character remains in the second area after the first virtual environment is shrunk, determine a third number of second target virtual characters based on the survival time of the original virtual characters in the second area; wherein the second number is greater than 1, and the third number is greater than 1. The second deployment unit is used to deploy the second number of first target virtual characters and the third number of second target virtual characters into the second virtual environment, including: the level of the items carried by the second number of first target virtual characters when deployed into the second virtual environment is ordered by survival time and decreases sequentially; the level of the items carried by the third number of second target virtual characters when deployed into the second virtual environment is ordered by survival time and decreases sequentially; wherein, according to the survival time ranking, the target virtual characters with the highest survival time ranking directly enter the second virtual environment, and the target virtual characters with the lowest survival time ranking enter the second virtual environment after a period of time when the higher-ranked target virtual characters enter the second virtual environment; and, the player with the virtual character that enters the second virtual environment later displays the spawn location of the virtual character that entered the second virtual environment earlier, but does not display the real-time movement of the virtual character that entered the second virtual environment earlier; the second virtual environment is provided with a second activity area, and the resource points in the second activity area have a higher probability of containing the highest level items than the resource points in the first virtual environment. The third determining unit is used in the third round of the competition. The third map is connected to the second map, and a third area is determined on the third map. At a specified time, the third area is connected to the second activity area in the second virtual environment, so that the advancing virtual characters gather in the third area. The third area begins to shrink after a third preset time, and the third area continues to shrink until only one virtual character remains in it to determine the final winner.

14. An electronic device, characterized in that, include: Processor and memory; The memory is used to store one or more computer instructions, wherein the one or more computer instructions are executed by the processor to implement the method according to any one of claims 1 to 12.

15. A computer-readable storage medium storing one or more computer instructions thereon, characterized in that, The one or more computer instructions are executed by the processor to implement the method according to any one of claims 1 to 12.