A combat power estimation method, device, storage medium and computer device

By obtaining and analyzing the historical data of abstract players in the target game, estimating their current combat power on the game's growth line, and determining the resource improvement range, the problem of low accuracy of combat power estimates in the existing technology is solved, and higher estimate accuracy is achieved.

CN115068949BActive Publication Date: 2025-06-24TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202110269992.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-03-12
Publication Date
2025-06-24
Estimated Expiration
2041-03-12

AI Technical Summary

Technical Problem

When estimating the combat power distribution of gamers, the accuracy rate of the existing technology is low and cannot effectively reflect the actual situation of players in the game.

Method used

By obtaining the historical combat power, active rewards and virtual resources of the feature abstract players in the target game, estimate the current combat power of each feature abstract player on each game growth line, and determine the target game growth line and resource improvement based on the current combat power, and finally perform fusion calculations to obtain the target estimated combat power.

Benefits of technology

It improves the accuracy of player combat power distribution estimates and can more accurately reflect the player combat power situation in the target game.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application discloses a combat power prediction method, device, storage medium, and computer device. The present application can obtain the historical combat power, active rewards, and virtual resource quantities of at least two feature abstract players in a target game. Based on the line active rewards and historical line combat power of each feature abstract player in each game growth line, predict the current line combat power of each feature abstract player in each game growth line. According to the current line combat power of at least two game growth lines of each feature abstract player, determine the target game growth line and its corresponding target resource improvement amplitude of each feature abstract player. Perform a fusion calculation on the virtual resource quantity and target resource improvement amplitude of each feature abstract player to obtain the target predicted combat power of each feature abstract player. Integrate the target predicted combat power of each feature abstract player to obtain the predicted distribution of the combat power of the players in the target game.
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Description

Technical Field

[0001] The present application relates to the field of games, and in particular to a combat power estimation method, device, storage medium and computer device. Background Art

[0002] For game publishers, in order to maintain the stability of the game ecosystem, it is necessary to understand the combat power distribution of players in the game. Specifically, the combat power distribution of players in the game can be estimated. In the prior art, when estimating the combat power distribution, players are divided into different categories according to their characteristics. It is assumed that players in each category will allocate virtual resources to each game growth line according to a certain proportion, and then the combat power distribution of players in the game is estimated.

[0003] In the process of researching and practicing the prior art, the inventors of the present application found that the combat power distribution estimation obtained by the prior art is quite different from the actual situation of players in the game, that is, the accuracy of the combat power distribution estimation of the prior art is relatively low. Summary of the Invention

[0004] The embodiments of the present application provide a combat power estimation method, device, storage medium and computer device, which can improve the accuracy of the combat power distribution estimation of players.

[0005] The embodiments of the present application provide a combat power estimation method, including:

[0006] Obtain the historical combat power, active rewards and virtual resource quantities of at least two characteristic abstract players in the target game, where the historical combat power includes the historical line combat powers of at least two game growth lines, and the active rewards include the line active rewards of at least two game growth lines;

[0007] Based on the line active rewards and historical line combat powers of each characteristic abstract player on each game growth line, estimate the current line combat power of each characteristic abstract player on each game growth line;

[0008] According to the current line combat power of each characteristic abstract player on each game growth line, determine the target game growth line of each characteristic abstract player and the target resource improvement amplitude corresponding to the current line combat power of the target game growth line;

[0009] Perform a fusion calculation on the virtual resource quantity and target resource improvement amplitude of each characteristic abstract player to obtain the target estimated combat power of each characteristic abstract player;

[0010] Integrate the target estimated combat powers of each characteristic abstract player to obtain the combat power distribution estimation of the players in the target game.

[0011] Correspondingly, the present application provides a combat power estimation device, including:

[0012] An acquisition module, configured to acquire the historical combat power, active rewards, and virtual resource quantities of at least two feature abstract players in a target game, where the historical combat power includes the historical line combat power of at least two game growth lines, and the active rewards include the line active rewards of at least two game growth lines;

[0013] An estimation module, configured to estimate the current line combat power of each feature abstract player in each game growth line based on the line active rewards and historical line combat power of each feature abstract player in each game growth line;

[0014] A determination module, configured to determine the target game growth line of each feature abstract player and the target resource improvement amplitude corresponding to the current line combat power of the target game growth line according to the current line combat power of each feature abstract player in each game growth line;

[0015] A calculation module, configured to perform a fusion calculation on the virtual resource quantity and the target resource improvement amplitude of each feature abstract player to obtain the target estimated combat power of each feature abstract player;

[0016] An integration module, configured to integrate the target estimated combat power of each feature abstract player to obtain an estimated distribution of the combat power of the players in the target game.

[0017] In some embodiments, the determination module may include:

[0018] An acquisition sub-module, configured to acquire the resource mapping relationship of each game growth line of the target game, where the resource mapping relationship includes the mapping relationship between the preset line combat power and the preset resource improvement amplitude;

[0019] A search sub-module, configured to search, from the resource mapping relationship, for the resource improvement amplitude corresponding to the current line combat power of each game growth line of the feature abstract player;

[0020] A processing sub-module, configured to perform data processing on the resource improvement amplitude of each game growth line of the feature abstract player to determine the target game growth line of the feature abstract player and the target resource improvement amplitude corresponding to the current line combat power of the target game growth line.

[0021] In some embodiments, the processing sub-module may include:

[0022] A sorting unit, configured to sort the resource improvement amplitudes of each game growth line of the feature abstract player according to a preset sorting condition to obtain the sorting information of each resource improvement amplitude;

[0023] A setting unit, configured to set, based on the sorting information of the improvement amplitude of each resource, the improvement amplitude of the resource to which the sorting information satisfying the preset sorting information condition belongs as the target resource improvement amplitude, and set the game growth line to which the target resource improvement amplitude belongs as the target game growth line of the feature abstract player.

[0024] In some embodiments, the calculation module may include:

[0025] A setting sub-module, configured to set the target game growth line as the resource allocation growth line;

[0026] A determination sub-module, configured to determine the resource consumption quantity of the resource allocation growth line, and update the virtual resource quantity of the feature abstract player based on the resource consumption quantity;

[0027] A calculation sub-module, configured to perform a fusion calculation on the resource consumption quantity, the resource improvement amplitude, and the current line combat power of the resource allocation growth line, to obtain the updated current line combat power of the feature abstract player on the resource allocation growth line;

[0028] A fusion sub-module, configured to, when the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is the same as the resource improvement amplitude corresponding to the updated current line combat power, and the updated virtual resource quantity of the feature abstract player is the same as the target quantity, fuse the current line combat powers of all game growth lines and the updated current line combat power of the resource allocation growth line, to obtain the target estimated combat power of the feature abstract player.

[0029] In some embodiments, the combat power estimation device may further include:

[0030] A first return module, configured to, when the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is the same as the resource improvement amplitude of the current updated current line combat power, and the virtual resource quantity of the feature abstract player is different from the target quantity, return to perform the operation of determining the resource consumption quantity of the resource allocation growth line.

[0031] In some embodiments, the combat power estimation device may further include:

[0032] An update module, configured to, when the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is different from the resource improvement amplitude corresponding to the updated current line combat power, determine the updated target game growth line of the feature abstract player based on the current line combat powers of all game growth lines of the feature abstract player and the updated current line combat power of the resource allocation growth line;

[0033] A second return module, configured to return and execute an operation of determining the resource consumption quantity of the resource allocation growth line when the updated target game growth line is the same as the resource allocation growth line.

[0034] In some embodiments, the combat power estimation device may further include:

[0035] A third return module, configured to determine that the updated target game growth line is a new resource allocation growth line when the updated target game growth line is different from the resource allocation growth line, and return and execute an operation of determining the resource consumption quantity of the resource allocation growth line.

[0036] In some embodiments, the calculation sub-module is specifically configured to:

[0037] Integrate the resource consumption quantity and the resource improvement amplitude of the resource allocation growth line to obtain the resource improvement combat power of the feature abstract player on the resource allocation growth line;

[0038] Integrate the current line combat power of the resource allocation growth line and the resource improvement combat power to obtain the updated current line combat power of the feature abstract player on the resource allocation growth line.

[0039] In some embodiments, the estimation module may include:

[0040] A determination sub-module, configured to determine the active improvement combat power corresponding to the line active reward of each game growth line of the feature abstract player;

[0041] A fusion sub-module, configured to fuse the historical line combat power and the active improvement combat power of each game growth line to obtain the current line combat power of each game growth line of the feature abstract player.

[0042] In some embodiments, the determination sub-module is specifically configured to:

[0043] Obtain the active mapping relationship information of each game growth line of the target game, where the active mapping relationship includes a mapping relationship between the set line active reward and the active improvement combat power;

[0044] Based on the active mapping relationship information, determine the active improvement combat power corresponding to the line active reward of each game growth line of the feature abstract player.

[0045] In some embodiments, the combat power estimation device may further include:

[0046] A target determination module, configured to determine, from the at least two feature abstract players, the target feature abstract player corresponding to the real player in the target game, where the feature abstract player is obtained by dividing based on the features of the real player in the target game;

[0047] A recommended combat power module for determining the recommended combat power of the real player by taking the estimated combat power corresponding to the target feature abstract player in the estimated distribution of the player's combat power as the recommended combat power of the real player.

[0048] Correspondingly, an embodiment of the present application further provides a storage medium storing a computer program, which is suitable for being loaded by a processor to execute any combat power estimation method provided by the embodiment of the present application.

[0049] Correspondingly, an embodiment of the present application further provides a computer device, including a memory, a processor, and a computer program stored on the memory and executable on the processor. When the processor executes the computer program, any combat power estimation method provided by the embodiment of the present application is implemented.

[0050] The present application can obtain the historical combat power, active rewards, and virtual resource quantities of at least two feature abstract players in a target game. The historical combat power includes the historical line combat power of at least two game growth lines, and the active rewards include the line active rewards of at least two game growth lines; based on the line active rewards and historical line combat power of each feature abstract player in each game growth line, estimate the current line combat power of each feature abstract player in each game growth line; according to the current line combat power of at least two game growth lines of each feature abstract player, determine the target game growth line of each feature abstract player and the target resource improvement amplitude corresponding to the current line combat power of the target game growth line; perform a fusion calculation on the virtual resource quantity and the target resource improvement amplitude of each feature abstract player to obtain the target estimated combat power of each feature abstract player; integrate the target estimated combat power of each feature abstract player to obtain an estimated distribution of the player's combat power in the target game.

[0051] After obtaining the historical combat power and active rewards of the target abstract player, the present application can obtain the current line combat power of multiple game growth lines of the target abstract player, and then determine the target game growth line from the multiple game growth lines, and invest virtual currency resources in the target game growth line. The present application estimates the combat power based on the assumption that the player allocates virtual resources to the target game growth line, rather than the assumption in the prior art that the player allocates virtual resources to each game growth line in proportion, and can obtain a more accurate estimated distribution of combat power for the target game. Description of the Drawings

[0052] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the following drawings are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained without creative efforts based on these drawings.

[0053] Figure 1It is a schematic diagram of the scenario of the combat power estimation system provided by the embodiments of the present application;

[0054] Figure 2 It is a schematic flowchart of the combat power estimation method provided by the embodiments of the present application;

[0055] Figure 3 It is a combat power example diagram of the combat power estimation method provided by the embodiments of the present application;

[0056] Figure 4 It is another combat power example diagram of the combat power estimation method provided by the embodiments of the present application;

[0057] Figure 5 It is another scenario example diagram of the combat power estimation method provided by the embodiments of the present application;

[0058] Figure 6 It is another scenario example diagram of the combat power estimation method provided by the embodiments of the present application;

[0059] Figure 7 It is another schematic flowchart of the combat power estimation method provided by the embodiments of the present application;

[0060] Figure 8 It is a schematic diagram of the feature abstract player of the combat power estimation method provided by the embodiments of the present application;

[0061] Figure 9 It is a schematic diagram of the implementation model of the combat power estimation method provided by the embodiments of the present application;

[0062] Figure 10 It is a schematic diagram of the structure of the combat power estimation device provided by the embodiments of the present application;

[0063] Figure 11 It is a schematic diagram of the structure of the computer device provided by the embodiments of the present application. Detailed implementation manners

[0064] Next, the technical solutions in the embodiments of the present application will be clearly and completely described in conjunction with the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative efforts belong to the scope of protection of the present application.

[0065] Artificial Intelligence (AI) is a theory, method, technology, and application system that uses digital computers or machines controlled by digital computers to simulate, extend, and expand human intelligence, perceive the environment, acquire knowledge, and use knowledge to achieve the best results. In other words, artificial intelligence is a comprehensive technology in computer science that attempts to understand the essence of intelligence and produce a new intelligent machine that can react in a way similar to human intelligence. Artificial intelligence also studies the design principles and implementation methods of various intelligent machines to enable machines to have the functions of perception, reasoning, and decision-making.

[0066] Artificial intelligence technology is an interdisciplinary subject with a wide range of fields involved, including both hardware-level and software-level technologies. The basic technologies of artificial intelligence generally include technologies such as sensors, dedicated artificial intelligence chips, cloud computing, distributed storage, big data processing technology, operation / interaction systems, and mechatronics. The software technologies of artificial intelligence mainly include several major directions such as computer vision technology, speech processing technology, natural language processing technology, and machine learning / deep learning.

[0067] The combat power estimation method of this application can be integrated into a combat power estimation device, which can be integrated into a combat power estimation system. The combat power estimation system can include one or more computer devices, which can include terminals or servers, etc. Among them, the server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing cloud computing services. The terminal can be a smart phone, tablet computer, laptop computer, desktop computer, smart speaker, smart watch, etc., but is not limited thereto. The terminal and the server can be directly or indirectly connected through wired or wireless communication methods, and this application does not make any restrictions here.

[0068] See Figure 1, the combat power estimation system may include a combat power estimation device, which may be integrated in a computer device. The combat power estimation device may obtain the historical combat power, active rewards, and virtual resource quantities of at least two feature-abstraction players in the target game. The historical combat power includes the historical line combat power of at least two game growth lines, and the active rewards include the line active rewards of at least two game growth lines; based on the line active rewards and historical line combat power of each feature-abstraction player in each game growth line, estimate the current line combat power of each feature-abstraction player in each game growth line; according to the current line combat power of at least two game growth lines of each feature-abstraction player, determine the target game growth line of each feature-abstraction player and the corresponding target resource improvement amplitude of the current line combat power of the target game growth line; perform a fusion calculation on the virtual resource quantity and target resource improvement amplitude of each feature-abstraction player to obtain the target estimated combat power of each feature-abstraction player; integrate the target estimated combat power of each feature-abstraction player to obtain the estimated distribution of the player combat power in the target game.

[0069] It should be noted that Figure 1 The scene schematic diagram of the combat power estimation system shown is only an example. The combat power estimation system and the scene described in the embodiments of the present application are for more clearly explaining the technical solutions of the embodiments of the present application, and do not constitute a limitation on the technical solutions provided in the embodiments of the present application. Those of ordinary skill in the art know that with the evolution of the combat power estimation device and the emergence of new business scenarios, the technical solutions provided in the embodiments of the present application are equally applicable to similar technical problems.

[0070] The following will be described in detail respectively. In this embodiment, the combat power estimation method will be described in detail. The combat power estimation method may be integrated on a server, as Figure 2 shown, Figure 2 is the flowchart of the combat power estimation method provided by the embodiments of the present application. The combat power estimation method may include:

[0071] 101. Obtain the historical combat power, active rewards, and virtual resource quantities of at least two feature-abstraction players in the target game. The historical combat power includes the historical line combat power of at least two game growth lines, and the active rewards include the line active rewards of at least two game growth lines.

[0072] Among them, the target game may include video games for which the distribution of player combat power needs to be estimated. For example, the target game may be a massively multiplayer online role-playing game (MMORPG) and other small-scale role-playing games participated by multiple people, etc.

[0073] Among them, the MMORPG game can be an electronic role-playing game. In the MMOPRG game, game players can play one or more virtual characters and control the activities and behaviors of the characters in the virtual world of the game. The MMORPG game has a continuously running virtual world. After the player leaves the game, this virtual world still exists and continues to evolve in the host server provided by the online game operator until the game is shut down.

[0074] In one embodiment, the target game can include computer games, mobile games, console games, portable games, arcade games, and so on. For example, the target game can be a certain MMORPG computer game. For another example, the target game can be a certain small, multiplayer role-playing mobile game, and so on.

[0075] Among them, computer games can include games controlled by personal computer programs for the purpose of intellectual development or entertainment. Mobile games can include game software running on mobile phones. Console games can include games executed on a home console using a TV screen as a display. Portable games can include games run on a small game console anytime and anywhere. Arcade games include games that can be run on arcade machines, where an arcade machine is a dedicated commercial game machine placed in a public entertainment venue.

[0076] Among them, combat power can include the core indicator for measuring the overall ability of a player in the target game. The higher the combat power of the player, the stronger the player's strength in the target game. In different games, combat power can specifically refer to different indicators, such as player level, player title, player experience value, and so on. Correspondingly, the presentation form of combat power is also different, such as numerical value, text, or image, etc.

[0077] Among them, historical combat power can include the combat power of a player at a certain past time. For example, historical combat power can include the combat power of the player on December 31, 2019, and so on.

[0078] In order to enrich the game content and improve the player's game experience, multi-dimensional combat power improvement directions can be set for the player in the game, so that the player can improve the combat power in this dimension in different-dimensional combat power improvement directions, thereby enhancing the overall combat power of the player in the game.

[0079] Among them, the game growth line can include different-dimensional combat power improvement directions in the target game. The number of game growth lines in the target game can be one. For example, if the combat power in the game is only measured by the number of gold coins, then the game only includes the gold coin growth line as the game growth line. The player can obtain as much gold as possible in the game to achieve the purpose of improving their own combat power in the game.

[0080] The number of game growth lines can also be multiple. For example, if the types and quantities of equipment in the game correspond to different combat powers, the types and ages of pets correspond to different combat powers, and the types and quantities of cards correspond to different combat powers, then the game can include an equipment growth line, a pet growth line, and a card growth line. Players can increase their combat power on different game growth lines by obtaining more equipment, acquiring pets, feeding pets, collecting cards, etc. in the game, so as to improve the overall combat power of the player in the game.

[0081] Each game growth line in the target game corresponds to a line combat power, and the line combat power can include a measurement index of the overall strength of a player on a certain game growth line in the target game.

[0082] Among them, the current line combat power can include the line combat power of a player on a certain game growth line at the current time, and the historical line combat power can include the line combat power of a player on a certain game growth line at a certain past time. For example, the game includes an equipment growth line. The current line combat power of the equipment growth line is the combat power of the player on the equipment growth line at 8 o'clock on the 7th day (current time), and the historical line combat power of the equipment growth line is the combat power of the player on the equipment growth line at 0 o'clock on the 7th day (historical time earlier than the current time).

[0083] In one embodiment, in order to record in detail the level of combat power of players in the target game, the target game generally opens a game growth line for each player. Among them, the game growth line can record the development of the current combat power of the player in the target game. Through the game growth line, players can know their level of combat power in the target game, the game stage corresponding to the current combat power, as well as the combat power and time required to grow to the next game stage, etc.

[0084] For example, in a certain game, the game stage of each player can be divided into a primary stage, an intermediate stage, and an advanced stage. Among them, the primary stage can correspond to a combat power of 0-5000, the intermediate stage can correspond to a combat power of 5001-15000, and the advanced stage can correspond to a combat power of more than 15000. When the combat power of each player in the game growth line is 4000, it means that the player is in the primary stage, and the player still needs 1001 combat power to reach the intermediate stage.

[0085] Among them, the manifestation form of the game growth line can be various. For example, the game growth line can be composed of Figure 3 represented by 1011 in. Among them, the value "2000" can represent the current combat power of the player. At this time, the player is in the primary stage of the game. If you want to rise to the next stage, you still need 3000 combat power. In addition, the game growth line can also be represented by other shapes. For example, as Figure 3 shown in 1012, the game growth line can be represented by just a combat power value. Another example, as Figure 3As shown by 1013 in [the figure], the game growth line can be represented by a five-pointed star, where "40%" can represent the percentage value of the player's current combat power. In this embodiment, the manifestation form of the game growth line can also be determined by the content of the target game. For example, when the game is an adventure game, the game growth line can be represented by numerical values; when the game is a role-playing game, the game growth line can be represented by a bar chart, and so on.

[0086] In one embodiment, in order to record the player's combat power situation in the target game in more detail, at least two game growth lines can be opened for each feature for the player in the game, and each game growth line can represent the development of the player's combat power in a certain aspect in the target game.

[0087] For example, as Figure 4 described, four game growth lines can be opened for the player, namely, the enhancement growth line, the skill growth line, the gem growth line, and the equipment growth line.

[0088] Among them, the skill growth line can represent the development of the skills and abilities the player possesses in the target game in the target game. For example, for a Multiplayer Online Battle Arena (MOBA) game, the skill growth line can represent the ability of the role the player plays in the MOBA game to damage other characters. Another example is that in an adventure game, the skill growth line can represent the development of the player's exploration ability in the target game, and so on.

[0089] Among them, the equipment growth line can represent the development of the game equipment the player owns in the target game. Through equipment, the player can greatly improve their skill attributes, thus creating a gap with other players. For example, in an adventure game, the equipment can be various exploration tools. Another example is that in a MOBA game, the equipment can be a set customized according to the attributes of the character. For example, in a MOBA game, if a character's skill is archery, the equipment can be various bows and arrows, and so on.

[0090] Among them, the gem growth line can represent the development of the virtual resources the player obtains in the target game. The player can use gems to synthesize high-level equipment to improve their own skills, or directly improve their own skills through gems, and so on.

[0091] Among them, the enhancement growth line can represent the development of the player's ability to enhance various aspects of themselves in the target game. For example, the enhancement growth line can represent the player's ability to enhance their own skills, equipment, and gems in the target game. Among them, the stronger the enhancement ability, the stronger the abilities of the enhanced skills, equipment, and gems.

[0092] In one embodiment, the capabilities of a player in each game progression line in the game can be reflected by the line combat power, where the line combat power can represent the combat power of the player in that game progression line. For example, as Figure 4 shown, it includes four game progression lines: enhancement, skills, gems, and equipment. Among them, the player's line combat power in the enhancement progression line is 1800, the line combat power in the skills progression line is 1200, the line combat power in the gems progression line is 2000, and the line combat power in the equipment progression line is 250.

[0093] By fusing the line combat powers of each game progression line, the player's combat power can be obtained. And there can be various ways of fusion. For example, the line combat powers of each game progression line can be added together to obtain the player's combat power. Another example is that when the target game is an MMORPG game, the weight value of each line combat power can be determined according to the player's character in the target game, and then the line combat powers of each game progression line are weighted and summed to obtain the player's combat power, and so on.

[0094] Among them, the historical line combat power can include the combat power of the player at a certain past time in the game progression line. For example, for the enhancement progression line, the historical line combat power can refer to the combat power of the player on the enhancement progression line in the past day. Another example is that for the skills progression line, the historical line combat power can refer to the combat power of the player on the skills progression line in the past day, and so on.

[0095] In one embodiment, in order to improve the player's participation and stickiness in the target game, the target game will regularly give the player active rewards through various game activities, and enable the player to improve their combat power in the game through these active rewards. Among them, the game activities can include activities held to improve the player's participation and stickiness in the target game. The active rewards can include the rewards given by the target game to improve the player's participation and stickiness in the target game.

[0096] In one embodiment, the active rewards can be determined according to the game progression lines in the game, and the active reward corresponding to each progression line can be the line active reward. For example, the target game includes an enhancement progression line, a skills progression line, a gems progression line, and an equipment progression line. Then, the active rewards can be at least two of improving skills, gems, and equipment, etc. In addition, the active rewards can also be at least two of the combat power corresponding to the enhancement progression line, the combat power corresponding to the skills progression line, the combat power corresponding to the gems progression line, and the combat power corresponding to the equipment progression line.

[0097] For example, in order to improve the player's stickiness in the target game, a login activity reward can be implemented for the player. That is, when the player participates in the activity of logging in to the target game continuously for seven days, the player can obtain active rewards. Among them, the active rewards can be at least two of gems, equipment, and improving skills, etc.

[0098] For another example, various level-clearing activities or skill improvement activities, etc. can be launched in the target game. When players participate in the activities, they can obtain the activity rewards given by the target game to the players.

[0099] Among them, the more actively players participate in the games in the target game, the more activity rewards they will obtain. For example, ten game activities with activity rewards are launched in the target game, and the corresponding activity reward for each game activity is ten gems and 2 sets of equipment. When players complete all these ten game activities, they can obtain the activity rewards of 100 gems and 20 sets of equipment. And when players only participate in five game activities, they can only obtain 50 gems and 10 sets of equipment.

[0100] In one embodiment, in addition to being able to improve their combat power in the game through activity rewards, players can also improve their combat power in the game through virtual resources. Among them, the virtual resources can include the virtual assets of the players in the target game, and the virtual assets are transformed from the real assets of the players in the real world. For example, the virtual resources can be various game coins in the target game, etc. Among them, the game coins can be obtained by players through game recharge. For example, it is stipulated in the target game that 1 yuan corresponds to 10 game coins. When a game player wants to obtain 1000 game coins, they can recharge 100 yuan in the target game to obtain 1000 game coins in the target game.

[0101] Among them, the quantity of virtual resources can include the quantity of virtual resources of the players in the target game. For example, the quantity of virtual resources can be 5000 game coins, etc.

[0102] In one embodiment, players can purchase equipment, gems, etc. in the target game through virtual resources, so as to improve their combat power on the game growth line and thus improve their combat power. For example, players can purchase equipment and gems through virtual resources, so as to improve their combat power on the equipment growth line and on the gem growth line. Since the combat power of the players on both the equipment growth line and the gem growth line has been improved, their combat power has also been improved.

[0103] Among them, players can include game users in the target game. For example, in an MMORPG game, players can include users who play the controllable characters in the MMORPG game, etc.

[0104] In one embodiment, since a target game generally includes multiple game players, and the game players may have different combat powers in the game due to factors such as historical combat power, active rewards, and the amount of virtual resources. To better estimate the combat power of players in the target game, players can be feature-abstracted based on their game data to obtain feature-abstracted players. Among them, the game data of players can include the historical combat power, active rewards, and the amount of virtual resources of the players, and so on.

[0105] Due to reasons such as the operations of players, the combat powers of all players in the target game are in a constantly changing state. The number of players is huge and the combat powers of players are constantly changing. Therefore, it is difficult to grasp the combat power distribution of all players in the target game. However, mastering the combat power distribution of players in the target game is crucial for maintaining the stability of the game ecosystem. This application can obtain the combat power distribution of players in the target game through estimation.

[0106] All players in the target game can be classified according to the characteristics of the players. For example, players can be classified into players aged 0 - 14, players aged 14 - 22, and players over 22 according to their registered age. Another example is that players can be classified into type 1 recharge players, type 2 recharge players, and type 3 recharge players according to their recharge amount.

[0107] The feature-abstracted players in this application can include virtual players obtained by abstracting and classifying according to a certain characteristic of the players in the target game. When estimating the combat power distribution in this application, all players in the target game can be abstracted into multiple feature-abstracted players according to a certain characteristic. Each feature-abstracted player corresponds to the feature content of this feature. This feature-abstracted player can represent the players in the target game with this feature content. All feature-abstracted players can represent all players in the target game.

[0108] After calculating the target estimated combat power of each feature-abstracted player, the feature content corresponding to each abstracted feature player can be determined. The target estimated combat power of the abstracted feature player can be understood as the estimated combat power of all players in the target game with this feature content. Then, all the target estimated combat powers of all feature-abstracted players can be understood as the combat power estimation of all players in the target game, that is, the combat power distribution estimation for all players in the target game is obtained.

[0109] The features based on which the feature-abstracted players are obtained can include multiple ones. For example, players can be feature-abstracted according to the amount of virtual resources, historical combat power, and active rewards to obtain multiple feature-abstracted players.

[0110] For example, as Figure 8As shown, when abstracting and classifying players based on the quantity of virtual resources, historical combat power, and active rewards, the players in the target game can first be classified into two feature-abstracted players according to the quantity of virtual resources. Then, based on the historical combat power, the two feature-abstracted players are further classified to obtain four feature-abstracted players. Subsequently, based on the active rewards, the four feature-abstracted players are classified to obtain eight feature-abstracted players, such that these eight feature-abstracted players all possess certain characteristics of virtual resource quantity, historical combat power, and active rewards.

[0111] In one embodiment, when abstracting players into feature-abstracted players based on the game data of the players, the player characteristics can be abstracted into feature-abstracted players according to the game data of real players. Alternatively, a batch of virtual players with game data can be virtualized, and then the player characteristics can be abstracted into feature-abstracted players through the game data of the virtual players. Among them, the game data of the virtual players can be customized or generated based on the game data of real players.

[0112] Among them, when generating the game data of virtual players based on the game data of real players, the game data of the virtual players, such as historical combat power, active rewards, and the quantity of virtual resources, etc., can be obtained from the field of machine learning of artificial intelligence. For example, the active rewards of feature-abstracted players can be obtained through a reward prediction model, and so on.

[0113] In one embodiment, the game data of feature-abstracted players is generally stored in electronic devices such as the server and management terminal of the target game, that is, the historical combat power, active rewards, and the quantity of virtual resources of feature-abstracted players can be stored in electronic devices such as the server and management terminal of the target game. Therefore, the game data of feature-abstracted players can be requested and obtained from the electronic devices storing the game data of feature-abstracted players.

[0114] 102. Estimate the current line combat power of each feature-abstracted player in each game growth line based on the line active rewards and historical line combat power of each feature-abstracted player in each game growth line.

[0115] After obtaining the historical combat power, active rewards, and the quantity of virtual resources of feature-abstracted players in the target game, the current line combat power of each feature-abstracted player in each game growth line can be estimated based on the line active rewards and historical line combat power of each feature-abstracted player in each game growth line.

[0116] In one embodiment, since players can increase their combat power in the game through active rewards, when estimating the current-line combat power of each feature-abstracted player in each game growth line, the active combat power improvement corresponding to the line active reward of each game growth line of the feature-abstracted player can be determined first, and then, by integrating the historical-line combat power and the active combat power improvement of each game growth line, the current-line combat power of each game growth line of the feature-abstracted player can be obtained. Specifically, the step of "estimating the current-line combat power of each feature-abstracted player in each game growth line based on the line active reward and the historical-line combat power of each feature-abstracted player in each game growth line" may include:

[0117] Determine the active combat power improvement corresponding to the line active reward of each game growth line of the feature-abstracted player;

[0118] Integrate the historical-line combat power and the active combat power improvement of each game growth line to obtain the current-line combat power of each game growth line of the feature-abstracted player.

[0119] Among them, the active combat power improvement may include the improvement amount of the feature-abstracted player's combat power by the line active reward. Among them, the forms of expression of the active combat power improvement and the player's combat power are the same. For example, in the target game, when the player's combat power is a numerical value, the active combat power improvement can also be a numerical value, and when the player's combat power is a percentage, the active combat power improvement can also be a percentage.

[0120] In one embodiment, the active mapping information between the line active reward and the active combat power improvement of each game growth line of the feature-abstracted player can be established. When determining the active combat power improvement corresponding to the line active reward of each game growth line of the feature-abstracted player, the active mapping information of each game growth line of the target game can be obtained, and then, based on the active mapping information, the active combat power improvement corresponding to the line active reward of each game growth line of the feature-abstracted player can be determined. Specifically, the step of "determining the active combat power improvement corresponding to the line active reward of each game growth line of the feature-abstracted player" may include:

[0121] Obtain the active mapping relationship information of each game growth line of the target game, where the active mapping relationship includes the mapping relationship between the set line active reward and the active combat power improvement;

[0122] Based on the active mapping relationship information, determine the active combat power improvement corresponding to the line active reward of each game growth line of the feature-abstracted player.

[0123] Among them, the active mapping relationship information may include the information of the mapping relationship between the set line active reward and the active combat power improvement. That is, through the active mapping relationship information, the active improvement reward can be determined according to the line active reward.

[0124] In one embodiment, the active mapping relationship information can be stored in the server of the target game in various forms. For example, the active mapping relationship information can be stored in the server or management terminal of the target game in the form of a table, a tree diagram, a set, etc.

[0125] For example, when the active mapping relationship information is stored in the server of the target game in the form of a table, the table may include the line active rewards of each game growth line and the active combat power increase corresponding to the line active rewards. For example, as shown in Table 1. Table 1 includes the relationship between the line active rewards and the active combat power increase of the gem growth line, the equipment growth line, and the skill growth line. Among them, the line active rewards of the gem growth line include rubies and yellow gems. The active combat power increase corresponding to the ruby is 100, and the active combat power increase corresponding to the yellow gem is 50. Similarly, the line active rewards of the equipment growth line include Equipment 1 and Equipment 2. Among them, the active combat power increase of Equipment 1 is 500, and the active combat power increase of Equipment 2 is 200, and so on. Through this table, it is possible to determine the active combat power increase corresponding to the line active rewards of each game growth line of the feature abstract player.

[0126] After determining the active combat power increase corresponding to the line active rewards of each game growth line of the feature abstract player, it is possible to fuse the historical line combat power and the active combat power increase of each game growth line to obtain the current line combat power of each game growth line of the feature abstract player.

[0127]

[0128] Table 1: Active mapping relationship information

[0129] In one embodiment, the historical line combat power and the active combat power increase of each game growth line can be directly added to obtain the current line combat power of each game growth line of the feature abstract player.

[0130] For example, the feature abstract player includes a gem growth line and an equipment growth line in the target game. Among them, the historical line combat power of the gem growth line is 1000, and the active combat power increase is 100. Then, the historical line combat power and the active combat power increase of the gem growth line can be added to obtain the current line combat power of the gem growth line, which is 1100. Similarly, the historical line combat power of the equipment growth line is 2000, and the active combat power increase is 500. Then, the historical line combat power and the active combat power increase of the equipment growth line can be added to obtain the current line combat power of the equipment growth line, which is 2500.

[0131] In one embodiment, when the target game is an MMORPG game, the importance of the growth line of the feature abstracted player in the target game can be determined according to the characteristics of the role played by the feature abstracted player. Then, according to the importance of the growth line of the feature abstracted player in the game, a weight can be set for the active combat power improvement of each game growth line. When fusing the historical line combat power and the active combat power improvement of each game growth line, the active combat power improvement of each game growth line can be multiplied by the corresponding weight value and then added to the historical line combat power to obtain the current line combat power of each game growth line.

[0132] 103. Determine the target game growth line of each feature abstracted player and the corresponding target resource improvement amplitude of the current line combat power of the target game growth line according to the current line combat power of each feature abstracted player in each game growth line.

[0133] After estimating the current line combat power of each feature abstracted player in each game growth line, the target game growth line of each feature abstracted player and the corresponding target resource improvement amplitude of the current line combat power of the target game growth line can be determined according to the current line combat power of each feature abstracted player in each game growth line.

[0134] Among them, the target game growth line may include the game growth line that is most suitable for the feature abstracted player to improve the line combat power. That is, by improving the line combat power of the target game growth line, the total combat power of the feature abstracted player in the target game can be significantly improved.

[0135] For example, the target game growth line may be the game growth line with the highest current line combat power of the feature abstracted player. Another example is that when the target game is an MMORPG game, the target game growth line may be the game growth line that is most compatible with the role of the feature abstracted player in the target game.

[0136] Among them, the target resource improvement amplitude may be the number of combat power that can be improved per unit of virtual resource. For example, the virtual resources that the feature abstracted player has in the target game may include 50 game coins, and among them, the combat power that each game coin can improve is 100, then the target resource improvement amplitude may be 100.

[0137] In one embodiment, the target resource improvement amplitudes of different game growth lines may be different. For example, in the target game, the game growth lines include the equipment growth line, the skill growth line, the gem growth line, and the enhancement growth line. Among them, the target resource improvement amplitude of the equipment growth line may be 100, the target resource improvement amplitude of the skill growth line may be 200, the target resource improvement amplitude of the gem growth line may be 150, and the target resource improvement amplitude of the enhancement growth line may be 210.

[0138] In one embodiment, the improvement amplitude of the target resources for each game growth line can vary according to the combat power of the feature-abstracted players. For example, the improvement amplitude of the target resources for players with lower combat power can be higher, while that for players with higher combat power can be lower, and so on. For example, when the current-line combat power of a certain player is 5000, the improvement amplitude of the target resources for this player in the skill growth line can be 200, and when the current-line combat power of this player rises to 1000, the improvement amplitude of the target resources for this player in the skill growth line can be 150, and so on.

[0139] In one embodiment, the relationship between each game growth line of the target game and the improvement amplitude of the target resources can be recorded in the resource factor relationship information. When determining the target game growth line of each feature-abstracted player and the improvement amplitude of the target resources corresponding to the current-line combat power of the target game growth line, the resource mapping relationship information of each game growth line of the target game can be obtained, and then the target game growth line of each feature-abstracted player and the improvement amplitude of the target resources corresponding to the current-line combat power of the target game growth line can be determined according to the resource mapping relationship information. Specifically, the step of "determining the target game growth line of each feature-abstracted player and the improvement amplitude of the target resources corresponding to the current-line combat power of the target game growth line according to the current-line combat power of each feature-abstracted player in each game growth line" can include:

[0140] Obtain the resource mapping relationship information of the target game, where the resource mapping relationship includes the mapping relationship between the preset line combat power and the preset resource improvement amplitude of each game growth line;

[0141] From the resource mapping relationship information, find the resource improvement amplitude corresponding to the current-line combat power of each game growth line of the feature-abstracted player;

[0142] Perform data processing on the resource improvement amplitude of each game growth line of the feature-abstracted player to determine the target game growth line of the feature-abstracted player and the improvement amplitude of the target resources corresponding to the current-line combat power of the target game growth line.

[0143] Among them, the resource mapping relationship information can include the information on the mapping relationship between the preset line combat power and the preset resource improvement amplitude, that is, through the resource mapping relationship information, the resource improvement amplitude corresponding to the line combat power of each game growth line can be determined.

[0144] Among them, the resource mapping relationship information can be stored in the server or management terminal of the target game in the form of a table, a tree diagram, a set, etc. When determining the target game growth line of each feature-abstracted player and the improvement amplitude of the target resources corresponding to the current-line combat power of the target game growth line, the resource mapping relationship information can be obtained from the server or management terminal.

[0145] For example, as shown in Table 2, it can be a table form of resource mapping relationship information. Table 2 records the mapping relationship between the preset line combat power and the preset resource improvement range in the target game. According to Table 2, it can be obtained that in the gem growth line, if the line combat power of the feature abstract player is in the range of 0 to 500, the corresponding preset resource improvement range is 50. When the line combat power of the feature abstract player is in the range of 501 to 1500, the corresponding preset resource improvement range is 150. The mapping relationship between the preset line combat power and the budget resource improvement range of other game growth lines is also similar, and will not be elaborated here.

[0146] After obtaining the resource mapping relationship information of the target game, the resource improvement range corresponding to the current line combat power of each game growth line of the feature abstract player can be found from the resource mapping relationship information.

[0147] For example, when the resource mapping relationship information is stored in the server in the form of a table, the resource improvement range corresponding to the current line combat power of each game growth line of the feature abstract player can be found through the table. For example, when the resource mapping relationship information is stored in the server in the form of a table, the resource improvement range corresponding to the current line combat power of each game growth line of the feature abstract player can be determined through the table by requesting the server to obtain the table.

[0148] After finding the resource improvement range corresponding to the current line combat power of each game growth line of the feature abstract player, data processing can be performed on the resource improvement range of each game growth line of the feature abstract player to determine the target game growth line of the feature abstract player and the target resource improvement range corresponding to the current line combat power of the target game growth line.

[0149]

[0150] Table 2: Resource mapping relationship information

[0151] In one embodiment, the resource improvement range of each game growth line of the feature abstract player can be sorted to obtain the sorting information of each resource improvement range. Then, based on the sorting information of each resource improvement range, the resource improvement range to which the sorting information that meets the preset sorting condition belongs is set as the target resource improvement range, and the game growth line to which the target resource improvement range belongs is set as the target game growth line of the feature abstract player. Specifically, the step of "data processing the resource improvement range of each game growth line of the feature abstract player to determine the target game growth line of the feature abstract player and the target resource improvement range corresponding to the current line combat power of the target game growth line" may include:

[0152] Sort the resource improvement amplitudes of each game growth line of the feature abstraction player according to the preset sorting conditions to obtain the sorting information of each resource improvement amplitude;

[0153] Based on the sorting information of each resource improvement amplitude, set the resource improvement amplitude to which the sorting information that meets the preset sorting information conditions belongs as the target resource improvement amplitude, and set the game growth line to which the target resource improvement amplitude belongs as the target game growth line of the feature abstraction player.

[0154] Among them, the preset sorting conditions can be pre-set sorting conditions that the resource improvement amplitude of each game growth line needs to meet. For example, the preset sorting conditions can be to sort the resource improvement amplitude values of each game growth line from high to low. Another example is that the preset sorting conditions can be to sort the resource improvement amplitude values of each game growth line from low to high, and so on.

[0155] Among them, the sorting information can be the information that can represent the sorting position of the resource improvement amplitude of each game growth line after the resource improvement amplitude of each game growth line is sorted according to the preset sorting conditions.

[0156] For example, the sorting information can be Arabic numerals. Among them, "1" means that the resource improvement amplitude of the game growth line ranks first, "2" means that the resource improvement amplitude of the game growth line ranks second, and so on.

[0157] Among them, the preset sorting information conditions are the conditions that the sorting information of the target resource improvement amplitude needs to meet. For example, when the preset sorting conditions are from high to low, the preset sorting information conditions can be the conditions that the sorting information of the resource improvement amplitude ranked first needs to meet, and so on.

[0158] For example, the target game includes a skill growth line, a gem growth line, an equipment growth line, and an enhancement growth line. Among them, the current line combat power of a certain feature abstraction player in the skill growth line is 1000, the current line combat power in the gem growth line is 500, the current line combat power in the equipment growth line is 800, and the current line combat power in the enhancement growth line is 200. Among them, the resource improvement amplitude corresponding to the current line combat power of the skill growth line is 80, the resource improvement amplitude corresponding to the current line combat power of the gem growth line is 100, the resource improvement amplitude corresponding to the current line combat power of the equipment growth line is 120, and the resource improvement amplitude corresponding to the current line combat power of the enhancement growth line is 200.

[0159] At this time, the resource improvement amplitudes of each game growth line can be sorted from high to low, and the sorting information of the resource improvement amplitudes of each game growth line can be "1. Enhancement growth line: 200; 2. Equipment growth line: 120; 3. Gem growth line: 100; 4. Skill growth line: 80." Among them, the sorting information corresponding to each resource improvement amplitude is "1", "2", "3", and "4" respectively. And the preset sorting information condition is the lowest sorting information. Therefore, the target resource improvement amplitude is 200, and the corresponding target game growth line is the enhancement growth line.

[0160] 104. Fuse and calculate the virtual resource quantity and the target resource improvement amplitude of each feature abstract player to obtain the target estimated combat power of each feature abstract player.

[0161] Among them, the target estimated combat power can include the final combat power that can be achieved according to the virtual resource quantity and the target resource improvement amplitude of the feature abstract player.

[0162] After obtaining the target game growth line and the target resource improvement amplitude of each feature abstract player, the virtual resource quantity and the target resource improvement amplitude of each feature abstract player can be fused and calculated to obtain the target estimated combat power of each feature abstract player.

[0163] In an embodiment, after obtaining the target game growth line, the target game growth line can be set as the resource allocation growth line, and then the virtual resource quantity and the target resource improvement amplitude of each feature abstract player are fused and calculated according to the resource allocation growth line to obtain the target estimated combat power of each feature abstract player. Specifically, the step "fuse and calculate the virtual resource quantity and the target resource improvement amplitude of each feature abstract player to obtain the target estimated combat power of each feature abstract player" can include:

[0164] Set the target game growth line as the resource allocation growth line;

[0165] Determine the resource consumption quantity of the resource allocation growth line, and update the virtual resource quantity of the feature abstract player based on the resource consumption quantity;

[0166] Fuse and calculate the resource consumption quantity, the resource improvement amplitude, and the current line combat power of the resource allocation growth line to obtain the updated current line combat power of the feature abstract player on the resource allocation growth line;

[0167] When the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is the same as the resource improvement amplitude corresponding to the updated current line combat power, and the updated virtual resource quantity of the feature abstract player is the same as the target quantity, fuse the current line combat powers of all game growth lines and the updated current line combat power of the resource allocation growth line to obtain the target estimated combat power of the feature abstract player.

[0168] Among them, the resource allocation growth line includes the game growth line to which resources will be allocated. For example, when the skill growth line is the resource allocation growth line, virtual resources can be allocated to the skill growth line so that the combat power of the feature abstraction player in terms of skills can be improved, thereby improving the total combat power of the feature abstraction player.

[0169] Among them, the resource consumption quantity includes the quantity of virtual resources that the resource allocation growth line needs to consume. For example, when the resource allocation growth line is the skill growth line, the resource consumption quantity can be 1 game coin. Another example is that when the resource allocation growth line is the gem growth line, the resource consumption quantity can be 2 game coins, and so on.

[0170] Among them, when allocating resources to the resource allocation growth line, the resource consumption quantity of the resource allocation growth line can be determined first, and then the virtual resource quantity of the feature abstraction player can be updated based on the resource consumption quantity.

[0171] In one embodiment, by establishing a mapping relationship between each game growth line and the resource consumption quantity, and then determining the resource consumption of the resource allocation growth line based on the mapping relationship between each game growth line and the resource consumption quantity.

[0172] Among them, the mapping relationship between the game growth line and the resource consumption quantity can refer to the minimum quantity of virtual resources that need to be consumed each time when using virtual resources to increase the combat power value in the game growth line.

[0173] For example, when the target game includes a gem growth line, an equipment growth line, a skill growth line, and an enhancement growth line, the resource consumption quantity corresponding to each game growth line can be 1 game coin. That is, when using virtual resources to increase the line combat power of each game growth line, at least 1 game coin needs to be consumed. It can also be that the resource consumption quantity corresponding to the gem growth line is 2 game coins, the resource consumption quantity corresponding to the skill growth line is 5 game coins, the resource consumption quantity corresponding to the enhancement growth line is 1 game coin, the resource consumption quantity corresponding to the equipment growth line is 8 game coins, and so on.

[0174] Among them, the mapping relationship between each game growth line and the resource consumption quantity can be stored in advance in electronic devices such as servers and management terminals. When determining the resource consumption quantity of the resource allocation growth line, the mapping relationship between each game growth line and the resource consumption quantity can be requested and obtained.

[0175] For example, the skill growth line is the resource allocation growth line. When determining the resource consumption quantity of the resource allocation growth line, it is possible to request and obtain the mapping relationship between each game growth line and the resource consumption quantity. By the mapping relationship between each game growth line and the resource consumption quantity, it is determined that the resource consumption quantity corresponding to the skill growth line is 2 game coins, so the resource consumption quantity obtained is 2 game coins.

[0176] After determining the resource consumption quantity of the resource allocation growth line, the virtual resource quantity of the feature abstract player can be updated based on the resource consumption quantity.

[0177] For example, the virtual resource quantity of a certain feature abstract player is 1000 game coins. After determining that the resource consumption quantity of the resource allocation growth line is 2 game coins, the virtual resource quantity can be updated to 998 game coins according to the resource consumption quantity.

[0178] Among them, the update method can be to subtract the resource consumption quantity from the original virtual resource quantity to obtain the updated virtual resource quantity.

[0179] Then, the resource consumption quantity, resource improvement amplitude, and current line combat power of the resource allocation growth line can be fused and calculated to obtain the updated current line combat power of the feature abstract player on the resource allocation growth line.

[0180] In one embodiment, the resource consumption quantity and resource improvement amplitude of the resource allocation growth line can be fused to obtain the resource improvement combat power of the feature abstract player on the resource allocation growth line, and then the current line combat power and resource improvement combat power of the resource allocation growth line can be fused to obtain the updated current line combat power of the feature abstract player on the resource allocation growth line. Specifically, the step "fuse the resource consumption quantity, resource improvement amplitude, and current line combat power of the resource allocation growth line to obtain the updated current line combat power of the feature abstract player on the resource allocation growth line" may include:

[0181] Fuse the resource consumption quantity and resource improvement amplitude of the resource allocation growth line to obtain the resource improvement combat power of the feature abstract player on the resource allocation growth line;

[0182] Fuse the current line combat power and resource improvement combat power of the resource allocation growth line to obtain the updated current line combat power of the feature abstract player on the resource allocation growth line.

[0183] For example, the resource consumption quantity and resource improvement amplitude of the resource allocation growth line can be multiplied to obtain the resource improvement combat power of the feature abstract player on the resource allocation growth line.

[0184] For example, when the resource consumption quantity of the resource allocation growth line is 50 and the resource improvement amplitude is 100, the resource consumption quantity and the resource improvement amplitude of the resource allocation growth line can be multiplied to obtain that the resource improvement combat power of the feature abstraction player on the resource allocation growth line is 5000.

[0185] After obtaining the resource improvement combat power, the current line combat power and the resource improvement combat power of the resource allocation growth line can be fused to obtain the updated current line combat power of the feature abstraction player on the resource allocation growth line.

[0186] For example, the current line combat power and the resource improvement combat power of the resource allocation growth line can be added to obtain the updated current line combat power of the feature abstraction player on the resource allocation growth line.

[0187] For example, the current line combat power of the feature abstraction player on the resource allocation growth line is 1000, and the resource improvement combat power is 5000. Therefore, the current line combat power and the resource improvement combat power can be added to obtain the updated current line combat power of 6000 of the feature abstraction player on the resource allocation growth line.

[0188] In one embodiment, after each update of the current line combat power of the feature abstraction player on the resource allocation growth line, it can be determined whether the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is the same as the resource improvement amplitude corresponding to the updated current line combat power, and whether the updated virtual resource quantity of the feature abstraction player is the same as the target quantity. Then, the updated current line combat power is updated again according to whether the resource improvement amplitude is the same as the resource improvement amplitude corresponding to the updated current line combat power and whether the updated virtual resource quantity of the feature abstraction player is the same as the target quantity.

[0189] Among them, the target quantity can be a threshold value of the virtual resource quantity, that is, when the updated virtual resource quantity is the same as the target quantity, the combat power update of the feature abstraction player is stopped. And the target quantity can be customized. For example, the target quantity can be set to 0 game coins, or the target quantity can be set to 10 game coins, etc. There is no limitation here.

[0190] In one embodiment, when the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is the same as the resource improvement amplitude corresponding to the updated current line combat power, and the updated virtual resource quantity of the feature abstraction player is the same as the target quantity, the current line combat powers of all game growth lines and the updated current line combat power of the resource allocation growth line are fused to obtain the target estimated combat power of the feature abstraction player.

[0191] When the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is the same as that corresponding to the current line combat power after the update, it indicates that the current resource allocation growth line is still the optimal growth line for improving the overall combat power for feature abstract players. When the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is the same as that corresponding to the current line combat power after the update, and the virtual resource quantity of the feature abstract player after the update is the same as the target quantity, it indicates that the feature abstract player has no virtual resource quantity left to improve their combat power. At this time, the current line combat power of all game growth lines and the current line combat power after the update of the resource allocation growth line can be fused to obtain the target estimated combat power of the feature abstract player.

[0192] For example, in the target game, there are a gem growth line, a skill growth line, an equipment growth line, and an enhancement growth line. Among them, the resource allocation growth line is the gem growth line, and the current line combat power after the update of the resource allocation growth line is 8000. The current line combat power of the skill growth line is 5000, the current line combat power of the equipment growth line is 3000, and the current line combat power of the enhancement growth line is 2500. At this time, the current line combat power of all game growth lines and the current line combat power after the update of the resource allocation growth line can be added together to obtain the target estimated combat power of 18500 for the feature abstract player.

[0193] In one embodiment, when the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is the same as that corresponding to the current line combat power after the update, and the virtual resource quantity of the feature abstract player is different from the target quantity, an operation of determining the resource consumption quantity of the resource allocation growth line can be returned for execution.

[0194] For example, the current virtual resource quantity of the feature abstract player is 100 game coins, and the target quantity is 0 game coins. The current line combat power of the feature abstract player in the resource allocation growth line is 1000, and the corresponding resource improvement amplitude is 50. The current line combat power after the combat power update is 1050, and the corresponding improvement amplitude is still 50. Since the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is the same as that corresponding to the current line combat power after the update, and the virtual resource quantity of the feature abstract player is different from the target quantity, an operation of determining the resource consumption quantity of the resource allocation growth line is returned for execution, so that the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is the same as that corresponding to the current line combat power after the update, and the virtual resource quantity of the feature abstract player after the update is the same as the target quantity.

[0195] In one embodiment, when the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is different from the resource improvement amplitude corresponding to the updated current line combat power, based on the current line combat power of all game growth lines of the feature abstract player and the updated current line combat power of the resource allocation growth line, determine the updated target game growth line of the feature abstract player.

[0196] When the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is different from the resource improvement amplitude corresponding to the updated current line combat power, it indicates that the current resource allocation growth line may not be the optimal growth line for improving the overall combat power of the feature abstract player. At this time, based on the current line combat power of all game growth lines of the feature abstract player and the updated current line combat power of the resource allocation growth line, the updated target game growth line of the feature abstract player can be determined again.

[0197] For example, when the resource allocation growth line of the feature abstract player is the skill growth line, the current line combat power of the feature abstract player in the resource allocation growth line is 1000, and the corresponding resource improvement amplitude is 50. The current line combat power after updating the combat power is 1050, and the corresponding improvement amplitude is 30. At this time, the target game growth line can be re-determined from all game growth lines according to the current line combat power 5000 after the feature abstract player updates the combat power.

[0198] Among them, the method and steps for re-determining the target game growth line are the same as "performing data processing on the resource improvement amplitude of each game growth line of the feature abstract player to determine the target game growth line of the feature abstract player and the target resource improvement amplitude corresponding to the current line combat power of the target game growth line", and will not be repeated here.

[0199] Among them, when the updated target game growth line is the same as the resource allocation growth line, return to perform the operation of determining the resource consumption quantity of the resource allocation growth line.

[0200] When the updated target game growth line is different from the resource allocation growth line, determine the updated target game growth line as the new resource allocation growth line, and return to perform the operation of determining the resource consumption quantity of the resource allocation growth line.

[0201] For example, when the resource allocation growth line of the feature abstract player is the skill growth line and the current line combat power is 1050, re-determine the target game growth line as the device growth line according to the resource improvement amplitude of each game growth line of the feature abstract player. Then, the updated target game growth line can be set as the resource allocation growth line, and then return to perform the operation of determining the resource consumption quantity of the resource allocation growth line, so that the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is the same as the resource improvement amplitude corresponding to the updated current line combat power, and the updated virtual resource quantity of the feature abstract player is the same as the target quantity.

[0202] For another example, when the resource allocation growth line of the feature abstraction player is the skill growth line and the combat power of the current line is 1050, the target game growth line is still the device growth line after re-determining it according to the resource improvement amplitude of each game growth line of the feature abstraction player. Then, the operation of determining the resource consumption quantity of the resource allocation growth line can be executed again, so that the resource improvement amplitude corresponding to the combat power of the current line of the resource allocation growth line is the same as that corresponding to the updated combat power of the current line, and the updated virtual resource quantity of the feature abstraction player is the same as the target quantity.

[0203] 105. Integrate the target estimated combat power of each feature abstraction player to obtain the estimated distribution of the combat power of the players in the target game.

[0204] For example, after obtaining the target estimated combat power of multiple feature abstraction players, data analysis can be performed on the target estimated combat power of these multiple feature abstraction players using statistical methods and probability methods, so as to obtain the estimated distribution of the combat power of the players in the target game.

[0205] For example, the target game includes 3 feature abstraction players. The features corresponding to these 3 feature abstraction players are respectively that the virtual resource quantity is in the range of 0 - 5000, the virtual resource quantity is in the range of 5000 - 10000, and the virtual resource quantity is in the range of 10000 - 20000.

[0206] Among them, the estimated combat power distributions of these 3 feature abstraction players are 80000, 200000, and 400000 respectively. After obtaining the estimated combat power distribution of each feature abstraction player, a histogram or curve graph, etc., of the estimated combat power distribution of the players in the target game can be constructed using statistical methods and probability methods based on the estimated combat power distributions of these 3 feature abstraction players, and it can be stored in electronic devices such as the server and management terminal of the target game, so that the target game can determine the estimated combat power of the real players in the target game according to the histogram or curve graph.

[0207] In an embodiment, after obtaining the estimated distribution of the combat power of the players in the target game, the combat power of the real players in the target game can be estimated according to the estimated distribution of the combat power of the players, and combat power can be recommended for the real players according to the estimated result of the combat power distribution.

[0208] Specifically, the target feature abstraction player corresponding to the real player in the target game can be determined from at least two feature abstraction players, and the feature abstraction player is obtained by dividing based on the features of the real players in the target game; then, the estimated combat power corresponding to the target feature abstraction player in the estimated distribution of the combat power of the players is determined as the recommended combat power for the real player.

[0209] For example, real players can be classified into corresponding feature - abstract players according to the virtual resource quantity of real players, and then the estimated combat power of the feature - abstract players can be determined as the recommended combat power of real players.

[0210] For example, the virtual resources of real players are in the range of 0 - 5000. Then, the corresponding feature - abstract players of real players are determined according to the virtual resources of real players. Then, the estimated combat power of real players is determined according to the corresponding feature - abstract players of real players, and this estimated combat power is determined as the recommended combat power of real players.

[0211] For example, as Figure 5 shown, the combat - power estimation method of this embodiment can provide clearer and more accurate recommended combat power for feature - abstract players according to the stages where the feature - abstract players are located.

[0212] For another example, as Figure 6 shown, the combat - power estimation method of this embodiment can give clearer and more accurate recommended combat power to different feature - abstract players when designing dungeons.

[0213] After obtaining the historical combat power and active rewards of the target abstract player, this application can obtain the current - line combat power of multiple game growth lines of the target abstract player, and then determine the target game growth line from multiple game growth lines, and invest virtual - currency resources in this target game growth line. This application estimates combat power based on the assumption that players allocate virtual resources to the target game growth line, rather than the assumption in the prior art that players allocate virtual resources proportionally to each game growth line, and can obtain a more accurate estimated combat - power distribution for the target game.

[0214] According to the method described in the above embodiments, the following will give further detailed examples for illustration.

[0215] This application embodiment will take the integration of the combat - power estimation device on a computer device as an example to introduce the method of this application embodiment. The combat - power estimation method of this application can be written into a code program that can be recognized and run by a computer device through a programming language. The choice of programming language can be flexibly determined according to specific application scenarios and terminals. For example, the programming language can be C language, JAVA language, Python language, etc.

[0216] As Figure 7 shown, a combat - power estimation method has the following specific process:

[0217] 201. The computer device obtains the historical combat power, active rewards, and virtual resource quantity of at least two feature - abstract players in the target game. The historical combat power includes the historical - line combat power of at least two game growth lines, and the active rewards include the line - active rewards of at least two game growth lines.

[0218] For example, based on the payment amounts of real players in Game A, three hierarchical abstract players for estimating the combat power of players in Game A can be set up, including Hierarchical Player 1, Hierarchical Player 2, and Hierarchical Player 3 (i.e., three feature abstract players). Among them, the payment amount of Hierarchical Player 1 is 0 - 500 within a unit time, the payment amount of Hierarchical Player 2 is 500 - 5000 within a unit time, and the payment amount of Hierarchical Player 3 is above 5000 within a unit time. Specifically, a target payment amount 1 (15) can be randomly determined for Hierarchical Player 1 during this combat power estimation process, a target payment amount 2 (4500) can be randomly determined for Hierarchical Player 2, and a target payment amount 3 (8000) can be randomly determined for Hierarchical Player 3 (the target payment amount is the virtual resource quantity of the feature abstract player).

[0219] The combat power of each hierarchical player obtained from the previous combat power estimation of Game A can be used as the historical combat power of the hierarchical player during this combat power estimation process. For example, when the combat power of Game A was estimated 2 hours ago, the combat power of Hierarchical Player 1 was aa, the combat power of Hierarchical Player 2 was ab, and the combat power of Hierarchical Player 3 was ac. Then, during this combat power estimation, it can be determined that the historical combat power 1 of Hierarchical Player 1 is combat power aa, the historical combat power of Hierarchical Player 2 is combat power ab, and the historical combat power of Hierarchical Player 3 is combat power ac.

[0220] Four game growth lines are set in Game A, namely the skill growth line, the gem growth line, the enhancement growth line, and the equipment growth line.

[0221] The historical combat power of each hierarchical player in Game A is obtained by integrating the historical line combat powers on each game growth line. Hierarchical Player 1 includes the skill historical combat power 1, the gem historical combat power 1, the enhancement historical combat power 1, and the equipment historical combat power 1. Hierarchical Player 2 includes the skill historical combat power 2, the gem historical combat power 2, the enhancement historical combat power 2, and the equipment historical combat power 2. Hierarchical Player 3 includes the skill historical combat power 3, the gem historical combat power 3, the enhancement historical combat power 3, and the equipment historical combat power 3.

[0222] When real players in Game A play the game, they can participate in different gameplay systems in the game. For example, the gameplay systems can include daily tasks, limited-time lotteries, anniversary celebrations, etc. After participating in the gameplay systems, real players will receive rewards issued by the game. The rewards can include rewards of types such as props, skills, gems, and gold coins. Different rewards have different values. These rewards belong to different game growth lines of the game. The more gameplay systems a real player participates in when playing the game, the more active the real player is considered to be in the game, and the more rewards are obtained, and the higher the total value of all rewards.

[0223] To simulate the above situation, this application can randomly set active rewards for the abstracted hierarchical players. The active rewards represent the participation of the hierarchical players in the game. The higher the total value of the active rewards, the more active the hierarchical players are in the game.

[0224] The active rewards for each hierarchical player can include rewards on one or more different game growth lines, namely line active rewards. For example, hierarchical player 1 includes the line active reward 11 on the skill growth line: Skill 1, and the line active reward 12 on the gem growth line: Ruby and Yellow Gem. Hierarchical player 2 includes the line active reward 21 on the skill growth line and the line active reward 24 on the equipment growth line. Hierarchical player 3 includes the line active reward 31 on the skill growth line, the line active reward 32 on the gem growth line, and the line active reward 34 on the equipment growth line.

[0225] Integrating all the line active rewards of a hierarchical player gives the active reward of that hierarchical player. We can obtain the active reward 1 of hierarchical player 1, the active reward 2 of hierarchical player 2, and the active reward 3 of hierarchical player 3.

[0226] In addition, this application can also abstractly divide players based on the virtual resource quantity, historical combat power, and active rewards, thereby obtaining multiple feature-abstracted players. Each feature-abstracted player has its corresponding virtual resource quantity feature, historical combat power feature, and active reward feature.

[0227] Among them, when abstractly dividing players in the target game based on multiple features, the players in the target game can be hierarchically divided.

[0228] 202. The computer device estimates the current line combat power of each feature-abstracted player on each game growth line based on the line active rewards and historical line combat power of each feature-abstracted player on each game growth line.

[0229] Specifically, the computer device can determine the combat power that can be enhanced by the line active rewards of the game growth line from the mapping relationship between the set line active rewards and the active enhanced combat power, that is, the active enhanced combat power. Then, based on the historical line combat power and the active enhanced combat power of this game growth line, the current line combat power of this game growth line is obtained.

[0230] For example, the line active rewards of each game growth line and the corresponding active enhanced combat power are as

[0231] shown in Table 3.

[0232]

[0233] Table 3: Mapping relationship between the line active rewards of the game growth line and the active enhanced combat power

[0234] Then, according to Table 3, it can be determined that the line active rewards 11 included in the stratified player 1 are as follows: for Skill 1, the corresponding active power increase in combat effectiveness is 11 (the value is 360); for line active reward 12, the corresponding active power increase in combat effectiveness for rubies and yellow gemstones is 12 (the value is 150).

[0235] Then, add the active power increase in combat effectiveness 11 of the skill growth line of the stratified player 1 and the historical combat effectiveness 1 of the skill to obtain the current combat effectiveness 1 of the skill of the stratified player 1. Add the active power increase in combat effectiveness 12 of the gemstone growth line and the historical combat effectiveness 1 of the gemstone to obtain the current combat effectiveness 1 of the gemstone of the stratified player 1. Also, determine that the historical combat effectiveness 1 of the equipment of the stratified player 1 is the current combat effectiveness 1 of the equipment, and the historical combat effectiveness 1 of the enhancement is the current combat effectiveness 1 of the enhancement.

[0236] Using the same method, the current combat effectiveness 2 of the skill, the current combat effectiveness 2 of the gemstone, the current combat effectiveness 2 of the enhancement, and the current combat effectiveness 2 of the equipment of the stratified player 2 can be obtained, as well as the current combat effectiveness 3 of the skill, the current combat effectiveness 3 of the gemstone, the current combat effectiveness 3 of the enhancement, and the current combat effectiveness 3 of the equipment of the stratified player 3.

[0237] For another example, the line active reward that the feature abstraction player has in the gemstone growth line is 2 rubies. The line active reward that the feature abstraction player has in the equipment growth line is Equipment 1. Then, according to the mapping relationship between the line active reward and the active power increase in combat effectiveness of each game growth line, it can be obtained that the active power increase in combat effectiveness corresponding to 2 rubies is 200, and the active power increase in combat effectiveness corresponding to Equipment 1 is 500. That is, the active power increase in combat effectiveness corresponding to the gemstone growth line is 200, and the active power increase in combat effectiveness corresponding to the equipment growth line is 500.

[0238] Finally, add the historical line combat effectiveness and the line active power increase in combat effectiveness of each game growth line of the feature abstraction player, and the current line combat effectiveness of the feature abstraction player in each game growth line can be obtained.

[0239] For example, after adding the historical line combat effectiveness and the line active power increase in combat effectiveness of each game growth line of the feature abstraction player, the current line combat effectiveness of the feature abstraction player in the skill growth line, the gemstone growth line, the enhancement growth line, and the equipment growth line can be obtained as 2000, 800, 1000, and 2000 respectively.

[0240] 203. The computer device determines the target game growth line of each feature abstraction player and the corresponding target resource improvement amplitude of the current line combat effectiveness of the target game growth line according to the current line combat effectiveness of each feature abstraction player in each game growth line.

[0241] Among them, the target game growth line can be the game growth line with the highest resource improvement amplitude corresponding to the current line combat power. Based on the fact that players will spend the paid amount on the game growth line that can most effectively improve combat power, that is, among all game growth lines, the target game growth line with the largest combat power improvement amplitude can be obtained by spending the same amount of money.

[0242] For example, when the current line combat powers of stratified player 1 in the skill growth line, gem growth line, enhancement growth line, and equipment growth line are 2000, 600, 1000, and 1500 respectively, it can be determined that the skill growth line is the target game growth line of stratified player 1 (the current line combat power is 1500). Then, according to the mapping relationship between the preset line combat power and the preset resource improvement amplitude (see Table 4 below)

[0243]

[0244]

[0245] Table 4

[0246] It can be determined that the target resource improvement amplitude corresponding to the target game growth line of stratified player 1 is 500, that is, stratified player 1 can increase 500 combat powers by investing a unit paid amount on the skill growth line.

[0247] For example, when the current line combat powers of both the skill growth line and the equipment growth line of stratified player 2 are the highest at 2000, referring to Table 4, since the target resource improvement amplitude corresponding to the skill growth line of stratified player 2 is 500, while the target resource improvement amplitude corresponding to the equipment growth line is 160, therefore, the skill growth line can be determined as the target game growth line of stratified player 2, and its corresponding target resource improvement amplitude is determined to be 500.

[0248] According to Table 4, it can be obtained that the target game growth line of stratified player 3 is the gem growth line, and its corresponding target resource improvement amplitude is 150.

[0249] 204. The computer device performs a fusion calculation on the virtual resource quantity and the target resource improvement amplitude of each feature abstract player to obtain the target estimated combat power of each feature abstract player.

[0250] For example, the target paid amount 1 (15) of stratified player 1 can be multiplied by the target resource improvement amplitude of 500 to obtain the combat power X that stratified player 1 can increase after spending all the paid amount on the skill growth line. Then, by adding the historical combat power 1 (combat power aa) of stratified player 1 to the combat power X, the target estimated combat power 1 of stratified player 1 can be obtained. The target estimated combat power 1 of stratified player 1 can represent the combat power prediction value of real players with paid amounts ranging from 0 to 500 in game A.

[0251] Specifically, after obtaining the target game growth line, the target game growth line can be set as the resource allocation growth line. Then, determine the resource consumption quantity of the resource allocation growth line, and update the virtual resource quantity of the feature abstract player based on the resource consumption quantity. Next, perform a fusion calculation on the resource consumption quantity, resource improvement amplitude, and current line combat power of the resource allocation growth line to obtain the updated current line combat power of the feature abstract player on the resource allocation growth line.

[0252] For example, the target game growth line of the feature abstract player is the skill growth line. Among them, the resource consumption quantity corresponding to the skill growth line can be 2 game coins. Therefore, the skill growth line can be set as the resource allocation growth line, and it is determined that the resource consumption quantity is 2 game coins.

[0253] After determining the resource consumption quantity of the resource allocation growth line, update the virtual resource quantity of the feature abstract player based on the resource consumption quantity. For example, the virtual resource quantity of a certain feature abstract player is 1000 game coins. After determining that the resource consumption quantity of the resource allocation growth line is 2 game coins, the virtual resource quantity can be updated to 998 game coins according to the resource consumption quantity.

[0254] Next, perform a fusion calculation on the resource consumption quantity, resource improvement amplitude, and current line combat power of the resource allocation growth line to obtain the updated current line combat power of the feature abstract player on the resource allocation growth line.

[0255] Specifically, the resource consumption quantity and resource improvement amplitude of the resource allocation growth line can be multiplied to obtain the resource improvement combat power of the feature abstract player on the resource allocation growth line. After obtaining the resource improvement combat power, the current line combat power and the resource improvement combat power of the resource allocation growth line can be added to obtain the updated current line combat power of the feature abstract player on the resource allocation growth line.

[0256] For example, when the resource consumption quantity of the resource allocation growth line is 2 game coins and the resource improvement amplitude is 100, the resource consumption quantity and resource improvement amplitude of the resource allocation growth line can be multiplied to obtain the resource improvement combat power of the feature abstract player on the resource allocation growth line is 200.

[0257] Then, the current line combat power of the feature abstract player on the resource allocation growth line is 2000, and the resource improvement combat power is 200. Therefore, the current line combat power and the resource improvement combat power can be added to obtain the updated current line combat power of 2200 of the feature abstract player on the resource allocation growth line.

[0258] After obtaining the current line combat power of the feature abstract player on the resource allocation growth line after the update, it can be determined whether the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is the same as the resource improvement amplitude corresponding to the current line combat power after the update, and whether the virtual resource quantity of the feature abstract player after the update is the same as the target quantity. Then, the current line combat power after the update is updated according to whether the resource improvement amplitude is the same as the resource improvement amplitude corresponding to the current line combat power after the update, and whether the virtual resource quantity of the feature abstract player after the update is the same as the target quantity. At this time, there are the following three situations:

[0259] (1) When the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is the same as the resource improvement amplitude corresponding to the current line combat power after the update, and the virtual resource quantity of the feature abstract player after the update is the same as the target quantity, the current line combat powers of all game growth lines and the current line combat power after the update of the resource allocation growth line can be fused to obtain the target estimated combat power of the feature abstract player.

[0260] (2) When the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is the same as the resource improvement amplitude corresponding to the current line combat power after the update, and the virtual resource quantity of the feature abstract player is different from the target quantity, the operation of determining the resource consumption quantity of the resource allocation growth line is returned for execution.

[0261] (3) When the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is different from the resource improvement amplitude corresponding to the current line combat power after the update, based on the current line combat powers of all game growth lines of the feature abstract player and the current line combat power after the update of the resource allocation growth line, the updated target game growth line of the feature abstract player is determined again.

[0262] Among them, when the updated target game growth line is the same as the resource allocation growth line, the operation of determining the resource consumption quantity of the resource allocation growth line is returned for execution.

[0263] When the updated target game growth line is different from the resource allocation growth line, the updated target game growth line is determined as the new resource allocation growth line, and the operation of determining the resource consumption quantity of the resource allocation growth line is returned for execution.

[0264] According to whether the resource improvement amplitude is the same as the resource improvement amplitude corresponding to the current line combat power after the update, and whether the virtual resource quantity of the feature abstract player after the update is the same as the target quantity, one of the above situations can be selected for execution until the resource improvement amplitude corresponding to the current line combat power after the update is the same, and the virtual resource quantity of the feature abstract player after the update is the same as the target quantity. Then, the current line combat powers of all game growth lines and the current line combat power after the update of the resource allocation growth line can be fused to obtain the target estimated combat power of the feature abstract player.

[0265] 205. The computer device integrates the target estimated combat power of each feature-abstraction player to obtain the estimated distribution of the combat power of the players in the target game.

[0266] For example, the target estimated combat power of stratified player 1 with a payment amount in the range of 0 - 500 is 5t, the target estimated combat power of stratified player 2 with a payment amount in the range of 500 - 5000 is 4.8t, and the target estimated combat power of stratified player 3 with a payment amount above 5000 is 7t. Based on these three data, the estimated distribution of the combat power of the players in Game A can be obtained as follows in the table.

[0267] Payment amount 0-500 500-5000 Over 5000 Estimated combat power 5t 4.8t 7t

[0268] Specifically, use statistical methods and probability methods to construct tables, histograms, curves, etc. of the estimated distribution of the combat power of the players in the target game, and store them in electronic devices such as the server and management terminal of the target game, so that the target game can determine the estimated combat power of the real players in the target game according to the histogram or curve.

[0269] See Figure 9 , the combat power estimation method of this application can be based on Figure 9 Expand. Specifically, first determine whether the active output (i.e., active rewards) of the stratified player is allocated. If not, allocate the active output to the stratified player. After the active output allocation is completed, determine the active progress (i.e., the current line combat power) of each game growth line of the stratified player, and then according to the growth line cost performance value (i.e., resource mapping relationship), determine the resource improvement amplitude corresponding to the current line combat power of each game growth line, so as to obtain the current growth line (i.e., the target game growth line with the highest resource improvement amplitude) in all game growth lines of the stratified player.

[0270] This application is based on the assumption of stratified player payment, that is, players will spend the paid currency on the target game growth line with the highest combat power cost performance. Therefore, allocate a preset amount of paid currency (i.e., virtual resources) to the current growth line of the stratified player, and settle to obtain the updated line combat power of the current growth line. Then, according to the resource mapping relationship, determine whether the combat power cost performance (i.e., resource improvement amplitude) corresponding to the updated line combat power of the current growth line is different from the combat power cost performance corresponding to the current line combat power. If the two are the same or the combat power cost performance of the updated line combat power is higher, the current growth line remains unchanged. If the paid currency is not allocated completely, return to the step of allocating a preset amount of paid currency to the current growth line.

[0271] If the combat power cost performance of the updated line combat power is lower than that of the current line combat power, then based on the combat power cost performance of the updated line combat power and the combat power cost performance of the current line combat power of other game growth lines of the stratified players, it can be determined whether the combat power cost performance of the current growth line is still the highest. If not, the target game growth line with the highest combat power cost performance is re-determined, and then a preset number of paid currencies are allocated to the new target game growth line. If so, a preset number of paid currencies are allocated to the current line combat power with the highest combat power cost performance still.

[0272] Loop the above process until the paid currencies are allocated completely. Integrate the current line combat power or the updated line combat power of each game growth line of the stratified players to obtain the target estimated combat power of the stratified players.

[0273] This application can obtain the current line combat power of multiple game growth lines of the target abstract player after obtaining the historical combat power and active rewards of the target abstract player, and then determine the target game growth line from multiple game growth lines, and invest virtual currency resources in the target game growth line. This application makes a combat power estimate based on the assumption that players allocate virtual resources to the target game growth line, rather than the assumption in the prior art that players allocate virtual resources proportionally to each game growth line, and can obtain a more accurate combat power distribution estimate for the target game.

[0274] To facilitate better implementation of the combat power estimation method provided in the embodiments of this application, the embodiments of this application also provide a device based on the above combat power estimation method. The meanings of the nouns are the same as those in the above combat power estimation method, and the specific implementation details can refer to the descriptions in the method embodiments.

[0275] As Figure 10 shown, Figure 10 A structural schematic diagram of the combat power estimation device provided in an embodiment of this application. The combat power estimation device may include an acquisition module 301, an estimation module 302, a determination module 303, a calculation module 304, and an integration module 305, where

[0276] The acquisition module is used to acquire the historical combat power, active rewards, and virtual resource quantities of at least two feature abstract players in the target game. The historical combat power includes the historical line combat power of at least two game growth lines, and the active rewards include the line active rewards of at least two game growth lines;

[0277] The estimation module is used to estimate the current line combat power of each feature abstract player in each game growth line based on the line active rewards and historical line combat power of each feature abstract player in each game growth line;

[0278] A determination module, configured to determine the current line combat power of at least two game growth lines of a player according to each feature, determine the target game growth line of the player for each feature, and the corresponding target resource improvement range of the current line combat power of the target game growth line;

[0279] A calculation module, configured to perform a fusion calculation on the virtual resource quantity and the target resource improvement range of the player for each feature to obtain the target estimated combat power of the player for each feature;

[0280] An integration module, configured to integrate the target estimated combat power of the player for each feature to obtain an estimated distribution of the player combat power of the target game.

[0281] In some embodiments, the determination module may include:

[0282] An acquisition sub-module, configured to acquire the resource mapping relationship of each game growth line of the target game, where the resource mapping relationship includes the mapping relationship between the set combat power and the resource improvement range;

[0283] A search sub-module, configured to search, from the resource mapping relationship, for the resource improvement range corresponding to the current line combat power of each game growth line of the feature abstracted player;

[0284] A processing sub-module, configured to perform data processing on the resource improvement range of each game growth line of the feature abstracted player to determine the target game growth line of the feature abstracted player and the corresponding target resource improvement range of the current line combat power of the target game growth line.

[0285] In some embodiments, the processing sub-module may include:

[0286] A sorting unit, configured to sort the resource improvement ranges of each game growth line of the feature abstracted player to obtain the sorting information of each resource improvement range;

[0287] A setting unit, configured to, based on the sorting information of each resource improvement range, set the resource improvement range to which the sorting information satisfying the preset sorting condition belongs as the target resource improvement range, and set the game growth line to which the target resource improvement range belongs as the target game growth line of the feature abstracted player.

[0288] In some embodiments, the calculation module may include:

[0289] A setting sub-module, configured to set the target game growth line as the resource allocation growth line;

[0290] A determination sub-module, configured to determine the resource consumption quantity of the resource allocation growth line and update the virtual resource quantity of the feature abstracted player based on the resource consumption quantity;

[0291] A calculation sub-module, configured to perform a fusion calculation on the resource consumption quantity, resource improvement amplitude, and current line combat power of the resource allocation growth line to obtain the updated current line combat power of the feature abstract player on the resource allocation growth line;

[0292] A fusion sub-module, configured to, when the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is the same as the resource improvement amplitude corresponding to the updated current line combat power, and the updated virtual resource quantity of the feature abstract player is the same as the target quantity, fuse the current line combat power of all game growth lines and the updated current line combat power of the resource allocation growth line to obtain the target estimated combat power of the feature abstract player.

[0293] In some embodiments, the combat power estimation device may further include:

[0294] A first return module, configured to, when the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is the same as the resource improvement amplitude corresponding to the updated current line combat power, and the virtual resource quantity of the feature abstract player is different from the target quantity, return to perform the operation of determining the resource consumption quantity of the resource allocation growth line.

[0295] In some embodiments, the combat power estimation device may further include:

[0296] An update module, configured to, when the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is different from the resource improvement amplitude corresponding to the updated current line combat power, determine the updated target game growth line of the feature abstract player based on the current line combat power of all game growth lines of the feature abstract player and the updated current line combat power of the resource allocation growth line;

[0297] A second return module, configured to, when the updated target game growth line is the same as the resource allocation growth line, return to perform the operation of determining the resource consumption quantity of the resource allocation growth line.

[0298] In some embodiments, the combat power estimation device may further include:

[0299] A third return module, configured to, when the updated target game growth line is different from the resource allocation growth line, determine the updated target game growth line as the new resource allocation growth line, and return to perform the operation of determining the resource consumption quantity of the resource allocation growth line.

[0300] In some embodiments, the calculation sub-module is specifically configured to:

[0301] Fuse the resource consumption quantity and resource improvement amplitude of the resource allocation growth line to obtain the resource improvement combat power of the feature abstract player on the resource allocation growth line;

[0302] Fuse the current line combat power of the resource allocation growth line and the combat power improved by resources to obtain the updated current line combat power of the feature abstract player on the resource allocation growth line.

[0303] In some embodiments, the estimation module may include:

[0304] A determination sub-module, configured to determine the active combat power improvement corresponding to the line active reward of each game growth line of the feature abstract player;

[0305] A fusion sub-module, configured to fuse the historical line combat power and the active combat power improvement of each game growth line to obtain the current line combat power of each game growth line of the feature abstract player.

[0306] In some embodiments, the determination sub-module is specifically configured to:

[0307] Obtain the active mapping information of each game growth line of the target game, where the active mapping information includes the mapping relationship between the set line active reward and the active combat power improvement;

[0308] Based on the active mapping information, determine the active combat power improvement corresponding to the line active reward of each game growth line of the feature abstract player.

[0309] In some embodiments, the combat power estimation device may further include:

[0310] A target determination module, configured to determine the target feature abstract player corresponding to the real player in the target game from at least two feature abstract players, where the feature abstract players are obtained by dividing based on the features of the real players in the target game;

[0311] A recommended combat power module, configured to determine the estimated combat power corresponding to the target feature abstract player in the player combat power distribution as the recommended combat power of the real player.

[0312] In this application, the acquisition module 301 acquires the historical combat power, active rewards, and virtual resource quantity of at least two feature-abstraction players in the target game. The historical combat power includes the historical-line combat power of at least two game growth lines, and the active rewards include the line-active rewards of at least two game growth lines; the estimation module 302 estimates the current-line combat power of each feature-abstraction player in each game growth line based on the line-active rewards and historical-line combat power of each feature-abstraction player in each game growth line; the determination module 303 determines the target game growth line of each feature-abstraction player and the target resource improvement amplitude corresponding to the current-line combat power of the target game growth line according to the current-line combat power of at least two game growth lines of each feature-abstraction player; the calculation module 304 performs a fusion calculation on the virtual resource quantity and the target resource improvement amplitude of each feature-abstraction player to obtain the target estimated combat power of each feature-abstraction player; the integration module 305 integrates the target estimated combat power of each feature-abstraction player to obtain an estimation of the player combat power distribution of the target game.

[0313] After obtaining the historical combat power and active rewards of the target abstraction player in this application, the current-line combat power of multiple game growth lines of the target abstraction player is obtained. Furthermore, the target game growth line is determined from the multiple game growth lines, and virtual currency resources are invested in the target game growth line. This application performs combat power estimation based on the assumption that the player allocates virtual resources to the target game growth line, rather than the assumption in the prior art that the player allocates virtual resources proportionally to each game growth line, and can obtain a more accurate estimation of the combat power distribution for the target game.

[0314] In addition, an embodiment of this application also provides a computer device, which can be a terminal or a server. As Figure 11 shown, it shows a schematic structural diagram of the computer device involved in the embodiment of this application. Specifically:

[0315] This computer device may include a processor 401 with one or more processing cores, a memory 402 with one or more computer-readable storage media, a power supply 403, an input unit 404, and other components. Those skilled in the art can understand that Figure 11 the structural diagram of the computer device shown in

[0316] The processor 401 is the control center of the computer device, connecting various parts of the entire computer device through various interfaces and circuits. By running or executing software programs and / or modules stored in the memory 402, and by invoking the data stored in the memory 402, it executes various functions of the computer device and processes data, thereby performing an overall detection of the computer device. Optionally, the processor 401 may include one or more processing cores; preferably, the processor 401 may integrate an application processor and a modem processor. Among them, the application processor mainly processes the operating system, user interfaces, and application programs, etc., and the modem processor mainly processes wireless communications. It can be understood that the above-mentioned modem processor may not be integrated into the processor 401 either.

[0317] The memory 402 can be used to store software programs and modules. The processor 401 executes various functional applications and data processing by running the software programs and modules stored in the memory 402. The memory 402 mainly includes a program storage area and a data storage area. Among them, the program storage area can store the operating system, application programs required for at least one function (such as the sound playback function, image playback function, etc.); the data storage area can store the data created according to the use of the computer device. In addition, the memory 402 may include high-speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other non-volatile solid-state storage devices. Correspondingly, the memory 402 may also include a memory controller to provide the processor 401 with access to the memory 402.

[0318] The computer device further includes a power supply 403 for supplying power to each component. Preferably, the power supply 403 can be logically connected to the processor 401 through a power management system, so as to realize functions such as management of charging, discharging, and power consumption management through the power management system. The power supply 403 may also include any components such as one or more DC or AC power supplies, a recharge system, a power failure detection circuit, a power converter or inverter, and a power status indicator.

[0319] The computer device may further include an input unit 404, which can be used to receive input digital or character information, and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function controls.

[0320] Although not shown, the computer device may also include a display unit, etc., which will not be elaborated here. Specifically, in this embodiment, the processor 401 in the computer device will load the executable files corresponding to the processes of one or more application programs into the memory 402 according to the following instructions, and the processor 401 will run the application programs stored in the memory 402 to achieve various functions as follows:

[0321] Obtain the historical combat power, active rewards, and virtual resource quantities of at least two feature abstract players in the target game. The historical combat power includes the historical line combat power of at least two game growth lines, and the active rewards include the line active rewards of at least two game growth lines; based on the line active rewards and historical line combat power of each feature abstract player in each game growth line, estimate the current line combat power of each feature abstract player in each game growth line; according to the current line combat power of at least two game growth lines of each feature abstract player, determine the target game growth line of each feature abstract player and the target resource improvement amplitude corresponding to the current line combat power of the target game growth line; perform a fusion calculation on the virtual resource quantity and the target resource improvement amplitude of each feature abstract player to obtain the target estimated combat power of each feature abstract player; integrate the target estimated combat power of each feature abstract player to obtain the estimated distribution of the player combat power in the target game.

[0322] For the specific implementation of each of the above operations, reference may be made to the previous embodiments and will not be elaborated herein.

[0323] According to one aspect of the present application, there is provided a computer program product or a computer program, which includes computer instructions stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the methods provided in various alternative implementations in the above embodiments.

[0324] Those of ordinary skill in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by a computer program, or by a computer program controlling related hardware. The computer program can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0325] Therefore, the embodiments of the present application further provide a storage medium, in which a computer program is stored, and the computer program can be loaded by a processor to execute the steps in any of the combat power estimation methods provided by the embodiments of the present application. For example, the computer program can execute the following steps:

[0326] Obtain the historical combat power, active rewards, and virtual resource quantities of at least two feature abstract players in the target game. The historical combat power includes the historical line combat power of at least two game growth lines, and the active rewards include the line active rewards of at least two game growth lines; Based on the line active rewards and historical line combat power of each feature abstract player in each game growth line, estimate the current line combat power of each feature abstract player in each game growth line; According to the current line combat powers of at least two game growth lines of each feature abstract player, determine the target game growth line of each feature abstract player and the corresponding target resource improvement amplitude of the current line combat power of the target game growth line; Perform a fusion calculation on the virtual resource quantity and the target resource improvement amplitude of each feature abstract player to obtain the target estimated combat power of each feature abstract player; Integrate the target estimated combat powers of each feature abstract player to obtain an estimated distribution of the combat powers of the players in the target game.

[0327] Among them, the storage medium may include: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), magnetic disk, optical disk, etc.

[0328] Since the computer program stored in the storage medium can execute the steps in any of the combat power estimation methods provided in the embodiments of the present application, the beneficial effects achievable by any of the combat power estimation methods provided in the embodiments of the present application can be achieved. For details, refer to the previous embodiments and will not be elaborated here.

[0329] The above has introduced in detail a combat power estimation method, device, storage medium, and computer device provided by the embodiments of the present application. Specific examples are used in this article to elaborate on the principle and implementation manner of the present application. The description of the above embodiments is only used to help understand the method and its core idea of the present application; at the same time, for those skilled in the art, according to the idea of the present application, there will be changes in the specific implementation manner and application scope. In summary, the content of this specification should not be construed as a limitation to the present application.

Claims

1. A combat power estimation method, characterized in that, Including: Obtain the historical combat power, active rewards, and virtual resource quantities of at least two feature - abstracted players in the target game. The historical combat power includes the historical - line combat power of at least two game growth lines, and the active rewards include the line - active rewards of at least two game growth lines; The feature - abstracted players are obtained by feature - abstracting players based on their game data; the game growth lines include the combat - power improvement directions in different dimensions in the target game; Based on the line - active rewards and historical - line combat power of each feature - abstracted player in each game growth line, estimate the current - line combat power of each feature - abstracted player in each game growth line; According to the current - line combat power of each feature - abstracted player in each game growth line, determine the target game growth line of each feature - abstracted player and the target resource improvement amplitude corresponding to the current - line combat power of the target game growth line; the target game growth line includes the game growth line that the feature - abstracted player is most suitable for improving the line combat power; Perform a fusion calculation on the virtual resource quantity and the target resource improvement amplitude of each feature - abstracted player to obtain the target estimated combat power of each feature - abstracted player; Integrate the target estimated combat power of each feature - abstracted player to obtain the estimated distribution of the players' combat power in the target game.

2. The method according to claim 1, characterized in that, The step of determining the target game growth line of each feature - abstracted player and the target resource improvement amplitude corresponding to the current - line combat power of the target game growth line according to the current - line combat power of each feature - abstracted player in each game growth line includes: Obtain the resource mapping relationship of each game growth line of the target game. The resource mapping relationship includes the mapping relationship between the preset line combat power and the preset resource improvement amplitude; From the resource mapping relationship, find the resource improvement amplitude corresponding to the current - line combat power of each game growth line of the feature - abstracted player; Perform data processing on the resource improvement amplitudes of each game growth line of the feature - abstracted player to determine the target game growth line of the feature - abstracted player and the target resource improvement amplitude corresponding to the current - line combat power of the target game growth line.

3. The method according to claim 2, characterized in that, The step of performing data processing on the resource improvement amplitudes of each game growth line of the feature - abstracted player to determine the target game growth line of the feature - abstracted player and the target resource improvement amplitude corresponding to the current - line combat power of the target game growth line includes: Sort the resource improvement amplitudes of each game growth line of the feature - abstracted player according to the preset sorting conditions to obtain the sorting information of each resource improvement amplitude; Based on the sorting information of each resource improvement amplitude, set the resource improvement amplitude to which the sorting information that meets the preset sorting - information conditions belongs as the target resource improvement amplitude, and set the game growth line to which the target resource improvement amplitude belongs as the target game growth line of the feature - abstracted player.

4. The method according to claim 2, characterized in that, The step of performing a fusion calculation on the virtual resource quantity and the target resource improvement amplitude of each feature - abstracted player to obtain the target estimated combat power of each feature - abstracted player includes: Set the target game growth line as the resource - allocation growth line; Determine the resource consumption quantity of the resource allocation growth line, and update the virtual resource quantity of the feature abstract player based on the resource consumption quantity; Perform a fusion calculation on the resource consumption quantity, resource improvement amplitude, and current line combat power of the resource allocation growth line to obtain the updated current line combat power of the feature abstract player on the resource allocation growth line; When the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is the same as the resource improvement amplitude corresponding to the updated current line combat power, and the updated virtual resource quantity of the feature abstract player is the same as the target quantity, fuse the current line combat power of all game growth lines and the updated current line combat power of the resource allocation growth line to obtain the target estimated combat power of the feature abstract player.

5. The method according to claim 4, wherein The method further includes: When the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is the same as the resource improvement amplitude of the updated current line combat power, and the virtual resource quantity of the feature abstract player is different from the target quantity, return to perform the operation of determining the resource consumption quantity of the resource allocation growth line.

6. The method according to claim 4, wherein The method further includes: When the resource improvement amplitude corresponding to the current line combat power of the resource allocation growth line is different from the resource improvement amplitude corresponding to the updated current line combat power, determine the updated target game growth line of the feature abstract player based on the current line combat power of all game growth lines of the feature abstract player and the updated current line combat power of the resource allocation growth line; When the updated target game growth line is the same as the resource allocation growth line, return to perform the operation of determining the resource consumption quantity of the resource allocation growth line.

7. The method according to claim 6, characterized in that, The method further includes: When the updated target game growth line is different from the resource allocation growth line, determine the updated target game growth line as the new resource allocation growth line, and return to perform the operation of determining the resource consumption quantity of the resource allocation growth line.

8. The method according to claim 4, characterized in that The performing a fusion calculation on the resource consumption quantity, resource improvement amplitude, and current line combat power of the resource allocation growth line to obtain the updated current line combat power of the feature abstract player on the resource allocation growth line includes: Fuse the resource consumption quantity and resource improvement amplitude of the resource allocation growth line to obtain the resource improvement combat power of the feature abstract player on the resource allocation growth line; Fuse the current line combat power of the resource allocation growth line and the resource improvement combat power to obtain the updated current line combat power of the feature abstract player on the resource allocation growth line.

9. The method according to claim 1, wherein The estimating the current line combat power of each feature abstract player on each game growth line based on the line active reward and historical line combat power of each feature abstract player on each game growth line includes: Determine the active improvement combat power corresponding to the line active reward of each game growth line of the feature abstract player; Fuse the historical line combat power and active improvement combat power of each game growth line to obtain the current line combat power of each game growth line of the feature abstract player.

10. The method according to claim 9, wherein The determining the active improvement combat power corresponding to the line active reward of each game growth line of the feature abstract player includes: Obtain the active mapping relationship information of each game growth line of the target game, where the active mapping relationship includes the mapping relationship between the set line active rewards and the active combat power improvement; Based on the active mapping relationship information, determine the active combat power improvement corresponding to the line active rewards of each game growth line of the characteristic abstract player.

11. The method according to any one of claims 1 to 10, characterized in that, The player combat power distribution prediction includes the target predicted combat power of at least two characteristic abstract players, and the method further includes: From the at least two characteristic abstract players, determine the target characteristic abstract player corresponding to the real player in the target game, where the characteristic abstract player is obtained by dividing based on the characteristics of real players in the target game; Determine the predicted combat power corresponding to the target characteristic abstract player in the player combat power distribution prediction as the recommended combat power of the real player.

12. A combat power estimation device, characterized in that, It includes: An acquisition module, configured to acquire the historical combat power, active rewards, and virtual resource quantities of at least two characteristic abstract players in the target game, where the historical combat power includes the historical line combat power of at least two game growth lines, and the active rewards include the line active rewards of at least two game growth lines; The characteristic abstract player is obtained by abstracting the characteristics of players based on the game data of the players; The game growth line includes the combat power improvement directions in different dimensions in the target game; A prediction module, configured to predict the current line combat power of each characteristic abstract player in each game growth line based on the line active rewards and historical line combat power of each characteristic abstract player in each game growth line; A determination module, configured to determine the target game growth line of each characteristic abstract player and the target resource improvement amplitude corresponding to the current line combat power of the target game growth line according to the current line combat power of each characteristic abstract player in each game growth line; The target game growth line includes the game growth line that the characteristic abstract player is most suitable for improving the line combat power; A calculation module, configured to perform a fusion calculation on the virtual resource quantity and the target resource improvement amplitude of each characteristic abstract player to obtain the target predicted combat power of each characteristic abstract player; An integration module, configured to integrate the target predicted combat power of each characteristic abstract player to obtain the player combat power distribution prediction of the target game.

13. A storage medium, characterized in that, The storage medium stores multiple computer programs, and the computer programs are suitable for being loaded by a processor to execute the steps in the method according to any one of claims 1 to 11.

14. A computer device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein, When the processor executes the computer program, it implements the steps of the method according to any one of claims 1 to 11.

15. A computer program product, characterized in that, The computer program product includes computer instructions, the computer instructions are stored in a computer-readable storage medium, the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the steps of the method according to any one of claims 1 to 11.

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