Information processing method, device, storage medium and computer equipment

By obtaining and calculating the combat power data of virtual characters in MMORPG games, evaluating and restricting high-level players from joining camps, the problem of disparity in combat power between camps is solved, and combat power balance between game camps and a better user experience are achieved.

CN115105834BActive Publication Date: 2025-09-12TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202110283616.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-03-17
Publication Date
2025-09-12
Estimated Expiration
2041-03-17

AI Technical Summary

Technical Problem

In MMORPG games, players lack the ability to evaluate and control the combat power of their own factions before joining them, which leads to a huge disparity in combat power between the two factions and affects the user's gaming experience.

Method used

By obtaining the virtual data of the target virtual character corresponding to the user information and the virtual data set of each virtual character in the target camp, it is determined whether the preset conditions are met, the virtual data sum is calculated, and the target virtual character is prohibited from joining the target camp to maintain the balance of combat power.

Benefits of technology

It improves the accuracy of information processing, enhances the balance of combat power between game camps, and improves the user's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The embodiments of the present invention disclose an information processing method, apparatus, storage medium, and computer equipment. A first virtual data set consisting of first virtual data of a target virtual character corresponding to user information and virtual data of each virtual character in a target camp is obtained; when the first virtual data satisfies a first preset condition, second virtual data in the first virtual data set that satisfies the first preset condition is determined; the sum of the first virtual data and the second virtual data is calculated to obtain third virtual data; when the third virtual data satisfies the second preset condition, the target virtual character is prohibited from joining the target camp. That is, by precalculating the sum of virtual data that satisfies the preset conditions in the target camp after the target virtual character joins, and restricting the target virtual character from joining the target camp accordingly, the target virtual character is prevented from disrupting the balance between camps upon joining, thereby improving the accuracy of information processing and thereby improving the balance between camps in the game.
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Description

Technical Field

[0001] The present invention relates to the field of computer technology, and in particular to an information processing method, apparatus, storage medium and computer equipment. Background Art

[0002] In recent years, with the development of internet technology, the widespread use of personal devices, and the reduction of data costs, the gaming industry has shown a booming trend. Massively Multiplayer Online Role-Playing Games (MMORPGs) are currently the most popular type of online game, holding a significant market share. In MMORPGs, players not only interact with other players but also build their own profiles, become part of online communities, and establish their own reputations.

[0003] In MMORPG games, the more common way to play is for players to join a game camp, become a member of a game camp, and then fight as a unit of the game camp.

[0004] In related technologies, before players join a game camp, there is a lack of evaluation and control of the player's combat power and the camp's combat power, which leads to a disparity in combat power between the two game camps, affecting the user's gaming experience. Summary of the Invention

[0005] Embodiments of the present invention provide an information processing method, apparatus, storage medium, and computer equipment. The method can improve the accuracy of information processing and thereby enhance the balance of combat power between game camps.

[0006] The first aspect of the present application provides an information processing method, comprising:

[0007] Obtaining first virtual data of a target virtual character corresponding to the user information and a first virtual data set consisting of virtual data of each virtual character in the target camp;

[0008] When the first virtual data satisfies a first preset condition, determining second virtual data in the first virtual data set that satisfies the first preset condition;

[0009] Calculating the sum of the first virtual data and the second virtual data to obtain third virtual data;

[0010] When the third virtual data satisfies a second preset condition, the target virtual character is prohibited from joining the target camp.

[0011] Accordingly, a second aspect of an embodiment of the present invention provides an information processing device, including:

[0012] A first acquiring unit, configured to acquire first virtual data of a target virtual character corresponding to the user information and a first virtual data set consisting of virtual data of each virtual character in the target camp;

[0013] a determining unit, configured to determine, when the first virtual data satisfies a first preset condition, second virtual data in the first virtual data set that satisfies the first preset condition;

[0014] a first calculating unit, configured to calculate the sum of the first virtual data and the second virtual data to obtain third virtual data;

[0015] The first prohibition unit is configured to prohibit the target virtual character from joining the target camp when the third virtual data satisfies a second preset condition.

[0016] In some embodiments, the apparatus further comprises:

[0017] a second calculating unit, configured to calculate a total value of the virtual data in the first virtual data set when the first virtual data does not satisfy the first preset condition;

[0018] a third calculating unit, configured to sum the total value and the first virtual data to obtain fourth virtual data;

[0019] The second prohibition unit is configured to prohibit the target virtual character from joining the target camp when the fourth virtual data satisfies a third preset condition.

[0020] In some embodiments, the apparatus further comprises:

[0021] a fourth calculating unit, configured to calculate a total value of the virtual data in the first virtual data set when the third virtual data does not satisfy the second preset condition;

[0022] a fifth calculating unit, configured to sum the total value and the first virtual data to obtain fifth virtual data;

[0023] The third prohibition unit is configured to prohibit the target virtual character from joining the target camp when the fifth virtual data satisfies a fourth preset condition.

[0024] In some embodiments, the apparatus further comprises:

[0025] A second acquiring unit is configured to acquire virtual data of each virtual character in a target group corresponding to the user information to form a second virtual data set when detecting that the user information is preset user information;

[0026] a third acquiring unit, configured to acquire target virtual data that meets the first preset condition from the first virtual data set and the second virtual data set when virtual data that meets the first preset condition exists in the second virtual data set;

[0027] a sixth calculating unit, configured to calculate the sum of all the target virtual data to obtain sixth virtual data;

[0028] The fourth prohibition unit is configured to prohibit the target group from joining the target camp when the sixth virtual data satisfies a fifth preset condition.

[0029] In some embodiments, the apparatus further comprises:

[0030] a seventh calculating unit, configured to, when the second virtual data set does not contain any virtual data satisfying the first preset condition, calculate the sum of all virtual data in the first virtual data set and the second virtual data set to obtain seventh virtual data;

[0031] The fifth prohibition unit is configured to prohibit the target group from joining the target camp when the seventh virtual data satisfies a sixth preset condition.

[0032] In some embodiments, the determining unit includes:

[0033] An acquisition subunit, configured to acquire the stored virtual data of each virtual character and sort them in descending order to obtain a virtual data sequence;

[0034] a first determining subunit, configured to determine a sequence number of the first virtual data in the virtual data sequence;

[0035] The second determining subunit is configured to determine, when the sequence number is smaller than a first preset threshold, each second virtual data in the first virtual data set whose sorting sequence number in the virtual data sequence is smaller than the first preset threshold.

[0036] In some embodiments, the first prohibition unit includes:

[0037] a first calculation subunit, configured to perform sum calculation on the stored virtual data corresponding to each virtual character to obtain eighth virtual data;

[0038] a second calculating subunit, configured to calculate a ratio of the third virtual data to the eighth virtual data;

[0039] The prohibition subunit is used to prohibit the target virtual character from joining the target camp when the ratio is greater than a second preset threshold.

[0040] In some embodiments, the apparatus further comprises:

[0041] The fourth obtaining unit is used to obtain the login time of each user's most recent login;

[0042] A confirmation unit, configured to, when detecting that there is a target login time that is longer than a preset time from the current time, confirm that the user corresponding to the target login time is an abnormal user;

[0043] The hiding unit is used to hide the virtual data corresponding to the abnormal user.

[0044] The third aspect of the embodiment of the present application further provides a storage medium, which stores multiple instructions, and the instructions are suitable for loading by a processor to execute the steps in the information processing method provided in the first aspect of the present application.

[0045] The fourth aspect of an embodiment of the present application provides a computer device, comprising a memory, a processor, and a computer program stored in the memory and capable of running on the processor, wherein when the processor executes the computer program, the steps in the information processing method provided in the first aspect of the present application are implemented.

[0046] A fifth aspect of the present application provides a computer program product or computer program, comprising computer instructions stored in a storage medium. A processor of a computer device reads the computer instructions from the storage medium and executes the computer instructions, causing the computer device to perform the steps of the information processing method provided in the first aspect.

[0047] The information processing method provided by the embodiment of the present application is a method of obtaining a first virtual data set consisting of the first virtual data of the target virtual character corresponding to the user information and the virtual data of each virtual character in the target camp; when the first virtual data satisfies the first preset condition, determining the second virtual data in the first virtual data set that satisfies the first preset condition; calculating the sum of the first virtual data and the second virtual data to obtain the third virtual data; when the third virtual data satisfies the second preset condition, prohibiting the target virtual character from joining the target camp. In this way, when the virtual data of the target virtual character corresponding to the user information satisfies the first preset condition, and after the target virtual character joins the first camp, the sum of the virtual data of the virtual characters in the first camp that meet the first preset condition meets the second preset condition, the virtual character is restricted from joining the first camp, thereby avoiding the target player joining a camp and causing a decrease in the balance between the two opposing sides. This method improves the accuracy of information processing, and thus can improve the balance of combat power between game camps. BRIEF DESCRIPTION OF THE DRAWINGS

[0048] In order to more clearly illustrate the technical solutions in the embodiments of the present invention, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.

[0049] Figure 1 It is a schematic diagram of the scenario of information processing provided by this application;

[0050] Figure 2 It is a flowchart of the information processing method provided by this application;

[0051] Figure 3 This is another scenario diagram of the information processing method provided by this application;

[0052] Figure 4 is another flowchart of the information processing method provided by this application;

[0053] Figure 5 It is a structural diagram of the information processing device provided by this application;

[0054] Figure 6 It is a structural diagram of the computer device provided in this application. DETAILED DESCRIPTION

[0055] The following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the accompanying drawings. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without making any creative efforts shall fall within the scope of protection of the present invention.

[0056] Embodiments of the present invention provide an information processing method, apparatus, storage medium, and computer equipment. The information processing method can be used in an information processing apparatus. The information processing apparatus can be integrated into a computer device, which can be a server. The server can be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, network acceleration services (Content Delivery Network, CDN), and big data and artificial intelligence platforms.

[0057] See also Figure 1, a schematic diagram of the information processing scenario provided in this application; as shown, server A obtains information about the user logged into server A from terminal B. It is understood that there can be multiple terminals B connected to server A; only one is shown here. Furthermore, terminal B is loaded with a client that can log into server A. Users can register and generate user information that can log into server A in this client, or they can log into server A through this client. Generally, only one client that can log into server A can be installed in a terminal B, and only one user can be logged into a client at a time. In this scenario, server A obtains the user information of the client currently logged into terminal B. This user information can correspond to a single virtual character or to multiple virtual characters (for example, a tribe where the user is the leader). When the user information corresponds to a single virtual character, server A obtains the first virtual data of the virtual character corresponding to the user information, and obtains a first virtual data set consisting of the virtual data of each virtual character in the target camp. When server A detects that the first virtual data satisfies a first preset condition, it determines second virtual data in the first virtual data set that satisfies the first preset condition. The sum of the first virtual data and the second virtual data is calculated to obtain third virtual data. When server A detects that the third virtual data meets the second preset condition, it determines to prohibit the target virtual character from joining the target camp. Then, server A sends the determination result to terminal B where the user information is currently logged in, to prompt the user that he cannot join the target camp.

[0058] It should be noted that Figure 1 The information processing scenario diagram shown is merely an example. The information processing scenario described in the embodiments of this application is intended to more clearly illustrate the technical solution of this application and does not constitute a limitation on the technical solution provided by this application. Persons skilled in the art will appreciate that with the evolution of information processing and the emergence of new business scenarios, the technical solution provided by this application will also be applicable to similar technical problems.

[0059] The following are detailed descriptions based on the above implementation scenarios.

[0060] The embodiments of the present application will be described from the perspective of an information processing device, which can be integrated into a computer device. The computer device can be a server. Figure 2 FIG. 1 is a flow chart of the information processing method provided by the present application, which includes:

[0061] Step 101 : obtaining first virtual data of a target virtual character corresponding to user information and a first virtual data set consisting of virtual data of each virtual character in a target camp.

[0062] The information processing method provided in this application can be used to control virtual characters or groups of virtual characters that join a particular faction in any multi-faction confrontation scenario. A multi-faction confrontation scenario can be a competition scenario, such as a knowledge contest or a battle competition; it can also be a game scenario, such as a multi-faction confrontation scenario in an MMORPG game. The multi-faction confrontation here can be a confrontation between two factions, a two-faction confrontation between multiple factions, or a simultaneous confrontation between multiple factions. In this application, to make the technical solution of this application more vivid and easy to understand, a two-faction confrontation scenario in an MMORPG game is used as an example for detailed explanation.

[0063] In MMORPG game scenarios where two factions compete against each other, each user's account corresponds to a virtual character. This virtual character can have any function, such as an offensive character, a defensive character, or a supporting character. This virtual character can be independent or part of a group. Within the group, this character can also have a certain identity, such as tribal leader, deputy leader, elder, or civilian. The virtual character corresponding to each user's user information must join either of the two opposing factions in order to participate in the game.

[0064] In the related art, users can choose the camp they want to join according to their own wishes without being restricted. This will result in a situation where one camp is too strong and the other is weak, and the disparity in strength between the two camps makes the game outcome lose suspense, thus greatly reducing the gaming experience. During their research on this, the inventors of this application discovered that some game designers will design a system to evaluate the strength of each camp before the user joins a camp and display the evaluation results, and guide the user to join a camp in the displayed results. For example, in the opposing camps A and B, if Camp A is stronger and Camp B is weaker, the interactive interface for users to join a camp can display that Camp A is stronger and recommends joining Camp B. In this way, the balance of strength between the two camps is ensured, thereby ensuring the user's gaming experience.

[0065] However, during their research, the inventors of the present application discovered that, in actual game play, when players have equal combat power, higher-level avatars have a much greater impact on the game outcome than lower-level avatars. For example, the strength of each avatar can be recorded using a virtual datum, which can be a combat power value. If the combat power value of a high-level player is the sum of the combat power values ​​of 100 lower-level avatars, then in actual combat, it is almost impossible for these 100 lower-level avatars to defeat this one higher-level avatar. Thus, even if the overall strength of the two opposing camps is guaranteed to be equal, the balance of the game cannot be guaranteed. Therefore, the inventors of the present application have proposed an information processing method in order to improve the balance of the game to a certain extent. The method will be described in detail below, taking the example of a two-camp confrontation scenario in an MMORPG game.

[0066] When a user enters the camp selection interface in the game client, the information processing device obtains corresponding information and controls the user's camp-joining behavior based on the corresponding information. Specifically, the user's user information can be obtained. The user information can be the user account information of the user logged into the current client. The user's user information corresponds to the user's target virtual player in the game. The target virtual player has corresponding first virtual data. The first virtual data can be a combat power value or other virtual data such as experience points. In addition, the virtual character information of the two camps to be joined and the virtual data of each virtual character in these two camps can also be obtained. The virtual data here is consistent with the first virtual data of the target virtual character. When the first virtual data is the combat power value of the target virtual character, the virtual data here is also the combat power value of the virtual character. As mentioned above, the target virtual character corresponding to the user information can be an independent player who has not joined any group, or it can be a player in a group. When the target virtual character is an independent player who has not joined any group, the virtual data of the target virtual character is obtained. When the target virtual character is a player in a group, the identity of the player needs to be further determined. If the player is not a leader or deputy leader, only the virtual data of the target virtual character is obtained; if the player is a leader or deputy leader, it is necessary to further determine whether the leader or deputy leader leads all tribe members to join the target camp. If so, the virtual data of all virtual characters in the tribe needs to be obtained, otherwise only the virtual data of the virtual character needs to be obtained.

[0067] In this embodiment of the present application, the target avatar is an independent player not affiliated with any group. Therefore, the first avatar data of the target avatar corresponding to the user information is obtained. Furthermore, the avatar data of each avatar in the target camp is obtained. The obtained avatar data constitutes the first avatar data set. The target camp can be any of the opposing camps.

[0068] Step 102 : When the first virtual data satisfies a first preset condition, determine second virtual data in the first virtual data set that satisfies the first preset condition.

[0069] Among them, after a high-level player joins a camp, the combat power of the camp will undergo a significant change. For example, the two opposing camps are camp A and camp B. Assuming that the current strength of camp A is higher than that of camp B, then after a high-level player joins camp B, the strength of camp B is very likely to greatly exceed that of camp A, resulting in a huge difference in strength between the two camps. Therefore, in the information processing method provided in this application, after obtaining the first virtual data of the target virtual character corresponding to the user information, it is necessary to detect the target virtual character to determine whether it is a high-level player. Specifically, whether the target virtual character is a high-level player can be determined based on its corresponding first virtual data. If it meets a preset condition, which can be defined as the first preset condition here, the target virtual character can be determined to be a high-level player. Furthermore, there are also multiple ways to determine whether the first virtual data meets the first preset condition. Taking the combat power value as the first virtual data as an example, the following is explained: it is possible to determine whether the combat power value of the target virtual character is higher than a preset value. If the combat power value is higher than the preset value, the target virtual character is determined to be a high-level player; it is also possible to determine whether the combat power value of the target virtual character is ranked in the top preset position (for example, the top 30) in the combat power value of the entire game server. If the combat power value of the target virtual character is ranked in the top preset position in the combat power value of the entire game server, the target virtual character is determined to be a high-level player; it is also possible to determine the proportion of the combat power value of the target virtual character in the total combat power value of all players in the entire game server. If the proportion exceeds a preset ratio, the target virtual character is determined to be a high-level player. If the determination result determines that the target virtual character is a high-level player, the high-level players in the target camp can be further determined.

[0070] In some embodiments, when the first virtual data satisfies a first preset condition, determining second virtual data in the first virtual data set that satisfies the first preset condition includes:

[0071] 1. Obtain the stored virtual data of each virtual character and sort them in descending order to obtain a virtual data sequence;

[0072] 2. Determine the sequence number of the first virtual data in the virtual data sequence;

[0073] 3. When the sequence number is smaller than the first preset threshold, determine each second virtual data in the first virtual data set whose sorting sequence number in the virtual data sequence is smaller than the first preset threshold.

[0074] In this embodiment, whether the target avatar is a high-level player is determined based on the ranking of the target avatar's first virtual data within the virtual data corresponding to all avatars in the entire server. Specifically, the server may be a game server, which can be a single server or a server cluster consisting of multiple physical servers or virtual servers. Specifically, a data processing device first obtains the virtual data of each avatar stored in the game server and sorts this virtual data in descending order to obtain a virtual data sequence. Since the virtual data sequence includes the virtual data of all avatars in the entire game server, it necessarily also includes the first virtual data of the target avatar and the virtual data corresponding to each avatar in the two opposing camps. This means that the ranking order of the first virtual data and the virtual data of each avatar in the target camp in the virtual data sequence can be determined. A first preset threshold can be set. When the sequence number of the first virtual data in the virtual data sequence is less than the first preset threshold, it indicates that the first virtual data is greater than the virtual data with a sequence number equal to the first preset threshold, and the target avatar can be determined to be a high-level player. After determining that the target virtual character is a high-level player, the virtual characters in the target camp are further evaluated to determine whether there are high-level players in the target camp. Specifically, the sequence number of each virtual data in the first virtual data set in the virtual data sequence can be determined one by one. If there is a second virtual data with a sequence number less than a first preset threshold, the virtual character corresponding to the second virtual data is determined to be a high-level player.

[0075] In some embodiments, before obtaining the stored virtual data of each virtual character and sorting them in descending order to obtain a virtual data sequence, the method further includes:

[0076] a. Get the last login time of each user;

[0077] b. When it is detected that there is a target login time that is longer than a preset time from the current time, the user corresponding to the target login time is determined to be an abnormal user;

[0078] c. Hide the virtual data corresponding to abnormal users.

[0079] In an embodiment of the present application, before obtaining the virtual data of each virtual character in the game server and sorting them, it is necessary to first remove the inactive players in the server. Specifically, the login time of the most recent login to the game server of all users in the game server is obtained. If it is detected that the login time of the most recent login to the game server is longer than a preset time (e.g., one month) from the current time, then the user is confirmed to be an abnormal user. Since the user has not logged into the game server for a long time, the possibility of the user participating in the game battle is small. If the virtual data corresponding to the user is still considered when performing virtual data ranking statistics, it will affect the judgment result. Therefore, in the present application, the virtual data corresponding to the abnormal user is hidden, and the virtual data corresponding to the abnormal user is not considered when performing virtual data sorting, so that the sorting result is more accurate.

[0080] Step 103: Calculate the sum of the first virtual data and the second virtual data to obtain third virtual data.

[0081] Among them, the number of senior players in the target camp can be one or more, that is, the second virtual data can be one or more. The sum of the first virtual data and the second virtual data is calculated here, which is to calculate the sum of the first virtual data and all the second virtual data to obtain the third virtual data. Of course, there may be no virtual data with a sorting number less than the first preset threshold in the first virtual data set, that is, when there is no senior player in the target camp, it can be determined that the value of the third virtual data is equal to the value of the first virtual data. The sum of the first virtual data and the second virtual data is calculated here in order to estimate the strength of the senior players in the target camp after the target virtual character joins the target camp. If the senior players in the target camp are too strong after joining, it will lead to an imbalance in strength between the opposing camps. At this time, it is necessary to restrict the target virtual character from joining the target camp.

[0082] Step 104 : When the third virtual data satisfies the second preset condition, prohibiting the target virtual character from joining the target camp.

[0083] Among them, judging whether the strength of the senior players in the target camp is too strong after the target virtual character joins the target camp can be achieved by judging whether the third virtual data meets the second preset condition. Specifically, it can be judged whether the third virtual data exceeds a preset value. If the third virtual data exceeds the preset value, it is judged that the strength of the senior players in the target camp is too strong after the target virtual character joins the target camp. It is also possible to judge the proportion of the third virtual data in the total virtual data of all virtual characters in the entire server. If the proportion exceeds a preset ratio, it is judged that the strength of the senior players in the target camp is too strong after the target virtual character joins the target camp. When it is determined that the strength of the senior players in the target camp is too strong after the target virtual character joins the target camp, the target virtual character is prohibited from joining the target camp. Specifically, prohibiting the target virtual character from joining the target camp can be to close the channel for players to join the target camp in the client interaction interface loaded on the user terminal. Figure 3 FIG. 100 is a schematic diagram of another use case of the information processing method provided by the present application. FIG. 100 is a client interface displayed on the display screen of a user terminal. Client interface 100 displays a first camp 110 and a second camp 120, each of which has a first control 111 and a second control 122. When the target avatar corresponding to the user information logged into the current client can join either the first camp 110 or the second camp 120, both the first control 111 and the second control 121 display "Join." The user can then click either control to join the camp corresponding to the clicked control. If the target avatar is prohibited from joining the target camp, and the target camp is the first camp, the first control 111 displays "Cannot Join." If the user clicks control 111, a pop-up message appears, informing the user that they cannot join the first camp.

[0084] In some embodiments, when the third virtual data satisfies the second preset condition, prohibiting the target virtual character from joining the target camp includes:

[0085] 1. Summing up the virtual data corresponding to each stored virtual character to obtain eighth virtual data;

[0086] 2. Calculate the ratio of the third virtual data to the eighth virtual data;

[0087] 3. When the ratio is greater than a second preset threshold, the target virtual character is prohibited from joining the target camp.

[0088] In this embodiment of the present application, the ratio of the sum of the virtual data of the senior players to the sum of the virtual data of all virtual characters in the entire game server is calculated to determine whether the overall strength of the senior players in the target camp is too strong after the target virtual character joins the target camp. First, the virtual data of all virtual characters in the game server are summed to obtain the total virtual data of all virtual characters in the server, and this total is recorded as the eighth virtual data. Then, the ratio of the third virtual data to the eighth virtual data is calculated. When this ratio is greater than a second preset threshold, it is determined that the strength of the senior players in the target camp is too strong after the target virtual character joins the target camp, and the target virtual character is prohibited from joining the target camp.

[0089] This embodiment calculates and determines whether the strength of high-level players in the target camp is too strong after the target avatar joins the target camp. Compared to related technologies, this method offers the following three advantages. First, the determination of whether a user can join a camp is no longer based simply on the current strength of the two opposing camps, but rather on the strength of the camp after the user's corresponding target avatar joins the camp. This method provides more accurate judgment results. Second, the method evaluates the strength of high-level players in the camp after joining to determine whether they are too strong, rather than evaluating the overall strength of the entire camp. Because in some competitive games, high-level players' control over the game can even outweigh the impact of the overall strength of the camp, using the strength of high-level players for balance assessment can improve game balance. Finally, determining whether a high-level player's strength is too strong is based on the ratio of their overall strength to the strength of all players on the game server. This is an objective, absolute judgment, rather than a relative comparison of the strength of high-level players in the two camps. This reduces the need for comparisons between the two camps and improves judgment efficiency.

[0090] In some embodiments, the information processing method provided by this application further includes:

[0091] a. When the first virtual data does not satisfy the first preset condition, calculating the total value of the virtual data in the first virtual data set;

[0092] b. Summing the total value and the first virtual data to obtain fourth virtual data;

[0093] c. When the fourth virtual data satisfies the third preset condition, the target virtual character is prohibited from joining the target camp.

[0094] When the first virtual data does not meet the first preset condition, i.e., when it can be determined that the target virtual character is not a high-level player, the virtual data in the first virtual data set corresponding to the target camp are summed, and the result of the summation is then summed again with the first virtual data to calculate the sum of the virtual data of all virtual characters in the target camp after the target virtual character joins the target camp, that is, to determine the strength of the target camp after the target virtual character joins the target camp. Further, it is determined whether the strength of the target camp is too strong after the target virtual character joins the target camp. Specifically, it can be determined whether the sum of the virtual data of all virtual characters in the target camp after the target virtual character joins the target camp, i.e., whether the fourth virtual data exceeds a preset threshold. When the fourth virtual data exceeds the preset threshold, it can be determined that the strength of the target camp is too strong after the target virtual character joins the target camp, and the target virtual character is prohibited from joining the target camp. In this embodiment of the present application, when a non-high-level player joins a camp, it is necessary to evaluate the overall strength of the camp after joining to avoid the overall strength of the camp after joining being too strong, thereby ensuring the balance of strength between the game camps.

[0095] In some embodiments, the information processing method provided by this application may further include:

[0096] A. when the third virtual data does not satisfy the second preset condition, calculating the total value of the virtual data in the first virtual data set;

[0097] B. summing the total value and the first virtual data to obtain fifth virtual data;

[0098] C. When the fifth virtual data satisfies the fourth preset condition, the target virtual character is prohibited from joining the target camp.

[0099] In this embodiment, it can be determined that the target avatar is a high-level player, and the total strength of all high-level players in the target camp after the target avatar joins the target camp is not too high. In this case, it is not certain that the target avatar can join the target camp, but it is necessary to further evaluate the overall strength of the target camp after the target avatar joins the target camp. Here, the sum of the virtual data of all avatars in the target camp after the target avatar joins the target camp can be determined as the fifth virtual data. When the fifth virtual data meets the fourth preset condition, for example, when the fifth virtual data is greater than a preset value, it is determined that the strength of the target camp after the target avatar joins the target camp is too strong, and the target avatar is prohibited from joining the target camp.

[0100] In some embodiments, as described above, the target virtual character corresponding to the user information may have a specific identity. For example, if the target virtual character is the leader or deputy leader of a tribe, then the target virtual character can lead the entire tribe to join the target camp. The user information of the leader or deputy leader leading the entire tribe to join the target camp can be determined to be preset user information. Therefore, when it is detected that the user information is preset user information, virtual data for each virtual character in the target group corresponding to the preset user information is obtained to obtain a second virtual data set. Furthermore, each virtual data in the second virtual data set is determined to determine whether there is any virtual data that meets a first preset condition. If there is any virtual data that meets the first preset condition in the second virtual data set, all virtual data that meet the first preset condition in the first and second virtual data sets are obtained and summed. If the sum of all virtual data that meet the first preset condition meets a preset condition, such as being greater than a preset value, it is determined that the strength of the high-level players in the target camp is too strong after the target group joins the target camp, and the target group is prohibited from joining the target camp.

[0101] According to the above description, the information processing method provided by this application obtains a first virtual data set consisting of the first virtual data of the target virtual character corresponding to the user information and the virtual data of each virtual character in the target camp; when the first virtual data satisfies a first preset condition, determines the second virtual data in the first virtual data set that satisfies the first preset condition; calculates the sum of the first virtual data and the second virtual data to obtain third virtual data; and when the third virtual data satisfies the second preset condition, prohibits the target virtual character from joining the target camp. In this way, when the virtual data of the target virtual character corresponding to the user information satisfies the first preset condition, and after the target virtual character joins the first camp, the sum of the virtual data of the virtual characters in the first camp that meet the first preset condition meets the second preset condition, the virtual character is restricted from joining the first camp. This can prevent the target player from joining a camp from causing a decrease in the balance between the two opposing teams. This method improves the accuracy of information processing, thereby improving the balance of combat power between game camps.

[0102] Accordingly, the embodiment of the present application will further describe the information processing method provided by the present application in detail from the perspective of the server. In this embodiment, the virtual character can be a game character, and the virtual data can be the combat power value of the game character, such as Figure 4 FIG. 1 is another flow chart of the information processing method provided by the present application, the method comprising:

[0103] In step 201, the server detects the user information and joining request of the target camp.

[0104] MMORPG games are divided into a client and a server. Players can only play by logging into the server through the internet from the client, and player information is stored on the server. One way to play MMORPG games is to compete against each other in different factions. Players need to join a faction to participate in the game and compete against other factions. Players can join a faction individually. If a player is the leader or deputy leader of a tribe in the game, the player can also lead the entire tribe to join a faction at the same time. Before joining a faction, players can choose whether to join alone or with the entire tribe at the same time, and generate a join request accordingly. When a user enters the faction selection interface in the user interaction interface displayed in the game client, the server will obtain the user information of the user (i.e., the player) and the join request brought by the user to distinguish whether the user is joining alone or leading the tribe to join at the same time.

[0105] Step 202: When the joining request is for a separate joining, the server obtains a first combat power value of the target game character corresponding to the user information, and a first combat power value set consisting of the combat power value of each game character in the target camp.

[0106] Among them, when the server detects that the joining request carried by the user is for joining alone, the server determines the target game character corresponding to the user information in the server, and further obtains the combat power value of the game character and the combat power values ​​of all game characters in the target camp. The combat power values ​​of all game characters in the target camp constitute a first combat power value set. Among them, since each camp needs to be evaluated to determine whether the target game character can join the camp, the target camp here is any camp in the opposing camp. If the opposing camp is the first camp and the second camp, then the target camp can be the first camp or the second camp. When the evaluation result is that the target game character cannot join the target camp, if the target camp is the first camp at this time, then it is determined that the target game character cannot join the first camp; if the target camp is the second camp at this time, then it is determined that the target game character cannot join the second camp.

[0107] Step 203: When the ranking of the first combat power value among the combat power values ​​of all game characters in the server satisfies a first preset condition, the server obtains a second combat power value in the first combat power value set that satisfies the first preset condition.

[0108] When the first combat power value of the target game character satisfies a first preset condition among the combat power values ​​of all game characters on the server, for example, if the first preset condition is that the character is ranked in the top 30, the server may determine that the target game character is a high-level player. The server then further determines whether there are high-level players in the target camp. Specifically, the server may test each combat power value in the first combat power value set to determine whether there is a second combat power value that ranks in the top 30 across the entire server. It is understood that this second combat power value may not exist, may be one, or may be multiple.

[0109] In step 204 , the server calculates the sum of the first combat power value and the second combat power value to obtain a third combat power value.

[0110] If the second power value does not exist, the third power value is determined to be the same as the first power value. If multiple second power values ​​exist, the third power value is calculated by summing the first power value and all second power values. The purpose of calculating the sum of the first and second power values ​​is to estimate the strength of the high-level players in the target camp after the target game character joins the target camp. If the strength of the high-level players in the target camp is too strong after the target game character joins the target camp, it is necessary to control the target game character's access to the target camp.

[0111] Step 205: When the ratio of the third combat power value to the sum of the combat power values ​​of all game characters in the server is higher than a first preset value, the server prohibits the target game character from joining the target camp.

[0112] After the target game character joins the target camp, the total combat power of the senior players in the target camp, i.e., the third combat power value, is calculated. The server further calculates the ratio of the third combat power value to the total combat power values ​​of all game characters in the server. If the ratio exceeds a first preset value, it is determined that the senior players are too strong, which will cause a power imbalance between the camps. In this case, the server closes the channel for the target game character to join the target camp, thereby prohibiting the target game character from joining the target camp.

[0113] In some embodiments, if the ratio of the third combat power value to the sum of the combat power values ​​of all game characters in the server is not higher than a first preset value, it can be determined that the strength of the high-level players in the target camp is not too strong after the target game character joins the target camp. However, it is not certain that the target game character can join the target camp at this time, and it is still necessary to determine whether the total combat power of the target camp is too strong after the target game character joins the target camp. Specifically, the ratio of the total combat power of the game players in the target camp after the target game character joins the target camp to the total combat power of all game players in the server can be calculated. If the ratio is greater than a preset ratio, the target game character is still prohibited from joining the target camp.

[0114] Furthermore, in some embodiments, the following situation may occur: the two opposing camps are the first camp and the second camp. If, after the target game character joins the first camp, the strength of the senior players in the first camp is too strong, while the overall strength of the first camp is not too strong; in this case, according to the aforementioned judgment method, the target game character cannot join the first camp. In addition, if, after the target game character joins the second camp, the strength of the senior players in the second camp is not too strong, while the overall strength of the second camp is too strong; in this case, according to the aforementioned judgment method, the target game character cannot join the second camp. In this way, there is a situation where the target game character cannot join either opposing camp. For such situations, in the embodiments of the present application, priority is given to whether the overall combat power of the target camp is too strong after the target game player joins the target camp, and secondary consideration is whether the strength of the senior players in the target camp is too strong. That is, in the embodiments of the present application, the target game character is ultimately allowed to join the first camp.

[0115] Step 206: When the joining request is a group joining, the server obtains the combat power value of each game character in the target group corresponding to the user information to obtain a second combat power value set.

[0116] When the user's join request corresponds to a group join, for example, an entire tribe joining simultaneously, it is understood that the tribe contains at least two players. In this case, the server obtains the combat power value of each player (or game character) in the group (or tribe) to obtain a second combat power value set. Furthermore, the server still obtains the combat power value of each game character in the target camp to obtain a first combat power value set.

[0117] Step 207: When the second combat power value set contains a combat power value that meets the first preset condition in the ranking of all the combat power values ​​of the game characters in the server, the server obtains all the combat power values ​​that meet the first preset condition in the first combat power value set and the second combat power value set to form a third combat power value set.

[0118] The second power value set is detected to determine whether there is a power value that satisfies the first preset condition among the power values ​​of all game characters on the server, that is, whether there is a high-level player in the target group. If there is a high-level player in the target group, the power values ​​of all high-level players in the target group and the target camp are obtained to form a third power value set.

[0119] Step 208: The server calculates the sum of all the combat power values ​​in the third combat power value set to obtain a fourth combat power value.

[0120] The server calculates the sum of the combat power values ​​of all high-level players in the target group and the target camp to obtain a fourth combat power value. Based on this, it determines whether the high-level players in the target camp are too strong after the target group joins the target camp.

[0121] Step 209: When the ratio of the fourth combat power value to the sum of the combat power values ​​of all game characters in the server is higher than a second preset value, the server prohibits the target group from joining the target camp.

[0122] Among them, after calculating the sum of the combat power values ​​of all senior players in the target camp after the target group joins the target camp, that is, the fourth combat power value, the server calculates the ratio of the fourth combat power value to the total combat power values ​​of all game characters in the server. If the ratio is higher than the second preset value, then it is determined that the strength of the senior players in the target camp is too strong after the target group joins the target camp. At this time, the server prohibits the target group from joining the target camp.

[0123] In some embodiments, if the ratio of the fourth combat power value to the sum of the combat power values ​​of the game characters in the server is not higher than the second preset value, it can be determined that the strength of the high-level players in the target camp is not too strong after the target group joins the target camp. However, it is not certain that the target group can join the target camp at this time, and it is still necessary to determine whether the total combat power of the target camp is too strong after the target group joins the target camp. Specifically, the ratio of the total combat power of the game players in the target camp after the target group joins the target camp to the total combat power of all game players in the server can be calculated. If the ratio is greater than the third preset value, the target group is prohibited from joining the target camp.

[0124] Furthermore, in some embodiments, there may be a situation where the two opposing camps are the first camp and the second camp. If, after the target group joins the first camp, the strength of the senior players in the first camp is too strong, while the overall strength of the first camp is not too strong; at this time, according to the aforementioned judgment method, the target group cannot join the first camp. In addition, if, after the target group joins the second camp, the strength of the senior players in the second camp is not too strong, while the overall strength of the second camp is too strong; at this time, according to the aforementioned judgment method, the target group cannot join the second camp. This results in a situation where the target group cannot join any opposing camp. For such situations, in an embodiment of the present application, priority is given to whether the overall combat power of the target camp is too strong after the target group joins the target camp, and secondly to whether the strength of the senior players in the target camp is too strong. That is, in an embodiment of the present application, the target group is ultimately allowed to join the first camp.

[0125] According to the above description, the information processing method provided by the embodiment of the present application obtains the first virtual data of the target virtual character corresponding to the user information and the first virtual data set consisting of the virtual data of each virtual character in the target camp; when the first virtual data meets the first preset condition, determines the second virtual data in the first virtual data set that meets the first preset condition; calculates the sum of the first virtual data and the second virtual data to obtain third virtual data; when the third virtual data meets the second preset condition, prohibits the target virtual character from joining the target camp. In this way, when the virtual data of the target virtual character corresponding to the user information meets the first preset condition, and after the target virtual character joins the first camp, the sum of the virtual data of the virtual characters in the first camp that meet the first preset condition meets the second preset condition, the virtual character is restricted from joining the first camp. This can prevent the target player from joining a camp from causing a decrease in the balance between the two opposing teams. This method improves the accuracy of information processing, and can thereby improve the balance of combat power between game camps.

[0126] In order to better implement the above method, an embodiment of the present invention further provides an information processing device, which can be integrated into a server.

[0127] For example, Figure 5 , which is a schematic diagram of the structure of an information processing device provided in an embodiment of the present application, the information processing device may include a first acquisition unit 301, a determination unit 302, a first calculation unit 303, and a first prohibition unit 304, as follows:

[0128] A first acquiring unit 301 is configured to acquire first virtual data of a target virtual character corresponding to the user information and a first virtual data set consisting of virtual data of each virtual character in the target camp;

[0129] A determining unit 302 is configured to determine, when the first virtual data satisfies the first preset condition, second virtual data in the first virtual data set that satisfies the first preset condition;

[0130] A first calculation unit 303 is configured to calculate the sum of the first virtual data and the second virtual data to obtain third virtual data;

[0131] The first prohibition unit 304 is configured to prohibit the target virtual character from joining the target camp when the third virtual data satisfies the second preset condition.

[0132] In some embodiments, the apparatus further comprises:

[0133] a second calculating unit, configured to calculate a total value of the virtual data in the first virtual data set when the first virtual data does not satisfy the first preset condition;

[0134] a third calculating unit, configured to sum the total value and the first virtual data to obtain fourth virtual data;

[0135] The second prohibition unit is configured to prohibit the target virtual character from joining the target camp when the fourth virtual data satisfies a third preset condition.

[0136] In some embodiments, the apparatus further comprises:

[0137] a fourth calculating unit, configured to calculate a total value of the virtual data in the first virtual data set when the third virtual data does not satisfy the second preset condition;

[0138] a fifth calculating unit, configured to sum the total value and the first virtual data to obtain fifth virtual data;

[0139] The third prohibition unit is configured to prohibit the target virtual character from joining the target camp when the fifth virtual data satisfies a fourth preset condition.

[0140] In some embodiments, the apparatus further comprises:

[0141] A second acquiring unit is configured to acquire virtual data of each virtual character in a target group corresponding to the user information to form a second virtual data set when detecting that the user information is preset user information;

[0142] a third acquiring unit, configured to acquire target virtual data that meets the first preset condition from the first virtual data set and the second virtual data set when virtual data that meets the first preset condition exists in the second virtual data set;

[0143] a sixth calculating unit, configured to calculate the sum of all target virtual data to obtain sixth virtual data;

[0144] The fourth prohibition unit is configured to prohibit the target group from joining the target camp when the sixth virtual data satisfies the fifth preset condition.

[0145] In some embodiments, the apparatus further comprises:

[0146] a seventh calculating unit, configured to calculate the sum of all virtual data in the first virtual data set and the second virtual data set to obtain seventh virtual data when no virtual data meeting the first preset condition exists in the second virtual data set;

[0147] The fifth prohibition unit is configured to prohibit the target group from joining the target camp when the seventh virtual data satisfies a sixth preset condition.

[0148] In some embodiments, the determining unit includes:

[0149] An acquisition subunit, configured to acquire the stored virtual data of each virtual character and sort them in descending order to obtain a virtual data sequence;

[0150] A first determining subunit, configured to determine a sequence number of the first virtual data in the virtual data sequence;

[0151] The second determining subunit is configured to determine, when the sequence number is smaller than the first preset threshold, each second virtual data in the first virtual data set whose sorting sequence number in the virtual data sequence is smaller than the first preset threshold.

[0152] In some embodiments, the first disabling unit includes:

[0153] a first calculation subunit, configured to perform sum calculation on the stored virtual data corresponding to each virtual character to obtain eighth virtual data;

[0154] a second calculating subunit, configured to calculate a ratio of the third virtual data to the eighth virtual data;

[0155] The prohibition subunit is used to prohibit the target virtual character from joining the target camp when the ratio is greater than a second preset threshold.

[0156] In some embodiments, the apparatus further comprises:

[0157] The fourth obtaining unit is used to obtain the login time of each user's most recent login;

[0158] A confirmation unit, configured to, when detecting that a target login time exists that is longer than a preset time from the current time, confirm that the user corresponding to the target login time is an abnormal user;

[0159] Hidden unit, used to hide the virtual data corresponding to abnormal users.

[0160] In specific implementation, the above units can be implemented as independent entities, or can be arbitrarily combined to be implemented as the same or several entities. The specific implementation of the above units can be found in the previous method embodiments and will not be repeated here.

[0161] As can be seen from the above, the information processing device provided in this embodiment uses a first acquisition unit 301 to obtain a first virtual data set consisting of first virtual data of a target virtual character corresponding to user information and virtual data of each virtual character in the target camp. When the first virtual data satisfies a first preset condition, a determination unit 302 determines second virtual data in the first virtual data set that satisfies the first preset condition. A first calculation unit 303 calculates the sum of the first virtual data and the second virtual data to obtain third virtual data. When the third virtual data satisfies a second preset condition, a prohibition unit 304 prohibits the target virtual character from joining the target camp. In this way, when the virtual data of the target virtual character corresponding to the user information satisfies the first preset condition, and the sum of the virtual data of the virtual characters in the first camp that meet the first preset condition after the target virtual character joins the first camp satisfies the second preset condition, the virtual character is restricted from joining the first camp. This prevents the target player from joining a particular camp from causing a decrease in the balance between the two opposing teams. This method improves the accuracy of information processing, thereby enhancing the balance of combat power between game camps.

[0162] The embodiment of the present application also provides a computer device, which may be a server, such as Figure 6 The figure shows the structure of the computer device provided by this application. Specifically:

[0163] The computer device may include one or more processing core processors 401, one or more storage media memories 402, a power supply 403, an input unit 404 and other components. Those skilled in the art will understand that Figure 6 The computer device structure shown in the figure does not constitute a limitation to the computer device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.

[0164] in:

[0165] Processor 401 is the control center of the computer device. It connects the various components of the entire computer device using various interfaces and lines. By running or executing software programs and / or modules stored in memory 402 and accessing data stored in memory 402, it performs various functions of the computer device and processes data, thereby performing overall testing of the computer device. Optionally, processor 401 may include one or more processing cores; preferably, processor 401 may integrate an application processor and a modem processor, wherein the application processor primarily processes the operating system, user interface, and application programs, while the modem processor primarily handles wireless communications. It is understood that the modem processor may not be integrated into processor 401.

[0166] The memory 402 can be used to store software programs and modules. The processor 401 executes various functional applications and information processing by running the software programs and modules stored in the memory 402. The memory 402 may mainly include a program storage area and a data storage area, wherein the program storage area may store an operating system, at least one application required for a function (such as a sound playback function, an image playback function, and web page access, etc.); the data storage area may store data created according to the use of the computer device, etc. In addition, the memory 402 may include a high-speed random access memory, and may also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other volatile solid-state storage device. Accordingly, the memory 402 may also include a memory controller to provide the processor 401 with access to the memory 402.

[0167] The computer device also includes a power supply 403 for supplying power to various components. Preferably, the power supply 403 can be logically connected to the processor 401 via a power management system, thereby enabling the power management system to manage charging, discharging, and power consumption. The power supply 403 can also include one or more DC or AC power supplies, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and other arbitrary components.

[0168] The computer device may further include an input unit 404, which may be configured to receive input digital or character information and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.

[0169] Although not shown, the computer device may further include a display unit, etc., which will not be described in detail here. Specifically, in this embodiment, the processor 401 in the computer device will load the executable files corresponding to one or more application processes into the memory 402 according to the following instructions, and the processor 401 will run the application stored in the memory 402 to implement various functions as follows:

[0170] Obtain first virtual data of the target virtual character corresponding to the user information and a first virtual data set consisting of virtual data of each virtual character in the target camp; when the first virtual data meets a first preset condition, determine second virtual data in the first virtual data set that meets the first preset condition; calculate the sum of the first virtual data and the second virtual data to obtain third virtual data; when the third virtual data meets the second preset condition, prohibit the target virtual character from joining the target camp.

[0171] It should be noted that the computer device provided in the embodiment of the present application and the information processing method in the above embodiment belong to the same concept. The specific implementation of the above operations can be referred to the previous embodiment and will not be repeated here.

[0172] Those skilled in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be accomplished through instructions, or through instruction-controlled related hardware. The instructions may be stored in a storage medium and loaded and executed by a processor.

[0173] To this end, an embodiment of the present invention provides a storage medium storing a plurality of instructions that can be loaded by a processor to execute the steps of any of the information processing methods provided in the embodiments of the present invention. For example, the instructions can execute the following steps:

[0174] Obtain first virtual data of the target virtual character corresponding to the user information and a first virtual data set consisting of virtual data of each virtual character in the target camp; when the first virtual data meets a first preset condition, determine second virtual data in the first virtual data set that meets the first preset condition; calculate the sum of the first virtual data and the second virtual data to obtain third virtual data; when the third virtual data meets the second preset condition, prohibit the target virtual character from joining the target camp.

[0175] The specific implementation of the above operations can be found in the previous embodiments and will not be repeated here.

[0176] The storage medium may include a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0177] Since the instructions stored in the storage medium can execute the steps in any information processing method provided in the embodiments of the present invention, the beneficial effects that can be achieved by any information processing method provided in the embodiments of the present invention can be achieved. Please refer to the previous embodiments for details and will not be repeated here.

[0178] According to one aspect of the present application, a computer program product or computer program is provided, wherein the computer program product or computer program includes computer instructions, and the computer instructions are stored in a storage medium. A processor of a computer device reads the computer instructions from the storage medium, and the processor executes the computer instructions, so that the computer device performs the above-mentioned Figure 2 or Figure 4 The information processing method provided in various optional implementations.

[0179] The above is a detailed introduction to an information processing method, device, storage medium and computer equipment provided by the embodiments of the present invention. Specific examples are used herein to illustrate the principles and implementation methods of the present invention. The description of the above embodiments is only used to help understand the method of the present invention and its core ideas. At the same time, for those skilled in the art, according to the ideas of the present invention, there may be changes in the specific implementation methods and application scopes. In summary, the contents of this specification should not be understood as limiting the present invention.

Claims

1. An information processing method, characterized in that: The method comprises: Obtaining first virtual data of a target virtual character corresponding to the user information and a first virtual data set consisting of virtual data of each virtual character in the target camp; When the first virtual data satisfies a first preset condition, determining second virtual data in the first virtual data set that satisfies the first preset condition, including: acquiring the stored virtual data of each virtual character and sorting the data in descending order to obtain a virtual data sequence; determining a sequence number of the first virtual data in the virtual data sequence; and when the sequence number is less than a first preset threshold, determining each second virtual data in the first virtual data set whose sequence number in the virtual data sequence is less than the first preset threshold; Calculating the sum of the first virtual data and the second virtual data to obtain third virtual data; When the third virtual data satisfies a second preset condition, the target virtual character is prohibited from joining the target camp.

2. The method according to claim 1, characterized in that The method further comprises: When the first virtual data does not satisfy the first preset condition, calculating the total value of the virtual data in the first virtual data set; Summing the total value and the first virtual data to obtain fourth virtual data; When the fourth virtual data satisfies the third preset condition, the target virtual character is prohibited from joining the target camp.

3. The method according to claim 1, characterized in that The method further comprises: When the third virtual data does not satisfy the second preset condition, calculating the total value of the virtual data in the first virtual data set; performing a sum calculation on the total value and the first virtual data to obtain fifth virtual data; When the fifth virtual data satisfies a fourth preset condition, the target virtual character is prohibited from joining the target camp.

4. The method according to claim 1, wherein The method further comprises: When it is detected that the user information is preset user information, obtaining virtual data of each virtual character in the target group corresponding to the user information to form a second virtual data set; When virtual data that meets the first preset condition exists in the second virtual data set, obtaining target virtual data that meets the first preset condition in the first virtual data set and the second virtual data set; Calculating the sum of all the target virtual data to obtain sixth virtual data; When the sixth virtual data satisfies a fifth preset condition, the target group is prohibited from joining the target camp.

5. The method according to claim 4, characterized in that The method further comprises: When there is no virtual data satisfying the first preset condition in the second virtual data set, calculating the sum of all virtual data in the first virtual data set and the second virtual data set to obtain seventh virtual data; When the seventh virtual data satisfies a sixth preset condition, the target group is prohibited from joining the target camp.

6. The method according to claim 1, characterized in that When the third virtual data satisfies the second preset condition, prohibiting the target virtual character from joining the target camp includes: performing sum calculation on the stored virtual data corresponding to each virtual character to obtain eighth virtual data; calculating a ratio of the third virtual data to the eighth virtual data; When the ratio is greater than a second preset threshold, the target virtual character is prohibited from joining the target camp.

7. The method according to claim 1, characterized in that Before acquiring the stored virtual data of each virtual character and sorting them in descending order to obtain a virtual data sequence, the method further includes: Get the last login time of each user; When it is detected that there is a target login time that is longer than a preset time from the current time, confirming that the user corresponding to the target login time is an abnormal user; The virtual data corresponding to the abnormal user is hidden.

8. An information processing device, characterized in that The device comprises: A first acquiring unit, configured to acquire first virtual data of a target virtual character corresponding to the user information and a first virtual data set consisting of virtual data of each virtual character in the target camp; a determining unit, configured to determine, when the first virtual data satisfies a first preset condition, second virtual data in the first virtual data set that satisfies the first preset condition, comprising: acquiring the stored virtual data of each virtual character and sorting the data in descending order to obtain a virtual data sequence; determining a sequence number of the first virtual data in the virtual data sequence; and when the sequence number is less than a first preset threshold, determining each second virtual data in the first virtual data set whose sequence number in the virtual data sequence is less than the first preset threshold; a first calculating unit, configured to calculate the sum of the first virtual data and the second virtual data to obtain third virtual data; The first prohibition unit is configured to prohibit the target virtual character from joining the target camp when the third virtual data satisfies a second preset condition.

9. The device according to claim 8, characterized in that The device further comprises: a second calculating unit, configured to calculate a total value of the virtual data in the first virtual data set when the first virtual data does not satisfy the first preset condition; a third calculating unit, configured to sum the total value and the first virtual data to obtain fourth virtual data; The second prohibition unit is configured to prohibit the target virtual character from joining the target camp when the fourth virtual data satisfies a third preset condition.

10. The device according to claim 8, characterized in that The device further comprises: a fourth calculating unit, configured to calculate a total value of the virtual data in the first virtual data set when the third virtual data does not satisfy the second preset condition; a fifth calculating unit, configured to sum the total value and the first virtual data to obtain fifth virtual data; The third prohibition unit is configured to prohibit the target virtual character from joining the target camp when the fifth virtual data satisfies a fourth preset condition.

11. The device according to claim 8, characterized in that The device further comprises: A second acquiring unit is configured to acquire virtual data of each virtual character in a target group corresponding to the user information to form a second virtual data set when detecting that the user information is preset user information; a third acquiring unit, configured to acquire target virtual data that meets the first preset condition from the first virtual data set and the second virtual data set when virtual data that meets the first preset condition exists in the second virtual data set; a sixth calculating unit, configured to calculate the sum of all the target virtual data to obtain sixth virtual data; The fourth prohibition unit is configured to prohibit the target group from joining the target camp when the sixth virtual data satisfies a fifth preset condition.

12. A storage medium, characterized in that: The storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the steps of the information processing method according to any one of claims 1 to 7.

13. A computer device, characterized in that: The information processing method comprises a memory, a processor, and a computer program stored in the memory and capable of being run on the processor, wherein the processor implements the information processing method according to any one of claims 1 to 7 when executing the computer program.

14. A computer program, characterized in that The computer program includes computer instructions, which are stored in a storage medium. A processor of a computer device reads the computer instructions from the storage medium, and the processor executes the computer instructions, so that the computer device executes the information processing method according to any one of claims 1 to 7.

15. A computer program product, characterized in that The computer program product includes computer instructions, which are stored in a storage medium; a processor of a computer device reads the computer instructions from the storage medium, and the processor executes the computer instructions, so that the computer device executes the information processing method according to any one of claims 1 to 7.

Citation Information

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