A method, apparatus, computer device and medium for game grouping

By using the graphical user interface of the terminal device to randomly form teams in competitive games, the problem of large differences in strength between different teams is solved, the fairness and interaction efficiency of the game are improved, and the gaming experience is enhanced.

CN115138078BActive Publication Date: 2025-10-10NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210751832.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-06-28
Publication Date
2025-10-10
Estimated Expiration
2042-06-28

AI Technical Summary

Technical Problem

In competitive games, when virtual players form teams, there is a large gap in gaming proficiency between different teams, resulting in a poor gaming experience.

Method used

A graphical user interface is displayed through a terminal device, including a team room interface, which displays multiple grouping areas, randomly forms teams in response to preset progress requirements, adjusts virtual player positions to form a fairer team combination, and randomly assigns virtual players to enter the game battle stage.

Benefits of technology

It reduces the strong alliances between virtual players, improves the fairness and interaction efficiency of the game, increases the playability of the game, and enables virtual players to give full play to their strength in a fairer environment.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application provides a game grouping method, device, computer equipment and medium, the method comprises the steps of: displaying a plurality of virtual player identifiers in a plurality of grouping areas in the team room interface; in response to the game preparation progress of the team room meeting the preset progress requirement, randomly grouping the virtual players in the team room according to the target team quantity to obtain a team grouping result, and changing at least part of the virtual player identifiers from a first team position to a second team position according to the team grouping result; in response to a game start request, controlling the virtual players in the team room to enter a game battle stage in a battle game scene; in response to the virtual players in the game battle stage belonging to the same team, settling the current game battle stage.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a method, apparatus, computer device, and medium for grouping games. Background Art

[0002] At this stage, games have gradually become an important form of entertainment in people's lives, and there are more and more types of games. Among them, competitive games, based on the fact that players can control virtual characters to compete in real time during the game, have become an important feature to attract players. Players do not need to move their position in the real world to participate in the same competition with many players, which improves the players' gaming experience.

[0003] In competitive games, players may need to compete against players from different camps, but the players in each camp may be acquainted with each other and understand each other's strengths. When forming camps, players will try their best to pull stronger players into the team in order to upgrade in the competition. In the final competition, there may be a large difference in the strength of players in different camps. Summary of the Invention

[0004] In view of this, the purpose of this application is to provide a method, apparatus, computer equipment and medium for game grouping, which are used to solve the problem in the prior art that when virtual players form teams, the game strength between different teams varies greatly.

[0005] In a first aspect, an embodiment of the present application provides a method for grouping games, wherein a graphical user interface is displayed on a terminal device, wherein the graphical user interface includes a team room interface of a team room, wherein the team room interface includes multiple grouping areas, and the grouping areas are configured to display information of virtual players in the same team. The method includes:

[0006] Displaying a plurality of virtual player identifiers located in the plurality of grouping areas in the team room interface, wherein the plurality of virtual player identifiers are identifiers of the virtual players who enter the team room and are respectively assigned to first team positions according to a preset team assignment rule, wherein the first team position is an area within the plurality of grouping areas;

[0007] In response to the game preparation progress of the team formation room meeting a preset progress requirement, randomly forming teams of the virtual players in the team formation room according to a target number of teams to obtain a team formation result, and changing at least some of the virtual player identifiers from a first team position to a second team position based on the team formation result, wherein the target number of teams is determined based on the number of virtual players in the team formation room during the random team formation;

[0008] In response to a game start request, controlling the virtual players in the team room to enter a game scene and enter a game battle phase;

[0009] In response to the virtual players in the game battle phase belonging to the same team, the current game battle phase is settled.

[0010] Optionally, in response to the game preparation progress of the team forming room meeting a preset progress requirement, randomly forming teams of the virtual players in the team forming room according to a target number of teams to obtain a team forming result, including:

[0011] In response to the game preparation progress of the team room meeting a preset progress requirement, determining the target number of teams according to the number of the virtual players in the team room and the team capacity;

[0012] The virtual players in the team formation room are randomly grouped according to the target team number, the team to which each virtual player belongs is determined, and the team formation result is obtained.

[0013] Optionally, randomly grouping the virtual players in the team formation room according to the target number of teams, determining the team to which each virtual player belongs, and obtaining the team formation result includes:

[0014] Determining the number of players in each team based on the target number of teams; the difference in the number of players in different teams is less than a preset value;

[0015] The virtual players in the team formation room are randomly grouped according to the number of players in each team, and the team to which each virtual player belongs is determined to obtain the team formation result.

[0016] Optionally, randomly grouping the virtual players in the team formation room according to the number of players in each team, determining the team to which each virtual player belongs, and obtaining the team formation result includes:

[0017] Randomly grouping the virtual players in the team room according to the game experience values ​​of the virtual players in the team room and the number of players in each team;

[0018] The team to which each virtual player belongs is determined, and the team formation result is obtained; the difference between the average values ​​of the game experience values ​​of each team meets the preset difference requirement.

[0019] Optionally, in response to the game preparation progress of the team room meeting a preset progress requirement, randomly grouping the virtual players in the team room into teams according to a target number of teams to obtain a teaming result, and changing at least some of the virtual player identifiers from a first team position to a second team position based on the teaming result, including:

[0020] In response to the game preparation progress of the team room meeting the preset progress requirement, randomly grouping the virtual players in the team room into teams according to the target number of teams to obtain a teaming result, changing at least some of the virtual player identifiers from the first team position to the second team position according to the teaming result, and entering a locking phase;

[0021] In the locking phase, if a team selection operation initiated by the virtual player is detected, the team selection operation is not responded to, and an adjustment failure prompt message is generated;

[0022] And in the locking phase, if a participation request for entering the team room initiated by a virtual player who is not in the team room is detected, the virtual player who is not in the team room is denied entry into the team room.

[0023] Optionally, the game preparation progress of the team room meets preset requirements, including any one of the following requirements:

[0024] The number of virtual players in the team room meets a first preset requirement, and / or the opening time of the team room meets a second preset requirement;

[0025] Responding to a random grouping request initiated by a room owner; the room owner is the virtual player who created the team room;

[0026] Responding to a random grouping request initiated by a room owner, and the number of the virtual players in the team room meets a first preset requirement;

[0027] The number of regrouping requests initiated by the virtual players in the team room meets a third preset requirement;

[0028] The number of regrouping requests initiated by the virtual players in the team room meets a third preset requirement, and the number of the virtual players in the team room meets a first preset requirement.

[0029] Optionally, the virtual players include a room owner and participants; and displaying a plurality of virtual players located in the plurality of grouping areas in the team room interface to indicate participation requests includes:

[0030] Responding to a request from the room owner to create a team room, controlling the room owner to enter the team room; the creation request carries team mode information, player number limit information, and team number limit information;

[0031] responding to a request for entry into a team room initiated by the participant, and controlling the participant to enter the team room;

[0032] The virtual player identification of the room owner and the virtual player identifications of the participants are displayed in the multiple grouping areas of the team room interface.

[0033] Optionally, displaying the virtual player identifier of the room owner and the virtual player identifiers of the participants in the multiple grouping areas of the team room interface includes:

[0034] In response to the virtual player's team selection operation for the grouping area with the vacant seats, the virtual player identifier of the virtual player is displayed in the grouping area with the vacant seats.

[0035] Optionally, the method further includes:

[0036] In response to the room owner's locking operation on the team room, entering a locking phase;

[0037] In the locking phase, if a team selection operation initiated by the virtual player is detected, the team selection operation is not responded to, and an adjustment failure prompt message is generated;

[0038] And in the locking phase, if a participation request for entering the team room initiated by a virtual player who is not in the team room is detected, the virtual player who is not in the team room is denied entry into the team room.

[0039] Optionally, the method further includes:

[0040] In the locking phase, in response to the room owner's unlocking operation on the team room, the team room is unlocked and the game preparation phase begins;

[0041] In the locking phase, in response to the game start request initiated by the virtual player, the team room is unlocked and the game preparation phase begins.

[0042] Optionally, in response to the game preparation progress of the team room meeting a preset progress requirement, randomly grouping the virtual players in the team room into teams according to a target number of teams to obtain a teaming result, and changing at least some of the virtual player identifiers from a first team position to a second team position based on the teaming result, including:

[0043] In response to the game preparation progress of the team room meeting the preset progress requirements, the virtual players in the team room are randomly teamed according to the target number of teams to obtain a teaming result, and at least part of the virtual player identifiers are changed from the first team position to the second team position according to the teaming result, and a teaming animation is generated and displayed; in the teaming animation, the avatar identifiers of the virtual players are displayed in the grouping area in sequence according to the teaming result.

[0044] In a second aspect, an embodiment of the present application provides a device for grouping games, wherein a graphical user interface is displayed through a terminal device, wherein the graphical user interface includes a team room interface of a team room, wherein the team room interface includes multiple grouping areas, and wherein the grouping areas are configured to display information of virtual players in the same team. The device includes:

[0045] a display module configured to display a plurality of virtual player identifiers located in the plurality of grouping areas in the team room interface, wherein the plurality of virtual player identifiers are identifiers of the virtual players who enter the team room and are respectively assigned to first team positions according to a preset team assignment rule, wherein the first team position is an area in the plurality of grouping areas;

[0046] a team formation module, configured to, in response to a game preparation progress of the team formation room meeting a preset progress requirement, randomly form teams of the virtual players in the team formation room according to a target number of teams to obtain a team formation result, and change at least some of the virtual player identifiers from a first team position to a second team position according to the team formation result, wherein the target number of teams is determined based on the number of virtual players in the team formation room during the random team formation;

[0047] A battle module, configured to respond to a game start request and control the virtual players in the team room to enter a battle game scene and enter a game battle phase;

[0048] The settlement module is used for settling the current game battle phase in response to the virtual players in the game battle phase belonging to the same team.

[0049] In a third aspect, an embodiment of the present application provides a computer device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps of the above method when executing the computer program.

[0050] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the above method are executed.

[0051] The game team formation method proposed in an embodiment of the present application includes: first, displaying multiple virtual player identifiers located in the multiple grouping areas in the team formation room interface, wherein the multiple virtual player identifiers are identifiers of the virtual players who enter the team formation room and are respectively assigned to the first team position according to a preset team assignment rule, wherein the first team position is an area among the multiple grouping areas; second, in response to the game preparation progress of the team formation room meeting the preset progress requirement, randomly grouping the virtual players in the team formation room according to a target number of teams to obtain a team formation result, and changing at least some of the virtual player identifiers from the first team position to the second team position based on the team formation result, wherein the target number of teams is determined based on the number of virtual players in the team formation room during the random group formation; third, in response to a game start request, controlling the virtual players in the team formation room to enter a battle game scene and enter a game battle phase; finally, in response to the virtual players in the game battle phase belonging to the same team, settling the current game battle phase.

[0052] In some embodiments, after a virtual player enters a team-forming room, multiple virtual players in the team-forming room can be randomly teamed up, and the randomly teamed virtual players can be controlled to enter the game battle stage to compete. In this way, the virtual players in each team are not assigned according to certain rules, which reduces the mutual acquaintance between virtual players in a team, and virtual players with relatively strong strengths team up with each other to form a strong alliance, thereby increasing the playability of the game, allowing more virtual players to compete in a fairer game environment, allowing virtual players to give full play to their strengths, and improving the interactive efficiency of the game.

[0053] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0054] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following is a brief introduction to the drawings required for use in the embodiments. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.

[0055] Figure 1 A flowchart of a method for forming a game team provided in an embodiment of the present application;

[0056] Figure 2 A schematic diagram of a first graphical user interface provided in an embodiment of the present application;

[0057] Figure 3 A schematic diagram of a second graphical user interface provided in an embodiment of the present application;

[0058] Figure 4 A schematic diagram of a third graphical user interface provided in an embodiment of the present application;

[0059] Figure 5 A schematic diagram of the structure of a device for forming a game team provided in an embodiment of the present application;

[0060] Figure 6 A schematic diagram of the structure of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0061] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the 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 the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of this application.

[0062] In massively multiplayer online competitive games (MMORPGs), one format involves forming multiple teams of players before the game begins. During the game, these teams compete against each other, with the winner emerging victorious. In these types of games, many players share their room numbers before the game begins, inviting more players into their group rooms. This player-invitation method allows players to gain knowledge of certain players' strengths. During the game preparation phase, players often team up with stronger players in the group rooms to secure victory. This ultimately results in strong players teaming up with stronger players, while weaker players team up with weaker players. This leads to significant disparities in strength between teams, resulting in a poor gaming experience.

[0063] The embodiment of the present application provides a method for forming a game team, such as Figure 1 As shown, a graphical user interface is displayed by a terminal device, wherein the graphical user interface includes a team room interface of a team room, wherein the team room interface includes multiple grouping areas, and the grouping areas are configured to display information of virtual players in the same team. The method includes:

[0064] S101, displaying a plurality of virtual player identifiers located in the plurality of grouping areas in the team room interface, wherein the plurality of virtual player identifiers are identifiers of the virtual players who enter the team room and are respectively assigned to first team positions according to a preset team assignment rule, wherein the first team position is an area in the plurality of grouping areas;

[0065] S102: In response to the game preparation progress of the team forming room meeting a preset progress requirement, randomly forming teams of the virtual players in the team forming room according to a target number of teams to obtain a team forming result, and changing at least some of the virtual player identifiers from a first team position to a second team position based on the team forming result, wherein the target number of teams is determined based on the number of virtual players in the team forming room during the random team forming;

[0066] S103, responding to a game start request, controlling the virtual players in the team room to enter a game scene and enter a game battle phase;

[0067] S104 , in response to the virtual players in the game battle phase belonging to the same team, performing settlement for the current game battle phase.

[0068] The game grouping method in the embodiment of the present application can be run on a terminal device or a server. The terminal device can be a local terminal device. When the game grouping method is run on a server, it can be a cloud game.

[0069] In an optional embodiment, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the operating body of the game program and the main body presenting the game screen are separated. The storage and operation of the game grouping method are completed on the cloud gaming server. The terminal device is used to receive and send data and present the game screen. For example, the terminal device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; however, the terminal device that processes the game data is the cloud gaming server in the cloud. When playing the game, the virtual player operates the terminal device to send operation instructions to the cloud gaming server. The virtual player is the player using the terminal device. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the terminal device through the network. Finally, the terminal device decodes and outputs the game screen.

[0070] In an optional embodiment, the terminal device may be a local terminal device. The local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device may provide the graphical user interface to the target player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal device, or provided to the target player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes any one of the following: a team room interface before the game battle and part of the game scene during the game battle phase, the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0071] This application describes a method for grouping games on a terminal device, wherein the terminal device is a touch-enabled electronic device, such as a smartphone. A graphical user interface (GUI) is provided by the terminal device. A GUI refers to an interface rendered on the terminal device's display screen for human-computer interaction. Human-computer interaction between a target player and the terminal device is achieved through an operation area within the GUI. The game of this application includes displaying a team room interface within the GUI before the game battle phase. The team room interface includes multiple virtual players, who can belong to the same faction or different factions. During the game battle phase, the GUI also displays a game screen, which can be a game screen of a portion of a game scene. The terminal device can respond to touch operations applied to the operation area within the GUI to control a target virtual character to perform virtual actions within the game scene, such as moving within the game scene or releasing a skill. The target virtual character here is the first virtual character or the second virtual character mentioned in this application. The game scene can include any one or more of the following game elements: landforms, rocks, flowers, rivers, buildings, virtual objects, game props, etc. Generally speaking, a virtual camera is set up in a game scene, and the game screen displayed on the graphical user interface is the portion of the game scene content captured by the virtual camera. For example, in a first-person game, the virtual camera can be set at the head (e.g., eye position) of the target virtual character controlled by the player. The virtual camera moves with the movement of the target virtual character, and the virtual camera's orientation rotates with the rotation of the virtual body. Therefore, the game screen presented on the graphical user interface is the portion of the game scene within a preset range in front of the target virtual character. For another example, in a third-person game, the virtual camera can be set directly above or above the back of the target virtual character controlled by the player. Therefore, the game screen presented on the graphical user interface is the portion of the game scene that includes the target virtual character. If the target virtual character's account is logged into the terminal device, the target virtual character is controlled by the terminal device. A virtual object refers to a dynamic object that can be controlled in the virtual scene. Optionally, the dynamic object can be a virtual person, virtual animal, anime character, etc. The target virtual character is a character controlled by the player through the terminal device, or an artificial intelligence (AI) trained to play in a virtual environment, or a non-player character (NPC) set to play in a virtual scene. Optionally, the target virtual character is a virtual person competing in a virtual scene.

[0072] The team room interface of the team room is the interface displayed on the graphical user interface during the game preparation phase before the game begins. The team room is a room prepared for virtual players participating in the target game. Only virtual players who want to participate in the target game can enter the team room. The team room is created by the room owner. After the team room is created, the virtual player who is the room owner will directly enter the team room, while other virtual players can enter the team room using the room number shared by the room owner, or the team room is a public room that other virtual players can enter freely (virtual players can enter and exit freely). The virtual players in the team room do not belong to the same team, but the virtual players in the team room form different teams. Then, during the game, virtual players from different teams and different teams compete against each other. In order to let virtual players understand their team situation more clearly, the team room interface corresponding to the team room will be displayed on the graphical user interface. The team room interface includes multiple grouping areas, each grouping area includes multiple seats, and the grouping area is configured to display the information of virtual players in the same team, that is, the virtual player information of the corresponding virtual player is displayed at each seat. The virtual player information can be the virtual player ID of the virtual player. Figure 2 As shown, the team room interface of the room owner XXXXX includes multiple grouping areas, namely the grouping area of ​​team 1, the grouping area of ​​team 2, and the grouping area of ​​team 3. Each grouping area has 5 seats, namely seat 1, seat 2, seat 3, seat 4, and seat 5.

[0073] S101, displaying multiple virtual player identifiers located in the multiple grouping areas in the team room interface, wherein the multiple virtual player identifiers are identifiers of the virtual players who enter the team room and are respectively assigned to the first team positions according to preset team assignment rules, wherein the first team position is an area among the multiple grouping areas.

[0074] In step S101, the preset team assignment rules are pre-set rules for assigning each virtual player to a team after they enter the team room. In the team display interface, the virtual player is represented by a virtual player ID. By assigning teams based on the virtual player ID, the virtual players are ultimately teamed up. The virtual player ID is an identifier used to represent the virtual player and can be an avatar, nickname, or other similar device. The first team position is the position corresponding to each team in the team room interface and is one of the multiple grouping areas in the team room interface.

[0075] In a specific implementation, after entering the team formation room, the virtual player assigns the virtual player identifier of the virtual player entering the team formation room to a first team position in the team formation room interface according to a preset team assignment rule. The preset team assignment rule can include any one of the following rules: forming teams according to the order of the virtual players entering the team formation room, and forming teams according to the team selection operation of the virtual players.

[0076] According to the order of the virtual players entering the team formation room, the virtual player identifier of the virtual player is sequentially arranged in the position of the virtual player identifier in the multiple grouping areas in the team formation room interface, that is, the display order of each virtual player identifier in the team formation room interface is consistent with the order of the virtual players entering the team formation room.

[0077] According to the team selection operation of the virtual players, after the virtual player enters the team formation room interface, the virtual player identifier of the virtual player is arranged in the idle grouping area according to the selection operation of the player on the idle grouping area. The idle grouping area refers to an area in which the number of virtual player identifiers in the grouping area has not reached the team capacity corresponding to the grouping area. The team capacity is set by the host before entering the team formation room or after entering the team formation room, and is the upper limit of the number of teams.

[0078] S102, in response to the game preparation progress of the team formation room meeting the preset progress requirement, randomly forming teams for the virtual players in the team formation room according to a target team number to obtain a team formation result, and changing at least part of the virtual player identifiers from the first team position to the second team position according to the team formation result, the target team number being determined according to the number of virtual players in the team formation room during the random team formation.

[0079] In the above step S102, the game preparation progress can be the progress of the virtual player after entering the team formation room before the game starts. The game preparation progress of the team formation room meeting the preset progress requirement includes any one of the following requirements:

[0080] The number of virtual players in the team formation room meets a first preset requirement, and / or the opening time of the team formation room meets a second preset requirement;

[0081] In response to a random grouping request initiated by the host; the host is a virtual player who creates the team formation room;

[0082] In response to a random grouping request initiated by the host, and the number of virtual players in the team formation room meets a first preset requirement;

[0083] The number of regrouping requests initiated by the virtual players in the team room meets a third preset requirement;

[0084] The number of regrouping requests initiated by the virtual players in the team room meets a third preset requirement, and the number of the virtual players in the team room meets a first preset requirement.

[0085] The game preparation progress of the team room meets the preset progress requirement if the number of virtual players in the team room meets the first preset requirement. The first preset requirement means that the number of virtual players in the team room reaches a preset value. For example, the first preset requirement is that the number of virtual players entering the team room reaches 100. As long as the number of virtual players in the team room reaches 100, the game preparation progress in the team room meets the preset progress requirement.

[0086] The game preparation progress of the team room meets the preset progress requirement if the opening time of the team room meets the second preset requirement. The second preset requirement means that the time from the creation of the team room to the current opening time reaches the preset time. For example, the second preset requirement is that the opening time of the team room reaches half an hour. As long as the opening time of the team room reaches half an hour, the game preparation progress in the team room meets the preset progress requirement.

[0087] The game preparation progress of the team room meets the preset progress requirements if the number of virtual players in the team room meets a first preset requirement and the team room opening time meets a second preset requirement. Specifically, if the number of virtual players entering the team room reaches a preset value and the team room opening time reaches a preset time, the game preparation progress in the team room meets the preset progress requirements.

[0088] The game preparation progress of the team room meets the preset progress requirements in response to the random grouping request initiated by the room owner. The random grouping request can be initiated by the virtual player corresponding to the room owner of the team room. A pair of random teaming controls are set on the room owner's team room interface. The virtual player corresponding to the room owner touches the random teaming controls to initiate the random grouping request. The random grouping request is used to control the virtual players in the team room to randomly team up, so as to change the previous teaming situation between the virtual players in the team room.

[0089] The game preparation progress of a team room meets the preset progress requirements when the random grouping request initiated by the host is responded to and the number of virtual players in the team room meets the first preset requirement. Random grouping does not necessarily occur simply because the host initiates a random grouping request. If the number of virtual players in the team room is too small—for example, a team requires five virtual players, but there are only three virtual players in the team room—there is no need for random grouping in the team room because, no matter how the team is formed, there will only be one team. Therefore, the game preparation progress meets the preset progress requirements only when the number of virtual players in the team room meets the first preset requirement.

[0090] The game preparation progress of the team room meets the preset progress requirement when the number of regrouping requests initiated by the virtual players in the team room meets a third preset requirement. The regrouping request may be initiated by a virtual player in the team room and is used to request the team room to regroup when the majority of virtual players do not meet the current grouping requirements. The third preset requirement refers to the number of regrouping requests initiated by the virtual players in the team room reaching a preset request value, or the ratio between the number of regrouping requests initiated by the virtual players in the team room and the total number of virtual players in the team room reaching a preset ratio.

[0091] The game preparation progress of a team room meets the preset progress requirements if the number of regrouping requests initiated by the virtual players in the team room meets the third preset requirement, and the number of virtual players in the team room meets the first preset requirement. When the number of regrouping requests initiated by the virtual players in the team room reaches the third preset requirement, random grouping will be performed. If the number of virtual players in the team room is too small—for example, a team requires five virtual players, but there are only three virtual players in the team room—there is no need for random grouping in the team room, as there will only be one team anyway. Therefore, the game preparation progress meets the preset progress requirements only when the number of virtual players in the team room reaches the first preset requirement and the number of regrouping requests initiated by the virtual players in the team room reaches the third preset requirement.

[0092] Random teaming means disrupting the original team order and regrouping the virtual players in the team room according to non-essential rules. The target team number is determined by the number of virtual players in the team room during random teaming. Before random teaming, the team capacity of each team in the team room is already determined, but virtual players from non-team rooms may enter the team room. Therefore, before random teaming, the target team number will change as the number of virtual players in the team room changes. During random teaming, in order to prevent unreasonable team formation due to the addition of virtual players from non-team rooms during the teaming process, the team room will be locked. The locked state means that the team room is no longer allowed to accept virtual players from non-team rooms. The second team position is the team position of the virtual players after the random teaming and regrouping.

[0093] In a specific implementation, when the game preparation progress in the team room meets the preset progress requirements, the virtual players in the team room are re-teamed. After the re-teaming, a new teaming result is obtained, which includes information about the team each virtual player belongs to. The positions of the virtual player identifiers of at least some of the virtual players in the team room are adjusted, that is, some of the virtual player identifiers are adjusted from the first team position to the second team position in the team room. This solution re-teams the virtual players in the team room through random teaming, so that the virtual players in each team are not assigned according to a certain rule. This reduces the mutual acquaintance between virtual players in a team, and reduces the situation where strong virtual players team up with each other, forming a strong alliance. This increases the playability of the game, allows more virtual players to compete in a more fair game environment, enables virtual players to fully demonstrate their strengths, and improves the interactive efficiency of the game.

[0094] S103, responding to the game start request, controlling the virtual players in the team room to enter the battle game scene and enter the game battle stage.

[0095] In step S103, the game start request is used to control the transition from the game preparation phase to the player battle phase, specifically controlling the virtual players in the team room who have formed a team to enter the game scene. The game start request can be initiated by the virtual player corresponding to the room owner who created the team room. After the virtual player corresponding to the room owner initiates the game start request, the virtual players in the team room are directly controlled to enter the game battle phase. Alternatively, the game start request can be initiated by a virtual player in the team room. When the number of game start requests reaches a preset start requirement, the virtual players in the team room are controlled to enter the game battle phase. The preset start requirement can be that the number of start requests reaches a preset number of requests, or that the ratio of the number of start requests to the number of virtual players in the team room reaches a preset ratio. Alternatively, the game start request can be automatically responded to after random team formation, and the game battle phase begins. During the game battle phase, each team operates independently, and virtual players from different teams compete against each other.

[0096] During the game's battle phase, virtual players from different teams will compete against each other. During this phase, a virtual player can use attack controls to attack an enemy virtual player, causing their game attributes to fall below a preset level. This will cause the enemy virtual player to exit the game phase. Specifically, game attributes can be attributes that represent the virtual player's survivability, such as health points or life points. After an enemy virtual player exits the game phase, they can watch the game through the game's graphical user interface but cannot continue to participate in the game.

[0097] S104 , in response to the virtual players in the game battle phase belonging to the same team, performing settlement for the current game battle phase.

[0098] In the above step 104, during the game battle phase, the game is considered over only when the remaining virtual players in the game scene belong to the same team, that is, the virtual players still alive in the game scene are all from the same team. The current game battle phase is settled to determine the winning team.

[0099] In the embodiment provided by the present application, through the above four steps, after the virtual players enter the team-forming room, multiple virtual players in the team-forming room can be formed into teams by random team-forming, and the randomly formed virtual players can be controlled to enter the game battle stage to compete. In this way, the virtual players in each team are not allocated according to certain rules, which reduces the mutual acquaintance between virtual players in a team, and reduces the situation where virtual players with relatively strong strength team up with each other to form a strong alliance, thereby increasing the playability of the game, allowing more virtual players to compete in a fairer game environment, allowing virtual players to give full play to their strengths, and improving the interactive efficiency of the game.

[0100] When forming teams of virtual players in a team room, the team capacity of each team is determined. The team capacity can be specified by the host when creating the team mode, or it can be determined by the host after creating the room and before forming teams. Based on the team capacity of each team, multiple virtual players in the team room can be formed into multiple teams. In other words, step S102 includes:

[0101] Step 1021: In response to the game preparation progress of the team room meeting the preset progress requirement, the target number of teams is determined according to the number of virtual players in the team room and the team capacity;

[0102] Step 1022: randomly group the virtual players in the team formation room according to the target team number, determine the team to which each virtual player belongs, and obtain the team formation result.

[0103] In the above step 1021, when the game preparation progress of the team room meets the preset progress requirements, random grouping can be performed. In order to reduce the situation where virtual players from non-team rooms are added to the team room, which will lead to inaccurate teaming, when the game preparation progress of the team room meets the preset progress requirements, the team room will be controlled to no longer accept virtual players from non-team rooms.

[0104] In practice, after knowing the number of virtual players in the team room and the team capacity of each team, the target team size is determined based on the ratio of the number of virtual players to the team capacity. For example, if the number of virtual players is 60 and the team capacity is 5, the target team size is 60 ÷ 5 = 12.

[0105] Of course, there may be a remainder in the ratio of the number of virtual players to the team capacity. In order to allow all virtual players in the team room to team up, the target number of teams will be rounded up. For example, if the number of virtual players is 63 and the team capacity is 5, the target number of teams is 63 ÷ 5 = 12…3. In other words, based on the current number of virtual players and the team capacity, 12 full teams can be formed, with 3 virtual players remaining. In order to allow all virtual players to team up, the target number of teams is set to 13.

[0106] In the above step 1022, the virtual players in the team room are randomly grouped according to the target team number, that is, the current team order of the virtual players is broken up, the virtual players are reordered according to the random rules, and the teams are formed according to the reordered virtual players. The team to which each virtual player belongs obtains the team formation result.

[0107] When the number of virtual players in a team cannot reach full capacity, in order to balance the average strength of each team as much as possible, the number of players in each team will be adjusted when forming teams based on the target number of teams. That is, step 1022 includes:

[0108] Step 10221: Determine the number of players in each team based on the target number of teams; the difference in the number of players in different teams is less than a preset value;

[0109] Step 10222: randomly group the virtual players in the team formation room according to the number of players in each team, determine the team to which each virtual player belongs, and obtain the team formation result.

[0110] In step 10221, after determining the target number of teams, if the number of virtual players in a team does not reach the team capacity, to ensure a more balanced strength between the teams, the difference in the number of players between the teams must be less than a preset value. The preset value is manually set and can be 2. The number of players refers to the number of virtual players that each team should have when grouping; the number of players does not necessarily equal the team capacity.

[0111] In the specific implementation, if the number of virtual players in a team does not meet the situation where the difference between the number of team members and the number of team members is less than the preset value, a certain number of teams will be randomly drawn from the full teams, and the number of players in the drawn teams will be adjusted, so that the difference between the number of players in each team is eventually less than the preset value.

[0112] For example, when the number of virtual players is 63 and the team capacity is 5, the target number of teams is 63 ÷ 5 = 12…3. That is, based on the current number of virtual players and the team capacity, 12 full teams can be formed. With 3 virtual players remaining, to allow all virtual players to form teams, the target number of teams is set to 13, and one team will have only 3 virtual players. The difference in the number of players in the pre-set different teams is less than 2, that is, the difference in the number of players in each team is 1. When determining the number of players for each team, a team is randomly drawn from the already full teams, the number of randomly drawn teams is adjusted to 4, and the number of the initially under-staffed teams is also adjusted to 4. In the end, the difference in the number of players in each team is less than 2.

[0113] In step 10222, after the number of players in each team is determined, random grouping is performed based on the number of players in each team. Finally, the team to which each virtual player belongs is determined, resulting in the team formation result. This grouping method ensures a relatively balanced number of virtual players within each team, and furthermore, balances the gaming proficiency of the virtual players within each team. This allows more virtual players to compete in a more fair gaming environment, allowing them to fully demonstrate their abilities and improving the efficiency of game interaction.

[0114] In addition to adjusting the number of players in each team to achieve a more balanced strength between the teams, the virtual players can also be grouped directly based on their game experience points. That is, step 10222 includes:

[0115] Step 102221: randomly grouping the virtual players in the team room according to the game experience points of the virtual players in the team room and the number of players in each team;

[0116] Step 102222: Determine the team to which each virtual player belongs and obtain the team formation result; the difference between the average values ​​of the game experience values ​​of each team meets the preset difference requirement.

[0117] In the above steps 102221 and 102222, the game experience value can be determined based on parameters such as the number of matches, number of wins, and login time of the virtual player. The preset difference requirement is that the difference between the average values ​​of the game experience values ​​of each team meets the preset difference value.

[0118] In specific implementations, after knowing each virtual player's game experience value (XP), the average XP of each team is taken into account when grouping the virtual players. This randomizes the virtual players' order, but the virtual players' XP is taken into account when assigning them to teams. This ensures that the average game experience of the virtual players within each team doesn't differ significantly, further balancing the game skills of the virtual players within each team. This allows more virtual players to compete in a more fair gaming environment, allowing them to fully demonstrate their abilities and improving game interaction efficiency.

[0119] As mentioned above, when the game preparation progress of the team room meets the preset progress requirements, random team formation can be performed. However, in order to prevent virtual players in non-team rooms from entering the team room and affecting the random team formation, the team room will be controlled to refuse virtual players in non-team rooms from entering the team room. That is, step S102 includes:

[0120] Step 1023: In response to the game preparation progress of the team room meeting the preset progress requirement, the virtual players in the team room are randomly teamed according to the target number of teams to obtain a teaming result, and at least some of the virtual player identifiers are changed from the first team position to the second team position according to the teaming result, and a locking phase is entered;

[0121] Step 1024: During the locking phase, if a team selection operation initiated by the virtual player is detected, the team selection operation is not responded to, and an adjustment failure prompt message is generated;

[0122] Step 1025, and in the locking phase, if a participation request to enter the team room initiated by a virtual player not in the team room is detected, the virtual player not in the team room is denied entry into the team room.

[0123] In step 1023, the lock phase locks the functionality of the virtual player's current team room interface. This means that virtual players in non-team rooms cannot enter the team room, the number of virtual players in the team room remains unchanged, and virtual players in the team room cannot select a team. Team selection is the process by which a virtual player entering the team room selects a group area with available seats.

[0124] That is, in the above step 1024, during the locking phase, if the virtual player in the team room performs a team adjustment operation, the team selection operation will not be responded to, and a prompt message indicating that the adjustment failed will be displayed on the team room interface of the virtual player to prompt the virtual player that the team adjustment cannot be performed.

[0125] In the above step 1025, during the locking phase, if a virtual player in a non-team room wants to join the team room, the team room will deny the virtual player from the non-team room from joining, and will generate a prompt message denying entry and display it on the graphical user interface of the virtual player in the non-team room.

[0126] The condition for entering the team room is that a request is made before entering. However, the virtual players who enter the team room include the room owner and participants. Different virtual players have different requests to enter the team room. That is, step S101 includes:

[0127] Step 1011: responding to a request from the room owner to create a team room, controlling the room owner to enter the team room; the creation request carries team mode information, player number upper limit information, and player number upper limit information;

[0128] Step 1012: responding to the participant's request to enter the team room, controlling the participant to enter the team room;

[0129] Step 1013: Display the virtual player ID of the room owner and the virtual player IDs of the participants in the multiple grouping areas of the team room interface.

[0130] In step 1011, the creation request is initiated by the virtual player corresponding to the room owner. The creation request may include team mode information, player limit information, and team limit information. The team mode information may define the team capacity of each team in the team room, such as 2, 4, or 5 players. The player limit information may define the number of virtual players in the team room, such as a maximum of 100 virtual players. The team limit information may define the number of teams in the team room, such as a maximum of 20 teams.

[0131] In specific implementation, after the virtual player corresponding to the room owner initiates a creation request, a team room will be created, and the virtual player corresponding to the room owner will automatically enter the team room.

[0132] In the above step 1012, the participation request is initiated by a virtual player who is not the room owner and is not in the team room, and is used to request to enter the team room.

[0133] In the above step 1013, before the locking stage, as long as the number of virtual players in the team room does not reach the upper limit of the number of players, all virtual players can enter the team room, and the virtual player identifiers of the virtual players entering the team room will be displayed in the grouping area in the team room interface.

[0134] After the virtual player enters the team room, the display position of the virtual player's virtual player identifier may be determined according to the virtual player's selection operation. That is, step 1013 includes:

[0135] Step 10131 : In response to the virtual player's selection operation on the grouping area with vacant seats, the virtual player identifier of the virtual player is displayed in the grouping area with vacant seats.

[0136] In step 10131, the group area with vacant seats means that the number of virtual player identifiers in the group area has not reached the team capacity. The selection operation can be any of the following operations: click operation, slide operation, long press operation, re-press operation, etc.

[0137] After a virtual player enters a team room, the virtual player selects a group area with vacant seats. This can be done by directly touching any location in the group area or by directly touching a location of an vacant seat in the group area. After selecting a group area with vacant seats, the virtual player's virtual player identifier is displayed at the vacant seat in the group area with vacant seats.

[0138] In addition to the aforementioned lock phase when the team room's game preparation progress meets the preset progress requirements, the room owner's corresponding virtual player can also lock the team room. In other words, this solution also includes:

[0139] Step 1014: responding to the room owner's locking operation on the team room, entering the locking phase;

[0140] Step 1015: During the locking phase, if a team selection operation initiated by the virtual player is detected, the team selection operation is not responded to, and an adjustment failure prompt message is generated;

[0141] Step 1016: During the locking phase, if a request for entry into the team room initiated by a virtual player who is not in the team room is detected, the virtual player who is not in the team room is denied entry into the team room.

[0142] In step 1014, the lock phase locks the functionality of the virtual player's current team room interface. This means that virtual players in non-team rooms cannot enter the team room, the number of virtual players in the team room remains unchanged, and virtual players in the team room cannot select a team. The team selection operation is the selection of a group area with available seats by a virtual player entering the team room during the lock phase.

[0143] In specific implementation, a lock control will be displayed in the host's team room interface. This lock control is only available in the host's team room interface. The team room interface of virtual players who are not the host's virtual player does not have this lock control. In other words, the host can touch the lock control through the lock operation to actively control the team room to enter the lock stage.

[0144] Generally, the display area of ​​a graphical user interface is not large. If all controls are displayed in the graphical user interface, a lot of screens will be covered. Generally, controls that are not frequently used are hidden and displayed according to trigger conditions. In this application, locked controls can be displayed in a hidden list, that is, Figure 3As shown, a function list control is displayed in the graphical user interface. The multiple controls integrated in the function list include a lock control. Of course, a random grouping control for responding to a random grouping request initiated by a homeowner can also be integrated in the function list. After touching the function list control, the function list control will be displayed in gray, and the hidden lock control and random grouping control will be displayed near the function list control.

[0145] In the above step 1015, during the locking phase, if the virtual player in the team room performs a team adjustment operation, the team selection operation will not be responded to, and a prompt message indicating that the adjustment failed will be displayed on the team room interface of the virtual player to prompt the virtual player that the team adjustment cannot be performed.

[0146] In the above step 1016, during the locking phase, if a virtual player in a non-team room wants to join the team room, the team room will deny the virtual player from the non-team room from joining, and will generate a prompt message denying entry and display it on the graphical user interface of the virtual player in the non-team room.

[0147] After entering the lock phase (either the lock phase entered when the game preparation progress of the team room meets the preset progress requirements or the lock phase entered by the room owner's lock operation), the team room can also be unlocked. In other words, the solution of this application also includes:

[0148] Step 105: In the locking phase, in response to the room owner's unlocking operation on the team room, the team room is unlocked and the game preparation phase begins;

[0149] Step 106, in the locking phase, responding to the game start request initiated by the virtual player, unlocking the team room and entering the game preparation phase.

[0150] In step 105 above, the game preparation phase is the phase before the team room enters the locked phase. During the game preparation phase, virtual players in non-team rooms can enter the team room by requesting to join, and virtual players in the team room can select a grouping area with vacant seats through the team selection operation, so that the virtual players can re-team. During the locked phase, the locked control will be updated to the unlocked control.

[0151] In step 105, the unlocking operation is the operation of the unlocking control in the team room interface by the host. The unlocking control is only displayed in the team room interface of the host, that is, only the host can control the team room from the unlocking stage to the game preparation stage.

[0152] In step 106, when entering the game battle stage, that is, in response to the game start request initiated by the virtual player, the team room is also automatically unlocked, so that the virtual players in the non-team room can enter the team room to prepare for the next game, that is, enter the game preparation stage of the next game.

[0153] In the random grouping, a corresponding team animation can be displayed in the team room interface, that is, step S102, including:

[0154] In step 1026, in response to the game preparation progress of the team room meeting the preset progress requirement, the virtual players in the team room are randomly grouped according to the target team quantity to obtain a team result, and at least part of the virtual player identifiers are changed from the first team position to the second team position according to the team result. A team animation is generated and displayed; in the team animation, the avatar identifiers of the virtual players are displayed in the grouping area in turn according to the team result.

[0155] In step 1026, the team animation can be that the avatar identifiers of the virtual players are displayed in the grouping area in the team room interface once according to the team result and the ordering of each team in the team room, which is similar to the shuffling animation in the poker game.

[0156] In the scheme of the present application, after random grouping, that is, after the grouping animation is displayed, in order to prompt each virtual player about his own team situation, the method further includes:

[0157] For each virtual player, the virtual player identifier of the virtual player is highlighted in the team room interface of the virtual player.

[0158] Highlighting the virtual player identifier of the virtual player includes the following display modes:

[0159] Highlighting, scrolling light belt display, frame display, etc.

[0160] Of course, there may be too many teams in the team room interface, and the team room interface cannot display all the teams, so for each virtual player, the virtual player identifier of the virtual player is highlighted in the team room interface of the virtual player, including:

[0161] If the number of teams in the team room is too large, for each virtual player, a team list is displayed in the team room interface, and the grouping area where the virtual player identifier of the virtual player is located is displayed in the team room interface and highlighted.

[0162] That is, if there are too many teams in the team room interface, the group area corresponding to the team of the virtual player is adjusted to be displayed in the team room interface. Figure 4 As shown, the team room interface can only display 3 grouping areas, and the team where the virtual player C is located is the 13th in the team list. The display position of the displayed team list is adjusted, and the team area of ​​the 13th team is displayed in the team room interface.

[0163] The embodiment of the present application provides a device for grouping games, such as Figure 5 As shown, a graphical user interface is displayed by a terminal device, wherein the graphical user interface includes a team room interface of a team room, wherein the team room interface includes multiple grouping areas, and the grouping areas are configured to display information of virtual players in the same team. The apparatus includes:

[0164] A display module 501 is configured to display a plurality of virtual player identifiers located in the plurality of grouping areas in the team room interface, wherein the plurality of virtual player identifiers are identifiers of the virtual players who enter the team room and are respectively assigned to first team positions according to a preset team assignment rule, wherein the first team position is an area in the plurality of grouping areas;

[0165] a team forming module 502 configured to, in response to the game preparation progress of the team forming room meeting a preset progress requirement, randomly forming teams of the virtual players in the team forming room according to a target number of teams to obtain a team forming result, and changing at least some of the virtual player identifiers from a first team position to a second team position based on the team forming result, wherein the target number of teams is determined based on the number of virtual players in the team forming room during the random team forming;

[0166] The battle module 503 is used to respond to the game start request and control the virtual players in the team room to enter the battle game scene and enter the game battle stage;

[0167] The settlement module 504 is configured to settle the current game battle phase in response to the virtual players in the game battle phase belonging to the same team.

[0168] Optionally, the team formation module includes:

[0169] A team determination unit, configured to, in response to the game preparation progress of the team formation room meeting a preset progress requirement, determine the target number of teams according to the number of the virtual players in the team formation room and the team capacity;

[0170] The grouping unit is used to randomly group the virtual players in the team-forming room according to the target team number, determine the team to which each virtual player belongs, and obtain the team-forming result.

[0171] Optionally, the grouping unit includes:

[0172] A player number determination subunit is used to determine the number of players in each team based on the target number of teams; the difference in the number of players in different teams is less than a preset value;

[0173] The grouping subunit is used to randomly group the virtual players in the team room according to the number of players in each team, determine the team to which each virtual player belongs, and obtain the team formation result.

[0174] Optionally, the grouping subunit includes:

[0175] a first determining subunit, configured to randomly group the virtual players in the team room according to the game experience values ​​of the virtual players in the team room and the number of players in each team;

[0176] The second determining subunit is used to determine the team to which each virtual player belongs, and obtain the team formation result; the difference in the average value of the game experience value of each team meets the preset difference requirement.

[0177] Optionally, the grouping module includes:

[0178] A locking unit comprises: in response to the game preparation progress of the team room meeting the preset progress requirement, randomly teaming the virtual players in the team room according to the target team number to obtain a teaming result, and changing at least part of the virtual player identifiers from the first team position to the second team position according to the teaming result, and entering a locking phase; in the locking phase, if a team selection operation initiated by the virtual player is detected, the team selection operation is not responded to, and an adjustment failure prompt message is generated; and in the locking phase, if a participation request for entering the team room initiated by a virtual player not in the team room is detected, the virtual player not in the team room is denied entry into the team room.

[0179] Optionally, the game preparation progress of the team room meets preset requirements, including any one of the following requirements:

[0180] The number of virtual players in the team room meets a first preset requirement, and / or the opening time of the team room meets a second preset requirement;

[0181] Responding to a random grouping request initiated by a room owner; the room owner is the virtual player who created the team room;

[0182] Responding to a random grouping request initiated by a room owner, and the number of the virtual players in the team room meets a first preset requirement;

[0183] The number of regrouping requests initiated by the virtual players in the team room meets a third preset requirement;

[0184] The number of regrouping requests initiated by the virtual players in the team room meets a third preset requirement, and the number of the virtual players in the team room meets a first preset requirement.

[0185] Optionally, the virtual players include a room owner and participants; and the display module includes:

[0186] a creation unit, configured to respond to a creation request for entering a team room initiated by the room owner, and control the room owner to enter the team room; the creation request carries team mode information, player number upper limit information, and team number upper limit information;

[0187] A participating unit, configured to respond to a participation request for entering a team room initiated by the participant and control the participant to enter the team room;

[0188] A display unit is configured to display the virtual player identifier of the room owner and the virtual player identifiers of the participants in the multiple grouping areas of the team room interface.

[0189] Optionally, the display unit includes:

[0190] The display subunit is configured to display the virtual player identifier of the virtual player in the grouping area with the vacant seats in response to the team selection operation of the virtual player for the grouping area with the vacant seats.

[0191] Optionally, the device further includes:

[0192] The locking module is configured to respond to the room owner's locking operation on the team room and enter a locking phase; during the locking phase, if a team selection operation initiated by the virtual player is detected, the team selection operation is not responded to and an adjustment failure prompt message is generated; and during the locking phase, if a participation request to enter the team room initiated by a virtual player not in the team room is detected, the virtual player not in the team room is denied entry into the team room.

[0193] Optionally, the device further includes:

[0194] A first unlocking module is configured to, during the locking phase, respond to the room owner's unlocking operation on the team room, unlock the team room, and enter the game preparation phase;

[0195] A second unlocking module is configured to, in the locking stage, unlock the team-up room in response to a game start request initiated by the virtual players, and enter a game preparation stage.

[0196] Optionally, the grouping module comprises:

[0197] An animation unit is configured to, in response to the game preparation progress of the team-up room meeting preset progress requirements, randomly group the virtual players in the team-up room according to a target team quantity to obtain a grouping result, and change at least part of the virtual player identifiers from first team positions to second team positions according to the grouping result, generate and display a team-up animation; in the team-up animation, the avatar identifiers of the virtual players are displayed in the grouping areas in sequence according to the grouping result.

[0198] Corresponding to the method for game grouping in Figure 1 , the embodiments of the present application further provide a computer device 600, as shown in Figure 6 , the device comprises a memory 601, a processor 602, and a computer program stored in the memory 601 and executable on the processor 602, wherein the processor 602 executes the computer program to realize the method for game grouping, and the method comprises:

[0199] Display a plurality of virtual player identifiers in the team-up room interface located in the plurality of grouping areas, wherein the plurality of virtual player identifiers are identifiers of the virtual players who enter the team-up room and are respectively assigned to first team positions according to preset team assignment rules, wherein the first team positions are positions in the plurality of grouping areas;

[0200] In response to the game preparation progress of the team-up room meeting preset progress requirements, randomly group the virtual players in the team-up room according to a target team quantity to obtain a grouping result, and change at least part of the virtual player identifiers from first team positions to second team positions according to the grouping result, wherein the target team quantity is determined according to the number of virtual players in the team-up room when the virtual players are randomly grouped;

[0201] In response to a game start request, control the virtual players in the team-up room to enter a game battle scene and enter a game battle stage;

[0202] In response to the virtual players in the game battle stage belonging to the same team, settle the current game battle stage.

[0203] Optionally, in response to the game preparation progress of the team forming room meeting a preset progress requirement, randomly forming teams of the virtual players in the team forming room according to a target number of teams to obtain a team forming result, including:

[0204] In response to the game preparation progress of the team room meeting a preset progress requirement, determining the target number of teams according to the number of the virtual players in the team room and the team capacity;

[0205] The virtual players in the team formation room are randomly grouped according to the target team number, the team to which each virtual player belongs is determined, and the team formation result is obtained.

[0206] Optionally, randomly grouping the virtual players in the team formation room according to the target number of teams, determining the team to which each virtual player belongs, and obtaining the team formation result includes:

[0207] Determining the number of players in each team based on the target number of teams; the difference in the number of players in different teams is less than a preset value;

[0208] The virtual players in the team formation room are randomly grouped according to the number of players in each team, and the team to which each virtual player belongs is determined to obtain the team formation result.

[0209] Optionally, randomly grouping the virtual players in the team formation room according to the number of players in each team, determining the team to which each virtual player belongs, and obtaining the team formation result includes:

[0210] Randomly grouping the virtual players in the team room according to the game experience values ​​of the virtual players in the team room and the number of players in each team;

[0211] The team to which each virtual player belongs is determined, and the team formation result is obtained; the difference between the average values ​​of the game experience values ​​of each team meets the preset difference requirement.

[0212] Optionally, in response to the game preparation progress of the team room meeting a preset progress requirement, randomly grouping the virtual players in the team room into teams according to a target number of teams to obtain a teaming result, and changing at least some of the virtual player identifiers from a first team position to a second team position based on the teaming result, including:

[0213] In response to the game preparation progress of the team room meeting the preset progress requirement, randomly grouping the virtual players in the team room into teams according to the target number of teams to obtain a teaming result, changing at least some of the virtual player identifiers from the first team position to the second team position according to the teaming result, and entering a locking phase;

[0214] In the locking stage, if a team selection operation initiated by the virtual player is detected, the team selection operation is not responded to, and an adjustment failure prompt is generated;

[0215] In the locking stage, if an entry request into the team formation room initiated by a virtual player outside the team formation room is detected, the virtual player outside the team formation room is denied entry into the team formation room.

[0216] Optionally, the game preparation progress of the team formation room meets preset requirements, including any one of the following requirements:

[0217] The number of virtual players in the team formation room meets a first preset requirement, and / or the opening time of the team formation room meets a second preset requirement;

[0218] In response to a random grouping request initiated by a room owner; the room owner is a virtual player who creates the team formation room;

[0219] In response to a random grouping request initiated by a room owner, and the number of virtual players in the team formation room meets a first preset requirement;

[0220] The number of re-grouping requests initiated by the virtual players in the team formation room meets a third preset requirement;

[0221] The number of re-grouping requests initiated by the virtual players in the team formation room meets a third preset requirement, and the number of virtual players in the team formation room meets a first preset requirement.

[0222] Optionally, the virtual players include a room owner and a participant; displaying a plurality of virtual player identifiers in the plurality of grouping areas in the team formation room interface includes:

[0223] In response to a creation request of entering the team formation room initiated by the room owner, the room owner is controlled to enter the team formation room; the creation request carries team formation mode information, player number upper limit information, and team number upper limit information;

[0224] In response to a participation request of entering the team formation room initiated by the participant, the participant is controlled to enter the team formation room;

[0225] The virtual player identifier of the room owner and the virtual player identifier of the participant are displayed in the plurality of grouping areas in the team formation room interface.

[0226] Optionally, displaying the virtual player identifier of the room owner and the virtual player identifier of the participant in the plurality of grouping areas in the team formation room interface includes:

[0227] In response to the virtual player's team selection operation for the grouping area with the vacant seats, the virtual player identifier of the virtual player is displayed in the grouping area with the vacant seats.

[0228] Optionally, the method further includes:

[0229] In response to the room owner's locking operation on the team room, entering a locking phase;

[0230] In the locking phase, if a team selection operation initiated by the virtual player is detected, the team selection operation is not responded to, and an adjustment failure prompt message is generated;

[0231] And in the locking phase, if a participation request for entering the team room initiated by a virtual player who is not in the team room is detected, the virtual player who is not in the team room is denied entry into the team room.

[0232] Optionally, the method further includes:

[0233] In the locking phase, in response to the room owner's unlocking operation on the team room, the team room is unlocked and the game preparation phase begins;

[0234] In the locking phase, in response to the game start request initiated by the virtual player, the team room is unlocked and the game preparation phase begins.

[0235] Optionally, in response to the game preparation progress of the team room meeting a preset progress requirement, randomly grouping the virtual players in the team room into teams according to a target number of teams to obtain a teaming result, and changing at least some of the virtual player identifiers from a first team position to a second team position based on the teaming result, including:

[0236] In response to the game preparation progress of the team room meeting the preset progress requirements, the virtual players in the team room are randomly teamed according to the target number of teams to obtain a teaming result, and at least part of the virtual player identifiers are changed from the first team position to the second team position according to the teaming result, and a teaming animation is generated and displayed; in the teaming animation, the avatar identifiers of the virtual players are displayed in the grouping area in sequence according to the teaming result.

[0237] Specifically, the memory 601 and processor 602 can be general-purpose memories and processors, which are not specifically limited here. When the processor 602 runs the computer program stored in the memory 601, it can execute the above-mentioned game grouping method, which solves the problem of large differences in game strength between different teams when virtual players form teams in the prior art. In this application, after the virtual players enter the team room, they can form teams with multiple virtual players in the team room by random grouping, and control the randomly grouped virtual players to enter the game battle stage for competition. In this way, the virtual players in each team are not assigned according to certain rules, which reduces the mutual acquaintance between virtual players in a team, and reduces the situation where virtual players with relatively strong strengths form teams with each other, resulting in strong alliances. This increases the playability of the game, allows more virtual players to compete in a fairer game environment, enables virtual players to give full play to their strengths, and improves the interactive efficiency of the game.

[0238] Corresponding to Figure 1 The embodiment of the present application further provides a computer-readable storage medium having a computer program stored thereon. When the computer program is executed by a processor, the steps of the above-mentioned method for grouping games are executed, and the steps include:

[0239] Displaying a plurality of virtual player identifiers located in the plurality of grouping areas in the team room interface, wherein the plurality of virtual player identifiers are identifiers of the virtual players who enter the team room and are respectively assigned to first team positions according to a preset team assignment rule, wherein the first team position is an area within the plurality of grouping areas;

[0240] In response to the game preparation progress of the team formation room meeting a preset progress requirement, randomly forming teams of the virtual players in the team formation room according to a target number of teams to obtain a team formation result, and changing at least some of the virtual player identifiers from a first team position to a second team position based on the team formation result, wherein the target number of teams is determined based on the number of virtual players in the team formation room during the random team formation;

[0241] In response to a game start request, controlling the virtual players in the team room to enter a game scene and enter a game battle phase;

[0242] In response to the virtual players in the game battle phase belonging to the same team, the current game battle phase is settled.

[0243] Optionally, in response to the game preparation progress of the team forming room meeting a preset progress requirement, randomly forming teams of the virtual players in the team forming room according to a target number of teams to obtain a team forming result, including:

[0244] In response to the game preparation progress of the team room meeting a preset progress requirement, determining the target number of teams according to the number of the virtual players in the team room and the team capacity;

[0245] The virtual players in the team formation room are randomly grouped according to the target team number, the team to which each virtual player belongs is determined, and the team formation result is obtained.

[0246] Optionally, randomly grouping the virtual players in the team formation room according to the target number of teams, determining the team to which each virtual player belongs, and obtaining the team formation result includes:

[0247] Determining the number of players in each team based on the target number of teams; the difference in the number of players in different teams is less than a preset value;

[0248] The virtual players in the team formation room are randomly grouped according to the number of players in each team, and the team to which each virtual player belongs is determined to obtain the team formation result.

[0249] Optionally, randomly grouping the virtual players in the team formation room according to the number of players in each team, determining the team to which each virtual player belongs, and obtaining the team formation result includes:

[0250] Randomly grouping the virtual players in the team room according to the game experience values ​​of the virtual players in the team room and the number of players in each team;

[0251] The team to which each virtual player belongs is determined, and the team formation result is obtained; the difference between the average values ​​of the game experience values ​​of each team meets the preset difference requirement.

[0252] Optionally, in response to the game preparation progress of the team room meeting a preset progress requirement, randomly grouping the virtual players in the team room into teams according to a target number of teams to obtain a teaming result, and changing at least some of the virtual player identifiers from a first team position to a second team position based on the teaming result, including:

[0253] In response to the game preparation progress of the team room meeting the preset progress requirement, randomly grouping the virtual players in the team room into teams according to the target number of teams to obtain a teaming result, changing at least some of the virtual player identifiers from the first team position to the second team position according to the teaming result, and entering a locking phase;

[0254] In the locking phase, if a team selection operation initiated by the virtual player is detected, the team selection operation is not responded to, and an adjustment failure prompt message is generated;

[0255] And in the locking phase, if a participation request for entering the team room initiated by a virtual player who is not in the team room is detected, the virtual player who is not in the team room is denied entry into the team room.

[0256] Optionally, the game preparation progress of the team room meets preset requirements, including any one of the following requirements:

[0257] The number of virtual players in the team room meets a first preset requirement, and / or the opening time of the team room meets a second preset requirement;

[0258] Responding to a random grouping request initiated by a room owner; the room owner is the virtual player who created the team room;

[0259] Responding to a random grouping request initiated by a room owner, and the number of the virtual players in the team room meets a first preset requirement;

[0260] The number of regrouping requests initiated by the virtual players in the team room meets a third preset requirement;

[0261] The number of regrouping requests initiated by the virtual players in the team room meets a third preset requirement, and the number of the virtual players in the team room meets a first preset requirement.

[0262] Optionally, the virtual players include a room owner and participants; and displaying a plurality of virtual players located in the plurality of grouping areas in the team room interface to indicate participation requests includes:

[0263] Responding to a request from the room owner to create a team room, controlling the room owner to enter the team room; the creation request carries team mode information, player number limit information, and team number limit information;

[0264] responding to a request for entry into a team room initiated by the participant, and controlling the participant to enter the team room;

[0265] The virtual player identification of the room owner and the virtual player identifications of the participants are displayed in the multiple grouping areas of the team room interface.

[0266] Optionally, displaying the virtual player identifier of the room owner and the virtual player identifiers of the participants in the multiple grouping areas of the team room interface includes:

[0267] In response to the virtual player's team selection operation for the grouping area with the vacant seats, the virtual player identifier of the virtual player is displayed in the grouping area with the vacant seats.

[0268] Optionally, the method further includes:

[0269] In response to the room owner's locking operation on the team room, entering a locking phase;

[0270] In the locking phase, if a team selection operation initiated by the virtual player is detected, the team selection operation is not responded to, and an adjustment failure prompt message is generated;

[0271] And in the locking phase, if a participation request for entering the team room initiated by a virtual player who is not in the team room is detected, the virtual player who is not in the team room is denied entry into the team room.

[0272] Optionally, the method further includes:

[0273] In the locking phase, in response to the room owner's unlocking operation on the team room, the team room is unlocked and the game preparation phase begins;

[0274] In the locking phase, in response to the game start request initiated by the virtual player, the team room is unlocked and the game preparation phase begins.

[0275] Optionally, in response to the game preparation progress of the team room meeting a preset progress requirement, randomly grouping the virtual players in the team room into teams according to a target number of teams to obtain a teaming result, and changing at least some of the virtual player identifiers from a first team position to a second team position based on the teaming result, including:

[0276] In response to the game preparation progress of the team room meeting the preset progress requirements, the virtual players in the team room are randomly teamed according to the target number of teams to obtain a teaming result, and at least part of the virtual player identifiers are changed from the first team position to the second team position according to the teaming result, and a teaming animation is generated and displayed; in the teaming animation, the avatar identifiers of the virtual players are displayed in the grouping area in sequence according to the teaming result.

[0277] Specifically, the storage medium can be a general storage medium, such as a mobile disk, a hard disk, etc. When the computer program on the storage medium is run, it can execute the above-mentioned game grouping method, which solves the problem of large differences in game strength between different teams when virtual players form teams in the existing technology. After the virtual players of this application enter the team room, multiple virtual players in the team room can be formed into teams by random teaming, and the virtual players after random teaming can be controlled to enter the game battle stage for competition. In this way, the virtual players in each team are not allocated according to inevitable rules, which reduces the mutual acquaintance between virtual players in a team, and reduces the situation where virtual players with relatively strong strength form teams with each other to form strong alliances, thereby increasing the playability of the game, allowing more virtual players to compete in a fairer game environment, allowing virtual players to give full play to their strengths, and improving the interactive efficiency of the game.

[0278] In the embodiments provided in this application, it should be understood that the disclosed methods and devices can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interface, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0279] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0280] In addition, each functional unit in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0281] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0282] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.

[0283] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The scope of protection of the present application is not limited thereto. Although the present application has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present application, or perform equivalent replacements for some of the technical features thereof. However, these modifications, changes, or replacements do not deviate from the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present application. They should all be included in the scope of protection of the present application. Therefore, the scope of protection of the present application shall be subject to the scope of protection of the claims.

Claims

1. A method for grouping games, characterized in that: Displaying a graphical user interface by a terminal device, the graphical user interface including a team room interface of a team room, the team room interface including a plurality of grouping areas, the grouping areas being configured to display information of virtual players in the same team, the method comprising: Displaying a plurality of virtual player identifiers located in the plurality of grouping areas in the team room interface, wherein the plurality of virtual player identifiers are identifiers of the virtual players who enter the team room and are respectively assigned to first team positions according to a preset team assignment rule, wherein the first team position is an area within the plurality of grouping areas; In response to the game preparation progress of the team formation room meeting a preset progress requirement, randomly forming teams of the virtual players in the team formation room according to a target number of teams to obtain a team formation result, and changing at least some of the virtual player identifiers from a first team position to a second team position based on the team formation result, wherein the target number of teams is determined based on the number of virtual players in the team formation room during the random team formation; In response to a game start request, controlling the virtual players in the team room to enter a game scene and enter a game battle phase; In response to the virtual players in the game battle phase belonging to the same team, performing settlement for the current game battle phase; In response to the game preparation progress of the team room meeting the preset progress requirement, randomly grouping the virtual players in the team room according to the target number of teams to obtain a team result, including: In response to the game preparation progress of the team room meeting a preset progress requirement, determining the target number of teams according to the number of the virtual players in the team room and the team capacity; Determining the number of players in each team based on the target number of teams; the difference in the number of players in different teams is less than a preset value; The virtual players in the team formation room are randomly grouped according to the number of players in each team, and the team to which each virtual player belongs is determined to obtain the team formation result.

2. The method according to claim 1, characterized in that Randomly grouping the virtual players in the team room according to the number of players in each team, determining the team to which each virtual player belongs, and obtaining the team formation result, including: Randomly grouping the virtual players in the team room according to the game experience values ​​of the virtual players in the team room and the number of players in each team; The team to which each virtual player belongs is determined, and the team formation result is obtained; the difference between the average values ​​of the game experience values ​​of each team meets the preset difference requirement.

3. The method according to claim 1, characterized in that In response to the game preparation progress of the team room meeting a preset progress requirement, randomly grouping the virtual players in the team room into teams according to a target number of teams to obtain a teaming result, and changing at least some of the virtual player identifiers from a first team position to a second team position according to the teaming result, including: In response to the game preparation progress of the team room meeting the preset progress requirement, randomly grouping the virtual players in the team room into teams according to the target number of teams to obtain a teaming result, changing at least some of the virtual player identifiers from the first team position to the second team position according to the teaming result, and entering a locking phase; In the locking phase, if a team selection operation initiated by the virtual player is detected, the team selection operation is not responded to and an adjustment failure prompt message is generated; And in the locking phase, if a participation request for entering the team room initiated by a virtual player who is not in the team room is detected, the virtual player who is not in the team room is denied entry into the team room.

4. The method according to claim 1, wherein The game preparation progress of the team room meets the preset requirements, including any one of the following requirements: The number of virtual players in the team room meets a first preset requirement, and / or the opening time of the team room meets a second preset requirement; Responding to a random grouping request initiated by a room owner; the room owner is the virtual player who created the team room; Responding to a random grouping request initiated by a room owner, and the number of the virtual players in the team room meets a first preset requirement; The number of regrouping requests initiated by the virtual players in the team room meets a third preset requirement; The number of regrouping requests initiated by the virtual players in the team room meets a third preset requirement, and the number of the virtual players in the team room meets a first preset requirement.

5. The method according to claim 1, wherein The virtual players include a room owner and participants; and displaying a plurality of virtual players located in the plurality of grouping areas in the team room interface to identify participation requests includes: Responding to a request from the room owner to create a team room, controlling the room owner to enter the team room; the creation request carries team mode information, player number limit information, and team number limit information; responding to a request for entry into a team room initiated by the participant, and controlling the participant to enter the team room; The virtual player identification of the room owner and the virtual player identifications of the participants are displayed in the multiple grouping areas of the team room interface.

6. The method according to claim 5, characterized in that Displaying the virtual player identifier of the room owner and the virtual player identifiers of the participants in the multiple grouping areas of the team room interface includes: In response to the virtual player's team selection operation for the grouping area with the vacant seats, the virtual player identifier of the virtual player is displayed in the grouping area with the vacant seats.

7. The method according to claim 5, characterized in that The method further comprises: In response to the room owner's locking operation on the team room, entering a locking phase; In the locking phase, if a team selection operation initiated by the virtual player is detected, the team selection operation is not responded to, and an adjustment failure prompt message is generated; And in the locking phase, if a participation request for entering the team room initiated by a virtual player who is not in the team room is detected, the virtual player who is not in the team room is denied entry into the team room.

8. The method according to claim 3 or claim 7, characterized in that The method further comprises: In the locking phase, in response to the room owner's unlocking operation on the team room, the team room is unlocked and the game preparation phase begins; In the locking phase, in response to the game start request initiated by the virtual player, the team room is unlocked and the game preparation phase begins.

9. The method according to claim 1, characterized in that In response to the game preparation progress of the team room meeting a preset progress requirement, randomly grouping the virtual players in the team room into teams according to a target number of teams to obtain a teaming result, and changing at least some of the virtual player identifiers from a first team position to a second team position according to the teaming result, including: In response to the game preparation progress of the team room meeting the preset progress requirements, the virtual players in the team room are randomly teamed according to the target number of teams to obtain a teaming result, and at least part of the virtual player identifiers are changed from the first team position to the second team position according to the teaming result, and a teaming animation is generated and displayed; in the teaming animation, the avatar identifiers of the virtual players are displayed in the grouping area in sequence according to the teaming result.

10. A device for grouping games, characterized in that: Displaying a graphical user interface on a terminal device, the graphical user interface including a team room interface of a team room, the team room interface including a plurality of grouping areas, the grouping areas being configured to display information of virtual players in the same team, the apparatus comprising: a display module configured to display a plurality of virtual player identifiers located in the plurality of grouping areas in the team room interface, wherein the plurality of virtual player identifiers are identifiers of the virtual players who enter the team room and are respectively assigned to first team positions according to a preset team assignment rule, wherein the first team position is an area in the plurality of grouping areas; a team formation module, configured to, in response to a game preparation progress of the team formation room meeting a preset progress requirement, randomly form teams of the virtual players in the team formation room according to a target number of teams to obtain a team formation result, and change at least some of the virtual player identifiers from a first team position to a second team position according to the team formation result, wherein the target number of teams is determined based on the number of virtual players in the team formation room during the random team formation; A battle module, configured to respond to a game start request and control the virtual players in the team room to enter a battle game scene and enter a game battle phase; A settlement module, configured to settle the current game battle phase in response to the virtual players in the game battle phase belonging to the same team; The team formation module is used to: In response to the game preparation progress of the team room meeting a preset progress requirement, determining the target number of teams according to the number of the virtual players in the team room and the team capacity; Determining the number of players in each team based on the target number of teams; the difference in the number of players in different teams is less than a preset value; The virtual players in the team formation room are randomly grouped according to the number of players in each team, and the team to which each virtual player belongs is determined to obtain the team formation result.

11. A computer device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein: When the processor executes the computer program, the steps of the method according to any one of claims 1 to 9 are implemented.

12. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 9 are executed.