Game live streamer matching method, device, storage medium and electronic device
By using historical live broadcast task data to match the anchor with the highest success rate, the problem of players taking time to match anchors in live broadcast games is solved, and the matching efficiency and game experience are improved.
Patent Information
- Application Number
- CN202211132181.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-09-16
- Publication Date
- 2025-05-27
- Estimated Expiration
- 2042-09-16
AI Technical Summary
In live games, players need to compare the situations where each game anchor assists players in performing game tasks one by one in the list of many game anchors, resulting in excessive time consumption and low efficiency.
By receiving task requests sent by the user, using the current live broadcast task data of each anchor, the anchor with the highest success rate of task type that is the same task type as the task to be completed is determined as the target anchor, and the anchor logo is sent to the user to achieve the matching between the player and the target anchor.
It reduces the complexity of players matching anchors, improves matching efficiency, narrows the search range, reduces the computing pressure on the server, and improves the game experience of players.
Smart Images

Figure CN115487507B_ABST
Abstract
Description
Background Art
[0002] With the rapid development of the live broadcast field, the application of game-type live broadcasts has gradually become widespread. In some online games, players can match with high-rank game streamers to assist in game leveling, and game streamers can take the process of assisting players in game leveling as live broadcast content, thus enriching the live broadcast content. For example, in the online game Fantasy Westward Journey, players can find streamers to help level up pets or identify equipment.
[0003] Currently, players need to compare one by one the situations of various game streamers assisting players in performing game tasks in a large number of game streamer lists, which takes too much time and has low efficiency. Summary of the Invention
[0004] The present disclosure provides a game streamer matching method, a game streamer matching device, a computer storage medium, and an electronic device, thereby reducing the complexity of players matching streamers during the game process, and thus improving the efficiency of matching streamers for players.
[0005] In a first aspect, an embodiment of the present disclosure provides a game streamer matching method, including receiving a task request sent by a user terminal; where the task request at least includes a first task identifier of the task to be completed; determining, as the target streamer for receiving the task request, the streamer with the highest task success rate among the tasks of the same task type as the task to be completed in the historical live broadcast task data of current streamers; and sending the streamer identifier of the target streamer to the user terminal for the user to match with the target streamer at the user terminal for performing the task to be completed.
[0006] In an optional embodiment of the present disclosure, determining the streamer task identifier of each streamer according to the historical live broadcast task data of current streamers; selecting multiple initial streamers from current streamers whose streamer task identifiers match the first task identifier; and determining, as the target streamer for receiving the task request, the streamer with the highest task success rate among the multiple initial streamers for the task of the same task type as the task to be completed.
[0007] In an optional embodiment of the present disclosure, determining, as the target streamer for receiving the task request, the streamer with the highest task success rate among the multiple initial streamers for the task of the same task type as the task to be completed includes: obtaining the live broadcast data of the live rooms where the multiple initial streamers are located within a preset time; and determining, as the target streamer for receiving the task request, the streamer in the live room with the highest task success rate for the task of the same task type as the task to be completed among the live rooms where the live broadcast data has not changed within the preset time interval.
[0008] In an optional embodiment of the present disclosure, synchronizing the game process data of the user terminal to the streamer terminal; receiving the control data for the game process of the user terminal sent by the streamer terminal, and sending the control data to the user terminal.
[0009] In an optional embodiment of the present disclosure, receiving manipulation data of the user - end game process sent by the host - end and sending the manipulation data to the user - end includes: receiving a confirmation prompt message for the manipulation data sent by the user - end; if the confirmation prompt message is to confirm acceptance of the manipulation, sending the manipulation data to the user - end in real time so that the host - end can perform game manipulation on the user - end.
[0010] In an optional embodiment of the present disclosure, receiving a second task identifier sent by the user - end; if the host - task identifier of the target host includes a task identifier corresponding to the second task identifier, sending the second task identifier to the host - end for the target host to execute the task corresponding to the second task identifier.
[0011] In an optional embodiment of the present disclosure, synchronizing the voice data of the host to the user - end.
[0012] In a second aspect, an embodiment of the present disclosure provides a game host matching device, which includes: an information receiving module for receiving a task request sent by the user - end; where the task request at least includes a first task identifier of the task to be completed; a host determining module for determining, as the target host for receiving the task request, the host with the highest task success rate among the tasks of the same task type as the task to be completed in the historical live - broadcast task data of each current host; an identifier sending module for sending the host identifier of the target host to the user - end for the user to match with the target host on the user - end for executing the task to be completed.
[0013] In an optional embodiment of the present disclosure, the host determining module is configured to determine the host - task identifier of each host according to the historical live - broadcast task data of each current host; select multiple initial hosts whose host - task identifiers match the first task identifier from the current hosts; and determine, as the target host for receiving the task request, the host with the highest task success rate among the multiple initial hosts for the task of the same task type as the task to be completed.
[0014] In an optional embodiment of the present disclosure, the host determining module is configured to obtain the live - broadcast data of the live - broadcast rooms where multiple initial hosts are located within a preset time; and determine, as the target host for receiving the task request, the host in the live - broadcast room with the highest task success rate for the task of the same task type as the task to be completed among the live - broadcast rooms where the live - broadcast data has not changed within the preset time interval.
[0015] In an optional embodiment of the present disclosure, the data sending module is configured to synchronize the game process data of the user - end to the host - end; receive the manipulation data of the user - end game process sent by the host - end and send the manipulation data to the user - end.
[0016] In an optional embodiment of the present disclosure, the data sending module is configured to receive the control data for the game process of the user terminal sent by the host terminal and send the control data to the user terminal, including: receiving the confirmation prompt information for the control data sent by the user terminal; if the confirmation prompt information is to confirm acceptance of the control, sending the control data to the user terminal in real time, so that the host terminal can perform game control on the user terminal.
[0017] In an optional embodiment of the present disclosure, the identification receiving module is configured to receive the second task identification sent by the user terminal; the data sending module is configured to send the second task identification to the host terminal if the host task identification of the target host includes the task identification corresponding to the second task identification, so that the target host can execute the task corresponding to the second task identification.
[0018] In an optional embodiment of the present disclosure, the data sending module is configured to synchronize the voice data of the host to the user terminal.
[0019] In a third aspect, an embodiment of the present disclosure provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the above game host matching method is implemented.
[0020] In a fourth aspect, an embodiment of the present disclosure provides an electronic device, including: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the above game host matching method by executing the executable instructions.
[0021] The technical solution of the present disclosure has the following beneficial effects:
[0022] The above game host matching method receives a task request sent by the user terminal; wherein, the task request at least includes a first task identifier of the task to be completed; determines, as the target host for receiving the task request, the host with the highest task success rate among the tasks of the same task type as the task to be completed in the historical live broadcast task data of the current hosts; and sends the host identifier of the target host to the user terminal for the user to perform matching for executing the task to be completed with the target host on the user terminal. This method can determine all the game tasks executed by each host according to the historical live broadcast task data of each host, so that when receiving a task request sent by the user terminal, it matches all the hosts that have executed tasks of the same type as the task to be completed according to the task identifier of the task to be completed, and matches the host with the highest success rate of completing the above task as the target host among the determined hosts. This method does not require the player to actively compare and select one by one from the host list, thus solving the technical problem that the current matching of hosts for players takes a long time, and further leading to low efficiency in matching hosts for players, achieving the technical effect of improving the efficiency of matching game hosts for players, and quickly matching hosts for players further improves the game experience of players. At the same time, this method narrows the search scope for matching hosts for players and reduces the computing pressure on the server.
[0023] It should be understood that the above general description and the following detailed description are only exemplary and explanatory, and cannot limit the present disclosure. BRIEF DESCRIPTION OF THE DRAWINGS
[0024] The accompanying drawings herein are incorporated into the specification and constitute a part of this specification, showing embodiments consistent with the present disclosure, and are used together with the specification to explain the principles of the present disclosure. Obviously, the accompanying drawings in the following description are only some embodiments of the present disclosure, and those of ordinary skill in the art can obtain other drawings based on these drawings without creative efforts.
[0025] Figure 1 Schematically shows the system architecture diagram of a game host matching system in this exemplary embodiment;
[0026] Figure 2 Schematically shows the flowchart of a game host matching method in this exemplary embodiment;
[0027] Figure 3 Schematically shows the flowchart of determining a target host in this exemplary embodiment;
[0028] Figure 4 Schematically shows the flowchart of another game host matching method in this exemplary embodiment;
[0029] Figure 5Schematically show a schematic structural diagram of a game streamer matching device in this exemplary embodiment;
[0030] Figure 6 Schematically show a schematic structural diagram of another game streamer matching device in this exemplary embodiment;
[0031] Figure 7 Show a schematic structural diagram of an electronic device in this exemplary embodiment. Detailed implementation manners
[0032] Now, the exemplary embodiments will be described more fully with reference to the accompanying drawings. However, the exemplary embodiments can be implemented in various forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be more thorough and complete, and will fully convey the concept of the exemplary embodiments to those skilled in the art. The features, structures, or characteristics described may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough understanding of the embodiments of the present disclosure. However, those skilled in the art will realize that the technical solutions of the present disclosure can be practiced without one or more of the specific details, or other methods, components, devices, steps, etc. may be adopted. In other cases, well-known technical solutions are not shown or described in detail to avoid obscuring the various aspects of the present disclosure.
[0033] In addition, the accompanying drawings are only schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the figures denote the same or similar parts, and thus their repeated description will be omitted. Some of the block diagrams shown in the figures are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or in one or more hardware modules or integrated circuits, or in different networks and / or processor devices and / or microcontroller devices.
[0034] The flowcharts shown in the accompanying drawings are only illustrative and do not necessarily include all steps. For example, some steps can be decomposed, and some steps can be combined or partially combined, so the actual execution order may be changed according to the actual situation.
[0035] The game host matching method provided by the exemplary embodiments of the present disclosure can be applied to the application scenario of matching game hosts for players during the game to assist players in completing game tasks. For example, in a level-breaking game, in order to complete the game task under the current level and smoothly enter the next level, the player can click the "Host Assistance" control to trigger a task request for the current level, thereby matching a suitable game host for the player. Or in a prop upgrade game, the player can find a suitable host to assist in achieving the prop upgrade task to improve the abilities such as the defense and attack power of the prop. For example, the upgrade of equipment such as pets, firearms, and bulletproof vests.
[0036] Currently, when a player matches a game host to perform a certain type of game task, the player needs to determine one by one in a large number of host lists whether each game host meets the conditions for completing the above game task, and then select a game host for matching. The above conditions may include the total number of times the game host has completed the above game task in historical live broadcasts, the success rate of completing the game task, and whether the host is idle at the current moment and the number of people waiting for matching, etc. This process makes it difficult and time-consuming for players to find a matchable host, resulting in low efficiency in matching game hosts for players, and thus poor user experience.
[0037] In view of the above problems, the exemplary embodiments of the present disclosure propose a game host matching method. This method only requires the player to send a task request to the live broadcast server when a game host needs to be matched to perform a task to be completed. The task request contains the first task identifier of the task to be completed. The live broadcast server matches, according to the first task identifier, the historical live broadcast task data of each current host to complete the above task to be completed, and the host with the highest success rate of completing the above task to be completed is the target host. Then, the host identifier of the target host is sent to the user terminal for the user to match with the target host at the user terminal for performing the task to be completed. This method can reduce the complexity of matching hosts for players during the game, thereby improving the efficiency of matching hosts for players. At the same time, this method will narrow the search range for matching hosts for players, thereby reducing the server pressure.
[0038] Figure 1 Schematically shows the system architecture diagram of a game host matching system in this exemplary embodiment, as Figure 1 shown, the game host matching system 100 at least includes a user terminal 101, a game server 102, a live broadcast server 103, and a host terminal 104.
[0039] When a player needs to match a game host to perform a certain game task, the user terminal 101 can be used to initiate a task request to the game server 102 that hosts the game. The task request at least contains the first task identifier of the task to be completed. The game server 102 forwards the task request to the live broadcast server 103.
[0040] After receiving the task request sent by the user terminal 101, the live broadcast server 103, according to the first task identifier of the task to be completed included in the task request, searches for the host that matches the first task identifier from the historical live broadcast task data of each current host, and determines the host with the highest task success rate of the same task type as the task to be completed among the hosts as the target host for receiving the task request. Finally, the host identifier of the target host is sent to the user terminal 101, so as to establish a matching relationship between the user terminal 101 and the host terminal 104 where the target host is located, thereby facilitating the target host to assist in executing the task to be completed.
[0041] It should be noted that the game server 102 and the live broadcast server 103 can be a single server or a server cluster composed of multiple servers.
[0042] It should be understood that in Figure 1 the system architecture shown, the numbers of the user terminal 101, the game server 102, the live broadcast server 103, and the host terminal 104 are merely exemplary, and more or fewer numbers are within the protection scope of this application. Moreover, in the above exemplary operation scenario, the user terminal 101 and the host terminal 104 can be, for example, a personal computer, a server, a personal digital assistant (PDA), a notebook, or any other computing device with networking capabilities. The network for communication between the user terminal 101, the game server 102, the live broadcast server 103, and the host terminal 104 can include various types of wired and wireless networks.
[0043] Taking the above live broadcast server 103 as the execution entity below, an example is given by applying the game host matching method to the above live broadcast server 103. Refer to Figure 2 , the game host matching method provided by the exemplary embodiment of the present disclosure includes the following steps S201 - step S203:
[0044] Step S201, receive the task request sent by the user terminal.
[0045] Among them, the task request at least includes the first task identifier of the task to be completed. The task to be completed can be a level task in a breakthrough game, or an upgrade task for the equipment or props to be upgraded, the character, etc., and the first task identifier of each task to be completed can be one or more.
[0046] For the task to be completed being a level task, for example, when clearing from Level A to Level B, the task to be completed is the task of clearing from Level A to Level B, then the first task identifier of the task to be completed is the task identifier corresponding to the task of clearing from Level A to Level B. For the task to be completed being an upgrade task of equipment, item, character, etc. to be upgraded, for example, the upgrade task of upgrading a low-level summoned beast (a virtual pet in a game) to a high-level summoned beast. Since the low-level summoned beast has 3 low-level skills, when upgrading the low-level summoned beast to a high-level summoned beast, it is necessary to generate corresponding high-level skill books (the high-level skill books are the first task identifier) for the 3 low-level skills respectively. At this time, the first task identifier of the task to be completed is 3 high-level skill books.
[0047] Step S202: Determine, among the historical live broadcast task data of the current live streamers, the live streamer with the highest task success rate for the task of the same task type as the task to be completed, as the target live streamer to receive the task request.
[0048] Among them, the task of the same task type as the task to be completed can be the task with the same task identifier as the task to be completed initiated by the user terminal, or the task of the same type as the task to be completed initiated by the user terminal.
[0049] According to some embodiments of the present disclosure, the task of the same type as the task to be completed initiated by the user terminal can be pre-configured or determined by real-time type judgment. For example, the task to be completed initiated by the user is the upgrade task of Item A, and the upgrade tasks of Item B and Item C are pre-configured to be of the same type as the upgrade task of Item A, that is, the upgrade difficulty, upgrade operation, etc. are similar.
[0050] Exemplarily, the live broadcast server can obtain the historical live broadcast task data of the current live streamers in real time, and determine the task identifier corresponding to each game task completed by each live streamer at the current moment and the success rate of each game task according to the historical live broadcast task data.
[0051] When the live broadcast server receives the task request sent by the user terminal, the live broadcast server can match the first task identifier of the task to be completed with the task identifiers corresponding to each game task completed by each live streamer at the current moment, so as to determine, among the above task identifiers, the task of the same task type as the task to be completed, and determine the live streamer with the highest success rate among the tasks of the same task type as the task to be completed as the target live streamer to receive the above task request.
[0052] Step S203: Send the live streamer identifier of the target live streamer to the user terminal for the user to perform matching with the target live streamer on the user terminal for executing the task to be completed.
[0053] Among them, the host identifier is identifier information used to uniquely identify the target host. For example, the host identifier may be the account information of the target host, or the account information of the live broadcast room where the target host is located, etc.
[0054] Exemplarily, after determining the target host in step S202, the host identifier of the target host can be sent to the user terminal, so that the player can establish a matching relationship between the user terminal and the host terminal where the target host is located, so that the host can assist the player in performing the to-be-completed task described above.
[0055] In the technical solutions provided by some embodiments of the present disclosure, a task request sent by a user terminal is received; wherein, the task request at least includes a first task identifier of the to-be-completed task; the host with the highest task success rate among the historical live broadcast task data of each current host for the same task type as the to-be-completed task is determined as the target host for receiving the task request; the host identifier of the target host is sent to the user terminal for the user to perform matching for the to-be-completed task between the user terminal and the target host. This method can determine all the game tasks performed by each host according to the historical live broadcast task data of each host, so when receiving a task request sent by the user terminal, according to the task identifier of the to-be-completed task, all the hosts that have executed the above task identifier are matched, and among the determined hosts, the host with the highest task success rate for performing the same task type as the to-be-completed task is automatically matched for the player, without the player having to actively compare and select one by one from the host list, thus solving the technical problem that the current matching of hosts for players takes a long time, and further resulting in low efficiency in matching hosts for players, achieving the technical effect of improving the efficiency of matching game hosts for players. And quickly matching hosts for players further improves the game experience of players. At the same time, this method narrows the search scope for matching hosts for players and reduces the computing pressure on the server.
[0056] According to some embodiments of the present disclosure, when the user terminal sends a task request, the task request at least includes a first task identifier of the to-be-completed task. When the to-be-completed task is an upgrade task for an equipment or item to be upgraded, a character, etc., the to-be-completed task correspondingly includes the initial equipment or item, character before the upgrade, and the target equipment or item, character after the upgrade.
[0057] First, after the game server detects that a player determines an initial item to be upgraded in the user terminal, it retrieves all the upgrade materials corresponding to the initial item and transmits them to the user terminal, and displays all the above-mentioned upgrade materials on the graphical user interface of the user terminal. After the player selects the required upgrade materials, the game server can perform a simulation operation on the initial item through the selected upgrade materials to obtain a virtual target item. For example, for a primary summoned beast, various summoned beast skill books are displayed on the graphical user interface of the user terminal, and by selecting the corresponding summoned beast skill book, the corresponding primary skill of the primary summoned beast can be upgraded to a high-level skill.
[0058] Secondly, the player can send a task request based on the user terminal. For example, the player can select to perform the matching process of the anchor in the game interface of the user terminal.
[0059] Finally, after the game server receives the task request sent by the user terminal, it binds the data of the initial item and the target item in the task to be completed with the account information of the player, and forwards it to the live broadcast server, so that the live broadcast server can receive the task request initiated by the user terminal.
[0060] It can be understood that different upgrade materials are selected to perform a simulation operation on the initial item, and there are differences in the obtained virtual target items. For example, the upgrade materials include improving the defense, attack power, skin appearance, etc. of the initial item. When the player selects the upgrade materials for improving the attack power, the attack power of the upgraded target item is improved.
[0061] The game server realizes the connection channel between the user terminal and the live broadcast server, binds the data with the user account information, which is convenient for subsequent matching of the user corresponding to the user terminal and the anchor corresponding to the anchor terminal for executing the task to be completed.
[0062] In the exemplary embodiment of the present disclosure, when determining the target anchor for receiving the task request by determining the anchor with the highest task success rate of the same task type as the task to be completed among the historical live broadcast task data of the current anchors, the anchor task identifier of each anchor can be determined according to the historical live broadcast task data of the current anchors; select multiple initial anchors from the current anchors whose anchor task identifiers match the first task identifier; determine the anchor with the highest task success rate of the same task type as the task to be completed among the multiple initial anchors as the target anchor for receiving the task request.
[0063] Among them, the anchor task identifier is the identifier of the game task completed by the anchor. For example, according to the historical live broadcast task data of the anchor, it can be determined that the anchor completed tasks A, B, and C in previous live broadcasts, then it can be determined that the anchor task identifiers of the anchor respectively include the task identifiers corresponding to the above tasks A, B, and C.
[0064] Exemplarily, the live broadcast server can also determine the success rate of each game task completed by the host corresponding to the host task identifier based on the historical live broadcast task data of each current host. Among them, the success rate of each game task can be based on the ratio of the number of times a certain game task is successfully executed to the total number of times the host executes the game task. For example, if the total number of times a certain host executes game task A is 100 times, and the number of times the host successfully executes game task A is 80 times, then the success rate of the host executing game task A is (80 / 100)*100% = 80%.
[0065] For example, for online game A, the player needs to execute the fifth level to complete the clearance task (the task identifier of the fifth level is test_5). When determining the target host, the host task identifiers of each host can be determined according to the historical live broadcast task data of each host obtained by the live broadcast server, so as to screen out the hosts whose host task identifiers contain test_5 as the initial hosts. Then, according to the success rate of each host executing the test_5 task determined by the live broadcast server, the host with the highest success rate of completing test_5 is determined as the target host.
[0066] This method can match the first task identifier of the to-be-completed task that the player needs to execute with the host task identifiers corresponding to the game tasks completed by each host, so as to quickly screen out the host with the experience of executing the above to-be-completed task and the highest success rate of the to-be-completed task (or the highest success rate of the task with the same task type as the to-be-completed task) from many game hosts as the target host, improving the efficiency of matching the host for the player. At the same time, matching the host with the highest success rate of the to-be-completed task for the player improves the player's satisfaction and enriches the live broadcast content of the game host.
[0067] According to some embodiments of the present disclosure, the target host can also be matched for the player from the list of currently idle hosts. The following will be combined with Figure 3 The process of determining the target host from multiple host lists will be described in detail.
[0068] See Figure 3 , Figure 3 which schematically shows a flowchart of determining a target host in this exemplary embodiment. In an optional embodiment of the present disclosure, determining the host with the highest success rate of the to-be-completed task in the historical live broadcast task data of each current host as the target host receiving the task request in step S202 above may further include the following steps S301 - step S304:
[0069] Step S301, determine the host task identifier of each host according to the historical live broadcast task data of each current host.
[0070] Step S302, select multiple initial hosts that match the first task identifier from the host task identifiers of each host.
[0071] Exemplarily, based on all the historical live broadcast task data of each anchor, the anchor task identifier corresponding to the game task performed by each anchor can be determined. The anchor task identifier of each anchor is matched with the first task identifier of the task to be completed sent by the user end. If the anchor task identifier of the anchor contains the first task identifier of the task to be completed, the anchor is determined to be the initial anchor.
[0072] Step S303: Obtain the live broadcast data of the live broadcast rooms where the multiple initial anchors are located within a preset time.
[0073] Among them, live broadcast data includes live broadcast task data, live broadcast interaction data and other data.
[0074] It is understandable that the preset time can be set manually according to the actual needs of the game, such as any time interval of 10 minutes or 1 hour. It can also be set according to the historical live broadcast data of the anchor, and the present disclosure does not impose any restrictions on the specific determination method of the preset time.
[0075] Step S304: Determine the anchor with the highest task success rate for the same task type as the task to be completed in the live broadcast room whose live broadcast data has not changed within the preset time as the target anchor for receiving the task request.
[0076] If the live broadcast data of each initial anchor does not change within the preset time, it indicates that the initial anchor is in an idle state at the current moment.
[0077] An anchor who is in an idle state within a preset time is determined among multiple initial anchors, and then the anchor who has the highest success rate for the task to be completed in the idle state is determined as the target anchor, or the anchor who has the highest success rate for the task of the same type as the task to be completed is determined as the target anchor.
[0078] For example, the task to be completed is to upgrade the primary summoned beast to a high-level summoned beast by using the summoned beast to upgrade the beast. The live broadcast server determines the live broadcast data of each anchor within the preset time. If the anchor's live broadcast data does not change within the preset time, that is, the anchor's live broadcast interface does not change within the preset time, it indicates that the anchor is idle. The idle anchor with the highest success rate of summoned beast to upgrade the beast is used as the target anchor to match with the user end that initiates the task request.
[0079] By screening out the currently idle hosts from the determined initial hosts and assigning the host with the highest success rate of processing the to-be-completed tasks to the player, a game host who can execute the to-be-completed tasks can be quickly matched for the player, avoiding the increase in the player's waiting time caused by matching the player with a currently busy host, improving the efficiency of executing the to-be-completed tasks, and further enhancing the player's gaming experience. At the same time, the idle time of the host's live broadcast room is also reduced, adding live broadcast content for the host.
[0080] According to some embodiments of the present disclosure, after determining the target host corresponding to the to-be-completed task, the host identifier of the target host is sent to the user terminal to establish a connection relationship between the user terminal and the host terminal for executing the to-be-completed task.
[0081] In an exemplary embodiment of the present disclosure, after sending the host identifier of the target host to the user terminal and achieving successful matching between the host terminal and the user terminal, the live broadcast server synchronizes the game process data of the user terminal to the host terminal; receives the control data for the game process of the user terminal sent by the host terminal, and sends the control data to the user terminal.
[0082] Among them, the live broadcast server synchronizes the game process data of the user terminal to the host terminal, that is, the user terminal transmits the game interface to the host terminal in real time. The host terminal can perform control operations on the game process of the user terminal in real time and generate control data corresponding to the control operations.
[0083] The live broadcast server sends the control data corresponding to the control operations performed by the host terminal based on the game process of the user terminal to the user terminal in real time, so that the operation results under the control operations are displayed in the game process of the user terminal, thereby realizing the processing of the to-be-completed tasks.
[0084] By synchronizing the game process data of the user terminal to the host terminal and displaying the results of the host's operations on the game process on the game interface of the user terminal, so that the player can view the execution process of the current to-be-completed task in real time. At the same time, the game interface of the player is displayed as the live broadcast content of the game host on the host terminal, enriching the live broadcast content of the host and reducing the live broadcast idle time of the game host.
[0085] In an exemplary embodiment of the present disclosure, after receiving the control data for the game process of the user terminal sent by the host terminal and sending the control data to the user terminal, the voice data of the host is synchronized to the user terminal.
[0086] Exemplarily, after sending the control data to the user terminal, the voice data of the host is defaultly sent to the user terminal where the player is located, and the voice data of the user terminal is transmitted to the host terminal in real time to realize voice interaction between the host and the player.
[0087] It can be understood that in addition to voice interaction between the host and the player, other interaction methods such as video and text communication can also be adopted. The present disclosure does not impose any restrictions on the interaction methods used, and they are all within the protection scope of the present disclosure.
[0088] By implementing voice interaction between the host and the player, it is more convenient for the interaction between the player and the host. While increasing the richness of the host's live broadcast, it can overcome the communication difficulties in the process of executing tasks to be completed in the traditional technology, and improve the interactivity between the player and the host.
[0089] In an exemplary embodiment of the present disclosure, when the live broadcast server receives the control data for the game process of the user terminal sent by the host terminal and sends the control data to the user terminal, it receives the confirmation prompt information for the control data sent by the user terminal; if the confirmation prompt information is to confirm acceptance of the control, it will send the control data to the user terminal in real time, so that the host terminal can perform game control on the user terminal.
[0090] Among them, the confirmation prompt information is the prompt information for confirming whether the user terminal receives the control data sent by the host terminal.
[0091] Exemplarily, after the live broadcast server synchronizes the game process data of the user terminal to the host terminal, it can send a confirmation prompt information to the user terminal to determine whether the player needs to start the execution process of the task to be completed. If the live broadcast server receives confirmation of acceptance of the control, it will control the operation based on the game screen (game process of the user terminal) synchronized by the user terminal by the host, and send the operation data corresponding to the control operation to the user terminal to display the operation result corresponding to the operation data on the user interface of the user terminal.
[0092] By sending the confirmation prompt information to the user terminal and sending the operation data corresponding to the control operation to the user terminal after the user selects to confirm acceptance of the control. This process facilitates the player to confirm whether to execute the task to be completed, and after the player confirms to execute the task to be completed, receive the operation data of the target host for the user terminal and display the operation result in real time, thereby improving the player's gaming experience.
[0093] According to some embodiments of the present disclosure, if the player selects not to receive the operation information of the host terminal, the player can also choose to switch the task identifier corresponding to the task to be completed or terminate the matching relationship with the host.
[0094] For example, if the task to be completed is to add skills to a summoned beast to upgrade a low - level summoned beast to a high - level one. For the three low - level skills of the low - level summoned beast, their task labels are respectively adding a high - level skill A book (referred to as book A), adding a high - level skill B book (referred to as book B), and adding a high - level skill C book (referred to as book C). If a target streamer is matched based on the game task of adding book A, after synchronizing the game process data of the user side to the streamer side, the live server will send the confirmation prompt message of adding book A on the streamer side to the user side.
[0095] If the player chooses to confirm and accept the control, the streamer will start to execute the task of adding book A based on the game process of the user side synchronized on the streamer side, and synchronously display the real - time control result on the game interface of the user side. If the player chooses to switch the received control information, for example, modifying the task identifier of adding book A to the task identifier of adding book B, the streamer side will directly execute the game task of adding book B based on the task identifier of adding book B. If the player chooses to terminate the received control information, the matching relationship between the streamer side and the user side.
[0096] In another exemplary embodiment of the present disclosure, a second task identifier sent by the user side is received; if the task identifier corresponding to the second task identifier is included in the streamer task label of the target streamer, the second task identifier will be sent to the streamer side so that the target streamer executes the task corresponding to the second task identifier.
[0097] Among them, in the case where the user chooses to switch the task identifier, the second task identifier is the switched task identifier.
[0098] When the live server receives the switched second task identifier of the user side, it determines whether the task identifier matching the second task identifier is included in the streamer task label of the target streamer. If the second task identifier matches the streamer task identifier of the target streamer, the live server will send the second task identifier to the streamer side so that the streamer side starts to execute the game task corresponding to the second task identifier. If the second task identifier does not match the streamer task identifier of the target streamer, the matching relationship between the user side and the streamer side will be terminated, and a matching relationship will be established with the streamer with the highest success rate of the game task corresponding to the second task identifier according to the matching of the second task identifier.
[0099] This method enables users to freely switch the task identifiers of tasks to be completed, improving the flexibility of matching between players and streamers and switching task identifiers, and further enhancing the gaming experience of players.
[0100] Next, the entire streamer matching process of the game streamer matching method in the exemplary embodiment of the present disclosure will be described in detail in combination with Figure 4 will be described in detail.
[0101] In step S401, a task request is sent. The task request contains at least a first task identifier for the task to be completed, and the first task identifier can be one or more task identifiers.
[0102] Taking the case where the first task identifier is multiple task identifiers as an example, when a low-level summoned beast is upgraded to a high-level summoned beast, the user selects the low-level summoned beast, and the game server retrieves all the upgrade materials related to the low-level summoned beast (for example, the skill books of the summoned beast) and sends them to the user terminal, so that the user terminal can perform a simulated upgrade operation on the low-level summoned beast based on the selected upgrade materials to obtain a virtual high-level summoned beast. At this time, the task request sent by the user terminal contains at least the data of the low-level summoned beast, the data of the high-level summoned beast, and the first task identifier of the task to be completed in the task to be completed.
[0103] After the game server receives the task request sent by the user terminal, the game server binds the data of the low-level summoned beast, the data of the high-level summoned beast with the player account information to generate a new task request. Then execute step S402 to forward the task request.
[0104] When the live server receives the task request, execute step S403 to obtain the live data of each anchor. Among them, the live data includes live task data, live interaction data and other data, etc.
[0105] In step S404, determine the anchor task identifier. That is, according to the historical live task data of each anchor, determine the anchor task identifier of each anchor. Among them, the anchor task identifier is the game task identifier that the anchor has executed.
[0106] According to the determined anchor task identifier and the received first task identifier, execute step S405 to determine the initial anchor whose anchor task identifier matches the first task identifier. Then from multiple initial anchors, execute step S406 to determine the target anchor.
[0107] Exemplarily, among the live rooms where the live data has not changed within the preset time (that is, the anchors in the idle state), the anchor with the highest success rate for the task to be completed can be determined as the target anchor for receiving the task request. Or the anchor with the highest success rate for the task to be completed among all the initial anchors can be directly determined as the target anchor for receiving the task request. Among them, determining the anchor with the highest success rate for the task to be completed among the idle anchors as the target anchor can enable the player to quickly execute the task to be completed, improve the efficiency of executing the game task and the player's game experience.
[0108] After successful matching, in step S407, send the anchor identifier of the target anchor to the user terminal. So that the user can establish a matching relationship with the target anchor on the user terminal.
[0109] In step S408, game process data is sent. After establishing the matching relationship, the client sends the game process data to the live broadcast server so that the live broadcast server can execute step S409 to synchronize the game process data of the client to the host side. That is, the live broadcast side receives the game process of the client in real time and displays the game interface of the client on the interface of the host side.
[0110] According to some embodiments of the present disclosure, in step S410, a confirmation prompt message is sent. That is, the host side sends a prompt message to the client to confirm the execution of the task to be completed corresponding to the first task identifier. The host side determines whether to execute the task to be completed corresponding to the first task identifier according to the player's selection based on the confirmation prompt message.
[0111] If the client sends step S411 and confirms to accept the control. At this time, the host side can perform control operations based on the displayed game interface of the client. In step S412, manipulation data is generated. And step S413 is executed to send the manipulation data. Among them, the manipulation data is generated by the host performing control operations on the first task identifier of the client game process.
[0112] The live broadcast server will execute step S414 to forward the operation data. At this time, the operation result corresponding to the operation data will be generated in real time on the game interface of the client to execute the task to be completed corresponding to the first task identifier.
[0113] According to some embodiments of the present disclosure, step S415 is executed to interrupt the host matching.
[0114] According to some other embodiments of the present disclosure, step S416 is executed to receive the second task identifier.
[0115] If the host task identifier of the target host includes the task identifier corresponding to the second task identifier, the second task identifier is sent to the host side so that the target host executes the task corresponding to the second task identifier. That is, step S412 is executed again to generate manipulation data. And step S413 is executed to send the manipulation data. Among them, the manipulation data is generated by the host performing control operations on the second task identifier of the client game process.
[0116] The live broadcast server will execute step S414 to forward the operation data. At this time, the operation result corresponding to the operation data will be generated in real time on the game interface of the client to execute the task to be completed corresponding to the second task identifier.
[0117] Finally, after the host executes the task to be completed, the matching relationship between the client and the host side is automatically terminated.
[0118] To implement the above game host matching method, an embodiment of the present disclosure provides a game host matching device. Figure 5Shows a schematic architecture diagram of a game streamer matching device.
[0119] Among them, the game streamer matching device 500 includes an information receiving module 501, a streamer determination module 502, and an identification sending module 503.
[0120] The information receiving module 501 is used to receive a task request sent by the user terminal; among them, the task request at least includes a first task identifier of the task to be completed; the streamer determination module 502 is used to determine the streamer with the highest task success rate of the same task type as the task to be completed among the historical live task data of current streamers as the target streamer for receiving the task request; the identification sending module 503 is used to send the streamer identification of the target streamer to the user terminal for the user to match with the target streamer at the user terminal for executing the task to be completed.
[0121] The game streamer matching device 500 provided by the exemplary embodiment of the present disclosure can execute the technical solution of the game streamer matching method in any of the above embodiments. Its implementation principle and beneficial effects are similar to those of the game streamer matching method. For details, refer to the implementation principle and beneficial effects of the game streamer matching method, which will not be elaborated here.
[0122] Furthermore, in order to implement the above game streamer matching method, another game streamer matching device is provided in an embodiment of the present disclosure. Figure 6 Shows a schematic architecture diagram of a game streamer matching device. Among them, the game streamer matching device 600 includes: a streamer determination module 601, a data sending module 602, and an identification receiving module 603.
[0123] In an optional embodiment, the streamer determination module 601 is specifically configured to determine the streamer task identifier of each streamer according to the historical live task data of current streamers; select multiple initial streamers whose streamer task identifiers match the first task identifier from the streamer task identifiers of each streamer; and determine the streamer with the highest task success rate of the same task type as the task to be completed among the initial streamers as the target streamer for receiving the task request.
[0124] In an optional embodiment, the streamer determination module 601 is used to obtain the live data of the live rooms where multiple initial streamers are located within a preset time; and determine the streamer with the highest task success rate of the same task type as the task to be completed in the live rooms where the live data has not changed within the preset time as the target streamer for receiving the task request.
[0125] In an optional embodiment, the data sending module 602 is used to synchronize the game process data of the user terminal to the streamer terminal; receive the control data for the game process of the user terminal sent by the streamer terminal, and send the control data to the user terminal.
[0126] In an optional embodiment, the data sending module 602 is configured to receive the control data for the game process of the user terminal sent by the host terminal and send the control data to the user terminal, including: receiving the confirmation prompt information for the control data sent by the user terminal; if the confirmation prompt information is to confirm acceptance of the control, sending the control data to the user terminal in real time, so that the host terminal can control the game of the user terminal.
[0127] In an optional embodiment, the identification receiving module 603 is configured to receive the second task identifier sent by the user terminal; the data sending module 602 is configured to, if the host task identifier of the target host includes the task identifier corresponding to the second task identifier, send the second task identifier to the host terminal, so that the target host can execute the task corresponding to the second task identifier.
[0128] In an optional embodiment, the data sending module 602 is configured to synchronize the voice data of the host to the user terminal.
[0129] The game host matching device 600 provided by the exemplary embodiment of the present disclosure can execute the technical solutions of the game host matching method in any of the above embodiments. The implementation principle and beneficial effects are similar to those of the game host matching method. For details, refer to the implementation principle and beneficial effects of the game host matching method, which will not be elaborated here.
[0130] In the exemplary embodiment of the present disclosure, a computer-readable storage medium is further provided, on which a program product capable of implementing the above method of this specification is stored. In some possible implementation manners, various aspects of the present invention can also be implemented in the form of a program product, which includes program code. When the program product runs on a terminal device, the program code is used to cause the terminal device to execute the steps according to various exemplary embodiments of the present invention described in the "exemplary method" part of this specification.
[0131] The program product for implementing the above method according to the embodiment of the present invention may adopt a portable compact disc read-only memory (CD-ROM) and include program code, and can run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto. In this document, the readable storage medium may be any tangible medium that contains or stores a program, and the program can be used by or in combination with an instruction execution system, apparatus, or device.
[0132] The program product may employ any combination of one or more readable media. The readable media may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium include: an electrical connection having one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
[0133] A computer-readable signal medium may include a data signal propagated in a baseband or as part of a carrier wave, in which the readable program code is carried. Such a propagated data signal may take many forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the foregoing. The readable signal medium may also be any readable medium other than the readable storage medium, which can send, propagate, or transmit a program for use by or in connection with an instruction execution system, apparatus, or device.
[0134] The program code contained on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
[0135] The program code for performing the operations of the present invention may be written in any combination of one or more programming languages, including object-oriented programming languages such as Java, C++, etc., and also including conventional procedural programming languages such as the "C" language or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, executed as a stand-alone software package, partially on the user computing device and partially on a remote computing device, or entirely on the remote computing device or server. In the case of a remote computing device, the remote computing device may be connected to the user computing device through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., by using an Internet service provider to connect through the Internet).
[0136] In an exemplary embodiment of the present disclosure, an electronic device capable of implementing the above method is also provided.
[0137] Those skilled in the art can understand that various aspects of the present invention can be implemented as a system, a method, or a program product. Therefore, various aspects of the present invention can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which can be collectively referred to herein as "circuitry", "module", or "system".
[0138] Reference is now made to Figure 7 describe the electronic device 700 according to this embodiment of the present invention. Figure 7 The illustrated electronic device 700 is merely an example and should not impose any limitation on the functions and usage scope of the embodiments of the present invention.
[0139] As Figure 7 shown, the electronic device 700 is presented in the form of a general-purpose computing device. The components of the electronic device 700 may include, but are not limited to: at least one of the above-mentioned processing units 710, at least one of the above-mentioned storage units 720, a bus 730 connecting different system components (including the storage unit 720 and the processing unit 710), and a display unit 740.
[0140] Among them, the storage unit stores program code, and the program code can be executed by the processing unit 710, so that the processing unit 710 executes the steps according to various exemplary embodiments of the present invention described in the above "Exemplary Method" section of this specification. For example, the processing unit 710 can execute steps S201 to S203 as Figure 2 shown.
[0141] The storage unit 720 may include a readable medium in the form of a volatile storage unit, such as a random access storage unit (RAM) 7201 and / or a cache storage unit 7202, and may further include a read-only storage unit (ROM) 7203.
[0142] The storage unit 720 may further include a program / utilities 7204 having a set (at least one) of program modules 7205. Such program modules 7205 include, but are not limited to: an operating system, one or more application programs, other program modules, and program data. The implementation of a network environment may be included in each or some combination of these examples.
[0143] The bus 730 may represent one or more of several types of bus structures, including a storage unit bus or a storage unit controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.
[0144] The electronic device 700 can also communicate with one or more external devices 800 (such as a keyboard, a pointing device, a Bluetooth device, etc.), and can also communicate with one or more devices that enable a user to interact with the electronic device 700, and / or communicate with any device that enables the electronic device 700 to communicate with one or more other computing devices (such as a router, a modem, etc.). Such communication can be carried out through the input / output (I / O) interface 750. Moreover, the electronic device 700 can also communicate with one or more networks (such as a local area network (LAN), a wide area network (WAN), and / or a public network, such as the Internet) through the network adapter 760. As shown in the figure, the network adapter 760 communicates with other modules of the electronic device 700 through the bus 730. It should be understood that, although not shown in the figure, other hardware and / or software modules can be used in combination with the electronic device 700, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, etc.
[0145] Through the description of the above embodiments, those skilled in the art can easily understand that the exemplary embodiments described herein can be implemented by software, or can be implemented by the way of software combined with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure can be embodied in the form of a software product, and the software product can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, including several instructions to enable a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the embodiments of the present disclosure.
[0146] In addition, the above drawings are only schematic illustrations of the processes included in the method according to the exemplary embodiments of the present invention, rather than for limiting purposes. It is easy to understand that the processes shown in the above drawings do not indicate or limit the time sequence of these processes. Additionally, it is also easy to understand that these processes can be executed synchronously or asynchronously in, for example, multiple modules.
[0147] It should be noted that although several modules or units of devices for action execution are mentioned in the above detailed description, such a division is not mandatory. In fact, according to the embodiments of the present disclosure, the features and functions of two or more of the above-mentioned modules or units can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0148] Other embodiments of the present disclosure will be readily apparent to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the present disclosure that follow the general principles of the present disclosure and include known common general knowledge or conventional technical means in the technical field not disclosed herein. The specification and examples are only to be considered as exemplary, and the true scope and spirit of the present disclosure are pointed out by the claims.
[0149] It should be understood that the present disclosure is not limited to the exact structures described above and shown in the drawings, and various modifications and changes can be made without departing from its scope. The scope of the present disclosure is only defined by the appended claims.
Claims
1. A method for matching game streamers, characterized in that, it includes: Receiving a task request sent by a user terminal; wherein, at least a first task identifier of a task to be completed is included in the task request; Determining, as the target streamer for receiving the task request, the streamer with the highest task success rate among the tasks of the same task type as the task to be completed in the historical live task data of current streamers; wherein, the tasks of the same task type are tasks with the same first task identifier as the task to be completed, or the tasks of the same task type are tasks of the same type as the task to be completed; Sending the streamer identifier of the target streamer to the user terminal for the user to perform matching for executing the task to be completed with the target streamer on the user terminal.
2. The game streamer matching method according to claim 1, characterized in that, The step of determining, as the target streamer for receiving the task request, the streamer with the highest task success rate among the tasks of the same task type as the task to be completed in the historical live task data of current streamers includes: Determining the streamer task identifiers of current streamers according to the historical live task data of current streamers; Selecting multiple initial streamers from current streamers whose streamer task identifiers match the first task identifier; Determining, as the target streamer for receiving the task request, the streamer with the highest task success rate among the tasks of the same task type as the task to be completed among the multiple initial streamers.
3. The game streamer matching method according to claim 2, characterized in that, The step of determining, as the target streamer for receiving the task request, the streamer with the highest task success rate among the tasks of the same task type as the task to be completed among the multiple initial streamers includes: Obtaining the live data of the live rooms where the multiple initial streamers are located within a preset time interval; Determining, as the target streamer for receiving the task request, the streamer in the live room with the highest task success rate among the tasks of the same task type as the task to be completed in the live rooms where the live data has not changed within the preset time interval.
4. The game streamer matching method according to claim 1, characterized in that, After sending the streamer identifier of the target streamer to the user terminal, the game streamer matching method further includes: Synchronizing the game process data of the user terminal to the streamer terminal; Receiving the control data for the game process of the user terminal sent by the streamer terminal and sending the control data to the user terminal.
5. The game streamer matching method according to claim 4, characterized in that, The step of receiving the control data for the game process of the user terminal sent by the streamer terminal and sending the control data to the user terminal includes: Receiving the confirmation prompt information for the control data sent by the user terminal; If the confirmation prompt information is to confirm acceptance of the control, then sending the control data to the user terminal in real time so that the streamer terminal can perform game control on the user terminal.
6. The game streamer matching method according to claim 4, characterized in that, it further includes: Receiving a second task identifier sent by the user terminal; If the host task identifier of the target host contains a task identifier corresponding to the second task identifier, the second task identifier is sent to the host terminal for the target host to execute the task corresponding to the second task identifier.
7. The game host matching method according to claim 6, wherein, after receiving the control data for the game process of the user terminal sent by the host terminal and sending the control data to the user terminal, it further includes: Synchronizing the voice data of the host to the user terminal.
8. A game host matching device, wherein, the device includes: An information receiving module, configured to receive a task request sent by a user terminal; wherein, the task request at least includes a first task identifier of a task to be completed; A host determination module, configured to determine, as the target host for receiving the task request, the host with the highest success rate of tasks of the same task type as the task to be completed in the historical live broadcast task data of each current host; wherein, the tasks of the same task type are tasks with the same first task identifier as the task to be completed, or the tasks of the same task type are tasks of the same type as the task to be completed; An identifier sending module, configured to send the host identifier of the target host to the user terminal for the user to perform matching for executing the task to be completed between the user terminal and the target host.
9. A computer-readable storage medium, on which a computer program is stored, wherein, the computer program, when executed by a processor, implements the game host matching method according to any one of claims 1 to 7.
10. An electronic device, wherein, it includes: A processor; and A memory, configured to store executable instructions of the processor; wherein, the processor is configured to execute the game host matching method according to any one of claims 1 to 7 by executing the executable instructions.
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