A method and device for automatic team formation
By monitoring the number of people in the virtual room and calculating the expected normal distribution results, robot players are automatically allocated to meet the number of people requirements, which solves the problem of users waiting for too long in online games, and achieves normal progress of the game and improved user experience.
Patent Information
- Application Number
- CN202211458328.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-11-18
- Publication Date
- 2025-06-27
- Estimated Expiration
- 2042-11-18
AI Technical Summary
In the prior art, the number of users participating in newly launched games or higher-level users in online games is limited, resulting in the user waiting time being too long, affecting the user experience and reducing the game retention rate. The existing solutions use robots instead of users, but the methods are mechanical and rigid, and are easily noticed by users and affect the user experience.
By continuously monitoring the number of people in the virtual room in the matching state, the expected normal distribution result of the number of people entering the virtual room is calculated, and when the waiting time reaches the preset node, robot players are assigned to the virtual room to achieve the expected normal distribution number to ensure the game is progressing normally.
It is achieved that the game can still be carried out normally when there are insufficient real users, and the changing trend of the number of people in the virtual room is in line with natural phenomena, improving user experience and game retention rate.
Smart Images

Figure CN115738281B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and particularly to a method and device for automatic team formation, a computing device, and a computer-readable storage medium. Background Art
[0002] With the rapid development of network technology, online games gradually account for a large proportion in people's leisure and entertainment life. In a game session of an online game, usually multiple players need to form teams or play against each other. In the prior art, after the game starts, a virtual room is allocated for a game session of the user, and when the number of users in the virtual room reaches a set value, the game officially starts. However, for some newly launched games or users with a higher level, the number of users who can participate in a timely manner is limited, which will lead to too long waiting time for users, affecting the user experience, and further reducing the game retention rate. In some prior arts, when the waiting time of the user reaches a threshold, the server will use a robot to replace the user to enter the game so that the team formation of the game can be successful. However, when using a robot for team formation, the method is relatively mechanical and rigid, and is easily detected by users, also affecting the user game experience. Summary of the Invention
[0003] In view of this, embodiments of this application provide a method and device for automatic team formation, a computing device, and a computer-readable storage medium to solve the technical defects existing in the prior art.
[0004] According to the first aspect of the embodiments of this application, a method for automatic team formation is provided, including:
[0005] Continuously monitor a virtual room in a matching state, and obtain the total number of people in the virtual room;
[0006] Calculate an expected normal distribution result of the number of people entering the virtual room according to the waiting time threshold and the total number requirement of the virtual room;
[0007] Allocate robot players to the virtual room according to the monitoring result and the expected normal distribution result.
[0008] According to the second aspect of the embodiments of this application, a device for automatic team formation is provided, including:
[0009] A monitoring unit, configured to continuously monitor a virtual room in a matching state and obtain the total number of people in the virtual room;
[0010] A calculation unit, configured to calculate an expected normal distribution result of the number of people entering the virtual room according to the waiting time threshold and the total number requirement of the virtual room;
[0011] An allocation unit is configured to allocate robot players to the virtual room according to the monitored result and the expected normal distribution result.
[0012] According to a third aspect of the embodiments of the present application, there is provided a computing device, including a memory, a processor, and computer instructions stored on the memory and executable on the processor. When the processor executes the instructions, the steps of the automatic team formation are implemented.
[0013] According to a fourth aspect of the embodiments of the present application, there is provided a computer-readable storage medium storing computer instructions, which implement the steps of the automatic team formation when executed by a processor.
[0014] In the embodiments of the present application, according to the number requirement and waiting time requirement of the virtual room, the expected normal distribution result of the number of people entering the virtual room is calculated. When the waiting time of the user reaches the preset time node, if the number of people does not reach the expected normal distribution number, a certain number of robots are allocated to the virtual room so that the total number of people in the virtual room keeps increasing until it reaches the expected normal distribution number. In this way, the effect that the game can proceed normally when there are not enough real users in the game is achieved. And when forming teams, the change trend of the number of people in the virtual room conforms to the natural phenomenon commonly existing in the objective world, so it is more in line with the user's intuitive feeling and the user experience is better. BRIEF DESCRIPTION OF THE DRAWINGS
[0015] Figure 1 is a structural block diagram of the computing device provided by the embodiments of the present application;
[0016] Figure 2 is a schematic flowchart of a method for automatic team formation provided by the embodiments of the present application;
[0017] Figure 3 is a schematic diagram of the normal distribution of the number of game players provided by the embodiments of the present application;
[0018] Figure 4 is a schematic diagram of the expected normal distribution result of the number of game players in the virtual room provided by the embodiments of the present application;
[0019] Figure 5 is a schematic structural diagram of an automatic team formation device provided by the embodiments of the present application. DETAILED DESCRIPTION
[0020] In the following description, many specific details are set forth in order to provide a thorough understanding of the present application. However, the present application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the connotation of the present application. Therefore, the present application is not limited by the specific implementations disclosed below.
[0021] The terms used in one or more embodiments of the present application are for the purpose of describing specific embodiments only and are not intended to limit one or more embodiments of the present application. The singular forms "a", "the", and "said" used in one or more embodiments of the present application and the appended claims are also intended to include the plural forms unless the context clearly dictates otherwise. It should also be understood that the term "and / or" used in one or more embodiments of the present application refers to and encompasses any and all possible combinations of one or more of the associated listed items.
[0022] It should be understood that although the terms first, second, etc. may be used in one or more embodiments of the present application to describe various information, such information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of one or more embodiments of the present application, the first may also be referred to as the second, and similarly, the second may also be referred to as the first. Depending on the context, the word "if" as used herein may be interpreted as "in response to determining".
[0023] In the present application, a method and apparatus for automatic team formation, a computing device, and a computer-readable storage medium are provided, and will be described in detail one by one in the following embodiments.
[0024] Figure 1 A structural block diagram of a computing device 100 according to an embodiment of the present application is shown. The components of the computing device 100 include but are not limited to a memory 110 and a processor 120. The processor 120 is connected to the memory 110 through a bus 130, and a database 150 is used to store data.
[0025] The computing device 100 further includes an access device 140, and the access device 140 enables the computing device 100 to communicate via one or more networks 160. Examples of these networks include a public switched telephone network (PSTN), a local area network (LAN), a wide area network (WAN), a personal area network (PAN), or a combination of communication networks such as the Internet. The access device 140 may include one or more of any type of wired or wireless network interfaces (e.g., a network interface card (NIC)), such as an IEEE802.11 wireless local area network (WLAN) wireless interface, a Worldwide Interoperability for Microwave Access (Wi-MAX) interface, an Ethernet interface, a Universal Serial Bus (USB) interface, a cellular network interface, a Bluetooth interface, a Near Field Communication (NFC) interface, and so on.
[0026] In one embodiment of the present application, the above components of the computing device 100 and Figure 1 other components not shown in Figure 1The block diagram of the computing device shown is for illustrative purposes only and is not a limitation on the scope of this application. Those skilled in the art can add or replace other components as needed.
[0027] The computing device 100 can be any type of stationary or mobile computing device, including mobile computers or mobile computing devices (e.g., tablet computers, personal digital assistants, laptop computers, notebook computers, netbooks, etc.), mobile phones (e.g., smartphones), wearable computing devices (e.g., smartwatches, smart glasses, etc.) or other types of mobile devices, or stationary computing devices such as desktop computers or PCs. The computing device 100 can also be a mobile or stationary server.
[0028] In existing online games, it is usually necessary for multiple players to form teams or engage in battles. For example, in popular tactical competitive games, a single game usually requires up to dozens of people to participate. In the early stage of the game's launch or during off-peak hours, the number of users who can participate in a timely manner is limited, which will lead to excessive waiting time for users and affect the user experience. In existing solutions, when the waiting time of a user reaches a threshold, the server will use robots to replace the user to enter the game so that the team formation can be successful. However, the method is relatively mechanical and rigid. For example, when the waiting time reaches the threshold, regardless of how many people are still needed, a large number of robots are generated at one time for team formation, which violates objective facts and is easily discovered by users, resulting in a poor user experience.
[0029] Therefore, in the embodiments of this application, in order to solve the above problems, a method for automatic team formation is proposed. Refer to Figure 2 , Figure 2 FIG. shows a flowchart of a method for automatic team formation according to an embodiment of this application, including steps 202 to 206.
[0030] Step 202: Continuously monitor the virtual room in a matching state and obtain the total number of people in the virtual room.
[0031] In a feasible implementation manner, when the first real user enters the virtual room and clicks to start the game, continuously monitor the number of people in the virtual room.
[0032] Among them, the above total number of people is the sum of the number of real users and the number of robots. Those skilled in the art should know that when the first real user just enters the virtual room, there are no robots in the room; and, before the start of the game corresponding to the above virtual room, other real users can join or leave the virtual room at any time.
[0033] Step 204: Calculate the expected normal distribution result of the number of people entering the virtual room according to the waiting time threshold of the virtual room and the total number requirement of the virtual room.
[0034] In a feasible implementation, the mean of the normal distribution is calculated according to the waiting time threshold of the virtual room, and then, according to the mean and the standard deviation, the expected normal distribution result of the number of people who should enter the virtual room within the above time threshold to meet the requirement of the total number of people in the virtual room is calculated.
[0035] In a specific example, the waiting time threshold of the virtual room is 20 seconds and the requirement for the total number of people is 50. The middle value of 10 seconds of this time threshold is taken as the mean of the normal distribution, indicating that in this expected normal distribution, most players enter the virtual room in the interval around 10 seconds, as Figure 3 shown.
[0036] Furthermore, the expected normal distribution result of the number of people entering the virtual room is obtained according to the standard deviation of the normal distribution, as Figure 4 shown. Under the standard normal distribution, the statistical proportion corresponding to 1 standard deviation is 68%, with 34% on each side of the mean for 1 standard deviation on the left and 1 standard deviation on the right. The statistical proportion corresponding to 2 standard deviations is 68% + 28% = 96%, and the statistical proportion corresponding to 3 standard deviations is 96% + 4% = 100%, and so on. Among them, the standard deviation can be customized according to requirements and is not limited to the standard normal distribution.
[0037] Furthermore, corresponding waiting time nodes are set at each standard deviation of the normal distribution, as Figure 4 shown. According to the length of the waiting time in the virtual room, corresponding time nodes are set at each standard deviation. As Figure 4 shown, the waiting times set at -3σ, -2σ, -σ, σ, 2σ, and 3σ are 0 seconds, 3 seconds, 6 seconds, 10 seconds, 14 seconds, 17 seconds, and 20 seconds respectively. Those skilled in the art should know that the above time nodes are only examples.
[0038] Furthermore, according to the requirement for the total number of people in the virtual room and the above expected normal distribution result of the number of people, the number of people who should enter the virtual room at the above multiple waiting time nodes is calculated. For example, in Figure 4 , when waiting for 3 seconds, the number of new people entering the virtual room should be 2% * 50 = 1 person. When waiting for 6 seconds, the number of new people entering the room should be 14% * 50 = 7 people, and the total number of people is 1 + 7 = 8 people. When waiting for 10 seconds, the number of new people entering the room should be 34% * 50 = 17 people, and the total number of people is 8 + 17 = 25 people, and so on. It can be seen that when the virtual room is just created, it can be considered that the room has not been discovered by most players, and the speed of people entering is slow. The speed of people entering the room is getting faster and faster around the 10th second, and the speed of new people entering the room gradually decreases after 10 seconds until the game starts.
[0039] Step 206: Allocate robot players to the virtual room according to the above monitored results and the expected normal distribution results of the total number of people in the virtual room.
[0040] In a feasible implementation manner, judge according to the real-time monitoring results of the total number of people in the virtual room in step 202 and the normal distribution results of the total number of people entering the virtual room in step 204, and allocate robot players to the virtual room.
[0041] Specifically, when the waiting time of the user reaches the preset time node, judge whether the number of users entering the room currently has reached the expected normal distribution number corresponding to this time node. If not, allocate a certain number of robots to the virtual room so that the total number of people in the virtual room reaches the expected normal distribution number corresponding to this time node.
[0042] For example, after user 1 enters virtual room A, subsequently within 3 - 6 seconds, user 2 and user 3 join. Therefore, at the 6th second, allocate 7 - 2 = 5 robots to this virtual room; at the 6 - 10th seconds, users 4, 5, 6, and 7 newly join. Therefore, at the 10th second, allocate 17 - 4 = 13 robots to this virtual room.
[0043] Furthermore, after the allocation is completed, update the number display data of the virtual room so that the user can know that the number of people in the room has increased.
[0044] In another feasible implementation manner, when allocating robots to the virtual room, allocate them according to time periods in each time node interval.
[0045] Specifically, according to the time period T, allocate the number of robots entering the virtual room according to the time progress between each time node. For example: after user 1 enters virtual room A and waits for 6 seconds, the total number of people entering the virtual room should be 8. Therefore, starting from the 3rd second, allocate one robot to this virtual room every time period T until the number requirement is met; when waiting for 10 seconds, the total number of people entering the virtual room should be 25. Therefore, starting from the 6th second, allocate one robot to this virtual room every time period T until the number requirement is met, and so on. The above time period T can be preset or dynamically calculated according to the time node and the normal distribution number corresponding to the time node. After the allocation is completed, update the number display data of the virtual room so that the user can know that the number of people in the room has increased.
[0046] Further, during the period when the number of people waiting in the virtual room reaches the full capacity, other real users can join or leave the virtual room at any time. Therefore, within each time period T, before allocating robots, it is first determined whether the total number of people in the current virtual room has reached the normal distribution quantity corresponding to the time node. If not, robots are allocated to the virtual room. If it has reached, no robots are allocated within this time node interval.
[0047] Further, within each time period T, before allocating robots, it is also determined whether the total number of people in the current virtual room has reached the total number requirement of the virtual room. If it has reached, the current game session starts.
[0048] In the above embodiments of the present application, when waiting for the game to start in the virtual room of the game, according to the number requirement and waiting time requirement of the virtual room, the expected normal distribution result of the number of people entering the virtual room is calculated, and corresponding waiting time nodes are set at each standard deviation of the normal distribution result. Furthermore, the number of people who should enter the virtual room at the above-mentioned multiple waiting time nodes is calculated. When the waiting time after the user starts the game reaches the preset time node, if the number of people has not reached the normal distribution number corresponding to the time node, a certain number of robots are allocated to the virtual room so that the total number of people in the virtual room reaches the normal distribution number corresponding to the time node. By this means, the purpose that the game can proceed normally when there are insufficient real users in the game is achieved, and when forming a team, the changing trend of the number of people in the virtual room conforms to the natural phenomenon commonly existing in the objective world. For example, at the beginning of the game, the virtual room needs to wait to be gradually discovered by other users, and the speed of the number of people increasing is gradually increasing. Moreover, after the process of the number of people increasing is discovered by other real users, it can attract more users to join the same room, improving the success rate of forming a team. Therefore, it is more in line with the intuitive feelings of users and the user experience is better.
[0049] Corresponding to the above method embodiments, the present application also provides an embodiment of an automatic teaming device, as Figure 5 shown. The device includes:
[0050] A monitoring unit, configured to continuously monitor the virtual room in a matching state and obtain the total number of people in the virtual room;
[0051] A calculation unit, configured to calculate the expected normal distribution result of the number of people entering the virtual room according to the waiting time threshold and total number requirement of the virtual room;
[0052] An allocation unit, configured to allocate robot players to the virtual room according to the monitoring result and the normal distribution result.
[0053] The above is a schematic solution of a device for automatic team formation according to this embodiment. It should be noted that the technical solution of this device and the technical solution of the above-mentioned method for automatic team formation belong to the same concept. For the details not described in detail in the technical solution of this device, reference can be made to the description of the technical solution of the above-mentioned method for automatic team formation.
[0054] In one embodiment of the present application, a computing device is further provided, including a memory, a processor, and computer instructions stored on the memory and executable on the processor. When the processor executes the instructions, the steps of the above-mentioned method for automatic team formation are implemented.
[0055] The above is a schematic solution of a computing device according to this embodiment. It should be noted that the technical solution of this computing device and the technical solution of the above-mentioned method for automatic team formation belong to the same concept. For the details not described in detail in the technical solution of this computing device, reference can be made to the description of the technical solution of the above-mentioned method for automatic team formation.
[0056] In one embodiment of the present application, a computer-readable storage medium is further provided, which stores computer instructions. When the instructions are executed by a processor, the steps of the above-mentioned method for automatic team formation are implemented.
[0057] The above is a schematic solution of a computer-readable storage medium according to this embodiment. It should be noted that the technical solution of this storage medium and the technical solution of the above-mentioned method for automatic team formation belong to the same concept. For the details not described in detail in the technical solution of this storage medium, reference can be made to the description of the technical solution of the above-mentioned method for automatic team formation.
[0058] The above describes specific embodiments of the present application. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recited in the claims may be performed in a different order than in the embodiments and still achieve the desired result. Additionally, the processes depicted in the figures do not necessarily require the particular order or sequential order shown to achieve the desired result. In certain implementations, multitasking and parallel processing are also possible or may be advantageous.
[0059] The computer instructions include computer program code, which may be in the form of source code, object code, executable files, or some intermediate forms, etc. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording media, USB flash drives, external hard drives, magnetic disks, optical discs, computer memories, read-only memories (ROMs), random access memories (RAMs), electrical carrier signals, telecommunication signals, and software distribution media, etc. It should be noted that the content included in the computer-readable medium may be appropriately increased or decreased according to the requirements of legislation and patent practice within the jurisdiction. For example, in some jurisdictions, according to legislation and patent practice, the computer-readable medium does not include electrical carrier signals and telecommunication signals.
[0060] It should be noted that for the foregoing method embodiments, for the sake of simplicity of description, they are all expressed as a series of action combinations. However, those skilled in the art should know that this application is not limited by the described action sequence, because according to this application, certain steps can be performed in other sequences or simultaneously. Secondly, those skilled in the art should also know that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily all essential to this application.
[0061] In the above embodiments, the descriptions of the respective embodiments have their own emphases. For parts not detailed in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0062] The preferred embodiments of the present application disclosed above are only used to help explain the present application. The optional embodiments do not describe all the details in detail, nor do they limit the invention to the specific embodiments described. Obviously, many modifications and changes can be made according to the content of this application. These embodiments are selected and specifically described in this application to better explain the principles and practical applications of the present application, so that those skilled in the art can understand and utilize the present application well. The present application is only limited by the claims and their full scope and equivalents.
Claims
1. A method for automatic team formation, characterized in that, Including: Continuously monitor a virtual room in a matching state to obtain the total number of people in the virtual room; the total number of people in the virtual room is the sum of the number of real users and the number of robots in the virtual room; According to the waiting time threshold and the total number requirement of the virtual room, calculate the expected normal distribution result of the number of people entering the virtual room, including: calculating the mean of the normal distribution according to the waiting time threshold of the virtual room; calculating the expected normal distribution result of the number of people who should enter the virtual room within the time threshold to meet the total number requirement of the virtual room according to the mean and the standard deviation of the normal distribution; setting corresponding waiting time nodes at each standard deviation of the normal distribution result; calculating the number of people who should enter the virtual room at multiple waiting time nodes according to the total number requirement of the virtual room and the expected normal distribution result; According to the monitoring result and the expected normal distribution result, allocate robot players to the virtual room, including: when the waiting time of the user reaches a preset time node, determine whether the number of users currently entering the room has reached the normal distribution number corresponding to this time node. If not, allocate a certain number of robots to the virtual room so that the total number of people in the virtual room reaches the normal distribution number corresponding to this time node.
2. The method according to claim 1, wherein, According to the monitoring result and the expected normal distribution result, allocating robot players to the virtual room further includes: When allocating robots to the virtual room, allocate them in each time node interval according to the time period T until the number requirements of each time node interval are met.
3. The method according to claim 2, wherein, The method further includes: within each time period T, before allocating robots, first determine whether the total number of people in the current virtual room has reached the normal distribution number corresponding to the time node. If not, allocate robots to the virtual room. If it has reached, no robots will be allocated within this time node interval.
4. The method according to claim 3, wherein, The method further includes: within each time period T, before allocating robots, also determine whether the total number of people in the current virtual room has reached the total number requirement of the virtual room. If it has reached, directly start the current game.
5. An automatic team formation device, characterized in that, Including: A monitoring unit for continuously monitoring a virtual room in a matching state to obtain the total number of people in the virtual room; the total number of people in the virtual room is the sum of the number of real users and the number of robots in the virtual room; A calculation unit for calculating the expected normal distribution result of the number of people entering the virtual room according to the waiting time threshold and the total number requirement of the virtual room, including: calculating the mean of the normal distribution according to the waiting time threshold of the virtual room; calculating the expected normal distribution result of the number of people who should enter the virtual room within the time threshold to meet the total number requirement of the virtual room according to the mean and the standard deviation of the normal distribution; setting corresponding waiting time nodes at each standard deviation of the normal distribution result; calculating the number of people who should enter the virtual room at multiple waiting time nodes according to the total number requirement of the virtual room and the expected normal distribution result; Allocation unit, configured to allocate robot players for the virtual room according to the result of the monitoring and the expected normal distribution result, including: when the waiting time of the user reaches a preset time node, determining whether the number of users entering the room currently has reached the normal distribution number corresponding to this time node; if not, allocating a certain number of robots for the virtual room so that the total number of people in the virtual room reaches the normal distribution number corresponding to this time node.
6. A computing device, comprising a memory, a processor, and computer instructions stored on the memory and executable on the processor, characterized in that, When the processor executes the instructions, it implements the steps of the method according to any one of claims 1-4.
7. A computer-readable storage medium storing computer instructions, characterized in that, When the instructions are executed by the processor, it implements the steps of the method according to any one of claims 1-4.
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