Method, apparatus and device for matching game players

By selecting the pool with the highest matching rate from multiple candidate matching pools and merging the pools when no match is found, the problem of low matchmaking success rate for players in PVP gameplay is solved, thus improving the game experience and interaction rate.

CN115738291BActive Publication Date: 2026-03-27BOOMING TECH (HANGZHOU) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-11-07
Publication Date
2026-03-27

AI Technical Summary

Technical Problem

In PVP gameplay, existing technology struggles to achieve efficient and reliable matchmaking between players, resulting in a low matchmaking success rate and impacting the gaming experience and interaction rate.

Method used

By identifying the match pool with the highest match rate among multiple candidate match pools, and merging match pools to expand the match range when no match is found, the success rate of matchmaking is improved.

Benefits of technology

It improved the matchmaking success rate and reliability of the matchmaking process for game players, thereby enhancing the game player experience and interaction rate.

✦ Generated by Eureka AI based on patent content.

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    Figure CN115738291B_ABST
Patent Text Reader

Abstract

The application discloses a game player matching method, device and equipment, and belongs to the technical field of computers. The method comprises the following steps: based on a matching request of a first game player, determining a first matching pool with the highest matching degree of the first game player from a plurality of candidate matching pools, and adding the first game player into the first matching pool; matching the first game player in the first matching pool; if the first game player is not matched successfully within a first reference time length and a second matching pool that satisfies a merging condition with the first matching pool exists in the plurality of candidate matching pools, merging the first matching pool and the second matching pool to obtain a first merged pool; matching the first game player in the first merged pool; and if the first game player is matched successfully within a second reference time length, starting a game match based on the information of the game player matched successfully. This method simultaneously considers matching reliability and matching success rate, is beneficial to improving the game player experience, and further improves the interaction rate of the game player and the game.
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Description

TECHNICAL FIELD

[0001] Embodiments of the present application relate to the technical field of computer, in particular to a matching method, device and equipment of game players. BACKGROUND

[0002] With the development of computer technology, various types of games have emerged in large numbers. In some games, PVP (Player Vs Player) play is usually involved, and it is crucial to match game players reasonably under PVP play. SUMMARY

[0003] Embodiments of the present application provide a matching method, device and equipment of game players, which can be used to improve the interaction rate of game players and games. The technical solution is as follows:

[0004] In one aspect, the present application provides a matching method of game players, which comprises:

[0005] determining, based on a matching request of a first game player, a first matching pool with the highest matching degree with the first game player from a plurality of candidate matching pools, adding the first game player to the first matching pool, and the candidate matching pool is a matching pool pre-set for a game player to be matched to join;

[0006] matching the first game player in the first matching pool, if the first game player is not matched successfully within a first reference time and there is a second matching pool meeting the merging condition with the first matching pool in the plurality of candidate matching pools, merging the first matching pool and the second matching pool to obtain a first merged pool;

[0007] matching the first game player in the first merged pool, if the first game player is matched successfully within a second reference time, starting a game match based on the information of the game player matched successfully.

[0008] In one possible implementation, the determining of the first matching pool with the highest matching degree with the first game player from the plurality of candidate matching pools comprises:

[0009] determining a target matching score corresponding to the first game player;

[0010] determining, based on the matching score ranges respectively corresponding to the plurality of candidate matching pools, a target matching pool in which the target matching score is covered in the plurality of candidate matching pools;

[0011] if the number of target matching pools is more than one, taking the matching pool with the highest priority in the plurality of target matching pools as the first matching pool with the highest matching degree with the first game player.

[0012] In a possible implementation, the determining the target matching score corresponding to the first game player comprises:

[0013] If the matching request of the first game player indicates that the first game player matches in a single-player mode, the matching score of the first game player is taken as the target matching score.

[0014] If the matching request of the first game player indicates that the first game player matches in a team mode, an average value of the matching scores of the game players in a first team is taken as the target matching score, the first team being a team that the first game player has joined before matching.

[0015] In a possible implementation, the determining, based on the matching request of the first game player, the first matching pool with the highest matching degree with the first game player from the plurality of candidate matching pools comprises:

[0016] Based on the matching request of the first game player, a first game mode corresponding to the first game player is determined, the first game mode being one mode from a plurality of candidate game modes, and each candidate game mode being used to indicate a type of game session and corresponding to a plurality of candidate matching pools.

[0017] The plurality of candidate matching pools corresponding to the first game mode are determined, and the first matching pool with the highest matching degree with the first game player is determined from the plurality of candidate matching pools corresponding to the first game mode.

[0018] In a possible implementation, the method further comprises:

[0019] If the matching is not successful within the second reference time length and there is a third matching pool in the plurality of candidate matching pools that meets the merging condition with the second matching pool, the first merged pool and the third matching pool are merged to obtain a second merged pool; the first game player is matched in the second merged pool, and if the matching is successful within a third reference time length, a game session is started based on information of the game player who successfully matches.

[0020] If the matching is not successful within the second reference time length and there is no third matching pool in the plurality of candidate matching pools, an artificial intelligence player is added to the first merged pool to obtain an expanded first merged pool; the first game player is matched in the expanded first merged pool, and if the matching is successful within a fourth reference time length, a game session is started based on information of the game player who successfully matches.

[0021] In a possible implementation, the matching of the first game player is cross-region matching, and the candidate matching pool is a preconfigured matching pool for game players to be matched in each region; before determining, based on the matching request of the first game player, a first matching pool with the highest matching degree to the first game player from a plurality of candidate matching pools, the method further includes:

[0022] receiving the matching request of the first game player forwarded by a cross-region lobby server, the cross-region lobby server being configured to maintain game data of game players in each region, the matching request of the first game player being sent by a terminal of the first game player to a region lobby server and forwarded by the region lobby server to the cross-region lobby server, the region lobby server being configured to maintain game data of game players in a region where the first game player is located;

[0023] starting the game session based on the information of the game players matched successfully, including:

[0024] sending, to a region matching server corresponding to the region where the first game player is located, the information of the game players matched successfully, the region matching server being configured to forward the information of the game players matched successfully to a game server corresponding to the region where the first game player is located, and the game server being configured to start the game session based on the information of the game players matched successfully.

[0025] In a possible implementation, the matching of the first game player is non-cross-region matching, and the candidate matching pool is a preconfigured matching pool for game players to be matched in the region where the first game player is located; before determining, based on the matching request of the first game player, a first matching pool with the highest matching degree to the first game player from a plurality of candidate matching pools, the method further includes:

[0026] receiving the matching request of the first game player forwarded by a region lobby server, the matching request of the first game player being sent by a terminal of the first game player to the region lobby server, the region lobby server being configured to maintain game data of game players in a region where the first game player is located;

[0027] starting the game session based on the information of the game players matched successfully, including:

[0028] sending, to a game server corresponding to the region where the first game player is located, the information of the game players matched successfully, and the game server being configured to start the game session based on the information of the game players matched successfully.

[0029] In a possible implementation, the second matching pool is the matching pool that is ranked immediately before the first matching pool after arranging each candidate matching pool in descending order of priority.

[0030] On the other hand, a matching device for game players is provided. The device includes:

[0031] A determination module, configured to determine, based on a matching request of a first game player, a first matching pool with the highest matching degree with the first game player in a plurality of candidate matching pools, and add the first game player to the first matching pool. The candidate matching pools are pre-set matching pools for game players to be matched to join.

[0032] A matching module, configured to match the first game player in the first matching pool.

[0033] A merging module, configured to, if no match is successful within a first reference duration and there is a second matching pool in the plurality of candidate matching pools that meets the merging condition with the first matching pool, merge the first matching pool and the second matching pool to obtain a first merged pool.

[0034] The matching module is further configured to match the first game player in the first merged pool.

[0035] A game session module, configured to, if a match is successful within a second reference duration, start a game session based on the information of the successfully matched game players.

[0036] In a possible implementation, the determination module is configured to determine a target matching score corresponding to the first game player; based on the matching score ranges respectively corresponding to the plurality of candidate matching pools, determine a target matching pool in the plurality of candidate matching pools whose matching score range covers the target matching score; if the number of target matching pools is multiple, use the matching pool with the highest priority among the multiple target matching pools as the first matching pool with the highest matching degree with the first game player.

[0037] In a possible implementation, the determination module is configured to, if the matching request of the first game player indicates that the first game player matches in a single-player form, use the matching score of the first game player as the target matching score; if the matching request of the first game player indicates that the first game player matches in a team form, use the average value of the matching scores of each game player in the first team as the target matching score, where the first team is the team that the first game player has joined before matching.

[0038] In a possible implementation, the determining module is configured to determine, based on the matching request of the first game player, a first game mode corresponding to the first game player, the first game mode being one of a plurality of candidate game modes, one candidate game mode being used to indicate a type of a game session, each candidate game mode corresponding to a plurality of candidate matching pools; determine a plurality of candidate matching pools corresponding to the first game mode, and determine, from the plurality of candidate matching pools corresponding to the first game mode, a first matching pool having the highest matching degree with the first game player.

[0039] In a possible implementation, the merging module is further configured to, if the first game player fails to be matched within the second reference time length and there is a third matching pool in the plurality of candidate matching pools that satisfies a merging condition with the second matching pool, merge the first merged pool and the third matching pool to obtain a second merged pool.

[0040] The matching module is further configured to match the first game player in the second merged pool.

[0041] The session module is further configured to, if the first game player is successfully matched within a third reference time length, start a game session based on information of the game player who is successfully matched.

[0042] The matching module is further configured to, if the first game player fails to be matched within the second reference time length and there is no third matching pool in the plurality of candidate matching pools, add an artificial intelligence player to the first merged pool to obtain an expanded first merged pool, and match the first game player in the expanded first merged pool.

[0043] The session module is further configured to, if the first game player is successfully matched within a fourth reference time length, start a game session based on information of the game player who is successfully matched.

[0044] In a possible implementation, the matching of the first game player is cross-region matching, and the candidate matching pool is a matching pool preconfigured for a game player to be matched in each region; and the apparatus further includes:

[0045] The receiving module is configured to receive the matching request of the first game player forwarded by a cross-region lobby server, the cross-region lobby server being configured to maintain game data of game players in each region, the matching request of the first game player being sent by a terminal of the first game player to a regional lobby server and forwarded by the regional lobby server to the cross-region lobby server, the regional lobby server being configured to maintain game data of game players in a region where the first game player is located.

[0046] The match module is configured to send information of the matched game players to a regional matching server corresponding to the region where the first game player is located, and the regional matching server is configured to forward the information of the matched game players to a game server corresponding to the region where the first game player is located, and the game server is configured to start the game match based on the information of the matched game players.

[0047] In a possible implementation, the match configuration of the first game player is non-cross-region matching, and the candidate matching pool is a matching pool pre-set for game players in the region where the first game player is located to join; the receiving module is further configured to receive a match request of the first game player forwarded by a regional lobby server, the match request of the first game player being sent by a terminal of the first game player to the regional lobby server, and the regional lobby server being configured to maintain game data of game players in the region where the first game player is located.

[0048] The match module is configured to send information of the matched game players to a game server corresponding to the region where the first game player is located, and the game server is configured to start the game match based on the information of the matched game players.

[0049] In a possible implementation, the second matching pool is a matching pool located in front of the first matching pool after arranging the candidate matching pools in descending order of priority.

[0050] In another aspect, a computer device is provided, which includes a processor and a memory, and the memory stores at least one computer program, which is loaded and executed by the processor to enable the computer device to implement the game player matching method described above.

[0051] In another aspect, a computer readable storage medium is also provided, which stores at least one computer program, which is loaded and executed by a processor to enable a computer to implement the game player matching method described above.

[0052] In another aspect, a computer program product is also provided, which includes a computer program or computer instructions, which is loaded and executed by a processor to enable a computer to implement the game player matching method described above.

[0053] The technical solutions provided by the embodiments of the present application bring at least the following beneficial effects:

[0054] The technical scheme provided in the embodiments of the present application provides a plurality of candidate matching pools, on the basis of which, a game player is preferentially matched in a matching pool with the highest matching degree, so as to ensure the reliability of the matching process, and if the game player is not matched successfully within a certain time length, the matching range is expanded by merging the matching pools, so as to improve the matching success rate of the game player. The matching method of the game player simultaneously considers the matching reliability and the matching success rate, which is beneficial to improving the experience of the game player, and further improving the interaction rate of the game player and the game. BRIEF DESCRIPTION OF DRAWINGS

[0055] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the embodiment description will be briefly introduced. Obviously, the drawings in the following description are only some embodiments of the present application, and other drawings can be obtained by those skilled in the art without creative labor.

[0056] Figure 1 is a schematic diagram of an implementation environment of a game player matching method provided by the embodiments of the present application;

[0057] Figure 2 is a flowchart of a game player matching method provided by the embodiments of the present application;

[0058] Figure 3 is a flowchart of a game player matching method provided by the embodiments of the present application;

[0059] Figure 4 is a flowchart of a game player matching method provided by the embodiments of the present application;

[0060] Figure 5 is a schematic diagram of a game player matching device provided by the embodiments of the present application;

[0061] Figure 6 is a structural schematic diagram of a terminal provided by the embodiments of the present application;

[0062] Figure 7 is a structural schematic diagram of a server provided by the embodiments of the present application. DETAILED DESCRIPTION

[0063] In order to make the purpose, technical scheme and advantages of the present application more clear, the embodiments of the present application will be further described in detail below with reference to the drawings.

[0064] The embodiments of the present application provide a game player matching method, please refer to Figure 1 which shows a schematic diagram of an implementation environment of a game player matching method provided by the embodiments of the present application. The implementation environment can include a target terminal 11 and a target server 12.

[0065] The target terminal 11 refers to a terminal of a game player (referred to as a first game player in the embodiments of the present application) who needs to be matched. The target terminal 11 is installed with a game client, which can be a client pre-installed in the target terminal 11, or a lightweight client embedded in a third-party application.

[0066] The first game player can participate in a game through the game client installed in the target terminal 11. If the game participated by the first game player involves PVP gameplay, the first game player needs to match other game players who will participate in a game session with the first game player before participating in the game. In the matching process, the first game player can generate a matching request through the game client installed in the target terminal 11, and then send the matching request to the target server 12. The target server 12 can realize the matching process of the first game player based on the matching request of the first game player by using the method provided in the embodiments of the present application.

[0067] Optionally, the target terminal 11 can be any electronic product that can interact with a user through one or more of a keyboard, a touchpad, a touch screen, a remote controller, voice interaction, a handwriting device, etc. For example, the target terminal 11 can be a PC (Personal Computer), a mobile phone, a smart phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a tablet computer, a smart car machine, a smart television, a smart speaker, a vehicle terminal, etc. The target server 12 can be a server, a server cluster composed of multiple servers, or a cloud computing service center. The target terminal 11 and the target server 12 establish a communication connection through a wired or wireless network to realize direct or indirect communication.

[0068] It should be noted that the specific situation of the target server 12 can be different in different application scenarios. For example, if the current matching process of the first game player is a non-cross-region matching, the target server 12 can refer to a regional matching server corresponding to a region where the first game player is located. The regional matching server is used to provide matching services for game players in the region where the first game player is located. Illustratively, the region where the first game player is located refers to a region to which a geographical location of the first game player belongs, for example, a city to which the geographical location of the first game player belongs, a province to which the geographical location of the first game player belongs, or another type of region to which the geographical location of the first game player belongs, etc. The geographical location of the first game player can be determined according to the address of the target terminal 11.

[0069] Exemplarily, the target terminal 11 and the region matching server can communicate directly or indirectly based on one or more other devices. For example, the target terminal 11 and the region matching server can communicate indirectly based on a region lobby server corresponding to a region where the first game player is located. The region lobby server is configured to maintain game data of game players in the region where the first game player is located (e.g., game levels of the game players, virtual props possessed by the game players, virtual characters used by the game players to participate in a game, etc.).

[0070] For another example, if the current matching process of the first game player is a cross-region matching, the target server 12 can be a cross-region matching server configured to provide matching services for game players in different regions.

[0071] Exemplarily, the target terminal 11 and the cross-region matching server can communicate directly or indirectly based on one or more other devices. For example, the target terminal 11 and the cross-region matching server can communicate indirectly based on a region lobby server corresponding to a region where the first game player is located and a cross-region lobby server. The cross-region lobby server is configured to maintain game data of game players in different regions.

[0072] Those skilled in the art should understand that the target terminal 11 and the target server 12 described above are only examples, and other existing or future terminal or server can also be applicable to the present application and should be included in the protection scope of the present application.

[0073] The embodiments of the present application provide a matching method for game players, which can be applied to the above-described Figure 1 application environment. Taking the case where the method is applied to the target server 12, the matching method for game players provided by the embodiments of the present application can include the following steps 201 to 203. Figure 2

[0074] In step 201, based on a matching request of a first game player, a first matching pool with the highest matching degree to the first game player is determined from a plurality of candidate matching pools, and the first game player is added to the first matching pool. The candidate matching pool is a matching pool pre-set for game players to be matched.

[0075] The first game player refers to any game player who needs to be matched. Exemplarily, the first game player can also be referred to as a first user. Before participating in a game match involving PVP play, the first game player needs to be matched to match other game players to participate in the same game match.

[0076] ​When the matching needs to be performed, the first game player can generate a matching request through the terminal of the first game player. Illustratively, the game client installed on the terminal of the first game player can display a game interface in which a matching control is displayed, the first game player can generate a matching operation by triggering the matching control in the game interface, and the terminal of the first game player can generate a matching request according to the matching operation.

[0077] The matching request is used to request to match a suitable game player for the first game player to jointly participate in a game session. Illustratively, the matching request can include a game account of the first game player, a matching form of the first game player, a game mode corresponding to the first game player, and the like. The game account of the first game player refers to the account logged in by the first game player in the game client, that is, the account used by the first game player to participate in the game. Illustratively, the game account of the first game player can be an account registered by the first game player himself, or a temporary account created by the system for the first game player, and the like.

[0078] The matching form of the first game player is used to indicate whether the first game player is matched in a single-player form or in a team form. If the first game player is matched in a single-player form, the first game player is directly matched with other game players in the matching process; if the first game player is matched in a team form, each game player in the first team is matched with other game players as a whole in the matching process. The first team refers to a team that the first game player has joined before the matching, and the number of game players in the first team can be two, three, or other numbers, which is related to the actual situation. Illustratively, for the case that the first game player is matched in a team form, the game account of the other game player in the first team except the first game player and the like can also be carried in the matching request.

[0079] The game mode corresponding to the first game player is used to indicate the type of the game session to be participated in by the first game player, and according to the game mode corresponding to the first game player, the first game player can be matched with the game player participating in the same type of game session to ensure the usability of the matching result. Illustratively, for the case that the first game player is matched in a team form, the game mode corresponding to the first game player is the game mode corresponding to the first team, that is, each game player in the first team corresponds to the same game mode.

[0080] The matching request of the first game player is generated by the terminal of the first game player, and then is sent by the terminal of the first game player to the target server directly or indirectly, so that the target server receives the matching request of the first game player. Exemplarily, according to different matching configurations of the first game player, whether the matching configuration is cross-region matching or non-cross-region matching, the target server is different, and the specific process in which the target server receives the matching request of the first game player is also different. For example, when the matching configuration of the first game player is cross-region matching, the target server is a cross-region matching server, and the specific process in which the target server receives the matching request of the first game player can refer to steps 301 to 304 in the embodiment shown in Figure 3 When the matching configuration of the first game player is non-cross-region matching, the target server is a region matching server, and the specific process in which the target server sends the information of the matched game player to the game server can refer to steps 401 to 403 in the embodiment shown in Figure 4 When the matching configuration of the first game player is non-cross-region matching, the target server is a region matching server, and the specific process in which the target server sends the information of the matched game player to the game server can refer to steps 401 to 403 in the embodiment shown in

[0081] If the matching configuration of the first game player is a non-cross-region configuration, it means that the first game player needs to be matched among the game players in the region where the first game player is located; if the matching configuration of the first game player is a cross-region configuration, it means that the matching process of the first game player is not limited to the game players in the region where the first game player is located, and the first game player can also be matched with the game players in other regions. Exemplarily, the matching configuration of the first game player can be selected by the first game player himself / herself, or can be configured for the first game player by a game planner according to the actual situation of the first game player (such as the region where the first game player is located, the game level, etc.), and the embodiments of the present application do not limit this. Exemplarily, the matching configuration of the first game player can be carried in the matching request of the first game player, and the non-cross-region configuration and the cross-region configuration can be distinguished by different identification characters. Exemplarily, the matching configuration of the first game player can also be stored in the target server corresponding to the game account of the first game player, and the target server can determine the matching configuration of the first game player according to the game account of the first game player in the matching request of the first game player.

[0082] After obtaining the matching request of the first game player, the target server determines, based on the matching request of the first game player, a first matching pool with the highest matching degree to the first game player from a plurality of candidate matching pools. The candidate matching pool is a matching pool pre-set for a game player to be matched to join, and the number of the candidate matching pools is a plurality, so as to improve the flexibility of the matching process. Exemplarily, the plurality of candidate matching pools are different according to whether the matching configuration of the first game player is a non-cross-region configuration or a cross-region configuration. If the matching configuration of the first game player is the non-cross-region configuration, the plurality of candidate matching pools are a plurality of matching pools pre-set for a game player to be matched in a region where the first game player is located to join; if the matching configuration of the first game player is the cross-region configuration, the plurality of candidate matching pools are a plurality of matching pools pre-set for a game player to be matched in each region to join. Each region can refer to all regions where the game player can be located.

[0083] The game player in the candidate matching pool is waiting for matching. Since the time when the game player logs in the game is uncertain, the number of the game players waiting for matching in the candidate matching pool is uncertain.

[0084] The matching manner of the game player in the embodiment of the present application by pre-providing a plurality of candidate matching pools is suitable for both the non-cross-region matching and the cross-region matching, has a wide range of application, and is beneficial to solve the problem of being unable to match across regions and improve the matching effect of the game player in all directions.

[0085] In a possible implementation manner, the implementation process of determining the first matching pool with the highest matching degree to the first game player from the plurality of candidate matching pools includes: determining a target matching score corresponding to the first game player; determining, based on a matching score range corresponding to each of the plurality of candidate matching pools, a target matching pool with a matching score range covering the target matching score from the plurality of candidate matching pools; and determining the first matching pool with the highest matching degree to the first game player from the target matching pool.

[0086] The target matching score corresponding to the first game player is a measurement index considered in the matching process of the first game player. Exemplarily, the implementation process of determining the target matching score corresponding to the first game player includes: if the matching request of the first game player indicates that the first game player matches in a single-player form, taking the matching score of the first game player as the target matching score; or if the matching request of the first game player indicates that the first game player matches in a team form, taking an average value of the matching scores of the game players in a first team as the target matching score. The first team is a team that the first game player has joined before matching.

[0087] Exemplarily, the match score of the first game player is used to measure the current game level of the first game player, and the higher the match score of the first game player is, the higher the current game level of the first game player is, and the stronger the current game match ability of the first game player is. The match score of the first game player is related to the performance of the first game player in each game and the number of game matches participated by the first game player, and the determination manner of the match score of the first game player is not limited in the embodiments of the present application. For example, based on the win rate of the first game player, the number of game matches participated by the first game player and the game level of the first game player, the match score of the first game player is calculated through a match score formula. The match score formula is set according to experience. When the first game player matches in a single-player mode, the target match score is used to measure the current game level of the first game player; when the first game player matches in a team mode, the target match score is used to measure the current average game level of each game player in the first team.

[0088] Each of the plurality of candidate match pools corresponds to a match score range, and exemplarily, the match score ranges corresponding to different candidate match pools are different, so as to distinguish the match pools by using the match score ranges. Based on the match score ranges corresponding to the plurality of candidate match pools respectively, it can be known which candidate match pool or which candidate match pools of the plurality of candidate match pools correspond to the match score range covering the target match score, and the candidate match pool corresponding to the match score range covering the target match score is taken as the target match pool.

[0089] The match score of the game player in the target match pool is close to the target match score, that is, the game level of the game player in the target match pool is close to the game level of the first game player or the average game level of each game player in the first team, and matching the first game player with the game player in the target match pool is beneficial to match the first game player with the game player having close game level, so as to improve the game experience of the first game player in the game match and improve the interaction rate of the first game player with the game.

[0090] The number of target match pools can be one or multiple. If the number of target match pools is one, the target match pool is taken as the first match pool having the highest matching degree with the first game player.

[0091] Exemplarily, if the number of target match pools is multiple, any target match pool of the plurality of target match pools can be taken as the first match pool having the highest matching degree with the first game player.

[0092] Exemplarily, if the number of target match pools is multiple, and the priorities of the plurality of target match pools are different, the match pool having the highest priority of the plurality of target match pools can be taken as the first match pool having the highest matching degree with the first game player.

[0093] Exemplarily, each of the plurality of candidate matching pools corresponds to a respective priority, and the higher the priority of any candidate matching pool, the more likely the number of game players in the any candidate matching pool is, and the higher the success rate of game player matching in the any candidate matching pool is. The priorities of the plurality of candidate matching pools are set according to experience or flexibly adjusted according to application scenarios, and embodiments of the present application do not limit this. Exemplarily, the higher the upper limit of the corresponding matching score range, the higher the priority of the candidate matching pool. Exemplarily, the lower the lower limit of the corresponding matching score range, the higher the priority of the candidate matching pool. Exemplarily, the more the number of matching scores covered by the corresponding matching score range, the higher the priority of the candidate matching pool.

[0094] Since the plurality of target matching pools are part of the plurality of candidate matching pools, the priorities corresponding to the plurality of target matching pools can be extracted from the priorities corresponding to the plurality of candidate matching pools, and then the matching pool with the highest priority is taken as the first matching pool with the highest matching degree to the first game player. This way of determining the first matching pool can maximize the matching success rate of the first game player on the basis of ensuring matching reliability.

[0095] It should be noted that the above-mentioned implementation manner of determining the first matching pool with the highest matching degree to the first game player in the plurality of candidate matching pools is only exemplary, and embodiments of the present application are not limited thereto. In some embodiments, the implementation manner of determining the first matching pool with the highest matching degree to the first game player in the plurality of candidate matching pools can also be: determining the matching degree of any candidate matching pool to the first game player based on the difference between the average value of the matching scores of the game players currently joined in the any candidate matching pool and the target matching score, and the matching degree of any candidate matching pool to the first game player and the difference are in a negative correlation relationship; and taking the candidate matching pool with the highest matching degree to the first game player as the first matching pool.

[0096] In a possible implementation manner, based on the matching request of the first game player, the implementation process of determining the first matching pool with the highest matching degree to the first game player in the plurality of candidate matching pools includes: determining the first game mode corresponding to the first game player based on the matching request of the first game player; determining the plurality of candidate matching pools corresponding to the first game mode, and determining the first matching pool with the highest matching degree to the first game player in the plurality of candidate matching pools corresponding to the first game mode.

[0097] Exemplarily, the matching request of the first game player can carry information for indicating the game mode corresponding to the first game player, and the game mode corresponding to the first game player can be determined according to the information. For ease of distinction, the game mode corresponding to the first game player is referred to as the first game mode in embodiments of the present application.

[0098] The first game mode is one of a plurality of candidate game modes, and each candidate game mode is used to indicate a type of game match. Different candidate game modes indicate different types of game matches. For example, the plurality of candidate game modes are game modes provided in advance by a game client for game players to select. The plurality of candidate game modes can be set in advance by a developer of the game client, or can be updated flexibly by a technician according to needs, and the embodiments of the present application do not limit this.

[0099] For example, the plurality of candidate game modes include, but are not limited to, a 1V1 game mode, a 3V3 game mode, a 5V5 game mode, and the like. The 1V1 game mode indicates a type of game match in which two game players participate. The 3V3 game mode indicates a type of game match in which two teams each including three game players participate. The 5V5 game mode indicates a type of game match in which two teams each including five game players participate. Of course, the candidate game modes and the types of game matches indicated by the candidate game modes can also be other cases, which are not exemplified one by one here.

[0100] Each candidate game mode corresponds to a plurality of candidate matching pools. After the first game mode is determined, the plurality of candidate matching pools corresponding to the first game mode are determined, and then subsequent game player matching operations are performed on the basis of the plurality of candidate matching pools corresponding to the first game mode. In this way, the plurality of candidate matching pools on which the first game player is matched are the plurality of candidate matching pools corresponding to the game mode corresponding to the first game player, which is beneficial to ensure that the matched game players are all game players to be involved in the same type of game match, and ensure the usability of the matching result.

[0101] After the first matching pool is determined, the first game player is added to the first matching pool, so as to preferentially match the first game player in the first matching pool. The first matching pool is a matching pool with the highest matching degree with the first game player in the plurality of candidate matching pools, and preferentially matching the first game player in the first matching pool is beneficial to ensure the matching reliability of the first game player. For example, adding the first game player to the first matching pool can mean adding a game account of the first game player to the first matching pool.

[0102] In step 202, the first game player is matched in the first matching pool. If the first game player is not matched successfully within a first reference time length and there is a second matching pool in the plurality of candidate matching pools that satisfies a merging condition with the first matching pool, the first matching pool and the second matching pool are merged to obtain a first merged pool.

[0103] The matching of the first game player in the first matching pool refers to matching the first game player with other game players in the first matching pool, wherein the other game players in the first matching pool can include game players who join the first matching pool before the first game player joins the first matching pool, can include game players who join the first matching pool at the same time as the first game player, and can include game players who join the first matching pool after the first game player joins the first matching pool and before the first game player is successfully matched.

[0104] In an example embodiment, the purpose of matching the first game player with other game players in the first matching pool is to match game players who participate in a game match together with the first game player from the other game players in the first matching pool. Depending on the type of game match that the first game player is to participate in and the matching form of the first game player, the number of game players who need to be matched to participate in a game match together with the first game player and the number of teams into which the matched game players need to be divided can be different.

[0105] For example, when the type of game match that the first game player is to participate in is a game match in which two teams each including 5 game players participate, and the first game player is matched in a single-player form, the number of game players who need to be matched to participate in a game match together with the first game player is 9, and the 9 game players and the first game player need to be divided into two teams.

[0106] For another example, when the type of game match that the first game player is to participate in is a game match in which two teams each including 5 game players participate, and the first game player is matched in a 3-player team form, the number of game players who need to be matched to participate in a game match together with the first game player is 7, the 7 game players and the 3 game players in the first team need to be divided into two teams, and the 3 game players in the first team need to be divided into the same team.

[0107] The matching result of matching the first game player in the first matching pool includes two kinds: successful matching within a first reference time length and unsuccessful matching within the first reference time length. The first reference time length is a time length that is set in advance to constrain the maximum time length for matching the first game player in the first matching pool. By setting the first reference time length, the matching time in the first matching pool can be avoided for too long, and the efficiency of matching can be ensured. The first reference time length can be set according to experience or can be flexibly adjusted according to application scenarios. For example, the first reference time length can be 20 seconds, or 30 seconds, etc. It should be noted that the successful matching within the first reference time length refers to successfully matching all game players who participate in a game match together with the first game player from the first matching pool within the first reference time length.

[0108] If the matching is successful within the first reference time length, a step of starting a game session based on information of the matched game players is directly performed. The matched game players include the first game player (or the first team) and all other game players matched to participate in a game session with the first game player. The implementation process of starting the game session based on information of the matched game players will be described in detail below, which is not described herein again.

[0109] If the matching is not successful within the first reference time length, it is determined whether there is a second matching pool in the plurality of candidate matching pools that satisfies a merging condition with the first matching pool. The merging condition that is satisfied can be set according to experience or adjusted flexibly according to an application scenario, which is not limited in the embodiments of the present application.

[0110] Exemplarily, the second matching pool that satisfies the merging condition with the first matching pool can be a matching pool located in front of the first matching pool after arranging the candidate matching pools in order of priority from high to low. In this way, the first matching pool can be merged with the matching pool having a higher priority and a similar priority, and since the higher the priority, the higher the matching success rate, this way is beneficial to ensure the success rate of subsequent matching.

[0111] Exemplarily, the second matching pool that satisfies the merging condition with the first matching pool can also be a matching pool in the plurality of candidate matching pools having a matching score similarity with the first matching pool greater than a first threshold. The matching score similarity of any candidate matching pool with the first matching pool can be a ratio of an overlapping range corresponding to any candidate matching pool to a matching score range corresponding to the first matching pool, wherein the overlapping range corresponding to any candidate matching pool is an overlapping range between the matching score range corresponding to any candidate matching pool and the matching score range corresponding to the first matching pool. The ratio of the overlapping range to the matching score range corresponding to the first matching pool is a ratio between a first difference between upper and lower limits of the overlapping range and a second difference between upper and lower limits of the matching score range corresponding to the first matching pool.

[0112] The greater the matching score similarity of any candidate matching pool with the first matching pool, the closer the game level of the game players in any candidate matching pool to the game level of the game players in the first matching pool. The matching pool having a matching score similarity with the first matching pool greater than the first threshold is merged as the second matching pool, which can ensure that the game levels of the game players in the merged matching pool are not greatly different, thereby ensuring the reliability of the matching. The first threshold is set according to experience or adjusted flexibly according to an application scenario. Exemplarily, if the number of candidate matching pools having a matching score similarity with the first matching pool greater than the first threshold is more than one, one of them can be selected as the second matching pool.

[0113] Of course, the second matching pool that meets the merging condition with the first matching pool can also be other cases, which will not be listed here.

[0114] If there is a second matching pool that meets the merging condition with the first matching pool in the plurality of candidate matching pools, the first matching pool and the second matching pool are merged to obtain a first merged pool. The first merged pool includes both the game players in the first matching pool and the game players in the second matching pool, and the number of game players in the first merged pool is more than that in the first matching pool, thereby facilitating to improve the matching success rate. In addition, in the case that the matching is not successful within the first reference time, the matching pools are merged in time, which is beneficial to avoid long-time matching in the first matching pool and improve the matching efficiency.

[0115] It should be noted that for the case that the matching is not successful within the first reference time, there can be no second matching pool that meets the merging condition with the first matching pool in the plurality of candidate matching pools. The subsequent processing logic in this case can be pre-set by the technician, and the embodiments of the present application do not limit it.

[0116] In an exemplary embodiment, if the matching is not successful within the first reference time and there is no second matching pool that meets the merging condition with the first matching pool in the plurality of candidate matching pools, a response of matching failure is fed back to the terminal of the first game player. Exemplarily, the target server can directly feed back the response of matching failure to the terminal of the first game player, or feed back the response of matching failure to the terminal of the first game player through the transfer of other devices. After receiving the response of matching failure, the terminal of the first game player can display prompt information of matching failure in the game interface to prompt the first game player that the suitable game player has not been successfully matched and the game session cannot be started.

[0117] In an exemplary embodiment, if the matching is not successful within the first reference time and there is no second matching pool that meets the merging condition with the first matching pool in the plurality of candidate matching pools, an artificial intelligence player is added in the first matching pool to obtain an expanded first matching pool, the first game player is matched in the expanded first matching pool, and if the matching is successful within a fifth reference time, a game session is started based on the information of the game player matched successfully. The artificial intelligence player refers to a game player not controlled by a user, and the matching success rate can be improved by adding an artificial intelligence player to expand the matching pool. Exemplarily, the artificial intelligence player can also be referred to as a robot. The fifth reference time is set according to experience, and the fifth reference time can be the same as or different from the first reference time.

[0118] Exemplarily, if the matching is not successful within the fifth reference time, a response of matching failure can be fed back to the terminal of the first game player.

[0119] In step 203, the first game player is matched in the first merged pool, and if the matching is successful within the second reference time length, a game match is started based on the information of the matched game players.

[0120] If the first merged pool is obtained, the first game player is matched in the first merged pool. The principle of matching the first game player in the first merged pool is the same as that of matching the first game player in the first matching pool, which will not be repeated here.

[0121] The matching result of matching the first game player in the first merged pool includes two kinds: matching is successful within the second reference time length, and matching is not successful within the second reference time length. The second reference time length is a time length that is set in advance to constrain the maximum time length of matching the first game player in the first merged pool. By setting the second reference time length, the matching time in the first merged pool can be avoided for too long, and the efficiency of matching can be ensured. The second reference time length can be set according to experience, or can be flexibly adjusted according to the application scenario. The second reference time length can be the same as the first reference time length or the fifth reference time length mentioned above, or can be different from the first reference time length and the fifth reference time length.

[0122] If the matching is successful within the second reference time length, a game match is started based on the information of the matched game players. Exemplarily, the information of the matched game players includes but is not limited to the game data of the matched game players and the information of the respective teams to which the matched game players belong, wherein the game data of the matched game players can be stored in the target server and extracted locally by the target server, or stored in other devices and obtained by the target server in other devices. The respective teams to which the matched game players belong are determined by the target server during the matching process.

[0123] Exemplarily, the process in which the target server starts a game match based on the information of the matched game players can be: the target server obtains the information of the matched game players, sends the information of the matched game players to the game server corresponding to the area where the first game player is located, and starts a game match based on the information of the matched game players by the game server.

[0124] The game server corresponding to the area where the first game player is located is used to process game-related transactions of game players in the area where the first game player is located, such as starting a game match, ending a game match, and counting the match result of a game match. The game server can pull the matched game players into the game match in the form of a team based on the information of the matched game players, so that the matched game players participate in the game match in the form of a team. Exemplarily, the game server can provide background services for local games.

[0125] It should be noted that the target server sending the information of the matched game player to the game server can refer to the target server directly sending the information of the matched game player to the game server, or can refer to the target server sending the information of the matched game player to the game server through the mediation of other devices.

[0126] Exemplarily, according to whether the matching configuration of the first game player is cross-region matching or non-cross-region matching, the target server has different cases, and the specific process of the target server sending the information of the matched game player to the game server is also different. For example, when the matching configuration of the first game player is cross-region matching, the target server is a cross-region matching server, and the specific process of the target server sending the information of the matched game player to the game server can refer to the steps 308 and 309 in the embodiment shown in Figure 3 When the matching configuration of the first game player is non-cross-region matching, the target server is a region matching server, and the specific process of the target server sending the information of the matched game player to the game server can refer to the steps 407 in the embodiment shown in Figure 4

[0127] The matching result of the first game player in the first merged pool can also be that the first game player is not matched successfully within a second reference time length. In an exemplary embodiment, if the first game player is not matched successfully within the second reference time length, it is determined whether there is a third matching pool in the plurality of candidate matching pools that meets the merging condition with the second matching pool. The principle of determining whether there is a third matching pool in the plurality of candidate matching pools that meets the merging condition with the second matching pool is the same as that of determining whether there is a second matching pool in the plurality of candidate matching pools that meets the merging condition with the first matching pool, which will not be repeated here.

[0128] In an exemplary embodiment, if the first game player is not matched successfully within the second reference time length and there is a third matching pool in the plurality of candidate matching pools that meets the merging condition with the second matching pool, the first merged pool and the third matching pool are merged to obtain a second merged pool, and the first game player is matched in the second merged pool. If the first game player is matched successfully within a third reference time length, a game match is started based on the information of the matched game player.

[0129] The third reference time length is set according to experience or is flexibly adjusted according to application scenarios. The third reference time length can be the same as any one of the first reference time length, the second reference time length, and the fifth reference time length, or can be different from the first reference time length, the second reference time length, and the fifth reference time length.

[0130] ​Exemplarily, the matching result of the first game player in the second merged pool can also be that the first game player fails to match within a third reference time length. In this case, it can be determined whether there is a fourth matching pool in the plurality of candidate matching pools that meets the merging condition with the third matching pool. If there is the fourth matching pool, the second merged pool and the fourth matching pool can be merged to obtain a third merged pool, and the first game player can be matched in the third merged pool. This is repeated until the first game player successfully matches or cannot continue to obtain a new merged pool.

[0131] In the case that the first game player cannot continue to obtain a new merged pool, a response of matching failure can be fed back to the terminal of the first game player. An artificial intelligence player can also be added to the current latest merged pool to obtain an expanded merged pool, and the first game player can be matched in the expanded merged pool. If the first game player successfully matches within a certain time length, a game match can be started based on the information of the game player who successfully matches. If the first game player fails to match within a certain time length, a response of matching failure can be fed back to the terminal of the first game player.

[0132] If there is no fourth matching pool, a response of matching failure can be fed back to the terminal of the first game player. Alternatively, an artificial intelligence player can be added to the second merged pool to obtain an expanded second merged pool, and the first game player can be matched in the expanded second merged pool. If the first game player successfully matches, a game match can be started based on the information of the game player who successfully matches. If the first game player fails to match, a response of matching failure can be fed back to the terminal of the first game player.

[0133] In an exemplary embodiment, if the first game player fails to match within the second reference time length and there is no third matching pool in the plurality of candidate matching pools that meets the merging condition with the second matching pool, an artificial intelligence player can be added to the first merged pool to obtain an expanded first merged pool, and the first game player can be matched in the expanded first merged pool. If the first game player successfully matches within a fourth reference time length, a game match can be started based on the information of the game player who successfully matches.

[0134] The fourth reference time length is set according to experience or is flexibly adjusted according to application scenarios, and embodiments of the present application do not limit this. The fourth reference time length can be the same as any one of the first reference time length, the second reference time length, the third reference time length, and the fifth reference time length, or can be different from the first reference time length, the second reference time length, the third reference time length, and the fifth reference time length.

[0135] Exemplarily, the matching result of the first game player in the expanded first merged pool can also be that the first game player fails to match within the fourth reference time length. In this case, a response of matching failure can be fed back to the terminal of the first game player.

[0136] In the example embodiment, if no match is successful in the second reference time period and there is no third match pool in the plurality of candidate match pools that meets the merging condition with the second match pool, a match failure response can also be directly fed back to the terminal of the first game player.

[0137] For example, taking the number of the plurality of candidate match pools as 10, the target server initializes 10 match pools for different game modes. Whether the game players start matching in team form or in single form, the target server takes out the target match of the game players from the match pool corresponding to the match range, and traverses according to the priority of each match pool taken out, and puts the game players into the appropriate match pool (i.e., the match pool with the highest priority). Matching is continuously performed in each match pool, and the game players in the match pool are put into the corresponding two sides of the team until the number of the two sides of the team reaches the number set for the corresponding game match, and then the matching is completed. If the match in the match pool is not successful within a specified time, such as 20 seconds, the match management (match_manager) module in the target server merges (or integrates) different match pools.

[0138] For example, the data structure of the match pool has a child match pool list (child_match_pool_list) and a parent match pool (parent_match_pool) data structure, which are used to record the corresponding child match pool and parent match pool of the match pool. For example, in the merging (or integration) process, the match pool with a high priority can be taken as the parent match pool, the match pool with a low priority can be taken as the child match pool, and the child match pool can be added to the parent match pool. The game players in the child match pool will be matched in the parent match pool.

[0139] For example, a case of simultaneous matching of four match pools is set, and each round performs 1 order of magnitude of match pool merging. After the first round, there are 5 match pools left, after the second round, there are 3 match pools left, after the third round, there are 2 match pools left, and after the fourth round, there is only one match pool left. During the merging period, game players are also put into the match pool. If an artificial intelligence player is configured, the artificial intelligence player will be put in after four rounds to assist the only match pool to successfully match.

[0140] The game player matching method provided by the embodiments of the present application provides a plurality of candidate match pools. On this basis, the game players are preferentially matched in the match pool with the highest matching degree to ensure the reliability of the matching process. If no match is successful within a certain time period, the matching range is expanded by merging the match pools to improve the matching success rate of the game players. This game player matching method simultaneously considers matching reliability and matching success rate, which is beneficial to improving the experience of the game players and thus improving the interaction rate of the game players and the game.

[0141] The embodiment of the present application provides a matching method of a game player, which can be implemented when a matching configuration of a first game player is cross-region matching. The method can be implemented through interaction between a terminal of the first game player, a region hall server, a cross-region hall server, a cross-region matching server, a region matching server and a game server, as shown in the following figure. Figure 3 The matching method of the game player provided by the embodiment of the present application can include the following steps 301 to 310.

[0142] In step 301, the terminal of the first game player acquires a matching request of the first game player and sends the matching request of the first game player to the region hall server.

[0143] The region hall server is used for maintaining game data of game players in a region where the first game player is located.

[0144] Exemplarily, the number of the region hall servers used for maintaining the game data of the game players in the region where the first game player is located can be one or more. For the case that the number of the region hall servers is more than one, the first game player can send the matching request of the first game player to any region hall server of the multiple region hall servers, or determine a region hall server most suitable for receiving the matching request of the first game player from the multiple region hall servers according to a load balancing mode, and then send the matching request of the first game player to the determined region hall server.

[0145] Exemplarily, the process of determining the region hall server most suitable for receiving the matching request of the first game player from the multiple region hall servers according to the load balancing mode includes determining the load of each of the multiple region hall servers, and taking the region hall server with the smallest load in the multiple region hall servers as the region hall server most suitable for receiving the matching request of the first game player.

[0146] Exemplarily, the process of determining the region hall server most suitable for receiving the matching request of the first game player from the multiple region hall servers according to the load balancing mode can be performed when the first game player logs in the game client, or can be performed after the first game player generates the matching request, which is not limited in the embodiment of the present application. The process of determining the region hall server for receiving the matching request of the first game player for the first game player can be regarded as the process of allocating the first game player to the determined region hall server.

[0147] In step 302, the region hall server forwards the matching request of the first game player to the cross-region hall server.

[0148] The cross-region hall server is configured to maintain game data of game players in different regions. In the embodiments of the present application, the cross-region hall server functions as a relay between the regional hall server and the cross-region matching server.

[0149] In step 303, the cross-region hall server forwards the matching request of the first game player to the cross-region matching server.

[0150] The cross-region matching server is configured to provide matching service for game players in different regions. In the embodiments of the present application, the cross-region matching server corresponds to the target server in the embodiment shown in Figure 2

[0151] Exemplarily, in addition to forwarding the matching request of the first game player to the cross-region matching server, the cross-region hall server can also synchronize game data of game players in different regions to the cross-region matching server.

[0152] In step 304, the cross-region matching server receives the matching request of the first game player forwarded by the cross-region hall server.

[0153] In step 305, the cross-region matching server determines, based on the matching request of the first game player, a first matching pool with the highest matching degree with the first game player from a plurality of candidate matching pools, and adds the first game player to the first matching pool.

[0154] The candidate matching pool is a matching pool pre-set for game players in different regions to join.

[0155] In step 306, the cross-region matching server matches the first game player in the first matching pool, and if the first game player fails to be matched within a first reference time length and a second matching pool meeting the merging condition with the first matching pool exists in the plurality of candidate matching pools, the cross-region matching server merges the first matching pool and the second matching pool to obtain a first merged pool.

[0156] In step 307, the cross-region matching server matches the first game player in the first merged pool.

[0157] The implementation manners of steps 305 to 307 are described with reference to the related steps in steps 201 to 203 in the embodiment shown in Figure 2

[0158] In step 308, if the first game player is matched within a second reference time length, the cross-region matching server sends information of the matched game player to the regional matching server corresponding to the region where the first game player is located.

[0159] ​​The regional matching server is configured to provide matching service for game players in the region where the first game player is located. In the embodiments of the present application, the regional matching server functions as a relay between the cross-region matching server and the game server corresponding to the region where the first game player is located.

[0160] Exemplarily, the information of the successfully matched game players includes, but is not limited to, game data of the successfully matched game players and information of the war teams to which the successfully matched game players belong, etc. The game data of the successfully matched game players can be stored in the cross-region matching server and extracted locally by the cross-region matching server, or stored in the cross-region lobby server and obtained by the cross-region matching server from the cross-region lobby server. The war teams to which the successfully matched game players belong are determined by the cross-region matching server in the matching process.

[0161] In step 309, the regional matching server forwards the information of the successfully matched game players to the game server corresponding to the region where the first game player is located.

[0162] The game server is configured to process game-related transactions of game players in the region where the first game player is located, such as starting a game match, ending a game match, and counting the match result of a game match, etc. The information of the successfully matched game players needs to be forwarded to the game server, so that the game server starts a game match based on the information of the successfully matched game players.

[0163] In step 310, the game server starts a game match based on the information of the successfully matched game players.

[0164] The game server can pull the successfully matched game players into a game match in the form of a war team based on the information of the successfully matched game players, so that the successfully matched game players participate in the game match in the form of a war team.

[0165] The game player matching method provided by the embodiments of the present application provides a plurality of candidate matching pools. On this basis, the game players are preferentially matched in the matching pool with the highest matching degree, so as to ensure the reliability of the matching process. If the game players are not successfully matched within a certain time length, the matching range is expanded by merging the matching pools, so as to improve the matching success rate of the game players. This game player matching method takes into account both the matching reliability and the matching success rate, which is conducive to improving the experience of the game players and thus improving the interaction rate of the game players and the game. Moreover, the plurality of candidate matching pools are pre-set matching pools for the game players to be matched in each region, that is, cross-region matching is supported.

[0166] The embodiment of the present application provides a matching method of a game player, which can be implemented in the case that the matching configuration of the first game player is non-cross-region matching. The method can be implemented through the interaction between the terminal of the first game player, the regional hall server, the regional matching server and the game server, as shown in the figure. The matching method of the game player provided by the embodiment of the present application can include the following steps 401 to 408. Figure 4

[0167] In step 401, the terminal of the first game player acquires the matching request of the first game player and sends the matching request of the first game player to the regional hall server.

[0168] The regional hall server is used for maintaining the game data of the game players in the region where the first game player is located.

[0169] In step 402, the regional hall server forwards the matching request of the first game player to the regional matching server corresponding to the region where the first game player is located.

[0170] The regional matching server corresponding to the region where the first game player is located is used for providing matching service for the game players in the region where the first game player is located. Since the matching configuration of the first game player is non-cross-region matching, the matching can be directly implemented in the regional matching server. The regional matching server in the embodiment of the present application is equivalent to the target server in the embodiment shown in the figure. Figure 2

[0171] In step 403, the regional matching server receives the matching request of the first game player forwarded by the regional hall server.

[0172] In step 404, the regional matching server determines the first matching pool with the highest matching degree with the first game player from a plurality of candidate matching pools based on the matching request of the first game player, and adds the first game player to the first matching pool.

[0173] The candidate matching pool is a matching pool pre-set for the game players to be matched in the region where the first game player is located.

[0174] In step 405, the regional matching server performs matching on the first game player in the first matching pool. If the first game player is not matched successfully within a first reference time length and there is a second matching pool satisfying the merging condition with the first matching pool in the plurality of candidate matching pools, the first matching pool and the second matching pool are merged to obtain a first merged pool.

[0175] In step 406, the regional matching server performs matching on the first game player in the first merged pool.

[0176] The implementation manners of steps 404 to 406 are described with reference to the figure.​​Figure 2 The relevant steps in steps 201 to 203 in the illustrated embodiment are not described again here.

[0177] In step 407, if the matching is successful within the second reference time length, the regional matching server sends the information of the matched game players to the game server corresponding to the region where the first game player is located.

[0178] The regional matching server can directly communicate with the game server corresponding to the region where the first game player is located, and therefore, the regional matching server can directly send the information of the matched game players to the game server corresponding to the region where the first game player is located.

[0179] Exemplarily, the information of the matched game players includes but is not limited to the game data of the matched game players and the information of the teams to which the matched game players belong, etc. The game data of the matched game players can be stored in the regional matching server and extracted locally by the regional matching server, or stored in other devices (such as a regional lobby server) and obtained by the regional matching server from the other devices. The teams to which the matched game players belong are determined by the regional matching server in the matching process.

[0180] In step 408, the game server starts a game match based on the information of the matched game players.

[0181] The game server can pull the matched game players into the game match in the form of a team based on the information of the matched game players, so that the matched game players participate in the game match in the form of a team.

[0182] The game player matching method provided by the embodiments of the present application provides a plurality of candidate matching pools, on the basis of which, the game players are preferentially matched in the matching pool with the highest matching degree, to ensure the reliability of the matching process. If the matching is not successful within a certain time length, the matching range is expanded by merging the matching pools, to improve the matching success rate of the game players. This game player matching method simultaneously considers the matching reliability and the matching success rate, which is beneficial to improving the experience of the game players and further improving the interaction rate of the game players and the game. Moreover, the plurality of candidate matching pools are matching pools that are pre-set for the game players to be matched in the region where the first game player is located, that is, non-cross-region matching is supported.

[0183] According to the above Figure 3 and Figure 4The server end architecture provided by the embodiments of the application is: a regional hall server-cross regional hall server-cross regional matching server-regional matching server. This kind of server end architecture can solve the problem that the matching cannot be performed or cannot be quickly performed in the case of cross regional matching in different regions.

[0184] When the first game player generates a matching request, it is determined whether the current matching is cross regional matching. If the current matching is not cross regional matching, the first game player only performs matching in the regional hall server and the regional matching server corresponding to the region where the first game player is located (i.e., the regional matching server corresponding to the region where the first game player is located). When the matching is started, the regional hall server notifies the regional matching server to perform the matching of the first game player by forwarding the matching request of the first game player.

[0185] If the current matching is cross regional matching, after the first game player generates a matching request, the matching request of the first game player is forwarded to the cross regional hall server by the regional hall server. The game players in different regions can be stored in an array of the same data structure in the cross regional hall server. Then, the cross regional hall server sends the game player data to the cross regional matching server by forwarding the matching request of the first game player. After the matching is successfully performed in the cross regional matching server according to the matching algorithm, the matching result is distributed to the regional matching server corresponding to the region where the first game player is located. Then, the game player data in the regional matching server is inserted into the game server corresponding to the region where the first game player is located to start the game match. Finally, the data related to the game players involved in the matching result in the matching pool in the cross regional matching server and the regional matching server is cleared, so as to achieve the result of cross regional matching.

[0186] In the example embodiments, since each region corresponds to a respective regional server (regional hall server and regional matching server), when the matching is not cross regional matching, only the regional server corresponding to the region is involved. When the matching is cross regional matching, in addition to the regional server corresponding to the region, the cross regional server for providing services for each region is also involved. Therefore, the non-cross regional matching can also be referred to as non-cross server matching, and the cross regional matching can also be referred to as cross server matching. In some embodiments, the cross regional server can also be referred to as a center server. For example, the cross regional matching server can also be referred to as a center matching server, and the cross regional hall server can also be referred to as a center hall server.

[0187] The method provided by the embodiments of the present application is suitable for non-cross-region matching and cross-region matching, has a wide range of application, and can solve the problem that game players in different regions corresponding to servers cannot be matched. A plurality of matching pools for simultaneous matching are configured in each matching server, and when game players are matched, the game players are added to different matching pools according to different conditions, so that the reliability of the matching process is ensured. In the matching process, different matching pools can be merged, so that the game players in the matching pools can be matched to game players participating in a game session together as soon as possible, and the efficiency of matching game players is improved.

[0188] With reference to Figure 5 The embodiments of the present application provide a matching device of game players, which comprises:

[0189] The determining module 501 is configured to determine, based on a matching request of a first game player, a first matching pool with the highest matching degree to the first game player from a plurality of candidate matching pools, and add the first game player to the first matching pool, wherein the candidate matching pool is a matching pool preset for game players to be matched.

[0190] The matching module 502 is configured to match the first game player in the first matching pool.

[0191] The merging module 503 is configured to, if the first game player is not matched successfully within a first reference time length and there is a second matching pool meeting a merging condition with the first matching pool in the plurality of candidate matching pools, merge the first matching pool and the second matching pool to obtain a first merged pool.

[0192] The matching module 502 is further configured to match the first game player in the first merged pool.

[0193] The session module 504 is configured to, if the first game player is matched successfully within a second reference time length, start a game session based on information of the game player matched successfully.

[0194] In a possible implementation manner, the determining module 501 is configured to determine a target matching score corresponding to the first game player, determine, based on matching score ranges respectively corresponding to the plurality of candidate matching pools, a target matching pool in which the target matching score is covered in the plurality of candidate matching pools, and if the number of the target matching pools is a plurality, take a matching pool with the highest priority in the plurality of target matching pools as the first matching pool with the highest matching degree to the first game player.

[0195] In a possible implementation, the determining module 501 is configured to: if the matching request of the first game player indicates that the first game player is to be matched in a single-player mode, take the matching score of the first game player as the target matching score; if the matching request of the first game player indicates that the first game player is to be matched in a team mode, take the average of the matching scores of the game players in the first team as the target matching score, the first team being a team that the first game player has joined before matching.

[0196] In a possible implementation, the determining module 501 is configured to: determine, based on the matching request of the first game player, a first game mode corresponding to the first game player, the first game mode being one of a plurality of candidate game modes, each candidate game mode being used to indicate a type of game session, and each candidate game mode corresponding to a plurality of candidate matching pools; determine a plurality of candidate matching pools corresponding to the first game mode, and determine, from the plurality of candidate matching pools corresponding to the first game mode, a first matching pool having the highest matching degree with the first game player.

[0197] In a possible implementation, the merging module 503 is further configured to: if the first game player fails to be matched within a second reference time length and there is a third matching pool in the plurality of candidate matching pools that satisfies the merging condition with the second matching pool, merge the first merging pool and the third matching pool to obtain a second merging pool;

[0198] The matching module 502 is further configured to: match the first game player in the second merging pool.

[0199] The session module 504 is further configured to: if the first game player is successfully matched within a third reference time length, start a game session based on information of the game player who is successfully matched.

[0200] The matching module 502 is further configured to: if the first game player fails to be matched within the second reference time length and there is no third matching pool in the plurality of candidate matching pools, add an artificial intelligence player to the first merging pool to obtain an expanded first merging pool; and match the first game player in the expanded first merging pool.

[0201] The session module 504 is further configured to: if the first game player is successfully matched within a fourth reference time length, start a game session based on information of the game player who is successfully matched.

[0202] In a possible implementation, the matching of the first game player is cross-region matching, and the candidate matching pool is a matching pool that is pre-set for a game player to be matched in each region to join; and the apparatus further includes:

[0203] The receiving module is configured to receive a match request of the first game player forwarded by a cross-region lobby server, the cross-region lobby server is configured to maintain game data of game players in each region, the match request of the first game player is sent by a terminal of the first game player to a region lobby server, and the match request of the first game player is forwarded by the region lobby server to the cross-region lobby server, and the region lobby server is configured to maintain game data of game players in a region where the first game player is located;

[0204] The match module 504 is configured to send information of the matched game player to a region match server corresponding to the region where the first game player is located, and the region match server is configured to forward the information of the matched game player to a game server corresponding to the region where the first game player is located, and the game server is configured to start a game match based on the information of the matched game player.

[0205] In a possible implementation, the match configuration of the first game player is non-cross-region matching, and the candidate match pool is a match pool pre-set for game players to be matched in the region where the first game player is located to join; the receiving module is further configured to receive a match request of the first game player forwarded by a region lobby server, the match request of the first game player is sent by a terminal of the first game player to the region lobby server, and the region lobby server is configured to maintain game data of game players in the region where the first game player is located.

[0206] The match module 504 is configured to send information of the matched game player to a game server corresponding to the region where the first game player is located, and the game server is configured to start a game match based on the information of the matched game player.

[0207] In a possible implementation, the second match pool is a match pool located in front of the first match pool after arranging the candidate match pools in a descending order of priority.

[0208] The game player matching device provided by the embodiment of the application provides a plurality of candidate match pools, on the basis of which, the game player is preferentially matched in a match pool with the highest matching degree, so as to ensure the reliability of the matching process, and if the matching is not successful within a certain time length, the matching range is expanded by merging the match pools, so as to improve the matching success rate of the game player. The game player matching method simultaneously considers the matching reliability and the matching success rate, and is beneficial to improving the experience of the game player and the interaction rate of the game player and the game.

[0209] It should be noted that the apparatus provided in the above embodiments is only exemplified by the above division of functional modules when realizing its functions. In actual application, the above functions can be completed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the above described functions. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process is detailed in the method embodiments, which will not be described here.

[0210] Figure 6 is a structural schematic diagram of a terminal provided by an embodiment of the present application. The terminal can be a PC, a mobile phone, a smart phone, a PDA, a wearable device, a PPC, a tablet computer, a smart car machine, a smart television, a smart sound box, a vehicle-mounted terminal. The terminal can also be referred to as a user equipment, a portable terminal, a laptop terminal, a desktop terminal, and other names.

[0211] Generally, the terminal includes a processor 601 and a memory 602.

[0212] The processor 601 can include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 601 can be implemented in at least one of a hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 601 can also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit). The coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 601 can be integrated with a GPU (Graphics Processing Unit) that is responsible for rendering and drawing the content required to be displayed by the display screen. In some embodiments, the processor 601 can also include an AI (Artificial Intelligence) processor for processing machine learning-related computing operations.

[0213] The memory 602 can include one or more computer-readable storage media. The computer-readable storage media can be non-transitory. The memory 602 can also include high-speed random access memory and can include nonvolatile memory, such as one or more magnetic disk storage devices, flash memory devices. In some embodiments, the non-transitory computer-readable storage media of the memory 602 is used to store at least one instruction for execution by the processor 601 to enable the terminal to implement the matching method of the game player provided by the method embodiments of the present application.

[0214] In some embodiments, the terminal can also optionally include a peripheral device interface 603 and at least one peripheral device. The processor 601, the memory 602, and the peripheral device interface 603 can be connected through a bus or a signal line. Each peripheral device can be connected to the peripheral device interface 603 through a bus, a signal line, or a circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 604, a display screen 605, a camera component 606, an audio circuit 607, and a power supply 608.

[0215] The peripheral device interface 603 can be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 601 and the memory 602. In some embodiments, the processor 601, the memory 602, and the peripheral device interface 603 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 601, the memory 602, and the peripheral device interface 603 can be implemented on a separate chip or circuit board, and the present embodiment does not limit this.

[0216] The radio frequency circuit 604 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 604 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 604 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals.

[0217] The display screen 605 is used to display a UI (User Interface). The UI can include graphics, text, icons, video, and any combination thereof. When the display screen 605 is a touch display screen, the display screen 605 also has the ability to collect touch signals on or above the surface of the display screen 605. The touch signals can be input to the processor 601 as control signals for processing.

[0218] The camera component 606 is configured to capture images or videos. Optionally, the camera component 606 includes a front-facing camera and a rear-facing camera. In general, the front-facing camera is disposed on the front panel of the terminal, and the rear-facing camera is disposed on the back of the terminal. The audio circuit 607 can include a microphone and a speaker. The microphone is configured to capture sound waves of a user and an environment, and convert the sound waves into an electrical signal input to the processor 601 for processing, or input to the radio frequency circuit 604 to implement voice communication. The power supply 608 is configured to supply power to each component in the terminal. The power supply 608 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery.

[0219] In some embodiments, the terminal further includes one or more sensors 609. The one or more sensors 609 include, but are not limited to, an acceleration sensor 610, a gyroscope sensor 611, a pressure sensor 612, an optical sensor 613, and a proximity sensor 614.

[0220] The acceleration sensor 610 can detect the acceleration magnitude in three coordinate axes of a coordinate system established by the terminal. The gyroscope sensor 611 can detect the body orientation and rotation angle of the terminal, and the gyroscope sensor 611 can cooperate with the acceleration sensor 610 to capture the 3D motion of the user on the terminal. The pressure sensor 612 can be disposed on the side frame of the terminal and / or the lower layer of the display screen 605. When the pressure sensor 612 is disposed on the side frame of the terminal, the grip signal of the user on the terminal can be detected, and the left-hand or right-hand recognition or shortcut operation can be performed by the processor 601 according to the grip signal captured by the pressure sensor 612. When the pressure sensor 612 is disposed on the lower layer of the display screen 605, the controllable control on the UI interface can be controlled by the processor 601 according to the pressure operation of the user on the display screen 605.

[0221] The optical sensor 613 is configured to capture the ambient light intensity. In one embodiment, the processor 601 can control the display brightness of the display screen 605 according to the ambient light intensity captured by the optical sensor 613. The proximity sensor 614, also known as a distance sensor, is usually disposed on the front panel of the terminal. The proximity sensor 614 is configured to capture the distance between the user and the front of the terminal.

[0222] Those skilled in the art can understand that, Figure 6 The structure shown in the above-mentioned embodiments does not constitute a limitation on the terminal, and can include more or fewer components than those shown in the figure, or combine certain components, or adopt a different component arrangement.

[0223] Figure 7is a structural schematic diagram of a server provided by an embodiment of the present application. The server can have great differences due to different configurations or performances, and can include one or more processors (Central Processing Units, CPUs) 701 and one or more memories 702. The one or more memories 702 store at least one computer program, which is loaded and executed by the one or more processors 701, so that the server implements the game player matching method provided by each of the above method embodiments. Of course, the server can also have a wired or wireless network interface, a keyboard, an input and output interface, and other components for implementing device functions, and will not be described here.

[0224] In an example embodiment, a computer device is also provided, which includes a processor and a memory storing at least one computer program. The at least one computer program is loaded and executed by the one or more processors, so that the computer device implements any of the above game player matching methods. The computer device includes but is not limited to the terminal and server involved in the above method embodiments.

[0225] In an example embodiment, a computer readable storage medium is also provided, which stores at least one computer program. The at least one computer program is loaded and executed by a processor of a computer device, so that the computer device implements any of the above game player matching methods.

[0226] In a possible implementation manner, the above computer readable storage medium can be a read-only memory (Read-Only Memory, ROM), a random access memory (Random Access Memory, RAM), a read-only compact disc (Compact Disc Read-Only Memory, CD-ROM), a magnetic tape, a floppy disk, and an optical data storage device, etc.

[0227] In an example embodiment, a computer program product is also provided, which includes a computer program or computer instructions. The computer program or computer instructions are loaded and executed by a processor, so that the computer implements any of the above game player matching methods.

[0228] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data for analysis, stored data, displayed data, etc.) and signals involved in the present application are authorized by the user or fully authorized by all parties, and the collection, use and processing of related data need to comply with relevant laws, regulations and standards of relevant countries and regions. For example, the matching request of the first game player, the game data of the game player, the information of the matched game player and the like involved in the present application are obtained under sufficient authorization.

[0229] The terms "first", "second", and the like in the present application are used to distinguish similar objects, and do not necessarily have to describe a specific order or sequence. It should be understood that the data thus used can be interchanged under appropriate circumstances, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. The implementation described in the above exemplary embodiments does not represent all implementations consistent with the present application. Rather, they are only examples of devices and methods consistent with some aspects of the present application.

[0230] It should be understood that "multiple" referred to herein means two or more. "And / or", which describes the association relationship of associated objects, means that there can be three relationships, for example, A and / or B can mean that A exists alone, A and B exist together, and B exists alone. The character " / " generally represents that the associated objects before and after it are in an "or" relationship.

[0231] The above is only an exemplary embodiment of the present application and does not limit the present application. Any modification, equivalent replacement, improvement, etc. made within the principles of the present application shall be included in the protection scope of the present application.

Claims

1. A method of matching game players, characterized by, The method comprises: determining a target matching score corresponding to the first game player based on a matching request of the first game player; determining a target matching pool from a plurality of candidate matching pools based on a matching score range corresponding to each of the plurality of candidate matching pools, wherein each of the plurality of candidate matching pools corresponds to a respective priority, wherein the priority of any candidate matching pool is positively correlated with an upper limit of the matching score range corresponding to the any candidate matching pool, or wherein the priority of any candidate matching pool is negatively correlated with a lower limit of the matching score range corresponding to the any candidate matching pool, or wherein the priority of any candidate matching pool is positively correlated with a number of matching scores covered by the matching score range corresponding to the any candidate matching pool; if the number of target matching pools is greater than one, selecting a matching pool with the highest priority from the plurality of target matching pools as a first matching pool with the highest matching degree for the first game player, and adding the first game player to the first matching pool, wherein the plurality of candidate matching pools are matching pools pre-set for game players to be matched; matching the first game player in the first matching pool, and if the first game player fails to be matched within a first reference time duration and there is a second matching pool in the plurality of candidate matching pools that satisfies a merging condition with the first matching pool, merging the first matching pool and the second matching pool to obtain a first merged pool, wherein the second matching pool comprises a matching pool in the plurality of candidate matching pools that has a matching score similarity greater than a first threshold with the first matching pool, wherein the matching score similarity of any candidate matching pool with the first matching pool is a ratio between a first difference and a second difference, wherein the first difference is a difference between an upper limit and a lower limit of a range of matching scores corresponding to the any candidate matching pool, and wherein the second difference is a difference between an upper limit and a lower limit of a matching score range corresponding to the first matching pool, and wherein the range of matching scores corresponding to the any candidate matching pool is a range of overlap between the matching score range corresponding to the any candidate matching pool and the matching score range corresponding to the first matching pool; matching the first game player in the first merged pool, and if the first game player is matched within a second reference time duration, starting a game session based on information of the matched game player.

2. The method of claim 1, wherein, The determination of the target matching score corresponding to the first game player comprises: if the matching request of the first game player indicates that the first game player is to be matched in a single-player mode, taking the matching score of the first game player as the target matching score; if the matching request of the first game player indicates that the first game player is to be matched in a team mode, taking an average of matching scores of game players in a first team as the target matching score, wherein the first team is a team that the first game player has joined before matching.

3. The method of claim 1, wherein, The method further comprises: determining a first game mode corresponding to the first game player based on the matching request of the first game player, wherein the first game mode is one mode from a plurality of candidate game modes, wherein each candidate game mode is used to indicate a type of game session, and wherein each candidate game mode corresponds to a plurality of candidate matching pools. determine the first game mode corresponding to the plurality of candidate matching pools.

4. The method according to any of claims 1 to 3, characterized in that, The method further comprises: If no match is successful within the second reference time period and there is a third matching pool in the plurality of candidate matching pools that meets the merging condition with the second matching pool, the first merging pool and the third matching pool are merged to obtain a second merging pool; the first game player is matched in the second merging pool, and if a match is successful within a third reference time period, a game match is started based on the information of the game player who successfully matches. If no match is successful within the second reference time period and there is no third matching pool in the plurality of candidate matching pools, an artificial intelligence player is added to the first merging pool to obtain an expanded first merging pool; the first game player is matched in the expanded first merging pool, and if a match is successful within a fourth reference time period, a game match is started based on the information of the game player who successfully matches.

5. The method according to any of claims 1 to 3, characterized in that The matching of the first game player is configured as cross-region matching, and the plurality of candidate matching pools are matching pools pre-set for game players to be matched in each region; the method further comprises: receiving the matching request of the first game player forwarded by a cross-region lobby server, the cross-region lobby server being configured to maintain game data of game players in each region, the matching request of the first game player being sent by a terminal of the first game player to a regional lobby server and forwarded by the regional lobby server to the cross-region lobby server, the regional lobby server being configured to maintain game data of game players in a region where the first game player is located; the starting of the game match based on the information of the game player who successfully matches comprises: sending the information of the game player who successfully matches to a regional matching server corresponding to the region where the first game player is located, the regional matching server being configured to forward the information of the game player who successfully matches to a game server corresponding to the region where the first game player is located, and the game server starting the game match based on the information of the game player who successfully matches.

6. The method according to any one of claims 1 to 3, characterized in that, The matching of the first game player is configured as non-cross-region matching, and the plurality of candidate matching pools are matching pools pre-set for game players to be matched in a region where the first game player is located; The method further comprises: receiving the matching request of the first game player forwarded by a regional lobby server, the matching request of the first game player being sent by a terminal of the first game player to the regional lobby server, the regional lobby server being configured to maintain game data of game players in a region where the first game player is located; the starting of the game match based on the information of the game player who successfully matches comprises: sending the information of the game player who successfully matches to a game server corresponding to the region where the first game player is located, and the game server starting the game match based on the information of the game player who successfully matches.

7. The method of any one of claims 1-3, wherein, The second matching pool further comprises a matching pool located in front of the first matching pool in an order of arranging the candidate matching pools in a descending order of priority.

8. A matching device for game players, characterized by The device comprises: The determining module is configured to determine a target matching score corresponding to the first game player based on the matching request of the first game player; determine a target matching pool in which the target matching score falls from a plurality of candidate matching pools based on matching score ranges corresponding to the plurality of candidate matching pools; each of the plurality of candidate matching pools corresponds to a respective priority, the priority of any candidate matching pool is positively correlated with an upper limit of the matching score range corresponding to the any candidate matching pool, or the priority of any candidate matching pool is negatively correlated with a lower limit of the matching score range corresponding to the any candidate matching pool, or the priority of any candidate matching pool is positively correlated with the number of matching scores covered by the matching score range corresponding to the any candidate matching pool; if the number of target matching pools is greater than one, the matching pool with the highest priority from the plurality of target matching pools is taken as the first matching pool with the highest matching degree for the first game player, and the first game player is added to the first matching pool; the plurality of candidate matching pools are matching pools pre-set for game players to be matched; The matching module is configured to match the first game player in the first matching pool; The merging module is configured to merge the first matching pool and a second matching pool that satisfies a merging condition with the first matching pool to obtain a first merged pool if the first game player fails to match within a first reference time duration and the second matching pool exists in the plurality of candidate matching pools; the second matching pool includes matching pools in the plurality of candidate matching pools that have a matching score similarity greater than a first threshold with the first matching pool, the matching score similarity of any candidate matching pool with the first matching pool refers to a ratio between a first difference and a second difference, the first difference is a difference between an upper limit and a lower limit of a range corresponding to the any candidate matching pool, the second difference is a difference between an upper limit and a lower limit of a matching score range corresponding to the first matching pool, and the range corresponding to the any candidate matching pool refers to an overlapping range between the matching score range corresponding to the any candidate matching pool and the matching score range corresponding to the first matching pool; The matching module is further configured to match the first game player in the first merged pool; The game module is configured to start a game session based on information of the game player who successfully matches if the game player successfully matches within a second reference time duration.

9. A computer device, comprising: The computer device includes a processor and a memory, and the memory stores at least one computer program, the at least one computer program is loaded and executed by the processor, so that the computer device implements the game player matching method according to any one of claims 1 to 7.

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