Message reminding method, device and equipment and computer readable storage medium

By filtering out unimportant messages during gameplay and displaying important messages on the game interface, the problem of gamers being disturbed by unimportant messages is solved, improving the game immersion experience and the timeliness of information.

CN115756225BActive Publication Date: 2026-04-14MIGU INTERACTIVE ENTERTAINMENT CO LTD +2
View PDF 5 Cites 0 Cited by

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-11-16
Publication Date
2026-04-14

AI Technical Summary

Technical Problem

Gamers are easily distracted by unimportant messages during gameplay, which can negatively impact their gaming experience.

Method used

During gameplay, the system acquires message sequences from other applications within a preset time period, filters out unimportant messages based on their importance, displays important messages on the game interface, and uses heatmaps to determine the target display area.

Benefits of technology

It reduces message push interference, increases the immersive gaming experience, and delivers important information in a timely manner without affecting the gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN115756225B_ABST
    Figure CN115756225B_ABST
Patent Text Reader

Abstract

The application discloses a message reminding method, device and equipment and a computer readable storage medium. The method comprises the following steps: in a game process, a message sequence received by other applications except a current game application in a preset first time period is acquired, and the importance of each message in the message sequence to a game player is determined; according to the importance, a message to be reminded is determined from each message; and the message to be reminded is displayed in a game interface of the current game application. The application filters unimportant information in the game process and timely pushes important information.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This invention relates to the field of computer technology, and in particular to a message notification method, apparatus, device, and computer-readable storage medium. Background Technology

[0002] During gameplay, users frequently receive messages from other applications. These messages can obstruct the user's view or distract their attention. When users need to exit the game or switch it to the background to view messages, it often interrupts an ongoing game and can even cause them to lose control of their character. To prevent unauthorized interruptions, users typically pre-configure permissions for other applications. However, even within the same application, there are important and unimportant messages, which can still distract players and negatively impact their gaming experience. Summary of the Invention

[0003] The main objective of this invention is to provide a message notification method, apparatus, device, and computer-readable storage medium, which aims to solve the problem of how to prevent game players from being disturbed by unimportant messages during gameplay.

[0004] To achieve the above objectives, the present invention provides a message notification method, which includes the following steps:

[0005] During the game, the message sequence received by other applications besides the current game application within a preset first time period is obtained, and the importance of each message in the message sequence to the game player is determined.

[0006] Based on the stated importance, identify the message to be reminded from among the various messages;

[0007] The message to be reminded is displayed in the game interface of the current game application.

[0008] Optionally, the step of displaying the message to be reminded in the game interface of the current game application includes:

[0009] Obtain the set of coordinates of the game character's position on the screen within a preset second time period;

[0010] A heatmap for each location is determined based on the frequency of occurrence of each location information in the coordinate set.

[0011] Based on the heat map, determine the target display area;

[0012] The message to be reminded is displayed in the game interface corresponding to the target display area.

[0013] Optionally, the step of determining the target display area based on the heatmap includes:

[0014] Based on the heat map, determine the display area to be determined;

[0015] Based on the game character's current position and movement trend on the screen, determine the target display area within the undetermined display area.

[0016] Optionally, the step of displaying the message to be reminded in the game interface corresponding to the target display area includes:

[0017] Identify the game items in the target display area;

[0018] The message to be reminded is displayed on the game item.

[0019] Optionally, the step of determining the importance of each message in the message sequence to the game player includes:

[0020] The importance of each message to the game player is determined based on the type of message sender and / or the user's usage history.

[0021] Optionally, the step of determining the importance of each message to the game player based on the type of message sender and the user's usage history includes:

[0022] The first score of the message is determined based on the type of the message sender;

[0023] The second score of the message is determined based on the user's usage history;

[0024] The importance of each message is determined based on the first score and the second score.

[0025] Optionally, the step of determining the second score of the message based on the user's usage history includes:

[0026] Based on the user's usage history, determine the usage history of the other applications and / or the usage history of the message;

[0027] Based on the usage records of the other applications, determine the first sub-score of the message; and / or

[0028] Determine the second sub-score of the message based on its usage history;

[0029] The second score value of the message is determined based on the first sub-score and / or the second sub-score.

[0030] Optionally, the step of determining the first sub-score of the message based on the usage records of the other applications includes:

[0031] Based on the usage records of the other applications, determine the usage frequency of the other applications and the total usage frequency of all software on the device. Based on the ratio of the usage frequency to the total usage frequency, determine the first sub-score.

[0032] Based on the usage records of the other applications, determine the first number of times the preset type of message pops up in the other applications and the second number of times the user clicks on the preset type of message, and determine the second sub-score based on the first number and the second number;

[0033] The third sub-score is determined based on whether the other applications are preset software types;

[0034] The first sub-score is determined based on the first sub-score, the second sub-score, and the third sub-score.

[0035] Optionally, the step of determining the second sub-fraction of the message based on the message's usage record includes:

[0036] Based on the usage records of the messages, determine the keywords of the messages that game users pay attention to during a preset third time period;

[0037] Based on the urgency level tags associated with the keywords of the identified message;

[0038] The second sub-score is determined based on the score associated with the content of concern and the urgency level label.

[0039] To achieve the above objectives, the present invention also provides a message notification device, the message notification device comprising:

[0040] The acquisition module is used to acquire the message sequence received by other applications outside the current game application within a preset first time period during the game, and then determine the importance of each message in the message sequence to the game player.

[0041] The determination module is used to determine the message to be reminded from among the messages according to the importance level;

[0042] The display module is used to display the message to be reminded in the game interface of the current game application.

[0043] To achieve the above objectives, the present invention also provides a message reminder device, the message reminder device including a memory, a processor, and a message reminder program stored in the memory and executable on the processor, wherein the message reminder program, when executed by the processor, implements the various steps of the message reminder method as described above.

[0044] To achieve the above objectives, the present invention also provides a computer-readable storage medium storing a message reminder program, which, when executed by a processor, implements the various steps of the message reminder method described above.

[0045] This invention provides a message notification method, apparatus, device, and computer-readable storage medium. During gameplay, it acquires a sequence of messages received by applications other than the current game application within a preset first time period, determines the importance of each message in the sequence to the player, identifies messages to be notified based on their importance, and displays these messages on the game interface of the current game application. By filtering messages from outside the game application according to their importance, unimportant messages are removed, reducing message push interference, enhancing the immersive gaming experience, and delivering important information promptly without affecting the gameplay. Attached Figure Description

[0046] Figure 1 This is a schematic diagram of the hardware structure of the message notification device according to an embodiment of the present invention;

[0047] Figure 2 This is a flowchart illustrating the first embodiment of the message notification method of the present invention;

[0048] Figure 3 This is a detailed flowchart of step S30 in the second embodiment of the message notification method of the present invention;

[0049] Figure 4 This is a schematic diagram illustrating the display of messages to be reminded to game items in the message reminder method of the present invention;

[0050] Figure 5 This is a detailed flowchart of step S10 in the third embodiment of the message notification method of the present invention;

[0051] Figure 6 This is a schematic diagram of the logical structure of the message reminder device involved in the present invention.

[0052] The realization of the objective, functional features and advantages of the present invention will be further explained in conjunction with the embodiments and with reference to the accompanying drawings. Detailed Implementation

[0053] It should be understood that the specific embodiments described herein are merely illustrative of the invention and are not intended to limit the invention.

[0054] The main solution of this invention is as follows: during the game, obtain the message sequence received by other applications outside the current game application within a preset first time period, and determine the importance of each message in the message sequence to the game player; based on the importance, determine the message to be reminded in each message; and display the message to be reminded in the game interface of the current game application.

[0055] By filtering messages outside the game application according to their importance, unimportant messages are filtered out, reducing message push interference and increasing the immersive gaming experience. Important information is pushed in a timely manner without affecting the game experience.

[0056] As one implementation solution, message notification devices can be like... Figure 1 As shown.

[0057] The present invention relates to a message notification device, which includes: a processor 101, such as a CPU, a memory 102, and a communication bus 103. The communication bus 103 is used to enable communication between these components.

[0058] Memory 102 can be high-speed RAM or stable memory (non-volatile memory), such as disk storage. Figure 1 As shown, the memory 102, which is a computer-readable storage medium, may include a message notification program; and the processor 101 may be used to call the message notification program stored in the memory 102 and perform the following operations:

[0059] During the game, the message sequence received by other applications besides the current game application within a preset first time period is obtained, and the importance of each message in the message sequence to the game player is determined.

[0060] Based on the stated importance, identify the message to be reminded from among the various messages;

[0061] The message to be reminded is displayed in the game interface of the current game application.

[0062] Optionally, the processor 101 can be used to invoke the message notification program stored in the memory 102 and perform the following operations:

[0063] Obtain the set of coordinates of the game character's position on the screen within a preset second time period;

[0064] A heatmap for each location is determined based on the frequency of occurrence of each location information in the coordinate set.

[0065] Based on the heat map, determine the target display area;

[0066] The message to be reminded is displayed in the game interface corresponding to the target display area.

[0067] Optionally, the processor 101 can be used to invoke the message notification program stored in the memory 102 and perform the following operations:

[0068] Based on the heat map, determine the display area to be determined;

[0069] Based on the game character's current position and movement trend on the screen, determine the target display area within the undetermined display area.

[0070] Optionally, the processor 101 can be used to invoke the message notification program stored in the memory 102 and perform the following operations:

[0071] Identify the game items in the target display area;

[0072] The message to be reminded is displayed on the game item.

[0073] Optionally, the processor 101 can be used to invoke the message notification program stored in the memory 102 and perform the following operations:

[0074] The importance of each message to the game player is determined based on the type of message sender and / or the user's usage history.

[0075] Optionally, the processor 101 can be used to invoke the message notification program stored in the memory 102 and perform the following operations:

[0076] The first score of the message is determined based on the type of the message sender;

[0077] The second score of the message is determined based on the user's usage history;

[0078] The importance of each message is determined based on the first score and the second score.

[0079] Optionally, the processor 101 can be used to invoke the message notification program stored in the memory 102 and perform the following operations:

[0080] Based on the user's usage history, determine the usage history of the other applications and / or the usage history of the message;

[0081] Based on the usage records of the other applications, determine the first sub-score of the message; and / or

[0082] Determine the second sub-score of the message based on its usage history;

[0083] The second score value of the message is determined based on the first sub-score and / or the second sub-score.

[0084] Optionally, the processor 101 can be used to invoke the message notification program stored in the memory 102 and perform the following operations:

[0085] Based on the usage records of the other applications, determine the usage frequency of the other applications and the total usage frequency of all software on the device. Based on the ratio of the usage frequency to the total usage frequency, determine the first sub-score.

[0086] Based on the usage records of the other applications, determine the first number of times the preset type of message pops up in the other applications and the second number of times the user clicks on the preset type of message, and determine the second sub-score based on the first number and the second number;

[0087] The third sub-score is determined based on whether the other applications are preset software types;

[0088] The first sub-score is determined based on the first sub-score, the second sub-score, and the third sub-score.

[0089] Optionally, the processor 101 can be used to invoke the message notification program stored in the memory 102 and perform the following operations:

[0090] Based on the usage records of the messages, determine the keywords of the messages that game users pay attention to during a preset third time period;

[0091] Based on the urgency level tags associated with the keywords of the identified message;

[0092] The second sub-score is determined based on the score associated with the content of concern and the urgency level label.

[0093] Based on the hardware architecture of the aforementioned message notification device, an embodiment of the message notification method of the present invention is proposed.

[0094] Reference Figure 2 , Figure 2 This is a first embodiment of the message notification method of the present invention, the message notification method includes the following steps:

[0095] Step S10: During the game, obtain the message sequence received by other applications outside the current game application within a preset first time period, and then determine the importance of each message in the message sequence to the game player.

[0096] Optionally, the preset first time period can be the preset duration since the start of the game for the player. Alternatively, the preset first time period can be the preset duration between the previous message notification and the current moment.

[0097] Alternatively, other applications may be instant messaging applications, system applications, game applications, etc.

[0098] Optionally, based on parameters such as the application name (push_app), application type (push_apptype), sender (push_from), content (push_content), and time (push_time), a message sequence consisting of one or more messages is generated. The column names of the message sequence are: {push_app, push_apptype, push_from, push_content, push_time}.

[0099] Determine the importance of each message in the message sequence to the game player. Different messages have different levels of importance. Optionally, the importance of a message can be determined by factors such as the frequency of use of the messaging application, the relationship between the message sender and the game player, and the frequency of use of keywords in the message. The higher the frequency of use of the messaging application, the higher the importance of the message; the closer the relationship between the message sender and the game player, the higher the importance of the message; and the higher the frequency of use of keywords in the message, the higher the importance of the message.

[0100] Step S20: Based on the importance level, determine the message to be reminded from each of the messages.

[0101] Optionally, the messages can be sorted according to their importance, and the message with the highest importance can be selected as the message to be reminded. Optionally, multiple messages with an importance greater than a preset level can be selected as the messages to be reminded.

[0102] Step S30: Display the message to be reminded in the game interface of the current game application.

[0103] Optionally, based on the current position information and movement trend of the game character on the screen, a target display area is determined, and the message to be reminded is displayed in the game interface corresponding to the target display area.

[0104] Optionally, after displaying the message to be reminded, the user is provided with several different processing decisions. When the processing decision is to handle immediately, the game application enters automatic game mode or controls the game character to perform emergency self-rescue, finding nearby hiding places for characters in combat and moving them to designated locations. When the processing decision is to handle later, the current game progress is monitored, and a message processing prompt is issued again once the current level's mission ends. When the processing decision is not to handle, the current message is ignored, and step S10 continues.

[0105] In this embodiment, during gameplay, a sequence of messages received by applications other than the current game application within a preset first time period is obtained. The importance of each message in the sequence to the player is then determined. Based on this importance, messages to be alerted are identified from among the messages. These messages are then displayed on the game interface of the current game application. By filtering messages from outside the game application according to their importance, unimportant messages are removed, reducing message push interference and enhancing the immersive gaming experience. Important information is also pushed promptly without affecting the gameplay experience.

[0106] Reference Figure 3 , Figure 3 This is a second embodiment of the message notification method of the present invention. Based on the first embodiment, step S30 includes:

[0107] Step S31: Obtain the coordinate set of the game character's position information on the screen within a preset second time period;

[0108] Step S32: Determine the heatmap of each location information based on the frequency of occurrence of each location information in the coordinate set;

[0109] Step S33: Determine the target display area based on the heat map;

[0110] Step S34: Display the message to be reminded in the game interface corresponding to the target display area.

[0111] Optionally, to avoid significantly disrupting the player's gaming experience, the appropriate notification method should be determined based on the current state of the in-game character, integrating the notification message into the gameplay. For example, if the player is in a tense, fast-paced game or during combat, the notification should be displayed in the area most easily visible to the player, while avoiding obscuring important game items that could negatively impact the player's experience.

[0112] Optionally, the second time period is preset to be the preset duration after the game starts.

[0113] During gameplay, players' gaze typically follows the movement of the game character. A heatmap of the player's gaze can be obtained by analyzing the movement trajectory of the game character. Optionally, the coordinate set of the game character's position information on the screen, location1(x1,y1), is used to determine a heatmap for each position based on its frequency (count). Based on the heatmap, the target display area is then determined.

[0114] Optionally, based on the areas where the heatmap color depth is greater than a preset depth and are not where the game character is located, determine the area S where the game player's gaze is most likely to linger on the screen, and use area S as the target display area.

[0115] Optionally, the display area to be determined is determined based on the heatmap; based on the current position information location2(x2,y2) of the game character on the screen and the current movement trend, optionally, the movement direction vector X, i.e., the current movement trend, is determined based on the changes in the current position information location2(x2,y2) of the game character. The target display area is then determined within the display area to be determined. Optionally, based on vectors X1 and X2 that deflect to the left and right by a preset angle with the movement direction vector X, for example, a preset angle of 45 degrees (i.e., the preset angle between vectors X1 and X2 is 45 degrees), the display area to be determined within the angle range between vectors X1 and X2 is taken as the target display area SD.

[0116] Optionally, identify game items within the target display area; display the message to be alerted on the game items, such as... Figure 4 As shown. Optionally, suitable items for displaying text are searched within the target display area. The required display area size for the message to be reminded is determined based on the number of characters and font of the message. Game items with a display area size greater than a preset threshold are selected as the game items for displaying the message to be reminded. For example, if the message to be reminded has N characters, the font and font size of the text in the game application are read, and the message to be reminded is set to the same size. The pixel size P of a single character displayed on the screen is calculated. Then, the size of the game item required to fully display the current message is P*N pixels. Therefore, the size of the selected game item should not be less than P*N pixels. Items within the target display area are matched one by one. If the size of a game item is not less than P*N pixels, the message to be reminded is displayed on that game item.

[0117] Optionally, to improve the user's immediate readability, the message to be reminded can be displayed on the selected game item in a left-to-right, top-to-bottom order, provided it does not exceed the boundaries of the game item.

[0118] In this embodiment, the technical solution involves obtaining a set of coordinates for the game character's position on the screen within a preset second time period; determining a heatmap for each position based on its frequency of occurrence; determining a target display area based on the heatmap; and displaying the notification message in the game interface corresponding to the target display area. By determining the target display area, the notification message is displayed in an area easily noticed by the player during gameplay, without obstructing the player's gameplay and improving the player's gaming experience.

[0119] Reference Figure 5 , Figure 5 In a third embodiment of the message notification method of the present invention, based on the first or second embodiment, step S10 includes:

[0120] Step S11: Determine the importance of each message to the game player based on the type of message sender and / or the user's usage history.

[0121] Optionally, the message sender can be of a different relationship type than the game player. This relationship type could be someone very important, an acquaintance, a stranger, or a harasser. The closer the relationship between the message sender and the game player, the higher the importance of the message.

[0122] Optionally, the higher the frequency of use of other applications in a user's usage history, the more important the messages from other applications are to the gamer.

[0123] Optionally, the higher the frequency of keyword usage in a user's usage history, the higher the importance of the message.

[0124] Optionally, the importance of each message to the game player is determined based on the type of the message sender and the user's usage history. Optionally, a first score value for the message is determined based on the type of the message sender; a second score value for the message is determined based on the user's usage history; and the importance of each message is determined based on the first and second score values.

[0125] Optionally, the first score of the message is determined based on the type of the message sender. Optionally, if the message senders are {from1, from2, from3, ..., fromn}, for any message sender fromu, the following are calculated: the time Lu since the first contact was established, the number of message interactions with the current player in the past month (actu), and the label u on the application where the message sender is located, thus obtaining the label value {Lu, actu, labelu} of the message sender fromu.

[0126] There are two types of special tag libraries: one is a special filter tag {sales, foreign environment, harassment, blacklist}, and the other is a special importance tag {special attention, like, leader, teacher, boss}. Based on the message sender's labelu, it is matched one by one against these two special tag lists. If a match is found with any of the special filter tags, the loop stops, and Y=0. If a match is found with any of the special importance tags, the loop stops, and Y=1.

[0127] For message senders not falling into either of these two categories, the time Lu since the first contact was established is used to determine whether the sender fromu is a stranger. If a stranger, timeliness is less important from a personal perspective; the message content is more crucial in determining the sender's importance. Y = a, where 0 < a < 1, and optionally, a = 0.4. If the sender is an acquaintance, the corresponding Y value can be calculated based on their past interaction frequency actu, as shown in the following formula:

[0128] Y = max(log(act) u ) / Max(log(act i )),a);

[0129] Optionally, a second score for the message is determined based on the user's usage history. Optionally, usage history of other applications and / or message usage history is determined based on the user's usage history; a first sub-score for the message is determined based on the usage history of other applications; and / or a second sub-score for the message is determined based on the message usage history; and a second score for the message is determined based on the first sub-score and / or the second sub-score.

[0130] Optionally, the first sub-score of the message can be determined based on usage records from other applications.

[0131] Optionally, the user may receive messages sent by different types of software, such as phone applications, instant messaging applications, SMS applications, etc. The list of source software for the messages is {app1, app2, app3, ..., app...} n The importance of different types of applications is related to the frequency of user usage, past clicks on non-marketing messages from that application, and possibly the frequency of the needs represented by the software type itself. This also applies to the target application / app. u The corresponding set of tag values ​​is represented as {startcnt u Pc u type u}

[0132] Optionally, based on the usage records of the other applications, determine the usage frequency of the other applications and the total usage frequency of all software on the device, and determine the first sub-score based on the ratio of the usage frequency to the total usage frequency. Optionally, for each application, count the number of times it was launched within a preset time period, for example, one month, and obtain the number of times it was launched by the user within multiple time intervals of the preset time period: appstart: {start1, start2, ..., start...} n For example, the time interval is one week. The first sub-score is startcnt. u As shown in the formula below:

[0133] startu / ∑start i ;

[0134] Among them, start u Indicates the target application (app) u Startup count, start i This indicates the number of times an app is launched within a preset time interval.

[0135] Optionally, based on usage records of other applications, determine the first number of times a preset type of message pops up and the second number of times the user clicks on the preset type of message, and determine the second sub-score based on the first and second counts. Optionally, for each target application, count the number T times non-marketing type messages pop up within a preset time interval in the past. i C The number of times users click on non-marketing messages i Users' views on the target app u The second sub-score Pcu of the internal message is shown in the following formula:

[0136]

[0137] Where Tu represents the first number of times a message of the preset type pops up in the target application, Cu represents the second number of times the user clicks on a message of the preset type in the target application, Ti represents the first number of times a message of the preset type pops up in any application among all applications, and Ci represents the second number of times the user clicks on a message of the preset type in any application among all applications.

[0138] Optionally, a third sub-score can be determined based on whether other applications are preset software types. Due to the inherent characteristics of some needs, frequency of use cannot be the sole criterion for judging their importance. For example, travel apps are rarely opened when there is no travel need, and the system doesn't send many non-marketing messages. However, once a hotel, train, or plane ticket is booked, related reminders become particularly important. Therefore, an index mapping table `typeindex` can be set up: {Travel: 1, Travel: 1, Hospital: 1, Alarm: 1}. (Data collection application app) u In the app store, retrieve the corresponding numerical tag type from the index mapping table. u If it is not in the index mapping table, the value is 0.

[0139] Optionally, the first sub-score is determined based on the first sub-score, the second sub-score, and the third sub-score. Optionally, the weight of the first sub-score is determined based on the first sub-score, the second sub-score, the third sub-score, and the weight corresponding to each sub-score. Optionally, other application apps are calculated. u The first sub-score for the current player is given by the following formula:

[0140] X = 0.3 * startcnt u +0.4*Pc u +0.3*type u ;

[0141] Among them, startcnt iThis indicates the number of times the target application (app) is launched within a preset time interval, Pc u This indicates the user's level of attention to messages within the target application, type u This represents a special property of the target application u.

[0142] Optionally, a second sub-score for the message can be determined based on its usage history. The second sub-score indicates the importance of the current message content to the player. The more important the message content is to the player, the more likely they are to ask more questions, search more, or use more modal adverbs to aid their search.

[0143] Optionally, based on the message usage records, determine the keywords of the messages that the game user followed during a preset third time period; determine the urgency level tags associated with the determined message keywords; and determine the second sub-score based on the scores associated with the followed content and the urgency level tags.

[0144] Optionally, a list of keywords [word, count] that the user may be interested in can be collected. The data source could be a list of input content (word1) and its input frequency from the current terminal's input method system over a recent specific time period; it could be a list of content the user is interested in (word2) and its access frequency obtained through word frequency analysis of content viewed by the user within a preset time period using a natural language processing model; or it could be player voice captured by the microphone during gameplay and converted into word3 and its occurrence frequency using speech recognition. Optionally, when acquiring content keywords, the urgency and importance modifiers (prefixes) associated with the keywords are also acquired. Based on these modifiers, the urgency and importance value (feel) of each word to the user is calculated, resulting in the [word, count, feel] numerical label.

[0145] The calculation method for the importance and urgency level value, i.e., the urgency level label, is divided into two parts. One part analyzes the sentiment of the modifiers (prefixes) used by the user. This involves one-hot encoding the words to obtain an N-dimensional vector A = [0, 1...1]. Using the label definitions in the existing semantic database, the similarity between the prefix and the one-hot encoded vector B = [1, 1...1] of each word in the semantic database is calculated. The similarity calculation is shown in the following formula:

[0146]

[0147] Find the words with the highest similarity and assign them tags, such as "extremely important," "moderately important," or "normal." Different tags correspond to different scores; "extremely important" tags have higher scores than "moderately important" tags, and vice versa. For example, if the keyword "word" corresponds to the "extremely important" tag, the score "feel" = 1; if the keyword "word" corresponds to the "moderately important" tag, the score "feel" = 0.8; and if the keyword "word" corresponds to the "normal" tag, the score "feel" for the urgency tag is 0.5.

[0148] If no modifier (prefix) is found when a user mentions a word, a thesaurus `word_like` is obtained using a thesaurus and knowledge graph, employing the similarity method described above. This yields the thesaurus `{word, word_like}`, representing the list of words without modifiers. The game analyzes the 100 closest users to the current user, obtaining their followed content lists. A preset number of `word_like` values ​​(e.g., 100, list {word_like, feel1, feel2, feel3... feel100}) is then calculated, and the average of these 100 values ​​is taken as shown in the following formula:

[0149]

[0150] Here, feel_like is the score for the urgency level label.

[0151] Alternatively, the second subfraction Z is shown in the following formula:

[0152]

[0153] Here, count represents the frequency of the current keyword, and feel represents the importance index of the current keyword to the user.

[0154] Optionally, a first score for the message is determined based on the type of the message sender; usage records of other applications and messages are determined based on the user's usage history; a first sub-score for the message is determined based on the usage records of other applications; a second sub-score for the message is determined based on the message's usage history; and a second score for the message is determined based on the first and second sub-scores. The importance of each message is then determined based on the first and second scores.

[0155] The influence weight of other applications' usage records is 'a', the influence weight of the message sender's type is 'b', and the influence weight of the message's usage records is 'c' (a+b+c=1). Therefore, the importance is as shown in the following formula:

[0156] impact = a*X + b*Y + c*Z;

[0157] Where X represents the first sub-fraction, Y represents the second sub-fraction value, and Z represents the second sub-fraction.

[0158] For example, if the application name of the message is a telephone system, and the caller is a nuisance call identified by the system, then the message's importance level is impact = a*1 + b*0 + c*1, meaning it's almost certain not to be displayed. If the caller is an unknown number identified as a delivery service or other pre-defined type, then the message's importance level is impact = a*1 + b*0.4 + c*1, with a low probability of being displayed. If the caller is a friend in the player's address book with whom there has been a recent call record, then the message's importance level might be impact = a*1 + b*0.8 + c*1, with a high probability of being displayed. If the application name of the collected messages belongs to instant messaging software, then the messages are categorized as group chat messages, contact messages, subscription account push notifications, service account push notifications, etc. If the message sender is a direct contact in the communication software, the received message content is matched with the concern list, and the maximum Z-value of the keywords within the message content is used as the Z-value of the current message. The final message importance is calculated as impact = a*1 + b*0.8 + c*Z. If the message sender is from a group chat, the received message content is matched with the concern list, and the maximum Z-value of the keywords within the message content is used as the Z-value of the current message. The final message importance is calculated as impact = a*1 + b*0.2 + c*Z. Group chats often involve multiple discussions on a single topic; in this case, the system performs a message recognition process to generate contextual location for the corresponding keyword word. If the message's application name is a calendar or other time management software notification, its importance is determined as impact = a*1 + b*1 + c*1. In summary, the system judges the importance of currently received messages, sorts them according to their impact values, and determines the messages to be notified.

[0159] In the technical solution of this embodiment, the importance of each message to the game player is determined according to the type of message sender and / or the user's usage record, which improves the accuracy of message importance. By filtering messages outside the game application according to their importance, unimportant messages are filtered out, message push interference is reduced, the immersive game experience is increased, and important information is pushed in a timely manner without affecting the game experience.

[0160] Reference Figure 6 The present invention also provides a message notification device, the message notification device comprising:

[0161] The acquisition module 100 is used to acquire, during the game, a sequence of messages received by other applications outside the current game application within a preset first time period, and then determine the importance of each message in the message sequence to the game player.

[0162] The determining module 200 is used to determine the message to be reminded from each of the messages according to the importance level;

[0163] Display module 300 is used to display the message to be reminded in the game interface of the current game application.

[0164] Optionally, the step of displaying the message to be reminded in the game interface of the current game application includes:

[0165] Obtain the set of coordinates of the game character's position on the screen within a preset second time period;

[0166] A heatmap for each location is determined based on the frequency of occurrence of each location information in the coordinate set.

[0167] Based on the heat map, determine the target display area;

[0168] The message to be reminded is displayed in the game interface corresponding to the target display area.

[0169] Optionally, the step of determining the target display area based on the heatmap includes:

[0170] Based on the heat map, determine the display area to be determined;

[0171] Based on the game character's current position and movement trend on the screen, determine the target display area within the undetermined display area.

[0172] Optionally, the step of displaying the message to be reminded in the game interface corresponding to the target display area includes:

[0173] Identify the game items in the target display area;

[0174] The message to be reminded is displayed on the game item.

[0175] Optionally, the step of determining the importance of each message in the message sequence to the game player includes:

[0176] The importance of each message to the game player is determined based on the type of message sender and / or the user's usage history.

[0177] Optionally, the step of determining the importance of each message to the game player based on the type of message sender and the user's usage history includes:

[0178] The first score of the message is determined based on the type of the message sender;

[0179] The second score of the message is determined based on the user's usage history;

[0180] The importance of each message is determined based on the first score and the second score.

[0181] Optionally, the step of determining the second score of the message based on the user's usage history includes:

[0182] Based on the user's usage history, determine the usage history of the other applications and / or the usage history of the message;

[0183] Based on the usage records of the other applications, determine the first sub-score of the message; and / or

[0184] Determine the second sub-score of the message based on its usage history;

[0185] The second score value of the message is determined based on the first sub-score and / or the second sub-score.

[0186] Optionally, the step of determining the first sub-score of the message based on the usage records of the other applications includes:

[0187] Based on the usage records of the other applications, determine the usage frequency of the other applications and the total usage frequency of all software on the device. Based on the ratio of the usage frequency to the total usage frequency, determine the first sub-score.

[0188] Based on the usage records of the other applications, determine the first number of times the preset type of message pops up in the other applications and the second number of times the user clicks on the preset type of message, and determine the second sub-score based on the first number and the second number;

[0189] The third sub-score is determined based on whether the other applications are preset software types;

[0190] The first sub-score is determined based on the first sub-score, the second sub-score, and the third sub-score.

[0191] Optionally, the step of determining the second sub-fraction of the message based on the message's usage record includes:

[0192] Based on the usage records of the messages, determine the keywords of the messages that game users pay attention to during a preset third time period;

[0193] Based on the urgency level tags associated with the keywords of the identified message;

[0194] The second sub-score is determined based on the score associated with the content of concern and the urgency level label.

[0195] The present invention also provides a message reminder device, the message reminder device including a memory, a processor, and a message reminder program stored in the memory and executable on the processor, wherein when the message reminder program is executed by the processor, it implements the various steps of the message reminder method as described in the above embodiments.

[0196] The present invention also provides a computer-readable storage medium storing a message notification program, which, when executed by a processor, implements the various steps of the message notification method described in the above embodiments.

[0197] The sequence numbers of the above embodiments of the present invention are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0198] It should be noted that, in this document, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, system, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, system, article, or apparatus. Unless otherwise specified, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, system, article, or apparatus that includes that element.

[0199] Through the above description of the embodiments, those skilled in the art can clearly understand that the systems described in the embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a computer-readable storage medium (such as ROM / RAM, magnetic disk, optical disk) as described above, and includes several instructions to cause a terminal device (which may be a mobile phone, computer, parking management device, air conditioner, or network device, etc.) to execute the systems described in the various embodiments of the present invention.

[0200] The above are merely preferred embodiments of the present invention and do not limit the patent scope of the present invention. Any equivalent structural or procedural transformations made based on the content of the present invention's specification and drawings, or direct or indirect applications in other related technical fields, are similarly included within the patent protection scope of the present invention.

Claims

1. A message notification method, characterized in that, The message notification method includes: During the game, the message sequence received by other applications besides the current game application within a preset first time period is obtained, and the importance of each message in the message sequence to the game player is determined. Based on the stated importance, identify the message to be reminded from among the various messages; Obtain the set of coordinates of the game character's position on the screen within a preset second time period; A heatmap for each location is determined based on the frequency of occurrence of each location information in the coordinate set. Based on the heat map, determine the display area to be determined; Based on the game character's current position and movement trend on the screen, determine the target display area within the undetermined display area; The game items in the target display area are determined, wherein the display area size required for the message to be reminded is determined according to the number of characters and font of the message to be reminded, and game items whose display area size is greater than a preset threshold are selected as game items for displaying the message to be reminded; The message to be reminded is displayed on the game item.

2. The message notification method as described in claim 1, characterized in that, The step of determining the importance of each message in the message sequence to the game player includes: The importance of each message to the game player is determined based on the type of message sender and / or the user's usage history.

3. The message notification method as described in claim 2, characterized in that, The step of determining the importance of each message to the game player based on the type of message sender and the user's usage history includes: The first score of the message is determined based on the type of the message sender; The second score of the message is determined based on the user's usage history; The importance of each message is determined based on the first score and the second score.

4. The message notification method as described in claim 3, characterized in that, The step of determining the second fraction value of the message based on the user's usage history includes: Based on the user's usage history, determine the usage history of the other applications and / or the usage history of the message; Based on the usage records of the other applications, determine the first sub-score of the message; and / or Determine the second sub-score of the message based on its usage history; The second score value of the message is determined based on the first sub-score and / or the second sub-score.

5. The message notification method as described in claim 4, characterized in that, The step of determining the first sub-score of the message based on the usage records of the other applications includes: Based on the usage records of the other applications, determine the usage frequency of the other applications and the total usage frequency of all software on the device. Based on the ratio of the usage frequency to the total usage frequency, determine the first sub-score. Based on the usage records of the other applications, determine the first number of times the preset type of message pops up in the other applications and the second number of times the user clicks on the preset type of message, and determine the second sub-score based on the first number and the second number; The third sub-score is determined based on whether the other applications are preset software types; The first sub-score is determined based on the first sub-score, the second sub-score, and the third sub-score.

6. The message notification method as described in claim 4, characterized in that, The step of determining the second sub-fraction of the message based on the message's usage record includes: Based on the usage records of the messages, determine the keywords of the messages that the game user pays attention to during the preset third time period; Based on the urgency level tags associated with the keywords of the identified message; The second sub-score is determined based on the score associated with the content of concern and the urgency level label.

7. A message notification device, characterized in that, The message notification device includes: The acquisition module is used to acquire the message sequence received by other applications outside the current game application within a preset first time period during the game, and then determine the importance of each message in the message sequence to the game player. The determination module is used to determine the message to be reminded from among the messages according to the importance level; The display module is used to acquire a set of coordinates of the game character's position information on the screen within a preset second time period; determine a heatmap of each position information based on the frequency of occurrence of each position information in the coordinate set; determine a display area to be determined based on the heatmap; determine a target display area within the display area to be determined based on the game character's current position information and current movement trend on the screen; determine game items within the target display area, wherein the required display area size for the message to be reminded is determined based on the number of characters and font of the message to be reminded, and game items with a display area size greater than a preset threshold are selected as game items for displaying the message to be reminded; and display the message to be reminded on the game item.

8. A message notification device, characterized in that, The message notification device includes a memory, a processor, and a message notification program stored in the memory and executable on the processor. When the message notification program is executed by the processor, it implements the steps of the message notification method as described in any one of claims 1-6.

9. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a message notification program, which, when executed by a processor, implements the steps of the message notification method as described in any one of claims 1-6.

Citation Information

Patent Citations

  • Notification management method and device

    CN106598718A

  • Anti-disturbance method, a mobile terminal and a computer readable storage medium

    CN108683806A

  • Reminding event processing method and device and electronic equipment

    CN113786619A

  • Prompt information display method and device, electronic equipment and storage medium

    CN114115621A

  • Information prompting method and device in game, electronic equipment and storage medium

    CN115089969A