Methods, devices, electronic devices, and readable storage media for distributing rewards in games.
By dividing the game reward distribution cycle into long and short points settlement cycles, and distributing rewards based on historical points interval snapshots within the short cycle, the data processing pressure at the end of the season is solved, improving reward distribution efficiency and player experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-01-19
- Publication Date
- 2026-05-26
AI Technical Summary
In the game, due to the long season duration, the server needs to process a large amount of game data at the end of the season, resulting in low reward distribution efficiency. Furthermore, the increased data processing pressure is caused by players logging in at the same time to claim rewards.
The game reward distribution cycle is divided into a long points settlement cycle and a short points settlement cycle. The same game points adjustment strategy is adopted, and rewards are distributed based on historical points interval snapshots during the short points settlement cycle.
This effectively reduced the amount of data processed by the server at the same time, improved the efficiency of reward distribution, reduced the processing pressure on the server, and enhanced the player's gaming experience.
Smart Images

Figure CN116020129B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and in particular to methods, devices, electronic devices, and readable storage media for distributing rewards in games. Background Technology
[0002] In the course of the game, seasons (points settlement cycles) are generally divided. Players' game points earned through game interactions within a season are used to determine their performance and distribute corresponding game rewards. However, a season typically lasts for one or two months or even longer. At the end of a season, the game points of all players are tallied, requiring the server to process a large amount of game data. Furthermore, players may log in at the same time (near the end of the season) to perform game tasks and obtain rewards, which may lead to increased data processing volume and lower reward distribution efficiency. Summary of the Invention
[0003] In view of this, the purpose of this application is to provide a method, device, electronic device and readable storage medium for distributing game rewards. The game reward distribution cycle can be divided into long score settlement cycle and short score settlement cycle according to the length of time, and the same game score adjustment strategy is adopted to calculate game score for each cycle. Furthermore, when distributing rewards in the short score settlement cycle, the rewards are distributed based on a snapshot of the historical score interval. This can effectively reduce the amount of data processed by the server at the same time and help improve the efficiency of reward distribution.
[0004] In a first aspect, embodiments of this application provide a method for distributing rewards in a game, the method comprising:
[0005] The system receives game interaction behaviors from target players and adjusts their long-term game score during long-term score settlement periods and their short-term game score during short-term score settlement periods based on these behaviors. The game score adjustment strategies for the long-term and short-term score settlement periods are consistent.
[0006] In response to the short points settlement period meeting the points settlement conditions, a snapshot of the historical points interval corresponding to the short points settlement period is generated, the target points interval to which the short game points of the target player belong in the historical points interval snapshot is determined, and the short-cycle reward corresponding to the target points interval is distributed to the target player.
[0007] In response to the fact that the period of the long points settlement cycle meets the points settlement conditions, the player rankings of multiple players within the long points settlement cycle are determined, and the long-term rewards corresponding to the target player's target ranking are distributed to the target player.
[0008] Secondly, embodiments of this application also provide a device for distributing rewards in a game, the device comprising:
[0009] The score adjustment module is used to receive the game interaction behavior of the target player and adjust the target player's long game score in a long score settlement period and short game score in a short score settlement period according to the game interaction behavior; wherein the game score adjustment strategy for the long score settlement period and the short score settlement period is consistent.
[0010] The short-cycle reward distribution module is used to respond to the short-cycle settlement period meeting the points settlement conditions, generate a snapshot of the historical points interval corresponding to the short-cycle settlement period, determine the target points interval to which the short game points of the target player belong in the historical points interval snapshot, and distribute the short-cycle reward corresponding to the target points interval to the target player.
[0011] The long-term reward distribution module is used to respond to the fact that the period of the long points settlement period meets the points settlement conditions, determine the player rankings of multiple players within the long points settlement period, and distribute the long-term reward corresponding to the target player to the target player according to the target player's target ranking.
[0012] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the game reward distribution method as described in any of the first aspects.
[0013] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the game reward distribution method as described in any of the first aspects.
[0014] The game reward distribution method, apparatus, electronic device, and readable storage medium provided in this application embodiment receive the game interaction behavior of a target player, adjust the target player's long game score in a long score settlement period and short game score in a short score settlement period based on the target player's game interaction behavior; when the period time of the short score settlement period meets the score settlement conditions, generate a historical score interval snapshot, determine the target score interval to which the target player's short game score belongs in the historical score interval snapshot, and distribute the short-period reward corresponding to the target score interval to the target player; when the period time of the long score settlement period meets the score settlement conditions, determine the player ranking of multiple players within the long score settlement period, and distribute the long-period reward corresponding to the target ranking to the target player based on the target player's target ranking. In this way, the game reward distribution period can be divided into long score settlement periods and short score settlement periods according to the length of time, and the same game score adjustment strategy can be used to calculate the game score for each period. Moreover, the reward distribution in the short score settlement period is based on the historical score interval snapshot, which can effectively reduce the amount of data processing on the server at the same time and help improve the reward distribution efficiency.
[0015] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0016] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0017] Figure 1 A flowchart illustrating a method for distributing rewards in a game, provided as an embodiment of this application;
[0018] Figure 2 A schematic diagram of the points leaderboard and historical points interval snapshots provided in the embodiments of this application;
[0019] Figure 3 This is one of the schematic diagrams of a snapshot of the historical points range for reward distribution provided in the embodiments of this application;
[0020] Figure 4 This is the second schematic diagram of a snapshot of the historical points range for reward distribution provided in the embodiments of this application;
[0021] Figure 5 This is the third schematic diagram of a snapshot of the historical points range for reward distribution provided in the embodiments of this application;
[0022] Figure 6 One of the structural schematic diagrams of a game reward distribution device provided in this application embodiment;
[0023] Figure 7 A second schematic diagram of a reward distribution device in a game, provided as an embodiment of this application;
[0024] Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation
[0025] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.
[0026] First, the applicable scenarios for this application will be introduced. This application can be applied to the field of game technology.
[0027] In the course of the game, seasons (points settlement cycles) are generally divided. Players' game points earned through game interactions within a season are used to determine their performance and distribute corresponding game rewards. However, a season typically lasts for one or two months or even longer. At the end of a season, the game points of all players are tallied, requiring the server to process a large amount of game data. Furthermore, players may log in at the same time (near the end of the season) to perform game tasks and obtain rewards, which may lead to increased data processing volume and lower reward distribution efficiency.
[0028] Furthermore, to solve the above problems, a leaderboard snapshot that reflects the end of the season is generally needed at the end of the season. Rewards are then distributed to players based on this snapshot. Since there is a leaderboard clearing strategy, the leaderboard of the previous season can serve as a snapshot for the end of the season.
[0029] However, when the settlement cycle becomes shorter, such as once a day or even once an hour, adopting a clearing strategy will result in a loss of player experience. This means that you may not see the previous players the next day or even the next hour, and the player's game experience will be reduced.
[0030] Based on this, this application provides a method for distributing rewards in a game, so as to reduce the amount of data processed by the server at the same time and improve the efficiency of reward distribution.
[0031] Please see Figure 1 , Figure 1 This is a flowchart illustrating a method for distributing rewards in a game, as provided in an embodiment of this application. Figure 1 As shown in the embodiment of this application, the method for distributing game rewards includes:
[0032] S101. Receive the game interaction behavior of the target player, and adjust the target player's long game score in the long score settlement period and the short game score in the short score settlement period according to the target player's game interaction behavior; wherein, the game score adjustment strategy for the long score settlement period and the short score settlement period is consistent.
[0033] S102. In response to the short points settlement period meeting the points settlement conditions, a snapshot of the historical points interval corresponding to the short points settlement period is generated, the target points interval to which the short game points of the target player belong in the historical points interval snapshot is determined, and the short-cycle reward corresponding to the target points interval is distributed to the target player.
[0034] S103. In response to the fact that the period of the long points settlement period meets the points settlement conditions, determine the player rankings of multiple players within the long points settlement period, and distribute the long-term reward corresponding to the target player to the target player according to the target player's target ranking.
[0035] The method for distributing game rewards provided in this application divides the reward distribution cycle into long-score settlement cycles and short-score settlement cycles according to their duration. The same game score adjustment strategy is used to calculate game scores for each cycle. Furthermore, when distributing rewards during the short-score settlement cycle, rewards are distributed based on snapshots of historical score intervals. This can effectively reduce the amount of data processed by the server at the same time and help improve the efficiency of reward distribution.
[0036] The exemplary steps of the embodiments of this application are described below:
[0037] S101. Receive the game interaction behavior of the target player, and adjust the target player's long game score in the long score settlement period and the short game score in the short score settlement period according to the target player's game interaction behavior; wherein, the game score adjustment strategy for the long score settlement period and the short score settlement period is consistent.
[0038] In this embodiment, the target player can perform different game tasks in the game to obtain corresponding game points, and then obtain corresponding rewards based on the obtained game points. Generally speaking, the reward settlement in the game is carried out according to the reward settlement cycle. Taking MOBA games as an example, a season may generally last for 1-2 months. That is, after one or two months, the corresponding rewards will be sent to the player based on the player's game points in the points settlement cycle. Since the duration of a season is relatively long, a large amount of game data may need to be processed at the end of the season, which will increase the processing pressure on the server. There is also a reward mechanism that can distribute the corresponding game rewards to the player in a shorter period of time to alleviate the data processing pressure at the end of a long season.
[0039] In one possible implementation, the reward settlement period may include a long points settlement period and a short points settlement period, where the short points settlement period may be included within the time span of the long points settlement period. The period of the short points settlement period is included within the long points settlement period, and one long points settlement period includes multiple short points settlement periods. The short game interaction behaviors performed by the target player in each short points settlement period constitute the long game interaction behaviors performed within the long points settlement period.
[0040] For example, a season may last for 30 days (long points settlement period), and daily ranking rewards may be sent to players at 0:00 every day (short points settlement period) according to their current ranking.
[0041] In one possible implementation, for such long-cycle leaderboards, a strategy of clearing the leaderboard when the cycle changes would be adopted. That is, players would need to log in again to trigger their return to the leaderboard. Furthermore, a snapshot of the leaderboard would be generated, and players would be rewarded according to their ranking on the leaderboard. However, considering that the time for generating leaderboard snapshots is shorter in short-cycle settlement periods (because the cycle is shorter, the frequency of player game points updates is faster), and that clearing the leaderboard in every settlement cycle might negatively impact the player's gaming experience (because the settlement cycle is shorter, and the leaderboard seen after each cycle ends), different point calculation and reward methods would be adopted for long-cycle and short-cycle settlement periods, and different rewards would be distributed to players.
[0042] It is worth noting that the reward distribution period may vary in length, but for the same game interaction performed by a player, the calculation rules for the game points a player will receive are consistent in both long and short point settlement periods.
[0043] Specifically, the step "adjusting the target player's long-term game score in a long-term score settlement period and the short-term game score in a short-term score settlement period according to the target player's game interaction behavior" includes:
[0044] a1: Determine the target game score corresponding to the result of the game interaction behavior based on the target player's game interaction behavior.
[0045] a2: Simultaneously sum the target game score from the historical long game score and the historical short game score to adjust the long game score and the short game score in the short score settlement period.
[0046] In this embodiment of the application, the process of obtaining game points through game interaction behavior performed by the target player can be that the target player controls the target virtual character to fight with other virtual characters and obtain game points through the battle results, or the target player controls the target virtual character to interact with non-player characters in the game to obtain game points, or the target player controls the target virtual character to perform corresponding game tasks in the game to obtain game points.
[0047] In one possible implementation, for both long and short score settlement periods, the same game interaction can be performed within either the short or long score settlement period. The method for calculating the game score corresponding to the same game interaction is the same. The only difference between the long and short score settlement periods is the duration of the score period, and the game score adjustment strategy is the same.
[0048] In one possible implementation, for the same game interaction behavior, the short-cycle reward is the same as the long-cycle reward, only the timing of the reward distribution may differ, and the distribution frequency of the short-cycle reward is greater than that of the long-cycle reward.
[0049] The reward distribution methods for long and short points settlement periods will be explained separately below:
[0050] The first scenario: This applies to reward distribution within a short points settlement period.
[0051] S102. In response to the short points settlement period meeting the points settlement conditions, a snapshot of the historical points interval corresponding to the short points settlement period is generated, the target points interval to which the short game points of the target player belong in the historical points interval snapshot is determined, and the short-cycle reward corresponding to the target points interval is distributed to the target player.
[0052] In this embodiment of the application, at the end of the short points settlement period, instead of generating a points leaderboard snapshot containing all points, a historical points interval snapshot corresponding to the short points settlement period is directly generated. The historical points interval snapshot includes multiple points settlement score intervals. Rewards are distributed to the target player based on the points settlement score interval to which the target player's game points belong.
[0053] Here, since the number of players can be huge in a short points settlement season, but the points settlement range is at most only in the hundreds, the generation of snapshots at this level can be completed in the sub-millisecond timescale, which reduces the data processing pressure on the server and improves the efficiency of points settlement.
[0054] For example, please see Figure 2 , Figure 2 This is a schematic diagram of the points leaderboard and historical points interval snapshots provided in the embodiments of this application, as shown below. Figure 2 As shown, the leaderboard includes each player's name and corresponding game score, while the historical score interval snapshot only shows multiple score intervals within that short score settlement period and the game score intervals of each score interval. In comparison, the number of data items included in the historical score interval snapshot is smaller than the number of data items in the leaderboard.
[0055] In one possible embodiment, the historical score interval snapshot is a snapshot of multiple settlement score intervals divided according to game points, determined when the period time of the short score settlement cycle meets the score settlement conditions.
[0056] In one possible implementation, multiple settlement score ranges can be determined directly based on the pre-set number of game ranks and the upper and lower limits of game points corresponding to each game rank.
[0057] It is worth noting that, in order to prevent the target player's score from being too high or too low, causing the target player's game score to fall outside any settlement score range, the lower limit of the lowest settlement score range is set to infinitesimal, and the upper limit of the highest settlement score range is set to infinity.
[0058] For example, rewards A might be distributed based on a player's score [4001, 5000], rewards B for [3001, 4000], and so on. Sometimes, rewards might be distributed based on a player's ranking, such as reward A for the top [1, 10] players, reward B for [11, 100] players, and so on. For snapshots where rewards are distributed directly based on scores, no data recording is even necessary. However, when rewards are distributed based on ranking, only the player's score corresponding to that ranking needs to be recorded. For example, if the first score range is [1, 10], then the corresponding score range (e.g., [5000, 4500]) will be recorded. If the second score range is [11, 100], then the corresponding score range is [4400, 3200], and so on.
[0059] In another possible implementation, the number of players included in the short points settlement period and the game points corresponding to each player can be determined. At the same time, the game points of each player can be divided into multiple settlement score intervals as needed.
[0060] Specifically, players are first sorted in descending order of game score. Then, based on the number of players and the number of score intervals, it is determined which players should be grouped into the same settlement score interval. Next, the upper limit of the settlement score interval is determined based on the highest game score in that interval (which can be the same as or higher than the highest game score). The lower limit of the settlement score interval is determined based on the lowest game score in that interval (which can be the same as or lower than the lowest game score), resulting in multiple settlement score intervals.
[0061] For example, in a short points settlement period, there are 4 players: Player A has 3200 points, Player B has 1500 points, Player C has 5300 points, and Player D has 800 points. There are two pre-set points intervals. Arranging the 4 players in descending order of their points, the sorting order is: Player C, Player A, Player B, Player D. Based on the number of players and points intervals, Player C and Player A belong to the same points interval, and Player B and Player D belong to the same points interval. Based on the players' points within each interval, two settlement score intervals are determined: [500, 2000) and [3000, 6000].
[0062] It is worth noting that the short-cycle rewards are distributed passively. That is, when a player logs into the game, he checks which range he falls into based on his historical score, and then receives the corresponding reward.
[0063] In one possible implementation, for short point settlement cycles, the reward distribution to the target player is triggered by the target player themselves. That is, for short point settlement cycles, a passive reward distribution method is adopted. Therefore, it is necessary to determine whether the target player is online when distributing rewards. Only when the target player is online and triggers the point query operation will the short-cycle reward be distributed.
[0064] Specifically, the step "distributing the short-term rewards corresponding to the target score range to the target player" includes:
[0065] b1: In response to the end of the short points settlement period, detect whether the target player is online;
[0066] b2: If the target player is online, based on the game's score change type and the target player's game points, determine the target score range where the target player's game points fall, and distribute the short-term reward corresponding to the target score range to the target player.
[0067] b3: If the target player is offline, wait for the target player to log in to the game until the target player is online and the score query operation is received, then issue a short-term reward to the target player.
[0068] In this embodiment of the application, since the short points settlement cycle is repeated and switched at a high frequency, if the target player does not log in during a certain short points settlement cycle (is in an offline state), the rewards for each short points settlement cycle in which the target player is not logged in can be calculated and distributed after the target player logs in.
[0069] In one possible implementation, for the case of timely reward distribution, after determining the snapshot of the historical score interval corresponding to the short score settlement period, it is necessary to distribute the corresponding short-period reward to the target player based on the target score interval in which the target player's game score is located. However, for different game types, during the time when the player is not logged in, the score will be divided into two types: actively changing (for example, some games provide attack and defense functions, where the attacker attacks the defender, and the defender's score will change even if the player is not logged in) and not actively changing (the score will only change if the player participates in ranked matches, and the player's score will not change if the player does not actively participate). When settling rewards for the target player in the above two different situations, the target player's game score will also be different.
[0070] Specifically, the step "determining the target score range of the target player based on the score change type of the game and the target player's game score" includes:
[0071] c1: If the score change type is a passive change type, in response to the target player's score query operation, the target score range of the target player's game score is determined based on the target player's game score when logging into the game; the passive change type is the type that updates the game score in response to the target player's game interaction behavior.
[0072] c2: If the score change type is an active change type, in response to the target player's score query operation, determine the target player's settlement score at the settlement time of the short score settlement cycle, and determine the target score range in which the target player's game score is located based on the settlement score; the active change type is the type that updates the game score in response to the game interaction behavior of the target player or other game players.
[0073] The following will explain how to determine the target score range of a target player based on different score variation methods:
[0074] The first scenario: A player's game score changes passively.
[0075] Specifically, when a target player logs into the game, the type of score change is first detected. If the score change type is passive, then after receiving the target player's score query operation, the target score range of the target player's game score is determined directly based on the target player's game score when logging into the game.
[0076] For example, please see Figure 3 , Figure 3 This is one of the snapshot diagrams of the historical points interval for reward distribution provided in the embodiments of this application. The target player x had a score of 3200 at the beginning of Season 1 and did not log in until Season 3. Therefore, the target player x can know that his rank in Season 1 was 3 and his rank in Season 2 was 4 based on his score of 3300. Thus, he can be passively given rewards for rank 3 and rank 4.
[0077] In one possible implementation, the target player's score query operation can be initiated by the target player through triggering the corresponding touch control on the graphical user interface, or it can be triggered directly when the target player logs into the game.
[0078] The second scenario: When a player's game score changes proactively.
[0079] In this embodiment of the application, if the target player logs into the game, the type of score change is first detected. If the score change type is an active change type, the short score settlement cycle will no longer be performed based on the target player's game score at the time of login. Instead, after receiving the target player's score query operation, the target score range of the target player's game score will be determined based on the last updated score of the target player in the short score settlement cycle that was stored in advance.
[0080] For example, please see Figure 4 , Figure 4 This is the second illustration of a snapshot of the reward distribution history points interval provided in this application embodiment. Multiple writes within the same settlement period require retaining the last write, as this determines the target player's score within that settlement period. It can be seen that target player x has multiple writes in both S1 and S2 periods; the last write is retained and stored. This helps record the target player x's scores in S1 and S2. Settlement is no longer based on the target player's current score, but rather on the season's historical score, determining that target player x is at rank 1 in S1 and rank 3 in S2. After settlement, the season's historical score can be deleted accordingly.
[0081] In one possible implementation, when settling short points settlement cycles after the non-points settlement cycle ends, it is necessary to determine whether there are any unsettled historical short settlement cycles so that historical short settlement cycles can be settled directly.
[0082] Specifically, the distribution method further includes:
[0083] d1: In response to the target player's reward claim request, detect whether there are any historical short settlement periods before the short points settlement period in which short-period rewards were not issued to the target player.
[0084] d2: If there is a historical short settlement period in which short-term rewards were not distributed to the target player, determine a snapshot of the unsettled points interval at the end of the historical short settlement period that was stored in advance.
[0085] d3: Based on the snapshot of the unsettled points period and the points information of the target player, issue the short-cycle reward corresponding to the historical short settlement period to the target player.
[0086] In this embodiment of the application, similarly, the target player's reward claim request can be made by the target player through triggering the corresponding touch control on the graphical user interface, or it can be triggered directly when the target player logs into the game.
[0087] In this embodiment of the application, it is detected whether there is a historical short settlement period before the short points settlement period where short-term rewards were not distributed to the target player. If so, a snapshot of the unsettled points interval corresponding to the historical short settlement period is generated, and the short-term rewards corresponding to the historical short settlement period are distributed to the target player based on the snapshot of the unsettled points period and the target player's points information.
[0088] It is worth noting that when calculating points for shorter historical settlement periods, it is also necessary to consider whether the target player's score has changed.
[0089] Specifically, when a target player logs into the game, the type of score change is first detected. If the score change is a passive change, the target player's game score at the end of the short score settlement period is used to determine the target score range, and the corresponding short-term reward is distributed to the target player. If the score change is an active change, the target player's game score at the end of the historical short settlement period is used to determine the target score range, and the corresponding short-term reward is distributed to the target player. The specific settlement method is the same as the above method and will not be repeated here.
[0090] It is worth noting that for each short points settlement period, the system will save a snapshot of the historical points range corresponding to that short points settlement period at the end of that period. This is so that when the target player logs into the game to claim rewards, the points will be settled and rewards will be distributed according to the historical points range snapshot corresponding to each short points settlement period. However, if there is insufficient storage space, the system will choose to delete the historical points range snapshot corresponding to the short points settlement period that is older than the current time. In this case, the rewards for the corresponding short points settlement period will no longer be able to be distributed to the target player.
[0091] For example, if you set it to retain only one season, then when you are in S3, you can only receive the rewards from S2. When you switch to S3, the snapshot of the historical points range from S1 will be deleted.
[0092] In one possible implementation, if the target player has not logged into the game for several consecutive short point settlement periods, when distributing settlement rewards for the previous few short point settlement periods upon login, the calculation and distribution can be based on the short point settlement periods with game points.
[0093] For example, please see Figure 5 , Figure 5The third example of the snapshot diagram of the historical points range for reward distribution provided in the embodiments of this application is as follows: For example, if the historical season scores of target player x are only S1, S3, and S5, the score of S1 is used to calculate S1. Since there is no record for S2, it means that S2 has not changed, so S2 can directly use the score of S1. Similarly, S4 can directly use the score of S3.
[0094] In one possible implementation, the short points settlement cycle occurs repeatedly and is settled repeatedly. Therefore, for each short points settlement cycle, there is no need to clear the points leaderboard. The points leaderboard can simply be updated in real time according to the player points of each player.
[0095] After a short points settlement cycle is completed, since short points settlement cycles are repeated and occur frequently, it is necessary to enter the next short points settlement cycle after the completion of the previous one. By observing the execution of the target player's game interaction behavior in the next short points settlement cycle, the short-cycle rewards that can be distributed to the target player in the next short points settlement cycle can be determined.
[0096] Specifically, after step "distributing the short-term rewards corresponding to the target score range to the target player", the distribution method further includes:
[0097] e1: After a preset time period, based on the target player's game interaction behavior, update the target player's game score in the next short score settlement cycle, and determine the player's short-cycle reward in the next short score settlement cycle; the cycle time of the next short score settlement cycle is adjacent to the short score settlement cycle, and is after the short score settlement cycle.
[0098] In this embodiment of the application, the preset time period is determined according to the frequency of the short points settlement cycle, such as the next day or the next hour. Generally, the switching of the short points settlement cycle is automatic, and the short points settlement cycle is automatically switched as time is updated.
[0099] The second scenario: This applies to reward distribution during long points settlement periods.
[0100] S103. In response to the fact that the period of the long points settlement period meets the points settlement conditions, determine the player rankings of multiple players within the long points settlement period, and distribute the long-term reward corresponding to the target player to the target player according to the target player's target ranking.
[0101] In this embodiment of the application, in response to the end of the points period of the long points settlement period, the multiple players are sorted in descending order of their game points based on the game points of each player during the long points settlement period, and the player ranking corresponding to each player is determined. Then, based on the target player's target ranking, the corresponding long-term reward is determined and distributed to the target player.
[0102] In one possible implementation, the ranking of multiple players over a long points settlement period can be displayed in the form of a points leaderboard, which includes the player identifiers (player IDs) of all players and their corresponding game points over the long points settlement period.
[0103] In one possible implementation, a proactive reward strategy is adopted during the long points settlement period. That is, as soon as the long points settlement period ends, rewards will be automatically distributed according to the player's ranking on the points leaderboard, without requiring any additional action from the player.
[0104] It is worth noting that during the long points settlement period, a ranking clearing strategy will be implemented after each settlement period ends. Players who are removed will only be able to reappear on the rankings when they log back into the game.
[0105] Specifically, after the step of "distributing the long-term reward corresponding to the target ranking to the target player", the distribution method further includes:
[0106] f1: Identify inactive players who meet the preset removal conditions within the points period of the long points settlement cycle, and do not display the inactive players when the period leaderboard is displayed at the end of the long points settlement cycle.
[0107] The inactive players that meet the preset clearing conditions include at least one of the following:
[0108] Players whose login count is less than a preset threshold during the long points settlement period, and players whose activity level is less than a preset activity threshold during the long points settlement period.
[0109] In this embodiment of the application, at the end of a long points settlement period, inactive players whose login count is less than a preset threshold or whose activity level is less than a preset activity threshold during the points settlement period are removed from the points leaderboard, resulting in an updated points leaderboard. The updated points leaderboard is then displayed to the target player so that the target player can determine their activity level and specific ranking within a long points settlement period.
[0110] The game reward distribution method provided in this application embodiment receives the game interaction behavior of a target player, adjusts the target player's long game score in a long score settlement period and short game score in a short score settlement period based on the target player's game interaction behavior; when the period time of the short score settlement period meets the score settlement conditions, a historical score interval snapshot is generated, the target score interval to which the target player's short game score belongs in the historical score interval snapshot is determined, and the short-period reward corresponding to the target score interval is distributed to the target player; when the period time of the long score settlement period meets the score settlement conditions, the player ranking of multiple players within the long score settlement period is determined, and the long-period reward corresponding to the target player's target ranking is distributed to the target player. In this way, the game reward distribution period can be divided into long score settlement periods and short score settlement periods according to the length of time, and the same game score adjustment strategy is used to calculate the game score for each period. Moreover, the reward distribution in the short score settlement period is based on the historical score interval snapshot, which can effectively reduce the amount of data processing on the server at the same time and help improve the reward distribution efficiency.
[0111] Based on the same inventive concept, this application also provides a device for distributing game rewards, which corresponds to the method for distributing game rewards. Since the principle of the device in this application is similar to the method for distributing game rewards described above, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0112] Please see Figure 6 , Figure 7 , Figure 6 This is one of the structural schematic diagrams of a game reward distribution device provided in the embodiments of this application. Figure 7 This is a second schematic diagram of a reward distribution device in a game, provided as an embodiment of this application. Figure 6 As shown, the dispensing device 600 includes:
[0113] The score adjustment module 610 is used to receive the game interaction behavior of the target player and adjust the target player's long game score in a long score settlement period and short game score in a short score settlement period according to the game interaction behavior of the target player; wherein the game score adjustment strategy for the long score settlement period and the short score settlement period is consistent.
[0114] The short-cycle reward distribution module 620 is used to respond to the short-cycle settlement period meeting the points settlement conditions, generate a snapshot of the historical points interval corresponding to the short-cycle settlement period, determine the target points interval to which the short game points of the target player belong in the historical points interval snapshot, and distribute the short-cycle reward corresponding to the target points interval to the target player.
[0115] The long-term reward distribution module 630 is used to respond to the fact that the period of the long points settlement period meets the points settlement conditions, determine the player rankings of multiple players within the long points settlement period, and distribute the long-term reward corresponding to the target player to the target player according to the target player's target ranking.
[0116] In one possible implementation, such as Figure 7 As shown, the disbursement device 600 further includes a reward collection module 640, which is used for:
[0117] In response to the target player's reward claim request, detect whether there are any historical short settlement periods before the short points settlement period in which short-period rewards were not issued to the target player;
[0118] If there is a historical short settlement period in which short-term rewards were not distributed to the target player, determine a snapshot of the unsettled points interval at the end of the pre-stored historical short settlement period.
[0119] Based on the snapshot of the unsettled points period and the points information of the target player, the short-term reward corresponding to the historical short settlement period is issued to the target player.
[0120] In one possible implementation, such as Figure 7 As shown, the disbursement device 600 further includes a short settlement cycle circulation module 650, which is used for:
[0121] After a preset time period, based on the target player's game interaction behavior, update the target player's game score in the next short score settlement cycle, and determine the player's short-cycle reward in the next short score settlement cycle; the cycle time of the next short score settlement cycle is adjacent to the short score settlement cycle, and is after the short score settlement cycle.
[0122] In one possible implementation, such as Figure 7 As shown, the distribution device 600 further includes a leaderboard clearing module 660, which is used for:
[0123] Inactive players who meet preset removal conditions within the points period of the long points settlement period will not be displayed when the period leaderboard is displayed at the end of the long points settlement period.
[0124] The inactive players that meet the preset removal conditions include at least one of the following:
[0125] Players whose login count is less than a preset threshold during the long points settlement period, and players whose activity level is less than a preset activity threshold during the long points settlement period.
[0126] In one possible implementation, when the score adjustment module 610 adjusts the target player's long game score during a long score settlement period and short game score during a short score settlement period based on the target player's game interaction behavior, the score adjustment module 610 is used to:
[0127] Based on the target player's game interaction behavior, determine the target game score corresponding to the result of the game interaction behavior;
[0128] Simultaneously, the target game score is summed from the historical long game score and the historical short game score to adjust the long game score and the short game score during the short score settlement period.
[0129] In one possible implementation, the period of the short score settlement cycle is included within the long score settlement cycle, and a long score settlement cycle includes multiple short score settlement cycles. The short game interaction behaviors performed by the target player in each short score settlement cycle constitute the long game interaction behaviors performed within the long score settlement cycle.
[0130] In one possible implementation, for the same game interaction behavior, the short-cycle reward is consistent with the long-cycle reward, and the short-cycle reward is issued more frequently than the long-cycle reward.
[0131] In one possible implementation, when the short-cycle reward distribution module 620 distributes the short-cycle reward corresponding to the target score range to the target player, the short-cycle reward distribution module 620 is used to:
[0132] In response to the short points settlement cycle meeting the points settlement conditions, it is detected whether the target player is online;
[0133] If the target player is online, based on the game's score change type and the target player's game points, determine the target score range where the target player's game points fall, and distribute the short-term reward corresponding to the target score range to the target player;
[0134] If the target player is offline, wait for the target player to log in to the game until the target player is online and the game receives the score query operation from the target player, then issue a short-term reward to the target player.
[0135] In one possible implementation, when the short-cycle reward distribution module 620 determines the target score range of the target player's game score based on the game's score change type and the target player's game score, the short-cycle reward distribution module 620 is used to:
[0136] If the score change type is a passive change type, in response to the target player's score query operation, the target score range of the target player's game score is determined based on the target player's game score when logging into the game; the passive change type is the type that updates the game score in response to the target player's game interaction behavior.
[0137] If the score change type is an active change type, in response to the target player's score query operation, the settlement score of the target player at the settlement time of the short score settlement cycle is determined, and based on the settlement score, the target score range in which the target player's game score is located is determined; the active change type is the type that updates the game score in response to the game interaction behavior of the target player or other game players.
[0138] In one possible implementation, the historical score interval snapshot is a snapshot of multiple settlement score intervals divided according to game points, determined when the period time of the short score settlement cycle meets the score settlement conditions.
[0139] The game reward distribution device provided in this application embodiment receives the game interaction behavior of a target player, adjusts the target player's long game score in a long score settlement period and short game score in a short score settlement period based on the target player's game interaction behavior; when the period time of the short score settlement period meets the score settlement conditions, a historical score interval snapshot is generated, the target score interval to which the target player's short game score belongs in the historical score interval snapshot is determined, and the short-period reward corresponding to the target score interval is distributed to the target player; when the period time of the long score settlement period meets the score settlement conditions, the player ranking of multiple players within the long score settlement period is determined, and the long-period reward corresponding to the target player's target ranking is distributed to the target player. In this way, the game reward distribution period can be divided into long score settlement periods and short score settlement periods according to the length of time, and the same game score adjustment strategy is used to calculate the game score for each period. Moreover, the reward distribution in the short score settlement period is based on the historical score interval snapshot, which can effectively reduce the amount of data processing on the server at the same time and help improve the reward distribution efficiency.
[0140] Please see Figure 8 , Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 8As shown, the electronic device 800 includes a processor 810, a memory 820, and a bus 830.
[0141] The memory 820 stores machine-readable instructions executable by the processor 810. When the electronic device 800 is running, the processor 810 communicates with the memory 820 via the bus 830, causing the processor 810 to execute the following instructions during operation:
[0142] The system receives game interaction behaviors from target players and adjusts their long-term game score during long-term score settlement periods and their short-term game score during short-term score settlement periods based on these behaviors. The game score adjustment strategies for the long-term and short-term score settlement periods are consistent.
[0143] In response to the short points settlement period meeting the points settlement conditions, a snapshot of the historical points interval corresponding to the short points settlement period is generated, the target points interval to which the short game points of the target player belong in the historical points interval snapshot is determined, and the short-cycle reward corresponding to the target points interval is distributed to the target player.
[0144] In response to the fact that the period of the long points settlement cycle meets the points settlement conditions, the player rankings of multiple players within the long points settlement cycle are determined, and the long-term rewards corresponding to the target player's target ranking are distributed to the target player.
[0145] In one possible implementation, the instructions executed by the processor 810, which include adjusting the target player's long game score in a long score settlement period and short game score in a short score settlement period based on the target player's game interaction behavior, include:
[0146] Based on the target player's game interaction behavior, determine the target game score corresponding to the result of the game interaction behavior;
[0147] Simultaneously, the target game score is summed from the historical long game score and the historical short game score to adjust the long game score and the short game score during the short score settlement period.
[0148] In one possible implementation, the period of the short score settlement cycle is included within the long score settlement cycle, and a long score settlement cycle includes multiple short score settlement cycles. The short game interaction behaviors performed by the target player in each short score settlement cycle constitute the long game interaction behaviors performed within the long score settlement cycle.
[0149] In one possible implementation, for the same game interaction behavior, the short-cycle reward is consistent with the long-cycle reward, and the short-cycle reward is issued more frequently than the long-cycle reward.
[0150] In one possible implementation, the instruction executed by processor 810, which involves distributing the short-cycle reward corresponding to the target score range to the target player, includes:
[0151] In response to the short points settlement cycle meeting the points settlement conditions, it is detected whether the target player is online;
[0152] If the target player is online, based on the game's score change type and the target player's game points, determine the target score range where the target player's game points fall, and distribute the short-term reward corresponding to the target score range to the target player;
[0153] If the target player is offline, wait for the target player to log in to the game until the target player is online and the game receives the score query operation from the target player, then issue a short-term reward to the target player.
[0154] In one possible implementation, the instruction executed by processor 810, which determines the target score range of the target player's game score based on the score change type of the game and the target player's game score, includes:
[0155] If the score change type is a passive change type, in response to the target player's score query operation, the target score range of the target player's game score is determined based on the target player's game score when logging into the game; the passive change type is the type that updates the game score in response to the target player's game interaction behavior.
[0156] If the score change type is an active change type, in response to the target player's score query operation, the settlement score of the target player at the settlement time of the short score settlement cycle is determined, and based on the settlement score, the target score range in which the target player's game score is located is determined; the active change type is the type that updates the game score in response to the game interaction behavior of the target player or other game players.
[0157] In one possible implementation, the historical score interval snapshot is a snapshot of multiple settlement score intervals divided according to game scores, determined when the period time of the short score settlement cycle meets the score settlement conditions.
[0158] In one possible implementation, the instructions executed by the processor 810 further include:
[0159] In response to the target player's reward claim request, detect whether there are any historical short settlement periods before the short points settlement period in which short-period rewards were not issued to the target player;
[0160] If there is a historical short settlement period in which short-term rewards were not distributed to the target player, determine a snapshot of the unsettled points interval at the end of the pre-stored historical short settlement period.
[0161] Based on the snapshot of the unsettled points period and the points information of the target player, the short-term reward corresponding to the historical short settlement period is issued to the target player.
[0162] In one possible implementation, the instructions executed by the processor 810 further include:
[0163] After a preset time period, based on the target player's game interaction behavior, update the target player's game score in the next short score settlement cycle, and determine the player's short-cycle reward in the next short score settlement cycle; the cycle time of the next short score settlement cycle is adjacent to the short score settlement cycle, and is after the short score settlement cycle.
[0164] In one possible implementation, the instructions executed by the processor 810 further include:
[0165] Inactive players who meet preset removal conditions within the points period of the long points settlement period will not be displayed when the period leaderboard is displayed at the end of the long points settlement period.
[0166] The inactive players that meet the preset removal conditions include at least one of the following:
[0167] Players whose login count is less than a preset threshold during the long points settlement period, and players whose activity level is less than a preset activity threshold during the long points settlement period.
[0168] By using the above method, the game reward distribution cycle is divided into long-term and short-term point settlement cycles, and the same game point adjustment strategy is used to calculate game points for each cycle. Furthermore, when distributing rewards during the short-term point settlement cycle, the rewards are distributed based on a snapshot of the historical point range. This can effectively reduce the amount of data processed by the server at the same time, which helps to improve the efficiency of reward distribution. At the same time, this application also considers whether the target player's game points change passively or actively, in order to improve the versatility of the reward distribution scheme.
[0169] This application embodiment also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the following instructions:
[0170] The system receives game interaction behaviors from target players and adjusts their long-term game score during long-term score settlement periods and their short-term game score during short-term score settlement periods based on these behaviors. The game score adjustment strategies for the long-term and short-term score settlement periods are consistent.
[0171] In response to the short points settlement period meeting the points settlement conditions, a snapshot of the historical points interval corresponding to the short points settlement period is generated, the target points interval to which the short game points of the target player belong in the historical points interval snapshot is determined, and the short-cycle reward corresponding to the target points interval is distributed to the target player.
[0172] In response to the fact that the period of the long points settlement cycle meets the points settlement conditions, the player rankings of multiple players within the long points settlement cycle are determined, and the long-term rewards corresponding to the target player's target ranking are distributed to the target player.
[0173] In one possible implementation, the instructions executable by the computer-readable storage medium, wherein adjusting the target player's long game score in a long score settlement period and short game score in a short score settlement period based on the target player's game interaction behavior, includes:
[0174] Based on the target player's game interaction behavior, determine the target game score corresponding to the result of the game interaction behavior;
[0175] Simultaneously, the target game score is summed from the historical long game score and the historical short game score to adjust the long game score and the short game score during the short score settlement period.
[0176] In one possible implementation, the period of the short score settlement cycle is included within the long score settlement cycle, and a long score settlement cycle includes multiple short score settlement cycles. The short game interaction behaviors performed by the target player in each short score settlement cycle constitute the long game interaction behaviors performed within the long score settlement cycle.
[0177] In one possible implementation, for the same game interaction behavior, the short-cycle reward is consistent with the long-cycle reward, and the short-cycle reward is issued more frequently than the long-cycle reward.
[0178] In one possible implementation, the instructions executed by the computer-readable storage medium, wherein distributing the short-term reward corresponding to the target score range to the target player, includes:
[0179] In response to the short points settlement cycle meeting the points settlement conditions, it is detected whether the target player is online;
[0180] If the target player is online, based on the game's score change type and the target player's game points, determine the target score range where the target player's game points fall, and distribute the short-term reward corresponding to the target score range to the target player;
[0181] If the target player is offline, wait for the target player to log in to the game until the target player is online and the game receives the score query operation from the target player, then issue a short-term reward to the target player.
[0182] In one possible implementation, the instructions executable by the computer-readable storage medium, wherein determining the target score range of the target player's game score based on the score change type of the game and the target player's game score, includes:
[0183] If the score change type is a passive change type, in response to the target player's score query operation, the target score range of the target player's game score is determined based on the target player's game score when logging into the game; the passive change type is the type that updates the game score in response to the target player's game interaction behavior.
[0184] If the score change type is an active change type, in response to the target player's score query operation, the settlement score of the target player at the settlement time of the short score settlement cycle is determined, and based on the settlement score, the target score range in which the target player's game score is located is determined; the active change type is the type that updates the game score in response to the game interaction behavior of the target player or other game players.
[0185] In one possible implementation, the historical score interval snapshot is a snapshot of multiple settlement score intervals divided according to game scores, determined when the period time of the short score settlement cycle meets the score settlement conditions.
[0186] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0187] In response to the target player's reward claim request, detect whether there are any historical short settlement periods before the short points settlement period in which short-period rewards were not issued to the target player;
[0188] If there is a historical short settlement period in which short-term rewards were not distributed to the target player, determine a snapshot of the unsettled points interval at the end of the pre-stored historical short settlement period.
[0189] Based on the snapshot of the unsettled points period and the points information of the target player, the short-term reward corresponding to the historical short settlement period is issued to the target player.
[0190] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0191] After a preset time period, based on the target player's game interaction behavior, update the target player's game score in the next short score settlement cycle, and determine the player's short-cycle reward in the next short score settlement cycle; the cycle time of the next short score settlement cycle is adjacent to the short score settlement cycle, and is after the short score settlement cycle.
[0192] In one possible implementation, the instructions executed by the computer-readable storage medium further include:
[0193] Inactive players who meet preset removal conditions within the points period of the long points settlement period will not be displayed when the period leaderboard is displayed at the end of the long points settlement period.
[0194] The inactive players that meet the preset removal conditions include at least one of the following:
[0195] Players whose login count is less than a preset threshold during the long points settlement period, and players whose activity level is less than a preset activity threshold during the long points settlement period.
[0196] By using the above method, the game reward distribution cycle is divided into long-term and short-term point settlement cycles, and the same game point adjustment strategy is used to calculate game points for each cycle. Furthermore, when distributing rewards during the short-term point settlement cycle, the rewards are distributed based on a snapshot of the historical point range. This can effectively reduce the amount of data processed by the server at the same time, which helps to improve the efficiency of reward distribution. At the same time, this application also considers whether the target player's game points change passively or actively, in order to improve the versatility of the reward distribution scheme.
[0197] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0198] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.
[0199] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0200] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0201] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0202] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The scope of protection of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. A method for distributing rewards in a game, characterized in that, The distribution method includes: The system receives game interaction behaviors from a target player and adjusts the target player's long-term game score during a long-term score settlement period and short-term game score during a short-term score settlement period based on these behaviors. The game score adjustment strategies for the long-term and short-term score settlement periods are consistent. The duration of the short-term score settlement period is included within the long-term score settlement period. One long-term score settlement period comprises multiple short-term score settlement periods, which are obtained by dividing the long-term score settlement period according to preset time nodes. The short-term game interaction behaviors performed by the target player in each short-term score settlement period constitute the long-term game interaction behaviors performed within the long-term score settlement period. In response to the short points settlement period meeting the points settlement conditions, a snapshot of the historical points interval corresponding to the short points settlement period is generated. The target points interval to which the target player's short game points belong in the historical points interval snapshot is determined, and the short-cycle reward corresponding to the target points interval is distributed to the target player. The historical points interval snapshot displays multiple points settlement score intervals included in the short points settlement period and the game points interval of each points settlement score interval. In response to the fact that the period of the long points settlement cycle meets the points settlement conditions, the player rankings of multiple players within the long points settlement cycle are determined, and the long-term rewards corresponding to the target player's target ranking are distributed to the target player.
2. The dispensing method according to claim 1, characterized in that, The step of adjusting the target player's long-term game score in a long-term score settlement period and short-term game score in a short-term score settlement period based on the target player's game interaction behavior includes: Based on the target player's game interaction behavior, determine the target game score corresponding to the result of the game interaction behavior; Simultaneously, the target game score is summed from the historical long game score and the historical short game score to adjust the long game score and the short game score during the short score settlement period.
3. The dispensing method according to claim 1, characterized in that, For the same game interaction behavior, the short-cycle reward is the same as the long-cycle reward, but the short-cycle reward is issued more frequently than the long-cycle reward.
4. The dispensing method according to claim 1, characterized in that, The step of distributing the short-term rewards corresponding to the target score range to the target player includes: In response to the short points settlement cycle meeting the points settlement conditions, it is detected whether the target player is online; If the target player is online, based on the game's score change type and the target player's game points, determine the target score range where the target player's game points fall, and distribute the short-term reward corresponding to the target score range to the target player; If the target player is offline, wait for the target player to log in to the game until the target player is online and the game receives the score query operation from the target player, then issue a short-term reward to the target player.
5. The dispensing method according to claim 4, characterized in that, The determination of the target score range for the target player's game score based on the game's score change type and the target player's game score includes: If the score change type is a passive change type, in response to the target player's score query operation, the target score range of the target player's game score is determined based on the target player's game score when logging into the game; the passive change type is the type that updates the game score in response to the target player's game interaction behavior. If the score change type is an active change type, in response to the target player's score query operation, the settlement score of the target player at the settlement time of the short score settlement cycle is determined, and based on the settlement score, the target score range in which the target player's game score is located is determined; the active change type is the type that updates the game score in response to the game interaction behavior of the target player or other game players.
6. The dispensing method according to claim 1, characterized in that, The historical score interval snapshot is a snapshot of multiple settlement score intervals divided according to game scores, determined when the period time of the short score settlement cycle meets the score settlement conditions.
7. The dispensing method according to claim 1, characterized in that, The distribution method also includes: In response to the target player's reward claim request, detect whether there are any historical short settlement periods before the short points settlement period in which short-period rewards were not issued to the target player; If there is a historical short settlement period in which short-term rewards were not distributed to the target player, determine a snapshot of the unsettled points interval at the end of the pre-stored historical short settlement period. Based on the snapshot of the unsettled points period and the points information of the target player, the short-term reward corresponding to the historical short settlement period is issued to the target player.
8. The dispensing method according to claim 1, characterized in that, After distributing the short-term rewards corresponding to the target score range to the target players, the distribution method further includes: After a preset time period, based on the target player's game interaction behavior, update the target player's game score in the next short score settlement cycle, and determine the player's short-cycle reward in the next short score settlement cycle; the cycle time of the next short score settlement cycle is adjacent to the short score settlement cycle, and is after the short score settlement cycle.
9. The dispensing method according to claim 1, characterized in that, After distributing the long-term rewards corresponding to the target ranking to the target player, the distribution method further includes: Inactive players who meet preset removal conditions within the points period of the long points settlement period will not be displayed when the period leaderboard is displayed at the end of the long points settlement period. The inactive players that meet the preset removal conditions include at least one of the following: Players whose login count is less than a preset threshold during the long points settlement period, and players whose activity level is less than a preset activity threshold during the long points settlement period.
10. A reward distribution device in a game, characterized in that, The dispensing device includes: The score adjustment module is used to receive the game interaction behavior of the target player and adjust the target player's long game score in a long score settlement period and short game score in a short score settlement period according to the game interaction behavior. The game score adjustment strategy is consistent for both the long and short score settlement periods. The period of the short score settlement period is included within the long score settlement period. One long score settlement period includes multiple short score settlement periods, which are obtained by dividing the long score settlement period according to preset time nodes. The short game interaction behavior performed by the target player in each short score settlement period constitutes the long game interaction behavior performed within the long score settlement period. The short-cycle reward distribution module is used to generate a snapshot of the historical score interval corresponding to the short score settlement period in response to the period time of the short score settlement period meeting the score settlement conditions, determine the target score interval to which the target player's short game score belongs in the historical score interval snapshot, and distribute the short-cycle reward corresponding to the target score interval to the target player; the historical score interval snapshot displays multiple score settlement score intervals included in the short score settlement period and the game score interval of each score settlement score interval; The long-term reward distribution module is used to respond to the fact that the period of the long points settlement period meets the points settlement conditions, determine the player rankings of multiple players within the long points settlement period, and distribute the long-term reward corresponding to the target player to the target player according to the target player's target ranking.
11. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the method for distributing rewards in a game as described in any one of claims 1 to 9.
12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the method for distributing rewards in a game as described in any one of claims 1 to 9.