Data processing method and device, equipment, storage medium and program product
Patent Information
- Application Number
- CN202211347245.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-10-31
- Publication Date
- 2026-10-23
- Estimated Expiration
- 2042-10-31
AI Technical Summary
[0061]即在本申请实施例中,由于从对象留存率中筛选出满足预设条件的对象留存率,得到目标对象留存率,满足预设条件的对象留存率,比如可以为较高的对象留存率,因此当根据目标对象留存率对应的第一难度分数,确定第一对象针对目标游戏对局的难度调整系数,根据难度调整系数,对第二难度分数进行调整,得到第一对象针对目标游戏对局的目标难度分数时,根据目标难度分数,为第一对象匹配目标游戏对局的难度,可以更加符合第一对象的需求,从而提高第一对象的留存率,进而提高目标游戏的对象留存率。
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Figure CN116966604B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of Internet technology, specifically to a data processing method, apparatus, device, storage medium, and program product. Background Technology
[0002] In the game, when a user starts a new game match, the game difficulty will be determined based on the user's skill level.
[0003] However, determining the difficulty of a new game solely based on the user's skill level is not very accurate and does not meet the user's needs. This makes it less likely that the user will start another game after finishing a new one, thus reducing the game's user retention rate. Summary of the Invention
[0004] This application provides a data processing method, apparatus, device, storage medium, and program product that can solve the technical problem of low object retention rate in games.
[0005] This application provides a data processing method, including:
[0006] Obtain the target game match to be run in the target game for the first object, and obtain the reference game match of the target game match, wherein the reference game match is the game match that the second object has completed in the target game match and is related to the target game match.
[0007] Obtain the first difficulty score of the aforementioned reference game match, and obtain the second difficulty score of the aforementioned first object's historical game matches prior to the aforementioned target game match;
[0008] Determine the object retention rate that matches the first difficulty score mentioned above, and filter out the object retention rates that meet the preset conditions from the object retention rates mentioned above to obtain the target object retention rate;
[0009] Based on the first difficulty score corresponding to the retention rate of the target object, determine the difficulty adjustment coefficient of the first object for the target game.
[0010] Based on the aforementioned difficulty adjustment coefficient, the aforementioned second difficulty score is adjusted to obtain the aforementioned target difficulty score for the aforementioned first object in the aforementioned target game match;
[0011] Based on the aforementioned target difficulty score, the difficulty of the aforementioned target game match is matched to the aforementioned first object.
[0012] Accordingly, embodiments of this application provide a data processing apparatus, including:
[0013] The first acquisition module is used to acquire the target game match to be run by the first object in the target game, and to acquire the reference game match of the target game match, wherein the reference game match is the game match that the second object has completed in the target game match and is related to the target game match.
[0014] The second acquisition module is used to acquire the first difficulty score of the aforementioned reference game match and the second difficulty score of the aforementioned first object's historical game matches before the aforementioned target game match.
[0015] The third acquisition module is used to determine the object retention rate that matches the first difficulty score mentioned above, and to filter out the object retention rates that meet the preset conditions from the object retention rates mentioned above, so as to obtain the target object retention rate.
[0016] The coefficient determination module is used to determine the difficulty adjustment coefficient of the first object for the target game based on the first difficulty score corresponding to the retention rate of the target object.
[0017] The score adjustment module is used to adjust the second difficulty score according to the above difficulty adjustment coefficient to obtain the target difficulty score of the first object for the target game.
[0018] The difficulty matching module is used to match the difficulty of the target game match to the first object based on the target difficulty score.
[0019] Optionally, the coefficient determination module is specifically used to perform:
[0020] Determine the difference between the first difficulty score and the second difficulty score corresponding to the retention rate of the above target objects;
[0021] Based on the aforementioned difference values, the difficulty adjustment coefficient for the aforementioned first object in relation to the aforementioned target game match is determined.
[0022] Optionally, the score adjustment module is specifically used to perform:
[0023] Based on the aforementioned difficulty adjustment coefficient, the aforementioned second difficulty score is adjusted to obtain the aforementioned first initial difficulty score for the aforementioned first object in relation to the aforementioned target game match;
[0024] Based on the above difficulty adjustment coefficient, obtain the historical game matches that meet the preset difficulty score from the above historical game matches, and obtain the target historical game match;
[0025] Based on the difficulty scores of the aforementioned target historical game matches and the aforementioned first initial difficulty score, the target difficulty score for the aforementioned first object in relation to the aforementioned target game matches is determined.
[0026] Optionally, the score adjustment module is specifically used to perform:
[0027] If the above difficulty adjustment coefficient is the first coefficient, then the historical game with the highest difficulty score among the above historical game games is determined as the historical game game that meets the preset difficulty score, and the target historical game game is obtained.
[0028] If the first initial difficulty score is less than the difficulty score of the target historical game match, then the first initial difficulty score will be used as the target difficulty score for the first object in the target game match.
[0029] Optionally, the score adjustment module is specifically used to perform:
[0030] If the above difficulty adjustment coefficient is the second coefficient, then the historical game with the lowest difficulty score among the above historical game games will be determined as the historical game game that meets the preset difficulty score, and the target historical game game will be obtained.
[0031] If the initial difficulty score is greater than the difficulty score of the target historical game, then the first initial difficulty score will be used as the target difficulty score for the first object in the target game.
[0032] Optionally, the second acquisition module is specifically used to perform:
[0033] The most recent historical game matches are selected from the historical game matches of the first object before the target game match;
[0034] Get the second difficulty score for the most recent historical game match mentioned above.
[0035] Optionally, the first acquisition module is specifically used to execute:
[0036] Based on the aforementioned second difficulty score, the game level of the first object is determined;
[0037] If the game level of the first object is within a preset level range, then a reference game match of the target game match is obtained.
[0038] Optionally, the score adjustment module is also used to perform:
[0039] If the game level of the target object is lower than the preset level range, then the historical game matches before the most recent historical game match are selected from the historical game matches to obtain the previous historical game matches.
[0040] The second difficulty score is adjusted based on the difficulty score of the previous historical game match to obtain the target difficulty score for the first object in the target game match.
[0041] Optionally, the score adjustment module is also used to perform:
[0042] Obtain the first game time of the aforementioned previous historical game match and the second game time of the aforementioned most recent historical game match;
[0043] If the difference between the first game time and the second game time meets the preset time condition, then the second difficulty score is adjusted according to the difficulty score of the previous historical game to obtain the target difficulty score of the first object for the target game.
[0044] Optionally, the score adjustment module is also used to perform:
[0045] If the difference between the first game time and the second game time meets the preset time condition, the second difficulty score is adjusted according to the difficulty score of the previous historical game to obtain the second initial difficulty score of the first object for the target game.
[0046] If the second initial difficulty score is greater than the preset difficulty threshold, then the second initial difficulty score will be used as the target difficulty score for the first object in the target game.
[0047] Optionally, the score adjustment module is also used to perform:
[0048] If the second initial difficulty score is less than or equal to the preset difficulty threshold, then the game results of the previous historical game are obtained.
[0049] Based on the game results of the aforementioned previous historical game matches, the aforementioned second initial difficulty score is adjusted to obtain the target difficulty score of the aforementioned first object for the aforementioned target game match.
[0050] Optionally, the score adjustment module is also used to perform:
[0051] If the game result of the above-mentioned previous game is a loss, then the first adjustment difficulty score is obtained;
[0052] Based on the first adjusted difficulty score, the second initial difficulty score is adjusted to obtain the target difficulty score for the first object in the target game.
[0053] Optionally, the first acquisition module is specifically used to execute:
[0054] Obtain the game results of the above historical game matches;
[0055] Based on the above game results, a second object is selected from the objects of the above target game;
[0056] Obtain reference game matches that the second object has completed in the target game and that are related to the target game matches.
[0057] Furthermore, this application also provides an electronic device, including a processor and a memory, wherein the memory stores a computer program, and the processor is used to run the computer program in the memory to implement the data processing method provided in this application.
[0058] Furthermore, embodiments of this application also provide a computer-readable storage medium storing a computer program adapted for loading by a processor to execute any of the data processing methods provided in embodiments of this application.
[0059] Furthermore, this application also provides a computer program product, including a computer program that, when executed by a processor, implements any of the data processing methods provided in this application.
[0060] In this embodiment, the process involves: obtaining a target game match to be run by the first object in the target game, and obtaining a reference game match for the target game match, wherein the reference game match is a game match that the second object has already completed in the target game match and is related to the target game match; obtaining a first difficulty score for the reference game match, and obtaining a second difficulty score for the first object's historical game matches before the target game match; determining an object retention rate that matches the first difficulty score, and filtering out object retention rates that meet preset conditions from the object retention rates to obtain a target object retention rate; determining a difficulty adjustment coefficient for the first object for the target game match based on the first difficulty score corresponding to the target object retention rate; adjusting the second difficulty score based on the difficulty adjustment coefficient to obtain a target difficulty score for the first object for the target game match; and matching the difficulty of the target game match for the first object based on the target difficulty score.
[0061] In this embodiment, since the target object retention rate is obtained by filtering out the object retention rates that meet the preset conditions, such as a high object retention rate, when the first difficulty score corresponding to the target object retention rate is used to determine the difficulty adjustment coefficient of the first object for the target game, and the second difficulty score is adjusted according to the difficulty adjustment coefficient to obtain the target difficulty score of the first object for the target game, the difficulty of the target game is matched to the first object according to the target difficulty score, which can better meet the needs of the first object, thereby improving the retention rate of the first object and thus improving the object retention rate of the target game. Attached Figure Description
[0062] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0063] Figure 1 This is a schematic diagram of a scenario illustrating the process of determining the difficulty of a game, as provided in an embodiment of this application.
[0064] Figure 2 This is a flowchart illustrating the data processing method provided in an embodiment of this application;
[0065] Figure 3 This is a flowchart illustrating another data processing method provided in an embodiment of this application;
[0066] Figure 4 This is a flowchart illustrating another data processing method provided in an embodiment of this application;
[0067] Figure 5 This is a flowchart illustrating another data processing method provided in an embodiment of this application;
[0068] Figure 6 This is a schematic diagram of the offline difficulty optimizer provided in an embodiment of this application;
[0069] Figure 7 This is a flowchart illustrating the matching interface provided in an embodiment of this application;
[0070] Figure 8 This is a schematic diagram of the structure of the data processing apparatus provided in the embodiments of this application;
[0071] Figure 9 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Detailed Implementation
[0072] 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. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0073] This application provides a data processing method, apparatus, device, storage medium, and program product. The device can be an electronic device, the storage medium can be a computer storage medium, and the program product can be a computer program product. The data processing apparatus can be integrated into an electronic device, which can be a server, a terminal, or other similar device.
[0074] The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, network acceleration services (Content Delivery Network, CDN), as well as big data and artificial intelligence platforms.
[0075] Furthermore, multiple servers can form a blockchain, with the servers being nodes on the blockchain.
[0076] The terminal can be a smartphone, tablet, laptop, desktop computer, smart speaker, smartwatch, etc., but is not limited to these. The terminal and the server can be connected directly or indirectly through wired or wireless communication, which is not limited herein.
[0077] For example, such as Figure 1 As shown, the server first obtains the target game match to be run by the first object in the target game, and obtains the reference game match of the target game match. The reference game match is the game match that the second object has completed in the target game and is related to the target game match. Then, it obtains the first difficulty score of the reference game match and the second difficulty score of the first object's historical game matches before the target game match. Next, the server determines the object retention rate that matches the first difficulty score, and filters the object retention rates that meet preset conditions from the object retention rates to obtain the target object retention rate. Based on the first difficulty score corresponding to the target object retention rate, it determines the difficulty adjustment coefficient of the first object for the target game match.
[0078] When the terminal receives the command to run the target game match, it obtains the difficulty adjustment coefficient from the server, adjusts the second difficulty score according to the difficulty adjustment coefficient, obtains the target difficulty score for the first object for the target game match, then matches the difficulty of the target game match for the first object according to the target difficulty score, and runs the target game match according to the difficulty of the target game match.
[0079] In the specific implementation of this application, data such as user information are involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0080] Furthermore, in the embodiments of this application, "multiple" refers to two or more. The terms "first" and "second," etc., in the embodiments of this application are used for distinguishing descriptions and should not be construed as implying relative importance.
[0081] The following sections provide detailed descriptions of each example. It should be noted that the order in which the embodiments are described is not intended to limit the preferred order of the embodiments.
[0082] In this embodiment, the description will be from the perspective of a data processing device. To facilitate the explanation of the data processing method of this application, the following will describe the data processing device integrated into a terminal in detail, that is, the terminal will be used as the execution subject in the detailed description.
[0083] Please see Figure 2 , Figure 2 This is a schematic flowchart of a data processing method provided in an embodiment of this application. The data processing method may include:
[0084] S201. Obtain the target game match to be run in the target game for the first object, and obtain the reference game match for the target game match. The reference game match is the game match that the second object has completed in the target game match and is related to the target game match.
[0085] A goal game refers to a collection of programs that follow certain rules to achieve a specific objective. Goal games can be multiplayer competitive games, such as racing games, or versus games. Alternatively, goal games can be single-player games, such as puzzle games.
[0086] A target game match refers to a game match that has not yet been played in order to achieve a specific game objective. Game objectives could include defeating the enemy, destroying the enemy's base, or clearing a game level. Game objectives vary depending on the game, so they can be set according to the specific circumstances.
[0087] A reference game match refers to a game match completed by a second party to achieve a certain game objective. The reference game match is related to the target game match, which can mean that the reference game match and the target game match are related in terms of the number of games played. For example, the reference game match has the same number of games played as the target game match, or the reference game match has the same number of games played before the target game match.
[0088] Alternatively, the reference game match and the target game match are related, which can also refer to the reference game match and the target game match being related in terms of game characters. For example, the reference game match contains at least one game character that is the same as the game character in the target game match.
[0089] It should be noted that when there is a relationship between the reference game and the target game in terms of game characters, if the game character of the first object in the target game is not determined, the game character of the first object in the target game can be predicted based on the game character of the first object in the historical game, thereby obtaining the game character of the first object in the target game.
[0090] An object can refer to a string containing identity information in the target game. For example, an object can be an account that identifies a player, or it can refer to a player in the target game. The first object can refer to the object that initiates a match in the target game, and the second object can refer to the object that completes a match in the target game.
[0091] When the terminal receives a command to start a target game, it can obtain the target game that the first object is waiting to run in the target game, as well as a reference game for the target game. Alternatively, the terminal can also obtain the target game that the first object is waiting to run in the target game, as well as a reference game for the target game, when it detects that the first object has completed a game. This embodiment is not limited to this.
[0092] In some embodiments, obtaining a reference game match for the target game match includes:
[0093] Get the results of historical game matches;
[0094] Based on the game results, select the second object from the objects in the target game;
[0095] Obtain reference game matches that the second object has completed in the target game and that are related to the target game matches.
[0096] The game result can be set according to the target game. For example, when the target game is a multiplayer competitive game, the game result can refer to the win or loss of a previous game, or it can refer to the ranking of the first player in a previous game, or whether the first player crossed the finish line in a previous game. When the target game is a single-player game, the game result can refer to the score of a previous game, or it can refer to the duration of a previous game.
[0097] This can be achieved by selecting objects from the target game's objects whose game results match the game results of all historical game matches of the first object, thus obtaining the second object; or by selecting a preset number of historical game matches from the historical game matches, and then selecting objects from the target game's objects whose game results match the game results of all the preset number of historical game matches of the first object, thus obtaining the second object.
[0098] Optionally, the preset number of historical game matches can be the most recent preset number of historical game matches, or the preset number of historical game matches can be random preset number of historical game matches from the historical game matches.
[0099] For example, when the preset number is 3, the three most recent historical game matches can be selected from the historical game matches. When the first object finishes the Tth game match, the three most recent historical game matches can be the Tth game match, the (T-1)th game match, and the (T-2)th game match. Alternatively, three historical game matches can be randomly selected from the historical game matches. When the first object finishes the Tth game match, the three historical game matches can be the (T-4)th game match, the (T-3)th game match, and the (T-2)th game match.
[0100] Matching the game results of a preset number of historical game matches of the first object means that there are identical game results in the preset number of historical game matches of the first object. For example, if the preset number of historical game matches is game (T-1), game (T-2), and game (T-3), and the first object wins game (T-1), wins game (T-2), and loses game (T-3), then any object with two wins and one loss in game (T-1), game (T-2), and game (T-3) can be considered as the second object.
[0101] Alternatively, "matching all game results in a preset number of historical game matches of the first object" can also mean "being identical to all game results in a preset number of historical game matches of the first object." For example, if the preset number of historical game matches is game (T-1), game (T-2), and game (T-3), and the first object wins game (T-1), wins game (T-2), and loses game (T-3), then the object that wins game (T-1), wins game (T-2), and loses game (T-3) will be designated as the second object.
[0102] Different players seek different gaming experiences. For example, some players prefer games with alternating wins and losses, while others prefer games with winning streaks. If a player's needs don't align with the actual game results, the probability of the player quitting increases. Therefore, in this embodiment, based on the game results, a second object is selected from the target game's participants. This second object offers a similar gaming experience to the first object, making the target difficulty score of the first object (derived from the first difficulty score of a reference game) more aligned with the first object's needs. This further improves the retention rate of the first object and ultimately enhances its gaming experience.
[0103] In other embodiments, obtaining a reference game match of the target game match includes:
[0104] Get the object properties of the first object;
[0105] Based on object attributes, select the second object from the objects in the target game;
[0106] Obtain reference game matches that the second object has completed in the target game and that are related to the target game matches.
[0107] Object attributes refer to information that indicates a player's characteristics, and can consist of at least one of gender, age, personality, preferences, and geographical location.
[0108] In this embodiment, a second object with similar attributes to the first object can be selected, making the second object similar to the first object. This makes the first object, obtained based on the first difficulty score of the reference game, more in line with the target difficulty score of the target game, thereby further improving the retention rate of the first object.
[0109] In other embodiments, to further improve the object retention rate of the first object, obtaining a reference game match of the target game match includes:
[0110] The player's skill level is determined based on the second difficulty score;
[0111] If the first object's game skill level is within a preset skill level range, then obtain a reference game match of the target game match.
[0112] The preset level range can be selected according to the actual situation. For example, the preset level range can be set to the range where the medium level is located, or it can be set to the range where the high level is located. This embodiment does not limit this.
[0113] In this embodiment, reference game matches of the target game are only obtained when the game level of the first object is within a preset level range, thereby further improving the object retention rate of the first object.
[0114] The process of determining the first player's game level based on the second difficulty score can be as follows:
[0115] Obtain a first preset score and a second preset score, wherein the second preset score is greater than the first preset score;
[0116] If the second difficulty score is greater than the first preset score but less than the second preset score, then the first player's game level is determined to be medium.
[0117] If the second difficulty score is less than the first preset score, then the first player's game level is determined to be low.
[0118] If the second difficulty score is greater than the second preset score, then the first player's game level will be determined as high level.
[0119] If the first player's skill level is higher than the preset skill level range, then the second difficulty score can be directly used as the target difficulty score for the first player in the target game.
[0120] If the first target's game skill level is below the preset skill level range, then the previous historical game games can be selected from the historical game games to obtain the previous historical game games; the second difficulty score is adjusted based on the difficulty score of the previous historical game games to obtain the target difficulty score for the first target for the target game game.
[0121] The most recent historical game game can refer to the game before the most recent historical game game, or it can refer to any historical game game among all the historical game games before the most recent historical game game.
[0122] In this embodiment, if the first object's game level is low, the second difficulty score is adjusted based on the difficulty score of the first object's previous historical game matches, thereby obtaining the target difficulty score for the first object for the target game match, and thus improving the object retention rate of the first object.
[0123] In other embodiments, the second difficulty score is adjusted based on the difficulty score of previous historical game matches to obtain the target difficulty score for the first object in the target game match, including:
[0124] Get the first game time of the previous historical game and the second game time of the most recent historical game;
[0125] If the difference between the first game time and the second game time meets the preset time condition, the second difficulty score is adjusted according to the difficulty score of the previous historical game to obtain the target difficulty score of the first object for the target game.
[0126] The preset time conditions can be set according to the actual situation. The preset time conditions can be preset time periods, and the conditions that meet the preset time periods can be no more than the preset time period. For example, the preset time conditions can be 10 minutes, and the conditions that meet the preset time conditions can be no more than 10 minutes.
[0127] The first game time can refer to the start time of a previous historical game, and the second game time can refer to the start time of the most recent historical game. Alternatively, the first game time can also refer to the first game duration of a previous historical game, and the second game time can refer to the second game duration of the most recent historical game.
[0128] If the difference between the first and second game times is small, it indicates that adjusting the second difficulty score based on the difficulty scores of previous game matches to obtain the target difficulty score for the first target game match can improve the retention rate of the first target. If the difference between the first and second game times is large, the second difficulty score can be directly used as the target difficulty score for the first target game match.
[0129] If the difference between the first game time and the second game time meets a preset time condition, then adjusting the second difficulty score based on the difficulty scores of previous historical game matches to obtain the target difficulty score for the first object in the target game match can be as follows:
[0130] If the difference between the first game time and the second game time meets the preset time condition, the second difficulty score will be based on the difficulty score of the previous historical game.
[0131] The second difficulty score is used as the first target difficulty score for the target game match.
[0132] In other implementations, if the difference between the first game time and the second game time meets a preset time condition, the second difficulty score is adjusted based on the difficulty scores of previous historical game matches to obtain the target difficulty score for the first object in the target game match, including:
[0133] If the difference between the first game time and the second game time meets the preset time condition, the second difficulty score is adjusted according to the difficulty score of the previous historical game, so as to obtain the second initial difficulty score of the first object for the target game.
[0134] If the second initial difficulty score is greater than the preset difficulty threshold, then the second initial difficulty score will be used as the target difficulty score for the target game match.
[0135] In this embodiment, after adjusting the second difficulty score based on the difficulty scores of previous historical game matches to obtain the second initial difficulty score of the first object for the target game match, if the second initial difficulty score is greater than the preset difficulty threshold, it indicates that there is no need to adjust the second initial difficulty score further, and the second initial difficulty score can be directly used as the target difficulty score of the first object for the target game match, which can also improve the retention rate of the first object.
[0136] If the second initial difficulty score is less than or equal to the preset difficulty threshold, it indicates that the second initial difficulty score needs to be adjusted to improve the retention rate of the first object. In this case, if the difference between the first game time and the second game time meets the preset time condition, the second difficulty score is adjusted according to the difficulty score of the previous historical game. After obtaining the second initial difficulty score of the first object for the target game, the following steps are also included:
[0137] If the second initial difficulty score is less than or equal to the preset difficulty threshold, then obtain the game results of the previous historical game.
[0138] Based on the results of previous game matches, the second initial difficulty score is adjusted to obtain the target difficulty score for the first target game.
[0139] If the previous game resulted in a victory, it indicates that the retention rate of the first target can be improved even without adjusting the second initial difficulty score. If the previous game resulted in a loss, then adjusting the second initial difficulty score is necessary to improve the retention rate of the first target. In this case, the second initial difficulty score is adjusted based on the previous game result to obtain the difficulty score for the first target in the target game, including:
[0140] If the previous game result was a loss, the first adjustment difficulty score is obtained;
[0141] Based on the first adjusted difficulty score, the second initial difficulty score is adjusted to obtain the target difficulty score for the first object in the target game.
[0142] The result of a previous game match being a loss can be understood as either the first player losing the match or the first player quitting the previous game match midway through.
[0143] In this embodiment, if the previous game result was a loss, the second initial difficulty score obtained based on the difficulty score of the previous game will not improve the retention rate of the first object. Therefore, in this embodiment, if the previous game result was a loss, the second initial difficulty score is adjusted based on the first adjusted difficulty score to obtain the target difficulty score for the first object in the target game, thereby improving the retention rate of the first object.
[0144] Specifically, based on the first adjusted difficulty score, the second initial difficulty score is adjusted to obtain the target difficulty score for the first object in the target game, including:
[0145] If the second initial difficulty score is equal to or greater than the first adjusted difficulty score, then the difference between the second initial difficulty score and the preset minimum difficulty score is calculated to obtain the target difference. The larger of the target difference and the preset minimum difficulty score is taken as the target difficulty score for the target game.
[0146] If the second initial difficulty score is less than the first adjusted difficulty score, then the second initial difficulty score will be used as the target difficulty score for the target game match.
[0147] The first adjustable difficulty score and the preset minimum difficulty score can be set according to the actual situation. For example, the first adjustable difficulty score can be 200 and the preset minimum difficulty score can be 100. This embodiment does not limit this.
[0148] S202, Obtain the first difficulty score of the reference game match, and obtain the second difficulty score of the first object's historical game matches before the target game match.
[0149] The difficulty score is used to measure the difficulty level of a game match. The first difficulty score represents the difficulty level of a reference game match, and the second difficulty score represents the difficulty level of a historical game match.
[0150] Optionally, obtaining the second difficulty score of the first object's historical game matches prior to the target game match can refer to obtaining the difficulty scores of all historical game matches of the first object prior to the target game match, and then using the average of the difficulty scores of all historical game matches as the second difficulty score.
[0151] Alternatively, obtaining the second difficulty score of a first object in a previous game before the target game can refer to obtaining the second difficulty score of any previous game before the target game. For example, if the target game is the fourth game, then the second difficulty score of the first game, the second game, or the third game can be obtained.
[0152] When retrieving the second difficulty score of a first object in its historical game matches prior to the target game match, this can refer to retrieving the second difficulty score of any historical game match prior to the target game match. Specifically, it can retrieve the second difficulty score of the most recent historical game match. In this case, retrieving the second difficulty score of the first object's historical game matches prior to the target game match includes:
[0153] Filter the most recent historical game matches from the first object's historical game matches before the target game match;
[0154] Get the second difficulty score from your most recent historical game.
[0155] The most recent historical game match refers to a game match whose number precedes and is adjacent to the number of games in the target game match. In other words, the most recent historical game match is the last game match that the first target game match was completed before the current time. For example, if the target game match is game (T+1), then the most recent historical game match is game T.
[0156] In this embodiment, since the number of recent historical game matches is similar to that of the target game match, the second difficulty score of the recent historical game match is obtained. Subsequently, the target difficulty score of the target game match can be obtained more accurately based on the second difficulty score of the recent historical game match.
[0157] S203. Determine the object retention rate that matches the first difficulty score, and filter out the object retention rates that meet the preset conditions from the object retention rates to obtain the target object retention rate.
[0158] The retention rate of objects matching the first difficulty score refers to the ratio between the number of objects starting a new game at the first difficulty score and the number of objects in the second difficulty score. For example, if the reference game is game (T+1), then the new game can refer to game (T+2). If the number of objects starting game (T+2) is A and the number of objects in the second difficulty score is B, then the retention rate of objects matching the first difficulty score can be C, where C = A / B.
[0159] The preset conditions can be set according to the actual situation. For example, the preset conditions can be equal to or greater than the preset object retention rate, or the preset conditions can be the maximum object retention rate. This embodiment does not limit this.
[0160] When the preset condition is equal to or greater than the preset object retention rate, it can be understood as selecting the larger object retention rate from the object retention rates. If there are multiple object retention rates equal to or greater than the preset object retention rate, then any one of the object retention rates equal to or greater than the preset object retention rate can be selected as the target object retention rate.
[0161] When the preset condition is the maximum object retention rate, the object retention rate that meets the preset condition is selected from the object retention rates to obtain the target object retention rate. This can be understood as taking the maximum object retention rate among the object retention rates as the target object retention rate.
[0162] When the terminal obtains the first difficulty score of a reference game, it can count the number of objects that start a new game at the first difficulty score, and then calculate the ratio between the number of objects that start a new game at the first difficulty score and the number of objects at the second difficulty score, thereby obtaining the object retention rate that matches the first difficulty score.
[0163] Alternatively, before obtaining the first difficulty score of the reference game, the terminal can count the number of objects that start a new game at the first difficulty score, then calculate the ratio between the number of objects that start a new game at the first difficulty score and the number of objects at the second difficulty score, thereby obtaining the object retention rate matching the first difficulty score, and storing the object retention rate matching the first difficulty score in association with the first difficulty score. When the terminal obtains the first difficulty score of the reference game, it can directly look up the object retention rate matching the first difficulty score from the associated storage.
[0164] S204. Based on the first difficulty score corresponding to the retention rate of the target object, determine the difficulty adjustment coefficient of the first object for the target game.
[0165] The difficulty adjustment coefficient indicates the direction in which the difficulty can be adjusted to improve the retention rate of the first target. The difficulty adjustment direction can include increasing the difficulty, decreasing the difficulty, or not changing the difficulty. The terminal can pre-set multiple coefficients. Among the multiple coefficients, the first coefficient indicates that increasing the difficulty can improve the retention rate of the first target; the second coefficient indicates that decreasing the difficulty can improve the retention rate of the first target; and the third coefficient indicates that not changing the difficulty can improve the retention rate of the first target.
[0166] In some embodiments, determining the difficulty adjustment coefficient for the target game match for the first object based on the first difficulty score corresponding to the target object retention rate includes:
[0167] Compare the scores for the first difficulty level and the second difficulty level;
[0168] If the comparison result shows that the first difficulty score is greater than the second difficulty score, then the difficulty adjustment coefficient for the first object in the target game is the first coefficient, which indicates an increase in difficulty.
[0169] If the comparison result shows that the first difficulty score is less than the second difficulty score, then the difficulty adjustment coefficient for the first object in the target game is the second coefficient, which indicates a reduction in difficulty.
[0170] If the comparison result shows that the first difficulty score is equal to the second difficulty score, then the difficulty adjustment coefficient for the first object in the target game is the third coefficient, which means that the difficulty is not changed.
[0171] The first, second, and third coefficients can be represented by at least one character. The type of character can be selected according to the actual situation. For example, numbers can be used to represent the first, second, and third coefficients. This embodiment does not impose any limitations on this. The specific values of the characters can be selected according to the actual situation. For example, when numbers are used to represent the first, second, and third coefficients, the first coefficient can be 1, the second coefficient can be -1, and the third coefficient can be 0. This embodiment does not impose any limitations on this.
[0172] In other embodiments, the process of determining the difficulty adjustment coefficient for the target game based on the first difficulty score corresponding to the target object's retention rate can also be as follows:
[0173] Determine the difference between the first difficulty score and the second difficulty score corresponding to the target object retention rate;
[0174] Based on the difference value, determine the difficulty adjustment coefficient for the first object in the target game.
[0175] In this embodiment, the difference between the first difficulty score and the second difficulty score can be obtained by subtracting the first difficulty score and the second difficulty score, or by dividing the first difficulty score and the second difficulty score. This embodiment does not limit the specific differences.
[0176] The process of determining the difficulty adjustment coefficient for the target game match for the first object based on the difference value can be as follows:
[0177] The difference value is substituted into a preset mapping function for calculation, thereby obtaining the difficulty adjustment coefficient of the first object for the target game.
[0178] Alternatively, the process of determining the difficulty adjustment coefficient for the first object in the target game based on the difference value can also be as follows:
[0179] Get the preset mapping table;
[0180] The adjustment coefficients corresponding to the difference values in the preset mapping table are used as the difficulty adjustment coefficients for the target game match as the first object.
[0181] It should be noted that one difference value can correspond to one difficulty adjustment coefficient, or multiple difference values can correspond to one difficulty adjustment coefficient. For example, the difficulty adjustment coefficients corresponding to difference values greater than zero can all be the first coefficient, the difficulty adjustment coefficients corresponding to difference values equal to zero can all be the third coefficient, and the difficulty adjustment coefficients corresponding to difference values less than zero can all be the second coefficient. This embodiment does not impose any limitations on this.
[0182] S205. Adjust the second difficulty score according to the difficulty adjustment coefficient to obtain the target difficulty score for the first object in the target game.
[0183] If the difficulty adjustment coefficient indicates an increase in difficulty, then a second difficulty adjustment score can be added to the second difficulty score to obtain the target difficulty score for the first object in the target game. If the difficulty adjustment coefficient indicates a decrease in difficulty, then a third difficulty adjustment score can be subtracted from the second difficulty score.
[0184] The second difficulty adjustment score can be the same as or different from the third difficulty adjustment score; this embodiment does not impose any limitations on this. For example, when the second and third difficulty adjustment scores are the same, both the second and third difficulty adjustment scores can be set to 20.
[0185] Optionally, the second and third difficulty adjustment scores can be fixed or dynamically changing. When the second and third difficulty adjustment scores are dynamically changing, they can be determined based on the difference between the first and second difficulty scores.
[0186] For example, the greater the difference between the first difficulty score and the second difficulty score, the greater the second and third adjustment difficulty scores can be; conversely, the smaller the difference between the first and second difficulty scores, the smaller the second and third adjustment difficulty scores can be.
[0187] After obtaining the difficulty adjustment coefficient, the terminal can directly adjust the second difficulty score according to the difficulty adjustment coefficient, thereby obtaining the target difficulty score of the first object for the target game.
[0188] Alternatively, after obtaining the difficulty adjustment coefficient, the terminal can also adjust the second difficulty score according to the difficulty adjustment coefficient when it receives the start command for the target game match, so as to obtain the target difficulty score of the first object for the target game match.
[0189] In some embodiments, the second difficulty score is adjusted according to a difficulty adjustment coefficient to obtain the target difficulty score for the first object in the target game, including:
[0190] Based on the difficulty adjustment coefficient, the second difficulty score is adjusted to obtain the first initial difficulty score for the first object in the target game.
[0191] Based on the difficulty adjustment coefficient, obtain historical game matches that meet the preset difficulty score from historical game matches, and obtain the target historical game match;
[0192] Based on the difficulty scores of the target's historical game matches and the initial difficulty score, determine the target difficulty score for the first target game match.
[0193] In this embodiment, after adjusting the second difficulty score according to the difficulty adjustment coefficient to obtain the first initial difficulty score of the first object for the target game, the first initial difficulty score is not directly used as the target difficulty score of the first object for the target game. Instead, the target difficulty score of the first object for the target game is determined according to the difficulty score of the target historical game and the first initial difficulty score, thereby further improving the retention rate of the first object.
[0194] In other embodiments, based on a difficulty adjustment coefficient, historical game matches that meet a preset difficulty score are obtained from historical game matches to obtain a target historical game match. Based on the difficulty score of the target historical game match and a first initial difficulty score, a target difficulty score for the first object for the target game match is determined, including:
[0195] If the difficulty adjustment coefficient is the first coefficient, then the historical game with the highest difficulty score in the historical game will be determined as the historical game that meets the preset difficulty score, and the target historical game will be obtained.
[0196] If the initial difficulty score is less than the difficulty score of the target historical game, then the initial difficulty score will be used as the target difficulty score for the target game.
[0197] The first coefficient represents the increase in difficulty. In order to avoid the first object's target difficulty score for the target game exceeding the first object's acceptable difficulty score, in this embodiment, the target historical game can be the game with the highest difficulty score. If the first initial difficulty score is less than the difficulty score of the target historical game, it means that the first initial difficulty score is the first object's acceptable difficulty score. Therefore, when the first initial difficulty score is used as the first object's target difficulty score for the target game, the first object's retention rate is high.
[0198] If the initial difficulty score is greater than the difficulty score of the target historical game, then the difficulty score of the target historical game is used as the target difficulty score for the target game, thereby improving the retention rate of the first object.
[0199] In other embodiments, based on a difficulty adjustment coefficient, historical game matches that meet a preset difficulty score are obtained from historical game matches to obtain a target historical game match. Based on the difficulty score of the target historical game match and a first initial difficulty score, a target difficulty score for the first object for the target game match is determined, including:
[0200] If the difficulty adjustment coefficient is the second coefficient, then the historical game with the lowest difficulty score in the historical game will be determined as the historical game that meets the preset difficulty score, and the target historical game will be obtained.
[0201] If the initial difficulty score is greater than the difficulty score of the target historical game, then the first initial difficulty score will be used as the first target difficulty score for the target game.
[0202] The second coefficient represents a reduction in difficulty. In order to avoid the target difficulty score of the first object for the target game exceeding the difficulty score acceptable to the first object, in this embodiment, the target historical game can be the game with the lowest difficulty score. If the first initial difficulty score is greater than the difficulty score of the target historical game, it means that the first initial difficulty score is the difficulty score acceptable to the first object. Therefore, when the first initial difficulty score is used as the target difficulty score of the first object for the target game, the retention rate of the first object is high.
[0203] If the initial difficulty score is less than the difficulty score of the target historical game, then the difficulty score of the target historical game is used as the target difficulty score for the target game, thereby improving the retention rate of the first object.
[0204] S206. Match the difficulty of the target game to the first object based on the target difficulty score.
[0205] The higher the target difficulty score, the more difficult the target game will be; the lower the target difficulty score, the easier the target game will be.
[0206] When the target game is a multiplayer game, the process of matching the difficulty of the target game match for the first player based on the target difficulty score can be as follows:
[0207] The target difficulty score is used to match the first target game against the target game match.
[0208] Match the difficulty of the target game match to the first object based on the target difficulty score and the difficulty score of the game object.
[0209] The target difficulty score and the game object's difficulty score can be the same or different. When the target difficulty score and the game object's difficulty score are the same, the object with the same difficulty score as the target difficulty score can be used as the game object in the target game. When the target difficulty score and the game object's difficulty score are different, the object with a difficulty score whose difference from the target difficulty score is within a preset range can be used as the game object in the target game.
[0210] When the target difficulty score and the game object's difficulty score are different, the process of matching the difficulty of the target game match for the first object based on the target difficulty score and the game object's difficulty score can be as follows:
[0211] Determine the average of the target difficulty score and the difficulty scores of the game objects;
[0212] Based on the evaluation score, match the difficulty of the target game match to the first object.
[0213] Alternatively, when the target difficulty score and the game object's difficulty score are different, the process of matching the difficulty of the target game match for the first object based on the target difficulty score and the game object's difficulty score can also be as follows:
[0214] Determine the minimum or maximum value between the target difficulty score and the game object's difficulty score;
[0215] Match the difficulty of the target game match to the first object based on the maximum or minimum value.
[0216] As can be seen from the above, in this embodiment of the application, the following steps are taken: First, the target game match to be run by the first object in the target game is obtained, as well as a reference game match of the target game match. The reference game match is a game match that the second object has already completed in the target game match and is related to the target game match. Second, the first difficulty score of the reference game match and the second difficulty score of the first object's historical game matches before the target game match are obtained. Third, the object retention rate matching the first difficulty score is determined, and object retention rates that meet preset conditions are selected from the object retention rates to obtain the target object retention rate. Fourth, based on the first difficulty score corresponding to the target object retention rate, the difficulty adjustment coefficient for the first object in the target game match is determined. Fifth, based on the difficulty adjustment coefficient, the second difficulty score is adjusted to obtain the target difficulty score for the first object in the target game match. Sixth, based on the target difficulty score, the difficulty of the target game match is matched for the first object.
[0217] In this embodiment, since the target object retention rate is obtained by filtering out the object retention rates that meet the preset conditions, such as a high object retention rate, when the first difficulty score corresponding to the target object retention rate is used to determine the difficulty adjustment coefficient of the first object for the target game, and the second difficulty score is adjusted according to the difficulty adjustment coefficient to obtain the target difficulty score of the first object for the target game, the difficulty of the target game is matched to the first object according to the target difficulty score, which can better meet the needs of the first object, thereby improving the retention rate of the first object and thus improving the object retention rate of the target game.
[0218] Based on the methods described in the above embodiments, the following examples will provide further detailed explanations.
[0219] The data processing method of this application can be applied to various game games. For example, the data processing method of this application can be applied to multiplayer games or racing games. The following is an explanation of the application of the data processing method of this application to racing games.
[0220] Please see Figure 3 , Figure 3 This is a flowchart illustrating a data processing method provided in an embodiment of this application. The data processing method may include:
[0221] S301. The server retrieves the most recent historical game match of the first object in the racing game, and retrieves the historical game matches associated with the most recent historical game match.
[0222] When the server detects that the first object has completed its most recent historical game, it can retrieve the historical game games associated with that most recent historical game game. The historical game games associated with the most recent historical game game can refer to those adjacent to the most recent historical game game (excluding the game preceding the most recent historical game game), or they can refer to those that are closest in game number to the most recent historical game game and use the same character.
[0223] For example, such as Figure 4As shown, the first preset number of historical game matches associated with the most recent historical game match is set to 3. When the server detects that the first object has completed the most recent historical game match, it determines whether it can obtain the historical game matches associated with the most recent historical game match. If it can obtain the historical game matches associated with the most recent historical game match, it stores the historical game matches associated with the most recent historical game match in the detailed sequence (vopenid, uid, round_no, res_4, res_3, res_2, psk2_round) of the first object.
[0224] Wherein, vopenid represents the first object, uid represents the game character, round_no represents the most recent historical game, res_4 represents the game result of the first four historical games of the most recent historical game (the game result can be at least one of ranking, victory, and crossing the finish line), res_3 represents the game result of the first three historical games of the most recent historical game, and res_2 represents the game result of the first two historical games of the most recent historical game. For example, when the most recent historical game is game T, res_4 represents the game result of game (T-4), res_3 represents the game result of game (T-3), and res_2 represents the game result of game (T-2).
[0225] If the server cannot obtain a historical game match associated with the most recent historical game match, it will obtain the difficulty score of the most recent historical game match as the target difficulty score for the target game match.
[0226] For example, such as Figure 4 As shown, the server can first obtain the difficulty score of the most recent historical game from the startflow data stream. If the difficulty score of the most recent historical game does not exist in the startflow data stream, it can obtain the difficulty score of the most recent historical game from the individual table of the first object, and then use the difficulty score of the most recent historical game as the target difficulty score of the first object for the target game.
[0227] S302. The server obtains the second difficulty score of the most recent historical game and determines the game level of the first object based on the second difficulty score.
[0228] S303. If the game level of the first object is within the preset level range, the server obtains the game results of the associated historical game matches and selects the second object from the objects in the racing game based on the game results.
[0229] If the second difficulty score is greater than the first preset score but less than the second preset score, then the first player's game level is determined to be within the preset level range. For example, ... Figure 4 As shown, the first preset score is 1500 and the second preset score is 2600. If the second difficulty score psk2_round is greater than 1500 and less than 2600, then the game level of the first object is determined to be within the preset level range.
[0230] S304. The server obtains the reference game match that the second object has completed in the racing game and that has the same number of rounds as the target game match, and obtains the first difficulty score of the reference game match. The target game match is the next game match after the most recent historical game match.
[0231] For example, the target game is the (T+1)th game of the first object, and the reference game is the (T+1)th game of the second object.
[0232] S305. The server determines the object retention rate that matches the first difficulty score, and selects the highest object retention rate from the object retention rates to obtain the target object retention rate.
[0233] S306. The server determines the difference between the first difficulty score and the second difficulty score corresponding to the target object retention rate.
[0234] S307. If the difference value is greater than zero, the server will determine the difficulty adjustment coefficient of the first object for the target game match as the first coefficient.
[0235] S308. Based on the first coefficient, the server increases the second difficulty score by the second adjustment difficulty score to obtain the first initial difficulty score for the first object in the target game.
[0236] S309. If the initial difficulty score is less than the difficulty score of the target historical game match, the server will use the initial difficulty score as the first target for the target game match, and the target historical game match will be the historical game match with the highest difficulty score.
[0237] S3010. If the difference value is less than zero, the server will determine the difficulty adjustment coefficient of the first object for the target game as the second coefficient.
[0238] S3011. Based on the second coefficient, the server subtracts the third adjustment difficulty score from the second difficulty score to obtain the first initial difficulty score for the first object in the target game.
[0239] S3012. If the first initial difficulty score is greater than the difficulty score of the target historical game match, the server will use the first initial difficulty score as the first target difficulty score for the target game match, and the target historical game match will be the historical game match with the lowest difficulty score.
[0240] S3013. If the difference value is zero, then the difficulty adjustment coefficient of the first object for the target game match is determined as the third coefficient.
[0241] S3014. Based on the third coefficient, the server uses the second difficulty score as the first target difficulty score for the target game match.
[0242] After obtaining the difficulty adjustment coefficient, the server can store it in the detailed sequence to obtain the overall market strategy table. At this point, the overall market strategy table can be viewed as follows: Figure 4 As shown, the overall strategy table is (round_no, res_4, res_3, res_2, psk2_round, psk2_diff), where psk2_diff represents the difficulty adjustment coefficient.
[0243] The server can then obtain the individual table of the first object, which includes the individual parameters of the first object. The individual parameters may include the maximum difficulty score, the minimum difficulty score, and the difficulty score of the most recent historical game.
[0244] For example, the individual table of the first object can be like this: Figure 4 As shown, (vopenid, uid, paste_default, paste_min, paste_max), where paste_default represents the difficulty score of the most recent historical game, paste_min represents the minimum difficulty score, and paste_max represents the maximum difficulty score.
[0245] Next, the server concatenates the overall strategy table and the individual table to obtain the game strategy for the target game, and stores the game strategy. The game strategy can be (vopenid, uid, round_no, res_4, res_3, res_2, psk2_round, paste_default, paste_min, paste_max, psk2_diff).
[0246] Secondly, when the server receives the start command for the target game match, it determines whether there is a difficulty adjustment coefficient in the game strategy of the target game match. If there is a difficulty adjustment coefficient, and the difficulty adjustment coefficient is the first coefficient, the server adds the second difficulty score to the second adjustment difficulty score to obtain the first initial difficulty score of the first object for the target game match, that is, the first initial difficulty score psk_opt = (psk2_round + 20).
[0247] If the first initial difficulty score is less than the maximum difficulty score, the server takes the first initial difficulty score as the target difficulty score of the first object for the target game session; if the first initial difficulty score is greater than the maximum difficulty score, the server takes the maximum difficulty score as the target difficulty score of the first object for the target game session.
[0248] That is, if psk_opt<pask_max, psk_opt is taken as the target difficulty score of the first object for the target game session; if psk_opt>pask_max, pask_max is taken as the target difficulty score of the first object for the target game session.
[0249] If the difficulty adjustment coefficient is the second coefficient, the server subtracts the third adjusted difficulty score from the second difficulty score to obtain the first initial difficulty score of the first object for the target game session, that is, psk_opt=(psk2_round-20).
[0250] If the first initial difficulty score is greater than the minimum difficulty score, the server takes the first initial difficulty score as the target difficulty score of the first object for the target game session; if the first initial difficulty score is less than the minimum difficulty score, the server takes the minimum difficulty score as the target difficulty score of the first object for the target game session.
[0251] That is, if psk_opt>pask_min, psk_opt is taken as the target difficulty score of the first object for the target game session; if psk_opt<pask_min, pask_min is taken as the target difficulty score of the first object for the target game session.
[0252] If the difficulty adjustment coefficient is the third coefficient, the server takes the second difficulty score as the target difficulty score of the first object for the target game session. That is, if psk_diff=0, then psk_opt=psk2_round.
[0253] S3015. If the game skill level of the first object is lower than the preset level range, the server acquires the previous historical game session of the latest historical game session.
[0254] S3016. The server acquires the first game duration of the previous historical game session and the second game duration of the latest historical game session.
[0255] S3017. If the difference between the first game duration and the second game duration meets the preset time condition, the server adjusts the second difficulty score according to the difficulty score of the previous historical game session, to obtain the second initial difficulty score of the first object for the target game session.
[0256] S3018. If the second initial difficulty score is greater than the preset difficulty threshold, the server will use the second initial difficulty score as the first target difficulty score for the target game match.
[0257] S3019. If the second initial difficulty score is less than or equal to the preset difficulty threshold, then obtain the game results of the previous historical game.
[0258] S3020. If the result of the previous historical game was a loss, then obtain the first adjustment difficulty score, and adjust the second initial difficulty score according to the first adjustment difficulty score to obtain the target difficulty score of the first object for the target game.
[0259] If the second difficulty score is less than the first preset score, it can be determined that the first object's game level is below the preset level range. At this time, the server can obtain the second duration of the first object's most recent historical game matches from the startflow data stream. The read second duration can be stored in the first time series, which can be like... Figure 4 As shown, the first time series can be (vopenid, uid, matchid, dteventtime), where matchid represents the identifier of the most recent historical game match.
[0260] Then, the server retrieves the game settlement table ( Figure 4 In PlayerMatchResultFlow (representing the match settlement table), based on the first object, game character, and most recent historical game match in the first time series table, the first duration of the previous historical game match is obtained from the match settlement table.
[0261] If the difference between the first game duration and the second game duration meets the preset time condition, the server will use the difficulty score of the previous historical game as the second initial difficulty score for the target game, that is, update psk2_round to the difficulty score of the previous historical game in the game settlement table.
[0262] If the second initial difficulty score is less than or equal to the preset difficulty threshold (the preset difficulty threshold is greater than the first adjusted difficulty score), and the previous game result was a loss, and the second initial difficulty score is equal to or greater than the first adjusted difficulty score, then the second initial difficulty score is compared with the preset minimum difficulty score to obtain the target difference. The larger of the target difference and the preset minimum difficulty score is taken as the target difficulty score for the target game.
[0263] For example, such as Figure 4As shown, the preset difficulty threshold can be set to 1000, the preset minimum difficulty score can be 100, and the first adjustable difficulty score is 200.
[0264] S3021. Based on the target difficulty score, match the game object of the target game for the first object, and based on the target difficulty score and the difficulty score of the game object, match the difficulty of the target game for the first object.
[0265] It should be understood that when the first object's game level is within a preset level range, the server can store the difficulty adjustment coefficient of the first object for the target game in the offline difficulty optimizer. Then, when the server receives the start command of the target game sent by the terminal, the start command includes the most recent historical game, the game result of the historical game associated with the most recent historical game, and the second difficulty score of the most recent historical game. The server inputs the start command into the offline difficulty optimizer for matching, thereby obtaining the difficulty adjustment coefficient of the first object for the target game.
[0266] Next, the difficulty score is adjusted based on the difficulty adjustment coefficient using the dynamic difficulty adjustment service, thus obtaining the target difficulty score for the first target game. For example, ... Figure 5 As shown.
[0267] Among them, the offline difficulty optimizer can be like Figure 6 As shown, after the server obtains the historical game records and difficulty scores of all objects in the racing game, it stores these records and scores in the sequence and result table of the offline difficulty optimizer. Then, it retrieves the second difficulty score of the most recent historical game record of the first object from the sequence and result table. This second difficulty score, along with the first difficulty score of the reference game record, is input into the optimization space of the offline difficulty optimizer for optimization, resulting in the difficulty adjustment coefficient for the target game. Furthermore, the server can also store the second difficulty score in Redis according to a Redis strategy.
[0268] Additionally, the server can filter out each difficulty detail table (round_no, res_4, res_3, res_2, psk2_round) from the sequence and result tables. The server can also filter out the number of historical game matches, the difficulty score of the historical game matches, and the difficulty score of the most recent historical game matches for each object from the sequence and result tables, and store them in the individual summary table. Finally, the individual summary table is stored in Redis according to the Redis strategy so that the maximum and minimum difficulty scores can be obtained from the individual summary table.
[0269] It should be noted that after the server obtains the difficulty adjustment coefficient, it can determine the target difficulty score of the target game match based on the difficulty adjustment coefficient when it receives the start command of the target game match, and match the first object with an object with the same difficulty score as the target difficulty score.
[0270] For example, such as Figure 7 As shown, in response to the trigger operation to start matching, the terminal obtains the start command of the target game match and sends the start command to the server. The server then adjusts the coefficient according to the difficulty to determine the target difficulty score of the target game match, matches the first object with an object with the same difficulty score as the target difficulty score, and returns the object with the same difficulty score as the target difficulty score to the terminal.
[0271] In this embodiment, the difficulty adjustment coefficient of the first object for the target game is determined by the maximum object retention rate of the second object, and the second difficulty score is adjusted according to the difficulty adjustment coefficient to obtain the target difficulty score of the first object for the target game. This allows for the analysis of what difficulty level the first object should participate in under the premise of the first object's second difficulty score, the second object's first difficulty score, and the game results of the first object's recent games, so as to make the first object more willing to participate in new games and thus improve the player's gaming experience.
[0272] The embodiments of this application can improve the next-day retention rate of the first object by 0.8%, increase the number of game matches by more than 2.5%, increase the winning percentage (the winning percentage refers to the ratio between the number of times the first object crosses the finish line and other game objects do not cross the finish line to the total number of game matches of the first object) by 90%, increase the first place rate (the first place rate refers to the ratio between the number of times the first object wins the game and the total number of game matches of the first object) by 33%, increase the win rate by 6%, and increase the finish line completion rate (the finish line completion rate refers to the ratio between the number of times the finish line is completed and the total number of game matches of the first object; finish line completion means that after the first player crosses the finish line, the remaining players must cross the finish line within a certain period of time, otherwise the result is not completed) by 6%.
[0273] Other possible implementation methods and corresponding beneficial effects in this embodiment can be referred to the above data processing method embodiment, which will not be repeated here.
[0274] To facilitate better implementation of the data processing method provided in the embodiments of this application, the embodiments of this application also provide an apparatus based on the above-described data processing method. The meanings of the terms used are the same as in the data processing method described above, and specific implementation details can be found in the descriptions within the method embodiments.
[0275] For example, such as Figure 8As shown, the data processing apparatus may include:
[0276] The first acquisition module 801 is used to acquire the target game match to be run by the first object in the target game, and to acquire the reference game match of the target game match, wherein the reference game match is the game match that the second object has completed in the target game match and is related to the target game match.
[0277] The second acquisition module 802 is used to acquire the first difficulty score of the reference game match and the second difficulty score of the first object in the historical game matches before the target game match.
[0278] The third acquisition module 803 is used to determine the object retention rate that matches the first difficulty score, and to filter out the object retention rates that meet the preset conditions from the object retention rates to obtain the target object retention rate;
[0279] The coefficient determination module 804 is used to determine the difficulty adjustment coefficient of the first object for the target game based on the first difficulty score corresponding to the retention rate of the target object.
[0280] The score adjustment module 805 is used to adjust the second difficulty score according to the difficulty adjustment coefficient to obtain the target difficulty score of the first object for the target game.
[0281] The difficulty matching module 806 is used to match the difficulty of the target game match to the first object based on the target difficulty score.
[0282] Optionally, the coefficient determination module 804 is specifically used to perform:
[0283] Determine the difference between the first difficulty score and the second difficulty score corresponding to the target object retention rate;
[0284] Based on the difference value, determine the difficulty adjustment coefficient for the first object in the target game.
[0285] Optionally, the score adjustment module 805 is specifically used to perform:
[0286] Based on the difficulty adjustment coefficient, the second difficulty score is adjusted to obtain the first initial difficulty score for the first object in the target game.
[0287] Based on the difficulty adjustment coefficient, obtain historical game matches that meet the preset difficulty score from historical game matches, and obtain the target historical game match;
[0288] Based on the difficulty scores of the target's historical game matches and the initial difficulty score, determine the target difficulty score for the first target game match.
[0289] Optionally, the score adjustment module 805 is specifically used to perform:
[0290] If the difficulty adjustment coefficient is the first coefficient, then the historical game with the highest difficulty score in the historical game will be determined as the historical game that meets the preset difficulty score, and the target historical game will be obtained.
[0291] If the initial difficulty score is less than the difficulty score of the target historical game, then the initial difficulty score will be used as the target difficulty score for the target game.
[0292] Optionally, the score adjustment module 805 is specifically used to perform:
[0293] If the difficulty adjustment coefficient is the second coefficient, then the historical game with the lowest difficulty score in the historical game will be determined as the historical game that meets the preset difficulty score, and the target historical game will be obtained.
[0294] If the initial difficulty score is greater than the difficulty score of the target historical game, then the first initial difficulty score will be used as the first target difficulty score for the target game.
[0295] Optionally, the second acquisition module 802 is specifically used to perform:
[0296] Filter the most recent historical game matches from the first object's historical game matches before the target game match;
[0297] Get the second difficulty score from your most recent historical game.
[0298] Optionally, the first acquisition module 801 is specifically used to perform:
[0299] The player's skill level is determined based on the second difficulty score;
[0300] If the first object's game skill level is within a preset skill level range, then obtain a reference game match of the target game match.
[0301] Optionally, the score adjustment module 805 is also used to perform:
[0302] If the target's game level is below the preset level range, then the previous historical game games are selected from the historical game games.
[0303] The second difficulty score is adjusted based on the difficulty score of previous historical game matches to obtain the target difficulty score for the first target game match.
[0304] Optionally, the score adjustment module 805 is also used to perform:
[0305] Get the first game time of the previous historical game and the second game time of the most recent historical game;
[0306] If the difference between the first game time and the second game time meets the preset time condition, the second difficulty score is adjusted according to the difficulty score of the previous historical game to obtain the target difficulty score of the first object for the target game.
[0307] Optionally, the score adjustment module 805 is also used to perform:
[0308] If the difference between the first game time and the second game time meets the preset time condition, the second difficulty score is adjusted according to the difficulty score of the previous historical game, so as to obtain the second initial difficulty score of the first object for the target game.
[0309] If the second initial difficulty score is greater than the preset difficulty threshold, then the second initial difficulty score will be used as the target difficulty score for the target game match.
[0310] Optionally, the score adjustment module 805 is also used to perform:
[0311] If the second initial difficulty score is less than or equal to the preset difficulty threshold, then obtain the game results of the previous historical game.
[0312] Based on the results of previous game matches, the second initial difficulty score is adjusted to obtain the target difficulty score for the first target game.
[0313] Optionally, the score adjustment module 805 is also used to perform:
[0314] If the previous game result was a loss, the first adjustment difficulty score is obtained;
[0315] Based on the first adjusted difficulty score, the second initial difficulty score is adjusted to obtain the target difficulty score for the first object in the target game.
[0316] Optionally, the first acquisition module 801 is specifically used to perform:
[0317] Get the results of historical game matches;
[0318] Based on the game results, select the second object from the objects in the target game;
[0319] Obtain reference game matches that the second object has completed in the target game and that are related to the target game matches.
[0320] In practice, each of the above modules can be implemented as an independent entity or can be combined arbitrarily to be implemented as the same or several entities. For the specific implementation methods and corresponding beneficial effects of each of the above modules, please refer to the previous method embodiments, which will not be repeated here.
[0321] This application also provides an electronic device, which may be a server or a terminal, etc. Figure 9 As shown, it illustrates a structural schematic diagram of the electronic device involved in the embodiments of this application, specifically:
[0322] The electronic device may include components such as a processor 901 with one or more processing cores, a memory 902 with one or more computer-readable storage media, a power supply 903, and an input unit 904. Those skilled in the art will understand that... Figure 9 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements. Wherein:
[0323] The processor 901 is the control center of the electronic device, connecting various parts of the device via various interfaces and lines. It executes computer programs and / or modules stored in the memory 902, and calls data stored in the memory 902, to perform various functions and process data. Optionally, the processor 901 may include one or more processing cores; preferably, the processor 901 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user interface, and applications, and the modem processor mainly handles wireless communication. It is understood that the modem processor may not be integrated into the processor 901.
[0324] The memory 902 can be used to store computer programs and modules. The processor 901 executes various functional applications and data processing by running the computer programs and modules stored in the memory 902. The memory 902 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, computer programs required for at least one function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the electronic device, etc. In addition, the memory 902 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device. Accordingly, the memory 902 may also include a memory controller to provide the processor 901 with access to the memory 902.
[0325] The electronic device also includes a power supply 903 that supplies power to various components. Preferably, the power supply 903 can be logically connected to the processor 901 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. The power supply 903 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0326] The electronic device may also include an input unit 904, which can be used to receive input digital or character information and generate keyboard, mouse, joystick, optical or trackball signal inputs related to user settings and function control.
[0327] Although not shown, the electronic device may also include a display unit, etc., which will not be described in detail here. Specifically, in this embodiment, the processor 901 in the electronic device loads the executable files corresponding to the processes of one or more computer programs into the memory 902 according to the following instructions, and the processor 901 runs the computer programs stored in the memory 902 to realize various functions, such as:
[0328] Obtain the target game match to be run in the target game for the first object, and obtain the reference game match for the target game match. The reference game match is the game match that the second object has completed in the target game match and is related to the target game match.
[0329] Get the first difficulty score of the reference game, and get the second difficulty score of the first object's historical game before the target game;
[0330] Determine the object retention rate that matches the first difficulty score, and then filter out the object retention rates that meet the preset conditions from the object retention rates to obtain the target object retention rate;
[0331] Based on the first difficulty score corresponding to the retention rate of the target audience, determine the difficulty adjustment coefficient for the target game for the first audience.
[0332] Based on the difficulty adjustment coefficient, the second difficulty score is adjusted to obtain the target difficulty score for the first object in the target game.
[0333] Match the difficulty of the target game match to the first target based on the target difficulty score.
[0334] For details on the specific implementation methods and corresponding beneficial effects of the above operations, please refer to the detailed description of the data processing methods above, which will not be repeated here.
[0335] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by a computer program, or by a computer program controlling related hardware. The computer program can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0336] Therefore, embodiments of this application provide a computer-readable storage medium storing a computer program that can be loaded by a processor to execute steps in any of the data processing methods provided in embodiments of this application. For example, the computer program can execute the following steps:
[0337] Obtain the target game match to be run in the target game for the first object, and obtain the reference game match for the target game match. The reference game match is the game match that the second object has completed in the target game match and is related to the target game match.
[0338] Get the first difficulty score of the reference game, and get the second difficulty score of the first object's historical game before the target game;
[0339] Determine the object retention rate that matches the first difficulty score, and then filter out the object retention rates that meet the preset conditions from the object retention rates to obtain the target object retention rate;
[0340] Based on the first difficulty score corresponding to the retention rate of the target audience, determine the difficulty adjustment coefficient for the target game for the first audience.
[0341] Based on the difficulty adjustment coefficient, the second difficulty score is adjusted to obtain the target difficulty score for the first object in the target game.
[0342] Match the difficulty of the target game match to the first target based on the target difficulty score.
[0343] For details on the specific implementation methods and corresponding beneficial effects of the above operations, please refer to the previous embodiments, which will not be repeated here.
[0344] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
[0345] Since the computer program stored in the computer-readable storage medium can execute the steps of any of the data processing methods provided in the embodiments of this application, the beneficial effects that any of the data processing methods provided in the embodiments of this application can achieve can be realized, as detailed in the preceding embodiments, and will not be repeated here.
[0346] According to one aspect of this application, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the aforementioned data processing method.
[0347] The foregoing has provided a detailed description of a data processing method, apparatus, device, storage medium, and program product provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the embodiments above are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.
Claims
1. A data processing method, characterized in that, include: Obtain the target game match to be run in the target game for the first object, and obtain the reference game match for the target game match. The reference game match is a game match that the second object has completed in the target game match and is related to the target game match. The second object is an object whose game result matches the game result of the first object in a preset number of historical game matches. Obtain the first difficulty score of the reference game match, and obtain the second difficulty score of the first object's historical game matches prior to the target game match. , The number of reference game matches is multiple, and each reference game match corresponds one-to-one with the first difficulty score; Determine the object retention rate that matches each of the multiple first difficulty scores, and filter out the object retention rates that meet preset conditions from the multiple object retention rates to obtain the target object retention rate; Based on the first difficulty score corresponding to the retention rate of the target object, determine the difficulty adjustment coefficient of the first object for the target game; The second difficulty score is adjusted according to the difficulty adjustment coefficient to obtain the target difficulty score of the first object for the target game match; Based on the target difficulty score, the difficulty of the target game match is matched to the first object.
2. The data processing method according to claim 1, characterized in that, The step of determining the difficulty adjustment coefficient for the first object in the target game based on the first difficulty score corresponding to the retention rate of the target object includes: Determine the difference between the first difficulty score and the second difficulty score corresponding to the target object retention rate; Based on the difference value, the difficulty adjustment coefficient of the first object for the target game match is determined.
3. The data processing method according to claim 1, characterized in that, The step of adjusting the second difficulty score according to the difficulty adjustment coefficient to obtain the target difficulty score for the first object in the target game includes: The second difficulty score is adjusted according to the difficulty adjustment coefficient to obtain the first initial difficulty score of the first object for the target game match; Based on the difficulty adjustment coefficient, obtain the historical game matches that meet the preset difficulty score from the historical game matches, and obtain the target historical game match; Based on the difficulty score of the target historical game and the first initial difficulty score, the target difficulty score for the first object for the target game is determined.
4. The data processing method according to claim 3, characterized in that, The step of obtaining historical game matches that meet the preset difficulty score based on the difficulty adjustment coefficient, obtaining a target historical game match, and determining the target difficulty score for the first object for the target game match based on the difficulty score of the target historical game match and the first initial difficulty score includes: If the difficulty adjustment coefficient is the first coefficient, then the historical game with the highest difficulty score in the historical game is determined as the historical game that meets the preset difficulty score, and the target historical game is obtained. If the first initial difficulty score is less than the difficulty score of the target historical game match, then the first initial difficulty score is used as the target difficulty score for the first object for the target game match.
5. The data processing method according to claim 3, characterized in that, The step of obtaining historical game matches that meet the preset difficulty score based on the difficulty adjustment coefficient, obtaining a target historical game match, and determining the target difficulty score for the first object for the target game match based on the difficulty score of the target historical game match and the first initial difficulty score includes: If the difficulty adjustment coefficient is the second coefficient, then the historical game with the lowest difficulty score in the historical game is determined as the historical game that meets the preset difficulty score, and the target historical game is obtained. If the initial difficulty score is greater than the difficulty score of the target historical game match, then the first initial difficulty score is used as the target difficulty score for the first object for the target game match.
6. The data processing method according to claim 1, characterized in that, The step of obtaining the second difficulty score of the first object's historical game matches prior to the target game match includes: Filter the most recent historical game matches from the historical game matches of the first object before the target game match; Obtain the second difficulty score of the most recent historical game.
7. The data processing method according to claim 6, characterized in that, The step of obtaining the reference game match for the target game match includes: The game level of the first object is determined based on the second difficulty score; If the first object's game level is within a preset level range, then a reference game match of the target game match is obtained.
8. The data processing method according to claim 7, characterized in that, After determining the target's game level based on the second difficulty score, the method further includes: If the target's game level is lower than the preset level range, then the historical game matches before the most recent historical game match are selected from the historical game matches to obtain the previous historical game matches; The second difficulty score is adjusted based on the difficulty score of the previous historical game match to obtain the target difficulty score for the first object in the target game match.
9. The data processing method according to claim 8, characterized in that, The step of adjusting the second difficulty score based on the difficulty score of the previous historical game match to obtain the target difficulty score for the first object in the target game match includes: Obtain the first game time of the previous historical game and the second game time of the most recent historical game; If the difference between the first game time and the second game time meets a preset time condition, the second difficulty score is adjusted according to the difficulty score of the previous historical game match to obtain the target difficulty score of the first object for the target game match.
10. The data processing method according to claim 9, characterized in that, If the difference between the first game time and the second game time meets a preset time condition, then the second difficulty score is adjusted according to the difficulty score of the previous historical game match to obtain the target difficulty score for the first object for the target game match, including: If the difference between the first game time and the second game time meets the preset time condition, the second difficulty score is adjusted according to the difficulty score of the previous historical game match to obtain the second initial difficulty score of the first object for the target game match; If the second initial difficulty score is greater than the preset difficulty threshold, then the second initial difficulty score is used as the target difficulty score for the first object in the target game match.
11. The data processing method according to claim 10, characterized in that, After adjusting the second difficulty score based on the difficulty score of the previous historical game match to obtain the second initial difficulty score for the first object in relation to the target game match, if the difference between the first game time and the second game time meets a preset time condition, the method further includes: If the second initial difficulty score is less than or equal to the preset difficulty threshold, then the game result of the previous historical game is obtained; Based on the game results of the previous historical game, the second initial difficulty score is adjusted to obtain the target difficulty score for the first object in the target game.
12. The data processing method according to claim 11, characterized in that, The step of adjusting the second initial difficulty score based on the game results of the previous historical game matches to obtain the target difficulty score for the first object in the target game match includes: If the previous game result was a loss, then the first adjustment difficulty score is obtained; Based on the first adjusted difficulty score, the second initial difficulty score is adjusted to obtain the target difficulty score for the first object in the target game.
13. The data processing method according to any one of claims 1-12, characterized in that, The step of obtaining the reference game match for the target game match includes: Obtain the game results of the aforementioned historical game matches; Based on the game results, a second object is selected from the objects in the target game; Obtain reference game matches that the second object has completed in the target game and that are related to the target game matches.
14. A data processing apparatus, characterized in that, include: The first acquisition module is used to acquire the target game match to be run by the first object in the target game, and to acquire the reference game match of the target game match. The reference game match is the game match that the second object has completed in the target game match and is related to the target game match. The second object is an object whose game result matches the game result of the first object in a preset number of historical game matches. The second acquisition module is used to acquire the first difficulty score of the reference game match and the second difficulty score of the first object's historical game matches before the target game match, wherein there are multiple reference game matches and each reference game match corresponds to the first difficulty score. The third acquisition module is used to determine the object retention rate that matches the multiple first difficulty scores respectively, and to filter out the object retention rate that meets the preset conditions from the multiple object retention rates to obtain the target object retention rate; The coefficient determination module is used to determine the difficulty adjustment coefficient of the first object for the target game based on the first difficulty score corresponding to the retention rate of the target object; The score adjustment module is used to adjust the second difficulty score according to the difficulty adjustment coefficient to obtain the target difficulty score of the first object for the target game. The difficulty matching module is used to match the difficulty of the target game match to the first object based on the target difficulty score.
15. An electronic device, characterized in that, It includes a processor and a memory, the memory storing a computer program, and the processor running the computer program in the memory to perform the data processing method according to any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program adapted for loading by a processor to perform the data processing method according to any one of claims 1 to 13.
17. A computer program product, characterized in that, The computer program product stores a computer program adapted for loading by a processor to execute the data processing method according to any one of claims 1 to 13.
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