Information processing method and device, readable storage medium and electronic device
Patent Information
- Application Number
- CN202311340488.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-10-16
- Publication Date
- 2026-09-18
- Estimated Expiration
- 2043-10-16
AI Technical Summary
[0005]本公开至少部分实施例提供了一种信息处理方法、装置、可读存储介质和电子装置,以至少解决游戏与游戏玩家的匹配效率低的技术问题
[0010]In at least some embodiments of this disclosure, by acquiring the game room created by the game application, during the continuous operation of the game room, the number of first game accounts matched to the game room is detected every first time period. When the number of first game accounts meets a first quantity threshold, the state of the game room is determined to be a waiting-to-match state, so as to match a second game account to the game room. When the number of both the first game account and the second game account meets a second quantity threshold, the state of the game room is switched from the waiting-to-match state to the battle state, so that the first virtual game character and the second virtual game character in the game scene running the game application can perform battle operations in the game room in the battle state. In other words, in this embodiment, the game room runs continuously without ending. During the operation of the game room, the status of the game room can be determined based on the number of first game accounts that have joined the game room. When the number of first game accounts does not meet the conditions for the continuous operation of the game room, a second game account can be matched to the game room to make the game room meet the conditions for continuous operation. That is, in this embodiment, the number of game accounts in the game room can be dynamically adjusted so that the game room can run continuously, maximizing the gaming experience of game players and achieving the technical effect of improving the matching efficiency between games and game players, thereby solving the technical problem of low matching efficiency between games and game players.
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Figure CN117339215B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and more specifically, to an information processing method, apparatus, readable storage medium, and electronic device. Background Technology
[0002] Currently, single-game competitive games share a common pain point during the development, testing, and launch phases: in the early stages of testing or operation, the player base is insufficient, resulting in long waiting times for players to be matched and enter a game.
[0003] In the aforementioned situation, the limited number of real players actually matched in a game leads to insufficient game pressure, unstable game quality, and a significant impact on the continuous optimization of gameplay in competitive games. To address this issue, artificial intelligence (AI) characters capable of mimicking the behavior of real players are typically used in the early stages of development to replace real players in the game. However, because AI characters cannot perfectly replicate the behavior of real players, they can be identified by real players in the game, resulting in a decreased experience for real players and a technical problem of low matchmaking efficiency between games and players.
[0004] There is currently no effective solution to the technical problem of low matchmaking efficiency between games and players. Summary of the Invention
[0005] This disclosure provides at least some embodiments of an information processing method, apparatus, readable storage medium, and electronic device to at least address the technical problem of low matching efficiency between games and game players.
[0006] According to one embodiment of this disclosure, an information processing method is provided. The method includes: acquiring a game room created by a game application; during the continuous operation of the game room, detecting the number of first game accounts matched to the game room at first time intervals; in response to the number of first game accounts meeting a first quantity threshold, determining the state of the game room as a pending matching state to match a second game account to the game room, wherein the first quantity threshold is less than the maximum number of game accounts allowed to match to the game room; in response to the number of both the first game account and the second game account meeting a second quantity threshold, switching the state of the game room from the pending matching state to a battle state, so that a first virtual game character and a second virtual game character in the game scene running the game application perform battle operations in the game room in the battle state, wherein the first virtual game character corresponds to the first game account, the second virtual game character corresponds to the second game account, and the second quantity threshold is greater than or equal to the first quantity threshold.
[0007] According to one embodiment of this disclosure, an information processing apparatus is also provided. The apparatus may include: an acquisition unit for acquiring a game room created by a game application; a detection unit for detecting, at first time intervals, the number of first game accounts matched to the game room during continuous operation of the game room; a determination unit for determining the state of the game room as a pending match state in response to the number of first game accounts meeting a first quantity threshold, so as to match a second game account to the game room, wherein the first quantity threshold is less than the maximum number of game accounts allowed to be matched to the game room; and a switching unit for switching the state of the game room from a pending match state to a battle state in response to the number of both the first and second game accounts meeting a second quantity threshold, so that a first virtual game character and a second virtual game character in the game scene running the game application perform battle operations in the game room in the battle state, wherein the first virtual game character corresponds to the first game account, the second virtual game character corresponds to the second game account, and the second quantity threshold is greater than or equal to the first quantity threshold.
[0008] According to one embodiment of the present disclosure, a computer-readable storage medium is also provided, which stores a computer program, wherein the computer program is configured to execute the information processing method described in any of the preceding claims when it is run.
[0009] According to one embodiment of this disclosure, an electronic device is also provided, including a memory and a processor, wherein the memory stores a computer program and the processor is configured to run the computer program to perform the information processing method described in any of the preceding claims.
[0010] In at least some embodiments of this disclosure, by acquiring the game room created by the game application, during the continuous operation of the game room, the number of first game accounts matched to the game room is detected every first time period. When the number of first game accounts meets a first quantity threshold, the state of the game room is determined to be a waiting-to-match state, so as to match a second game account to the game room. When the number of both the first game account and the second game account meets a second quantity threshold, the state of the game room is switched from the waiting-to-match state to the battle state, so that the first virtual game character and the second virtual game character in the game scene running the game application can perform battle operations in the game room in the battle state. In other words, in this embodiment, the game room runs continuously without ending. During the operation of the game room, the status of the game room can be determined based on the number of first game accounts that have joined the game room. When the number of first game accounts does not meet the conditions for the continuous operation of the game room, a second game account can be matched to the game room to make the game room meet the conditions for continuous operation. That is, in this embodiment, the number of game accounts in the game room can be dynamically adjusted so that the game room can run continuously, maximizing the gaming experience of game players and achieving the technical effect of improving the matching efficiency between games and game players, thereby solving the technical problem of low matching efficiency between games and game players. Attached Figure Description
[0011] The accompanying drawings, which are included to provide a further understanding of this disclosure and form part of this application, illustrate exemplary embodiments of this disclosure and are used to explain this disclosure, but do not constitute an undue limitation of this disclosure. In the drawings:
[0012] Figure 1 This is a hardware structure block diagram of a mobile terminal according to an information processing method according to one embodiment of the present disclosure.
[0013] Figure 2 This is a flowchart of an information processing method according to one embodiment of the present disclosure;
[0014] Figure 3 This is a schematic diagram of battlefield matching according to one embodiment of the present disclosure;
[0015] Figure 4 This is a schematic diagram of a game battlefield according to one embodiment of the present disclosure;
[0016] Figure 5 This is a schematic diagram of a storm cycle event according to one embodiment of the present disclosure;
[0017] Figure 6 This is a schematic diagram of a storm scenario according to one embodiment of the present disclosure;
[0018] Figure 7 This is a schematic diagram of another storm scenario according to one embodiment of the present disclosure;
[0019] Figure 8 This is a schematic diagram of another storm scenario according to one embodiment of the present disclosure;
[0020] Figure 9 This is a schematic diagram of a player's poisoned state according to one embodiment of this disclosure;
[0021] Figure 10 This is a schematic diagram of battlefield supplies according to one embodiment of the present disclosure;
[0022] Figure 11 This is a structural block diagram of an information processing apparatus according to one embodiment of the present disclosure;
[0023] Figure 12 This is a schematic diagram of an electronic device according to one embodiment of the present disclosure. Detailed Implementation
[0024] To enable those skilled in the art to better understand the present disclosure, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present disclosure.
[0025] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0026] In one possible implementation, regarding the common pain points of single-game competitive games in the field of game technology during the R&D, testing, and online operation stages, namely, insufficient player scale and long waiting time for players to be matched into games in the early stages of testing or operation, resulting in a poor player experience. To address the technical problem of low matching efficiency between the game and players, AI players that can mimic the behavior of real players are usually used to replace real players in the game in the early stages of development. However, after practice and careful research, the inventors found that because AI players cannot completely replicate the behavior of real players, they can be identified by real players in the game, causing a decline in the real player experience and an imbalance in experience expectations, and the technical problem of low matching efficiency between the game and players still exists.
[0027] To address the aforementioned technical problem of low matching efficiency between games and players, this disclosure proposes an information processing method. The method transforms a single-game competitive game battlefield into a sustainable competitive game battlefield. By acquiring common game rooms from the game application, and during the continuous operation of the game room, the number of first game accounts matched to the game room is detected every first time period. When the number of first game accounts meets a first threshold, the game room is set to a pending matching state to match a second game account. The first threshold is less than the maximum number of game accounts allowed to match to the game room. When the number of both the first and second game accounts meets a second threshold, the game room is switched from a pending matching state to a battle state, allowing a first virtual game character and a second virtual game character to perform battle operations within the game room in the battle state. The first virtual game character corresponds to a first game account, and the second virtual game character corresponds to a second game account. The first threshold is greater than or equal to the first number threshold. In other words, in this embodiment, the game room runs continuously without ending. During the operation of the game room, the state of the game room can be determined based on the number of first game accounts that have joined the game room. When the number of first game accounts does not meet the conditions for the game room to run continuously, a second game account can be matched to the game room to make the game room meet the conditions for continuous operation. That is, the number of game accounts in the game room can be dynamically adjusted so that the number of virtual game characters in the game room meets the requirements, and the game room can run continuously, maximizing the gaming experience of game players and achieving the technical effect of improving the matching efficiency between games and game players, thereby solving the technical problem of low matching efficiency between games and game players.
[0028] The methods and embodiments described above in this disclosure can be executed on mobile terminals, computer terminals, or similar computing devices. Taking a mobile terminal as an example, the mobile terminal can be a smartphone, tablet computer, PDA, mobile internet device, PAD, game console, or other terminal device. Figure 1 This is a hardware structure block diagram of a mobile terminal according to an embodiment of the information processing method disclosed herein. Figure 1 As shown, a mobile terminal may include one or more ( Figure 1 Only one is shown in the diagram. Processor 102 (processor 102 may include, but is not limited to, a central processing unit (CPU), graphics processing unit (GPU), digital signal processing (DSP) chip, microprocessor (MCU), programmable logic device (FPGA), neural network processor (NPU), tensor processor (TPU), artificial intelligence (AI) type processor, etc.) and memory 104 for storing data. In one embodiment of this disclosure, it may also include: input / output device 108 and display device 110.
[0029] In some optional embodiments primarily focused on gaming scenarios, the aforementioned device may also provide a human-computer interaction interface with a touch-sensitive surface. This interface can sense finger contact and / or gestures to interact with a graphical user interface (GUI). The human-computer interaction functions may include the following: creating web pages, drawing, word processing, creating electronic documents, playing games, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music, and / or web browsing, etc. Executable instructions for performing the aforementioned human-computer interaction functions are configured / stored in one or more processor-executable computer program products or readable storage media.
[0030] Those skilled in the art will understand that Figure 1 The structure shown is for illustrative purposes only and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may also include components that are more... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown.
[0031] According to one embodiment of this disclosure, an embodiment of an information processing method is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.
[0032] Figure 2 This is a flowchart of an information processing method according to one embodiment of the present disclosure, such as... Figure 2 As shown, the method includes the following steps:
[0033] Step S201: Obtain the game room created by the game application.
[0034] In the technical solution of step S201 above, the game application can be a competitive game application, such as a survival game or a Tarkov-like survival gold-grabbing game application, and the game room created by the game application can be a sustainable game battlefield.
[0035] In this embodiment, the game application can create a game room, and virtual game characters can join the game room to start a game. Since there is a limit to the number of virtual game characters in the game room, the game room created by the game application can be obtained, and the number of virtual game characters in the game can be detected during the continuous operation of the game room.
[0036] Step S202: During the continuous operation of the game room, the number of first game accounts matched to the game room is detected every first time period.
[0037] In the technical solution of step S202 above, since the game room can be a sustainable battlefield, during the continuous operation of the game room, the number of first game accounts matched to the game room can be detected every first time period. Here, "first game account" refers to any game account matched to the game room, and there can be multiple accounts, such as game account A, game account B, game account C, etc. Each game account corresponds to a virtual game character. The number of first game accounts matched to the game room indicates the number of virtual game characters that have joined the game room. The first time period can be preset, for example, 5 minutes. However, this is merely an example and does not limit the specific value of the first time period.
[0038] In this embodiment, since the game room is continuously running, it is necessary to ensure that the number of virtual game characters in the game room meets the requirements. Based on this, by detecting the number of first game accounts matched to the game room, it can be determined whether the number of virtual game characters in the current game room meets the conditions for the continuous operation of the game room. For example, the number of virtual game characters in the game room can be detected every 5 minutes. If the number of virtual game characters meets the conditions for the continuous operation of the game room, the game room continues to operate. If it does not meet the conditions, virtual game characters are added to the game room to make the game room meet the requirement for the number of virtual game characters.
[0039] Optionally, the number of the first game account in the game room can be continuously and dynamically monitored to adjust the number of virtual game characters in the game room in a timely manner, so that the number of virtual game characters in the game room meets the game operation conditions.
[0040] In step S203, in response to the number of first game accounts meeting the first quantity threshold, the state of the game room is determined to be in a pending matching state, so as to match the second game account to the game room.
[0041] In the technical solution of step S203 above, as described above, the first game account refers to game accounts that have been matched into a game room, and the second game account refers to game accounts waiting to be matched into a game room. There can be multiple second game accounts, such as game account D, game account E, and game account F, which are waiting to be matched into a game room in the battlefield pool. The first quantity threshold is less than the maximum number of game accounts allowed to be matched into a game room. Based on this, when the number of first game accounts meets the first quantity threshold, the state of the game room can be determined as a waiting-to-match state to match the second game account into the game room. The waiting-to-match state of the game room is a state where players are waiting to enter.
[0042] In this embodiment, the first quantity threshold is less than the maximum number of game accounts allowed to be matched to the game room. Based on this, after obtaining the number of the first game accounts, the number of the first game accounts can be compared with the first quantity threshold. If the number of the first game accounts is greater than the first quantity threshold but less than the maximum number of game accounts allowed to be matched to the game room, the state of the game room can be determined as a waiting-to-match state, so as to match the second game account to the game room. In the waiting-to-match state, players waiting to be matched can join the game room.
[0043] For example, suppose the total number of virtual game characters that can be accommodated in the game room is N, and the number of virtual game characters eliminated in the game room is M. At the beginning of the game room, the number of virtual game characters in the game room is N. As the game continues to run, the number of virtual game characters in the game room will continue to decrease due to the continuous elimination of virtual game characters. When the number of virtual game characters in the game room decreases to NM, the state of the game room can be switched to the waiting state. In the waiting state, players waiting to be matched can join the game room.
[0044] Optionally, after the game room's status is switched to the matchmaking state, the game room can be added to the battlefield pool, where there are virtual game characters waiting to be matched. In this case, when the game room is added to the battlefield pool, if there are virtual game characters waiting and the matchmaking score of the virtual game character meets the requirements for joining the game room, the second game account corresponding to the virtual game character can be added to the game room in the matchmaking state.
[0045] For example, after a game room in the matchmaking state is added to the battlefield pool, if there are waiting players in the battlefield pool, that is, waiting virtual game characters, the matchmaking score of the waiting virtual game character can be determined. This matchmaking score can be determined by the virtual game character's combat power, battle record, gameplay preferences, etc. The matchmaking score of the virtual game character is then compared with the matchmaking score of the game room to be matched. If the matchmaking score of the virtual game character is higher than that of the game room to be matched, the virtual game character can be added to the game room to be matched as a virtual game character.
[0046] In step S204, in response to the fact that the number of both the first game account and the second game account meets the second quantity threshold, the state of the game room is switched from the waiting match state to the battle state, so that the first virtual game character and the second virtual game character in the game scene running the game application can perform battle operations in the game room in the battle state.
[0047] In the technical solution of step S204 above, as described in step S203 above, after a game room in the matchmaking state is added to the battlefield pool, a second game account waiting for a virtual game character in the battlefield pool can be added to the matchmaking game room. During this process, the number of the first game account and the second game account added to the matchmaking game room can be continuously monitored, and it can be further determined whether the number of the first game account and the second game account meets the second quantity threshold. If they do, it means that the number of the first game account and the second game account in the matchmaking game battlefield is not less than the second quantity threshold. In this case, the state of the game room can be switched from the matchmaking state to the battle state, so that the first virtual game character and the second virtual game character in the game scene running the game application can perform battle operations in the game room in the battle state. Here, the first virtual game character corresponds to the first game account, that is, the first virtual game character is used to refer to the virtual game character corresponding to the first game account in general, and the number can be multiple, not just a single virtual game character; the second virtual game character corresponds to the second game account, that is, the second virtual game character is used to refer to the virtual game character corresponding to the second virtual game character in general, and the number can be multiple, not just a single virtual game character. Furthermore, the first virtual game character and the second virtual game character can be virtual game characters in the same camp who are fighting in the game room, that is, the first virtual game character and the second virtual game character can be friendly to each other, or the first virtual character and the second virtual character can be virtual game characters in different camps who are fighting, that is, the first virtual game character and the second virtual character can be enemy to each other.
[0048] For example, suppose the first game account includes game account A, game account B, and game account C. Then, the first virtual game character corresponding to game account A can be virtual character a, the first virtual game character corresponding to game account B can be virtual character b, and the first virtual game character corresponding to game account C can be virtual character c. Suppose the second game account includes game account D, game account E, and game account F. Then, the second virtual game character corresponding to game account D can be virtual character d, the second virtual game character corresponding to game account E can be virtual character c, and the second virtual game character corresponding to game account F can be virtual character f. That is, the first virtual game character and the second virtual game character are not necessarily a single virtual game character.
[0049] In this embodiment, the first game account is an existing game account in the game room, and the second game account is a newly added game account. When the number of the first and second game accounts meets a second quantity threshold, it indicates that the number of virtual game characters in the current game room meets the requirements for performing a battle. In this case, the game room in the waiting-to-match state can be switched back to the battle state. The second quantity threshold can be preset; for example, the second quantity threshold can be 5. This is merely an example and does not limit the specific value of the second quantity threshold.
[0050] For example, taking a second threshold of 5 players as an example, assuming the number of virtual game characters in the game room drops to 4, the game room's state switches to a waiting-to-match state and is added to the battlefield pool. If there is a virtual character in the battlefield pool that matches the waiting-to-match game room, then when that virtual character joins the waiting-to-match game room, the number of virtual game characters in the game room becomes 5. In this case, since the number of players in the waiting-to-match game room is not less than the second threshold, that is, the number of players in the waiting-to-match game room meets the second threshold, the waiting-to-match game room can leave the battlefield pool and switch its state from waiting-to-match to battle state, so that the first virtual game character and the second virtual game character can perform battle operations in the battle state game room.
[0051] In the technical solutions of steps S201 to S204 above, the game room runs continuously without ending. During the operation of the game room, the status of the game room can be determined based on the number of first game accounts that have joined the game room. When the number of first game accounts meets the first quantity threshold, a second game account can be matched to the game room to ensure that the game room meets the conditions for continuous operation. By dynamically adjusting the number of game accounts in the game room, the number of virtual game characters in the game room meets the requirements, and the game room can run continuously, maximizing the gaming experience of game players and achieving the technical effect of improving the matching efficiency between the game and game players. This solves the technical problem of low matching efficiency between the game and game players.
[0052] The method described above in this embodiment will be further described below.
[0053] As an optional implementation, the method further includes: maintaining the game room in operation in response to the first virtual game character and the second virtual game character ending their battle operation.
[0054] In this embodiment, the first virtual game character and the second virtual game character can be virtual game characters from the same faction fighting in the game room, or they can be virtual game characters from different factions fighting in the game room. That is, the first virtual game character and the second virtual game character can be friendly or hostile. When the first virtual game character and the second virtual game character in the game room finish their battle, the game room can continue to run.
[0055] For example, suppose one of the virtual game characters in a battle in a game room wins. In a single-round competitive game, the game room might end. However, in the game room described in this application, even if one of the two sides wins, the game room can continue to run. That is, even if the match ends, the game battlefield can continue to run to enhance the game experience for players.
[0056] As an optional implementation, step S202, during the continuous operation of the game room, detects the number of first game accounts matched to the game room every first time period, including: during the continuous operation of the game room according to a second time period, detects the number of first game accounts every first time period, wherein the second time period includes the first time period.
[0057] In this embodiment, since the game room is continuously running, a second time period can be set to enhance the player's sense of purpose, allowing the player to gain a sense of objective within each second time period. In this case, while the game room is continuously running according to the second time period, the number of first game accounts can be detected every first time period, where the second time period includes the first time period.
[0058] For example, assuming the second time period is 60 minutes and the first time period is 5 minutes, the number of the first game account in the game room can be checked every 5 minutes within each second time period, for instance, every 5 minutes during the first 60-minute period. This can be done 12 times. Based on the results, it can be determined whether the number of the first game account in the game room meets the first quantity threshold, thus determining whether the game room should be added to the battleground pool. It should be noted that the first and second time intervals can be dynamically adjusted based on the number of players in the game room. This is merely an example and does not limit the specific values of the first and second time intervals.
[0059] As an optional implementation, the method further includes: triggering a target event in the game scene within a second time period, wherein the target event is used to prompt the game room to move from a time period corresponding to the second time period to the next corresponding time period.
[0060] In this embodiment, the target event is used to indicate a storm event in the game room. Within the second time period, the target event in the game scene can be triggered. The target event can prompt the game room to move from the current time period corresponding to the second time period to the next time period, wherein the duration of the time period is equal to the duration of the second time period.
[0061] For example, if the current time period is about to reach the second time cycle, a target event in the game scene can be triggered to remind the player that the next time period is about to begin. This can increase the player's gaming pressure and enhance their gaming experience.
[0062] As an optional implementation, the method further includes: triggering an event notification message during a second time period, wherein the event notification message is used to at least indicate that the target event is pending execution in the game scene.
[0063] In this embodiment, during the second time period, an event prompt message can also be triggered, which can indicate that the target event is to be executed in the game scene, thereby increasing the curiosity of game players.
[0064] For example, during the second time period, the target event may also have a corresponding event prompt message. This event prompt message is used at least to indicate that the target event is pending execution in the game scene. In addition, the event prompt message may also be used to indicate that the target event is an event that has not appeared in the game room before.
[0065] As an optional implementation, the method further includes updating the game content in the game scene based on the target event.
[0066] In this embodiment, after the target event is triggered, the game content in the game scene can also be updated based on the target event. The game content includes at least the resources deployed in the game scene, the resource deployment points, and the resource pickup status.
[0067] For example, after a target event is triggered, the global drop locations in the game room can be checked. If there are empty drop locations, the resources in those locations can be replenished. In addition, all AI drops can be recovered, the number of AI in the game can be re-searched, and the resources can be dynamically replenished to the highest value position.
[0068] For another example, the entire game map can be traversed to detect drop locations. If a drop location is found to have been picked up and there are no players within the surrounding target radius, supplies can be replenished directly to that drop location. Alternatively, for each drop location, the system can check for players within the surrounding target radius after a fixed interval. If no players are found, supplies can be replenished directly.
[0069] As an optional implementation, the information processing method further includes: obtaining the survival time of the first virtual game character and / or the second virtual game character in the game room; and controlling the first virtual game character and / or the second virtual game character to be in a negative gain game effect in response to the survival time exceeding a duration threshold, wherein the duration threshold is determined based on a second time period.
[0070] In this embodiment, the survival time of the first virtual game character and / or the second virtual game character within the game room can be obtained, and the survival time can be compared with a duration threshold. The duration threshold is determined based on a second time period, which can be the duration corresponding to the second time period, i.e., the time of one cycle. When the survival time exceeds the duration threshold, the first virtual game character and / or the second virtual game character can be controlled to be under a negative gain effect. This negative gain effect can be used to represent the first and second virtual game characters being in a poisoned state in the game battlefield.
[0071] For example, based on gameplay mechanics, to prevent players from lingering in the game battlefield, each player can be given only one complete safe time loop within the battlefield. Therefore, whether a virtual character is lingering in the battlefield can be determined by comparing their survival time within the game room with a time threshold. If a virtual character's survival time exceeds the time threshold, it means their survival time in the battlefield has exceeded one complete safe time loop. In this case, the virtual character can be set to a poisoned state. The longer a poisoned character stays in the battlefield, the deeper the poisoning becomes.
[0072] As an optional implementation, the information processing method further includes: determining the number of second time periods included in the survival duration; and determining a negative gain game effect based on the number, wherein the negative gain game effect is positively correlated with the number.
[0073] In this embodiment, as described above, the negative gain game effect is related to the degree of poisoning. Based on this, after obtaining the survival time of the first virtual game character and / or the second virtual game character, the negative gain game effect of the first virtual game character and the second virtual game character can be determined according to the number of second time periods included in the survival time. The negative gain game effect is positively correlated with the number of second time periods included in the survival time of the virtual game character.
[0074] For example, after obtaining the survival time of a virtual game character, the survival time can be divided by the duration of the second time period to obtain the number of second time periods included in the survival time. The larger the number of second time periods included in the survival time, the stronger the negative benefit effect and the deeper the virtual game character's poisoning.
[0075] As an optional implementation, step S203, in response to the number of first game accounts meeting a first quantity threshold, determines the state of the game room as a pending match state, including: in response to the number of first game accounts meeting the first quantity threshold, configuring the game room into the data pool to update the state of the game room to a pending match state.
[0076] In this embodiment, during the continuous operation of the game room, if the number of first game accounts responding in the game room meets a first quantity threshold, that is, if the number of virtual game characters in the game room is less than the first quantity threshold, the game room is configured into the data pool to update the game room's status to a pending match state. The data pool can also be a matchmaking pool or a battlefield pool, containing virtual game characters waiting for matchmaking.
[0077] For example, suppose a game room has a maximum capacity of 8 players and a first quantity threshold of 5. When the number of first game accounts in the game room drops to 4, it means that the number of virtual game characters in the game room is less than the first quantity threshold. In this case, the game room can be configured into the data pool. When a game room is matched into the data pool, its status is switched to the waiting-to-match state. Since there are many waiting-to-match game players in the data pool, game players who meet the matching requirements of the game room can join the game room.
[0078] As an optional implementation, step S204, in response to the number of both the first game account and the second game account meeting a second quantity threshold, switches the state of the game room from the waiting-to-match state to the battle state, including: in response to the number of both the first game account and the second game account meeting the second quantity threshold, and the level indicator value of the second game account reaching the level indicator threshold, the state of the game room is switched from the waiting-to-match state to the battle state, wherein the level indicator value is used to characterize the level of the second game account in matching with the game room.
[0079] In this embodiment, when a game room is in a data pool, game players who meet the matching requirements of the game room can join the game room. The matching requirements of the game room can be that the skill index value of the game player's corresponding game account reaches a skill index threshold. In this case, when the number of both the first game account and the second game account meets a second quantity threshold, and the skill index value of the second game account reaches the skill index threshold, the state of the game room can be switched from the waiting-to-match state to the battle state so that the game room can continue to operate.
[0080] For example, when a game battlefield is placed in a data pool, if a player's skill rating among the many players waiting for matchmaking in the data pool exceeds a certain threshold, that player can be added to the game room. The skill rating indicates a player's matchmaking score and can be determined by factors such as combat power, battle record, and gameplay preferences, reflecting the player's level. Following this principle, one or more players can be added to a game room. Existing players' accounts can be designated as the first account, and newly added players' accounts can be designated as the second account. When the number of both first and second accounts in the game room meets a second threshold, the game room's status can be switched from a waiting-for-matching state to a battle state. The second threshold is greater than or equal to the first threshold; the specific value of the second threshold is not specified here.
[0081] As an optional implementation, step S204, in response to the number of both the first game account and the second game account meeting a second quantity threshold, switches the state of the game room from the waiting-to-match state to the battle state, including: within the time period corresponding to the first time period, in response to the number of both the first game account and the second game account meeting a maximum quantity, switches the state of the game room from the waiting-to-match state to the battle state, wherein the second quantity threshold includes the maximum quantity.
[0082] In this embodiment, during the operation of the game room according to the second time cycle, the number of game accounts in the game room can be detected once every first time cycle. When the number of the first game account and the second game account both meet the maximum number within the first time cycle, that is, between the two detection nodes, the state of the game room can be switched from the waiting match state to the battle state.
[0083] For example, assuming the maximum number is 8, when a game room is placed in the data pool, after 5 minutes, if the number of the first and second game accounts in the game room is exactly 8, then the game room can be set to exit the data pool. After the game room exits the data pool, its status will switch from the waiting to match status to the battle status.
[0084] As an optional implementation, step S203, in response to the number of first game accounts meeting a first quantity threshold, determines the state of the game room as a pending match state, including: in response to the number of first game accounts being less than or equal to the first quantity threshold, determines the state of the game room as a pending match state.
[0085] In this embodiment, when the number of first game accounts detected in the game room is less than or equal to the first quantity threshold, it indicates that the number of game players in the game room does not meet the requirements for the continuous operation of the game room. In this case, the state of the game room can be determined as a state to be matched.
[0086] For example, if the first quantity threshold is 5 and the game room is full with 8 players, as the game room runs, some players are eliminated. When the number of players in the game room, that is, the number of the first game accounts, drops to 4, since 4 is less than the first quantity threshold of 5, the game room can be placed in the data pool, that is, the state of the game room is determined to be in the pending matching state.
[0087] As an optional implementation, step S204, in response to the number of both the first game account and the second game account meeting a second quantity threshold, switches the state of the game room from the waiting-to-match state to the battle state, including: every first time period, in response to the number of both the first game account and the second game account being greater than the first quantity threshold, switching the state of the game room from the waiting-to-match state to the battle state, wherein the second quantity threshold includes the first quantity threshold.
[0088] In this embodiment, during the operation of the game room in the second cycle, the number of game players in the game room can be detected once every first time cycle. That is, the number of the first game account and the second game account in the game room can be detected once every first time cycle. When each detection begins, that is, at each detection node, in response to the number of both the first game account and the second game account being greater than the first quantity threshold, the state of the game room can be switched from the waiting-to-match state to the battle state. The second quantity threshold includes the first quantity threshold, that is, the second quantity threshold is greater than or equal to the first quantity threshold.
[0089] As an optional implementation, the method further includes: obtaining the risk level of the game room, wherein the risk level is used to represent the degree of risk of the game room in the game scene; based on the risk level, in response to a strategy selection operation triggered on a first virtual game character and / or a second virtual game character, determining the area in the game scene where the first virtual game character and / or the second virtual game character matching the game room appears.
[0090] In this embodiment, the game room corresponds to a risk level. That is, different game scenes within the game room correspond to different risk levels. The risk levels can include at least high risk, medium risk, and low risk. Virtual characters entering the game room can autonomously choose the area where they appear based on the risk level of the game scene within the game room. In other words, after responding to the strategy selection operation triggered by the first virtual game character and / or the second virtual game character, the area where the first virtual game character and / or the second virtual game character appear in the game scene can be determined based on the selection of the first virtual game character and / or the second virtual game character. This allows the virtual characters in the game room to adapt to the game scene and meet the competitive needs of players with different gameplay styles.
[0091] For example, gamers have different playstyles. Some are poorly equipped and cautiously develop their characters, while others are well-equipped and enjoy aggressive, gunfights. Different playstyles suit different game scenarios. Therefore, game scenarios in the game room can have different risk levels for the first and / or second virtual game characters to choose from. Once the first and / or second virtual game characters have selected a scenario based on the risk level, they can be matched into that scenario. This secondary distribution of virtual characters entering the game room aims to match players of different skill levels together as much as possible.
[0092] Alternatively, for competitive games, since the gameplay itself requires a core experience of overcoming adversity with limited resources—for example, a cautious player with poor equipment can defeat a well-equipped and aggressive player—the game can provide players with the opportunity to choose different difficulty levels based on their playstyle preferences by displaying the real-time challenge difficulty within the battlefield. This satisfies the need for players with different playstyles to compete in the same arena, while also ensuring that players with similar or identical playstyles appear in the same area, thus guaranteeing a good basic experience in the early stages of the game. This achieves two goals at once.
[0093] As an optional implementation, the method further includes: supplementing the game room with game resources that match both the first virtual game character and / or the second virtual game character during the time period corresponding to the first time period.
[0094] In this embodiment, since the game room is continuously running and no maximum matching time is set, it is possible to ensure that the players entering the game room are as real as possible. Based on this, during the continuous operation of the game room, game resources can be added to the game room during the time period corresponding to the first time cycle. These game resources can be game resources that match the first virtual game character or the second virtual game character, so as to ensure that players can continuously experience new game resources and improve their gaming experience.
[0095] For example, resources can be replenished to drop locations in the game room within the first time period, or the status of drop locations can be updated, such as changing the status of the drop location from a pick-up status to an unpickup status, to ensure that players can continuously have content to explore.
[0096] In this embodiment, the game room runs continuously without ending. During the game room's operation, the number of virtual game characters in the game room can be checked at fixed intervals. When the number of virtual game characters in the game room drops to a first threshold, the game room is added to the data pool to replenish virtual game characters, ensuring that the game room always meets the conditions for continuous operation. This greatly improves the matching efficiency between the game and players, solving the technical problem of low matching efficiency. In addition, during the continuous operation of the game room, the game content within the game room can be dynamically replenished, enhancing the gaming experience of virtual game characters and ensuring that virtual game characters continuously have new game content to explore, thus improving the player's gaming experience.
[0097] The technical solutions of the present invention will be further illustrated below with reference to preferred embodiments.
[0098] Most competitive games are single-round games. Single-round game battlefields usually have an end time, and the end condition is usually set according to the time limit or the victory of one side. In this type of single-round game, a certain number of players are required to start the game. However, in the early stages of testing or operation, due to the insufficient scale of active users, the waiting time for players to be matched and enter the game will be too long. This will result in too few real players participating in the game, causing problems such as a vacuum in the player experience, insufficient pressure, and unstable game quality. This will have a significant negative impact on the continuous optimization of the gameplay experience of the game product.
[0099] To address the technical issue of low matchmaking efficiency between games and players, AI players that simulate real player behavior are added to the game to compensate for the long waiting time for players. However, since AI players cannot fully replicate the performance of real players, they are easily identified by real players, causing a decline in real players' expectations. At the same time, the strength and playstyle of AI players are difficult to simulate real players, which also leads to unstable pressure on real players and an unbalanced player experience.
[0100] However, this application proposes an information processing method to update a single-game competitive game battlefield into a sustainable competitive game battlefield. By acquiring common game rooms in the game application, during the continuous operation of the game room, the number of first game accounts matched to the game room is detected every first time period. When the number of first game accounts meets a first quantity threshold, the state of the game room is determined to be a waiting-to-match state, so as to match a second game account to the game room. The first quantity threshold is less than the maximum number of game accounts allowed to be matched to the game room. When the number of both the first game account and the second game account meets a second quantity threshold, the state of the game room is switched from the waiting-to-match state to the battle state, so that the first virtual game character and the second virtual game character in the game scene running the game application can perform battle operations in the game room in the battle state. The first virtual game character corresponds to the first game account, the second virtual game character corresponds to the second game account, and the first quantity threshold is greater than or equal to the first quantity threshold. In other words, in this embodiment, the game room runs continuously without ending. During the operation of the game room, the state of the game room can be determined based on the number of first game accounts that have joined the game room. When the number of first game accounts does not meet the conditions for the continuous operation of the game room, a second game account can be matched to the game room to make the game room meet the conditions for continuous operation. That is, the number of game accounts in the game room can be dynamically adjusted so that the number of virtual game characters in the game room meets the requirements, and the game room can run continuously, maximizing the gaming experience of game players and achieving the technical effect of improving the matching efficiency between games and game players, thereby solving the technical problem of low matching efficiency between games and game players.
[0101] The sustainable game battlefield will be discussed in more detail next.
[0102] In this implementation, as described above, single-round game battlefields typically have an end time. The end condition is usually set based on the time limit or based on one side's victory; that is, single-round game battlefields have a game end time. In contrast, a sustainable game battlefield is a continuously running game battlefield. That is, a sustainable game battlefield does not have a game end time. During the continuous operation of the game battlefield, the number of players in the battlefield is checked periodically, and when the number of players drops to a set threshold, the number of players is dynamically replenished to ensure the continuous operation of the game battlefield.
[0103] For example, a game application contains multiple game rooms, or game battlefields, where players are playing. As new players enter and old players are eliminated, the game battlefield is in a dynamic state. When certain conditions are met, such as when there are not enough players in the game battlefield to meet the needs of the battle pressure, the new player is allowed to enter the matchmaking pool. When the conditions are not met, the new player leaves the matchmaking pool.
[0104] Optionally, in a sustainable game battlefield, the number of players in the game battlefield can be checked at fixed time points, and when the number of players is less than X, the game battlefield is added to the battlefield pool, for example, checked once every 5 minutes.
[0105] Optionally, the number of players in the game battlefield can be dynamically checked. Each time the number of players is detected to be less than X, the game battlefield is placed into the battlefield pool to replenish the players. However, dynamic checking will not give the players in the game battlefield a chance to catch their breath.
[0106] Optionally, a battlefield pool may contain multiple players waiting for matchmaking. Based on this, once a battlefield is added to the battlefield pool, players matched with that battlefield can join it. For example, if a battlefield has a maximum of 8 players, and the battlefield is added to the battlefield pool when the number of players decreases to 4, and if there are players waiting in the pool with a matchmaking score that meets the battlefield's requirements, then when the battlefield appears in the pool, that player can directly join as the 5th player in an existing 4-player battlefield, without waiting for the remaining 3 players, thus speeding up the matchmaking process. A player's matchmaking score is determined by various factors, such as their combat power, historical performance, and gameplay preferences.
[0107] Optionally, after a game battlefield is added to the battlefield pool, if the number of players in the game battlefield reaches the maximum number of players after new players join, the game battlefield can leave the battlefield pool and start a new match.
[0108] For example, assuming the maximum number of players in a game battlefield is 8, when the game battlefield is added to the battlefield pool, the number of players in the game battlefield will immediately reach 8, and the game battlefield will then be removed from the battlefield pool.
[0109] Optionally, after a game battlefield is added to the battlefield pool, if the number of players in the game battlefield does not reach the maximum number of players, but the number of players in the game battlefield exceeds the threshold for entering the battlefield pool, as mentioned above, the number of players in the game battlefield will be checked at regular intervals. Based on this, when the time for the next check of players in the game battlefield arrives, since the number of players in the game battlefield is greater than the threshold for entering the battlefield pool, the game battlefield will be removed from the battlefield pool even if the number of players in the game battlefield has not reached the maximum number of players.
[0110] For example, assuming a full battlefield has 8 players, after a battlefield is added to the battlefield pool, and players are added, if there are 5 players in the battlefield by the next detection time, and the condition for adding a battlefield to the pool is that the number of players in the battlefield drops to 4, then since 5 is greater than 4, the number of players in the battlefield at this point does not meet the condition for entering the battlefield pool. In this case, the battlefield will also be removed from the battlefield pool. Furthermore, between detection points, as long as the number of players in the battlefield does not reach 8, it will be added until there are 8 players. After a battlefield is removed from the battlefield pool, the battlefield can start a match, and the players in the battlefield are all real players. The combat pressure and pace are very rich and stable, solving the problem of poor matchmaking experience for active users due to insufficient active user numbers.
[0111] Figure 3 This is a schematic diagram of battlefield matching according to one embodiment of the present disclosure. Figure 3 As shown, before a battlefield opens, it can be created. A created battlefield can include multiple queues, such as Queue 1, Queue 2, Queue 3, etc. After creation, a dynamic battlefield rating can be assigned. Battlefield ratings include at least high-score battlefields, low-score battlefields, and warm battlefields. Battlefield ratings can be dynamically adjusted; for example, a low-score battlefield can become a high-score battlefield, and vice versa. However, warm battlefields are not re-rated until players leave. Warm battlefields match players of relatively lower skill levels together, providing a more balanced gaming experience. As the battlefield continues to operate, the number of players within it dynamically changes. When the number of players in a battlefield drops to a certain value, the battlefield can be added to a battlefield pool. Whether a battlefield remains in the pool depends on whether it meets certain conditions, and its next action is determined by its current state. For example, battlefields include those with a minimum number of players, battlefields where all players have left, battlefields matching players according to their ratings, battlefields with insufficient players, and battlefields with players in warm matches.
[0112] In this embodiment, the game battlefield corresponds to a risk level, which indicates the level of challenge a player may face. For example, the more enemies there are and the better their equipment, the higher the risk for the player; conversely, the fewer enemies there are and the worse their equipment, the lower the risk. Based on this, players entering the game battlefield can be further segmented. For instance, players with poor equipment and a cautious, slow-developing playstyle can be grouped together, while those with better equipment and a preference for aggressive gameplay can be grouped together. This aims to provide players with the opportunity to choose different difficulty zones based on their playstyle preferences by informing them of the real-time challenge difficulty within the battlefield. This satisfies the need for players with different playstyles to compete in the same arena, while also ensuring that players with similar or identical playstyles spawn in the same areas, guaranteeing a good early-game experience – a win-win situation. This secondary segmentation allows players to strategically choose their playstyle based on their preferences and also enables a dynamic self-balancing of pressure in different areas of the game battlefield. In other words, the level's difficulty is positively correlated with its pressure, and the level's strength is positively correlated with its pressure. Figure 4 This is a schematic diagram of a game battlefield according to one embodiment of the present disclosure, such as... Figure 4 As shown, the game battlefield includes multiple game scenes, such as the gate of the oil refinery, the street waiting shed, the road leading to the factory, the Tianlu gate, the dock and train station, and the Nanfeng Port area. Players can choose the corresponding game scene to play.
[0113] In this embodiment, since the sustainable battlefield theoretically has no end time, i.e., it runs indefinitely, the time rhythm within the battlefield follows a cycle. For example, the battlefield cycles every 20 minutes, and after 20 minutes, the next cycle begins. The events within the cycle represent changes in the level's pace, providing players with anticipation of game objectives and rhythm. Figure 5 This is a schematic diagram of a storm cycle event according to one embodiment of the present disclosure. Figure 5 As shown, the game battlefield operates in a cyclical manner. Within each cycle, the game content can be dynamically replenished at fixed time intervals. For example, this fixed time interval can be 60 minutes, meaning the duration of each storm wheel can be 60 minutes. The duration of the storm wheel can be monitored and adjusted based on player data during the game. Figure 5 As shown, there are markers indicating the number of players in the game, markers for checking and replenishing global supplies, markers indicating an impending storm event, markers for airdrop flight path triggers, and markers indicating that storm event buildings will soon be available. Supplies can be replenished at each of these markers. Figure 5 Only a portion of the markers are shown; more dynamic detection markers can be set to dynamically supplement the content on the game battlefield.
[0114] Figure 6 This is a schematic diagram of a storm scenario according to one embodiment of the present disclosure. Figure 6 As shown, the storm scene depicts a burned-down warehouse.
[0115] Figure 7 This is a schematic diagram of another storm scenario according to one embodiment of the present disclosure. Figure 7 As shown, the storm scene depicts a scenario where 40 wanderers are defeated in Southwind Harbor.
[0116] Figure 8 This is a schematic diagram of another storm scenario according to one embodiment of the present disclosure. Figure 8 As shown, this storm scene demonstrates the effects of a radioactive dust explosion.
[0117] Optionally, in the game battlefield, after each cycle, players who have not yet left will enter a poisoned state. That is to say, each player has only one cycle of completely safe time in the battlefield. After that, the poisoning level will increase accordingly with the number of cycles they stay in the battlefield, i.e., poisoning +1, +2...+n, etc. The purpose of this is to prevent players from staying in the field indefinitely and hindering the effective activity of the battle in the battlefield.
[0118] Figure 9 This is a schematic diagram of a player's poisoned state according to one embodiment of this disclosure. For example... Figure 9 As shown, pheromone poisoning triggers every 30 minutes, and storm events will turn players who survive longer than the comfort period into a pheromone poisoned state. Figure 9 As shown, a player in a normal state will enter a poisoned state after a 30-minute comfort period and a 1-minute pheromone period; a player in a normal state will enter a poisoned state after a 20-minute comfort period and a 1-minute pheromone period; and a player in a poisoned state will enter a poisoned+ state after a 30-minute comfort period and a 1-minute pheromone period.
[0119] Optionally, as the game battlefield continues to operate, game content within the battlefield can be replenished globally, dynamically, or randomly. Global replenishment includes: refilling global drop slots after each in-game event; recovering all AI drops after each in-game event; and dynamically replenishing AI drops to the highest value position after each in-game event. Dynamic replenishment includes: at fixed intervals, iterating through global drops; if the status is "picked up" and there are no players within the surrounding target radius, replenishing supplies directly; or, for each drop with a fixed duration and no players within the surrounding target radius, replenishing supplies directly. Random replenishment includes: randomly replenishing drops at arbitrary points, generated according to the standard layout of scene assets. Figure 10This is a schematic diagram of battlefield supplies according to one embodiment of this disclosure. Figure 10 As shown, the item is an armory crate, which can contain Pride Level 3 armor. You can pick up all the items in the armory crate by long-pressing.
[0120] In this embodiment, the game battlefield is a sustainable battlefield, which can dynamically replenish the number of players and game content within the game battlefield, improve the matching efficiency between the game battlefield and game players, and solve the technical problem of low matching efficiency between the game battlefield and game players.
[0121] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods according to the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes several instructions to cause a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods described in the various embodiments of this disclosure.
[0122] This embodiment also provides an information processing apparatus for implementing the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the terms "unit" and "module" can refer to a combination of software and / or hardware that performs a predetermined function. Although the apparatus described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.
[0123] Figure 11 This is a structural block diagram of an information processing apparatus according to one embodiment of the present disclosure, such as... Figure 11 As shown, the information processing device 1100 includes: an acquisition unit 1101, a detection unit 1102, a determination unit 1103, and a switching unit 1104.
[0124] Acquisition unit 1101 is used to acquire game rooms created by the game application.
[0125] The detection unit 1102 is used to detect the number of first game accounts that have been matched to the game room at each first time period during the continuous operation of the game room.
[0126] The determining unit 1103 is configured to determine the state of the game room as a pending match state in response to the number of first game accounts meeting a first quantity threshold, so as to match a second game account to the game room, wherein the first quantity threshold is less than the maximum number of game accounts allowed to be matched to the game room.
[0127] The switching unit 1104 is used to switch the state of the game room from the waiting-to-match state to the battle state in response to the fact that the number of both the first game account and the second game account meets the second quantity threshold, so that the first virtual game character and the second virtual game character in the game scene running the game application can perform battle operations in the game room in the battle state, wherein the first virtual game character corresponds to the first game account, the second virtual game character corresponds to the second game account, and the second quantity threshold is greater than or equal to the first quantity threshold.
[0128] Optionally, the device 1100 further includes an execution unit for maintaining the game room in operation in response to the first virtual game character and the second virtual game character ending their combat operations.
[0129] Optionally, the detection unit 1102 includes: a detection module, used to detect the number of first game accounts every first time period during the continuous operation of the game room according to the second time period, wherein the second time period includes the first time period.
[0130] Optionally, the device 1100 further includes: a first triggering unit, used to trigger a target event in the game scene within a second time period, wherein the target event is used to prompt the game room to move from a time period corresponding to the second time period to the next corresponding time period.
[0131] Optionally, the device 1100 further includes: a second triggering unit, configured to trigger event prompt information within a second time period, wherein the event prompt information is used to at least indicate that a target event is pending execution in the game scene.
[0132] Optionally, the device 1100 further includes an update unit for updating game content in the game scene based on a target event.
[0133] Optionally, the device 1100 further includes: a first acquisition unit, configured to acquire the survival time of the first virtual game character and / or the second virtual game character in the game room; and a control unit, configured to control the first virtual game character and / or the second virtual game character to be in a negative gain game effect in response to the survival time exceeding a duration threshold, wherein the duration threshold is determined based on a second time period.
[0134] Optionally, the device 1100 further includes: a first determining unit for determining the number of second time periods included in the survival time; and a second determining unit for determining the negative gain game effect based on the number, wherein the negative gain game effect is positively correlated with the number.
[0135] Optionally, the determining unit 1103 further includes: a configuration module, configured to configure the game room into the data pool in response to the number of the first game accounts meeting a first quantity threshold, so as to update the status of the game room to a pending match status.
[0136] Optionally, the switching unit 1104 further includes: a first switching module, used to switch the state of the game room from the waiting-to-match state to the battle state in response to the fact that the number of both the first game account and the second game account meets the second quantity threshold and the level index value of the second game account reaches the level index threshold, wherein the level index value is used to characterize the level of the second game account in matching with the game room.
[0137] Optionally, the switching unit 1104 further includes: a second switching module, used to switch the state of the game room from the waiting-to-match state to the battle state in response to the maximum number of both the first game account and the second game account within the time period corresponding to the first time period, wherein the second quantity threshold includes the maximum number.
[0138] Optionally, the determining unit 1103 further includes: a determining module, used to determine the state of the game room as a waiting-to-match state in response to the number of first game accounts being less than or equal to a first quantity threshold; the switching unit 1104 further includes: a third switching module, used to switch the state of the game room from the waiting-to-match state to the battle state every first time period in response to the number of both the first game accounts and the second game accounts being greater than the first quantity threshold, wherein the second quantity threshold includes the first quantity threshold.
[0139] Optionally, the device 1100 further includes: a second acquisition unit, configured to acquire the risk level of the game room, wherein the risk level is used to represent the degree of risk of the game room in the game scene; and a third determination unit, configured to determine, based on the risk level and in response to a strategy selection operation triggered on the first virtual game character and / or the second virtual game character, the area in the game scene where the first virtual game character and / or the second virtual game character that matches the game room appears.
[0140] Optionally, the device 1100 further includes a supplement unit, used to supplement the game room with game resources that match both the first virtual game character and / or the second virtual game character during the time period corresponding to the first time period.
[0141] In the information processing device of this embodiment, the game room runs continuously without ending. During the operation of the game room, the status of the game room can be determined based on the number of first game accounts that have joined the game room. When the number of first game accounts does not meet the conditions for the continuous operation of the game room, a second game account can be matched to the game room to make the game room meet the conditions for continuous operation. That is, in this embodiment of the disclosure, the number of game accounts in the game room can be dynamically adjusted so that the game room can run continuously, maximizing the game experience of the players and achieving the technical effect of improving the matching efficiency between the game and the players, thereby solving the technical problem of low matching efficiency between the game and the players.
[0142] It should be noted that the above-mentioned units and modules can be implemented by software or hardware. For the latter, they can be implemented in the following ways, but not limited to these: all the above-mentioned units and modules are located in the same processor; or, the above-mentioned units and modules are located in different processors in any combination.
[0143] Embodiments of this disclosure also provide a computer-readable storage medium storing a computer program configured to perform the steps in any of the above method embodiments when executed.
[0144] Optionally, in this embodiment, the computer-readable storage medium may include, but is not limited to, various media capable of storing computer programs, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.
[0145] Optionally, in this embodiment, the computer-readable storage medium may be located in any computer terminal in a group of computer terminals in a computer network, or in any mobile terminal in a group of mobile terminals.
[0146] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:
[0147] S1, retrieves the game room created by the game application.
[0148] S2 checks the number of first game accounts matched to the game room every first time period during the continuous operation of the game room.
[0149] S3, in response to the number of first game accounts meeting the first quantity threshold, the state of the game room is determined to be a pending match state, so as to match the second game account to the game room, wherein the first quantity threshold is less than the maximum number of game accounts allowed to be matched to the game room.
[0150] S4, in response to the fact that the number of both the first game account and the second game account meets the second quantity threshold, the state of the game room is switched from the waiting match state to the battle state, so that the first virtual game character and the second virtual game character in the game scene running the game application can perform battle operations in the game room in the battle state, wherein the first virtual game character corresponds to the first game account, the second virtual game character corresponds to the second game account, and the second quantity threshold is greater than or equal to the first quantity threshold.
[0151] This embodiment of the computer-readable storage medium provides a technical solution. By adopting and implementing this solution, the desired technical effect is achieved, thereby solving the technical problem of low matching efficiency between games and game players.
[0152] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a computer-readable storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this disclosure.
[0153] In exemplary embodiments of this application, a computer-readable storage medium stores a program product capable of implementing the methods described above in this embodiment. In some possible implementations, various aspects of the embodiments of this disclosure may also be implemented as a program product including program code, which, when the program product is run on a terminal device, causes the terminal device to perform the steps according to various exemplary embodiments of this disclosure described in the "Exemplary Methods" section above.
[0154] The program product for implementing the above-described method according to embodiments of the present disclosure may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the embodiments of the present disclosure is not limited thereto. In the embodiments of the present disclosure, the computer-readable storage medium may be any tangible medium that contains or stores a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.
[0155] The aforementioned program product may take the form of any combination of one or more computer-readable media. Such computer-readable storage media may be, for example, but not limited to, electrical, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatuses, or devices, or any combination thereof. More specific examples (not exhaustive) of computer-readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fibers, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0156] It should be noted that the program code contained on the computer-readable storage medium can be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.
[0157] Embodiments of this disclosure also provide an electronic device including a memory and a processor, the memory storing a computer program and the processor being configured to run the computer program to perform the steps in any of the above method embodiments.
[0158] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor and the input / output device is connected to the processor.
[0159] Optionally, in this embodiment, the processor can be configured to perform the following steps via a computer program:
[0160] S1, retrieves the game room created by the game application.
[0161] S2 checks the number of first game accounts matched to the game room every first time period during the continuous operation of the game room.
[0162] S3, in response to the number of first game accounts meeting the first quantity threshold, the state of the game room is determined to be a pending match state, so as to match the second game account to the game room, wherein the first quantity threshold is less than the maximum number of game accounts allowed to be matched to the game room.
[0163] S4, in response to the fact that the number of both the first game account and the second game account meets the second quantity threshold, the state of the game room is switched from the waiting match state to the battle state, so that the first virtual game character and the second virtual game character in the game scene running the game application can perform battle operations in the game room in the battle state, wherein the first virtual game character corresponds to the first game account, the second virtual game character corresponds to the second game account, and the second quantity threshold is greater than or equal to the first quantity threshold.
[0164] In the electronic device of this embodiment, a technical solution is provided. By adopting and implementing this solution, the desired objective is achieved, thereby realizing the technical effect and solving the technical problem of low matching efficiency between games and game players.
[0165] Figure 12 This is a schematic diagram of an electronic device according to an embodiment of the present disclosure. Figure 12 As shown, the electronic device 1200 is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments disclosed herein.
[0166] like Figure 12 As shown, the electronic device 1200 is presented in the form of a general-purpose computing device. The components of the electronic device 1200 may include, but are not limited to: at least one processor 1210, at least one memory 1220, a bus 1230 connecting different system components (including memory 1220 and processor 1210), and a display 1240.
[0167] The memory 1220 stores program code that can be executed by the processor 1210, causing the processor 1210 to perform the steps described in the method section of the embodiments of this application according to various exemplary implementations of this disclosure.
[0168] The memory 1220 may include a readable medium in the form of volatile memory cells, such as random access memory (RAM) 12201 and / or cache memory 12202, and may further include read-only memory (ROM) 12203, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
[0169] In some instances, memory 1220 may also include programs / utilities 12204 having a set (at least one) of program modules 12205, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. Memory 1220 may further include memory remotely located relative to processor 1210, which can be connected to electronic device 1200 via a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
[0170] Bus 1230 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, peripheral bus, graphics acceleration port, processor 1210, or a local bus using any of the various bus structures.
[0171] The display 1240 may be, for example, a touch screen liquid crystal display (LCD) that allows a user to interact with the user interface of the electronic device 1200.
[0172] Optionally, the electronic device 1200 can also communicate with one or more external devices 1300 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 1200, and / or any device that enables the electronic device 1200 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via the input / output (I / O) interface 1250. Furthermore, the electronic device 1200 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via the network adapter 1260. Figure 12 As shown, network adapter 1260 communicates with other modules of electronic device 1200 via bus 1230. It should be understood that, although... Figure 12 As not shown, other hardware and / or software modules may be used in conjunction with electronic device 1200, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0173] The aforementioned electronic device 1200 may further include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply, and / or a camera.
[0174] Those skilled in the art will understand that Figure 12The structure shown is for illustrative purposes only and does not limit the structure of the electronic device described above. For example, the electronic device 1200 may also include components that are more... Figure 12 The more or fewer components shown, or having the same Figure 1 Different configurations are shown. The memory 1220 can be used to store computer programs and corresponding data, such as the computer program and corresponding data corresponding to the information processing method in this embodiment. The processor 1210 executes various functional applications and data processing by running the computer program stored in the memory 1220, thereby implementing the aforementioned information processing method.
[0175] The sequence numbers of the embodiments disclosed above are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0176] In the above embodiments of this disclosure, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.
[0177] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units can be a logical functional division, and in actual implementation, there may be other division methods. For instance, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the displayed or discussed mutual coupling, direct coupling, or communication connection may be through some interfaces; the indirect coupling or communication connection between units or modules may be electrical or other forms.
[0178] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0179] Furthermore, the functional units in the various embodiments of this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.
[0180] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, read-only memory (ROM), random access memory (RAM), portable hard drive, magnetic disk, or optical disk.
[0181] The above description is only a preferred embodiment of this disclosure. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principles of this disclosure, and these improvements and modifications should also be considered within the scope of protection of this disclosure.
Claims
1. An information processing method characterized by comprising: include: Get the game room created by the game application; During the continuous operation of the game room, the number of first game accounts matched to the game room is detected every first time period; In response to the number of the first game accounts meeting a first quantity threshold, the state of the game room is determined to be a pending match state, so as to match a second game account to the game room, wherein the first quantity threshold is less than the maximum number of game accounts allowed to be matched to the game room; In response to the fact that the number of the first game account and the second game account both meet the second quantity threshold, the state of the game room is switched from the waiting match state to the battle state, so that the first virtual game character and the second virtual game character in the game scene running the game application can perform battle operations in the game room in the battle state, wherein the first virtual game character corresponds to the first game account, the second virtual game character corresponds to the second game account, and the second quantity threshold is greater than or equal to the first quantity threshold; During the continuous operation of the game room, detecting the number of first game accounts matched to the game room every first time period includes: during the continuous operation of the game room according to a second time period, detecting the number of first game accounts every first time period, wherein the second time period includes the first time period. The method further includes: in response to the survival time of the first virtual game character and / or the second virtual game character in the game room exceeding a time threshold, controlling the first virtual game character and / or the second virtual game character to be in a negative gain game effect, wherein the time threshold is determined based on the second time period; The method further includes: determining the negative gain game effect based on the number of second time periods included in the survival duration, wherein the negative gain game effect is positively correlated with the number.
2. The method of claim 1, wherein, The method further includes: In response to the first virtual game character and the second virtual game character ending the battle operation, the game room continues to run.
3. The method according to claim 1, characterized in that, The method further includes: Within the second time period, a target event in the game scene is triggered, wherein the target event is used to prompt the game room to move from a time period corresponding to the second time period to the next corresponding time period.
4. The method according to claim 3, characterized in that, The method further includes: During the second time period, an event notification message is triggered, wherein the event notification message is used to at least indicate that the target event is to be executed in the game scene.
5. The method according to claim 3, characterized in that, The method further includes: Based on the target event, the game content in the game scene is updated.
6. The method according to claim 1, characterized in that, In response to the number of the first game accounts meeting a first quantity threshold, the state of the game room is determined to be in a pending matching state, including: In response to the number of the first game accounts meeting the first quantity threshold, the game room is configured into the data pool to update the status of the game room to the pending matching status.
7. The method according to claim 1, characterized in that, In response to the fact that the number of both the first game account and the second game account meets a second quantity threshold, the state of the game room is switched from the waiting-to-match state to the battle state, including: In response to the fact that the number of both the first game account and the second game account meets the second quantity threshold, and the level indicator value of the second game account reaches the level indicator threshold, the state of the game room is switched from the waiting-to-match state to the battle state, wherein the level indicator value is used to characterize the level of the second game account in matching with the game room.
8. The method according to claim 1, characterized in that, In response to the fact that the number of both the first game account and the second game account meets a second quantity threshold, the state of the game room is switched from the waiting-to-match state to the battle state, including: Within the time period corresponding to the first time period, in response to the number of both the first game account and the second game account meeting the maximum number, the state of the game room is switched from the waiting-to-match state to the battle state, wherein the second quantity threshold is equal to the maximum number.
9. The method according to claim 1, characterized in that, In response to the number of the first game accounts meeting a first quantity threshold, the state of the game room is determined to be in a pending matching state, including: in response to the number of the first game accounts being less than or equal to the first quantity threshold, the state of the game room is determined to be in the pending matching state; In response to the number of both the first game account and the second game account meeting a second quantity threshold, the state of the game room is switched from the waiting-to-match state to the battle state, including: every first time period, in response to the number of both the first game account and the second game account being greater than the first quantity threshold, the state of the game room is switched from the waiting-to-match state to the battle state, wherein the second quantity threshold is greater than or equal to the first quantity threshold.
10. The method according to any one of claims 1 to 9, characterized in that, The method further includes: Obtain the risk level of the game room, wherein the risk level is used to represent the degree of risk of the game room in the game scene; Based on the risk level, in response to a strategy selection operation triggered on the first virtual game character and / or the second virtual game character, the area in the game scene where the first virtual game character and / or the second virtual game character matching the game room appears is determined.
11. The method according to any one of claims 1 to 9, characterized in that, The method further includes: During the time period corresponding to the first time period, game resources matching the first virtual game character and / or the second virtual game character are added to the game room.
12. An information processing device, characterized in that, include: The acquisition unit is used to acquire game rooms created by the game application. The detection unit is used to detect the number of first game accounts that have been matched to the game room every first time period during the continuous operation of the game room; A determining unit is configured to determine the state of the game room as a match-up state in response to the number of the first game accounts meeting a first quantity threshold, so as to match a second game account to the game room, wherein the first quantity threshold is less than the maximum number of game accounts allowed to be matched to the game room; A switching unit is configured to switch the state of the game room from the waiting-to-match state to the battle state in response to the fact that the number of the first game account and the second game account both meet a second quantity threshold, so that the first virtual game character and the second virtual game character in the game scene running the game application can perform battle operations in the game room in the battle state, wherein the first virtual game character corresponds to the first game account, the second virtual game character corresponds to the second game account, and the second quantity threshold is greater than or equal to the first quantity threshold; The detection unit is further configured to detect the number of first game accounts matched to the game room every first time period during the continuous operation of the game room by the following steps: during the continuous operation of the game room according to a second time period, the number of first game accounts is detected every first time period, wherein the second time period includes the first time period. The device is further configured to: in response to the survival time of the first virtual game character and / or the second virtual game character in the game room exceeding a time threshold, control the first virtual game character and / or the second virtual game character to be in a negative gain game effect, wherein the time threshold is determined based on the second time period; The device is further configured to: determine the negative gain game effect based on the number of the second time periods included in the survival duration, wherein the negative gain game effect is positively correlated with the number.
13. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the method described in any one of claims 1 to 11 when run by a processor.
14. An electronic device comprising a memory and a processor, characterized in that, The memory stores a computer program, and the processor is configured to run the computer program to perform the method described in any one of claims 1 to 11.
Citation Information
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