Game store display method, device, equipment, medium and program product

CN118045345BActive Publication Date: 2026-10-27TENCENT TECH (CHENGDU) CO LTD
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Patent Information

Application Number
CN202211431437.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-11-15
Publication Date
2026-10-27
Estimated Expiration
2042-11-15

AI Technical Summary

Technical Problem

[0004]但是玩家时常遇到游戏商店刷新出想要的虚拟棋子却无法立刻购买的情况

Benefits of technology

[0033]通过在游戏商店满足锁定条件的情况下,对游戏商店执行与锁定状态相关的操作,从而使得玩家在满足购买条件后可以购买需要的虚拟棋子,缩短一局游戏的整体用时,服务器在同一段时间内能够为更多局游戏提供服务。

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a game store display method, device, equipment, medium and program product, and belongs to the field of human-computer interaction. The game store display method comprises the following steps: in the game process of a round chess game, the virtual chess pieces sold in the game store are refreshed based on a refresh condition; in response to a purchase operation and a game operation, a first game account is controlled to participate in a game round in the round chess game by using the purchased virtual chess pieces; in the case where the game store meets a locking condition, an operation related to a locking state is performed on the game store; wherein the locking state refers to a state in which the virtual chess pieces sold in the game store are locked and no longer refreshed within a locking duration. The above scheme performs an operation related to a locking state on the game store in the case where the game store meets a locking condition, so that the first game account can purchase the required virtual chess pieces after meeting the purchase condition, and the required virtual chess pieces are avoided from being missed.
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Description

Technical Field

[0001] This application relates to the field of human-computer interaction, and in particular to a method, apparatus, device, medium, and program product for displaying a game store. Background Technology

[0002] Among the various game genres, there exists an electronic strategy board game called Auto Chess. Its basic rules involve players drawing virtual pieces, selecting combinations from different types of virtual pieces, and then placing them on their own board. Finally, the game system automatically controls the player's virtual pieces to battle against the virtual pieces of other players until the player with the last remaining virtual pieces wins.

[0003] In the process of drawing virtual chess pieces in the auto chess game, the game store automatically refreshes the virtual chess pieces every round according to the turn system, displaying virtual chess pieces of different types than those in the previous round.

[0004] However, players often encounter situations where the game shop refreshes to show the virtual pieces they want, but they cannot purchase them immediately. If the game shop refreshes automatically in the next round, players will be unable to buy the virtual pieces they previously wanted. Summary of the Invention

[0005] This application provides a method, apparatus, device, medium, and program product for displaying a game store.

[0006] The technical solution is as follows:

[0007] According to one aspect of the embodiments of this application, a method for displaying a game store is provided, the method being executed by a terminal, the method comprising:

[0008] During turn-based board games, the virtual chess pieces sold in the game store are refreshed based on refresh conditions;

[0009] In response to purchase and game operations, control the first game account to use the purchased virtual chess pieces to participate in game rounds of turn-based chess games;

[0010] If the game store meets the locking conditions, perform operations related to the locked state on the game store;

[0011] The "locked state" refers to the state where the game store locks the virtual chess pieces for sale during the lock period and no longer refreshes them.

[0012] According to another aspect of the embodiments of this application, the recommended chess pieces include at least one of the following:

[0013] The virtual chess pieces already owned by the first game account;

[0014] Virtual pieces that meet the upgrade conditions are upgraded to a higher-level virtual piece when there are N identical virtual pieces in the game. N identical virtual pieces are then combined into a higher-level virtual piece. N is a positive integer.

[0015] Virtual chess pieces that match the lineup used by the first game account.

[0016] According to another aspect of the embodiments of this application, a method for displaying a game store is provided, the method being executed by a terminal, the method comprising:

[0017] Send the game parameters of the first game account to the server;

[0018] Receive recommended chess pieces from the server, at least one of which is a virtual chess piece predicted by the server using a chess piece recommendation model based on game parameters;

[0019] The game parameters include at least one of the following: the number of virtual pieces owned by the first game account, the number of virtual resources owned by the first game account, the number of virtual pieces owned by the opponent's second game account, the number of virtual resources owned by the second game account, the current game round's ranking position in the entire game process, and the remaining time in the battle phase.

[0020] The chess piece recommendation model was trained in the following way:

[0021] Obtain sample game parameters, which include: the number of virtual pieces owned by the first sample account at different times, the number of virtual resources owned by the first sample account at different times, the number of virtual pieces owned by the second sample account as the opponent at different times, the number of virtual resources owned by the second sample account at different times, and the win / loss result.

[0022] If the first sample account is the winner, input the game parameters corresponding to the first moment in the sample game parameters into the time series feature processing model to obtain the predicted purchase pieces when the first sample account makes its next purchase after the first moment.

[0023] Calculate the error loss between the predicted and actual purchased pieces when the first sample account makes its next purchase after the first moment;

[0024] The temporal feature processing model is trained based on error loss to obtain the chess piece recommendation model.

[0025] According to another aspect of the embodiments of this application, a display device for a game store is provided, the device comprising:

[0026] The refresh module is used to refresh the display of virtual chess pieces sold in the game store based on refresh conditions during the game of turn-based chess games.

[0027] The control module is used to respond to purchase and game operations, and to control the first game account to use the purchased virtual chess pieces to participate in game rounds in turn-based chess games;

[0028] The operation module is used to perform operations related to the locked state of the game store when the locked conditions are met; the locked state refers to the state in which the game store locks the virtual chess pieces for sale and no longer refreshes them during the locked period.

[0029] According to another aspect of the embodiments of this application, a computer device is provided, the computer device including: a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the display method of the game store as described in the various aspects above.

[0030] According to another aspect of the embodiments of this application, a computer-readable storage medium is provided, which stores at least one instruction, at least one program, code set, or instruction set, wherein the at least one instruction, at least one program, code set, or instruction set is loaded and executed by a processor to implement the game store-based display method as described in the various aspects above.

[0031] According to another aspect of the embodiments of this application, a computer program product (or computer program) is provided, the computer program product (or computer program) including computer instructions stored in a computer-readable storage medium; a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, causing the computer device to perform the game store display method as described in the various aspects above.

[0032] The technical solutions provided in this application embodiment may include the following beneficial effects:

[0033] By performing operations related to the locked state on the game store when the locking conditions are met, players can purchase the virtual chess pieces they need after meeting the purchase conditions, thus shortening the overall time of a game and enabling the server to provide services for more games in the same period of time. Attached Figure Description

[0034] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0035] Figure 1A schematic diagram of a computer system provided in an exemplary embodiment of this application is shown;

[0036] Figure 2 A schematic diagram illustrating a game store display method provided in an exemplary embodiment of this application is shown;

[0037] Figure 3 A flowchart illustrating a method for displaying a game store according to an exemplary embodiment of this application is shown;

[0038] Figure 4 A flowchart illustrating a method for displaying a game store according to an exemplary embodiment of this application is shown;

[0039] Figure 5 A flowchart illustrating a method for displaying a game store according to an exemplary embodiment of this application is shown;

[0040] Figure 6 A flowchart illustrating a method for displaying a game store according to an exemplary embodiment of this application is shown;

[0041] Figure 7 A flowchart illustrating a method for displaying a game store according to an exemplary embodiment of this application is shown;

[0042] Figure 8 A schematic diagram illustrating a game store display method provided in an exemplary embodiment of this application is shown;

[0043] Figure 9 A schematic diagram illustrating a game store display method provided in an exemplary embodiment of this application is shown;

[0044] Figure 10 A schematic diagram illustrating a game store display method provided in an exemplary embodiment of this application is shown;

[0045] Figure 11 A schematic diagram illustrating a game store display method provided in an exemplary embodiment of this application is shown;

[0046] Figure 12 A block diagram of a display device for a game store provided in an exemplary embodiment of this application is shown;

[0047] Figure 13 A schematic diagram of the structure of a computer device provided in an exemplary embodiment of this application is shown. Detailed Implementation

[0048] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0049] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.

[0050] The terminology used in this application is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. The singular forms “a,” “the,” and “the” used in this application and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used herein refers to and includes any or all possible combinations of one or more of the associated listed items.

[0051] It should be noted that the object information (including but not limited to object device information, object personal information, etc.) and data (including but not limited to data used for analysis, data stored, data displayed, etc.) involved in this application are all information and data authorized by the object or fully authorized by all parties, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0052] It should be understood that although the terms first, second, etc., may be used in this application to describe various information, this information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, without departing from the scope of this application, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to determination."

[0053] A brief summary of some key terms used in this application is as follows:

[0054] Turn-based board games: A type of board game in which players take turns moving their virtual pieces against each other.

[0055] Auto Chess: This is a general term for a type of electronic strategy turn-based board game. The basic rules are that players draw virtual pieces, choose combinations from different types of virtual pieces, and then place them on their own board. The game system automatically controls the player's virtual pieces to battle against the virtual pieces of other players until only one player has virtual pieces remaining. The loser of each round loses a certain amount of health points, and this process is repeated until only one player remains.

[0056] Virtual pieces: refers to the pieces placed on the board in the auto chess game, including combat virtual pieces and preparation virtual pieces. Combat virtual pieces are virtual pieces located in the combat zone, while preparation virtual pieces are virtual pieces located in the preparation zone.

[0057] Chessboard: Refers to the area in the auto chess game interface used for preparing for and engaging in battle. It can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual chessboard, and this application does not limit it to any particular type. The chessboard is divided into a battle area and a preparation area. The battle area includes several identical battle squares, which are used to place virtual pieces that will engage in battle during the game. The preparation area includes several standby squares, which are used to place standby virtual pieces. These standby virtual pieces do not participate in the battle during the game, but can be dragged and dropped into the battle area during the preparation phase.

[0058] For example, regarding the arrangement of the battle squares in the battle zone, in one possible implementation, the battle zone includes n (rows) × m (columns) battle squares, where n is an integer multiple of 2, and adjacent rows of battle squares are aligned, or adjacent rows of battle squares are staggered. Furthermore, the battle zone is divided into two parts by rows: the player's battle zone and the enemy's battle zone, and during the preparation phase, players can only place virtual pieces in their own battle zone.

[0059] Gold: A basic resource (virtual resource) used in the game to purchase virtual chess pieces and refresh the game shop. Each round, you will receive a fixed base of gold and 10% of your current gold as interest (interest will not exceed 5, and there will be no interest if you have less than 10 gold). You will receive additional gold based on the number of consecutive wins or losses.

[0060] Preparation Zone: After acquiring virtual pieces, players will place them in the preparation zone. Players can sell, move, or keep virtual pieces in the preparation zone. There is a limit to the capacity of virtual pieces in the preparation zone.

[0061] Star Upgrading: When you have N identical virtual pieces in the Auto Chess battle zone and preparation zone, the virtual pieces will automatically combine into a higher-star virtual piece. This process is called star upgrading. Upgrading a virtual piece significantly increases its strength. N is a positive integer. For example, having 3 identical 1-star virtual pieces will automatically upgrade it to a 2-star virtual piece; having 3 identical 2-star virtual pieces will automatically upgrade it to a 3-star virtual piece. The highest star level for a virtual piece is 3 stars, and upgrading one 3-star virtual piece requires a total of 9 1-star virtual pieces. Upgrading a virtual piece significantly increases its base attributes and skill strength. It should be noted that players can purchase 1-star virtual pieces in the game shop, but cannot directly purchase 2-star or 3-star virtual pieces.

[0062] Brightness: refers to the ratio of the luminous intensity of a light source to the area of ​​the light source, that is, the luminous intensity per unit projected area. The unit of brightness is candela per square meter or nit (1 nit = 1 candela per square meter).

[0063] Figure 1 A schematic diagram of a computer system 100 provided in an exemplary embodiment of this application is shown. The computer system 100 includes: a terminal 110 and a server 120.

[0064] Terminal 110 has a game client 111 installed and running that supports a virtual environment. This game client 111 can be a multiplayer online battle arena (MOBA) program. When terminal 110 runs the game client 111, the interface of the game client 111 is displayed on the screen of terminal 110. The game client 111 can be any of the following: Virtual Reality (VR) application, Augmented Reality (AR) application, 3D mapping application, Virtual Reality game, Augmented Reality game, First-Person Shooter (FPS) game, Third-Person Shooter (TPS) game, Multiplayer Online Battle Arena (MOBA) game, or Strategy Card Game. In this embodiment, a Strategy Card Game is used as an example of the game client 111, and terminal 110 is the terminal used by object 112.

[0065] Terminal 110 can refer to one of multiple terminals, but this embodiment only uses terminal 110 as an example. The device type of terminal 110 includes at least one of the following: smartphone, tablet computer, e-book reader, MP3 player, MP4 player, laptop computer, and desktop computer.

[0066] Figure 1 Only one terminal is shown in the diagram, but in different embodiments, multiple other terminals 130 can access the server 120. Optionally, one or more terminals 130 may also be terminals corresponding to developers, on which a development and editing platform for game clients supporting virtual environments is installed. Developers can edit and update the game client on the terminal 130 and transmit the updated game client installation package to the server 120 via wired or wireless network. Terminal 110 can download the game client installation package from the server 120 to update the game client.

[0067] Terminal 110 and other terminals 130 are connected to server 120 via wireless or wired networks.

[0068] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 is used to provide backend services for game clients that support a three-dimensional virtual environment. Optionally, server 120 undertakes the main computing work, and terminal 110 undertakes the secondary computing work; or, server 120 undertakes the secondary computing work, and terminal 110 undertakes the main computing work; or, server 120 and terminal 110 collaborate on computing using a distributed computing architecture.

[0069] Optionally, server 120 includes processor 122, object account database 123, battle service module 124, and object-oriented input / output interface (I / O interface) 125. The processor 122 is used to load instructions stored in the server 121 and process data in the object account database 123 and the battle service module 124. The object account database 123 is used to store data of object accounts used by the terminal 110 and other terminals 130, such as the object account's avatar, nickname, combat power index, and service area. The battle service module 124 is used to provide multiple battle modes for objects to battle, such as 1V1 battle mode, 3V3 battle mode, 5V5 battle mode, or a battle mode in which one or more objects form a camp, and then multiple camps (more than 3) battle each other and are ranked and eliminated according to the results of the battles. The object-oriented I / O interface 125 is used to establish communication and exchange data with the terminal 110 and / or other terminals 130 through a wireless network or wired network.

[0070] Among the diverse types of online games, there exists a strategy-based board game called Auto Chess. Its basic rules involve players drawing virtual pieces, selecting combinations from different types, and then placing them on their own board. The game system automatically controls these virtual pieces to battle against the virtual pieces of other players until only one player remains alive to win the round. Each losing player loses a certain amount of health points, and this process repeats until only one player survives.

[0071] In the process of drawing virtual chess pieces in auto chess games, players can increase the number of virtual chess pieces they can choose by refreshing the game store. However, it often happens that when a desired virtual chess piece is refreshed, it cannot be purchased immediately. Since the game store automatically refreshes at the end of each round, in order to prevent missing desired virtual chess pieces, the method provided in this application reduces the possibility of players missing needed virtual chess pieces by setting the display method of the game store. Figure 2 As shown, Figure 2A schematic diagram of a game store display method provided in an exemplary embodiment of this application is shown.

[0072] Terminal 110 installs and runs a game client 111 that supports a virtual environment. The game client 111 reads different game parameters from the game interface, which includes at least one of the following: lock button 210, game shop 220, number of gold coins owned 230, number of gold coins spent to purchase a single virtual chess piece 232, preparation area 240, time progress bar 250, and settings button 260.

[0073] The lock button 210 has at least one of the following states: unlocked, lock indication, and locked. In the unlocked state, the lock button 210 appears as an unlocked lock button; in the lock indication state, the lock button 210 appears as a flashing unlocked lock button; and in the locked state, the lock button 210 appears as a locked lock button.

[0074] The game store 220 includes a lock button 210 and virtual chess pieces that players can select, such as chess piece A, chess piece B, chess piece C, etc. The number of virtual chess pieces that players can select is variable. For example, the number of virtual chess pieces that players can select is 6, namely chess piece A, chess piece B, chess piece C, chess piece D, chess piece E, and chess piece F.

[0075] The number of gold coins, 230, represents the player's current gold coin balance and is a specific integer value. The number of gold coins spent to purchase a single virtual chess piece, 232, is also a specific integer value. The number of gold coins spent to purchase different virtual chess pieces can be the same or different. For example, if the player has 24 gold coins (230 in total), purchasing chess piece A would cost 4 gold coins.

[0076] The preparation area 240 is used to store the virtual pieces acquired by the player. Players can sell, move, or retain the virtual pieces in the preparation area 240. The preparation area 240 has a maximum number of positions. Above the preparation area 240 is the combat area 242, where virtual pieces engage in combat. For example, the preparation area 240 currently has a maximum of 8 positions, with 3 virtual pieces currently in use, leaving 5 empty positions.

[0077] The time progress bar 250 is used to indicate the remaining time in the current stage. The game process includes a battle stage, a preparation stage, and a buffer stage. The battle stage is followed by the preparation stage, the buffer stage is followed by the preparation stage, and the game shop 220 will automatically refresh during the preparation stage, changing the virtual pieces available for players to choose from.

[0078] Different players have different preferences for how the game store is displayed. Therefore, a personalized display setting for the game store has been added to the settings, allowing players to choose different display methods according to their needs. Setting key 260 includes: No-prompt mode 262, Prompt-only mode 264, and Auto-lock mode 266. Among these:

[0079] The silent mode 262 includes silent text and a selection button;

[0080] Prompt-only mode 264 includes prompt text and a selection button;

[0081] Auto-lock mode 266 includes automatically locking text and selection buttons.

[0082] If the player does not need the lock prompt, selecting the no-prompt mode 262 will display the lock button as unlocked when the lock button is already displayed as a lock prompt on the terminal. For example, if the player does not like the lock button prompt function, selecting the no-prompt mode 262 will display the lock button as unlocked when the lock button is already displayed as a lock prompt on the terminal.

[0083] If the player only needs a lock prompt, selecting prompt-only mode 264 will display the lock button as a lock prompt on the terminal. For example, if the player needs game system assistance but does not require the game system to completely control the game store lock function, selecting prompt-only mode 264 will display the lock button as a lock prompt on the terminal.

[0084] When the player needs automatic locking, selecting Auto-Lock Mode 266 will cause the lock button to be displayed as locked on the terminal, even if the terminal displays a lock prompt. For example, if the player is unfamiliar with the game and needs the game system to completely take over the game store locking function, selecting Auto-Lock Mode 266 will cause the lock button to be displayed as locked on the terminal, even if the terminal displays a lock prompt.

[0085] In the game, players may encounter situations where the virtual chess pieces they need are refreshed but they cannot buy them immediately, i.e., the game store meets the locking conditions. Since the game store refreshes automatically at the end of each round, in order to prevent missing the virtual chess pieces they need, the game client needs to perform operations related to the locking status of the game store. To do this, the game client reads the number of recommended chess pieces in the game store and the value of the game parameters, and calculates whether the number of recommended chess pieces in the game store and the value of the game parameters meet the locking conditions.

[0086] In the game, players need to improve the combat power of their virtual chess pieces to defeat enemies and win. In order to improve combat power, players need to draw recommended chess pieces. Recommended chess pieces include at least one of the following: virtual chess pieces that the player already owns, virtual chess pieces that meet the star-up conditions, and virtual chess pieces that match the lineup used by the player.

[0087] Game parameters include at least one of the following:

[0088] • The number of virtual resources owned by the first game account;

[0089] • The amount of virtual resources required to purchase all recommended chess pieces;

[0090] • The number of remaining positions in the preparation area;

[0091] • Remaining time in the battle phase;

[0092] Virtual resources are the resources used to purchase virtual chess pieces in turn-based chess games; the preparation area is the area where virtual chess pieces are stored; and the battle phase is a phase within a turn in a turn-based chess game.

[0093] If the game client detects that the number of recommended chess pieces in the game store meets the recommendation criteria, for example, the game store has chess piece A2220 and chess piece E2240, the preparation area has chess piece A1222 and chess piece E1242, and the battle area has chess piece E2244. Chess piece A2220 and chess piece A12222 are different visual representations of the same type of virtual chess piece, and chess piece E2240, chess piece E1242, and chess piece E2244 are different visual representations of another type of virtual chess piece. Therefore, chess piece A2220, as a virtual chess piece already owned by the player, meets the criteria for being a recommended chess piece, and chess piece E2240, as a virtual chess piece that meets the star-up requirements, also meets the criteria for being a recommended chess piece.

[0094] If recommended pieces are available in the game store, the game client will determine that the lock button 210 is in a lock prompt state.

[0095] In summary, the method provided in this embodiment performs operations related to the locked state on the game store when the locking conditions are met, such as when recommended pieces are available in the game store. This allows players to purchase the virtual pieces they need after meeting the purchase conditions, and enables the server to provide services for more games within the same period of time.

[0096] The method provided in this embodiment also allows players to choose different display methods for the game store, such as automatic locking or lock prompt, by adding personalized settings for the display method of the game store in the settings, thus meeting the needs of different players for the lock prompt function.

[0097] Figure 3 A flowchart illustrating a method for displaying a game store according to an exemplary embodiment of this application is shown. This method is executed by a terminal or game client and includes:

[0098] Step 310: During the turn-based chess game, refresh the display of virtual chess pieces sold in the game store based on refresh conditions.

[0099] In this embodiment, the basic rules of the turn-based chess game are that players draw virtual pieces, select combinations from different types of virtual pieces, and then place them on their own chessboard. Finally, the game system automatically controls the player's virtual pieces to fight against the virtual pieces of other players until the player with the last virtual pieces still alive wins the round.

[0100] In some embodiments, refresh conditions include those where the player manually refreshes the game store based on the game client, or those where the game client automatically refreshes the game store. Manually refreshing the game store includes: when the player has enough virtual resources to refresh the game store, clicking the refresh button on the game interface refreshes the display of virtual pieces for sale in the game store; automatically refreshing the game store by the game client includes: at the end of a round, without the player needing to click the refresh button on the game interface, the game client automatically refreshes the display of virtual pieces for sale in the game store.

[0101] Step 320: In response to the purchase and game operations, control the first game account to use the purchased virtual chess pieces to participate in game rounds of turn-based chess games.

[0102] The game client responds to players' actions of purchasing virtual chess pieces and performing game operations such as moving, selling, and upgrading virtual chess pieces, controlling the player's primary game account to participate in game rounds of turn-based chess games using the purchased virtual chess pieces.

[0103] In some embodiments, the game client obtains the number of recommended pieces and identifies whether the game store meets the locking conditions based on the number of recommended pieces. If the game store meets the locking conditions, step 330 is executed; if the game store does not meet the locking conditions, step 310 is executed.

[0104] In some embodiments, the game client obtains the number of recommended pieces and the game parameters of the first game account, and identifies whether the game store meets the locking conditions based on the number of recommended pieces and the game parameters of the first game account. If the game store meets the locking conditions, step 330 is executed; if the game store does not meet the locking conditions, step 310 is executed.

[0105] Step 330: If the game store meets the locking conditions, perform operations related to the locking state on the game store; whereby the locking state refers to the state in which the game store locks the virtual chess pieces for sale and no longer refreshes them during the locking period.

[0106] In turn-based board games, players may encounter situations where the virtual pieces they need appear in the shop but they cannot buy them immediately, meaning the game shop meets the lock conditions.

[0107] In some embodiments, the locking condition is used to identify or predict scenarios where a player refreshes the virtual piece they need but lacks sufficient virtual resources to purchase it, and / or where the preparation area has no space to reserve the required virtual piece. To prevent missing the required virtual piece, the game client needs to perform operations related to the locked state on the game store when the locking condition is met.

[0108] In summary, the method provided in this embodiment performs operations related to the locked state on the game store when the locking conditions are met, thereby enabling players to purchase the virtual chess pieces they need after meeting the purchase conditions, thus avoiding the omission of needed virtual chess pieces.

[0109] An example considering both the number of recommended pieces and the game parameters of the first game account:

[0110] Figure 4 A flowchart illustrating a method for displaying a game store according to an exemplary embodiment of this application is shown. This method is executed by a terminal or game client and includes:

[0111] Step 310: During the turn-based chess game, refresh the display of virtual chess pieces sold in the game store based on refresh conditions.

[0112] Step 320: In response to the purchase and game operations, control the first game account to use the purchased virtual chess pieces to participate in game rounds of turn-based chess games.

[0113] Step 321: Read the number of recommended chess pieces X in the game store and the game parameters of the first game account. The game parameters of the first game account include: the number of virtual resources M owned by the first game account, the number of virtual resources m required to purchase all recommended chess pieces, the number of remaining positions Q in the preparation area, and the value of the remaining time T in the battle phase.

[0114] Recommended pieces are virtual pieces recommended for purchase by the first game account in the game store. Recommended pieces are virtual pieces used to enhance the combat power of the lineup used by the first game account, and include at least one of the following:

[0115] • Virtual chess pieces already owned by the first game account;

[0116] • When a virtual piece meets the upgrade conditions, it is upgraded to a higher-level virtual piece. When there are N identical virtual pieces in the game, the N identical virtual pieces will be combined into a higher-level virtual piece, where N is a positive integer.

[0117] • Virtual chess pieces that match the lineup used by the first game account.

[0118] In the game parameters, virtual resources are the resources used to purchase virtual chess pieces in turn-based chess games; the preparation area is the area where virtual chess pieces are stored; and the battle phase is a phase within a turn in a turn-based chess game.

[0119] Step 322: Determine whether the number of recommended chess pieces in the game store is less than the first threshold.

[0120] If the number of recommended chess pieces in the game store is less than the first threshold, the locking condition is not met, and step 310 is executed; if the number of recommended chess pieces in the game store is greater than or equal to the first threshold, the relationship between the number of virtual resources owned by the first game account and the number of virtual resources required to purchase all recommended chess pieces is further determined, and step 323 is executed.

[0121] Step 323: Determine whether the number of virtual resources owned by the first game account is less than the number of virtual resources required to purchase all recommended chess pieces.

[0122] If the number of virtual resources owned by the first game account is less than the number of virtual resources required to purchase all recommended pieces, meaning that it is impossible to purchase all recommended pieces, the locking condition is met, and step 330 is executed; if the number of virtual resources owned by the first game account is greater than or equal to the number of virtual resources required to purchase all recommended pieces, meaning that it is possible to purchase all recommended pieces, the locking condition is not met, and step 324 is executed.

[0123] For example, if the amount of virtual resources spent on purchasing all recommended pieces is 7, and the amount of virtual resources owned by the first game account is 5 (less than 7), then operations related to the locked state are performed on the game store.

[0124] Step 324: Determine whether the number of remaining positions in the preparation area is less than the second threshold.

[0125] If the number of remaining positions in the preparation area is less than the second threshold, the locking condition is met, and step 330 is executed; if the number of remaining positions in the preparation area is greater than or equal to the second threshold, the locking condition is not met, and step 325 is executed.

[0126] For example, when the second threshold is 1 and the number of remaining positions in the preparation area is 0 (less than 1), operations related to the locked state are performed on the game store.

[0127] Step 325: Determine whether the remaining time of the combat phase is less than the third threshold.

[0128] The game flow includes a preparation phase, a battle phase, and a buffer phase. The battle phase follows the preparation phase, the buffer phase follows the battle phase, and the preparation phase follows the buffer phase. The remaining time in the battle phase is counted down from the time the preparation phase begins. During the preparation phase, the game shop will automatically refresh, changing the virtual pieces available for players to choose from.

[0129] If the remaining time in the battle phase is less than the third threshold, which means the game store is about to refresh automatically, the locking condition is met, and step 330 is executed; if the remaining time in the battle phase is greater than or equal to the third threshold, the locking condition is not met, and step 310 is executed.

[0130] For example, when the third threshold is 0 and the remaining time of the battle phase is -1 (less than 0), operations related to the locked state are performed on the game store.

[0131] In some embodiments, when recommended pieces exist, the order of steps such as determining the relationship between the number of virtual resources owned by the first game account and the number of virtual resources required to purchase all recommended pieces, determining the relationship between the number of remaining positions in the preparation area and the second threshold, and determining the relationship between the remaining time in the battle phase and the third threshold can be adjusted, and will not be elaborated here.

[0132] In summary, the method provided in this embodiment determines whether there are recommended pieces. If recommended pieces exist, it performs operations related to the locked state on the game store, thereby enabling players to purchase the virtual pieces they need after meeting the purchase conditions, thus avoiding missing out on the virtual pieces they need.

[0133] The method provided in this embodiment also determines the relationship between the number of virtual resources owned by the first game account and the number of virtual resources spent on purchasing all recommended chess pieces. If the number of virtual resources owned by the first game account is less than the number of virtual resources spent on purchasing all recommended chess pieces, the method performs an operation related to the locked state on the game store, thereby enabling players to purchase the required virtual chess pieces after meeting the purchase conditions and avoiding missing the required virtual chess pieces.

[0134] The method provided in this embodiment also determines the relationship between the number of remaining positions in the preparation area and the second threshold. If the number of remaining positions in the preparation area is less than the second threshold, an operation related to the locked state is performed on the game store, so that players can purchase the virtual pieces they need after meeting the purchase conditions, thus avoiding missing the virtual pieces they need.

[0135] The method provided in this embodiment also determines the relationship between the remaining time of the battle phase and the third threshold. If the remaining time of the battle phase is less than the third threshold, an operation related to the locked state is performed on the game store, so that players can purchase the virtual chess pieces they need after meeting the purchase conditions, thus avoiding missing the virtual chess pieces they need.

[0136] Figure 5 A flowchart illustrating a method for displaying a game store according to an exemplary embodiment of this application is shown. This method is executed by a terminal or game client and includes:

[0137] Step 310: During the turn-based chess game, refresh the display of virtual chess pieces sold in the game store based on refresh conditions.

[0138] Step 320: In response to the purchase and game operations, control the first game account to use the purchased virtual chess pieces to participate in game rounds of turn-based chess games.

[0139] The game client identifies whether the recommended chess pieces in the game store meet the locking conditions. Figure 4 The relevant descriptions will not be repeated here.

[0140] Step 332: If the recommended pieces in the game store meet the locking conditions, display a flashing lock button. The flashing status is a prompt message suggesting that the game store be locked.

[0141] When the game store meets the locking conditions, the game client displays a prompt message suggesting that the game store be locked in different ways. For example, the prompt message may be text suggesting locking the store, a flashing lock button, a lock button in a state that is clearly different from the unlocked state, or a voice message suggesting locking the store.

[0142] When the prompt message is a flashing lock button, for example, if a recommended piece is available in the game store, the game client displays a flashing lock button.

[0143] The blinking parameters of the blinking state are related to the remaining time T of the combat phase. The blinking parameters include at least one of the following: blinking frequency, blinking brightness, and blinking color.

[0144] The smaller the value of T, the higher the flicker frequency. For example, when T is 9 seconds, the flicker frequency is 2Hz, and when T is 3 seconds, the flicker frequency is 10Hz.

[0145] Alternatively, the smaller the T value, the higher the flicker brightness. For example, with a T of 9 seconds, the flicker brightness is 100 nits, and with a T of 3 seconds, the flicker brightness is 200 nits.

[0146] Alternatively, the smaller the T value, the different flashing colors will be displayed. For example, when T is 9 seconds, the flashing color is green, and when T is 3 seconds, the flashing color is red.

[0147] In summary, the method provided in this embodiment displays a flashing lock button when recommended pieces in the game store meet the locking conditions. The flashing parameters of the flashing state are changed according to the remaining time in the battle phase, thereby prompting players to lock the game store. This allows players to purchase the virtual pieces they need after meeting the purchase conditions, avoiding the omission of necessary virtual pieces.

[0148] Figure 6 A flowchart illustrating a method for displaying a game store according to an exemplary embodiment of this application is shown. This method is executed by a terminal or game client and includes:

[0149] Step 310: During the turn-based chess game, refresh the display of virtual chess pieces sold in the game store based on refresh conditions.

[0150] Step 320: In response to the purchase and game operations, control the first game account to use the purchased virtual chess pieces to participate in game rounds of turn-based chess games.

[0151] The game client identifies whether the recommended chess pieces in the game store meet the locking conditions. Figure 4 The relevant descriptions will not be repeated here.

[0152] Step 334: If the recommended pieces in the game store meet the locking conditions, the game store will be displayed as locked.

[0153] If the recommended pieces in the game store meet the locking conditions, the game client will automatically lock the game store, and the virtual pieces in the game store will not be refreshed during the lock period. For example, if recommended pieces exist in the game store, the game client will automatically lock the game store, and the recommended pieces and other virtual pieces in the game store will no longer be refreshed.

[0154] After the game client automatically locks the game store, it will unlock the game store when certain unlocking conditions are met.

[0155] Unlocking conditions include at least one of the following:

[0156] Players unlock manually;

[0157] • The recommended pieces in the game store do not meet the locking conditions;

[0158] • The lock time or number of lock rounds reaches the fourth threshold;

[0159] • The recommended pieces that are about to be updated will have a higher recommendation rating than the currently recommended pieces.

[0160] The recommendation level refers to the degree to which the game client recommends using the recommended piece. For example, the existing recommended piece is a virtual piece that the first game account already owns 1 of, and the recommended piece to be refreshed is a virtual piece that the first game account already owns 2 of. In this case, the recommendation level of the recommended piece to be refreshed is higher than that of the existing recommended piece.

[0161] In summary, the method provided in this embodiment automatically locks the game store when the recommended pieces in the game store meet the locking conditions, thereby allowing players to purchase the virtual pieces they need after meeting the purchase conditions, thus avoiding missing out on the virtual pieces they need.

[0162] The method provided in this embodiment also allows the game client to automatically unlock the game store when certain unlocking conditions are met, thereby making the game process faster and shortening the overall time of a game.

[0163] Figure 7 A flowchart illustrating a method for displaying a game store according to an exemplary embodiment of this application is shown. This method is executed by a terminal or game client and includes:

[0164] Step 710: The game client sends the game parameters of the first game account to the server.

[0165] The game parameters for the first game account include at least one of the following: the number of virtual chess pieces owned by the first game account, the number of virtual resources owned by the first game account, the number of virtual chess pieces owned by the opponent's second game account, the number of virtual resources owned by the second game account, the current game round's position in the overall game process, and the remaining time in the battle phase. Virtual chess pieces are simply referred to as "chess pieces." For example, the first game account owns 5 virtual chess pieces and has 20 gold coins in virtual resources. The opponent's second game account owns 8 virtual chess pieces and has 10 gold coins in virtual resources. The current game round is the 5th round in the overall game process, and the remaining time in the battle phase is 15 seconds.

[0166] Step 720: The game client receives recommended chess pieces from the server. At least one virtual chess piece in the recommended chess pieces is predicted by the server using a chess piece recommendation model based on game parameters.

[0167] The chess piece recommendation model was trained in the following way:

[0168] Obtain the sample game parameters, which include: the number of virtual pieces owned by the first sample account at different times, the number of virtual resources owned by the first sample account at different times, the number of virtual pieces owned by the second sample account as the opponent at different times, the number of virtual resources owned by the second sample account at different times, and the result of the win or loss.

[0169] For example, the first sample account has 5 virtual pieces in round 5, namely piece A1, piece A2, piece A3, piece A4, and piece A5, and 15 virtual pieces in round 10, namely piece A1, piece A2 to piece A5. 15 Chess Pieces. The first sample account had 20 virtual resources in round 5 and 0 virtual resources in round 10. The opponent's second sample account had 8 virtual chess pieces in round 5 (pieces B1, B2 through B8) and 13 virtual chess pieces in round 10 (pieces B1, B2 through B8). 13 Chess pieces. The second sample account had 12 virtual resources in round 5 and 2 virtual resources in round 10. The second sample account won round 5, and the first sample account won round 10.

[0170] If the first sample account is the winner, the game parameters corresponding to the first moment in the sample game parameters are input into the temporal feature processing model to obtain the predicted virtual pieces to be purchased by the first sample account in the next purchase after the first moment. The first moment can be any moment in the sample game. For example, if the first sample account is the winner, the number of virtual pieces owned by the first sample account corresponding to the first moment in the sample game parameters is 2, namely piece A1 and piece A2, and the number of virtual resources is 5 gold coins. Inputting these game parameters into the temporal feature processing model, the predicted virtual pieces to be purchased by the first sample account in the next purchase after the first moment are piece A3 and piece A4.

[0171] Calculate the error loss between the predicted and actual pieces purchased by the first sample account when making its next purchase after the first moment. For example, the predicted pieces purchased by the first sample account when making its next purchase after the first moment are A3 and A4, and the actual pieces purchased are A3 and A5, with an error loss of 50%.

[0172] A chess piece recommendation model is obtained by training a temporal feature processing model based on error loss. For example, by training the temporal feature processing model, the error loss is reduced to below 5%, thus obtaining the chess piece recommendation model.

[0173] In summary, the method provided in this embodiment trains a chess piece recommendation model based on the game parameters of the first game account, thereby obtaining a chess piece recommendation model that meets the requirements and improving the win rate of the first game account using recommended chess pieces.

[0174] Figure 8 A schematic diagram of a game store display method provided in an exemplary embodiment of this application is shown. The method is executed by a terminal or game client, the game client including a presentation layer 820 and a logic layer 830, and the method includes:

[0175] Step 831: The player clicks the refresh button in the game store or the game store refreshes automatically.

[0176] In Auto Chess, player 810 needs to upgrade the combat power of virtual pieces to defeat enemies and win the game. The game rules dictate that higher-star virtual pieces have higher combat power, so players need to draw identical virtual pieces from the game shop to upgrade their star rating. The game shop offers multiple virtual pieces for players to choose from each round. To increase the number of available virtual pieces, player 810 needs to refresh the game shop, either by clicking the refresh button or by the shop automatically refreshing at the end of each round.

[0177] Step 832: The presentation layer transmits a refresh signal.

[0178] Players can generate a refresh signal by clicking the refresh button in the game store or by the game store automatically refreshing. The presentation layer 820 transmits the refresh signal to the logic layer 830.

[0179] Step 833: The logic layer reads the value of the recommended number of chess pieces X and determines the relationship between the recommended number of chess pieces X and the first threshold S1.

[0180] Upon receiving the refresh signal, logic layer 830 reads the value of the recommended number of chess pieces. The recommended chess pieces include at least one of the following: virtual chess pieces that the player already owns, virtual chess pieces that meet the star-up conditions, and virtual chess pieces that match the lineup used by the player.

[0181] The logic layer 830 determines the relationship between the number of recommended pieces and the first threshold S1. If the number of recommended pieces is less than the first threshold, step 834 is executed; if the number of recommended pieces is greater than or equal to the first threshold, step 836 is executed.

[0182] Step 834: If the number of recommended pieces is less than the first threshold, send an unlocked signal.

[0183] If the number of recommended pieces is less than a first threshold, the logic layer 830 sends an unlocked signal to the presentation layer 820. Taking a first threshold S1 of 1 as an example, if the number of recommended pieces is less than 1, i.e., there are no recommended pieces, the logic layer 830 sends an unlocked signal to the presentation layer 820.

[0184] For example, if the virtual chess pieces available for players to choose from in the game store do not include any virtual chess pieces that the player already owns, virtual chess pieces that meet the star-up conditions, or virtual chess pieces that match the lineup used by the player, i.e., the number of recommended chess pieces is 0, then the logic layer 830 sends an unlocked signal to the presentation layer 820.

[0185] Step 835: The presentation layer renders the lock button as unlocked.

[0186] The lock button state includes at least one of the following: unlocked state; lock prompt state; and locked state. After receiving the unlock signal sent by the logic layer 830, the presentation layer 820 sets the lock button to the unlocked state, that is, it does not give the player a prompt to lock the game store.

[0187] Step 836: If the number of recommended pieces is greater than or equal to the first threshold, proceed to step 837.

[0188] Taking the first threshold S1 as 1 as an example, when the number of recommended pieces is greater than or equal to 1, that is, when there are recommended pieces, step 837 is executed.

[0189] For example, such as Figure 2 As shown, the game shop contains chess piece A2220 and chess piece E2240; the preparation area contains chess piece A1222 and chess piece E1242; and the battle area contains chess piece E2244. Chess piece A2220 and A1222 are different visual representations of the same type of virtual chess piece, while chess piece E2240, E1242, and E2244 are different visual representations of another type of virtual chess piece. Therefore, chess piece A2220, as a virtual chess piece already owned by the player, meets the condition for being a recommended chess piece, and chess piece E2240, as a virtual chess piece that meets the star-up condition, also meets the condition for being a recommended chess piece. That is, when the number of recommended chess pieces is 2, step 837 is executed.

[0190] Step 837: The logic layer reads the number of gold coins M that the player has and the number of gold coins m that were spent to purchase all recommended pieces, and determines the relationship between M and m.

[0191] When recommended pieces exist, logic layer 830 reads the player's gold coins and the gold coins spent to purchase all recommended pieces, and then determines the relationship between the player's gold coins and the gold coins spent to purchase all recommended pieces:

[0192] If the player has less gold than the amount of gold spent to purchase all recommended pieces, proceed to step 838; if the player has more or less gold than the amount of gold spent to purchase all recommended pieces, proceed to step 840.

[0193] Step 838: Send a lock signal if the player's gold is less than the gold cost of purchasing all recommended pieces.

[0194] If a player has less gold than the amount of gold required to purchase all recommended pieces, the logic layer 830 sends a lock signal to the presentation layer 820.

[0195] There may be one or more recommended pieces, for example, such as Figure 9 As shown, Figure 9 This diagram illustrates a display method for a game store provided in an exemplary embodiment of this application. The player has 1 gold coin. Purchasing recommended piece A (2220) costs 4 gold coins, purchasing recommended piece E (2240) costs 2 gold coins, and purchasing all recommended pieces costs 6 gold coins. Since the player does not have enough gold coins to purchase all recommended pieces, the logic layer 830 sends a lock notification signal to the presentation layer 820.

[0196] Step 839: The presentation layer makes the lock button appear locked.

[0197] After receiving the lock prompt signal sent by the logic layer 830, the presentation layer 820 makes the lock button show a lock prompt state, that is, to give the player a prompt to lock the game store.

[0198] Step 840: If the player has more or less gold than the amount of gold spent to purchase all recommended pieces, proceed to step 841.

[0199] If a player has more or less gold than the total gold required to purchase all recommended pieces, then proceed to step 841. For example, if there are two recommended pieces, purchasing piece A costs 4 gold and purchasing piece E costs 2 gold. The player has 6 gold, which is sufficient to purchase all recommended pieces, so proceed to step 841.

[0200] Step 841: The logic layer reads the value of the remaining number of positions Q in the preparation area and determines the relationship between Q and the second threshold S2.

[0201] If a recommended piece exists, the logic layer 830 reads the value of the number of remaining positions in the preparation area, determines the relationship between the number of remaining positions in the preparation area and the second threshold, and executes step 842 if the number of remaining positions in the preparation area is less than the second threshold; and executes step 844 if the number of remaining positions in the preparation area is greater than or equal to the second threshold.

[0202] Step 842: If the number of remaining positions in the preparation area is less than the second threshold, send a lock prompt signal.

[0203] Taking the second threshold S2 as 1 as an example, when the number of remaining positions in the preparation area is less than 1, that is, when there are no empty positions in the preparation area, the logic layer 830 sends a lock prompt signal to the presentation layer 820.

[0204] For example, such as Figure 10 As shown, Figure 10 This diagram illustrates a display method for a game store provided in an exemplary embodiment of this application. When there are no remaining positions in the preparation area (i.e., the number of remaining positions in the preparation area is 0), or when all positions in the preparation area contain virtual pieces (i.e., the number of remaining positions in the preparation area is 0), the logic layer 830 sends a lock prompt signal to the presentation layer 820.

[0205] Step 843: The presentation layer makes the lock button appear in a locked state.

[0206] After receiving the lock prompt signal sent by the logic layer 830, the presentation layer 820 makes the lock button show a lock prompt state, that is, to give the player a prompt to lock the game store.

[0207] Step 844: If the number of remaining positions in the preparation area is greater than or equal to the second threshold, proceed to step 845.

[0208] Taking a second threshold S2 of 1 as an example, if the number of remaining positions in the preparation area is greater than or equal to 1, that is, if there are empty positions in the preparation area, then step 845 is executed. For example, if there are two positions in the preparation area without virtual pieces, that is, if the number of remaining positions in the preparation area is 2, then step 845 is executed.

[0209] Step 845: The logic layer reads the value of the remaining time T of the battle phase, and determines the magnitude relationship between T and the third threshold S3.

[0210] When there are recommended chess pieces, the logic layer 830 reads the value of the remaining time T of the battle phase. The auto battler game process includes a preparation phase, a battle phase and a buffer phase. The battle phase comes after the preparation phase, the buffer phase comes after the battle phase, and the preparation phase comes after the buffer phase. The remaining time T of the battle phase is counted down from the time when entering the preparation phase. The duration of the buffer phase is the buffer time t. During the preparation phase, the game shop will automatically refresh to change the virtual chess pieces available for the player to select.

[0211] The logic layer 830 determines the magnitude relationship between the remaining time of the battle phase and the third threshold S3. If the remaining time of the battle phase is less than the third threshold, step 846 is executed; if the remaining time of the battle phase is greater than or equal to the third threshold, step 848 is executed.

[0212] Step 846: When the remaining time of the battle phase is less than the third threshold, a lock prompt signal is sent.

[0213] Taking the third threshold S3 being 0 as an example for description, when the remaining time of the battle phase is less than 0, that is, there is no remaining time in the battle phase and the virtual chess pieces in the game shop are about to be automatically refreshed, the logic layer 830 sends a lock prompt signal to the presentation layer 820.

[0214] When T<0, the buffer time t>(-T), for example, as Figure 11 shown, Figure 11 a schematic diagram of a display method for a game shop provided by an exemplary embodiment of the present application is shown. Figure 11 The figure shows the buffer phase. At this time, the battle phase has ended, the buffer time t is 10 seconds, the remaining time of the battle phase is -5 seconds, there is no remaining time in the battle phase, and the virtual chess pieces in the game shop are about to be automatically refreshed after 5 seconds. The logic layer 830 sends a lock prompt signal to the presentation layer 820.

[0215] Optionally, the lock prompt state includes at least one or a combination of two or more of: a flashing state with different flashing frequencies, a flashing state with different flashing brightness, and a flashing state with different flashing colors.

[0216] In the case of (-t)<T<0, the smaller the value of T is, the higher the flashing frequency is. For example, t is 10 seconds, when T is -3 seconds, the flashing frequency is 2Hz, and when T is -9 seconds, the flashing frequency is 10Hz;

[0217] In the case of (-t)<T<0, the smaller the value of T, the higher the flicker brightness. For example, t is 10 seconds, when T is -3 seconds, the flicker brightness is 100 nits, and when T is -9 seconds, the flicker brightness is 200 nits;

[0218] In the case of (-t)<T<0, the smaller the value of T, the different colors displayed as flickering. For example, t is 10 seconds, when T is -3 seconds, the flickering color is green, and when T is -9 seconds, the flickering color is red.

[0219] Step 847: The presentation layer causes the lock button to present a lock prompt state.

[0220] After the presentation layer 820 receives the lock prompt signal sent by the logic layer 830, it causes the lock button to present the lock prompt state, that is, gives the player a prompt to lock the game store.

[0221] Step 848: When the remaining time of the battle phase is greater than or equal to the third threshold, send an unlocked signal.

[0222] Taking the third threshold S3 being 0 as an example for illustration, when the remaining time of the battle phase is greater than or equal to 0, that is, there is still remaining time in the battle phase, and the virtual chess pieces in the game store will not be automatically refreshed, the logic layer 830 sends an unlocked signal to the presentation layer 820. For example, T is 10 seconds, there is still remaining time in the battle phase, the buffer phase has not been entered yet, the virtual chess pieces in the game store will not be automatically refreshed, and the logic layer 830 sends an unlocked signal to the presentation layer 820.

[0223] Step 849: The presentation layer causes the lock button to present an unlocked state.

[0224] After the presentation layer 820 receives the unlocked signal sent by the logic layer 830, it causes the lock button to present the unlocked state, that is, does not give the player a prompt to lock the game store.

[0225] In some embodiments, when there are recommended chess pieces, the sequential order of the steps of judging the magnitude relationship between the number of gold coins owned by the player and the number of gold coins spent on purchasing all the recommended chess pieces, judging the magnitude relationship between the number of remaining positions in the preparation area and the second threshold, and judging the magnitude relationship between the remaining time of the battle phase and the third threshold can be adjusted, which will not be repeated here.

[0226] In summary, the method provided in this embodiment judges whether there are recommended chess pieces, and when there are recommended chess pieces, gives the player a prompt to lock the game store, so that the player can purchase the required virtual chess pieces after meeting the purchase conditions, avoiding missing the required virtual chess pieces.

[0227] The method provided in this embodiment also determines the relationship between the number of virtual resources owned by the first game account and the number of virtual resources spent on purchasing all recommended chess pieces. If the number of virtual resources owned by the first game account is less than the number of virtual resources spent on purchasing all recommended chess pieces, the player is prompted to lock the game store. This allows the player to purchase the required virtual chess pieces after meeting the purchase conditions, thus avoiding missing out on the required virtual chess pieces.

[0228] The method provided in this embodiment also determines the relationship between the number of remaining positions in the preparation area and the second threshold. If the number of remaining positions in the preparation area is less than the second threshold, the player is prompted to lock the game store, so that the player can purchase the virtual pieces they need after meeting the purchase conditions, thus avoiding missing the virtual pieces they need.

[0229] The method provided in this embodiment also determines the relationship between the remaining time of the battle phase and the third threshold. If the remaining time of the battle phase is less than the third threshold, the player is prompted to lock the game store, so that the player can purchase the virtual pieces they need after meeting the purchase conditions, thus avoiding missing the virtual pieces they need.

[0230] Figure 12 A block diagram of a display device for a game store provided in an exemplary embodiment of this application is shown. The device includes a refresh module 1210, a control module 1220, and an operation module 1230.

[0231] The refresh module 1210 is used to refresh the display of virtual chess pieces sold in the game store based on refresh conditions during the game of turn-based chess games.

[0232] Control module 1220 is used to respond to purchase and game operations, and control the first game account to use the purchased virtual chess pieces to participate in game rounds of turn-based chess games;

[0233] Operation module 1230 is used to perform operations related to the lock status of the game store when the lock conditions are met; wherein, the lock status refers to the state in which the game store locks the virtual chess pieces for sale and no longer refreshes them during the lock period;

[0234] In an optional design, the operation module 1230 includes an operation submodule 1232 and a display submodule 1234. The operation submodule 1232 is used to perform operations related to the locked state on the game store when the number of recommended chess pieces in the game store and the game parameters of the first game account meet the locking conditions.

[0235] Game parameters include at least one of the following:

[0236] The number of virtual resources owned by the first game account;

[0237] The amount of virtual resources required to purchase all recommended chess pieces;

[0238] The number of remaining positions in the preparation area;

[0239] Remaining time in the combat phase;

[0240] Virtual resources are the resources used to purchase virtual chess pieces in turn-based chess games; the preparation area is the area where virtual chess pieces are stored; and the battle phase is a phase within a turn in a turn-based chess game.

[0241] In an optional design, the operation submodule 1232 includes a first operation unit 12321, a second operation unit 12322, a third operation unit 12323, and a fourth operation unit 12324.

[0242] The first operation unit 12321 is used to perform operations related to the locked state on the game store when the number of recommended chess pieces in the game store meets the locking condition, i.e., the number of recommended chess pieces in the game store is greater than or equal to a first threshold. The recommended chess pieces are virtual chess pieces recommended for purchase by the first game account in the game store. The recommended chess pieces include at least one of the following:

[0243] The virtual chess pieces already owned by the first game account;

[0244] Virtual pieces that meet the upgrade conditions are upgraded to a higher-level virtual piece when there are N identical virtual pieces in the game. N identical virtual pieces are then combined into a higher-level virtual piece. N is a positive integer.

[0245] Virtual chess pieces that match the lineup used by the first game account.

[0246] The second operation unit 12322 is used to perform operations related to the locked state on the game store when the number of recommended chess pieces in the game store is greater than or equal to the first threshold, and the number of virtual resources owned by the first game account is less than the number of virtual resources spent to purchase all recommended chess pieces.

[0247] The third operation unit 12323 is used to perform operations related to the locked state on the game store when the number of recommended pieces in the game store is greater than or equal to the first threshold and the number of remaining positions in the preparation area is less than the second threshold.

[0248] The fourth operation unit 12324 is used to perform operations related to the locked state on the game store when the number of recommended pieces in the game store is greater than or equal to the first threshold and the remaining time of the battle phase is less than the third threshold.

[0249] The display submodule 1234 is used to display a prompt message suggesting that the game store be locked if the locking conditions are met.

[0250] Alternatively, it can be used to display the game store as locked if the game store meets the locking conditions.

[0251] In an optional design, the display submodule 1234 is further configured to display a flashing lock button when the game store meets the locking conditions. The flashing state serves as a suggestion to lock the game store.

[0252] In one alternative design, the blinking parameters of the blinking state are related to the remaining time T of the combat phase, and the blinking parameters include at least one of frequency, brightness, and color.

[0253] Figure 13 The diagram shows a schematic of the structure of a computer device 1300 provided in an exemplary embodiment of this application. The computer device 1300 includes a processor 1301 and a memory 1302.

[0254] Processor 1301 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1301 may be implemented using at least one hardware form selected from Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). Processor 1301 may also include a main processor and a coprocessor. The main processor, also known as the Central Processing Unit (CPU), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1301 may integrate a Graphics Processing Unit (GPU), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1301 may also include an Artificial Intelligence (AI) processor, which is used to handle computational operations related to machine learning.

[0255] The memory 1302 may include one or more computer-readable storage media, which may be non-transitory. The memory 1302 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1302 are used to store at least one instruction, which is executed by the processor 1301 to implement the game store display method provided in the method embodiments of this application.

[0256] In some embodiments, server 1300 may optionally include an input interface 1303 and an output interface 1304. Processor 1301, memory 1302, and input interfaces 1303 and 1304 can be connected via a bus or signal lines. Various peripheral devices can be connected to input interfaces 1303 and 1304 via a bus, signal lines, or a circuit board. Input interfaces 1303 and 1304 can be used to connect at least one input / output (I / O) related peripheral device to processor 1301 and memory 1302. In some embodiments, processor 1301, memory 1302, and input interfaces 1303 and 1304 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1301, memory 1302, and input interfaces 1303 and 1304 can be implemented on separate chips or circuit boards, and this application does not limit this aspect.

[0257] Those skilled in the art will understand that the structure shown above does not constitute a limitation on server 1300. Server 1300 may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0258] In an exemplary embodiment, a computer program product is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions to implement the game store display method provided in the above-described method embodiments.

[0259] In an exemplary embodiment, a computer-readable storage medium is also provided, which stores a computer program that is loaded and executed by a processor to implement the game store display method provided in the above-described method embodiments.

[0260] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0261] Those skilled in the art will recognize that the functions described in the embodiments of this application in one or more of the above examples can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or code on a computer-readable medium. Computer-readable media include computer storage media and communication media, wherein communication media include any medium that facilitates the transfer of a computer program from one place to another. Storage media can be any available medium that can be accessed by a general-purpose or special-purpose computer.

[0262] The above are merely optional embodiments of this application and are not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for displaying a game store, characterized in that, The method is executed by a terminal, and the method includes: During the gameplay of turn-based chess games, the virtual chess pieces sold in the game store are refreshed and displayed based on refresh conditions; In response to purchase and game operations, the system controls the first game account to use the purchased virtual chess pieces to participate in game rounds of the turn-based chess game. If the number of recommended chess pieces in the game store meets the locking conditions, perform operations related to the locking state on the game store; The locked state refers to the state in which the game store locks the virtual chess pieces for sale and no longer refreshes them during the locked period. The recommended chess pieces are virtual chess pieces recommended by the game store for the first game account to purchase.

2. The method according to claim 1, characterized in that, When the number of recommended chess pieces in the game store meets the locking conditions, operations related to the locking state are performed on the game store, including: If the number of recommended chess pieces in the game store and the game parameters of the first game account meet the locking conditions, then perform operations related to the locking state on the game store.

3. The method according to claim 2, characterized in that, The game parameters include at least one of the following: The number of virtual resources owned by the first game account; The quantity of virtual resources required to purchase all the recommended chess pieces; The number of remaining positions in the preparation area; Remaining time in the combat phase; The virtual resources are those used to purchase virtual chess pieces in the turn-based chess game; the preparation area is the area where the virtual chess pieces are stored; and the battle phase is a phase within a turn in the turn-based chess game.

4. The method according to claim 1, characterized in that, When the number of recommended chess pieces in the game store meets the locking conditions, operations related to the locking state are performed on the game store, including: If the number of recommended pieces in the game store is greater than or equal to a first threshold, perform an operation related to the locked state on the game store.

5. The method according to claim 2 or 3, characterized in that, When the number of recommended chess pieces in the game store and the game parameters of the first game account meet the locking conditions, operations related to the locking state are performed on the game store, including: If the number of recommended chess pieces in the game store is greater than or equal to a first threshold, and the number of virtual resources owned by the first game account is less than the number of virtual resources spent to purchase all the recommended chess pieces, then an operation related to the locked state is performed on the game store.

6. The method according to claim 2 or 3, characterized in that, When the number of recommended chess pieces in the game store and the game parameters of the first game account meet the locking conditions, operations related to the locking state are performed on the game store, including: If the number of recommended pieces in the game store is greater than or equal to a first threshold, and the number of remaining positions in the preparation area is less than a second threshold, then an operation related to the locked state is performed on the game store.

7. The method according to claim 2 or 3, characterized in that, When the number of recommended chess pieces in the game store and the game parameters of the first game account meet the locking conditions, operations related to the locking state are performed on the game store, including: If the number of recommended pieces in the game store is greater than or equal to a first threshold, and the remaining time of the battle phase is less than a third threshold, then an operation related to the locked state is performed on the game store.

8. The method according to claim 1, characterized in that, The operations related to the locked state performed on the game store include: The system displays a message suggesting that the game store be locked. or, The game store is displayed as locked.

9. The method according to claim 8, characterized in that, The message suggesting that the game store be locked includes: The lock button is displayed in a flashing state; The flashing status is a prompt message suggesting that the game store be locked.

10. The method according to claim 9, characterized in that, The blinking parameters of the blinking state are related to the remaining time T of the combat phase, and the blinking parameters include at least one of frequency, brightness, and color.

11. The method according to claim 1, characterized in that, The recommended chess piece includes at least one of the following: The virtual chess pieces already owned by the first game account; The process of upgrading a virtual piece that meets the upgrade conditions to a higher-level virtual piece when there are N identical virtual pieces in the game, where N is a positive integer; Virtual chess pieces that match the lineup used by the first game account.

12. The method according to claim 2 or 3, characterized in that, The method further includes: Send the game parameters of the first game account to the server; The server receives the recommended chess pieces, at least one of which is a virtual chess piece predicted by the server using a chess piece recommendation model based on the game parameters. The chess piece recommendation model is trained in the following manner: Obtain sample game parameters, which include: the number of virtual pieces owned by the first sample account at different times, the number of virtual resources owned by the first sample account at different times, the number of virtual pieces owned by the second sample account as the opponent at different times, the number of virtual resources owned by the second sample account at different times, and the win / loss result. If the first sample account is the winner, input the game parameters corresponding to the first moment in the sample game parameters into the time series feature processing model to obtain the predicted purchase pieces when the first sample account makes the next purchase after the first moment. Calculate the error loss between the predicted and actual purchased pieces when the first sample account makes its next purchase after the first moment; The temporal feature processing model is trained based on the error loss to obtain the chess piece recommendation model.

13. A display device for a game store, characterized in that, The device includes: The refresh module is used to refresh and display the virtual chess pieces sold in the game store based on refresh conditions during the game of turn-based chess games. The control module is used to respond to purchase and game operations, and control the first game account to use the purchased virtual chess pieces to participate in game rounds of the turn-based chess game; The operation module is used to perform operations related to the lock state on the game store when the number of recommended chess pieces in the game store meets the lock conditions; wherein, the lock state refers to the state in which the game store locks the virtual chess pieces for sale and no longer refreshes them during the lock period, and the recommended chess pieces are the virtual chess pieces recommended for purchase by the first game account in the game store.

14. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing a computer program that is loaded and executed by the processor to implement the display method of the game store as described in any one of claims 1 to 12.

15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that is loaded and executed by a processor to implement the display method of the game store as described in any one of claims 1 to 12.

16. A computer program product, characterized in that, The computer program product includes computer instructions stored in a computer-readable storage medium, wherein a processor retrieves the computer instructions from the computer-readable storage medium, causing the processor to load and execute them to implement the display method of the game store as described in any one of claims 1 to 12.