Regulation and control method and system based on game article transaction
Through artificial intelligence monitoring and adjustment of the game item trading system, the problem of the easy out of control of game item trading in electronic games is solved, supply and demand balance and fair trading are achieved, and the gaming experience is improved.
Patent Information
- Application Number
- CN202411649320.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-19
- Publication Date
- 2024-12-17
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
The game item trading system of existing electronic games is easily out of control, leading to market imbalances and player speculation, affecting the gaming experience.
Through artificial intelligence, the game item trading system is monitored, the output rate and output channels are adjusted to achieve supply and demand balance and increase the difficulty of acquisition, and avoid market imbalance and speculative risks.
It achieves a relatively fair state of game item trading, avoids market imbalances and speculative risks, and improves the gaming experience.
Smart Images

Figure CN119139709A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game development technology, and in particular to a regulation method and system based on game item trading. Background Art
[0002] Game item transactions include transactions between players and game NPCs, as well as transactions between players. Generally speaking, the transaction rules for game items in existing electronic games are usually formulated by developers through fixed configurations. For example, developers generally configure the basic price of items, item output rate, and currency output rate. However, game item transaction rules based on fixed configurations are prone to unreasonable fluctuations in game item transactions, resulting in an imbalance in the game item transaction market, players' trading speculation, etc., which in turn leads to a significant decline in players' gaming experience.
[0003] Currently, no effective solution has been proposed for the problem that the game item trading system of existing electronic games in the relevant technology is prone to getting out of control. Summary of the invention
[0004] The embodiments of the present application provide a method and system for regulating game item transactions, so as to at least solve the problem that the game item transaction system of existing electronic games in the related art is prone to get out of control.
[0005] In a first aspect, an embodiment of the present application provides a method for regulating game item transactions, the method comprising: Monitor the game item trading system in video games through artificial intelligence; When it is detected that the game item trading system has a risk of market imbalance, the output rate of the game items in the electronic game is adjusted by the artificial intelligence entity so that the game items reach a balance between supply and demand; When it is monitored that the game item trading system has a risk of player speculation, the output rate and output channels of the game items in the electronic game are adjusted through the artificial intelligence entity to reduce the difficulty of obtaining the game items.
[0006] In some embodiments, monitoring the game item trading system in an electronic game by an artificial intelligence entity includes: The influencing parameters of the standard function affecting the electronic game are monitored by an artificial intelligence entity to determine whether the electronic game's game item trading system has abnormal risks, wherein the standard function is used to maintain the smooth operation of the electronic game's game item trading system.
[0007] In some embodiments, monitoring the influencing parameters of the influencing standard function by an artificial intelligence entity to determine whether the game item trading system of the electronic game has abnormal risks includes: Monitoring a first influencing parameter that affects the first standard function through an artificial intelligence entity to determine whether a market imbalance risk occurs in the game item trading system of the electronic game, wherein the first influencing parameter includes a production speed of the game item and a consumption speed of the game item; The second influencing parameter affecting the second standard function is monitored by an artificial intelligence entity to determine whether the game item trading system of the electronic game has a risk of player speculation, wherein the second influencing parameter includes the total amount of game items held by players, the difference in the amount of game items held by different players, and the market circulation of game items; The third influencing parameter affecting the third standard function is monitored by an artificial intelligence entity to determine whether the game item trading system of the electronic game has an abnormal currency supply risk, wherein the third influencing parameter includes the output speed of game currency and the consumption speed of game currency.
[0008] In some embodiments, determining whether the game item trading system of an electronic game has a market imbalance risk includes: If the difference between the production speed of the game items and the consumption speed of the game items is greater than a first preset threshold, it is determined that the game item trading system of the electronic game has a market imbalance risk.
[0009] In some embodiments, adjusting the output rate of game items in the electronic game by the artificial intelligence entity so that the game items reach a supply-demand balance includes: The output rate of the game items is adjusted by the artificial intelligence entity so that the output speed and consumption speed of the game items are balanced.
[0010] In some embodiments, determining whether the game item trading system of the electronic game has a player speculation risk includes: If the total amount of game items held by players is higher than the amount in circulation on the market, and the difference in the amount of game items held by different players is greater than a preset difference threshold, it is determined that the game item trading system of the electronic game has a player speculation risk.
[0011] In some embodiments, determining whether the game item trading system of the electronic game has an abnormal currency supply risk includes: If the difference between the output speed of the game currency and the consumption speed of the game currency is greater than a second preset threshold, it is determined that the game item trading system of the electronic game has a risk of abnormal currency supply.
[0012] In some embodiments, the method comprises: When it is monitored that the game item trading system has an abnormal risk of currency supply, the output rate of the game currency in the electronic game is adjusted by the artificial intelligence entity to keep the output speed and consumption speed of the game currency balanced.
[0013] In some embodiments, the method comprises: When the artificial intelligence entity adjusts the relevant parameters of the game item trading system in the electronic game, if there is a historical adjustment record, the artificial intelligence entity inherits the historical adjustment record to adjust the parameters.
[0014] In a second aspect, an embodiment of the present application provides a control system based on game item transactions, the system is used to execute the method described in the first aspect above, and the system includes a monitoring module and a control module; The monitoring module is used to monitor the game item trading system in the electronic game through an artificial intelligence entity; The control module is used to adjust the output rate of game items in the electronic game through the artificial intelligence entity when it is detected that the game item trading system has a market imbalance risk, so as to achieve a supply and demand balance for the game items; The control module is used to adjust the output rate and output channels of the game items in the electronic game through the artificial intelligence entity when it is monitored that the game item trading system has a risk of player speculation, so as to reduce the difficulty of obtaining the game items.
[0015] Compared with the related art, the embodiment of the present application provides a regulation method and system based on game item trading, wherein the method monitors the game item trading system in an electronic game through an artificial intelligence entity; when it is monitored that the game item trading system has a market imbalance risk, the output rate of the game items in the electronic game is adjusted through the artificial intelligence entity to achieve a supply and demand balance for the game items; when it is monitored that the game item trading system has a player speculation risk, the output rate and output channels of the game items in the electronic game are adjusted through the artificial intelligence entity to reduce the difficulty of obtaining the game items, thereby realizing real-time monitoring of the game item trading system based on the artificial intelligence entity, effectively avoiding the market imbalance risk and player speculation risk in the system, allowing players entering the game at different times to trade game items in a relatively fair state, and solving the problem that the game item trading system of existing electronic games is prone to getting out of control. BRIEF DESCRIPTION OF THE DRAWINGS
[0016] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings: Figure 1is a flowchart of the steps of the game item transaction regulation method according to an embodiment of the present application; Figure 2 It is a schematic diagram of a process of regulating a game item trading system by an artificial intelligence entity according to an embodiment of the present application; Figure 3 It is a schematic diagram of the internal structure of an electronic device according to an embodiment of the present application. DETAILED DESCRIPTION
[0017] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application is described and illustrated below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present application and are not intended to limit the present application. Based on the embodiments provided in the present application, all other embodiments obtained by ordinary technicians in the field without making creative work are within the scope of protection of the present application.
[0018] Obviously, the drawings described below are only some examples or embodiments of the present application. For ordinary technicians in this field, the present application can also be applied to other similar scenarios based on these drawings without creative work. In addition, it can also be understood that although the efforts made in this development process may be complicated and lengthy, for ordinary technicians in this field related to the content disclosed in this application, some changes in design, manufacturing or production based on the technical content disclosed in this application are just conventional technical means, and should not be understood as insufficient content disclosed in this application.
[0019] Reference to "embodiments" in this application means that a particular feature, structure, or characteristic described in conjunction with the embodiments may be included in at least one embodiment of the present application. The appearance of the phrase in various locations in the specification does not necessarily refer to the same embodiment, nor is it an independent or alternative embodiment that is mutually exclusive with other embodiments. It is explicitly and implicitly understood by those of ordinary skill in the art that the embodiments described in this application may be combined with other embodiments without conflict.
[0020] Unless otherwise defined, the technical terms or scientific terms involved in this application should be understood by people with ordinary skills in the technical field to which this application belongs. The words "one", "a", "a", "the" and the like involved in this application do not indicate a quantity limitation, and may indicate the singular or plural. The terms "include", "comprise", "have" and any of their variations involved in this application are intended to cover non-exclusive inclusions; for example, a process, method, system, product or device that includes a series of steps or modules (units) is not limited to the listed steps or units, but may also include steps or units that are not listed, or may also include other steps or units inherent to these processes, methods, products or devices. The words "connect", "connected", "coupled" and the like involved in this application are not limited to physical or mechanical connections, but may include electrical connections, whether direct or indirect. The "multiple" involved in this application refers to two or more. "And / or" describes the association relationship of associated objects, indicating that there may be three relationships, for example, "A and / or B" can mean: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the objects before and after are in an "or" relationship. The terms "first", "second", "third", etc. involved in this application are only used to distinguish similar objects and do not represent a specific ordering of the objects.
[0021] The present application embodiment provides a method for regulating game item transactions. Figure 1 is a flowchart of the steps of the game item transaction regulation method according to an embodiment of the present application, such as Figure 1 As shown, the method comprises the following steps: Step S102, monitoring the game item trading system in the electronic game through an artificial intelligence entity; Specifically, step S102 monitors the influencing parameters of the standard function through an artificial intelligence entity to determine whether the game item trading system of the electronic game has abnormal risks, wherein the standard function is used to maintain the smooth operation of the game item trading system of the electronic game.
[0022] It should be noted that, in the process of developing electronic games, standard functions will be constructed for abnormal risks that may occur in the game item trading system of the electronic game (standard functions are used to deal with the above abnormal risks and maintain the smooth operation of the system), and the standard functions will be further deconstructed to obtain influencing parameters, for example: the standard function corresponding to the market imbalance risk in the following step S1021, whose influencing parameters include but are not limited to the output speed of game items, the consumption speed of game items, Step S102 preferably includes the following steps: Step S1021, monitoring a first influencing parameter that affects the first standard function through an artificial intelligence entity to determine whether a market imbalance risk occurs in the electronic game item trading system, wherein the first influencing parameter includes a production speed of game items and a consumption speed of game items; Specifically, step S1021 monitors the first influencing parameter affecting the first standard function through the artificial intelligence entity. If the difference between the output speed of game items and the consumption speed of game items is greater than a first preset threshold, it is determined that the game item trading system of the electronic game has a market imbalance risk.
[0023] It should be noted that the market imbalance risk can be judged by the circulation index (standard function: circulation of game items = output speed - consumption speed). In other words, if the difference between the output speed and the consumption speed is greater than the first preset threshold (i.e., circulation is abnormal), the market imbalance risk is determined to occur, where the output speed refers to the speed at which a game item is obtained in an electronic game, and the consumption speed refers to the speed at which a game item is consumed in an electronic game (such as use, discard, NPC task submission, etc.). Taking the healing potion, an item that often appears in role-playing online games, as an example, the circulation of the healing potion can be roughly set to 0 (i.e., the output of the healing potion basically meets the consumption of the players). When the balance between the output of the healing potion and the consumption of the players is seriously broken, the market imbalance risk can be determined.
[0024] Step S1022, monitoring the second influencing parameter that affects the second standard function by the artificial intelligence entity to determine whether the game item trading system of the electronic game has a risk of player speculation, wherein the second influencing parameter includes the total amount of game items held by players, the difference in the amount of game items held by different players, and the market circulation of game items; Specifically, step S1022 monitors the second influencing parameter affecting the second standard function through the artificial intelligence body. If the total amount of game items held by players is higher than the market circulation, and the difference in the amount of game items held by players between different players is greater than a preset difference threshold, it is determined that the game item trading system of the electronic game has a player speculation risk.
[0025] Step S1023, monitoring the third influencing parameter affecting the third standard function through the artificial intelligence entity to determine whether the game item trading system of the electronic game has an abnormal currency supply risk, wherein the third influencing parameter includes the output speed of game currency and the consumption speed of game currency.
[0026] Specifically, step S1023 monitors the third influencing parameter affecting the third standard function through the artificial intelligence entity. If the difference between the output speed of game currency and the consumption speed of game currency is greater than the second preset threshold, it is determined that the game item trading system of the electronic game has an abnormal currency supply risk.
[0027] Step S104, when it is detected that the game item trading system has a market imbalance risk, the output rate of the game items in the electronic game is adjusted through the artificial intelligence body to achieve a balance between supply and demand of the game items; Specifically, in step S104, when it is monitored that there is a risk of market imbalance in the game item trading system, the output rate of the game items is adjusted through the artificial intelligence entity to keep the output speed and consumption speed of the game items balanced.
[0028] It should be noted that the adjustment of the output rate of game items requires constraints on the output channels. Taking the healing potion in the role-playing online game as an example, the output channels of healing potions in the game world are usually ① battle rewards ② game stores, among which battle rewards are often designed as the main channel and game stores are designed as secondary channels. For battle rewards, you can adjust them by modifying the drop rate of items in battle rewards (for example, after a monster is defeated by a player, there is a 20% probability of dropping a healing potion. If the current artificial intelligence body determines that the output rate of the item needs to be increased, it can be achieved by increasing the drop rate of the healing potion); for game stores, the most direct factor affecting the output rate of a certain item in the store channel is the price of the product. The artificial intelligence body can control the output rate of items by adjusting the price of the product.
[0029] Step S106, when it is monitored that there is a risk of player speculation in the game item trading system, the output rate and output channels of the game items in the electronic game are adjusted through the artificial intelligence body to reduce the difficulty of obtaining the game items.
[0030] After step S106, the method further includes step S107, when it is monitored that there is an abnormal risk of currency supply in the game item trading system, the output rate of game currency in the electronic game is adjusted by an artificial intelligence entity to keep a balance between the output speed and consumption speed of the game currency.
[0031] It should be noted that the steps shown in the above process or the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.
[0032] Through the above steps in the embodiment of the present application, real-time monitoring of the game item trading system based on an artificial intelligence entity is achieved, which can effectively avoid the market imbalance risks, player speculation risks and abnormal currency supply risks that may appear in the system, so that players who enter the game at different times can trade game items in a relatively fair state, thus solving the problem that the game item trading system of existing electronic games is prone to getting out of control.
[0033] In some embodiments, the regulation method based on game item trading also includes: Figure 2 FIG. 1 is a flow chart of an artificial intelligence entity regulating a game item trading system according to an embodiment of the present application, such as Figure 2 As shown, when the artificial intelligence entity adjusts the relevant parameters of the game item trading system in the electronic game, if there is a historical adjustment record, the artificial intelligence entity inherits the historical adjustment record to adjust the parameters.
[0034] It should be noted that the artificial intelligence entity is an artificial intelligence based on machine learning algorithms, which include but are not limited to anomaly detection algorithms (such as clustering, isolation forests, etc.), behavior analysis algorithms (Markov models, convolutional / recurrent neural networks), and natural language processing algorithms (such as BERT, GPT). When artificial intelligence tries to adjust adjustable parameters, there may be two situations: if there is a lack of adjustment history records that artificial intelligence can refer to, then artificial intelligence will try to randomly adjust the adjustable parameters and gradually modify the subsequent adjustment methods according to the adjusted situation. For example, if artificial intelligence finds that increasing the output rate of items does not make the results closer to the standard function, artificial intelligence will record this adjustment and will be more inclined to use other adjustment methods next time. By continuously accumulating adjustment records, artificial intelligence can adjust parameters more flexibly and quickly, so that the economic system can return to a standard function faster; if adjustment records are retained, then artificial intelligence can inherit the adjustment records to adjust parameters, and has the ability to quickly adjust the game item trading system in the early stage of operation.
[0035] The embodiment of the present application provides a control system based on game item trading, the system includes a monitoring module and a control module; A monitoring module, used to monitor the game item trading system in the electronic game through an artificial intelligence entity; The control module is used to adjust the output rate of game items in electronic games through artificial intelligence when it detects that there is a risk of market imbalance in the game item trading system, so as to achieve a balance between supply and demand of game items; The control module is used to adjust the output rate and output channels of game items in the electronic game through an artificial intelligence body when it monitors the risk of player speculation in the game item trading system, so as to reduce the difficulty of obtaining game items.
[0036] Through the monitoring module and the control module in the embodiment of the present application, real-time monitoring of the game item trading system based on an artificial intelligence entity is achieved, which can effectively avoid the market imbalance risks, player speculation risks and abnormal currency supply risks that may appear in the system, so that players who enter the game at different times can trade game items in a relatively fair state, thus solving the problem that the game item trading system of existing electronic games is prone to getting out of control.
[0037] It should be noted that the above modules can be functional modules or program modules, and can be implemented by software or hardware. For modules implemented by hardware, the above modules can be located in the same processor; or the above modules can be located in different processors in any combination.
[0038] This embodiment further provides an electronic device, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to run the computer program to execute the steps in any one of the above method embodiments.
[0039] 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.
[0040] It should be noted that the specific examples in this embodiment can refer to the examples described in the above embodiments and optional implementation modes, and this embodiment will not be described in detail here.
[0041] In addition, in combination with the control method based on game item trading in the above embodiments, the present application embodiment can provide a storage medium for implementation. The storage medium stores a computer program; when the computer program is executed by the processor, any one of the control methods based on game item trading in the above embodiments is implemented.
[0042] In one embodiment, a computer device is provided, which may be a terminal. The computer device includes a processor, a memory, a network interface, a display screen, and an input device connected via a system bus. The processor of the computer device is used to provide computing and control capabilities. The memory of the computer device includes a non-volatile storage medium and an internal memory. The non-volatile storage medium stores an operating system and a computer program. The internal memory provides an environment for the operation of the operating system and the computer program in the non-volatile storage medium. The network interface of the computer device is used to communicate with an external terminal via a network connection. When the computer program is executed by the processor, a control method based on game item trading is implemented. The display screen of the computer device may be a liquid crystal display screen or an electronic ink display screen, and the input device of the computer device may be a touch layer covered on the display screen, or a key, trackball, or touchpad provided on the housing of the computer device, or an external keyboard, touchpad, or mouse, etc.
[0043] In one embodiment, Figure 3 is a schematic diagram of the internal structure of an electronic device according to an embodiment of the present application, such as Figure 3 As shown, an electronic device is provided, which may be a server, and its internal structure diagram may be as shown in Figure 3 As shown. The electronic device includes a processor, a network interface, an internal memory and a non-volatile memory connected through an internal bus, wherein the non-volatile memory stores an operating system, a computer program and a database. The processor is used to provide computing and control capabilities, the network interface is used to communicate with an external terminal through a network connection, the internal memory is used to provide an environment for the operation of the operating system and the computer program, the computer program is executed by the processor to implement a control method based on game item transactions, and the database is used to store data.
[0044] Those skilled in the art will understand that Figure 3 The structure shown in the figure is merely a block diagram of a partial structure related to the scheme of the present application, and does not constitute a limitation on the electronic device to which the scheme of the present application is applied. The specific electronic device may include more or fewer components than shown in the figure, or combine certain components, or have a different arrangement of components.
[0045] Those of ordinary skill in the art can understand that all or part of the processes in the above-mentioned embodiment methods can be completed by instructing the relevant hardware through a computer program, and the computer program can be stored in a non-volatile computer-readable storage medium. When the computer program is executed, it can include the processes of the embodiments of the above-mentioned methods. Among them, any reference to memory, storage, database or other media used in the embodiments provided in this application may include non-volatile and / or volatile memory. Non-volatile memory may include read-only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM) or flash memory. Volatile memory may include random access memory (RAM) or external cache memory. By way of illustration and not limitation, RAM is available in many forms, such as static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), double data rate SDRAM (DDRSDRAM), enhanced SDRAM (ESDRAM), synchronous link (Synchlink) DRAM (SLDRAM), memory bus (Rambus) direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM), etc.
[0046] Those skilled in the art should understand that the technical features of the above-described embodiments may be arbitrarily combined. To make the description concise, not all possible combinations of the technical features in the above-described embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.
[0047] The above-mentioned embodiments only express several implementation methods of the present application, and the descriptions thereof are relatively specific and detailed, but they cannot be understood as limiting the scope of the invention patent. It should be pointed out that, for a person of ordinary skill in the art, several variations and improvements can be made without departing from the concept of the present application, and these all belong to the protection scope of the present application. Therefore, the protection scope of the patent of the present application shall be subject to the attached claims.
Claims
1. A method for regulating game item transactions, characterized in that: The method comprises: Monitor the game item trading system in video games through artificial intelligence; When it is detected that the game item trading system has a risk of market imbalance, the output rate of the game items in the electronic game is adjusted by the artificial intelligence entity so that the game items reach a balance between supply and demand; When it is monitored that the game item trading system has a risk of player speculation, the output rate and output channels of the game items in the electronic game are adjusted through the artificial intelligence entity to reduce the difficulty of obtaining the game items.
2. The method according to claim 1, characterized in that Monitoring the game item trading system in video games through artificial intelligence includes: The influencing parameters of the standard function affecting the electronic game are monitored by an artificial intelligence entity to determine whether the electronic game's game item trading system has abnormal risks, wherein the standard function is used to maintain the smooth operation of the electronic game's game item trading system.
3. The method according to claim 2, characterized in that The artificial intelligence entity monitors the parameters that affect the standard function to determine whether the game item trading system of the electronic game has abnormal risks, including: Monitoring a first influencing parameter that affects the first standard function through an artificial intelligence entity to determine whether a market imbalance risk occurs in the game item trading system of the electronic game, wherein the first influencing parameter includes a production speed of the game item and a consumption speed of the game item; The second influencing parameter affecting the second standard function is monitored by an artificial intelligence entity to determine whether the game item trading system of the electronic game has a risk of player speculation, wherein the second influencing parameter includes the total amount of game items held by players, the difference in the amount of game items held by different players, and the market circulation of game items; The third influencing parameter affecting the third standard function is monitored by an artificial intelligence entity to determine whether the game item trading system of the electronic game has an abnormal currency supply risk, wherein the third influencing parameter includes the output speed of game currency and the consumption speed of game currency.
4. The method according to claim 3, characterized in that The risks of market imbalance in determining whether the game item trading system of electronic games has occurred include: If the difference between the production speed of the game items and the consumption speed of the game items is greater than a first preset threshold, it is determined that the game item trading system of the electronic game has a market imbalance risk.
5. The method according to claim 4, characterized in that Adjusting the output rate of game items in the electronic game by the artificial intelligence entity so that the game items reach a supply-demand balance includes: The output rate of the game items is adjusted by the artificial intelligence entity so that the output speed and consumption speed of the game items are balanced.
6. The method according to claim 3, characterized in that The following methods are used to determine whether the game item trading system of the electronic game has player speculation risks: If the total amount of game items held by players is higher than the amount in circulation on the market, and the difference in the amount of game items held by different players is greater than a preset difference threshold, it is determined that the game item trading system of the electronic game has a player speculation risk.
7. The method according to claim 3, characterized in that The following methods are used to determine whether the game item trading system of the electronic game has abnormal money supply risks: If the difference between the output speed of the game currency and the consumption speed of the game currency is greater than a second preset threshold, it is determined that the game item trading system of the electronic game has a risk of abnormal currency supply.
8. The method according to claim 7, characterized in that The method comprises: When it is monitored that the game item trading system has an abnormal risk of currency supply, the output rate of the game currency in the electronic game is adjusted by the artificial intelligence entity to keep the output speed and consumption speed of the game currency balanced.
9. The method according to claim 1, characterized in that: The method comprises: When the artificial intelligence entity adjusts the relevant parameters of the game item trading system in the electronic game, if there is a historical adjustment record, the artificial intelligence entity inherits the historical adjustment record to adjust the parameters.
10. A control system based on game item trading, characterized in that: The system is used to perform the method according to any one of claims 1 to 9, and the system includes a monitoring module and a control module; The monitoring module is used to monitor the game item trading system in the electronic game through an artificial intelligence entity; The control module is used to adjust the output rate of game items in the electronic game through the artificial intelligence entity when it is detected that the game item trading system has a market imbalance risk, so as to achieve a supply and demand balance for the game items; The control module is used to adjust the output rate and output channels of the game items in the electronic game through the artificial intelligence entity when it is monitored that the game item trading system has a risk of player speculation, so as to reduce the difficulty of obtaining the game items.
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