Game monitoring method and device, electronic equipment and storage medium
By cleaning the game logs and calculating alarm rules, setting thresholds based on historical data, the problems of real-time and accuracy in game resource delivery monitoring are solved, the false alarm rate and manual maintenance costs are reduced, and monitoring efficiency is improved.
Patent Information
- Application Number
- CN202411085180.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-08-08
- Publication Date
- 2025-01-03
AI Technical Summary
The existing technology has problems such as low real-time, coarse granularity, high false alarm rate and large manpower maintenance requirements in game resource placement monitoring, which has affected the loss of game companies' profits and player experience.
By obtaining the game log, cleaning and processing, the monitoring statistics value is calculated based on the target alarm rules. If the preset threshold is exceeded, an alarm will be called, and the alarm information will be sent to the designated device. The preset threshold is calculated based on historical data to ensure the accuracy and coverage of monitoring. Rate.
Real-time and accuracy of game resource delivery monitoring, reduce alarm false alarm rate, reduce manual maintenance costs, and improve monitoring efficiency.
Smart Images

Figure CN119236418A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game design technology, and in particular to a game monitoring method, device, electronic equipment and storage medium. Background Art
[0002] The process of players obtaining rewards (such as experience, gold coins, equipment, etc.) in the game can be obtained through player operations or distributed by the game. The occurrence of game reward delivery accidents will cause the game company to suffer losses or affect the player's gaming experience. In order to avoid the occurrence of reward delivery accidents, in related technologies, programmers usually write a code logic to calculate the player's reward value in the external service. If a certain value (this value is configured by the planner) is reached, an alarm will be issued. However, this method requires continuous human maintenance, and the planner configures the experience threshold. If the threshold is not updated in time, there may be thousands of false alarms every day. At the same time, the monitoring granularity of this method is relatively coarse and the real-time performance is low. Summary of the invention
[0003] The purpose of the present invention is to provide a game monitoring method, device and electronic device to simplify the monitoring process of game resource delivery while ensuring coverage, timeliness and accuracy.
[0004] In a first aspect, the present invention provides a game monitoring method, which includes: obtaining a first game log related to game resources, and cleaning the first game log to obtain a second game log in a specified format; based on the target alarm rule and the second game log, determining the target monitoring object and the monitoring statistic corresponding to the target monitoring object, and determining whether the monitoring statistic is greater than a preset monitoring threshold; wherein the target monitoring object includes at least one of the following: game resources and resource acquisition objects; the preset monitoring threshold is a preset value or a value calculated based on historical game logs; if the monitoring statistic is greater than the preset monitoring threshold, performing alarm processing on the target monitoring object to obtain alarm information, and sending the alarm information to a designated device.
[0005] In a second aspect, the present invention provides a game monitoring device, which includes: a log acquisition module, which is used to acquire a first game log related to game resources, and clean the first game log to obtain a second game log in a specified format; a threshold comparison module, which is used to determine the target monitoring object and the monitoring statistic corresponding to the target monitoring object based on the target alarm rule and the second game log, and determine whether the monitoring statistic is greater than a preset monitoring threshold; wherein the target monitoring object includes at least one of the following: game resources and resource acquisition objects; the preset monitoring threshold is a value calculated based on historical game logs; an alarm module, which is used to perform alarm processing on the target monitoring object if the monitoring statistic is greater than the preset monitoring threshold, obtain alarm information, and send the alarm information to a designated device.
[0006] The embodiments of the present invention bring the following beneficial effects:
[0007] The present invention provides a game monitoring method, device, electronic device and storage medium. First, a first game log related to game resources is obtained, and the first game log is cleaned to obtain a second game log in a specified format; then, based on the target alarm rule and the second game log, the target monitoring object and the monitoring statistic corresponding to the target monitoring object are determined, and whether the monitoring statistic is greater than a preset monitoring threshold value is determined; wherein the target monitoring object includes at least one of the following: game resources and resource acquisition objects; the preset monitoring threshold value is a value calculated based on historical game logs; if the monitoring statistic value is greater than the preset monitoring threshold value, the target monitoring object is alarmed, alarm information is obtained, and the alarm information is sent to a designated device. This method calculates the game log in real time through the target alarm rule, and can identify whether the target monitoring object needs to be alarmed, thereby simplifying the game monitoring process. At the same time, the preset monitoring threshold used in this method to determine whether the target monitoring object needs to be alarmed is calculated based on historical data, thereby ensuring the accuracy of monitoring and reducing the false alarm rate. In addition, the alarm rules in this method do not require personnel maintenance, thereby reducing labor costs.
[0008] Other features and advantages of the present invention will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by implementing the above-mentioned technology of the present invention.
[0009] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are specifically listed below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0010] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative work.
[0011] Figure 1 A flowchart of a game monitoring method provided by an embodiment of the present invention;
[0012] Figure 2 A schematic diagram of an alarm rule setting panel provided by an embodiment of the present invention;
[0013] Figure 3 A data flow diagram in an alarm process provided by an embodiment of the present invention;
[0014] Figure 4 A schematic diagram of the structure of a game monitoring device provided by an embodiment of the present invention;
[0015] Figure 5 A schematic diagram of the structure of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0016] In order to make the purpose, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Generally, the components of the embodiments of the present invention described and shown in the drawings here can be arranged and designed in various different configurations.
[0017] Therefore, the following detailed description of the embodiments of the present invention provided in the accompanying drawings is not intended to limit the scope of the invention claimed for protection, but merely represents selected embodiments of the present invention. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0018] The process of players obtaining resources (such as experience, gold coins, equipment, etc.) in the game can be obtained by player operations or distributed by the game. Among them, the reasons for the release of resources are generally recorded in the game log at the level. For example, killing the toad monster on the seventh floor of the Big Wild Goose Pagoda can be a way of playing; for example, signing in on the second day of the Spring Festival event can also be a way of playing. Game reward release accidents have remained high in the past few years and account for the highest proportion of all accident types.
[0019] In the related technology, the process from discovery to resolution of external service delivery anomalies is as follows: a problem occurs online -> QA (Quality Assurance) learns of the problem -> finds the cause of the problem -> solves the problem. Among them, the steps that are more likely to delay the optimal processing time are the two early steps. For example, problems that occur online rely on player feedback, or some clues are found but cannot be verified. At the same time, loopholes in external service rewards are constantly developing and eventually evolve into accidents. In the process of identifying anomalies in external service delivery, the main pain points are: untimely identification of external service anomalies, difficulty in QA verification, reliance on human experience for alarm thresholds, frequent false alarms, and difficulty in maintaining alarm rules. The prior art also provides two game monitoring solutions:
[0020] The first is that there is no online monitoring and it relies entirely on prior testing, which is difficult to cover all abnormal situations (such as weak network, users performing a series of complex operations, etc.); at the same time, due to the variety of channels for game resource delivery, some deliveries do not go through the testing phase (such as delivery through game operation instructions); in addition, online problems cannot be discovered in time. If they are not handled in a timely manner, some problems will cause the game to lose up to tens of millions of yuan.
[0021] The second method is for the game project team to customize the code to write alarm rules, that is, to ask the programmers to help write a code logic to calculate the reward value of the player in the external server, and to alarm if it reaches a certain value (this value is configured by the planner). However, this method requires scheduling and continuous human maintenance, and the alarm rules are generally based on the planner's experience threshold. If the threshold is not updated in time, there may be thousands of false alarms every day; at the same time, the monitoring granularity of this method is relatively coarse and the real-time performance is low.
[0022] Based on the above problems, the embodiments of the present invention provide a game monitoring method, device, electronic device and storage medium. The technology can be applied to the monitoring scenario of game resource delivery, and can also be applied to the monitoring scenario of resource delivery objects.
[0023] In order to facilitate understanding of the embodiment of the present invention, a game monitoring method disclosed in the embodiment of the present invention is first described in detail. Figure 1 As shown, the method comprises the following specific steps:
[0024] Step S102, obtaining a first game log related to the game resource, and performing cleaning processing on the first game log to obtain a second game log in a specified format.
[0025] In the specific implementation, it is first necessary to obtain the game logs related to the game resources from the game system, wherein the game logs related to the game resources are also the first game logs, and all the first game logs are aggregated, and then all the first game logs are cleaned to obtain the second game logs in the specified format. The specified format can be determined according to the research and development requirements. For example, the specified format can be to make the game logs appear in the same field format, that is, only the preset fields and the values corresponding to the preset fields are obtained from the first game logs. Among them, the game resources can include but are not limited to game experience, game coins, game equipment and game props.
[0026] Step S104, based on the target alarm rule and the second game log, determine the target monitoring object and the monitoring statistic corresponding to the target monitoring object, and determine whether the monitoring statistic is greater than a preset monitoring threshold; wherein the target monitoring object includes at least one of the following: game resources and resource acquisition objects; the preset monitoring threshold is a value calculated based on historical game logs.
[0027] In a specific implementation, the target alarm rule can be a general alarm rule or a user-defined alarm rule. The target alarm rule usually includes the target monitoring object, the calculation method of the monitoring statistic corresponding to the target monitoring object, and the preset monitoring threshold determination rule, so that the preset monitoring threshold can be determined according to the preset monitoring threshold determination rule. Among them, the preset monitoring threshold determination rule is to calculate the preset monitoring threshold based on the historical game log, and the preset monitoring threshold is usually the maximum value or average value of the monitoring statistic corresponding to the target monitoring object in the historical game log.
[0028] In specific implementation, the monitoring object set in the target alarm rule can be determined as the target monitoring object, and then the monitoring data corresponding to the target monitoring object is obtained from the second game log according to the calculation method of the monitoring statistics corresponding to the target monitoring object set in the target alarm rule, and the monitoring statistics corresponding to the target monitoring object are calculated based on the monitoring data, and then it is determined whether the monitoring statistics is greater than the preset monitoring threshold indicated in the target alarm rule. If it is greater, it is determined that the target monitoring object needs to be alarmed. Among them, the target monitoring object can be a certain game resource, or a certain resource acquisition object or the number of resource acquisition objects, etc.
[0029] Step S106: If the monitoring statistic value is greater than the preset monitoring threshold, an alarm is processed for the target monitoring object, an alarm message is obtained, and the alarm message is sent to a designated device.
[0030] When the monitoring statistic corresponding to the target monitoring object is greater than the preset monitoring threshold, an alarm message corresponding to the target monitoring object will be generated, and the alarm message will be sent to the designated device according to the alarm sending method specified by the target alarm rule. The designated device can be a device or platform controlled by a designated person in charge, or a device logged in to a certain alarm group, etc.
[0031] A game monitoring method provided by an embodiment of the present invention can perform real-time calculations on game logs through target alarm rules, and can identify whether the target monitoring object needs to be alarmed, thereby simplifying the game monitoring process. At the same time, the preset monitoring threshold used in this method to determine whether the target monitoring object needs to be alarmed is calculated based on historical data, thereby ensuring the accuracy of monitoring and reducing the false alarm rate. In addition, the alarm rules in this method do not require personnel maintenance, thereby reducing labor costs.
[0032] The following embodiments are used to describe the log cleaning method.
[0033] Specifically, the above-mentioned specific process of cleaning the first game log to obtain the second game log in the specified format may include: obtaining the target field and the target value corresponding to the target field contained in the specified format from the first game log; integrating the target field and the target value corresponding to the target field to obtain the second game log in the specified format. It can also be understood that the second game log only contains the target field and the target value corresponding to the target field, so as to facilitate subsequent data aggregation and calculation processing; among which, the specific log fields of the target field can be determined according to R&D needs or user operations.
[0034] In an optional embodiment, the target field is a common field preset by the system, or a custom field set by a custom configuration operation. Specifically, under the general alarm rule, the target field is a common field, that is, the most important thing for the general alarm rule is to design a suitable field table that can be used as a common template so that each project can be compatible. Therefore, the logic of the general alarm rule can include the following two dimensions:
[0035] 1. The dimension of a single player claiming resources: By comparing the total number, total frequency, and maximum number of game resources claimed by a player on a certain gameplay on the same day with the maximum value that has appeared in history (the system calculates through data), if any rule link exceeds the limit, the game resource release under this gameplay is listed as a suspected alarm problem. For example, if the total amount of resources claimed exceeds the maximum value of resource claims, the total frequency of resource claims exceeds the maximum frequency of resource claims, or the maximum value of a single resource claim exceeds the maximum value of a single claim, the game resource release is listed as a suspected alarm problem.
[0036] 2. Gameplay delivery dimension: By comparing the number of people who participated in a game and received game resources in a single day in the entire server with the specified multiple of the historical single-day maximum, if it exceeds, it is suspected to be an abnormal problem. The specified multiple can be determined according to R&D needs, for example, it can be 1.5 times or 2 times.
[0037] According to the above description, the important fields in the schema of the general alarm rule (equivalent to the general fields mentioned above) are: player id (roleid), player level (role_level), item id (type), gameplay id (reason), date (date), and prize value (num). When cleaning the game log, by summing and counting the prize values, and aggregating the player, item (equivalent to game resources), gameplay, and date dimensions, you can get the single-player prize value and prize frequency of each item in each gameplay. If the prize value is related to the level, then add the role_level dimension for aggregation; by counting the player id, and aggregating the item, gameplay, and date, you can get the number of participants in each gameplay. Under this set of log templates (equivalent to the game log in the specified format above), you can process almost all log content and turn it into data raw materials that can be adapted to the general alarm rule.
[0038] In an optional embodiment, the above-mentioned custom field is determined in the following manner: in response to a name setting operation, determining a target field name corresponding to the custom field based on the name setting operation; obtaining historical game logs, and parsing the historical game logs to obtain log fields contained in the historical game logs; in response to a field mapping operation, mapping the target log field contained in the historical game logs to the custom field corresponding to the target field name, so as to determine the target log field as a custom field.
[0039] In specific implementation, the above name setting operation can be to enter any user-defined name in the interface. Usually, one customized field name corresponds to one customized field. In order to correspond the user-defined field name with the log field in the game log, it is necessary to select a required log field contained in the game log and map it with the customized field, so that the value corresponding to the customized field can be obtained from the game log during subsequent data cleaning.
[0040] In practical applications, when designing custom fields, it is necessary to design them in a highly free way so that different project teams can adapt to the custom log format (equivalent to the above-mentioned specified format) and configure them easily. In a specific embodiment, the process of configuring custom fields includes: first, freely define the field table, and the user sets the field name and Chinese name by himself; in order to perform the subsequent cleaning of the game log, the user needs to fill in the keywords and log location of the historical game log, and parse the historical game log to obtain multiple log fields contained in the historical game log, and then map the target log field in the historical game log to the custom field just configured. If there is a default value, the default value can be preset (to avoid the field of the historical game log being empty); the system supports multiple log sources to be cleaned to the same monitoring topic, that is, even if the placement of a game prop is scattered and recorded in different game logs, the addresses of 2 game logs can be written here, as long as the fields of each game log are matched to the table header of the schema, then they can be successfully cleaned to a monitoring topic.
[0041] In an optional embodiment, when a field of a specified type is included in the historical game log, in response to the value type setting operation, the target value type corresponding to the custom field is determined, and the target log field is mapped to the custom field through the mapping method corresponding to the target value type. The specified type is a field that is difficult to handle or complex. The above-mentioned target value type can be any one of a plurality of preset value types, wherein each preset value type corresponds to its own mapping method.
[0042] Specifically, if there are fields in the game log that are difficult to handle, the present invention also has a method for complex field adaptation, which can be adjusted by selecting the value type. In a specific embodiment, the above-mentioned preset value types may include four types: default log field, field expression, no such field in the log, and log field and array is not split. Based on this, when there are fields in the game log that are difficult to handle, assuming that the original data in the game log is {"aa":1, "bb":[2,3], "cc":5}, when the value type selected by the user is the default log field, the mapped data is {"aa":1, "bb":2, "cc":5}, {"aa":1, "bb":3, "cc":5}; when the value type selected by the user is field expression, assuming that the user wants to add a new field that is not in the original game log, which is dd, it is composed of (aa+cc) / 2, then the mapped data is {"aa":1, "bb":2, "cc":5, "dd":3}, {"aa":1, "bb":3, "cc":5, "dd":3}; when using When the value type selected by the user is that there is no such field in the log, when multiple game logs are merged, there may be fields in individual game logs that may not exist or want to be given a fixed value, then the mapped data is {"aa":1, "bb":2, "cc":5, "dd":3, "ee":100}, {"aa":1, "bb":3, "cc":5, "dd":3, "ee":100}; when the value type selected by the user is log field and the array is not split, since the bb field is an array field, it will be split into multiple items by default, which may affect the calculation of the number of downstream rules. If splitting is not required, this type can be selected. At this time, the mapped data is {"aa":1, "bb":[2,3], "cc":5, "dd":3}.
[0043] In practical applications, for the process of log field mapping, sometimes there is a nested json or json table form; sometimes if there is no such value in the game log, some non-standard logs will omit the key value, resulting in no field to be mapped in the game log; sometimes the combined value of multiple fields in the game log is the field that needs to be mapped, for example, if a result such as VIP level * recharge amount is required, then it is necessary to combine the two original values through an expression and wash them into a required value; even some non-json format logs, such as roleid=1235, reason=abc, for this kind of game log, for this special log format, the system must also be compatible in configuration. Based on this, the present invention will map the target log field to the custom field through the value type setting operation.
[0044] In an optional embodiment, after the user has mapped the custom field, it may not be mapped to the field in the log and the alarm may not be triggered. Therefore, if the custom field is set, in response to the field test instruction, the custom field is detected based on the preset log to see if it can be correctly mapped, and the test result is obtained. The log configuration self-test logic is also adopted, so that the user can enter a preset log to check whether his log configuration is correct. Specifically, to ensure that the user fills in the correct information, it supports filling in an original game log, and the system operation is checked to see if it corresponds to the field filled in on the platform. If the system returns that it can be successfully parsed, then the log configuration is completed.
[0045] The following embodiments are used to describe a method for determining a preset monitoring threshold.
[0046] Specifically, the above-mentioned preset monitoring threshold is determined in the following manner: obtain the historical game logs within a specified time period, and delete the game logs with corresponding alarm information in the historical game logs to obtain the target game logs; perform data cleaning processing on the target game logs to obtain game logs in a specified format; and perform aggregation processing on the game logs in the specified format to obtain a first aggregation result; based on the first aggregation result, calculate the preset monitoring threshold corresponding to the target monitoring object.
[0047] In specific implementation, the specific time period corresponding to the above-mentioned specified time period can be determined according to research and development needs. For example, the specified time period can be 3 months or 1 month before the current time, etc. In order to ensure the data availability and accuracy in the historical game logs, the game logs corresponding to the alarm information in the historical game logs can be deleted, and the deleted historical game logs can be used as the target game logs; then the target fields and the target values corresponding to the target fields contained in the specified format are obtained from the target game logs, and the target fields and the target values corresponding to the target fields are integrated to obtain the game logs in the specified format, and then the game logs in the specified format are aggregated to obtain the first aggregation result, and based on the first aggregation result, the preset monitoring threshold corresponding to the target monitoring object is calculated.
[0048] In an optional embodiment, the target monitoring object includes game resources and / or resource acquisition objects; the preset monitoring threshold includes at least one of the following: the maximum resource collection value, the maximum resource collection frequency value, and the maximum resource single collection value corresponding to each game resource, and the specified multiple of the maximum number of resource acquisition objects corresponding to each game play. The specified multiple can be determined according to R&D requirements, for example, the specified multiple can be 1.5 times or 2 times, etc.
[0049] In the specific implementation, the preset monitoring threshold will be automatically calculated by the system. At a fixed time every day, the system will recalculate the historical maximum delivery value data of each dimension (the above preset monitoring threshold) from the historical delivery data (equivalent to the above historical game logs) and update it to the new threshold (unless the user marks the delivery of a certain day as abnormal data, then the abnormal data will be excluded from the scope of the threshold calculation. This logic will be introduced in detail in the false alarm return flow).
[0050] In an optional embodiment, if the preset monitoring threshold corresponding to the target monitoring object is related to the object level, in response to the object corresponding to the target object level failing to obtain game resources, the preset monitoring threshold corresponding to the target monitoring object of the target object level is determined based on a preset fitting function; wherein the fitting function is obtained by fitting the functional relationship between multiple object levels and the preset monitoring thresholds corresponding to the multiple object levels.
[0051] In the specific implementation, if the amount of a certain item is related to the level, but no player has ever claimed the prize at this level in history, according to the above logic, the claim threshold (equivalent to the above preset monitoring threshold) will be vacant. Here, an AI algorithm will be used to fill in the gaps, that is, to fit the claim threshold of each level, establish a "relationship function", and let AI predict the claim threshold of the vacant level as the preset monitoring threshold of the level. For example, for reason with a level concept, the level aggregation dimension will be added. However, it is possible that there are very few users at this level, so the historical maximum value is not referenceable. In this case, it is necessary to use an algorithm fitting method to simulate the relationship between each level and the prize value to form a function, and take the maximum value of the algorithm value and the actual historical maximum value as the preset monitoring threshold of the level. The fitting method is also to use a polynomial regression algorithm (the highest power is set to quadratic), input the historical maximum value of a single person, single day, single reason, and single item at each level, and fit a polynomial function.
[0052] The following embodiments are used to describe a method for determining target alarm rules and a method for performing monitoring alarms based on the target alarm rules.
[0053] Specifically, the above-mentioned target alarm rules include the following alarm rules: system preset alarm rules (equivalent to the above-mentioned general alarm rules), and alarm rules set by custom configuration operations; wherein the alarm rules include target monitoring objects, the calculation method of the monitoring statistics corresponding to the target monitoring objects, and the preset monitoring threshold determination rules. Among them, the general alarm rules are pre-set by the system and cannot be changed by the user. The preset monitoring thresholds in the general alarm rules can be adjusted in real time or regularly according to the historical game logs; the custom alarm rules are set by the user according to needs or adjusted according to the historical game logs. The target monitoring objects in the alarm rules, the calculation method of the monitoring statistics corresponding to the target monitoring objects, and the preset monitoring thresholds can all be set according to user needs.
[0054] In an optional embodiment, when the above-mentioned target alarm rule is a system preset alarm rule, the monitoring objects in the target alarm rule include game resources and resource acquisition objects; the calculation method of the monitoring statistical value corresponding to the target monitoring object includes: calculating the total number of resource collections, the total frequency of resource collections and the maximum value of a single resource collection corresponding to each game resource, and calculating the total number of objects of the resource acquisition objects corresponding to each game play; the preset monitoring threshold determination rule includes: calculating the maximum resource collection value, the maximum resource collection frequency value and the maximum single collection value corresponding to each game resource through historical game logs, and calculating the maximum number of objects of each game play parameter, and determining the preset monitoring threshold based on the maximum resource collection value, the maximum resource collection frequency value, the maximum single collection value and the maximum number.
[0055] In an optional embodiment, when the target alarm rule is a general alarm rule, the above-mentioned specific process of determining the target monitoring object and the monitoring statistical value corresponding to the target monitoring object based on the target alarm rule and the second game log, and determining whether the monitoring statistical value is greater than the preset monitoring threshold, may include: determining the target monitoring object based on the target alarm rule, and aggregating the second game log to obtain a second aggregation result; wherein the target monitoring object includes game resources and resource acquisition objects; based on the second aggregation result, calculating the total number of resource collections, the total frequency of resource collections and the maximum value of a single resource collection corresponding to each game resource, and calculating the total number of objects of the resource acquisition objects corresponding to each game play; for each game resource, determining whether the total number of resource collections corresponding to the game resource is greater than the maximum value of the resource collection, determining whether the total frequency of resource collections corresponding to the game resource is greater than the maximum value of the resource collection frequency, and determining whether the maximum value of a single resource collection corresponding to the game resource is greater than the maximum value of a single collection; for each game play, determining whether the total number of objects corresponding to the game play is greater than a specified multiple of the maximum number of resource acquisition objects.
[0056] Based on the above description, if the monitoring statistic is greater than the preset monitoring threshold, the target monitoring object is alarmed, alarm information is obtained, and the alarm information is sent to the designated device, including: if any monitoring statistic is greater than the preset monitoring threshold, based on the monitoring statistic corresponding to the first target monitoring object whose monitoring statistic is greater than the preset monitoring threshold, the alarm confidence corresponding to the first target monitoring object is determined; wherein the monitoring statistic is at least one of the following: the total number of resource collections, the total frequency of resource collections, and the maximum value of a single resource collection corresponding to each game resource, and the total number of resource acquisition objects corresponding to each game play; if the alarm confidence is greater than the preset alarm threshold, the alarm information corresponding to the first target monitoring object is determined, and the alarm information is sent to the designated device. The specific data corresponding to the above alarm confidence can be determined according to R&D needs or preset rules, and the above preset alarm threshold can also be determined according to R&D needs.
[0057] For general alarm rules, the alarm confidence will be used to calculate the highest confidence among the suspected problems, and the alarm information with low confidence will be filtered out. For example, more than 80% of the alarm information will be retained. Tables 1 and 2 illustrate the specific calculation process, where LV represents the player level.
[0058] Table 1
[0059]
[0060]
[0061] Table 2
[0062]
[0063]
[0064] In the preset monitoring threshold setting for single-player abnormality, there are multiple preset monitoring thresholds, the maximum value of resource collection (divided into the same level and all levels), the maximum value of a single collection (divided into the same level and all levels), and the frequency of resource collection (divided into the same level and all levels). In the process of identifying abnormalities, there will be a situation where the player's prize value is greater than the preset monitoring threshold, so the excess part can calculate an excess ratio. Among them, "1 person" at the header of Table 1 and Table 2 means that the total number of alarms due to this abnormal path is 1 person; "5 people" means that 5 people are alarmed because of this path (this abnormal path = this reason, this prop, this day, the path with frequency excess or the path with single excess); "same lv exceeds 10%" means exceeding the same level threshold by 10%; "full lv drops 10%" means not exceeding the full level threshold, and the gap is 10%; "frequency exceeds 10%" means exceeding the frequency threshold by 10%. Among them, the final score in Table 1 and Table 2 = 100 / (1+Exp(-0.1*Sum value)), which is basically a sigmoid function, and the sum value is the sum of the weight of each dimension*the actual value of each dimension. In actual applications, the general alarm rule has two branches (frequency alarm and maximum reward value alarm), and the alarm confidence filtering logic of each branch alarm is different.
[0065] Furthermore, the target alarm rules also include custom alarm rules, which are configured by users, and the preset monitoring thresholds can also be defined by users. Specifically, the custom alarm rules are determined in the following manner: in response to custom configuration operations, an alarm rule setting panel is displayed; wherein the alarm rule setting panel includes multiple rule configuration items; multiple rule configuration items are used to configure multiple monitoring parameters, and the multiple monitoring parameters include the following: monitoring object, monitoring method, aggregation dimension, monitoring range, filtering condition, calculation method of monitoring statistics corresponding to the monitoring object, comparison rules and values corresponding to the preset monitoring thresholds, and alarm notification method; in response to setting operations for multiple rule configuration items, the target alarm rules are determined.
[0066] In specific implementation, the specific operation corresponding to the above custom configuration operation can be determined according to R&D requirements and user operations. For example, the custom configuration operation can be a trigger operation on a certain control or button displayed in the interface, or a parameter input operation on a certain input control, etc. When the user performs a custom configuration operation, an alarm rule setting panel will be displayed in the interface. The alarm rule setting panel includes multiple rule configuration items, and each monitoring configuration item can set a monitoring parameter. The above setting operation can be a numerical input operation or a selection operation on the monitoring parameters corresponding to multiple rule configuration items.
[0067] In a specific embodiment, the above-mentioned customized alarm rules may include monitoring parameters such as monitoring object, monitoring method, aggregation dimension, monitoring range, filtering condition, calculation method of monitoring statistics corresponding to the monitoring object, comparison rule and value corresponding to the preset monitoring threshold, and alarm notification method. Table 3 is a detailed introduction to the monitoring parameters.
[0068] Table 3
[0069]
[0070]
[0071] like Figure 2 FIG. 1 is a schematic diagram of an alarm rule setting panel provided by an embodiment of the present invention. Figure 2 To monitor the alarm rule that each player cannot obtain props more than 3 times a day through gameplay A, Figure 2 The monitoring indicator is the monitoring object, which is set to change. Since it is daily monitoring, the monitoring method is selected as daily accumulation. You can choose the time to start accumulating every day. Some project groups are 0 o'clock, and some project groups are 5 o'clock. Monitor the number of awards given to each player under a specific reason, so the aggregation dimension is set to aggregate by role_id and reason; the last monitoring is the number of awards received, so the calculation method is set to count; the filter condition is set to change>0&&reason=='buy_speedup', that is, in the original game log notation, change>0 means gain, change<0 means loss, and what we care about here is the number of gains, so we need to limit change>0, and we need to filter out the A gameplay in the game log, so we write in the filter condition that the count calculation can only be performed when the reason is equal to A.
[0072] In a specific embodiment, if the sum of the experience points obtained by each player through A, B, C, and D gameplays every day does not exceed xxxx, the monitoring object can be set to exp, and the monitoring method can be set to daily accumulation; since the sum of the experience points of each player is monitored, aggregation by user_id is selected; the calculation method is sum; since the monitoring only cares about the ABCD gameplays, the corresponding gameplay can be selected in the monitoring range, and the server range can be selected in the monitoring range. In another specific embodiment, if the number of registered players monitored per hour is less than 500, the cumulative value per hour must start from 0. It is not suitable to use actual accumulation here, otherwise it will always alarm. It is more suitable to use scheduled polling, and the value of the hour is regularly counted at the end of each hour; the calculation method is set to count; since the registration volume of the entire server is monitored, the aggregation position is not distinguished, and the aggregation set is based on logpath. Selecting logpath, which is a dimensionless data, means that the incoming game logs are not divided in dimensions, and one incoming one is counted once.
[0073] In an optional embodiment, the preset monitoring threshold in the customized alarm rule is a constant set by the user. If you are not sure what the threshold setting is, you can click the "Don't know what the threshold setting is?" option displayed in the alarm rule setting panel to view the data of the recent specified days for reference. The specified days can be determined according to research and development needs, for example, three days or two days. This method is to compose a SQL statement according to the monitoring object, aggregation dimension, filtering condition and other setting conditions set in the customized alarm rule, so as to query the offline history table and output the queried data for the player's reference.
[0074] In an optional embodiment, the alarm notification method can be set to push to a single person or a group through popo; the number of notifications per day (also known as alarm frequency), effective time and notification text, etc. can also be set, see Table 4 for details.
[0075] Table 4
[0076]
[0077] The alarm frequency is explained in detail. For example, if a gameplay has a problem, then two players may have problems at 8 o'clock. At this time, if the alarm conditions are met, an alarm should be triggered; then if the game is not repaired, other players will continue to have problems at 9 o'clock. At this time, whether the new player who triggers the alarm condition should repeat the alarm is determined by the alarm frequency set by the user. For example, if it is set to only once a day, then after the trigger condition is met, the first player will be reported, and the subsequent players will not be notified, because they all violate the same alarm rule. If it is only five times a day, that is, when the first five players who violate the alarm condition appear, a notification will be pushed out for each player, and no notification will be pushed after the sixth one; if it is sent one by one, then each player who violates the violation will be sent once, and if there are a lot of players, sometimes the group will explode. Once within the cumulative window is for the situation where the monitoring time is not one day. Some rules are accumulated by hours, so it can be configured once within each hour.
[0078] In an optional embodiment, the user can also perform an alarm self-test in the alarm rule setting panel. Specifically, the user can test whether the customized alarm rule is effective by entering a log (or making up a log). If effective, a popo notification will be received at the "Notification Configuration" where it is configured. The notification includes the alarm type, alarm content, and person in charge.
[0079] In a specific implementation, when the target alarm rule is a custom alarm rule, the above-mentioned specific process of determining the target monitoring object and the monitoring statistical value corresponding to the target monitoring object based on the target alarm rule and the second game log, and determining whether the monitoring statistical value is greater than the preset monitoring threshold, may include: determining the monitoring object set in the target alarm rule as the target monitoring object; determining the log data of the aggregation dimension from the second game log based on the target alarm rule, and performing aggregation processing on the log data to obtain monitoring data; calculating the monitoring statistical value corresponding to the target monitoring object based on the monitoring data and the calculation method indicated by the target alarm rule, and determining whether the monitoring statistical value satisfies the comparison rule and numerical value corresponding to the preset monitoring threshold indicated by the target alarm rule; if the monitoring statistical value satisfies the comparison rule and numerical value corresponding to the preset monitoring threshold indicated by the target alarm rule, determining the alarm information corresponding to the target monitoring object; determining the designated device based on the alarm notification method set by the target alarm rule, and sending the alarm information to the designated device.
[0080] In specific implementation, the above monitoring data can be determined according to the aggregation dimension in the target alarm rule, that is, the monitoring data is obtained by aggregating the data in the game log corresponding to the aggregation dimension in the game log, and the monitoring statistical value corresponding to the target monitoring object is calculated based on the calculation method in the target alarm log.
[0081] In the specific implementation, the alarm information of the above-mentioned custom alarm rules is displayed and verified in detail on the specified device, including: first click the alarm link, it will jump to the alarm platform in the specified device, and see the alarm list data. The latest alarm information will be displayed in the alarm list data, which is aggregated according to the rules. That is to say, users who violate the same target alarm rule within one day will be aggregated into one column, with the number of alarms as a reference. Then, the user can click the view details control displayed after each alarm information. After clicking the control, the players who violated the alarm rules will be enumerated in the list, arranged in reverse order according to the alarm time, with the latest alarm player at the top. At this time, click View Details for a single player again to see the specific source of the player's game resources. Each detailed log of the player will be presented here (up to 100).
[0082] In an optional embodiment, when the target alarm rule is a custom alarm rule, if the monitoring statistic is greater than a preset monitoring threshold, the alarm information corresponding to the target monitoring object is displayed; in response to the first trigger operation, the custom field corresponding to the aggregation dimension corresponding to the target monitoring object and the value of the custom field corresponding to the aggregation dimension are displayed; in response to the second trigger operation, multiple custom fields set by the target alarm rule are displayed; in response to the selection operation of the target custom field among the multiple custom fields, the value corresponding to the target custom field is determined from the second game log, and the value corresponding to the target custom field is aggregated to obtain and display monitoring data. The specific operation methods corresponding to the above-mentioned first trigger operation and the second trigger operation can be determined according to research and development needs and are not specifically limited here.
[0083] For example, users can click on the table field to adjust and select the custom field they want to focus on. If they want to aggregate the detailed data, they can select the "Need to aggregate the table field" button and select which custom field to aggregate and what dimension to aggregate. In the aggregated state, the table field is the aggregation dimension, and the calculated field is the final calculated indicator to be aggregated.
[0084] For general alarm rules, detailed display and verification methods are available on designated devices, including: Click View Details in the alarm list to see the alarm link and the details of the person who called the police. If you want to see a specific reward log, click "View Details" to see the specific log details. The specific interface is the same as the interface for viewing the details of a single person in the custom alarm rule.
[0085] In an optional embodiment, if the monitoring statistic is greater than a preset monitoring threshold, an alarm process is performed on the target monitoring object to obtain an alarm message, and after the alarm message is sent to a designated device, the processing result of the alarm message is obtained; in response to a marking operation on the processing result, the alarm message is marked based on the marking operation, and the preset monitoring threshold is adjusted. The specific operation corresponding to the above marking operation can be determined according to R&D requirements, and the preset monitoring threshold is adjusted in different ways when players perform different marking operations.
[0086] In the specific implementation, the alarm platform can record the processing results of the alarm information, and then click the processing status on the alarm platform to pop up the registration of the processing results, and support filling in notes. Specifically, the user can verify according to the processing results, and mark whether there is a problem after the verification is completed. The user's marking result will also affect the update of the preset monitoring threshold. Specifically, the alarm platform provides multiple marking options, and players can choose any marking option to perform the marking operation. Among them, the marking options include manual confirmation, game modification and optimization, and abnormal player behavior. If the user selects manual confirmation, it means that after verification, this alarm information is harmless, and the preset alarm threshold can be considered for modification in the future. If the user selects game modification and optimization, it means that after verification, there are defects in the game and bill of lading optimization is required; if the user selects abnormal player behavior, it means that after verification, the alarm player should exceed the threshold due to personal reasons, and there is no problem with the threshold setting itself.
[0087] In specific implementation, if the manual confirmation is correct, the actual value contained in the alarm information will replace the existing preset alarm threshold. That is to say, although the current actual value exceeds the preset alarm threshold, it is reasonable, so the current value can naturally be used as the new preset alarm threshold. If the manual confirmation of the alarm information is incorrect, the actual value in the alarm information will be eliminated from the threshold calculation. That is to say, the actual value is not obtained under reasonable conditions, so the actual value cannot be used as the maximum value of the delivery behavior and will be eliminated from the threshold verification.
[0088] In an optional embodiment, the system will send a daily report on alarm processing at a fixed time every day, prompting the processing status and results of the platform yesterday, which not only recommends timely processing by users, but also ensures that the game status is known in a timely manner.
[0089] In another optional embodiment, the applicable scenarios of the custom alarm rules include but are not limited to: complex scenarios with multiple log associations and log times of different logs falling in the same window. The operation steps include: configuring the data source according to the actual situation, the same as the step of configuring logs described above, configuring aggFields (that is, aggregation fields), there can be multiple, for example, two aggregation fields can be configured, and these two aggregation fields can be written as one expression in the final trigger condition expression; supplementing aggregation information and alarm conditions, etc., and finally inputting the alarm trigger condition in the form of a function expression.
[0090] In an optional embodiment, the system provides a tracking dashboard for real-time viewing of alarm status and processing status, which is used to clarify the current system usage and pending issues. Here, you can observe the total alarm volume, distribution of processing status, the processing volume and processing rate of each member in the group, the trend of the total alarm volume and the total processing rate.
[0091] like Figure 3 The data flow diagram in an alarm process provided by an embodiment of the present invention is shown. Whether it is a general alarm or a custom configuration alarm, the data flow is basically as shown in the figure below. First, aggregate the game logs related to the monitored object. For example, log A and log B both record the acquisition of game resources, so all logs will be cleaned at the beginning so that they appear in the same field format (schema). Then the data will enter the alarm rule engine. If it is a custom configured alarm rule, the user can set the monitoring object, aggregation field, monitoring range, filtering conditions and other rule-related information by himself. This information is configured by the user on the platform; if it is a general alarm rule, this is a set of logic that the system has preset. The system will aggregate the single-day data according to the prop id, gameplay id, and player id, so as to calculate the player's prop acquisition amount on the day. This acquisition amount will be compared with the threshold of the same dimension pre-calculated by the system. Suspected problems will then go through the false alarm filtering link set by the system, and the content filtered by the false alarm will be sent to the user through the popo notification. Among them, the alarm confidence is obtained by weighted calculation of important indicators in the alarm. The confidence index is obtained, and only those with high scores will be alarmed to avoid false alarms. The portal website of the alarm platform displays alarm information and presents alarm details. Users can verify according to the details. After the verification is completed, it is marked whether it is a problem. The user's marking result will also affect the update of the system threshold (also known as false alarm reflux).
[0092] The above method solves the problem of high customization of alarm rules, and can basically cover all types of reward delivery monitoring in games. Games do not need to customize and develop their own rules, which improves the efficiency of monitoring. At the same time, this method also solves the problem of many false alarms, and the average daily alarms of monitoring are reduced from hundreds to an average of 3, making daily processing operations possible, saving a lot of time for project teams to discover and track bugs. In addition, this method also has the advantages of wide coverage of project teams, avoiding reward delivery accidents, and timely discovery of bugs.
[0093] Corresponding to the above method embodiment, the embodiment of the present invention also provides a game monitoring device, such as Figure 4 As shown, the device comprises:
[0094] The log acquisition module 40 is used to acquire a first game log related to a game resource, and clean the first game log to obtain a second game log in a specified format.
[0095] The threshold comparison module 41 is used to determine the target monitoring object and the monitoring statistic corresponding to the target monitoring object based on the target alarm rule and the second game log, and determine whether the monitoring statistic is greater than a preset monitoring threshold; wherein the target monitoring object includes at least one of the following: game resources and resource acquisition objects; the preset monitoring threshold is a value calculated based on historical game logs.
[0096] The alarm module 42 is used to perform alarm processing on the target monitoring object, obtain alarm information, and send the alarm information to a designated device if the monitoring statistic value is greater than a preset monitoring threshold.
[0097] The above-mentioned game monitoring device can perform real-time calculations on game logs through target alarm rules and identify whether the target monitored object needs alarm processing. This method simplifies the game monitoring process while ensuring the coverage, timeliness and accuracy of monitoring. At the same time, the alarm rules in this method do not require personnel maintenance, reducing labor costs.
[0098] Specifically, the above-mentioned device also includes a preset monitoring threshold determination module, which is used to: obtain historical game logs within a specified time period, and delete the game logs corresponding to the alarm information in the historical game logs to obtain the target game logs; perform data cleaning processing on the target game logs to obtain game logs in a specified format; perform aggregation processing on the game logs in the specified format to obtain a first aggregation result; based on the first aggregation result, calculate the preset monitoring threshold corresponding to the target monitoring object.
[0099] In a specific implementation, the above-mentioned target monitoring objects include game resources and / or resource acquisition objects; the preset monitoring thresholds include at least one of the following: the maximum resource collection value, the maximum resource collection frequency and the maximum single collection value corresponding to each game resource, and the specified multiples of the maximum number of resource acquisition objects corresponding to each game play.
[0100] Optionally, the threshold comparison module 41 is used to: determine the target monitoring object based on the target alarm rule, and aggregate the second game log to obtain a second aggregation result; wherein the target monitoring object includes game resources and resource acquisition objects; based on the second aggregation result, calculate the total number of resource collections, the total frequency of resource collections and the maximum value of a single resource collection corresponding to each game resource, and calculate the total number of resource acquisition objects corresponding to each game play; for each game resource, determine whether the total number of resource collections corresponding to the game resource is greater than the maximum value of the resource collection, determine whether the total frequency of resource collections corresponding to the game resource is greater than the maximum value of the resource collection frequency, and determine whether the maximum value of a single resource collection corresponding to the game resource is greater than the maximum value of a single collection; for each game play, determine whether the total number of objects corresponding to the game play is greater than a specified multiple of the maximum number of resource acquisition objects.
[0101] Furthermore, the threshold comparison module 41 is also used to: if any monitoring statistic is greater than a preset monitoring threshold, determine the alarm confidence corresponding to the first target monitoring object based on the monitoring statistic corresponding to the first target monitoring object whose monitoring statistic is greater than the preset monitoring threshold; wherein the monitoring statistic is at least one of the following: the total number of resource collections, the total frequency of resource collections and the maximum value of a single resource collection corresponding to each game resource, and the total number of resource acquisition objects corresponding to each game play; if the alarm confidence is greater than the preset alarm threshold, determine the alarm information corresponding to the first target monitoring object, and send the alarm information to the designated device.
[0102] Furthermore, the above-mentioned preset monitoring threshold determination module is also used for: if the preset monitoring threshold corresponding to the target monitoring object is related to the object level, in response to the object corresponding to the target object level not obtaining the game resources, determining the preset monitoring threshold corresponding to the target monitoring object of the target object level based on a preset fitting function; wherein the fitting function is obtained by fitting the functional relationship between multiple object levels and the preset monitoring thresholds corresponding to the multiple object levels.
[0103] Specifically, the log acquisition module 40 is used to: acquire the target fields and target values corresponding to the target fields in the specified format from the first game log; integrate the target fields and target values corresponding to the target fields to obtain the second game log in the specified format.
[0104] In an optional embodiment, the target field is a common field preset by the system, or a custom field set through a custom configuration operation.
[0105] Furthermore, the above-mentioned device also includes a field determination module, which is used to: respond to a name setting operation, determine the target field name corresponding to the custom field based on the name setting operation; obtain historical game logs, and parse the historical game logs to obtain log fields contained in the historical game logs; respond to a field mapping operation, map the target log field contained in the historical game log to the custom field corresponding to the target field name, so as to determine the target log field as a custom field.
[0106] Furthermore, the above-mentioned field determination module is also used to: when a field of a specified type is included in the historical game log, in response to the value type setting operation, determine the target value type corresponding to the custom field, and map the target log field to the custom field through the mapping method corresponding to the target value type.
[0107] Furthermore, the above-mentioned device also includes a mapping detection module, which is used to: if the custom field is set, respond to the field test instruction, detect whether the custom field can be correctly mapped based on the preset log to obtain the detection result.
[0108] Furthermore, the above-mentioned target alarm rules also include custom alarm rules, and the above-mentioned custom alarm rules are determined in the following manner: in response to a custom configuration operation, an alarm rule setting panel is displayed; wherein the alarm rule setting panel includes multiple rule configuration items; multiple rule configuration items are used to configure multiple monitoring parameters, and the multiple monitoring parameters include the following: monitoring object, monitoring method, aggregation dimension, monitoring range, filtering condition, calculation method of monitoring statistical value corresponding to the monitoring object, comparison rules and numerical values corresponding to the preset monitoring threshold, and alarm notification method; in response to the setting operation for multiple rule configuration items, the target alarm rule is determined.
[0109] In a specific implementation, the threshold comparison module 41 is used to: determine the monitoring object set in the target alarm rule as the target monitoring object; based on the target alarm rule, determine the log data of the aggregation dimension from the second game log, and aggregate the log data to obtain the monitoring data; based on the monitoring data and the calculation method indicated by the target alarm rule, calculate the monitoring statistics corresponding to the target monitoring object, and determine whether the monitoring statistics meet the comparison rules and values corresponding to the preset monitoring threshold indicated by the target alarm rule. Based on this, the alarm module 42 is used to: if the monitoring statistics meet the comparison rules and values corresponding to the preset monitoring threshold indicated by the target alarm rule, determine the alarm information corresponding to the target monitoring object; determine the designated device based on the alarm notification method set by the target alarm rule, and send the alarm information to the designated device.
[0110] Furthermore, the above-mentioned device also includes a monitoring adjustment module, which is used to: if the monitoring statistic value is greater than a preset monitoring threshold, display the alarm information corresponding to the target monitoring object; in response to a first trigger operation, display the custom field corresponding to the aggregation dimension corresponding to the target monitoring object, and the value of the custom field corresponding to the aggregation dimension; in response to a second trigger operation, display multiple custom fields set by the target alarm rule; in response to a selection operation of a target custom field among multiple custom fields, determine the value corresponding to the target custom field from the second game log, and aggregate the value corresponding to the target custom field to obtain and display monitoring data.
[0111] Furthermore, the above-mentioned device also includes an alarm marking module, which is used to: if the monitoring statistic value is greater than a preset monitoring threshold, perform alarm processing on the target monitoring object to obtain alarm information, and after sending the alarm information to a designated device, obtain the processing result of the alarm information; respond to a marking operation on the processing result, mark the alarm information based on the marking operation, and adjust the preset monitoring threshold.
[0112] The game monitoring device provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding contents in the aforementioned method embodiment.
[0113] The embodiment of the present invention further provides an electronic device, such as Figure 5 As shown, the electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game monitoring method.
[0114] Specifically, the above-mentioned game monitoring method includes: obtaining a first game log related to game resources, and cleaning the first game log to obtain a second game log in a specified format; based on the target alarm rule and the second game log, determining the target monitoring object and the monitoring statistical value corresponding to the target monitoring object, and determining whether the monitoring statistical value is greater than a preset monitoring threshold; wherein the target monitoring object includes at least one of the following: game resources and resource acquisition objects; the preset monitoring threshold is a value calculated based on historical game logs; if the monitoring statistical value is greater than the preset monitoring threshold, the target monitoring object is alarmed, alarm information is obtained, and the alarm information is sent to a designated device.
[0115] The above-mentioned game monitoring method can perform real-time calculations on the game logs through the target alarm rules, and can identify whether the target monitoring object needs to be alarmed, thereby simplifying the game monitoring process. At the same time, the preset monitoring threshold used by this method to determine whether the target monitoring object needs to be alarmed is calculated based on historical data, ensuring the accuracy of monitoring and reducing the false alarm rate. In addition, the alarm rules in this method do not require personnel maintenance, reducing labor costs.
[0116] In an optional embodiment, the above-mentioned preset monitoring threshold is determined in the following manner: obtaining historical game logs within a specified time period, and deleting the game logs corresponding to the alarm information in the historical game logs to obtain the target game logs; performing data cleaning processing on the target game logs to obtain game logs in a specified format; performing aggregation processing on the game logs in the specified format to obtain a first aggregation result; based on the first aggregation result, calculating the preset monitoring threshold corresponding to the target monitoring object.
[0117] In an optional embodiment, the above-mentioned target monitoring objects include game resources and / or resource acquisition objects; the preset monitoring thresholds include at least one of the following: the maximum resource collection value, the maximum resource collection frequency and the maximum single collection value corresponding to each game resource, and the specified multiples of the maximum number of resource acquisition objects corresponding to each game play.
[0118] In an optional embodiment, the above-mentioned steps of determining the target monitoring object and the monitoring statistical value corresponding to the target monitoring object based on the target alarm rule and the second game log, and determining whether the monitoring statistical value is greater than the preset monitoring threshold, include: determining the target monitoring object based on the target alarm rule, and aggregating the second game log to obtain a second aggregation result; wherein the target monitoring object includes game resources and resource acquisition objects; based on the second aggregation result, calculating the total number of resource collections, the total frequency of resource collections and the maximum value of a single resource collection corresponding to each game resource, and calculating the total number of objects of the resource acquisition objects corresponding to each game play; for each game resource, determining whether the total number of resource collections corresponding to the game resource is greater than the maximum value of the resource collection, determining whether the total frequency of resource collections corresponding to the game resource is greater than the maximum value of the resource collection frequency, and determining whether the maximum value of a single resource collection corresponding to the game resource is greater than the maximum value of a single collection; for each game play, determining whether the total number of objects corresponding to the game play is greater than a specified multiple of the maximum number of resource acquisition objects.
[0119] In an optional embodiment, if the monitoring statistic is greater than a preset monitoring threshold, the target monitoring object is alarmed, alarm information is obtained, and the alarm information is sent to a designated device, including: if any monitoring statistic is greater than the preset monitoring threshold, based on the monitoring statistic corresponding to the first target monitoring object whose monitoring statistic is greater than the preset monitoring threshold, the alarm confidence corresponding to the first target monitoring object is determined; wherein the monitoring statistic is at least one of the following: the total number of resource collections, the total frequency of resource collections, and the maximum value of a single resource collection corresponding to each game resource, and the total number of resource acquisition objects corresponding to each game play; if the alarm confidence is greater than the preset alarm threshold, the alarm information corresponding to the first target monitoring object is determined, and the alarm information is sent to the designated device.
[0120] In an optional embodiment, the above method also includes: if the preset monitoring threshold corresponding to the target monitoring object is related to the object level, in response to the object corresponding to the target object level not obtaining the game resources, determining the preset monitoring threshold corresponding to the target monitoring object of the target object level based on a preset fitting function; wherein the fitting function is obtained by fitting the functional relationship between multiple object levels and the preset monitoring thresholds corresponding to the multiple object levels.
[0121] In an optional embodiment, the above-mentioned step of cleaning the first game log to obtain a second game log in a specified format includes: obtaining the target field contained in the specified format and the target value corresponding to the target field from the first game log; integrating the target field and the target value corresponding to the target field to obtain a second game log in the specified format.
[0122] In an optional embodiment, the target field is a common field preset by the system, or a custom field set through a custom configuration operation.
[0123] In an optional embodiment, the above-mentioned custom field is determined in the following manner: in response to a name setting operation, determining a target field name corresponding to the custom field based on the name setting operation; obtaining historical game logs, and parsing the historical game logs to obtain log fields contained in the historical game logs; in response to a field mapping operation, mapping the target log field contained in the historical game logs to the custom field corresponding to the target field name, so as to determine the target log field as a custom field.
[0124] In an optional embodiment, the above method also includes: when a field of a specified type is included in the historical game log, in response to a value type setting operation, determining the target value type corresponding to the custom field, and mapping the target log field to the custom field through a mapping method corresponding to the target value type.
[0125] In an optional embodiment, the above method further includes: if the custom field is set, in response to a field test instruction, detecting whether the custom field can be correctly mapped based on a preset log to obtain a detection result.
[0126] In an optional embodiment, the above-mentioned target alarm rules also include custom alarm rules, and the custom alarm rules are determined in the following manner: in response to a custom configuration operation, an alarm rule setting panel is displayed; wherein the alarm rule setting panel includes multiple rule configuration items; the multiple rule configuration items are used to configure multiple monitoring parameters, and the multiple monitoring parameters include the following: monitoring object, monitoring method, aggregation dimension, monitoring range, filtering condition, calculation method of monitoring statistical value corresponding to the monitoring object, comparison rules and numerical values corresponding to the preset monitoring threshold, and alarm notification method; in response to the setting operation for multiple rule configuration items, the target alarm rule is determined.
[0127] In an optional embodiment, the above-mentioned steps of determining the target monitoring object and the monitoring statistical value corresponding to the target monitoring object based on the target alarm rule and the second game log, and determining whether the monitoring statistical value is greater than the preset monitoring threshold, include: determining the monitoring object set in the target alarm rule as the target monitoring object; based on the target alarm rule, determining the log data of the aggregation dimension from the second game log, and performing aggregation processing on the log data to obtain monitoring data; based on the monitoring data and the calculation method indicated by the target alarm rule, calculating the monitoring statistical value corresponding to the target monitoring object, and determining whether the monitoring statistical value satisfies the comparison rule and numerical value corresponding to the preset monitoring threshold indicated by the target alarm rule.
[0128] In an optional embodiment, if the monitoring statistic is greater than a preset monitoring threshold, an alarm is processed for the target monitoring object, alarm information is obtained, and the alarm information is sent to a designated device, including: if the monitoring statistic satisfies the comparison rule and numerical value corresponding to the preset monitoring threshold indicated by the target alarm rule, the alarm information corresponding to the target monitoring object is determined; the designated device is determined based on the alarm notification method set by the target alarm rule, and the alarm information is sent to the designated device.
[0129] In an optional embodiment, the above method also includes: if the monitoring statistic value is greater than a preset monitoring threshold, displaying the alarm information corresponding to the target monitoring object; in response to a first trigger operation, displaying the custom field corresponding to the aggregation dimension corresponding to the target monitoring object, and the value of the custom field corresponding to the aggregation dimension; in response to a second trigger operation, displaying multiple custom fields set by the target alarm rule; in response to a selection operation of a target custom field among multiple custom fields, determining the value corresponding to the target custom field from the second game log, and aggregating the value corresponding to the target custom field to obtain and display monitoring data.
[0130] In an optional embodiment, if the monitoring statistic is greater than a preset monitoring threshold, an alarm is processed for the target monitoring object, alarm information is obtained, and the alarm information is sent to a designated device. The method further includes: obtaining the processing result of the alarm information; responding to a marking operation on the processing result, marking the alarm information based on the marking operation, and adjusting the preset monitoring threshold.
[0131] Further, Figure 5 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .
[0132] The memory 100 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 5 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0133] The processor 101 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit in the processor 101 or the instruction in the form of software. The above processor 101 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and completes the steps of the method of the above embodiment in combination with its hardware.
[0134] An embodiment of the present invention also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game monitoring method. The specific implementation can be found in the method embodiment, which will not be repeated here.
[0135] Specifically, the above-mentioned game monitoring method includes: obtaining a first game log related to game resources, and cleaning the first game log to obtain a second game log in a specified format; based on the target alarm rule and the second game log, determining the target monitoring object and the monitoring statistical value corresponding to the target monitoring object, and determining whether the monitoring statistical value is greater than a preset monitoring threshold; wherein the target monitoring object includes at least one of the following: game resources and resource acquisition objects; the preset monitoring threshold is a value calculated based on historical game logs; if the monitoring statistical value is greater than the preset monitoring threshold, the target monitoring object is alarmed, alarm information is obtained, and the alarm information is sent to a designated device.
[0136] The above-mentioned game monitoring method can perform real-time calculations on the game logs through the target alarm rules, and can identify whether the target monitoring object needs to be alarmed, thereby simplifying the game monitoring process. At the same time, the preset monitoring threshold used by this method to determine whether the target monitoring object needs to be alarmed is calculated based on historical data, ensuring the accuracy of monitoring and reducing the false alarm rate. In addition, the alarm rules in this method do not require personnel maintenance, reducing labor costs.
[0137] In an optional embodiment, the above-mentioned preset monitoring threshold is determined in the following manner: obtaining historical game logs within a specified time period, and deleting the game logs corresponding to the alarm information in the historical game logs to obtain the target game logs; performing data cleaning processing on the target game logs to obtain game logs in a specified format; performing aggregation processing on the game logs in the specified format to obtain a first aggregation result; based on the first aggregation result, calculating the preset monitoring threshold corresponding to the target monitoring object.
[0138] In an optional embodiment, the above-mentioned target monitoring objects include game resources and / or resource acquisition objects; the preset monitoring thresholds include at least one of the following: the maximum resource collection value, the maximum resource collection frequency and the maximum single collection value corresponding to each game resource, and the specified multiples of the maximum number of resource acquisition objects corresponding to each game play.
[0139] In an optional embodiment, the above-mentioned steps of determining the target monitoring object and the monitoring statistical value corresponding to the target monitoring object based on the target alarm rule and the second game log, and determining whether the monitoring statistical value is greater than the preset monitoring threshold, include: determining the target monitoring object based on the target alarm rule, and aggregating the second game log to obtain a second aggregation result; wherein the target monitoring object includes game resources and resource acquisition objects; based on the second aggregation result, calculating the total number of resource collections, the total frequency of resource collections and the maximum value of a single resource collection corresponding to each game resource, and calculating the total number of objects of the resource acquisition objects corresponding to each game play; for each game resource, determining whether the total number of resource collections corresponding to the game resource is greater than the maximum value of the resource collection, determining whether the total frequency of resource collections corresponding to the game resource is greater than the maximum value of the resource collection frequency, and determining whether the maximum value of a single resource collection corresponding to the game resource is greater than the maximum value of a single collection; for each game play, determining whether the total number of objects corresponding to the game play is greater than a specified multiple of the maximum number of resource acquisition objects.
[0140] In an optional embodiment, if the monitoring statistic is greater than a preset monitoring threshold, the target monitoring object is alarmed, alarm information is obtained, and the alarm information is sent to a designated device, including: if any monitoring statistic is greater than the preset monitoring threshold, based on the monitoring statistic corresponding to the first target monitoring object whose monitoring statistic is greater than the preset monitoring threshold, the alarm confidence corresponding to the first target monitoring object is determined; wherein the monitoring statistic is at least one of the following: the total number of resource collections, the total frequency of resource collections, and the maximum value of a single resource collection corresponding to each game resource, and the total number of resource acquisition objects corresponding to each game play; if the alarm confidence is greater than the preset alarm threshold, the alarm information corresponding to the first target monitoring object is determined, and the alarm information is sent to the designated device.
[0141] In an optional embodiment, the above method also includes: if the preset monitoring threshold corresponding to the target monitoring object is related to the object level, in response to the object corresponding to the target object level not obtaining the game resources, determining the preset monitoring threshold corresponding to the target monitoring object of the target object level based on a preset fitting function; wherein the fitting function is obtained by fitting the functional relationship between multiple object levels and the preset monitoring thresholds corresponding to the multiple object levels.
[0142] In an optional embodiment, the above-mentioned step of cleaning the first game log to obtain a second game log in a specified format includes: obtaining the target field contained in the specified format and the target value corresponding to the target field from the first game log; integrating the target field and the target value corresponding to the target field to obtain a second game log in the specified format.
[0143] In an optional embodiment, the target field is a common field preset by the system, or a custom field set through a custom configuration operation.
[0144] In an optional embodiment, the above-mentioned custom field is determined in the following manner: in response to a name setting operation, determining a target field name corresponding to the custom field based on the name setting operation; obtaining historical game logs, and parsing the historical game logs to obtain log fields contained in the historical game logs; in response to a field mapping operation, mapping the target log field contained in the historical game logs to the custom field corresponding to the target field name, so as to determine the target log field as a custom field.
[0145] In an optional embodiment, the above method also includes: when a field of a specified type is included in the historical game log, in response to a value type setting operation, determining the target value type corresponding to the custom field, and mapping the target log field to the custom field through a mapping method corresponding to the target value type.
[0146] In an optional embodiment, the above method further includes: if the custom field is set, in response to a field test instruction, detecting whether the custom field can be correctly mapped based on a preset log to obtain a detection result.
[0147] In an optional embodiment, the above-mentioned target alarm rules also include custom alarm rules, and the custom alarm rules are determined in the following manner: in response to a custom configuration operation, an alarm rule setting panel is displayed; wherein the alarm rule setting panel includes multiple rule configuration items; the multiple rule configuration items are used to configure multiple monitoring parameters, and the multiple monitoring parameters include the following: monitoring object, monitoring method, aggregation dimension, monitoring range, filtering condition, calculation method of monitoring statistical value corresponding to the monitoring object, comparison rules and numerical values corresponding to the preset monitoring threshold, and alarm notification method; in response to the setting operation for multiple rule configuration items, the target alarm rule is determined.
[0148] In an optional embodiment, the above-mentioned steps of determining the target monitoring object and the monitoring statistical value corresponding to the target monitoring object based on the target alarm rule and the second game log, and determining whether the monitoring statistical value is greater than the preset monitoring threshold, include: determining the monitoring object set in the target alarm rule as the target monitoring object; based on the target alarm rule, determining the log data of the aggregation dimension from the second game log, and performing aggregation processing on the log data to obtain monitoring data; based on the monitoring data and the calculation method indicated by the target alarm rule, calculating the monitoring statistical value corresponding to the target monitoring object, and determining whether the monitoring statistical value satisfies the comparison rule and numerical value corresponding to the preset monitoring threshold indicated by the target alarm rule.
[0149] In an optional embodiment, if the monitoring statistic is greater than a preset monitoring threshold, an alarm is processed for the target monitoring object, alarm information is obtained, and the alarm information is sent to a designated device, including: if the monitoring statistic satisfies the comparison rule and numerical value corresponding to the preset monitoring threshold indicated by the target alarm rule, the alarm information corresponding to the target monitoring object is determined; the designated device is determined based on the alarm notification method set by the target alarm rule, and the alarm information is sent to the designated device.
[0150] In an optional embodiment, the above method also includes: if the monitoring statistic value is greater than a preset monitoring threshold, displaying the alarm information corresponding to the target monitoring object; in response to a first trigger operation, displaying the custom field corresponding to the aggregation dimension corresponding to the target monitoring object, and the value of the custom field corresponding to the aggregation dimension; in response to a second trigger operation, displaying multiple custom fields set by the target alarm rule; in response to a selection operation of a target custom field among multiple custom fields, determining the value corresponding to the target custom field from the second game log, and aggregating the value corresponding to the target custom field to obtain and display monitoring data.
[0151] In an optional embodiment, if the monitoring statistic is greater than a preset monitoring threshold, an alarm is processed for the target monitoring object, alarm information is obtained, and the alarm information is sent to a designated device. The method further includes: obtaining the processing result of the alarm information; responding to a marking operation on the processing result, marking the alarm information based on the marking operation, and adjusting the preset monitoring threshold.
[0152] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a terminal device, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk and other media that can store program codes.
[0153] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0154] Finally, it should be noted that the above-described embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above-described embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-described embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.
Claims
1. A game monitoring method, characterized in that: The method comprises: Acquire a first game log related to the game resource, and clean the first game log to obtain a second game log in a specified format; Based on the target alarm rule and the second game log, determine the target monitoring object and the monitoring statistic value corresponding to the target monitoring object, and determine whether the monitoring statistic value is greater than a preset monitoring threshold; wherein the target monitoring object includes at least one of the following: game resources and resource acquisition objects; the preset monitoring threshold is a value calculated based on the historical game log; If the monitoring statistic is greater than the preset monitoring threshold, an alarm process is performed on the target monitoring object to obtain alarm information, and the alarm information is sent to a designated device.
2. The method according to claim 1, characterized in that The preset monitoring threshold is determined in the following manner: Obtain the historical game logs within a specified time period, and delete the game logs corresponding to the alarm information in the historical game logs to obtain the target game logs; Performing data cleaning on the target game log to obtain a game log in a specified format; and performing aggregation processing on the game logs in the specified format to obtain a first aggregation result; Based on the first aggregation result, a preset monitoring threshold corresponding to the target monitoring object is calculated.
3. The method according to claim 2, characterized in that The target monitoring objects include the game resources and / or resource acquisition objects; the preset monitoring thresholds include at least one of the following: the maximum resource collection value, the maximum resource collection frequency value and the maximum single collection value corresponding to each of the game resources, and the specified multiples of the maximum number of resource acquisition objects corresponding to each game play.
4. The method according to claim 3, characterized in that The step of determining the target monitoring object and the monitoring statistic corresponding to the target monitoring object based on the target alarm rule and the second game log, and determining whether the monitoring statistic is greater than a preset monitoring threshold, comprises: Based on the target alarm rule, a target monitoring object is determined, and the second game log is aggregated to obtain a second aggregation result; wherein the target monitoring object includes the game resource and the resource acquisition object; Based on the second aggregation result, calculate the total number of resource collections, the total frequency of resource collections, and the maximum value of a single resource collection corresponding to each of the game resources, and calculate the total number of resource acquisition objects corresponding to each game play; For each of the game resources, determine whether the total number of resources corresponding to the game resource is greater than the maximum resource claim value, determine whether the total frequency of resource claiming corresponding to the game resource is greater than the maximum resource claiming frequency, and determine whether the maximum single resource claiming value corresponding to the game resource is greater than the maximum single claiming value; For each of the game plays, determine whether the total number of objects corresponding to the game play is greater than a specified multiple of the maximum number of resource acquisition objects.
5. The method according to claim 4, characterized in that If the monitoring statistic is greater than the preset monitoring threshold, the step of performing alarm processing on the target monitoring object, obtaining alarm information, and sending the alarm information to a designated device includes: If any of the monitoring statistics is greater than the preset monitoring threshold, the alarm confidence corresponding to the first target monitoring object is determined based on the monitoring statistics corresponding to the first target monitoring object whose monitoring statistics is greater than the preset monitoring threshold; wherein the monitoring statistics is at least one of the following: the total number of resource collections, the total frequency of resource collections and the maximum value of a single resource collection corresponding to each of the game resources, and the total number of resource acquisition objects corresponding to each game play; If the alarm confidence is greater than a preset alarm threshold, the alarm information corresponding to the first target monitoring object is determined, and the alarm information is sent to the designated device.
6. The method according to claim 2, characterized in that The method further comprises: If the preset monitoring threshold corresponding to the target monitoring object is related to the object level, in response to the object corresponding to the target object level not obtaining game resources, the preset monitoring threshold corresponding to the target monitoring object of the target object level is determined based on a preset fitting function; wherein the fitting function is obtained by fitting based on the functional relationship between multiple object levels and the preset monitoring thresholds corresponding to the multiple object levels.
7. The method according to claim 1, characterized in that The step of cleaning the first game log to obtain a second game log in a specified format includes: Acquire, from the first game log, a target field included in the specified format and a target value corresponding to the target field; The target field and the target value corresponding to the target field are integrated to obtain a second game log in the specified format.
8. The method according to claim 7, characterized in that The target field is a common field preset by the system, or a custom field set through a custom configuration operation.
9. The method according to claim 8, characterized in that The custom fields are determined in the following way: In response to the name setting operation, determining a target field name corresponding to the custom field based on the name setting operation; Obtaining historical game logs, and parsing the historical game logs to obtain log fields contained in the historical game logs; In response to the field mapping operation, the target log field contained in the historical game log is mapped to the custom field corresponding to the target field name, so as to determine the target log field as the custom field.
10. The method according to claim 9, characterized in that The method further comprises: When the historical game log includes a field of a specified type, in response to a value type setting operation, the target value type corresponding to the custom field is determined, and the target log field is mapped to the custom field through a mapping method corresponding to the target value type.
11. The method according to claim 9, characterized in that The method further comprises: If the custom field is set, in response to the field test instruction, it is detected based on the preset log whether the custom field can be correctly mapped to obtain a detection result.
12. The method according to claim 1, characterized in that The target alarm rule also includes a custom alarm rule, and the custom alarm rule is determined in the following manner: In response to the custom configuration operation, an alarm rule setting panel is displayed; wherein the alarm rule setting panel includes a plurality of rule configuration items; the plurality of rule configuration items are used to configure a plurality of monitoring parameters, and the plurality of monitoring parameters include the following: monitoring object, monitoring mode, aggregation dimension, monitoring range, filtering condition, calculation method of monitoring statistic value corresponding to the monitoring object, comparison rule and value corresponding to preset monitoring threshold, and alarm notification method; In response to the setting operation for the plurality of rule configuration items, the target alarm rule is determined.
13. The method according to claim 12, characterized in that: The step of determining the target monitoring object and the monitoring statistic corresponding to the target monitoring object based on the target alarm rule and the second game log, and determining whether the monitoring statistic is greater than a preset monitoring threshold, comprises: Determine the monitoring object set in the target alarm rule as the target monitoring object; Based on the target alarm rule, determining the log data of the aggregation dimension from the second game log, and performing aggregation processing on the log data to obtain monitoring data; Based on the monitoring data and the calculation method indicated by the target alarm rule, the monitoring statistic corresponding to the target monitoring object is calculated, and it is determined whether the monitoring statistic satisfies the comparison rule and value corresponding to the preset monitoring threshold indicated by the target alarm rule.
14. The method according to claim 13, characterized in that: If the monitoring statistic is greater than the preset monitoring threshold, the step of performing alarm processing on the target monitoring object, obtaining alarm information, and sending the alarm information to a designated device includes: If the monitoring statistic satisfies the comparison rule and value corresponding to the preset monitoring threshold indicated by the target alarm rule, determining the alarm information corresponding to the target monitoring object; The designated device is determined based on the alarm notification method set in the target alarm rule, and the alarm information is sent to the designated device.
15. The method according to claim 12, characterized in that The method further comprises: If the monitoring statistic is greater than the preset monitoring threshold, the alarm information corresponding to the target monitoring object is displayed; In response to the first trigger operation, displaying the custom field corresponding to the aggregation dimension corresponding to the target monitoring object and the value of the custom field corresponding to the aggregation dimension; In response to a second trigger operation, displaying a plurality of custom fields set by the target alarm rule; In response to a selection operation of a target custom field among the multiple custom fields, a value corresponding to the target custom field is determined from the second game log, and the value corresponding to the target custom field is aggregated to obtain and display monitoring data.
16. The method according to claim 1, characterized in that After the step of performing alarm processing on the target monitored object, obtaining alarm information, and sending the alarm information to a designated device if the monitoring statistic value is greater than the preset monitoring threshold, the method further includes: Obtaining a processing result of the alarm information; In response to a marking operation on the processing result, the alarm information is marked based on the marking operation, and the preset monitoring threshold is adjusted.
17. A game monitoring device, characterized in that: The device comprises: A log acquisition module, used to acquire a first game log related to a game resource, and perform cleaning processing on the first game log to obtain a second game log in a specified format; A threshold comparison module, for determining a target monitoring object and a monitoring statistic corresponding to the target monitoring object based on a target alarm rule and the second game log, and determining whether the monitoring statistic is greater than a preset monitoring threshold; wherein the target monitoring object includes at least one of the following: a game resource and a resource acquisition object; and the preset monitoring threshold is a value calculated based on the historical game log; The alarm module is used to perform alarm processing on the target monitoring object, obtain alarm information, and send the alarm information to a designated device if the monitoring statistic value is greater than the preset monitoring threshold.
18. An electronic device, characterized in that: It includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the game monitoring method described in any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the game monitoring method described in any one of claims 1 to 16.
Citation Information
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