Game account market value analysis system and method
By obtaining and evaluating the items, currency and social information of the game account and calculating the value of money and item, the problem of difficult evaluating the market value of the game account is solved, and more accurate value assessment and fair transactions are achieved.
Patent Information
- Application Number
- CN202411311417.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-20
- Publication Date
- 2025-01-03
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
The market value of game accounts is difficult to evaluate, resulting in unfair transactions and causing disputes.
By obtaining item information, currency information and social information of the game account, calculate the currency value, direct item value and comprehensive value, and use the currency conversion path and item combination evaluation to determine the comprehensive value range of the account.
It improves the accuracy of game account value evaluation, provides a reliable reference for transactions, and reduces transaction unfairness.
Smart Images

Figure CN119236421A_ABST
Abstract
Description
Technical Field
[0001] The present invention belongs to the field of virtual transaction technology, and in particular relates to a game account market value analysis system and method. Background Art
[0002] The market value of a game account is determined by a variety of factors, including in-game assets (such as equipment, skins, currency, etc.), account level, rarity, popularity of the game itself, and market supply and demand. High-level accounts in popular games, especially those with rare or limited edition items, tend to have higher market values.
[0003] However, the value of accounts in different games and on different platforms varies greatly, ranging from a few yuan to tens of thousands of RMB, and the platform or individual is unable to give a reference value for the account. Unfair transactions are prone to occur during the transaction process, leading to disputes. Summary of the invention
[0004] The purpose of the present invention is to provide a method for analyzing the market value of a game account, aiming to solve the problem that a platform or an individual is unable to give a reference value of an account, and that unfair transactions are prone to occur during the transaction process, thus causing disputes.
[0005] The present invention is implemented as follows: a method for analyzing the market value of a game account, the method comprising:
[0006] Obtaining game account information, wherein the game account information includes at least item information, currency information, and social information;
[0007] Calculate the currency value data of the game account based on the conversion rate between currencies and currency information, and the currency value data includes the minimum currency value and the maximum currency value;
[0008] Retrieving item information, calculating direct item value data based on the item information and item price, and evaluating the combined value of items in the item information based on the currency information to obtain indirect item value data;
[0009] Retrieve social information, evaluate the social value of the account based on social information and item information, and calculate the comprehensive value range of the game account.
[0010] Preferably, the step of calculating the currency value data of the game account according to the conversion rate between currencies and the currency information, wherein the currency value data includes a minimum currency value and a maximum currency value, specifically includes:
[0011] Get the conversion rate between the current in-game currencies and determine the conversion direction between the currencies;
[0012] Generate currency conversion paths based on the conversion directions between currencies, and retrieve conversion rates between different currencies;
[0013] The currency value is estimated according to the reverse direction of the conversion direction between currencies, and multiple currency value data are obtained according to the currency conversion path.
[0014] Preferably, the step of retrieving item information, calculating direct item value data based on the item information and item price, and evaluating the combined value of items in the item information according to the currency information to obtain indirect item value data specifically includes:
[0015] Retrieving item information, reading all items in the game account, and generating an item list, wherein the item list records the types and quantities of the items;
[0016] According to the real-time price of the items in the game, calculate the value of each item in different currencies, and get the direct item value data by cumulative calculation;
[0017] The items are pre-converted, pre-decomposed and pre-synthesized to obtain an item extension plan, and value assessment is performed based on the item extension plan to obtain indirect item value data.
[0018] Preferably, the step of retrieving social information, evaluating the social value of the account based on the social information and item information, and calculating the comprehensive value range of the game account specifically includes:
[0019] Retrieve social information and extract the ranking of the game account in various fields;
[0020] Determine the item gain coefficient of the game account according to the ranking of the game account, and adjust the direct item value data and indirect item value data according to the game gain coefficient;
[0021] The values of multiple game accounts are obtained based on the adjusted direct item value data and indirect item value data, and the comprehensive value range of the game account is determined.
[0022] Preferably, when the ranking of the game account is lower than a preset ratio, the gain brought by the item gain coefficient is a negative gain. Conversely, when the ranking of the game account is not lower than the preset ratio, the gain brought by the item gain coefficient is a positive gain.
[0023] Another object of the present invention is to provide a game account market value analysis system, the system comprising:
[0024] An account information acquisition module, used to acquire game account information, wherein the game account information includes at least item information, currency information and social information;
[0025] A currency value evaluation module is used to calculate the currency value data of the game account according to the conversion rate between currencies and currency information. The currency value data includes the minimum currency value and the maximum currency value;
[0026] The item value assessment module is used to retrieve item information, calculate direct item value data based on the item information and item price, and conduct combined value assessment on items in the item information according to the currency information to obtain indirect item value data;
[0027] The comprehensive value assessment module is used to retrieve social information, evaluate the social value of the account based on social information and item information, and calculate the comprehensive value range of the game account.
[0028] Preferably, the currency value assessment module includes:
[0029] The conversion rate calculation unit is used to obtain the conversion rate between the current in-game currencies and determine the conversion direction between the currencies;
[0030] A conversion path generation unit, used to generate a currency conversion path according to the conversion direction between currencies, and to retrieve the conversion rate between different currencies;
[0031] The value conversion unit is used to estimate the currency value according to the reverse direction of the conversion direction between currencies, and obtain multiple currency value data according to the currency conversion path.
[0032] Preferably, the item value assessment module includes:
[0033] An item information query unit, used to retrieve item information, read all items in the game account, and generate an item list, wherein the item list records the types and quantities of items;
[0034] The direct value evaluation unit is used to calculate the value of each item in different currencies according to the real-time price of the items in the game, and obtain the direct item value data by cumulative calculation;
[0035] The indirect value assessment unit is used to pre-convert, pre-decompose and pre-synthesize items to obtain item extension plans, and to perform value assessment based on the item extension plans to obtain indirect item value data.
[0036] Preferably, the comprehensive value assessment module includes:
[0037] A ranking extraction unit, used to retrieve social information and extract the ranking of the game account in various fields;
[0038] A gain coefficient calculation unit, used to determine the item gain coefficient of the game account according to the ranking of the game account, and adjust the direct item value data and the indirect item value data according to the game gain coefficient;
[0039] The comprehensive value calculation unit is used to obtain the values of multiple game accounts according to the adjusted direct item value data and indirect item value data, and determine the comprehensive value range of the game account.
[0040] Preferably, when the ranking of the game account is lower than a preset ratio, the gain brought by the item gain coefficient is a negative gain. Conversely, when the ranking of the game account is not lower than the preset ratio, the gain brought by the item gain coefficient is a positive gain.
[0041] The present invention provides a method for analyzing the market value of a game account. In the process of evaluating the value of a game account, not only is the value of the currency and items in the game directly evaluated, but the items are also combined and converted, and re-evaluated based on the converted and combined items, so as to maximize the actual value of the game account, improve the accuracy of the value evaluation of the game account, and provide an accurate value reference for game account transactions. BRIEF DESCRIPTION OF THE DRAWINGS
[0042] Figure 1 A flowchart of a method for analyzing the market value of a game account provided by an embodiment of the present invention;
[0043] Figure 2 A flowchart of the steps of calculating the monetary value data of a game account according to the conversion rate between currencies and monetary information provided by an embodiment of the present invention;
[0044] Figure 3 A flowchart of the steps of retrieving item information, calculating direct item value data based on the item information and item price, and evaluating the combined value of items in the item information according to currency information to obtain indirect item value data provided by an embodiment of the present invention;
[0045] Figure 4 A flowchart of the steps of retrieving social information, evaluating the social value of an account based on the social information and item information, and calculating the comprehensive value range of a game account provided by an embodiment of the present invention;
[0046] Figure 5 An architecture diagram of a game account market value analysis system provided by an embodiment of the present invention;
[0047] Figure 6 An architectural diagram of a currency value assessment module provided by an embodiment of the present invention;
[0048] Figure 7 An architectural diagram of an item value assessment module provided by an embodiment of the present invention;
[0049] Figure 8 An architectural diagram of a comprehensive value assessment module provided in an embodiment of the present invention. DETAILED DESCRIPTION
[0050] In order to make the purpose, technical solution and advantages of the present invention more clearly understood, the present invention is further described in detail below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present invention and are not intended to limit the present invention.
[0051] like Figure 1 FIG. 1 is a flowchart of a method for analyzing the market value of a game account provided by an embodiment of the present invention, the method comprising:
[0052] S100, obtaining game account information, where the game account information at least includes item information, currency information, and social information.
[0053] In this step, the game account information is obtained by logging into the game to query all the information in the current game account, including item information, currency information and social information. Item information refers to the items in the game account, such as equipment, materials, consumables and other types of items. Currency information refers to the information of various currencies used to purchase goods in the game, such as points, gold coins and other types of currencies. Multiple types of currencies are allowed to exist in a game, and different currencies have different purchasing powers. Social information refers to the ranking attributes of the game account in the game, such as ranking, reputation ranking and combat power ranking, etc. The above information is obtained. The above information together constitutes the game account information.
[0054] S200, calculating the currency value data of the game account according to the conversion rate between currencies and the currency information, the currency value data including the minimum currency value and the maximum currency value.
[0055] In this step, the currency value data of the game account is calculated based on the conversion rate between currencies and the currency information. For currencies, different currencies are allowed to be exchanged with each other, but not all currencies can be directly exchanged with each other. For example, points can be used to exchange gold coins, but gold coins cannot buy points. Therefore, it is necessary to determine the conversion relationship and conversion rate between currencies. The conversion rate is calculated based on the purchasing power of the currency. The currency in the game account is converted and unified through the conversion rate to obtain the currency value data. Since different currencies have different values, multiple currency values can be calculated, that is, the currency value data is a range interval, including the lowest currency value and the highest currency value.
[0056] S300, retrieve item information, calculate direct item value data based on the item information and item price, and evaluate the combined value of items in the item information according to the currency information to obtain indirect item value data.
[0057] In this step, item information is retrieved. Item information refers to all items in the user's backpack. Since the value of items cannot be directly measured, the same item can be purchased with different currencies. For example, an item can be purchased with 50 points or 500,000 gold coins. In this case, the items are valued under different currency systems. For example, in a gold coin system, the value of all items is obtained to obtain direct item value data. For items, direct value assessment cannot accurately determine the value of the entire account. This is because different items can be synthesized, and the price of the synthesized items may be higher than the original items. Therefore, in order to calculate the highest value of the game account, pre-synthesis is performed based on the current items to obtain a pre-synthesized item plan. Based on the above processing, the value of the items under the pre-synthesis plan is re-evaluated to obtain indirect item value data.
[0058] S400, retrieve social information, evaluate the social value of the account based on the social information and item information, and calculate the comprehensive value range of the game account.
[0059] In this step, social information is retrieved. There are various rankings in the game system, such as combat power rankings, guild contribution rankings, and reputation rankings. When conducting transactions, the above rankings will also affect the value of the game account. According to the ranking of the game account, the indirect item value data and the direct item value are adjusted to reflect the social value of the social information. By combining the social value, item value and monetary value, the comprehensive value of the game account can be calculated. Since the item value and monetary value are both in a range, the comprehensive value also has a range.
[0060] like Figure 2 As shown, as a preferred embodiment of the present invention, the step of calculating the currency value data of the game account according to the conversion rate between currencies and the currency information, wherein the currency value data includes the minimum currency value and the maximum currency value, specifically includes:
[0061] S201, obtaining the conversion rate between the currencies in the current game and determining the conversion direction between the currencies.
[0062] In this step, the conversion rate between the current in-game currencies is obtained. The conversion direction between the currencies is determined based on the purchase situation in the game. For example, if currency A can purchase currency B, then currency A is considered to be convertible into currency B, and vice versa. According to different conversion directions, the conversion rates under different conversion directions are determined. For example, if currency A is converted into currency B, the conversion rate is 10, and 1 unit of currency A can be converted into 10 units of currency B.
[0063] S202, generating a currency conversion path according to the conversion direction between currencies, and retrieving the conversion rate between different currencies.
[0064] S203, estimating the currency value according to the reverse direction of the conversion direction between currencies, and obtaining a plurality of currency value data according to the currency conversion path.
[0065] In this step, a currency conversion path is generated according to the conversion direction between currencies, where it is assumed that currency A is the currency directly obtained through the recharge system, such as points. An item is selected, which can be purchased with currency A and currency B. It costs a units of currency A and b units of currency B. In this case, a currency A is considered to be equivalent to b currency B. The purchasing power of currency A is defined as P0, and the purchasing power of currency B is a*P0 / b. The purchasing power of all currencies is determined based on this. All currencies are converted into the currency type with the largest purchasing power according to the conversion rate to obtain the currency value data with the largest value. All currencies are converted into the currency type with the smallest purchasing power to obtain the currency value data with the smallest value.
[0066] like Figure 3 As shown, as a preferred embodiment of the present invention, the steps of retrieving item information, calculating direct item value data based on the item information and the item price, and evaluating the combined value of the items in the item information according to the currency information to obtain indirect item value data specifically include:
[0067] S301, retrieve item information, read all items in the game account, and generate an item list, wherein the item list records the types and quantities of the items.
[0068] In this step, the item information is retrieved, all items in the game account are read, the quantity of each item is counted, and it is determined whether each item can be synthesized or decomposed, so as to generate an item list, based on which the item type, quantity and whether it can be synthesized and decomposed are recorded.
[0069] S302, calculating the item value of each item in different currencies according to the real-time price of the item in the game, and obtaining direct item value data by cumulative calculation.
[0070] In this step, the real-time price of each item in the game is queried. For the same item, if it can be purchased in different currency systems, the value of the item is calculated under different currency scales to obtain direct item value data. Since the types of currencies are not unique, the direct item value data are also not unique.
[0071] S303, pre-convert, pre-decompose and pre-synthesize the items to obtain an item extension plan, and perform value assessment based on the item extension plan to obtain indirect item value data.
[0072] In this step, the items are pre-converted, pre-decomposed and pre-synthesized, and each item is judged to determine whether the item can be converted, decomposed or synthesized. By performing the above operations, if the item can be converted into an item with higher value, a simulated synthesis of the item is performed to obtain an item extension plan. At this time, the type and quantity of the items change. The value is evaluated according to the item extension plan to obtain indirect item value data.
[0073] like Figure 4 As shown, as a preferred embodiment of the present invention, the steps of retrieving social information, evaluating the social value of the account based on the social information and item information, and calculating the comprehensive value range of the game account specifically include:
[0074] S401, retrieve social information and extract the ranking of the game account in various fields.
[0075] In this step, social information is retrieved, all rankings in the game are counted, and the ranking of the current game account in each ranking is determined. The higher the ranking of the game account in the ranking, the higher the value of the game account.
[0076] S402, determining an item gain coefficient of the game account according to the ranking of the game account, and adjusting the direct item value data and the indirect item value data according to the game gain coefficient.
[0077] In this step, the item gain coefficient of the game account is determined according to the ranking of the game account, and the item gain coefficient is determined according to the preset ranking ratio. The item gain coefficient is defined as K, K = 1.5-M, where M is the ranking percentage of the game account in the ranking list. For example, if the user ranking is in the top 10%, M is 0.1. The item gain coefficient is determined based on this, and the adjustment can be completed by multiplying the item gain coefficient by the direct item value data and the indirect item value data. When the ranking of the game account is lower than the preset ratio, the gain brought by the item gain coefficient is a negative gain. Conversely, when the ranking of the game account is not lower than the preset ratio, the gain brought by the item gain coefficient is a positive gain.
[0078] S403, obtaining multiple game account values according to the adjusted direct item value data and indirect item value data, and determining a comprehensive value range of the game account.
[0079] In this step, multiple game account values are obtained based on the adjusted direct item value data and indirect item value data. Since there are multiple direct item value data and indirect item value data, there are also multiple comprehensive values obtained after gain adjustment. The comprehensive value range is determined based on the maximum comprehensive value and the minimum comprehensive value to help users and platforms evaluate game accounts.
[0080] like Figure 5 As shown, a game account market value analysis system provided by an embodiment of the present invention includes:
[0081] The account information acquisition module 100 is used to acquire game account information, where the game account information at least includes item information, currency information, and social information.
[0082] In this system, the account information acquisition module 100 acquires the game account information by logging into the game and querying all the information in the current game account, including item information, currency information and social information. Item information refers to the items in the game account, such as equipment, materials, consumables and other types of items. Currency information refers to the information of various currencies used to purchase goods in the game, such as points, gold coins and other types of currencies. Multiple types of currencies are allowed to exist in a game, and different currencies have different purchasing powers. Social information refers to the ranking attributes of the game account in the game, such as ranking, reputation ranking and combat power ranking, etc. The above information is obtained, and the above information together constitutes the game account information.
[0083] The currency value evaluation module 200 is used to calculate the currency value data of the game account according to the conversion rate between currencies and currency information. The currency value data includes a minimum currency value and a maximum currency value.
[0084] In this system, the currency value assessment module 200 calculates the currency value data of the game account based on the conversion rate between currencies and currency information. For currency, different currencies are allowed to be exchanged with each other, but not all currencies can be directly exchanged with each other. For example, points can be used to exchange gold coins, but gold coins cannot buy points. Therefore, it is necessary to determine the conversion relationship and conversion rate between currencies. The conversion rate is calculated based on the purchasing power of the currency. The currency in the game account is converted and unified through the conversion rate to obtain currency value data. Since different currencies have different values, multiple currency values can be calculated, that is, the currency value data is a range interval, including the lowest currency value and the highest currency value.
[0085] The item value assessment module 300 is used to retrieve item information, calculate direct item value data based on the item information and item price, and perform combined value assessment on items in the item information according to currency information to obtain indirect item value data.
[0086] In this system, the item value assessment module 300 retrieves item information, which refers to all items in the user's backpack. Since the value of items cannot be directly measured, the same item can be purchased with different currencies. For example, an item can be purchased with 50 points or 500,000 gold coins. In this case, the items are valued under different currency systems. For example, in a gold coin system, the value of all items is obtained to obtain direct item value data. For items, direct value assessment cannot accurately determine the value of the entire account. This is because different items can be synthesized, and the price of the synthesized items may be higher than the original items. Therefore, in order to calculate the highest value of the game account, pre-synthesis is performed based on the current items to obtain a pre-synthesized item plan. Based on the above processing, the value of the items under the pre-synthesis plan is re-evaluated to obtain indirect item value data.
[0087] The comprehensive value evaluation module 400 is used to retrieve social information, evaluate the social value of the account based on the social information and item information, and calculate the comprehensive value range of the game account.
[0088] In this system, the comprehensive value assessment module 400 retrieves social information. There are various rankings in the game system, such as combat power rankings, guild contribution rankings, and reputation rankings. When conducting transactions, the above rankings will also affect the value of the game account. The indirect item value data and direct item value are adjusted according to the ranking of the game account to reflect the social value of the social information. By combining the social value, item value and monetary value, the comprehensive value of the game account can be calculated. Since the item value and monetary value are both in a range, the comprehensive value also has a range.
[0089] like Figure 6 As shown, as a preferred embodiment of the present invention, the currency value assessment module 200 includes:
[0090] The conversion rate calculation unit 201 is used to obtain the conversion rate between currencies in the current game and determine the conversion direction between currencies.
[0091] In this module, the conversion rate calculation unit 201 obtains the conversion rate between the currencies in the current game. The conversion direction between the currencies is determined according to the purchase situation in the game. For example, if currency A can purchase currency B, it is considered that currency A can be converted into currency B, and vice versa. According to different conversion directions, the conversion rates under different conversion directions are determined. For example, if currency A is converted into currency B, the conversion rate is 10, and 1 unit of currency A can be converted into 10 units of currency B.
[0092] The conversion path generating unit 202 is used to generate a currency conversion path according to the conversion direction between currencies, and to retrieve the conversion rate between different currencies.
[0093] The value conversion unit 203 is used to estimate the currency value according to the reverse direction of the conversion direction between currencies, and obtain multiple currency value data according to the currency conversion path.
[0094] In this module, currency conversion paths are generated according to the conversion directions between currencies, where it is assumed that currency A is the currency directly obtained through the recharge system, such as points. Select an item that can be purchased with currency A and currency B. It costs a units of currency A and b units of currency B. Then a currency A is considered to be equivalent to b currency B. The purchasing power of currency A is defined as P0, and the purchasing power of currency B is a*P0 / b. The purchasing power of all currencies is determined based on this. All currencies are converted into the currency type with the largest purchasing power according to the conversion rate to obtain the currency value data with the largest value. All currencies are converted into the currency type with the smallest purchasing power to obtain the currency value data with the smallest value.
[0095] like Figure 7 As shown, as a preferred embodiment of the present invention, the item value assessment module 300 includes:
[0096] The item information query unit 301 is used to retrieve item information, read all items in the game account, and generate an item list, in which the types and quantities of items are recorded.
[0097] In this module, the item information query unit 301 retrieves the item information, reads all the items in the game account, counts the number of each item, and determines whether each item can be synthesized or decomposed, thereby generating an item list, and based on the item list, records the item type, quantity, and whether it can be synthesized and decomposed.
[0098] The direct value evaluation unit 302 is used to calculate the item value of each item in different currencies according to the real-time price of the items in the game, and obtain direct item value data by cumulative calculation.
[0099] In this module, the direct value assessment unit 302 queries the real-time price of each item in the game. For the same item, if it can be purchased in different currency systems, the value of the item is calculated under different currency scales to obtain direct item value data. Since the types of currencies are not unique, the direct item value data are also not unique.
[0100] The indirect value assessment unit 303 is used to pre-convert, pre-decompose and pre-synthesize items to obtain an item extension plan, and perform value assessment based on the item extension plan to obtain indirect item value data.
[0101] In this module, the indirect value assessment unit 303 performs pre-conversion, pre-decomposition and pre-synthesis on the items, and makes a judgment on each item to determine whether the item can be converted, decomposed or synthesized. By performing the above operations, if the item can be converted into an item with higher value, a simulated synthesis of the item is performed to obtain an item extension plan. At this time, the type and quantity of the items change. The value is assessed according to the item extension plan to obtain indirect item value data.
[0102] like Figure 8 As shown, as a preferred embodiment of the present invention, the comprehensive value assessment module 400 includes:
[0103] The ranking extraction unit 401 is used to retrieve social information and extract the ranking of the game account in various fields.
[0104] In this module, the ranking extraction unit 401 retrieves social information, counts all rankings in the game, and determines the ranking of the current game account in each ranking. The higher the ranking of the game account in the ranking, the higher the value of the game account.
[0105] The gain coefficient calculation unit 402 is used to determine the item gain coefficient of the game account according to the ranking of the game account, and adjust the direct item value data and the indirect item value data according to the game gain coefficient.
[0106] In this module, the gain coefficient calculation unit 402 determines the item gain coefficient of the game account according to the ranking of the game account, and determines the item gain coefficient according to the preset ranking ratio. The item gain coefficient is defined as K, K=1.5-M, where M is the ranking percentage of the game account in the ranking list. For example, if the user ranking is in the top 10%, M is 0.1. The item gain coefficient is determined based on this, and the item gain coefficient is multiplied by the direct item value data and the indirect item value data to complete the adjustment; when the ranking of the game account is lower than the preset ratio, the gain brought by the item gain coefficient is a negative gain. Conversely, when the ranking of the game account is not lower than the preset ratio, the gain brought by the item gain coefficient is a positive gain.
[0107] The comprehensive value calculation unit 403 is used to obtain multiple game account values according to the adjusted direct item value data and indirect item value data, and determine the comprehensive value range of the game account.
[0108] In this module, the comprehensive value calculation unit 403 obtains multiple game account values based on the adjusted direct item value data and indirect item value data. Since there are multiple direct item value data and indirect item value data, there are also multiple comprehensive values obtained after gain adjustment. The comprehensive value range is determined based on the maximum comprehensive value and the minimum comprehensive value to help users and platforms evaluate game accounts.
[0109] The above description is only a preferred embodiment of the present invention and is not intended to limit the present invention. Any modifications, equivalent substitutions and improvements made within the spirit and principles of the present invention should be included in the protection scope of the present invention.
Claims
1. A method for analyzing the market value of a game account, characterized in that: The method comprises: Obtaining game account information, wherein the game account information includes at least item information, currency information, and social information; Calculate the currency value data of the game account based on the conversion rate between currencies and currency information, and the currency value data includes the minimum currency value and the maximum currency value; Retrieving item information, calculating direct item value data based on the item information and item price, and evaluating the combined value of items in the item information based on the currency information to obtain indirect item value data; Retrieve social information, evaluate the social value of the account based on social information and item information, and calculate the comprehensive value range of the game account.
2. The method for analyzing the market value of a game account according to claim 1, characterized in that: The step of calculating the currency value data of the game account according to the conversion rate between currencies and the currency information, wherein the currency value data includes the minimum currency value and the maximum currency value, specifically includes: Get the conversion rate between the current in-game currencies and determine the conversion direction between the currencies; Generate currency conversion paths based on the conversion directions between currencies, and retrieve conversion rates between different currencies; The currency value is estimated according to the reverse direction of the conversion direction between currencies, and multiple currency value data are obtained according to the currency conversion path.
3. The method for analyzing the market value of a game account according to claim 1, characterized in that: The step of retrieving item information, calculating direct item value data based on the item information and item price, and evaluating the combined value of items in the item information according to the currency information to obtain indirect item value data specifically includes: Retrieving item information, reading all items in the game account, and generating an item list, wherein the item list records the types and quantities of the items; According to the real-time price of the items in the game, calculate the value of each item in different currencies, and get the direct item value data by cumulative calculation; The items are pre-converted, pre-decomposed and pre-synthesized to obtain an item extension plan, and value assessment is performed based on the item extension plan to obtain indirect item value data.
4. The method for analyzing the market value of a game account according to claim 1, characterized in that: The steps of retrieving social information, evaluating the social value of the account based on the social information and item information, and calculating the comprehensive value range of the game account specifically include: Retrieve social information and extract the ranking of the game account in various fields; Determine the item gain coefficient of the game account according to the ranking of the game account, and adjust the direct item value data and indirect item value data according to the game gain coefficient; The values of multiple game accounts are obtained based on the adjusted direct item value data and indirect item value data, and the comprehensive value range of the game account is determined.
5. The method for analyzing the market value of a game account according to claim 4, characterized in that: When the ranking of the game account is lower than the preset ratio, the gain brought by the item gain coefficient is a negative gain. Conversely, when the ranking of the game account is not lower than the preset ratio, the gain brought by the item gain coefficient is a positive gain.
6. A game account market value analysis system, characterized in that: The system comprises: An account information acquisition module, used to acquire game account information, wherein the game account information includes at least item information, currency information and social information; A currency value evaluation module is used to calculate the currency value data of the game account based on the conversion rate between currencies and currency information. The currency value data includes the minimum currency value and the maximum currency value; The item value assessment module is used to retrieve item information, calculate direct item value data based on the item information and item price, and conduct combined value assessment on items in the item information according to the currency information to obtain indirect item value data; The comprehensive value assessment module is used to retrieve social information, evaluate the social value of the account based on social information and item information, and calculate the comprehensive value range of the game account.
7. The game account market value analysis system according to claim 6, characterized in that: The currency value assessment module includes: The conversion rate calculation unit is used to obtain the conversion rate between the current in-game currencies and determine the conversion direction between the currencies; A conversion path generation unit, used to generate a currency conversion path according to the conversion direction between currencies, and to retrieve the conversion rate between different currencies; The value conversion unit is used to estimate the currency value according to the reverse direction of the conversion direction between currencies, and obtain multiple currency value data according to the currency conversion path.
8. The game account market value analysis system according to claim 6, characterized in that: The item value assessment module includes: An item information query unit, used to retrieve item information, read all items in the game account, and generate an item list, wherein the item list records the types and quantities of items; The direct value evaluation unit is used to calculate the value of each item in different currencies according to the real-time price of the items in the game, and obtain the direct item value data by cumulative calculation; The indirect value assessment unit is used to pre-convert, pre-decompose and pre-synthesize items to obtain item extension plans, and to perform value assessment based on the item extension plans to obtain indirect item value data.
9. The game account market value analysis system according to claim 6, characterized in that: The comprehensive value assessment module includes: A ranking extraction unit, used to retrieve social information and extract the ranking of the game account in various fields; A gain coefficient calculation unit, used to determine the item gain coefficient of the game account according to the ranking of the game account, and adjust the direct item value data and the indirect item value data according to the game gain coefficient; The comprehensive value calculation unit is used to obtain the values of multiple game accounts according to the adjusted direct item value data and indirect item value data, and determine the comprehensive value range of the game account.
10. The game account market value analysis system according to claim 9, characterized in that: When the ranking of the game account is lower than the preset ratio, the gain brought by the item gain coefficient is a negative gain. Conversely, when the ranking of the game account is not lower than the preset ratio, the gain brought by the item gain coefficient is a positive gain.
