Game data processing method and device, equipment and medium

By detecting and spreading task difficulty tags in large-scale multiplayer online games, the lack of challenges after players pass the level is solved, enriching the game experience and improving the appeal of the game.

CN119425096APending Publication Date: 2025-02-14TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202310969987.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-08-01
Publication Date
2025-02-14

AI Technical Summary

Technical Problem

In existing large-scale multiplayer online games, players lack challenges after passing all open levels, resulting in a single game experience and a longer wait for the new level to open.

Method used

By detecting whether the task difficulty label added by the game object when re-sweeping the target game task meets specific conditions, creating and displaying label ranking information, and spreading the task difficulty label through the communication group to attract other game objects to re-sweep.

Benefits of technology

It enriches the task interaction methods in the game, provides more challenging options, extends the game experience of the game object, and improves the diversity and appeal of the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The embodiment of the invention provides a game data processing method and device, equipment and a medium, and the method comprises the steps: detecting that M task difficulty tags added when a first game object refreshes a target game task meet a tag combination display condition, if yes, creating and displaying first type label ranking information containing the first game object and M task difficulty labels; in response to a forwarding operation for M task difficulty tags in the first type of tag ranking information, sending a message containing the M task difficulty tags to the communication group, the message being used for indicating a game object in the communication group to re-swipe a target game task by using the M task difficulty tags; if it is detected that the number of times of successful re-refreshing of the M task difficulty tags in the game client is larger than a number threshold value, second type tag ranking information corresponding to the M task difficulty tags is displayed in the game client. Through the embodiment of the invention, task interaction modes in the game can be enriched.
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Description

Technical Field

[0001] The present application relates to the field of Internet technology, and in particular to a game data processing method, device, equipment and medium. Background Art

[0002] With the continuous development of Internet technology, more and more online games have emerged. In current massively multiplayer online (Massively Multiplayer Online) games, levels of different difficulty are usually designed in the game. A certain number of levels can be opened to the players of the game at regular intervals, or some new levels can be added. Players can pass the levels in order according to the difficulty. When the player passes all the open levels in the current game, the game will temporarily be unable to provide a more challenging gaming experience for the players who have passed the levels. They can only wait for the game to open new levels in the next time period before they can continue to experience the new levels in the game. In other words, the sooner the players pass all the levels, the longer they will have to wait for the new levels. For these players, the level gameplay design in the game is too simple, which affects the players' gaming experience. Summary of the invention

[0003] The embodiments of the present application provide a game data processing method, apparatus, device, and medium, which can enrich the task interaction mode in the game.

[0004] An embodiment of the present application provides a method for processing game data, including:

[0005] If it is detected that the M task difficulty tags added by the first game object when replaying the target game task meet the tag combination display condition, first type tag ranking information is created and displayed in the game client; the first type tag ranking information includes the first game object and the M task difficulty tags, where M is a positive integer;

[0006] In response to the forwarding operation of the M task difficulty tags in the first type tag ranking information, a message containing the M task difficulty tags is sent to the communication group in the game client; the message is used to instruct the game objects other than the first game object in the communication group to use the M task difficulty tags to refresh the target game task;

[0007] If it is detected that the number of successful replays of M task difficulty tags in the game client is greater than the quantity threshold, the type of the M task difficulty tags is converted from the first type to the second type, and the second type tag ranking information corresponding to the M task difficulty tags is displayed in the game client.

[0008] An embodiment of the present application provides a game data processing device, including:

[0009] The first display unit is used to create first-type tag ranking information if it is detected that the M task difficulty tags added by the first game object when replaying the target game task meet the tag combination display condition, and display the first-type tag ranking information in the game client; the first-type tag ranking information includes the first game object and the M task difficulty tags, where M is a positive integer;

[0010] A message sending unit, configured to respond to a forwarding operation on the M task difficulty tags in the first type tag ranking information, and send a message containing the M task difficulty tags to a communication group in the game client; the message is used to instruct the game objects other than the first game object in the communication group to use the M task difficulty tags to refresh the target game task;

[0011] The second display unit is used to convert the type of the M task difficulty labels from the first type to the second type if it is detected that the number of successful replays of the M task difficulty labels in the game client is greater than a quantity threshold, and display the second type label ranking information corresponding to the M task difficulty labels in the game client.

[0012] The device further comprises:

[0013] A re-brushing record acquisition unit, used to acquire task re-brushing record information of the first game object in the target game task, and acquire single re-brushing success information corresponding to the first game object in the task re-brushing record information;

[0014] A re-brushing success duration acquisition unit is used to obtain the re-brushing difficulty tag set and the first re-brushing success duration in the single re-brushing success information, and obtain the second re-brushing success duration when the second game object adds the re-brushing difficulty tag set to the target game task; the second game object refers to the game object in the game client that has completed the target game task except the first game object;

[0015] A label type acquisition unit, configured to acquire the types corresponding to the M task difficulty labels included in the re-brush difficulty label set if the first re-brush success time is longer than the second re-brush success time and the first re-brush success time is longer than the task time threshold;

[0016] The display condition satisfying unit is used to determine that the M task difficulty labels satisfy the label combination display condition if the types corresponding to the M task difficulty labels are all the first type.

[0017] The device further comprises:

[0018] The display condition unsatisfied unit is used to determine that the M task difficulty labels do not meet the label combination display conditions if the first successful refresh time is less than or equal to the second successful refresh time, or the first successful refresh time is less than or equal to the task time threshold, or there are task difficulty labels of non-first type among the M task difficulty labels.

[0019] The device further comprises:

[0020] A task identifier acquisition unit, used to acquire a completed task identifier of the first game object in the game client, and acquire an end task identifier in the game client;

[0021] A re-brushing page display unit, used to display a task re-brushing page in the game client if the completed task identifier includes the end task identifier in the game client; the task re-brushing page includes a task difficulty tag set and task attribute points corresponding to the first game object; the task attribute points are rewards obtained by the first game object for re-brushing the target game task;

[0022] A tag selection unit, for responding to a selection operation on a task difficulty tag set in a task refresh page, adding M task difficulty tags determined by the selection operation to a target game task, and starting the target game task containing the M task difficulty tags for a first game object; the M task difficulty tags belong to the task difficulty tag set;

[0023] The task point updating unit is used to obtain the task replay result of the first game object in the target game task containing M task difficulty tags, and update the task attribute points corresponding to the first game object according to the task replay result and the tag attribute points corresponding to the M task difficulty tags.

[0024] The device further comprises:

[0025] The label point setting unit is used to obtain the task difficulty label set in the task review page and set the label attribute points for each task difficulty label in the task difficulty label set;

[0026] a label type classification unit, used to classify the types of each task difficulty label in the task difficulty label set into a first type and a third type according to the label attribute points corresponding to each task difficulty label in the task difficulty label set and the activity corresponding to each task difficulty label in the task difficulty label set;

[0027] Among them, the first type of task difficulty label is the task difficulty added to the target game task, which is higher than the task difficulty added to the target game task by the third type of task difficulty label.

[0028] The device further comprises:

[0029] The point amplification operation response unit is used to respond to the point amplification operation for the task difficulty tag set in the task refresh page, and display the amplifiable tag list; the amplifiable tag list includes the task difficulty tags with point amplification function in the task difficulty tag set;

[0030] The tag point increasing unit is used to respond to a trigger operation on the expandable tag list and increase the tag attribute points corresponding to the task difficulty tag determined by the trigger operation for the first game object.

[0031] The point amplification operation response unit responds to the trigger operation on the expandable tag list, and increases the tag attribute points corresponding to the task difficulty tag determined by the trigger operation for the first game object, including:

[0032] In response to a trigger operation on the expandable tag list, obtaining task attribute points of the first game object in the game client;

[0033] If the task attribute points corresponding to the first game object are greater than or equal to the first attribute point threshold, it is determined that the first game object has the tag point expansion authority, and the number of object expansions corresponding to the task difficulty tag determined by the triggering operation is counted;

[0034] If the object expansion times are less than the expansion times threshold, the tag attribute points corresponding to the task difficulty tag determined by the triggering operation are increased for the first game object.

[0035] The device further comprises:

[0036] The label point keeping unit is used to determine that the first game object does not have the label point expansion authority if the task attribute points corresponding to the first game object are less than the first attribute point threshold, and the label attribute points corresponding to the task difficulty label determined by the triggering operation remain unchanged.

[0037] The tag selection unit responds to the selection operation of the task difficulty tag set in the task refresh page, and adds M task difficulty tags determined by the selection operation to the target game task, including:

[0038] In response to a selection operation on a task difficulty tag set in a task refresh page, the tag attribute points corresponding to the M task difficulty tags determined by the selection operation are accumulated to obtain a cumulative value of the tag points corresponding to the M task difficulty tags;

[0039] If the accumulated value of the tag points is less than or equal to the task attribute points corresponding to the first game object, selected identification information is added to the M task difficulty tags, and M task difficulty tags carrying the selected identification information are added to the target game task.

[0040] The device further comprises:

[0041] A selection order determination unit is used to obtain the selection order corresponding to the M task difficulty labels determined by the selection operation if the accumulated value of the label points is greater than the task attribute points corresponding to the first game object, and sort the M task difficulty labels according to the selection order to obtain the sorted M task difficulty labels;

[0042] a label removal unit, configured to determine N task difficulty labels from the sorted M task difficulty labels according to the point difference between the label point accumulation value and the task attribute points corresponding to the first game object, add selected identification information to the N task difficulty labels, and add the N task difficulty labels carrying the selected identification information to the target game task;

[0043] Among them, the cumulative value of the label attribute points corresponding to the task difficulty labels other than the N task difficulty labels among the M task difficulty labels is greater than or equal to the point difference, and N is a positive integer less than M.

[0044] The task point updating unit updates the task attribute points corresponding to the first game object according to the task replay result and the tag attribute points corresponding to the M task difficulty tags, including:

[0045] If the result of the task replay is a replay failure, the task attribute points corresponding to the first game object remain unchanged;

[0046] If the task re-brushing result is a successful re-brushing result, the task attribute points corresponding to the first game object are increased according to the label attribute points corresponding to the M task difficulty labels.

[0047] If the task re-brushing result is determined to be a successful re-brushing result, the task attribute points corresponding to the first game object are increased according to the tag attribute points corresponding to the M task difficulty tags, including:

[0048] If the task re-brush result is a successful re-brush result, then determine the label point weights corresponding to the M task difficulty labels according to the task re-brush duration in the successful re-brush result;

[0049] Take the weighted sum of the label point weight and the M task difficulty labels to obtain the task replay points corresponding to the M task difficulty labels;

[0050] If the sum of the task re-brushing points and the task attribute points corresponding to the first game object is less than or equal to the second attribute point threshold, the task re-brushing points are added to the task attribute points corresponding to the first game object;

[0051] If the sum of the task re-brushing points and the task attribute points corresponding to the first game object is greater than the second attribute point threshold, the task attribute points corresponding to the first game object are updated to the second attribute point threshold.

[0052] The device further comprises:

[0053] A time-consuming information acquisition unit is used to acquire a set of game objects whose task attribute points reach a second attribute point threshold in a game client, and to count time-consuming information when the task attribute points corresponding to the game objects in the game object set reach the second attribute point threshold;

[0054] An object ranking information display unit, used to sort the game objects in the game object set according to the time-consuming information, generate object ranking information, and display the object ranking information in the game client;

[0055] The task difficulty label viewing unit is used to respond to the object ranking information viewing operation and display the task difficulty label used by the game object triggered by the viewing operation in the target game task.

[0056] If the first display unit detects that the M task difficulty tags added by the first game object when replaying the target game task meet the tag combination display condition, the first type of tag ranking information including the first game object and the M task difficulty tags is created, including:

[0057] If it is detected that the M task difficulty tags added by the first game object when re-brushing the target game task meet the tag combination display condition, then obtain the game virtual object of the first game object in the game client, and the first re-brushing success time when the game virtual object uses the M task difficulty tags to re-brushed the target game task;

[0058] The first type of label ranking information is created based on the game virtual objects, M task difficulty labels, and the first successful replay duration.

[0059] The device further comprises:

[0060] A challenge duration acquisition unit, used to acquire a third successful replay duration when replaying a target game task using M task difficulty tags for game objects other than the first game object in the communication group;

[0061] The first type label ranking updating unit is used to update the first type label ranking information according to the third successful re-refreshing time and the game object associated with the third successful re-refreshing time if the third successful re-refreshing time is less than the first successful re-refreshing time when the first game object uses M task difficulty tags to re-refresh the target game task.

[0062] The device further comprises:

[0063] The clearing unit is used to clear the task attribute points and task re-brush record information corresponding to the game objects in the game client, as well as the first type tag ranking information and the second type tag ranking information in the game client when it is detected that the game client has completed the version update, and add a new task difficulty tag to the task difficulty tag set in the game client.

[0064] On one hand, an embodiment of the present application provides a computer device, including a memory and a processor, wherein the memory is connected to the processor, the memory is used to store a computer program, and the processor is used to call the computer program so that the computer device executes the method provided in the above aspect of the embodiment of the present application.

[0065] On one hand, an embodiment of the present application provides a computer-readable storage medium, in which a computer program is stored. The computer program is suitable for being loaded and executed by a processor, so that a computer device with a processor executes the method provided in the above aspect of the embodiment of the present application.

[0066] According to one aspect of the present application, a computer program product or computer program is provided, the computer program product or computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device performs the method provided in the above aspect.

[0067] In an embodiment of the present application, after the first game object completes the target game task in the game client, M task difficulty tags can be added to the target game task for re-brushing. If the M task difficulty tags adopted by the first game client meet the tag combination display condition, the first type of tag ranking information containing the first game object and the M task difficulty tags is created and displayed. The first game object can forward the M task difficulty tags in the first type of tag ranking information to the communication group in the form of a message, and the message can be used to attract the game objects in the communication group to adopt the above-mentioned M task difficulty tags to re-brushed the target game task. If it is detected that the number of successful re-brushing of the M task difficulty tags in the game client is greater than the quantity threshold, the second type of tag ranking information corresponding to the M task difficulty tags is created and displayed. In other words, the game client can provide the game object that has completed the target game task with the opportunity to continue to challenge the target game task using different task difficulty tags, which can enrich the task interaction mode in the game client. BRIEF DESCRIPTION OF THE DRAWINGS

[0068] In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the drawings required for use in the embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative work.

[0069] Figure 1 It is a structural diagram of a network architecture provided by an embodiment of the present application;

[0070] Figure 2 This is a flowchart of a game data processing method provided by an embodiment of the present application. Figure 1 ;

[0071] Figure 3 This is an interface diagram of a first type of tag ranking information provided in an embodiment of the present application. Figure 1 ;

[0072] Figure 4 This is a schematic diagram of an interface for viewing M task difficulty labels through messages in a communication group provided by an embodiment of the present application;

[0073] Figure 5 This is an interface diagram of a first type of tag ranking information provided in an embodiment of the present application. Figure 2 ;

[0074] Figure 6 This is a schematic diagram of an interface of second type tag ranking information provided by an embodiment of the present application;

[0075] Figure 7 This is a flowchart of a game data processing method provided by an embodiment of the present application. Figure 2 ;

[0076] Figure 8 This is a schematic diagram of an interface for expanding the label attribute points corresponding to a task difficulty label provided in an embodiment of the present application;

[0077] Fig. 9 This is a schematic diagram of an interface for selecting a task difficulty label provided in an embodiment of the present application;

[0078] Fig.10 This is a schematic diagram of an interface of object ranking information provided by an embodiment of the present application;

[0079] Fig.11 is a structural diagram of a game data processing device provided in an embodiment of the present application;

[0080] Fig.12 It is a structural diagram of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0081] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of this application.

[0082] See also Figure 1 , Figure 1 1 is a schematic diagram of a network architecture provided by an embodiment of the present application. The network architecture may include a server 10d and a terminal cluster. The terminal cluster may include one or more terminal devices. The number of terminal devices included in the terminal cluster is not limited. Figure 1 As shown, the terminal cluster may specifically include terminal device 10a, terminal device 10b, and terminal device 10c, etc.; all terminal devices in the terminal cluster (for example, including terminal device 10a, terminal device 10b, and terminal device 10c, etc.) may be connected to the server 10d through a network connection, so that each terminal device may exchange data with the server 10d through the network connection.

[0083] The terminal devices of the terminal cluster may include smart phones, tablet computers, laptop computers, PDAs, mobile internet devices (MID), wearable devices (such as smart watches, smart bracelets, etc.), smart voice interaction devices, smart home appliances (such as smart TVs, etc.), vehicle-mounted devices, aircraft and other electronic devices. This application does not limit the type of terminal devices. It is understandable that, for example, Figure 1 Each terminal device in the terminal cluster shown can be installed with a game client. When the game client runs in each terminal device, it can be respectively connected to the above Figure 1 The game client running in each terminal device may be an independent client or an embedded sub-client integrated in a client, which is not limited in this application. The game client may be a game client corresponding to an MMO game, or may be a game client corresponding to other types of online games, which is not limited in this application.

[0084] Among them, server 10d can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (Content Delivery Network, CDN), and big data and artificial intelligence platforms. This application does not limit the type of server.

[0085] Understandably, Figure 1 The game client can be installed in each terminal device shown, and the server 10d can be the background server corresponding to the game client. The game client installed in each terminal device can provide game task interaction functions for the game object, such as the game object can challenge or experience the game task in the game client; the server 10d can be used to store the game interaction records corresponding to all game objects in the game client, such as the game record information when the game object experiences any game task in the game client each time, etc., which is not limited in this application. Among them, the game object in the embodiment of the present application can refer to the player who has completed the registration in the game client, or refers to the game virtual object (for example, the player character) used by the player who has completed the registration in the game client, etc., and the game task can refer to the main task, branch task, copy task, game level, etc. provided for the player in the game client, which is not limited in this embodiment of the present application.

[0086] See also Figure 2 , Figure 2 This is a flowchart of a game data processing method provided by an embodiment of the present application. Figure 1 It is understandable that the game data processing method can be executed by a computer device, which can be Figure 1 Any terminal device in the terminal cluster shown, or can be Figure 1 The server 10b shown in the figure is described in the present application by taking the computer device as a terminal device as an example; wherein the game data processing method may include the following steps S101 to S103:

[0087] Step S101, if it is detected that the M task difficulty tags added by the first game object when re-brushing the target game task meet the tag combination display conditions, first type tag ranking information is created and the first type tag ranking information is displayed in the game client; the first type tag ranking information includes the first game object and M task difficulty tags, where M is a positive integer.

[0088] In the embodiment of the present application, a game client corresponding to an online game (e.g., an MMO game) is installed in the computer device. During the development stage of the online game, the developer can design game tasks of different difficulty levels (e.g., game levels, etc.) in the online game. Different game tasks can correspond to different game difficulties. Game objects can be challenged in a manner of increasing difficulty of the game tasks. When the current game task is successfully passed, the game object can continue to challenge the next game task until all the game tasks that have been opened in the game client are completed. Usually, the game tasks in the online game will not be opened to the players for experience at one time, or only a limited number of game tasks will be opened for the game objects for experience in each time period; more game tasks can be opened to the game players later as the version of the game client is updated, or the developer can develop more game tasks for the online game and open them to the game players for experience.

[0089] It is understandable that, under the premise that the game client can only open a fixed number of game tasks for the game object, since different game objects use the game client for different lengths of time, the levels of different game objects challenging the game tasks in the game client will also be different; therefore, some game objects may quickly complete all the game tasks currently open in the game client. For ease of understanding, the embodiment of the present application may refer to the last game task currently open in the game client as the target game task, that is, the target game task can be considered to be the most difficult game task among all the game tasks currently open in the game client. Among them, each game task in the game client can correspond to a task identifier, and the task identifier is unique. The task identifier here may include, but is not limited to: numbers, symbols, letters, one or more of which are composed of numbers, text, graphics, etc., and the present application does not limit this. The target game task can be considered as a game task with an end task identifier in the game client, where the end task identifier can refer to the last task identifier in the game client; if the task identifier is expressed in the form of a digital number, then the end task identifier refers to the largest task identifier in the game client; if the task identifier is expressed in the form of a non-digital number, then the end task identifier refers to the last task identifier in the game client; the embodiment of the present application is described using any game object (for example, the first game object) that has completed the target game task as an example.

[0090] When the first game object in the game client has completed all currently open game tasks, the highest task identifier that indicates that the first game object has passed the level is the end task identifier corresponding to the target game task. At this time, a task difficulty tag set can be provided for the first game object in the game client. The first game object can freely select a task difficulty tag from the task difficulty tag set and add it to the target game task to continue the challenge, that is, by adding different task difficulty tags to the target game task to increase the game difficulty of the current target game task, and continuously repeat the target game task. When the first game object successfully repeats the target game task, some additional rewards, such as task attribute points, can be issued to the first game object.

[0091] Among them, the task difficulty tag set may include one or more task difficulty tags, and each task difficulty tag in the task difficulty tag set can be used to increase the difficulty of the target game task; each task difficulty tag can correspond to a tag attribute point, and the tag attribute point can be understood as the score corresponding to the task difficulty tag, and the task difficulty tag here is similar to a question in a test paper, and the tag attribute point is similar to the score corresponding to a question; the tag attribute point corresponding to each task difficulty tag can be set by the development and design personnel of the game client, or can be set uniformly by other personnel (for example, management objects in the game team, etc.), and the present application does not limit this. Re-brushing the target game task can refer to the process in which the game object (for example, the first game object) continues to experience or challenge the target task game after successfully passing the target game task, so as to update the game object's performance in the target game task, and can also obtain some additional rewards (such as task attribute points) after successfully re-brushing; each game object that successfully passes the game can choose the same or different task difficulty tags to repeatedly challenge the target game task, and the process of repeatedly challenging the target game task can be called re-brushing. Task attribute points are rewards for game objects that use task difficulty tags to challenge target game tasks and successfully pass them. The value of task attribute points awarded for each successful replay is associated with the tag attribute points corresponding to the task difficulty tag used.

[0092] Each task difficulty tag in the task difficulty tag set may correspond to an initial type, and the initial type may be associated with the tag attribute points corresponding to the task difficulty tag, or may be associated with the usage frequency of the task difficulty tag in the game client, etc. For example, the initial type may include a first type and a third type, the first type may be a rare tag type, the third type may be a simple tag type, and the game difficulty added by the task difficulty tag of the third type to the target game task is lower than the game difficulty added by the task difficulty tag of the first type to the target game task.

[0093] Task attribute points may refer to the reward for the first game object when it successfully repeats the target game task. The higher the task attribute points corresponding to the first game object, the wider the range of task difficulty tags that the first game object can select in the task difficulty tag set; and the higher the tag attribute points corresponding to the task difficulty tag selected by the first game object in the task difficulty tag set, the higher the task attribute points it obtains when it successfully repeats the target game task.

[0094] In one or more embodiments, if it is detected that the M task difficulty tags added by the first game object when re-brushing the target game task meet the tag combination display condition, the first type of tag ranking information containing the first game object and the M task difficulty tags can be created and displayed. Among them, the M task difficulty tags can refer to a single task difficulty tag or a task difficulty tag combination used by the first game object when re-brushing the target game task once or multiple times, and the M can be a positive integer, such as M can be 1, 2, ...; the first type of tag ranking information here can refer to the ranking information corresponding to the task difficulty tag of the rare tag type (first type) in the task difficulty tag set. It can be understood that for the same task difficulty tag combination (for example, the aforementioned M task difficulty tags), the corresponding first type of tag ranking information can only contain relevant information of one game object (which can include the task difficulty tag combination used by the game object, the game object, and the shortest duration of the game object using the task difficulty tag combination to re-brushed the target game task, etc.); optionally, it can also contain relevant information of two or other numbers of game objects, and this application is not limited to this.

[0095] Optionally, when it is detected that the M task difficulty tags added by the first game object when re-brushing the target game task meet the tag combination display conditions, the game virtual object of the first game object in the game client and the first successful re-brushing time when the game virtual object uses the M task difficulty tags to re-brushed the target game task can also be obtained; based on the game virtual object, the M task difficulty tags, and the first successful re-brushing time, create first type tag ranking information, and display the first type tag ranking information in the game client.

[0096] Among them, after the first game object successfully completes the target game task using the above-mentioned M task difficulty tags, it can be determined whether the M task difficulty tags need to create the first type of tag ranking information. Among them, it can be determined whether the task attribute points obtained by the first game object to complete the target game task have reached the time limit requirement (the time limit requirement here can refer to a pre-set task duration threshold, which can be set by the game developer according to the actual application scenario, and this application does not limit this). Determine whether the M task difficulty tags contain task difficulty tags of the third type (simple tag type) and the second type (hot tag type); determine whether the M task difficulty tags are a second type tag combination (i.e., a hot tag combination, which has a separate ranking information). Determine whether the label combination consisting of M task difficulty labels has created the first type label ranking information. If it has been created, compare the task re-brush time of the first game object with the created first type label ranking information, and determine whether to overwrite the existing first type label ranking information based on the comparison result; for example, if the task re-brush time of the first game object is less than the task re-brush time in the created first type label ranking information, then overwrite the created first type label ranking information; if the task re-brush time of the first game object is greater than the task re-brush time in the created first type label ranking information, there is no need to overwrite, that is, keep the created first type label ranking information.

[0097] For example, if the task attribute points obtained by the first game object for completing the target game task reaches the time limit requirement, and the types of the M task difficulty labels are all the first type (rare label type, which means that the label combination composed of M task difficulty labels is not a second type label combination), and the label combination composed of the M task difficulty labels has not created the first type label ranking information, then it can be determined that the M task difficulty labels meet the label combination display conditions, and the first type label ranking information corresponding to the M task difficulty labels is created.

[0098] In the process of creating the first type of tag ranking information, by limiting the task attribute points required to complete the target game task and the task difficulty tags that are too simple, it is possible to ensure that the first type of task difficulty tags have sufficient task difficulty. The possibility of M task difficulty tags being a second type tag combination (hot tag combination) is preferentially excluded, which can ensure the smoothness of the complete interactive logic for the target game task in the game client.

[0099] Optionally, the label combination display conditions may include but are not limited to: the successful re-brushing time when the first game object uses the aforementioned M task difficulty labels to brush the target game task is the shortest among all game objects, the successful re-brushing time when the first game object uses the aforementioned M task difficulty labels to brush the target game task is less than a preset task time threshold (which can be set by the game developer according to the actual application scenario, and this application does not limit this), the M task difficulty labels do not include the third type and the second type of task difficulty labels, i.e., simple label type (third type) and popular label type (second type, the popular label type can be converted from the rare label type) task difficulty labels, and the M task difficulty labels have not yet created the first type of label ranking information and other setting conditions, and this application does not limit this.

[0100] Step S102, in response to the forwarding operation for the M task difficulty tags in the first type tag ranking information, a message containing the M task difficulty tags is sent to the communication group in the game client; the message is used to instruct the game objects other than the first game object in the communication group to use the M task difficulty tags to refresh the target game task.

[0101] Specifically, for the first type of tag ranking information displayed in the game client, the first game object can publish the M task difficulty tag combination used by itself to the communication group in the game client, where the communication group can be a channel in the game client. When the first game object triggers the forwarding operation of the M task difficulty tags in the first type of tag ranking information, the computer device can respond to the forwarding operation of the M task difficulty tags in the first type of tag ranking information, and forward the first game object and the M task difficulty tags used by it to the communication group in the form of a message. Other players in the communication group who have completed all current game tasks (game objects other than the first game object) can click on the message content, or can select the above M task difficulty tags from the task difficulty tag set to challenge, so that the frequency of use of the M task difficulty tags in the target game task can be increased. If the re-brush success duration of other game objects in the communication group using the M task difficulty tags to complete the target game task is less than the re-brush success duration of the first game object, the above first type of tag ranking information is updated.

[0102] In one or more embodiments, the third successful re-brushing time of the game objects other than the first game object in the communication group (i.e., the other game objects other than the first game object in the communication group that have completed all current game tasks) when re-brushing the target game task using M task difficulty tags can be obtained; if the third successful re-brushing time is less than the first successful re-brushing time when the first game object uses M task difficulty tags to re-brushed the target game task, then according to the third successful re-brushing time and the game object associated with the third successful re-brushing time, the first type of tag ranking information is updated, and the updated first type of tag ranking information is sent to the first game object. The method of sending the updated first type of tag ranking information to the first game object may include but is not limited to: email, instant messaging message, system message, SMS, etc.

[0103] See also Figure 3 , Figure 3 This is an interface diagram of a first type of tag ranking information provided in an embodiment of the present application. Figure 1 .like Figure 3 The interface currently displayed in the terminal device 20g (computer device) shown is the game main page 20a. When it is detected that the M task difficulty tags added by the first game object (the game object using the terminal device 20g) when replaying the target game task meet the tag combination display condition, the first type of tag ranking information 20b can be created for the M task difficulty tags. The first type of tag ranking information 20b can be displayed in the game main page 20a. The first type of tag ranking information 20b may include the game virtual object (i.e., game character A) of the first game object in the game client, the M task difficulty tags (such as Figure 3 ), the shortest successful replay time (for example, 3 minutes and 22 seconds) taken by the first game object when replaying the target game task using the task difficulty tag in area 20c. Optionally, the first type tag ranking information 20b may also include ranking information corresponding to other task difficulty tag combinations, whose shortest successful replay time is the same as the shortest successful replay time taken when replaying the target game task using the task difficulty tag in area 20c.

[0104] like Figure 3 As shown, the first type of label ranking information 20b may also include a "forward to channel" control 20d. When the first game object performs a trigger operation on the "forward to channel" control 20d (the trigger operation here can be understood as a forwarding operation), the terminal device 20g can respond to the trigger operation on the "forward to channel" control 20d, and forward the task difficulty label combination in the area 20c to the channel (the above-mentioned communication group) in the form of a message 20f, and the message 20f can be displayed in the conversation page 20e of the channel.

[0105] See also Figure 4 , Figure 4 1 is a schematic diagram of an interface for viewing M task difficulty labels through messages in a communication group provided by an embodiment of the present application. Figure 4 As shown, all game objects in the game client can view the message 20f in the conversation page 20e of the communication group; for example, when the second game object corresponding to the terminal device 20j performs a click operation on the content of the message 20f in the conversation page 20e, the terminal device 20j can respond to the click operation on the content of the message 20f and display the page 20h, which can be a sub-page independently displayed on the game main page 20a and the conversation page 20e, or a floating window, which is not limited in this application. The task difficulty label in the area 20c contained in the message 20f can be displayed in the page 20h. When the task attribute points of the second game object are greater than or equal to the task attribute label spent by the task difficulty label in the area 20c, the "I want to try" control 20i in the page 20h can be triggered, and the task difficulty label combination in the area 20c can be directly used to repeat the target game task.

[0106] See also Figure 5 , Figure 5 This is an interface diagram of a first type of tag ranking information provided in an embodiment of the present application. Figure 2 It can be understood that when the first game object is a game object recorded in the first type tag ranking information 20b, the first type tag ranking information 20b is displayed in the game client corresponding to the first game object as described above. Figure 3 For other game objects (eg, the second game object) other than the first game object, the first type tag ranking information 20b is displayed in the game client corresponding to the second game object as described above. Figure 5 As shown, the difference between the two is that the first type label ranking information 20b displayed in the game client corresponding to the second game object does not include the "Forward to Channel" control 20d, but is replaced with the "I want to try" control in the display area of ​​the "Forward to Channel" control 20d, and the rest of the information is the same.

[0107] Optionally, any game object in the game client can send its own task difficulty label combination to the communication group in the form of a message, which can increase the number of challenges of the task difficulty label combination and make it easier to convert the task difficulty label combination into a second type of label combination.

[0108] Step S103, if it is detected that the number of successful replays of the M task difficulty tags in the game client is greater than the quantity threshold, the type of the M task difficulty tags is converted from the first type to the second type, and the second type tag ranking information corresponding to the M task difficulty tags is displayed in the game client.

[0109] Specifically, each time each game object re-brush the target game task, a record will be made. According to the task re-brush record information corresponding to each game object, the number of successful re-brush times corresponding to the M task difficulty tags can be counted. The number of successful re-brush times here can include the number of times the first game object uses the above-mentioned M task difficulty tags in its corresponding game client to challenge the target game task and successfully challenge, and the number of times other game objects other than the first game object use the above-mentioned M task difficulty tags in their own corresponding game clients to challenge the target game task and successfully challenge. Among them, the task re-brush record information can record the single re-brush record information corresponding to the target game task. Each single re-brush record information may include but is not limited to the object identifier corresponding to the game object, the task identifier corresponding to the target game task, the task difficulty tag used by the game object in the target game task, whether the task re-brush is successful, and the successful re-brush time spent on the task re-brush, etc. This application does not limit this.

[0110] If it is detected that the number of successful replays of M task difficulty tags in the game client is greater than a quantity threshold (the quantity threshold can be a value pre-set according to the actual application scenario, and the specific value of the quantity threshold is not limited in this application), the type of the M task difficulty tags can be converted from the first type to the second type, that is, the M task difficulty tags can be converted from a rare tag type to a popular tag type; or it can be understood that the type of the tag combination composed of the M task difficulty tags is converted from a rare tag type to a popular tag type. Then, the second type of tag ranking information can be created for the M task difficulty tags in the game client, and task incentive items can be issued to the first K game objects in the second type of tag ranking information, where K is a positive integer, such as K can be 1, 2, ...

[0111] The embodiment of the present application is described by taking K as 3 as an example. That is to say, the top three game objects in the second type tag ranking information can obtain task incentive items, and the task incentive items here can be game virtual items of a preset fixed number and fixed type, or can be randomly sent game virtual items (that is, the item type and quantity are not limited), and the present application does not limit this.

[0112] In one or more embodiments, after the types of the above-mentioned M task difficulty labels are converted from the first type to the second type, it can be determined whether the label combination composed of the M task difficulty labels meets the conditions for creating the popular label ranking information, for example, the proportion of the third type (simple label type) of the task difficulty labels contained in the M task difficulty labels does not exceed a preset proportion threshold (for example, 30%, or other values, etc.), and the M task difficulty labels are all full. It can be understood that each task difficulty label in the task difficulty label set can correspond to a difficulty level, such as the difficulty level corresponding to the task difficulty label 1 is level 3 (here level 3 is the full level), then when adding the task difficulty label 1 to the target game task, the game object can choose to use the task difficulty label 1 of level 3, or the task difficulty label 1 of level 2, or the task difficulty label 1 of level 1, etc.; that is, the full-level task difficulty label can be considered as the task difficulty label when its difficulty level is the highest.

[0113] Furthermore, the second type of tag ranking information can be created through the length of time it takes for each game object to successfully complete the target game task using the above M task difficulty tags, and the creation process can include: when the first game object successfully completes the target game task using the above M task difficulty tags and creates the first type of tag ranking information corresponding to the M task difficulty tags, the M task difficulty tags can be forwarded to the communication component to increase the number of challenges corresponding to the M task difficulty tags, thereby increasing the number of successful re-brushing corresponding to the M task difficulty tags. It can then be determined whether the number of successful re-brushing corresponding to the M task difficulty tags exceeds a preset quantity threshold (specified quantity). If it exceeds the quantity threshold and the second type of tag ranking information has not been created for the M task difficulty tags, the second type of tag ranking information can be directly created and displayed for the M task difficulty tags.

[0114] In the process of creating the second type of tag ranking information, the second type of tag ranking information is established through a pre-set quantity threshold. The developer can set the quantity threshold (i.e. the aforementioned quantity threshold) for converting the first type of task difficulty tag combination into the second type of task difficulty tag combination. This can ensure that neither too niche second type tag ranking information will appear in the game client, nor the ranking information corresponding to the task difficulty tag combination that the game object is very concerned about will be delayed in creation, thereby achieving a relatively balanced result.

[0115] It should be noted that the second type of tag ranking information can be settled every certain period of time (for example, every week, every ten days, etc.), and each time the second type of tag ranking information is settled, the corresponding task difficulty tag combination is different, that is, for the same task difficulty tag combination, after the second type of tag ranking information is settled once, it will usually not be settled again. Therefore, after issuing task incentive items to the first K game objects in the second type of tag ranking information, the current second type of tag ranking information can be cleared to avoid repeatedly issuing task incentive items to the same game object.

[0116] In other words, task incentive items, that is, rewards, can be issued to the top K game objects at regular intervals based on the second type tag ranking information. The top K game objects in each second type tag ranking information can be specified, and settlement rewards can be issued to the top K game objects according to the corresponding ranking information and reward ranking configuration, and the data in the current second type tag ranking information can be cleared. Among them, the number of game objects that receive rewards (task incentive items) can be flexibly configured to obtain a value that is neither too large (affecting the liver of the middle and lower level participating game objects) nor too small (making high-paying game objects feel that the snatch is too serious). Settlement can be performed at regular intervals to prolong the game object's sense of participation in the target game task.

[0117] See also Figure 6 , Figure 6 : is a schematic diagram of an interface of a second type of tag ranking information provided in an embodiment of the present application. Figure 6 The terminal device 30a (computer device, for example, the terminal device used by the first game object) shown currently displays a ranking page 30b. When the terminal device 30a detects that the number of successful re-brushing of M task difficulty tags in the game client is greater than the quantity threshold, the type of the M task difficulty tags can be converted from the first type to the second type, and the second type tag ranking information 30c corresponding to the M task difficulty tags is created and displayed in the game client. The second type tag ranking information 30c can be sorted in order from small to large according to the length of successful re-brushing of each game object when using the above-mentioned M task difficulty tags to swipe the target game object, and then the corresponding task incentive items can be issued to the first three (here the default value of K is 3) game objects in the second type tag ranking information 30c.

[0118] When the first game object performs a trigger operation on any one of the game objects (for example, the first-ranked game object) in the second type of tag ranking information 30c, the terminal device 30a at this time can respond to the trigger operation for the first-ranked game object, and can display page 30d, which can be a sub-page displayed independently on the ranking page 30b, or a floating window, which is not limited in this application. The task difficulty tag combination used by the first-ranked game object can be displayed in the page 30d. In other words, when it is detected that the number of successful re-brushing corresponding to the above-mentioned M task difficulty tags is greater than the quantity threshold, a new tab (for example, the above-mentioned ranking page 30b) can be automatically opened, and the tab only displays the speed list of the second type tag combination (also referred to as the popular affix combination). After entering the popular affix combination, the M task difficulty tags can automatically exit from the first type of tag ranking information.

[0119] In an embodiment of the present application, after the first game object completes the target game task in the game client, M task difficulty tags can be added to the target game task for re-brushing. If the M task difficulty tags adopted by the first game client meet the tag combination display condition, the first type of tag ranking information containing the first game object and the M task difficulty tags is created and displayed. The first game object can forward the M task difficulty tags in the first type of tag ranking information to the communication group in the form of a message, and the message can be used to attract the game objects in the communication group to adopt the above-mentioned M task difficulty tags to re-brushed the target game task. If it is detected that the number of successful re-brushing of the M task difficulty tags in the game client is greater than the quantity threshold, the second type of tag ranking information corresponding to the M task difficulty tags is created and displayed. In other words, the game client can provide the game object that has completed the target game task with the opportunity to continue to challenge the target game task using different task difficulty tags, which can enrich the task interaction mode in the game client.

[0120] See also Figure 7 , Figure 7 This is a flowchart of a game data processing method provided by an embodiment of the present application. Figure 2 It is understandable that the game data processing method can be executed by a computer device, which can be Figure 1 Any terminal device in the terminal cluster shown, or can be Figure 1 The server 10b shown in the figure is described in the present application by taking the computer device as a terminal device as an example; wherein the game data processing method may include the following steps S201 to S211:

[0121] Step S201, obtaining a completed task identifier of the first game object in the game client, and obtaining an end task identifier in the game client.

[0122] In an embodiment of the present application, for any game object in a game client (e.g., a first game object), a completed task identifier of the first game object in the game client can be obtained, as well as an end task identifier in the game client. The completed task identifier of the first game object may include task identifiers corresponding to all successfully completed game tasks of the first game object in the game client, or may only include task identifiers corresponding to the most difficult game task, which is not limited in the present application. The end task identifier may refer to a task identifier corresponding to the most difficult game task among all game tasks currently open in the game client, which may be considered as a task identifier corresponding to the target game task.

[0123] Step S202, if the completed task identifier includes the end task identifier in the game client, a task re-brush page is displayed in the game client; the task re-brush page includes a task difficulty tag set and task attribute points corresponding to the first game object; the task attribute points are the rewards obtained by the first game object for re-brushing the target game task.

[0124] Specifically, if the completed task identifier corresponding to the first game object includes the last task identifier in the game client, it means that the first game object has completed all game tasks currently open in the game client, for example, it means that all currently open levels in the game client have been completed, and then the speed ranking function can be enabled for the first game object. After the speed ranking function is enabled, the task difficulty label used by the first game object can participate in the first type label ranking information, the second type label ranking information, and the object ranking information and other speed rankings. Furthermore, a task re-brush page can be displayed for the first game object in the game client; wherein, the task re-brush page can display the task difficulty label set in the game client and the task attribute points corresponding to the first game object, where the task attribute points are the rewards obtained by the first game object for re-brushing the target game task.

[0125] Optionally, the task difficulty tag set in the task re-brush page can be obtained, and the tag attribute points are set for each task difficulty tag in the task difficulty tag set. Different task difficulty tags can correspond to different tag attribute points, or they can correspond to the same tag attribute points. This application does not limit this. Then, according to the tag attribute points corresponding to each task difficulty tag in the task difficulty tag set, and the activity corresponding to each task difficulty tag in the task difficulty tag set, the types of each task difficulty tag in the task difficulty tag set can be divided into the first type (rare tag type) and the third type (simple tag type). Among them, the first type of task difficulty tag is the task difficulty added to the target game task, which is higher than the task difficulty added to the target game task by the third type of task difficulty tag; the activity corresponding to each task difficulty tag can be determined by the frequency of use of each task difficulty tag in all game tasks in the game client; the higher the frequency of use of the task difficulty tag, the greater the activity of the task difficulty tag; the lower the frequency of use of the task difficulty tag, the smaller the activity of the task difficulty tag.

[0126] Optionally, the usage frequency of the task difficulty tag can be divided into multiple value range intervals, each value range interval can correspond to an activity, and the activity corresponding to each task difficulty tag is determined according to the value range interval to which the usage frequency corresponding to each game difficulty tag belongs. It can be understood that when the usage frequency of the first type of task difficulty tag in the target game task continues to increase, the first type of task difficulty tag can be converted into a second type (hot tag type) of task difficulty tag.

[0127] In one or more embodiments, in order to improve the performance of game objects in various types of ranking information, it can be enabled with the version time of the game client (starting from the specified time when the first game object completes all levels) to allow each game object to amplify the label attribute points corresponding to the task difficulty tags that it is familiar with (for example, double, triple, 1.5 times, etc., which is not limited in this application) under a limited number of circumstances (for example, it can be stipulated that each game object can only perform point amplification operations on a limited number of task difficulty tags, and the limited number here can be set or adjusted according to the actual application scenario). In this way, the game object can use the task difficulty tags that it is good at and avoid the task difficulty tags that it is not proficient in to repeat the target game tasks, which can quickly improve the task attribute points corresponding to the game object. When the first game object performs a point amplification operation on the task difficulty tag set, the computer device can respond to the point amplification operation on the task difficulty tag set in the task review page, and display an expandable tag list, which includes task difficulty tags with point amplification functions in the task difficulty tag set; then, the task difficulty tags that are familiar to the user can be selected from the expandable tag list for point amplification, such as the computer device can respond to a trigger operation on the expandable tag list to increase the tag attribute points corresponding to the task difficulty tag determined by the trigger operation for the first game object.

[0128] Optionally, in response to a trigger operation on an expandable tag list, the implementation process of increasing the tag attribute points corresponding to the task difficulty tag determined by the trigger operation for the first game object may include: when the first game object performs a point expansion operation on the task difficulty tag set, the computer device may respond to the trigger operation on the expandable tag list and obtain the task attribute points of the first game object in the game client; if the task attribute points corresponding to the first game object are greater than or equal to the first attribute point threshold, it can be determined that the first game object has the tag point expansion authority, and then the number of object expansions corresponding to the task difficulty tag determined by the trigger operation can be counted; if the number of object expansions is less than the expansion number threshold, the tag attribute points corresponding to the task difficulty tag determined by the trigger operation are increased for the first game object. If the task attribute points corresponding to the first game object are less than the first attribute point threshold, it can be determined that the first game object does not have the tag point expansion authority, and the tag attribute points corresponding to the task difficulty tag determined by the trigger operation remain unchanged.

[0129] Optionally, it is also possible to determine whether the number of tags for which the first game object has undergone point amplification has reached a limited number. If the number of tags for which the first game object has undergone point amplification has reached a limited number, then it is impossible to continue to perform point amplification operations on the task difficulty tags triggered by the first game object; if the number of task difficulty tags for which the first game object has undergone point amplification has not reached a limited number, then it is necessary to further determine whether the sum of the number of task difficulty tags currently triggered by the first game object and the number of tags for which point amplification has been performed exceeds a limited number. If the sum of the number of task difficulty tags currently triggered by the first game object and the number of tags for which point amplification has been performed exceeds a limited number, then only some of the task difficulty tags currently triggered by the first game object can be amplified, and the number of task difficulty tags for which point amplification is performed this time is equal to the difference between the limited number and the number of tags for which point amplification has been performed.

[0130] See also Figure 8 , Figure 8 Schematic diagram of an interface for expanding the label attribute points corresponding to a task difficulty label provided in an embodiment of the present application. Figure 8 The terminal device 40a shown may be a computer device used by the first game object. When the first game object has completed all game tasks currently open in the game client, a task review page 40b may be displayed for the first game object in the game client. The task review page 40b may be a sub-page displayed independently in the game main page, or may be a pop-up window, or may be a partial display area in the game main page, etc. This application does not limit this. When the first game object performs a trigger operation on the "Select Affix" control in the task review page 40b, the terminal device 40a may respond to the trigger operation performed on the "Select Affix" control and display a task difficulty tag list (such as Fig. 9 As shown in the task difficulty tag list 40c in the figure, which will be described in detail later), the switching control in the task difficulty tag list (for example, switching to the tag point expansion page) can be triggered to switch from the task difficulty tag list to the expandable tag list 40d. The task difficulty tags included in the expandable tag list 40d are all task difficulty tags with point expansion function. It should be understood that Figure 8 The amplifiable tag list 40d is shown with Fig. 9 The task difficulty label lists 40c shown can be switched with each other, such as switching to the task difficulty label list 40c by triggering the "return to affix selection interface" control. The affixes involved in the embodiment of the present application are all task difficulty labels.

[0131] When the first game object chooses to perform a trigger operation on affix 1 in the expandable tag list 40d, the terminal device 40a needs to determine whether the first game object has the authority to expand the tag points. If it is determined that the first game object has the authority to expand the tag points, it can continue to determine whether the number of expansions of affix 1 in the expandable tag list 40d has reached the upper limit. If it has not reached the upper limit, the tag attribute points of affix 1 are increased, such as from 1 point to 2 points. Optionally, an upper limit on the number of tags that a game object can expand the tag points can also be set, such as a game object can select up to 5 affixes to expand the tag attribute points. Of course, other upper limits on the number of tags can also be set, and this application does not limit this.

[0132] Optionally, the process of performing a label point amplification operation on a task difficulty label may include but is not limited to: the first game object may trigger a task difficulty label in the amplifiable label list to attempt to amplify the label points, so it is necessary to determine whether the first game object has the label point amplification authority (the player needs to reach a specified task attribute points to use the point amplification function, and the specified task attribute points here can be referred to as a first attribute point threshold, which can be set according to actual needs); determine whether the task difficulty label triggered by the first game object can be amplified; determine whether the label point amplification has reached a limited upper limit (the limited upper limit here can be referred to as an amplification count threshold, which is associated with the task attribute points of the first game object).

[0133] It is understandable that the game object is allowed to use the point expansion function after reaching a certain proficiency (the task attribute points reach the first attribute point threshold), and the first attribute point threshold can be adjusted by the design and development personnel, and the upper limit of the number of task difficulty tags that can be expanded (the aforementioned limited number) is specified, so as to control the gradual increase in the number of point expansion tags. When some task difficulty tags in the task difficulty tag set do not want the game object to expand its points (such as particularly simple task difficulty tags), the design and development personnel can also configure the point expansion conditions corresponding to each task difficulty tag, such as different task difficulty tags can set different point expansion conditions, which can improve the flexibility of the tag attribute points of the task difficulty tag.

[0134] Step S203, in response to a selection operation on a task difficulty tag set in a task review page, M task difficulty tags determined by the selection operation are added to a target game task, and a target game task including the M task difficulty tags is started for a first game object; the M task difficulty tags belong to the task difficulty tag set.

[0135] Specifically, when the first game object wants to select different task difficulty tags from the task difficulty tag set to add to the target game task, it can perform a trigger operation on the task difficulty tag in the task difficulty tag set (the trigger operation here can be understood as a selection operation on the task difficulty tag). At this time, the computer device can respond to the selection operation of the task difficulty tag set in the task re-brush page, and add the tag attribute points corresponding to the M task difficulty tags determined by the selection operation to obtain the cumulative value of the tag points corresponding to the M task difficulty tags; if the cumulative value of the tag points is less than or equal to the task attribute points corresponding to the first game object, then the M task difficulty tags are added with selected identification information, and the M task difficulty tags carrying the selected identification information are added to the target game task. Among them, the selected identification information can be expressed as bolding the font, changing the color, changing the font, etc. of the task difficulty tag selected by the first game object, or adding a check mark (for example, any graphic mark such as a check mark or a triangle), and the present application does not limit the presentation form of the selected identification information.

[0136] Optionally, if the accumulated value of the label points is greater than the task attribute points corresponding to the first game object, the selection order corresponding to the M task difficulty labels determined by the selection operation is obtained, and the M task difficulty labels are sorted according to the selection order to obtain the sorted M task difficulty labels; according to the point difference between the accumulated value of the label points and the task attribute points corresponding to the first game object, N task difficulty labels are determined from the sorted M task difficulty labels, and selected identification information is added to the N task difficulty labels, and the N task difficulty labels carrying the selected identification information are added to the target game task; wherein, the accumulated value of the label attribute points corresponding to the task difficulty labels other than the N task difficulty labels in the M task difficulty labels is greater than or equal to the point difference, and N is a positive integer less than M. That is to say, when the first game object selects a task difficulty label from the task difficulty label set, it needs to be based on the task attribute points it holds. When the accumulated value of the label attribute points corresponding to the task difficulty label selected by it exceeds the task attribute points currently held, it needs to abandon some task difficulty labels that it wants to select, for example, first select the task difficulty label that it is familiar with to challenge in order to accumulate more task attribute points.

[0137] See also Fig. 9 , Fig. 9 is a schematic diagram of an interface for selecting a task difficulty label provided in an embodiment of the present application. Fig. 9The terminal device 40a shown can be a computer device used by the first game object. When the first game object has completed all the game tasks currently open in the game client, the task re-brushing page 40b can be displayed for the first game object in the game client. When the first game object performs a trigger operation on the "select affix" control in the task re-brushing page 40b, the terminal device 40a can respond to the trigger operation on the "select affix" control and display the task difficulty label list 40c. The first game object can arbitrarily select different affix combinations from the task difficulty label list 40c according to the task attribute points it holds. Of course, the premise of selecting different affix combinations is that the cumulative value of the label points corresponding to the affix combination selected by the first game object is less than or equal to the task attribute points corresponding to the first game object.

[0138] Optionally, the process of the first game object arbitrarily selecting a task difficulty label in the task difficulty label set may include: the first game object triggers (for example, clicks) a task difficulty label in the task difficulty label set (such as triggering a suffix in the task difficulty label list 40c), and determines whether the task difficulty label can be checked or unchecked based on the selection situation. The first game object triggers the task difficulty label and determines whether to check or uncheck it; if it is the latter, the task difficulty label selection is directly canceled and the effect of the task difficulty label is canceled; if it is checked, it is necessary to determine the relationship between the task label points required for the task difficulty label and the currently remaining task difficulty points. If the remaining task difficulty points meet the label attribute point requirements corresponding to the task difficulty label, the check is successful.

[0139] By separately configuring the label attribute points corresponding to each task difficulty label, the number of task attribute points to be deducted for each task difficulty label can be adjusted according to the designer's expectations to reflect the difficulty of the task difficulty label; first, the game object can choose the task difficulty label by itself, including trying various combinations of task difficulty labels, which can enhance the interactive flexibility of the game object for the target game task and improve the user experience.

[0140] Step S204, obtaining the task replay result of the first game object in the target game task containing M task difficulty tags, and updating the task attribute points corresponding to the first game object according to the task replay result and the tag attribute points corresponding to the M task difficulty tags.

[0141] Specifically, if the task re-brushing result is a re-brushing failure result, the task attribute points corresponding to the first game object remain unchanged, indicating that the first game object did not obtain a clearance reward during the current re-brushing of the target game task. If the task re-brushing result is a re-brushing success result, the task attribute points corresponding to the first game object are increased according to the tag attribute points corresponding to the M task difficulty tags, indicating that the first game object can obtain a clearance reward during the current re-brushing of the target game task. Among them, more specifically, if the task re-brushing result is a successful re-brushing result, the label point weights corresponding to the M task difficulty labels are determined according to the task re-brushing time in the successful re-brushing result, the longer the task re-brushing time, the smaller the label point weight, and the smaller the task re-brushing time, the larger the label point weight; the label point weight is weighted and summed with the M task difficulty labels to obtain the task re-brushing points corresponding to the M task difficulty labels; if the sum of the task re-brushing points and the task attribute points corresponding to the first game object is less than or equal to the second attribute point threshold, the task re-brushing points are added to the task attribute points corresponding to the first game object; if the sum of the task re-brushing points and the task attribute points corresponding to the first game object is greater than the second attribute point threshold, the task attribute points corresponding to the first game object are updated to the second attribute point threshold.

[0142] In other words, the terminal device can determine whether the sum of the task re-brushing points and the task attribute points corresponding to the first game object is greater than the second attribute point threshold (the upper limit of the task attribute points that each game object can hold can be pre-set according to the actual application scenario); if the sum of the task re-brushing points and the task attribute points corresponding to the first game object is greater than the second attribute point threshold, the task attribute points corresponding to the first game object are updated to the second attribute point threshold, that is, the difference between the second attribute point threshold issued to the first game object and the task attribute points corresponding to the first game object; if the sum of the task re-brushing points and the task attribute points corresponding to the first game object is less than or equal to the second attribute point threshold, the task re-brushing points are issued to the first game object.

[0143] It is understandable that the most accurate judgment is based on the task ID corresponding to the most difficult game task that has been completed for each game object, and it can also take into account the inconsistency of various server progress. The issuance of task attribute points is controlled according to the second attribute point threshold to prevent the total number of task attribute points from exceeding the second attribute point threshold, and the designer can adjust the second attribute point threshold at any time; the clearance speed ranking list is also opened by full clearance, and the opening time is more accurate.

[0144] Optionally, a set of game objects whose task attribute points reach a second attribute point threshold is obtained in the game client, and time information when the task attribute points corresponding to the game objects in the game object set reach the second attribute point threshold is counted; based on the time information, the game objects in the game object set are sorted to generate object ranking information, and the object ranking information is displayed in the game client; in response to a viewing operation on the object ranking information, a task difficulty label used by the game object triggered by the viewing operation in the target game task is displayed.

[0145] See also Fig.10 , Fig.10 is a schematic diagram of an interface for object ranking information provided in an embodiment of the present application. Fig.10 The current display interface of the terminal device 50a (computer device, for example, the terminal device used by the first game object) shown is a ranking page 50b. The terminal device 50a can obtain a set of game objects whose task attribute points reach a second attribute point threshold, and then sort the game objects in the game object set according to the time-consuming information when the task attribute points corresponding to the game objects in the game object set reach the second attribute point threshold, and generate object ranking information 50c.

[0146] When the first game object performs a trigger operation on any game object in the object ranking information 50c (for example, the game object ranked first), the terminal device 50a at this time can respond to the trigger operation on the game object ranked first, and can display a page 50d, which can be a sub-page displayed independently on the ranking page 50b, or a floating window, which is not limited in this application. The page 50d can display the task difficulty label combination used by the game object ranked first.

[0147] Step S205, obtaining task replay record information of the first game object in the target game task, and obtaining single replay success information corresponding to the first game object in the task replay record information.

[0148] Specifically, the task re-brushing record information may include the record information of each time the first game object swipes the target game task. Each time the first game object swipes the target game task, a record information may be generated. In the embodiment of the present application, a record information may be referred to as single-time re-brushing record information. The single-time re-brushing record information may include, but is not limited to: the object identifier of the first game object (for example, the account registered by the first game object in the game client), the task re-brushing result, the task re-brushing duration, the task difficulty label used, etc. When the first game object successfully passes the level during re-brushing, the single-time re-brushing record information generated at this time may be referred to as single-time re-brushing success information; when the first game object fails to pass the level during re-brushing, the single-time re-brushing record information generated at this time may be referred to as single-time re-brushing failure information. Therefore, all single-time re-brushing success information may be obtained from the task re-brushing record information corresponding to the first game object.

[0149] Step S206, obtain the re-brush difficulty tag set and the first re-brush success duration in the single re-brush success information, and obtain the second re-brush success duration when the second game object adds the re-brush difficulty tag set to the target game task; the second game object refers to the game object in the game client that has completed the target game task except the first game object.

[0150] Specifically, the task difficulty tag in each single successful re-brush information can be obtained, and the task difficulty tag in each single successful re-brush information is determined as a re-brush difficulty tag set, and the re-brush success duration in each single successful re-brush information is called the first successful re-brush duration. Among them, a single successful re-brush information corresponds to a re-brush difficulty tag set and a first successful re-brush duration; the re-brush difficulty tag set may include one or more task difficulty tags, and all task difficulty tags in the re-brush difficulty tag set are task difficulty tags that have been used by the first game object.

[0151] Furthermore, the time it takes for the second game object to successfully challenge the target game task using the same set of re-refresh difficulty tags can be obtained. The time here can be referred to as the second re-refresh success time. The second game object refers to the game objects that complete all game tasks, except the first game object.

[0152] Step S207: if the first successful re-refreshing time is longer than the second successful re-refreshing time, and the first successful re-refreshing time is longer than the task time threshold, then the types corresponding to the M task difficulty tags included in the re-refreshing difficulty tag set are obtained.

[0153] Specifically, when using the same set of re-refresh difficulty labels to re-refresh the target game task, if the time taken to successfully complete the first game task (first re-refresh success time) is less than the time taken to successfully complete other game objects (second game objects) (second re-refresh success time), and the time taken to successfully complete the first game task is less than the task time threshold (the task time threshold can be set according to the actual application scenario and is not limited here), then the types corresponding to the M task difficulty labels contained in the re-refresh difficulty label set can be obtained, and then the types of the above M task difficulty labels can be used to determine whether it is necessary to create the first type of label ranking information.

[0154] Step S208, if the types corresponding to the M task difficulty tags are all the first type, determine that the M task difficulty tags meet the tag combination display conditions, create first type tag ranking information, and display the first type tag ranking information in the game client; the first type tag ranking information includes the first game object and M task difficulty tags, M is a positive integer.

[0155] Specifically, if the types corresponding to the above-mentioned M task difficulty tags are all of the first type (rare tag type), it can be determined that the M task difficulty tags meet the tag combination display conditions. In other words, when the first game object is the fastest player among all game objects that use the above-mentioned M task difficulty tags to repeat the target game task, and the time it spends (the first successful repeat time) is less than the preset task time threshold, and the above-mentioned M task difficulty tags are all of the rare tag type, it can be determined that the M task difficulty tags used by the first game object at this time meet the tag combination display conditions. Among them, the specific implementation process of step S208 can be found in. Figure 2 The description of step S101 in the corresponding embodiment will not be repeated here.

[0156] It should be noted that if the first successful re-brush duration is less than or equal to the second successful re-brush duration, or the first successful re-brush duration is less than or equal to the task duration threshold, or there are task difficulty labels other than the first type among the M task difficulty labels, then it is determined that the M task difficulty labels used by the first game object do not meet the label combination display conditions, and there is no need to create the first type of label ranking information for it.

[0157] Step S209, in response to the forwarding operation for the M task difficulty tags in the first type tag ranking information, a message containing the M task difficulty tags is sent to the communication group in the game client; the message is used to instruct the game objects other than the first game object in the communication group to use the M task difficulty tags to refresh the target game task.

[0158] Step S210, if it is detected that the number of successful replays of the M task difficulty tags in the game client is greater than the quantity threshold, the type of the M task difficulty tags is converted from the first type to the second type, and the second type tag ranking information corresponding to the M task difficulty tags is displayed in the game client.

[0159] The specific implementation process of step S209 and step S210 can be found in Figure 3 The description of step S102 and step S103 in the corresponding embodiment will not be repeated here.

[0160] Step S211, when it is detected that the game client has completed the version update, the task attribute points and task re-brush record information corresponding to the game object in the game client, as well as the first type tag ranking information and the second type tag ranking information in the game client are cleared, and a new task difficulty tag is added to the task difficulty tag set in the game client.

[0161] Specifically, when the version of the game client is updated and the end task identifier of the game task is expanded, the task attribute points, task re-brushing record information (clearance record) and related speed ranking information (first type label ranking information, second type label ranking information, object ranking information, etc.) of all game objects can be cleared, and new task difficulty labels can be added to the task difficulty label set. When all game tasks in the game client after the full version of the game object is updated, execution starts again from the aforementioned step S201.

[0162] Optionally, when a new level is opened in the game client, all the original ranking information and task attribute points of the game objects will be cleared. For example, when the game client is restarted or updated, it can be determined whether the maximum upper limit of the game task (the most difficult game task) is consistent with the highest clearance record of the game object in the current task replay record information. If they are inconsistent, it means that the game task has expanded its upper limit, and the ranking information and task attribute points of all game objects can be cleared. By determining whether the game task is expanded when the game client is restarted or updated, the accuracy can be improved.

[0163] In an embodiment of the present application, after the first game object completes the target game task in the game client, M task difficulty tags can be added to the target game task for re-brushing. If the M task difficulty tags adopted by the first game client meet the tag combination display condition, the first type of tag ranking information containing the first game object and the M task difficulty tags is created and displayed. The first game object can forward the M task difficulty tags in the first type of tag ranking information to the communication group in the form of a message, and the message can be used to attract the game objects in the communication group to adopt the above-mentioned M task difficulty tags to re-brushed the target game task. If it is detected that the number of successful re-brushing of the M task difficulty tags in the game client is greater than the quantity threshold, the second type of tag ranking information corresponding to the M task difficulty tags is created and displayed. In other words, the game client can provide the game object that has completed the target game task with the opportunity to continue to challenge the target game task using different task difficulty tags, which can enrich the task interaction mode in the game client.

[0164] It is understandable that in the specific implementation of the present application, relevant information of the game objects (task review record information, completed task identification, registration information, object identification, etc.) may be involved. When the above embodiments of the present application are applied to specific products or technologies, the user's permission or consent is required, and the collection, use and processing of relevant data need to comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0165] See also Fig.11 , Fig.11 is a schematic diagram of the structure of a game data processing device provided in an embodiment of the present application; it can be understood that the game data processing device can be applied to Figure 1 The server 10b shown in FIG. 10B may also be used in Figure 1 In the terminal device 10a shown in FIG. 1 , this application does not limit this. Fig.11 As shown, the game data processing device 1 may include: a first display unit 101, a message sending unit 102, and a second display unit 103;

[0166] The first display unit 101 is used to create first-type tag ranking information if it is detected that the M task difficulty tags added by the first game object when replaying the target game task meet the tag combination display condition, and display the first-type tag ranking information in the game client; the first-type tag ranking information includes the first game object and the M task difficulty tags, where M is a positive integer;

[0167] The message sending unit 102 is used to respond to the forwarding operation of the M task difficulty tags in the first type tag ranking information, and send a message containing the M task difficulty tags to the communication group in the game client; the message is used to instruct the game objects other than the first game object in the communication group to use the M task difficulty tags to refresh the target game task;

[0168] The second display unit 103 is used to convert the type of the M task difficulty tags from the first type to the second type if it is detected that the number of successful replays of the M task difficulty tags in the game client is greater than the quantity threshold, and display the second type tag ranking information corresponding to the M task difficulty tags in the game client.

[0169] In one or more embodiments, the game data processing device 1 further includes: a replay record acquisition unit 104, a replay success duration acquisition unit 105, a tag type acquisition unit 106, a display condition satisfaction unit 107, and a display condition non-satisfaction unit 108;

[0170] The re-brushing record acquisition unit 104 is used to acquire task re-brushing record information of the first game object in the target game task, and acquire single re-brushing success information corresponding to the first game object in the task re-brushing record information;

[0171] The re-brushing success duration acquisition unit 105 is used to obtain the re-brushing difficulty tag set and the first re-brushing success duration in the single re-brushing success information, and obtain the second re-brushing success duration when the second game object adds the re-brushing difficulty tag set to the target game task; the second game object refers to the game object in the game client that has completed the target game task except the first game object;

[0172] The label type acquisition unit 106 is used to acquire the types corresponding to the M task difficulty labels included in the re-refresh difficulty label set if the first re-refresh success time is longer than the second re-refresh success time and the first re-refresh success time is longer than the task time threshold;

[0173] The display condition satisfying unit 107 is configured to determine that the M task difficulty labels satisfy the label combination display condition if the types corresponding to the M task difficulty labels are all of the first type.

[0174] The display condition not satisfied unit 108 is used to determine that the M task difficulty tags do not satisfy the tag combination display condition if the first successful refresh duration is less than or equal to the second successful refresh duration, or the first successful refresh duration is less than or equal to the task duration threshold, or there is a task difficulty tag of a non-first type among the M task difficulty tags.

[0175] In one or more embodiments, the game data processing device 1 further includes: a task identification acquisition unit 109, a refresh page display unit 110, a label selection unit 111, and a task point update unit 112;

[0176] The task identifier acquisition unit 109 is used to acquire the completed task identifier of the first game object in the game client, and acquire the last task identifier in the game client;

[0177] The re-brushing page display unit 110 is used to display the task re-brushing page in the game client if the completed task identifier includes the end task identifier in the game client; the task re-brushing page includes the task difficulty tag set and the task attribute points corresponding to the first game object; the task attribute points are the rewards obtained by the first game object for re-brushing the target game task;

[0178] The tag selection unit 111 is used to respond to the selection operation of the task difficulty tag set in the task refresh page, add M task difficulty tags determined by the selection operation to the target game task, and start the target game task containing the M task difficulty tags for the first game object; the M task difficulty tags belong to the task difficulty tag set;

[0179] The task point updating unit 112 is used to obtain the task replay result of the first game object in the target game task containing M task difficulty tags, and update the task attribute points corresponding to the first game object according to the task replay result and the tag attribute points corresponding to the M task difficulty tags.

[0180] In one or more embodiments, the game data processing device 1 further includes: a tag point setting unit 113, a tag type classification unit 114;

[0181] The tag point setting unit 113 is used to obtain the task difficulty tag set in the task review page and set the tag attribute points for each task difficulty tag in the task difficulty tag set;

[0182] The label type classification unit 114 is used to classify the types of each task difficulty label in the task difficulty label set into a first type and a third type according to the label attribute points corresponding to each task difficulty label in the task difficulty label set and the activity corresponding to each task difficulty label in the task difficulty label set;

[0183] Among them, the first type of task difficulty label is the task difficulty added to the target game task, which is higher than the task difficulty added to the target game task by the third type of task difficulty label.

[0184] In one or more embodiments, the game data processing device 1 further includes: a point amplification operation response unit 115, a label point increasing unit 116;

[0185] The point amplification operation response unit 115 is used to respond to the point amplification operation for the task difficulty tag set in the task refresh page, and display an amplifiable tag list; the amplifiable tag list includes the task difficulty tags in the task difficulty tag set that have the point amplification function;

[0186] The tag point increasing unit 116 is used to respond to a trigger operation on the expandable tag list and increase the tag attribute points corresponding to the task difficulty tag determined by the trigger operation for the first game object.

[0187] In one or more embodiments, the point amplification operation response unit 115 responds to a trigger operation on the amplifiable tag list to increase the tag attribute points corresponding to the task difficulty tag determined by the trigger operation for the first game object, including:

[0188] In response to a trigger operation on the expandable tag list, obtaining task attribute points of the first game object in the game client;

[0189] If the task attribute points corresponding to the first game object are greater than or equal to the first attribute point threshold, it is determined that the first game object has the tag point expansion authority, and the number of object expansions corresponding to the task difficulty tag determined by the triggering operation is counted;

[0190] If the object expansion times are less than the expansion times threshold, the tag attribute points corresponding to the task difficulty tag determined by the triggering operation are increased for the first game object.

[0191] In one or more embodiments, the game data processing device 1 further includes: a label point keeping unit 117;

[0192] The label point keeping unchanged unit 117 is used to determine that the first game object does not have the label point expansion authority if the task attribute points corresponding to the first game object are less than the first attribute point threshold, and keep the label attribute points corresponding to the task difficulty label determined by the triggering operation unchanged.

[0193] In one or more embodiments, the tag selection unit 111 responds to a selection operation on a task difficulty tag set in a task refresh page, and adds M task difficulty tags determined by the selection operation to the target game task, including:

[0194] In response to a selection operation on a task difficulty tag set in a task refresh page, the tag attribute points corresponding to the M task difficulty tags determined by the selection operation are accumulated to obtain a cumulative value of the tag points corresponding to the M task difficulty tags;

[0195] If the accumulated value of the tag points is less than or equal to the task attribute points corresponding to the first game object, selected identification information is added to the M task difficulty tags, and M task difficulty tags carrying the selected identification information are added to the target game task.

[0196] In one or more embodiments, the game data processing device 1 further includes: a selection order determination unit 118, a label removal unit 119;

[0197] A selection order determination unit 118 is used to obtain the selection order corresponding to the M task difficulty labels determined by the selection operation if the accumulated value of the label points is greater than the task attribute points corresponding to the first game object, and sort the M task difficulty labels according to the selection order to obtain the sorted M task difficulty labels;

[0198] The label removal unit 119 is used to determine N task difficulty labels from the sorted M task difficulty labels according to the point difference between the label point accumulation value and the task attribute points corresponding to the first game object, add selected identification information to the N task difficulty labels, and add the N task difficulty labels carrying the selected identification information to the target game task;

[0199] Among them, the cumulative value of the label attribute points corresponding to the task difficulty labels other than the N task difficulty labels among the M task difficulty labels is greater than or equal to the point difference, and N is a positive integer less than M.

[0200] In one or more embodiments, the task point updating unit 112 updates the task attribute points corresponding to the first game object according to the task replay result and the tag attribute points corresponding to the M task difficulty tags, including:

[0201] If the task replay result is a replay failure result, the task attribute points corresponding to the first game object remain unchanged;

[0202] If the task re-brushing result is a successful re-brushing result, the task attribute points corresponding to the first game object are increased according to the label attribute points corresponding to the M task difficulty labels.

[0203] In one or more embodiments, if the task re-brushing result is determined to be a successful re-brushing result, the task attribute points corresponding to the first game object are increased according to the tag attribute points corresponding to the M task difficulty tags, including:

[0204] If the task re-brush result is a successful re-brush result, then determine the label point weights corresponding to the M task difficulty labels according to the task re-brush duration in the successful re-brush result;

[0205] Take the weighted sum of the label point weight and the M task difficulty labels to obtain the task replay points corresponding to the M task difficulty labels;

[0206] If the sum of the task re-brushing points and the task attribute points corresponding to the first game object is less than or equal to the second attribute point threshold, the task re-brushing points are added to the task attribute points corresponding to the first game object;

[0207] If the sum of the task re-brushing points and the task attribute points corresponding to the first game object is greater than the second attribute point threshold, the task attribute points corresponding to the first game object are updated to the second attribute point threshold.

[0208] In one or more embodiments, the game data processing device 1 further includes: a time-consuming information acquisition unit 120, an object ranking information display unit 121, and a task difficulty label viewing unit 122;

[0209] The time-consuming information acquisition unit 120 is used to acquire a set of game objects whose task attribute points reach a second attribute point threshold in the game client, and to count the time-consuming information when the task attribute points corresponding to the game objects in the game object set reach the second attribute point threshold;

[0210] The object ranking information display unit 121 is used to sort the game objects in the game object set according to the time consumption information, generate object ranking information, and display the object ranking information in the game client;

[0211] The task difficulty label viewing unit 122 is used to respond to the object ranking information viewing operation and display the task difficulty label used by the game object triggered by the viewing operation in the target game task.

[0212] In one or more embodiments, if the first display unit 101 detects that the M task difficulty tags added by the first game object when replaying the target game task meet the tag combination display condition, the first display unit 101 creates first type tag ranking information including the first game object and the M task difficulty tags, including:

[0213] If it is detected that the M task difficulty tags added by the first game object when re-brushing the target game task meet the tag combination display condition, then obtain the game virtual object of the first game object in the game client, and the first re-brushing success time when the game virtual object uses the M task difficulty tags to re-brushed the target game task;

[0214] The first type of label ranking information is created based on the game virtual objects, M task difficulty labels, and the first successful replay duration.

[0215] In one or more embodiments, the game data processing device 1 further includes: a challenge duration acquisition unit 123, a first type tag ranking update unit 124;

[0216] The challenge duration acquisition unit 123 is used to acquire the third successful duration of replaying the target game task using M task difficulty tags for the game objects other than the first game object in the communication group;

[0217] The first type label ranking updating unit 124 is used to update the first type label ranking information according to the third successful re-refreshing time and the game object associated with the third successful re-refreshing time if the third successful re-refreshing time is less than the first successful re-refreshing time when the first game object uses M task difficulty tags to re-refresh the target game task.

[0218] In one or more embodiments, the game data processing device 1 further includes: a clearing unit 125;

[0219] The clearing unit 125 is used to clear the task attribute points and task re-brush record information corresponding to the game objects in the game client, as well as the first type tag ranking information and the second type tag ranking information in the game client when it is detected that the game client has completed the version update, and add a new task difficulty tag to the task difficulty tag set in the game client.

[0220] According to an embodiment of the present application, the steps involved in the game data processing method shown above can be Fig.11 The game data processing device 1 shown in the figure is executed by each unit. For example, Figure 2 Step S101 shown can be performed by Fig.11 The first display unit 101 is used to perform, Figure 2 Step S102 shown can be performed by Fig.11 The message sending unit 102 is shown to execute, Figure 2 Step S103 shown can be performed by Fig.11 The second display unit 103 shown is used to perform the same.

[0221] According to one embodiment of the present application, Fig.11The various units in the game data processing device 1 shown can be separately or all combined into one or several units to constitute, or one (some) of the units can be further divided into at least two functionally smaller sub-units, which can achieve the same operation without affecting the realization of the technical effects of the embodiments of the present application. The above-mentioned units are divided based on logical functions. In practical applications, the function of one unit can also be realized by at least two units, or the functions of at least two units can be realized by one unit. In other embodiments of the present application, the game data processing device 1 can also include other units. In practical applications, these functions can also be implemented with the assistance of other units, and can be implemented by the collaboration of at least two units.

[0222] In an embodiment of the present application, after the first game object completes the target game task in the game client, M task difficulty tags can be added to the target game task for re-brushing. If the M task difficulty tags adopted by the first game client meet the tag combination display condition, the first type of tag ranking information containing the first game object and the M task difficulty tags is created and displayed. The first game object can forward the M task difficulty tags in the first type of tag ranking information to the communication group in the form of a message, and the message can be used to attract the game objects in the communication group to adopt the above-mentioned M task difficulty tags to re-brushed the target game task. If it is detected that the number of successful re-brushing of the M task difficulty tags in the game client is greater than the quantity threshold, the second type of tag ranking information corresponding to the M task difficulty tags is created and displayed. In other words, the game client can provide the game object that has completed the target game task with the opportunity to continue to challenge the target game task using different task difficulty tags, which can enrich the task interaction mode in the game client.

[0223] See also Fig.12 , Fig.12 Schematic diagram of the structure of a computer device provided in an embodiment of the present application. Fig.12 As shown, the computer device 1000 can be Figure 1 The server 10b in the corresponding embodiment may also be Figure 1The terminal device 10a in the corresponding embodiment will not be limited here. For ease of understanding, the embodiment of the present application takes a computer device as an example of a terminal device. The computer device 1000 may include: a processor 1001, a network interface 1004 and a memory 1005. In addition, the computer device 1000 may also include: a user interface 1003, and at least one communication bus 1002. Among them, the communication bus 1002 is used to realize the connection and communication between these components. Among them, the user interface 1003 may include a display screen (Display), a keyboard (Keyboard), and optionally, the user interface 1003 may also include a standard wired interface and a wireless interface. The network interface 1004 may optionally include a standard wired interface and a wireless interface (such as a WI-FI interface). The memory 1005 may be a high-speed RAM memory, or it may be a non-volatile memory (non-volatile memory), such as at least one disk storage. The memory 1005 may optionally also be at least one storage device located away from the aforementioned processor 1001. As Fig.12 As shown, the memory 1005 as a computer-readable storage medium may include an operating system, a network communication module, a user interface module, and a device control application program.

[0224] in, Fig.12 The network interface 1004 in the computer device 1000 shown can also provide a network communication function; and the user interface 1003 is mainly used to provide an input interface for the user; it can be understood that the processor 1001 can be used to call the device control application stored in the memory 1005 to achieve:

[0225] If it is detected that the M task difficulty tags added by the first game object when replaying the target game task meet the tag combination display condition, first type tag ranking information is created and displayed in the game client; the first type tag ranking information includes the first game object and the M task difficulty tags, where M is a positive integer;

[0226] In response to the forwarding operation of the M task difficulty tags in the first type tag ranking information, a message containing the M task difficulty tags is sent to the communication group in the game client; the message is used to instruct the game objects other than the first game object in the communication group to use the M task difficulty tags to refresh the target game task;

[0227] If it is detected that the number of successful replays of M task difficulty tags in the game client is greater than the quantity threshold, the type of the M task difficulty tags is converted from the first type to the second type, and the second type tag ranking information corresponding to the M task difficulty tags is displayed in the game client.

[0228] It should be understood that the computer device 1000 described in the embodiment of the present application can execute the above Figure 2 and Figure 7 The description of the game data processing method in any corresponding embodiment can also be performed as described above. Fig.11 The description of the game data processing device 1 in the corresponding embodiment will not be repeated here. In addition, the description of the beneficial effects of the same method will not be repeated here either.

[0229] In addition, it should be pointed out that: the embodiment of the present application also provides a computer-readable storage medium, and the computer-readable storage medium stores a computer program executed by the game data processing device 1 mentioned above, and the computer program includes program instructions. When the processor executes the program instructions, it can execute the above-mentioned Figure 2 and Figure 7 The description of the game data processing method in any corresponding embodiment will not be repeated here. In addition, the description of the beneficial effects of the same method will not be repeated. Among them, the storage medium can be a disk, an optical disk, a read-only memory (ROM) or a random access memory (RAM), etc. For technical details not disclosed in the computer-readable storage medium embodiment involved in this application, please refer to the description of the method embodiment of this application. As an example, program instructions can be deployed on a computing device for execution, or on multiple computing devices located at one location, or on multiple computing devices distributed at multiple locations and interconnected by a communication network. Multiple computing devices distributed at multiple locations and interconnected by a communication network can form a blockchain system.

[0230] In addition, it should be noted that: the embodiment of the present application also provides a computer program product or a computer program, which may include computer instructions, and the computer instructions may be stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor may execute the computer instructions, so that the computer device executes the above Figure 2 and Figure 7 The description of the game data processing method in any corresponding embodiment will not be repeated here. In addition, the description of the beneficial effects of the same method will not be repeated. For technical details not disclosed in the computer program product or computer program embodiment involved in this application, please refer to the description of the method embodiment of this application.

[0231] The terms "first", "second", etc. in the description, claims, and drawings of the embodiments of the present application are used to distinguish different media contents, rather than to describe a specific order. In addition, the term "comprising" and any variation thereof are intended to cover non-exclusive inclusions. For example, a process, method, device, product, or equipment comprising a series of steps or units is not limited to the listed steps or modules, but may optionally include steps or modules that are not listed, or may optionally include other step units inherent to these processes, methods, devices, products, or equipment.

[0232] Those of ordinary skill in the art will appreciate that the units and algorithm steps of each example described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, computer software, or a combination of the two. In order to clearly illustrate the interchangeability of hardware and software, the composition and steps of each example have been generally described in terms of function in the above description. Whether these functions are performed in hardware or software depends on the specific application and design constraints of the technical solution. Professional and technical personnel can use different methods to implement the described functions for each specific application, but such implementation should not be considered to be beyond the scope of this application.

[0233] The method and related apparatus provided by the embodiment of the present application are described with reference to the method flow chart and / or structural diagram provided by the embodiment of the present application. Specifically, each process and / or box in the method flow chart and / or structural diagram, as well as the combination of the processes and / or boxes in the flow chart and / or block diagram, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, an embedded processor or other programmable data processing device to generate a machine, so that the instructions executed by the processor of the computer or other programmable data processing device generate instructions for implementing the process in the process. Figure 1 A process or multiple processes and / or structures Figure 1 These computer program instructions can also be stored in a computer-readable memory that can guide a computer or other programmable data processing device to work in a specific way, so that the instructions stored in the computer-readable memory produce a product including an instruction device, which implements the functions specified in the process. Figure 1 A process or multiple processes and / or structures Figure 1 These computer program instructions can also be loaded onto a computer or other programmable data processing device, so that a series of operation steps are executed on the computer or other programmable device to produce a computer-implemented process, so that the instructions executed on the computer or other programmable device provide for implementing the process in the process. Figure 1 A flow or multiple flows and / or structures illustrate the steps of the functions specified in one block or multiple blocks.

[0234] The above disclosure is only the preferred embodiment of the present application, which certainly cannot be used to limit the scope of rights of the present application. Therefore, equivalent changes made according to the claims of the present application are still within the scope covered by the present application.

Claims

1. A method for processing game data, characterized in that: include: If it is detected that the M task difficulty tags added by the first game object when replaying the target game task meet the tag combination display condition, first type tag ranking information is created, and the first type tag ranking information is displayed in the game client; the first type tag ranking information includes the first game object and the M task difficulty tags, where M is a positive integer; In response to the forwarding operation of the M task difficulty tags in the first type tag ranking information, a message containing the M task difficulty tags is sent to a communication group in the game client; the message is used to instruct the game objects other than the first game object in the communication group to use the M task difficulty tags to refresh the target game task; If it is detected that the number of successful re-displays of the M task difficulty tags in the game client is greater than a quantity threshold, the type of the M task difficulty tags is converted from the first type to the second type, and the second type tag ranking information corresponding to the M task difficulty tags is displayed in the game client.

2. The method according to claim 1, characterized in that The method further comprises: Obtain task replay record information of the first game object in the target game task, and obtain single replay success information corresponding to the first game object from the task replay record information; Obtain the re-brush difficulty tag set and the first re-brush success duration in the single re-brush success information, and obtain the second re-brush success duration when the second game object adds the re-brush difficulty tag set to the target game task; the second game object refers to a game object in the game client other than the first game object that has completed the target game task; If the first successful re-brush time is longer than the second successful re-brush time, and the first successful re-brush time is longer than the task time threshold, then obtaining the types corresponding to the M task difficulty labels contained in the re-brush difficulty label set; If the types corresponding to the M task difficulty labels are all the first type, it is determined that the M task difficulty labels meet the label combination display condition.

3. The method according to claim 2, characterized in that The method further comprises: If the first successful re-refresh time is less than or equal to the second successful re-refresh time, or the first successful re-refresh time is less than or equal to the task time threshold, or there is a task difficulty label of non-first type among the M task difficulty labels, it is determined that the M task difficulty labels do not meet the label combination display conditions.

4. The method according to claim 1, characterized in that: The method further comprises: Obtaining a completed task identifier of the first game object in the game client, and obtaining an end task identifier in the game client; If the completed task identifier includes the last task identifier in the game client, a task re-brush page is displayed in the game client; the task re-brush page includes a task difficulty tag set and task attribute points corresponding to the first game object; the task attribute points are rewards obtained by the first game object for re-brush the target game task; In response to a selection operation on the task difficulty tag set in the task refresh page, M task difficulty tags determined by the selection operation are added to the target game task, and the target game task containing the M task difficulty tags is started for the first game object; the M task difficulty tags belong to the task difficulty tag set; Obtain a task replay result of the first game object in a target game task containing the M task difficulty tags, and update the task attribute points corresponding to the first game object according to the task replay result and the tag attribute points corresponding to the M task difficulty tags.

5. The method according to claim 4, characterized in that The method further comprises: Obtaining a task difficulty tag set in the task review page, and setting tag attribute points for each task difficulty tag in the task difficulty tag set; According to the label attribute points corresponding to each task difficulty label in the task difficulty label set and the activity corresponding to each task difficulty label in the task difficulty label set, the types of each task difficulty label in the task difficulty label set are divided into a first type and a third type; Among them, the first type of task difficulty label is the task difficulty added to the target game task, which is higher than the task difficulty added to the target game task by the third type of task difficulty label.

6. The method according to claim 5, characterized in that The method further comprises: In response to a point amplification operation for the task difficulty tag set in the task refresh page, a list of amplifiable tags is displayed; the list of amplifiable tags includes task difficulty tags in the task difficulty tag set that have a point amplification function; In response to a trigger operation on the expandable tag list, the tag attribute points corresponding to the task difficulty tag determined by the trigger operation are increased for the first game object.

7. The method according to claim 6, characterized in that In response to the trigger operation on the expandable tag list, increasing the tag attribute points corresponding to the task difficulty tag determined by the trigger operation for the first game object includes: In response to a trigger operation on the expandable tag list, obtaining task attribute points of the first game object in the game client; If the task attribute points corresponding to the first game object are greater than or equal to the first attribute point threshold, it is determined that the first game object has the tag point expansion permission, and the number of object expansions corresponding to the task difficulty tag determined by the trigger operation is counted; If the object expansion times are less than the expansion times threshold, the tag attribute points corresponding to the task difficulty tag determined by the triggering operation are increased for the first game object.

8. The method according to claim 7, characterized in that The method further comprises: If the task attribute points corresponding to the first game object are less than the first attribute point threshold, it is determined that the first game object does not have the tag point expansion authority, and the tag attribute points corresponding to the task difficulty tag determined by the trigger operation remain unchanged.

9. The method according to claim 4, characterized in that In response to the selection operation of the task difficulty tag set in the task refresh page, adding M task difficulty tags determined by the selection operation to the target game task includes: In response to a selection operation on the task difficulty tag set in the task refresh page, the tag attribute points corresponding to the M task difficulty tags determined by the selection operation are accumulated to obtain a cumulative value of the tag points corresponding to the M task difficulty tags; If the accumulated value of the label points is less than or equal to the task attribute points corresponding to the first game object, selection identification information is added to the M task difficulty labels, and M task difficulty labels carrying the selection identification information are added to the target game task.

10. The method according to claim 9, characterized in that The method further comprises: If the accumulated value of the label points is greater than the task attribute points corresponding to the first game object, then obtaining the selection order corresponding to the M task difficulty labels determined by the selection operation, and sorting the M task difficulty labels according to the selection order to obtain the sorted M task difficulty labels; Determine N task difficulty tags from the sorted M task difficulty tags according to the point difference between the accumulated value of the tag points and the task attribute points corresponding to the first game object, add selected identification information to the N task difficulty tags, and add the N task difficulty tags carrying the selected identification information to the target game task; Among them, the cumulative value of the label attribute points corresponding to the task difficulty labels other than the N task difficulty labels among the M task difficulty labels is greater than or equal to the point difference, and N is a positive integer less than M.

11. The method according to claim 4, characterized in that The updating of the task attribute points corresponding to the first game object according to the task replay result and the tag attribute points corresponding to the M task difficulty tags includes: If the task replay result is a replay failure result, the task attribute points corresponding to the first game object remain unchanged; If the task re-brushing result is a successful re-brushing result, the task attribute points corresponding to the first game object are increased according to the label attribute points corresponding to the M task difficulty labels.

12. The method according to claim 11, characterized in that If the task re-brushing result is a successful re-brushing result, then according to the tag attribute points corresponding to the M task difficulty tags, the task attribute points corresponding to the first game object are increased, including: If the task re-brushing result is a successful re-brushing result, determining the label point weights corresponding to the M task difficulty labels according to the task re-brushing duration in the successful re-brushing result; Perform a weighted summation of the label point weight and the M task difficulty labels to obtain the task replay points corresponding to the M task difficulty labels; If the sum of the task re-brushing points and the task attribute points corresponding to the first game object is less than or equal to the second attribute point threshold, then the task re-brushing points are added to the task attribute points corresponding to the first game object; If the sum of the task re-brushing points and the task attribute points corresponding to the first game object is greater than the second attribute point threshold, the task attribute points corresponding to the first game object are updated to the second attribute point threshold.

13. The method according to claim 11 or 12, characterized in that: The method further comprises: Obtaining, in the game client, a set of game objects whose task attribute points reach the second attribute point threshold, and counting time-consuming information when the task attribute points corresponding to the game objects in the set of game objects reach the second attribute point threshold; Sort the game objects in the game object set according to the time-consuming information, generate object ranking information, and display the object ranking information in the game client; In response to the object ranking information viewing operation, a task difficulty label used by the game object triggered by the viewing operation in the target game task is displayed.

14. The method according to claim 1 or 2, characterized in that: If it is detected that the M task difficulty tags added by the first game object when replaying the target game task meet the tag combination display condition, the first type of tag ranking information including the first game object and the M task difficulty tags is created, including: If it is detected that the M task difficulty tags added by the first game object when re-brushing the target game task meet the tag combination display condition, then obtain the game virtual object of the first game object in the game client, and the first re-brushing success time when the game virtual object uses the M task difficulty tags to re-brushed the target game task; The first type label ranking information is created according to the game virtual object, the M task difficulty labels, and the first successful replay time.

15. The method according to claim 1, characterized in that The method further comprises: Obtaining the game objects other than the first game object in the communication group, and the third successful replay duration when replaying the target game task using the M task difficulty tags; If the third successful re-brushing time is less than the first successful re-brushing time when the first game object uses the M task difficulty tags to swipe the target game task, then the first type of label ranking information is updated according to the third successful re-brushing time and the game object associated with the third successful re-brushing time.

16. The method according to claim 1, characterized in that The method further comprises: When it is detected that the game client has completed the version update, the task attribute points and task re-brush record information corresponding to the game object in the game client, as well as the first type tag ranking information and the second type tag ranking information in the game client are cleared, and a new task difficulty tag is added to the task difficulty tag set in the game client.

17. A game data processing device, characterized in that: include: A first display unit is configured to create first-type tag ranking information if it is detected that the M task difficulty tags added by the first game object when replaying the target game task meet the tag combination display condition, and display the first-type tag ranking information in the game client; the first-type tag ranking information includes the first game object and the M task difficulty tags, where M is a positive integer; a message sending unit, configured to respond to a forwarding operation on the M task difficulty tags in the first type tag ranking information, and send a message containing the M task difficulty tags to a communication group in a game client; the message is used to instruct game objects other than the first game object in the communication group to use the M task difficulty tags to refresh the target game task; The second display unit is used to convert the type of the M task difficulty labels from the first type to the second type if it is detected that the number of successful re-brushing of the M task difficulty labels in the game client is greater than the quantity threshold, and display the second type label ranking information corresponding to the M task difficulty labels in the game client.

18. A computer device, characterized in that: including memory and processor; The memory is connected to the processor, the memory is used to store a computer program, and the processor is used to call the computer program so that the computer device executes the method according to any one of claims 1 to 16.

19. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and the computer program is suitable for being loaded and executed by a processor, so that a computer device having the processor executes the method according to any one of claims 1 to 16.

20. A computer program product, characterized in that The method comprises a computer program / instruction, which implements the method according to any one of claims 1 to 16 when executed by a processor.