A method and system for directional push of game messages

By filtering the online situation of game users and terminal load data and determining the push processing period, the problem of interference of game message push on game users in the prior art is solved, and more reliable push processing and better gaming experience is achieved.

CN119544652BActive Publication Date: 2025-04-15ZHEJIANG XINGCHAO NETWORK TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202510065893.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-01-16
Publication Date
2025-04-15
Estimated Expiration
2045-01-16

AI Technical Summary

Technical Problem

The prior art ignores the online status of game users when pushing game messages, resulting in pushing messages that may interfere with game users, and even cause terminal crashes and affect game experience.

Method used

By obtaining the online situation of game users, filtering out periods with a small number of online numbers, and combining the terminal running load data and abnormal data of the push target, determining the push processing period to realize targeted push processing.

Benefits of technology

It reduces the interference of game message push on game users, improves the reliability of push processing, and ensures the gaming experience of game users.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention provides a method and system for directional pushing of game messages, which belongs to the technical field of data pushing, and specifically comprises: obtaining terminal operation load data of different push targets during the running of a game, and determining the push processing interference coefficient of the push target and the focused push target in combination with the abnormal data of different push targets during the push processing of game messages, determining the historical online data of different focused push targets in the said screening push period, and using the historical online data of different focused push targets and the push processing interference coefficient to determine the push processing period in the screening push period, obtaining the online data of different push targets and the focused push targets in real time during the push processing period, and using the online data of the push targets and the focused push targets at different times to determine whether the directional push processing of game messages can be performed at the time, thereby reducing the interference of the game message push on the game users.
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Description

Technical Field

[0001] The present invention belongs to the technical field of data push, and in particular, relates to a method and system for directional push of game messages. Background Art

[0002] In order to realize the push processing of game messages, in the invention patent application CN202010383289.5 "Message Push Method, Device, Computer Equipment and Storage Medium", according to the push method corresponding to the system identifier of each target player account, the push message corresponding to each target player account is pushed to the target player terminal corresponding to each target player account, thereby reducing the complexity of the operation of the game service provider to push messages to game players. However, through analysis, the following technical problems exist:

[0003] When pushing game messages, the existing technical solutions ignore the online status of game users. For game users who are online, once messages are pushed to them, on the one hand, it may interfere with the game users, thereby worsening the gaming experience. At the same time, for game users whose terminals are running at high loads, it may also cause unexpected situations such as terminal freezes, which will further worsen their gaming experience.

[0004] In response to the above technical problems, the present application specifically provides a method and system for targeted push of game messages. Summary of the invention

[0005] To achieve the purpose of the present invention, the present invention adopts the following technical solutions:

[0006] A method for directional pushing of game messages, specifically comprising:

[0007] S1: obtaining the online status of game users in different time periods, and using the online status to determine the screening and pushing time period in the time period;

[0008] S2 determines the push target of the game user of the game message according to the type of the game message, obtains the terminal operation load data of different push targets during the game operation process, and combines the abnormal data of different push targets during the push processing of the game message to determine the push processing interference coefficient of the push target and the focus push target;

[0009] S3 determines the historical online data of different push targets in the screening push period, and determines the push processing period in the screening push period by using the historical online data of different push targets and the push processing interference coefficient;

[0010] S4 acquires online data of different push targets and focused push targets in real time during the push processing period, and uses the online data of push targets and focused push targets at different moments to determine whether the targeted push processing of the game message can be performed at the moment.

[0011] The beneficial effects of the present invention are:

[0012] The push processing period in the screening push period is determined by utilizing the historical online data of different push targets and the push processing interference coefficient. This takes into account both the online status of the push targets in different screening push periods and the push processing interference status of the push targets in different screening push periods. This enables screening of the screening push periods with a small number of online push targets, reduces the interference of targeted push processing of game messages on game users, and improves the reliability of push processing.

[0013] By using the online data of push targets and follow-up push targets at different times, it is determined whether targeted push processing of game messages can be performed at any time, and the times when the number of online push targets and follow-up push targets is small are screened, which reduces the interference of game message push processing on game users and ensures the game experience of game users.

[0014] A further technical solution is that the online status of the game user includes the number of online times of the game user in different time periods on different dates.

[0015] A further technical solution is that the method for determining the screening push period in the period is:

[0016] Determine the proportion of online game users in the said period on different dates based on the number of online game users in the said period on different dates;

[0017] Based on the proportion of online game users on different dates, determine a date with a proportion greater than a preset proportion, and use it as the online date;

[0018] According to the proportion of the number of online dates, it is determined whether the time period is a filtering and pushing time period.

[0019] A further technical solution is that when the proportion of the number of online dates is greater than the proportion of a preset number, the time period is determined to be a screening and pushing time period.

[0020] A further technical solution is to determine whether the directional push processing of the game message can be performed at the moment, specifically including:

[0021] Determine the online number ratio of the push targets and the online number ratio of the focused push targets based on the online data of the push targets and the online data of the focused push targets at the time;

[0022] Determine an online abnormality coefficient according to the online proportion of the push targets and the online proportion of the focused push targets;

[0023] Based on the online abnormality coefficient, it is determined whether the targeted push processing of the game message can be performed at the moment.

[0024] A further technical solution is that the method for determining the online abnormality coefficient is:

[0025] The sum of the product of the preset weight coefficient of the push target and the online quantity ratio and the product of the preset weight coefficient of the focus push target and the online quantity ratio is taken as the online abnormality coefficient.

[0026] A further technical solution is that the value range of the online abnormality coefficient is between 0 and 1, wherein when the online abnormality coefficient is less than a preset abnormality coefficient threshold, it is determined that the targeted push processing of the game message can be performed at the moment.

[0027] In a second aspect, the present invention provides a computer system comprising: a memory and a processor that are communicatively connected, and a computer program stored in the memory and executable on the processor, wherein the processor executes the above-mentioned method for directional push of game messages when running the computer program.

[0028] Other features and advantages will be described in the following description. The objects and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description and drawings.

[0029] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0030] The above and other features and advantages of the present invention will become more apparent by describing in detail exemplary embodiments thereof with reference to the accompanying drawings;

[0031] Figure 1 It is a flow chart of a method for targeted game message push;

[0032] Figure 2 is a flow chart of a method for determining a filtering and pushing time period in a time period;

[0033] Figure 3 is a flow chart of a method for determining a push processing interference coefficient of a push target;

[0034] Figure 4 is a flowchart of a method for determining a push processing period in a filter push period;

[0035] Figure 5 It is a framework diagram of a computer system. DETAILED DESCRIPTION

[0036] In order to enable those skilled in the art to better understand the technical solutions in this specification, the technical solutions in the embodiments of this specification will be clearly and completely described below in conjunction with the drawings in the embodiments of this specification. Obviously, the described embodiments are only part of the embodiments of this specification, not all of the embodiments. Based on the embodiments of this specification, all other embodiments obtained by ordinary technicians in this field without creative work should fall within the scope of protection of this specification.

[0037] In this application, according to the online status of game users in different time periods, the time periods with fewer online users are screened, and game messages are pushed in a targeted manner to avoid the impact of game message push on the game experience of game users.

[0038] The push notification period is the period when the number of online game users is less than 0.1.

[0039] The push processing interference coefficient is determined based on the proportion of abnormal situations such as freezes that occur in the push target during the push processing of game messages. Specifically, the push targets with a push processing interference coefficient greater than 0.02 are regarded as focus push targets.

[0040] The push processing period is a screening push period when the proportion of online users of the push targets is less than 0.1 and the average value of the push processing interference coefficient of the online push targets is less than 0.1.

[0041] When the proportion of the push targets at different moments in the push processing period and the proportion of the online number of people following the push targets are both less than 0.05, it is determined that targeted push processing of the game message can be performed.

[0042] Embodiment 1 To solve the above-mentioned problem, according to one aspect of the present invention, Figure 1 As shown, a first aspect is provided, and the present invention proposes a method for directional pushing of game messages, which specifically includes:

[0043] S1: obtaining the online status of game users in different time periods, and using the online status to determine the screening and pushing time period in the time period;

[0044] Furthermore, the online status of the game user includes the number of online times of the game user in different dates.

[0045] Specifically, Figure 2 As shown, the method for determining the filtering and pushing period in the period is:

[0046] Determine the proportion of online game users in the said period on different dates based on the number of online game users in the said period on different dates;

[0047] Based on the proportion of online game users on different dates, determine a date with a proportion greater than a preset proportion, and use it as the online date;

[0048] According to the proportion of the number of online dates, it is determined whether the time period is a filtering and pushing time period.

[0049] It should be noted that when the proportion of the number of online dates is greater than the preset proportion, the time period is determined to be a screening and pushing time period.

[0050] In another embodiment, the method for determining the screening push period in the period is:

[0051] Determine the proportion of online game users in the said period on different dates based on the number of online game users in the said period on different dates;

[0052] Based on the proportion of the number of online game users on different dates, determine an average of the proportion of the number of online game users on different dates;

[0053] Whether the time period is a filtering and pushing time period is determined according to an average value of the proportion of the number of online game users on different dates.

[0054] Optionally, when the average value of the proportion of the number of online game users on different dates does not meet the requirement, it is determined that the time period does not belong to the screening and pushing time period.

[0055] In another embodiment, the method for determining the screening push period in the period is:

[0056] S11 determines the proportion of online game users in the time period on different dates based on the number of online game users in the time period on different dates;

[0057] S12 determines the online coefficient of users on different dates based on the proportion of the number of online game users on different dates and the number of online game users on different dates;

[0058] S13 determines the online frequency coefficient of the time period according to the online coefficients of users on different dates, and determines whether the time period is a screening and pushing time period based on the online frequency coefficient.

[0059] Furthermore, the online frequency coefficient of the time period is determined according to the weighted sum of the online coefficients of users on different dates.

[0060] Specifically, when the online frequency coefficient of the time period is greater than a preset frequency coefficient threshold, the time period is determined to be a screening and pushing time period.

[0061] S2 determines the push target of the game user of the game message according to the type of the game message, obtains the terminal operation load data of different push targets during the game operation process, and combines the abnormal data of different push targets during the push processing of the game message to determine the push processing interference coefficient of the push target and the focus push target;

[0062] Furthermore, the push target of the game user of the game message is determined according to the game user corresponding to the type of the game message.

[0063] Specifically, the terminal operation load data of the push target during the game operation process includes the terminal operation load and the operation load rate.

[0064] It should be noted that the abnormal data of the push target during the push processing of the game message includes the number of freezes and freezes of the push target during the push processing of the game message.

[0065] Specifically, Figure 3 As shown, the method for determining the push processing interference coefficient of the push target is:

[0066] Using the terminal operation load data of the push target during the game operation, determine the average value of the terminal operation load rate of the push target during the game operation, and use it as the load rate average value;

[0067] Based on the abnormal data of the push target during the game message push processing, determining the proportion of the number of crashes of the push target during the game message push processing to the number of push processing times during the game running process;

[0068] The push processing interference coefficient of the push target is determined according to the number of times and the load rate average value.

[0069] Furthermore, the push processing interference coefficient of the push target is determined according to the product of the number ratio and the load rate average value.

[0070] It should also be noted that when the push processing interference coefficient of the push target is greater than a preset interference coefficient threshold, the push target is determined to be a focus push target.

[0071] In another embodiment, the method for determining the push processing interference coefficient of the push target is:

[0072] Determine the terminal operation load rate of the push target during the game operation based on the terminal operation load data of the push target during the game operation, and determine the proportion of the operation time during the game operation when the terminal operation load rate is greater than the preset load rate;

[0073] Based on the abnormal data of the push target during the game message push processing, determining the proportion of the number of crashes of the push target during the game message push processing to the number of push processing times during the game running process;

[0074] The push processing interference coefficient of the push target is determined according to the average value of the proportion of the number of times and the proportion of the operation time when the terminal operation load rate is greater than the preset load rate.

[0075] In another embodiment, the method for determining the push processing interference coefficient of the push target is:

[0076] S21 determines the number of crashes of the push target during the game message push processing based on the abnormal data of the push target during the game message push processing, and determines the push processing abnormality coefficient of the push target in combination with the number of freezes during the push processing;

[0077] S22 determines the terminal operation load rate of the push target during the game operation based on the terminal operation load data of the push target during the game operation, and determines the operation load coefficient of the push target based on the operation time ratio of the terminal operation load rate greater than the preset load rate and the terminal operation load rate of the push target during the game operation;

[0078] S23 determines the push processing interference coefficient of the push target according to the operation load coefficient and the push processing abnormality coefficient of the push target.

[0079] S3 determines the historical online data of different push targets in the screening push period, and determines the push processing period in the screening push period by using the historical online data of different push targets and the push processing interference coefficient;

[0080] Furthermore, the historical online data includes the number of online dates of the focused push target in the filtered push period and the online duration of different online dates.

[0081] Specifically, the online date is the date when the user is online during the screening and pushing period.

[0082] Specifically, Figure 4 As shown, the method for determining the push processing period in the filtering push period is:

[0083] Determine the number of online dates of the target of interest in the filtering and pushing period based on the historical online data of the target of interest in the filtering and pushing period, and determine the interference weight coefficients of different targets of interest in the filtering and pushing period based on the proportion of the number of online dates;

[0084] Determine interference coefficients of different focused push targets based on the product of interference weight coefficients of different focused push targets in the screening push period and push processing interference coefficients;

[0085] A comprehensive interference coefficient is determined according to the sum of interference coefficients of different focused push targets, and the comprehensive interference coefficient is used to determine whether the screening push period is a push processing period.

[0086] Furthermore, the push processing period is a screening push period with the smallest comprehensive interference coefficient.

[0087] S4 acquires online data of different push targets and focused push targets in real time during the push processing period, and uses the online data of push targets and focused push targets at different moments to determine whether the targeted push processing of the game message can be performed at the moment.

[0088] It is understandable that determining whether the directional push processing of the game message can be performed at the moment specifically includes:

[0089] Determine the online number ratio of the push targets and the online number ratio of the focused push targets based on the online data of the push targets and the online data of the focused push targets at the time;

[0090] Determine an online abnormality coefficient according to the online proportion of the push targets and the online proportion of the focused push targets;

[0091] Based on the online abnormality coefficient, it is determined whether the targeted push processing of the game message can be performed at the moment.

[0092] Furthermore, the method for determining the online abnormal coefficient is:

[0093] The sum of the product of the preset weight coefficient of the push target and the online quantity ratio and the product of the preset weight coefficient of the focus push target and the online quantity ratio is taken as the online abnormality coefficient.

[0094] Specifically, the value range of the online abnormality coefficient is between 0 and 1, wherein when the online abnormality coefficient is less than a preset abnormality coefficient threshold, it is determined that the targeted push processing of the game message can be performed at the moment.

[0095] Embodiment 2 The second aspect, as Figure 5 As shown, the present invention provides a computer system, comprising: a memory and a processor that are communicatively connected, and a computer program stored in the memory and capable of running on the processor, wherein the processor executes the above-mentioned method for directional pushing of game messages when running the computer program.

[0096] Optionally, the above step S11 includes the following contents:

[0097] S111 determines the proportion of online game users in different dates during the time period based on the number of online game users in the time period on different dates. When the proportion of online game users in different dates is less than the preset proportion of users, the process proceeds to step S113. When there is a date when the proportion of online game users is not less than the preset proportion of users, the process proceeds to step S112.

[0098] S112: When the number of dates whose proportion is not less than the preset user proportion is less than the preset date quantity threshold, the process proceeds to step S113; when the number of dates whose proportion is not less than the preset user proportion is not less than the preset date quantity threshold, the process proceeds to step S114;

[0099] S113: When the number of online game users in the time period on different dates is less than the preset user number threshold, it is determined that the time period belongs to the screening push time period. When there is a date with the number of online game users not less than the preset user number threshold, the process proceeds to step S114;

[0100] S114 When the average value of the number of online users in the time period on different dates and the average value of the number percentage do not meet the requirements, it is determined that the time period does not belong to the screening and push period. When any of the average value of the number of online users in the time period on different dates and the average value of the number percentage do not meet the requirements, proceed to step S12.

[0101] Optionally, the above step S12 includes the following contents:

[0102] S121 determines the online coefficients of users on different dates based on the proportion of the number of online game users on different dates and the number of online game users on different dates. When the average value of the online coefficients of users on different dates is greater than a preset coefficient threshold, it is determined that the period does not belong to the screening and pushing period. When the average value of the online coefficients of users on different dates is not greater than the preset coefficient threshold, the process proceeds to step S122.

[0103] S122: When the online coefficients of users on different dates are all less than the preset coefficient threshold, it is determined that the period belongs to the screening and pushing period; when there is a date where the online coefficient of users is not less than the preset coefficient threshold, the process proceeds to step S123;

[0104] S123: When the number of days when the user online coefficient is not less than the preset coefficient threshold does not meet the requirement, it is determined that the period does not belong to the screening and pushing period; when the number of days when the user online coefficient is not less than the preset coefficient threshold meets the requirement, the process proceeds to step S13.

[0105] Optionally, the above step S21 includes the following contents:

[0106] S211 determines the number of crashes of the push target during the game message push processing based on the abnormal data of the push target during the game message push processing. When the number of crashes meets the requirement, proceed to step S212; when the number of crashes does not meet the requirement, proceed to step S213;

[0107] S212: When the number of freezes during the push processing meets the requirement, it is determined that the push target does not belong to the focus push target; when the number of freezes during the push processing does not meet the requirement, the process proceeds to step S213;

[0108] S213 determines the push processing abnormality coefficient of the push target based on the number of freezes and freezes during the push processing of the game message.

[0109] Optionally, the above step S22 includes the following contents:

[0110] S221: When the push processing abnormality coefficient of the push target is within the preset abnormality coefficient interval, the process proceeds to step S222; when the push processing abnormality coefficient of the push target is not within the preset abnormality coefficient interval, the process proceeds to step S224;

[0111] S222: determining the terminal operation load rate of the push target during the game operation process based on the terminal operation load data of the push target during the game operation process; when the average value of the terminal operation load rate of the push target during the game processing process is less than a preset load rate threshold, determining that the push target does not belong to the focus push target; when the average value of the terminal operation load rate of the push target during the game processing process is not less than the preset load rate threshold, proceeding to step S223;

[0112] S223: When the proportion of the operation time when the terminal operation load rate is greater than the preset load rate meets the requirement, it is determined that the push target does not belong to the focus push target; when the proportion of the operation time when the terminal operation load rate is greater than the preset load rate does not meet the requirement, the process proceeds to step S224;

[0113] S224 determines the operation load coefficient of the push target based on the proportion of the operation time when the terminal operation load rate is greater than the preset load rate and the terminal operation load rate of the push target during the game operation.

[0114] Specifically, the method for determining the push processing period in the screening push period is:

[0115] Determine the number of the focused push targets in the screening push period on different dates based on the historical online data of the focused push targets in the screening push period, and when the number of the focused push targets in the screening push period is greater than the number of dates when the number of the preset push targets does not meet the requirement, determine that the screening push period does not belong to the push processing period;

[0116] When the number of focused push targets in the filtered push period is greater than the number of dates in the preset push target number and the requirement is met:

[0117] Determine the number of online dates of the target of interest in the screening push period, and determine the interference weight coefficients of different targets of interest in the screening push period by using the proportion of the number of online dates; when the sum of the interference weight coefficients of different targets of interest in the screening push period does not meet the requirements, determine that the screening push period does not belong to the push processing period;

[0118] When the sum of the interference weight coefficients of different attention push targets in the screening push period meets the requirements:

[0119] The push targets of interest whose interference weight coefficients in the screening push period are greater than the preset weight coefficients are taken as online push targets, and when the number of online push targets does not meet the requirement, it is determined that the screening push period does not belong to the push processing period;

[0120] When the number of online push targets meets the requirement:

[0121] Determine the interference coefficients of different push targets based on the product of the interference weight coefficients of different push targets in the screening push period and the push processing interference coefficient; when the number of push targets with interference coefficients greater than the set value of the interference coefficient is greater than the preset number of push targets, determine that the screening push period does not belong to the push processing period;

[0122] When the interference coefficient is greater than the interference coefficient setting value and the number of attention push targets is not greater than the preset number of attention targets:

[0123] A comprehensive interference coefficient is determined according to the sum of interference coefficients of different focused push targets, and the comprehensive interference coefficient is used to determine whether the screening push period is a push processing period.

[0124] Each embodiment in this specification is described in a progressive manner, and the same or similar parts between the embodiments can be referred to each other, and each embodiment focuses on the differences from other embodiments. In particular, for the device, equipment, and non-volatile computer storage medium embodiments, since they are basically similar to the method embodiments, the description is relatively simple, and the relevant parts can be referred to the partial description of the method embodiment.

[0125] The above is a description of a specific embodiment of the specification. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recorded in the claims can be performed in an order different from that in the embodiments and still achieve the desired results. In addition, the processes depicted in the drawings do not necessarily require the specific order or continuous order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.

[0126] The above description is only one or more embodiments of this specification and is not intended to limit this specification. For those skilled in the art, one or more embodiments of this specification may have various changes and variations. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of one or more embodiments of this specification shall be included in the scope of the claims of this specification.

Claims

1. A method for directional pushing of game messages, characterized in that: Specifically include: Obtaining the online status of game users in different time periods, and using the online status to determine the screening and pushing time period in the time period; Determine the push target of the game user of the game message based on the type of the game message, obtain the terminal operation load data of different push targets during the game operation process, and combine the abnormal data of different push targets during the push processing of the game message to determine the push processing interference coefficient of the push target and the focus push target; Determine the historical online data of different focused push targets in the screening push period, and determine the push processing period in the screening push period by using the historical online data of the different focused push targets and the push processing interference coefficient; Acquire online data of different push targets and focused push targets in real time during the push processing period, and use the online data of push targets and focused push targets at different times to determine whether the targeted push processing of the game message can be performed at the time; The abnormal data of the push target during the push processing of the game message includes the number of freezes and freezes of the push target during the push processing of the game message; Determining whether the directional push processing of the game message can be performed at the moment specifically includes: Determine the online number ratio of the push targets and the online number ratio of the focused push targets based on the online data of the push targets and the online data of the focused push targets at the time; Determine an online abnormality coefficient according to the online proportion of the push targets and the online proportion of the focused push targets; Based on the online abnormality coefficient, it is determined whether the targeted push processing of the game message can be performed at the moment.

2. The method for directional pushing of game messages according to claim 1, characterized in that: The online status of the game user includes the number of online times of the game user in different time periods on different dates.

3. The method for directional pushing of game messages according to claim 1, characterized in that: The method for determining the screening push period in the period is: Determine the proportion of online game users in the said period on different dates based on the number of online game users in the said period on different dates; Based on the proportion of online game users on different dates, determine a date with a proportion greater than a preset proportion, and use it as the online date; According to the proportion of the number of online dates, it is determined whether the time period is a filtering and pushing time period.

4. The method for directional pushing of game messages according to claim 3, characterized in that: When the proportion of the number of online dates is greater than the preset proportion, the time period is determined to be a filtering and pushing time period.

5. The method for directional pushing of game messages according to claim 1, characterized in that: The method for determining the screening push period in the period is: Determine the proportion of online game users in the said period on different dates based on the number of online game users in the said period on different dates; Based on the proportion of the number of online game users on different dates, determine an average of the proportion of the number of online game users on different dates; Whether the time period is a filtering and pushing time period is determined according to an average value of the proportion of the number of online game users on different dates.

6. The method for directional pushing of game messages according to claim 5, characterized in that: When the average value of the proportion of the number of online game users on different dates does not meet the requirement, it is determined that the time period does not belong to the screening push time period.

7. The method for directional pushing of game messages as claimed in claim 1, characterized in that: The method for determining the online abnormal coefficient is: The sum of the product of the preset weight coefficient of the push target and the online quantity ratio and the product of the preset weight coefficient of the focus push target and the online quantity ratio is taken as the online abnormality coefficient.

8. The method for directional pushing of game messages as claimed in claim 1, characterized in that: The value range of the online abnormality coefficient is between 0 and 1, wherein when the online abnormality coefficient is less than a preset abnormality coefficient threshold, it is determined that the targeted push processing of the game message can be performed at the moment.

9. A computer system comprising: A memory and a processor that are communicatively connected, and a computer program stored in the memory and capable of running on the processor, characterized in that the processor executes a method for targeted game message push as described in any one of claims 1-8 when running the computer program.

Citation Information

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