Method, device and system for matching with specific game object

By deploying a dedicated priority queue and matching mechanism in game live broadcast, the problem of poor user matching experience in game live broadcast is solved, efficient matching between users and game objects and optimization of server resources is achieved, and user experience is improved.

CN119561972APending Publication Date: 2025-03-04TUYOO GAMES +2
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202411656883.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-19
Publication Date
2025-03-04

AI Technical Summary

Technical Problem

The existing technology is difficult to achieve in-depth integration between creators, viewers and game content in game live broadcasts. The interaction mode is single, making it difficult to convert viewers into direct participants of the game, resulting in limited user experience and low conversion rate of potential game users.

Method used

By deploying a dedicated priority queue on the server side, the user is guided to enter the target game scene, the user is added to the first priority queue, and the queue is sorted according to the user's matching feature information. The successful user and the specific game object enter the same game bureau, and the unmatched user sends it to the second queue for matching.

Benefits of technology

It effectively alleviates the pressure on the server, realizes the reasonable allocation and optimization of resources, and greatly improves the game experience and matching experience of users participating in game live broadcasts.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119561972A_ABST
    Figure CN119561972A_ABST
Patent Text Reader

Abstract

The invention provides a method, a device and a system for matching with a specific game object, computing equipment and a computer readable storage medium, the method independently deploys and runs a special priority queue for matching with an anchor at a server side, when a user selects to enter a matching state, the user is added into the priority queue, and the game object is matched with the specific game object. According to the method and the device, the priority queues are queued according to the matching feature information of the users under specific conditions, the users meeting the matching conditions are moved to the tops of the priority queues, and the users not meeting the matching conditions are sent to another common queue in time, so that the pressure of a server is effectively relieved, reasonable allocation and optimization of resources are realized, and the user experience is improved. And the game experience of users participating in game live broadcast is greatly improved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a method, apparatus and system for matching with a specific game object, a computing device and a computer-readable storage medium. Background Art

[0002] In game live broadcast, users can watch the host playing games through the live broadcast platform or directly participate in the game and play games with the host, which brings users a better interactive experience. Among them, in the scenario where the host and the user participate in the game together, specific technical solutions are needed to improve the user's gaming experience. Summary of the invention

[0003] In view of this, embodiments of the present application provide a method, apparatus, system, computing device, and computer-readable storage medium for matching with a specific game object to address the technical defects in the prior art.

[0004] According to a first aspect of an embodiment of the present application, a method for matching with a specific game object is provided, comprising:

[0005] Guiding the user to enter a target game scene, wherein the target game scene includes at least one specific game object;

[0006] Add the user to the first priority queue, match the user node in the first priority queue with the specific game object node according to the user's description information, and the successfully matched user and the specific game object enter the same game game;

[0007] The user nodes that have not been successfully matched in the first priority queue are sent to the second queue, and the users in the second queue start playing the game after being matched with each other.

[0008] According to a second aspect of an embodiment of the present application, a system for matching with a specific game object is provided, comprising:

[0009] The client is used to respond to user operations and send matching requests to the server;

[0010] The server includes a data processing module, a first priority queue, a second queue, a first matching module, a forwarding module and a second matching module, wherein:

[0011] The data processing module is used to receive a matching request sent by a client, and send the user description information to a first priority queue according to the matching request;

[0012] The first priority queue is used to add the user description information as a user node to the first priority queue;

[0013] The first matching module is used to match the user nodes in the first priority queue with the specific game object nodes according to the description information, and configure the successfully matched users and specific game objects to the same game game;

[0014] A forwarding module, used for sending the unmatched user nodes in the first priority queue to the second queue;

[0015] The second matching module is used to match users in the second queue and then start the game.

[0016] According to a third aspect of an embodiment of the present application, there is provided a device for matching with a specific game object, comprising:

[0017] A data processing unit, configured to receive a matching request sent by a client, and send user description information to a first priority queue according to the matching request;

[0018] A first priority queue, used to add the user description information as a user node to the first priority queue;

[0019] A first matching unit, configured to match user nodes in the first priority queue with specific game object nodes according to the description information, and configure successfully matched users and specific game objects to the same game game;

[0020] A forwarding unit, configured to send unmatched user nodes in the first priority queue to a second queue;

[0021] The second queue is used to receive and store user nodes sent by the forwarding unit;

[0022] The second matching unit is used to match the users in the second queue and then start the game.

[0023] According to a fourth aspect of an embodiment of the present application, a computing device is provided, comprising a memory, a processor, and computer instructions stored in the memory and executable on the processor, wherein the processor implements the steps of a method for matching a specific game object when executing the instructions.

[0024] According to a fifth aspect of an embodiment of the present application, a computer-readable storage medium is provided, which stores computer instructions, and when the instructions are executed by a processor, the steps of the method for matching with a specific game object are implemented.

[0025] Through the embodiments of the present application, a method for integrating anchors, users and games being broadcast live is provided. In this method, in order to solve the various server pressures caused by the sudden influx of a large number of users and the poor matching experience of users, a dedicated priority queue is separately deployed and operated on the server side for matching anchors. When the user chooses to enter the matching state, the user is added to the priority queue, and the priority queue is sorted according to the user's matching feature information under specific conditions. Users who meet the matching conditions are moved to the top of the priority queue, and users who do not meet the matching conditions are sent to another ordinary queue in a timely manner. This not only effectively alleviates the server pressure, but also realizes the reasonable allocation and optimization of resources, and greatly improves the gaming experience of users participating in game live broadcasts. BRIEF DESCRIPTION OF THE DRAWINGS

[0026] Figure 1 is a structural block diagram of a computing device provided in an embodiment of the present application;

[0027] Figure 2 It is a flowchart of a method for matching with a specific game object provided in an embodiment of the present application;

[0028] Figure 3 This is a schematic diagram of an interface provided by an embodiment of the present application when a user is performing a matching process;

[0029] Figure 4 It is a structural diagram of a system for matching specific game objects provided in an embodiment of the present application. DETAILED DESCRIPTION

[0030] Many specific details are described in the following description to facilitate a full understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present application, so the present application is not limited by the specific implementation disclosed below.

[0031] The terms used in one or more embodiments of the present application are only for the purpose of describing specific embodiments, and are not intended to limit one or more embodiments of the present application. The singular forms of "a", "said" and "the" used in one or more embodiments of the present application and the appended claims are also intended to include plural forms, unless the context clearly indicates other meanings. It should also be understood that the term "and / or" used in one or more embodiments of the present application refers to and includes any or all possible combinations of one or more associated listed items.

[0032] It should be understood that, although the terms first, second, etc. may be used to describe various information in one or more embodiments of the present application, these information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of one or more embodiments of the present application, the first may also be referred to as the second, and similarly, the second may also be referred to as the first. Depending on the context, the word "if" as used herein may be interpreted as "in response to determination".

[0033] In the present application, a method, apparatus and system, computing device and computer-readable storage medium for supporting massively multiplayer online games are provided, which will be described in detail one by one in the following embodiments.

[0034] Figure 1 The structure block diagram of a computing device 100 according to an embodiment of the present application is shown. The components of the computing device 100 include but are not limited to a memory 110 and a processor 120. The processor 120 is connected to the memory 110 via a bus 130, and the database 150 is used to store data.

[0035] The computing device 100 also includes an access device 140 that enables the computing device 100 to communicate via one or more networks 160. Examples of these networks include a public switched telephone network (PSTN), a local area network (LAN), a wide area network (WAN), a personal area network (PAN), or a combination of communication networks such as the Internet. The access device 140 may include one or more of any type of network interface (e.g., a network interface card (NIC)) whether wired or wireless, such as an IEEE 802.11 wireless local area network (WLAN) wireless interface, a World Wide Interoperability for Microwave Access (Wi-MAX) interface, an Ethernet interface, a universal serial bus (USB) interface, a cellular network interface, a Bluetooth interface, a near field communication (NFC) interface, and the like.

[0036] In one embodiment of the present application, the above components of the computing device 100 and Figure 1 Other components not shown in the figure may also be connected to each other, for example, via a bus. It should be understood that Figure 1 The computing device structure block diagram shown is only for the purpose of illustration, and is not intended to limit the scope of the present application. Those skilled in the art may add or replace other components as needed.

[0037] The computing device 100 may be any type of stationary or mobile computing device, including a mobile computer or mobile computing device (e.g., a tablet computer, a personal digital assistant, a laptop computer, a notebook computer, a netbook, etc.), a mobile phone (e.g., a smart phone), a wearable computing device (e.g., a smart watch, smart glasses, etc.), or other types of mobile devices, or a stationary computing device such as a desktop computer or PC. The computing device 100 may also be a mobile or stationary server.

[0038] In the prior art, when content creators (such as live broadcasters) broadcast game content live on online platforms, viewers can usually only passively watch the game operations performed by the creators on their personal terminal devices. The interaction between creators and viewers is limited to the limited functions provided by the live broadcast platform, such as text chat or virtual item gifts. This technical solution has the following technical problems: it is impossible to achieve deep integration of creators, viewers and game content; the interaction mode is single and lacks diversity; it is difficult to effectively convert viewers into direct participants of the game. These technical problems lead to consequences such as limited user experience and low conversion rate of potential game users. Therefore, an improved technical solution is urgently needed to solve the above problems.

[0039] The present application provides a flowchart of a method for matching a specific game object, such as Figure 2 As shown, steps 202 to 206 are included.

[0040] Step 202: guiding the user to enter a target game scene, where the target game scene includes at least one specific game object.

[0041] In this step, the user enters the target game scene of the live broadcast game according to the live broadcast content of the anchor, such as entering the target game scene by clicking the game APP icon. The target game scene can be a designated game task scene, such as a game room, which is not particularly limited here. The target game scene includes at least one specific game object, wherein the specific game object is one or more anchor's game accounts.

[0042] Preferably, after the live broadcast host broadcasts the game live through the live broadcast platform, a link is dynamically generated on the live broadcast platform interface, and the link is associated with the game that the host is currently broadcasting live. The link can be in the form of a text hyperlink, a graphic button, or a QR code. Through the link, the user can directly enter the target game scene.

[0043] Step 204: Add the user to the first priority queue, match the user node and the specific game object node in the first priority queue according to the user's description information, and the successfully matched user and specific game object enter the same game round.

[0044] In the embodiment of the present application, after the user enters the target game scene, he starts waiting for the matching result with the specific game object, such as Figure 3 shown.

[0045] In response to the user entering the target game scene, the server creates an instance of the first priority queue, and adds the user description information of each user who continues to enter the queue state as a node to the first priority queue in sequence. Specifically, when adding the node to the first priority queue, it can be added to the tail of the queue in accordance with the first-in-first-out (FIFO) principle.

[0046] Among them, the user description information includes the user identification and matching feature information; the matching feature information includes the number of times the user has participated in matching anchor activities but failed to match successfully, the user's waiting time, the total number of times the user has participated in matching activities, etc. The above matching feature information can be obtained by the server based on the user's user identification.

[0047] Furthermore, the order of users in the first priority queue is adjusted according to the matching feature information of all user nodes in the first priority queue.

[0048] In a feasible implementation, the server reorders the first priority queue according to the matching feature information of the user node under specific conditions, wherein the specific conditions include but are not limited to a preset time interval or a change length of the queue.

[0049] Optionally, every n minutes, or every time the length of the team increases by m people, the user nodes that have not been successfully matched for multiple times are placed at the top of the first priority queue according to the number of times they have participated in the matching anchor activity but failed to match successfully or according to the number of times they have participated in the matching activity.

[0050] In another feasible implementation, when the server reorders the first priority queue according to the matching feature information of the user node under certain conditions, the server calculates the queue priority score according to the matching feature information and puts the user with a high queue priority at the top of the first priority queue. Specifically, the priority score of each user is calculated according to a preset algorithm. Considering multiple factors, the priority calculation method can be schematically represented as follows:

[0051] Priority score = W1*waiting time+W2*number of matches participated+W3*number of failed matches+...

[0052] Among them, W1, W2, and W3 are the weights of each factor, which can be adjusted according to actual needs.

[0053] Furthermore, when the matching time expires, a preset number of users are taken from the head of the first priority queue to be matched with a specific game object and enter the same game round in the target game scene. Preferably, the users in the first priority queue are associated with the description information of the specific game object, so as to display the game flow and status switching screen after the successful matching to the successfully matched users.

[0054] Step 206: The unmatched users in the first priority queue are sent to the second queue, and the users in the second queue start playing the game after being matched with each other.

[0055] In this step, when some users in the first priority queue are successfully matched with a specific game object, the remaining user nodes in the first priority queue are sent to the common second queue; and then the user nodes in the second queue are matched with each other and start the game in different game rounds in the target game scene. Furthermore, the first priority queue is cleared and the matching feature information of all users is updated.

[0056] Optionally, the second queue is deployed in a process different from the first priority queue on the server; the first priority queue sends user nodes that have not been successfully matched to a specific game object to the second queue through an RPC remote call.

[0057] Preferably, after the matching activity is started, in order to alleviate the problem of excessive server pressure caused by a large number of users entering the first priority queue at the same time in a short period of time, in an embodiment of the present application, the server reorders the first priority queue under specific conditions and sends the user nodes with lower rankings in the first priority queue to the second queue.

[0058] Optionally, every n minutes, or every time the length of the queue increases by m people, the users are sorted according to the number of times they have participated in the matching anchor activity but failed to match successfully or according to the number of times they have participated in the matching activity. After the users who have failed to match successfully for many times are placed at the top of the first priority queue, the users who are ranked lower in the first priority queue at this time, such as the last half of the user nodes, are sent to the second queue via RPC.

[0059] Therefore, when the matching time expires, the user nodes in the second queue are randomly matched and enter multiple game sessions in the target game scene to play the game.

[0060] In an embodiment of the present application, a method for integrating anchors, users, and games being broadcast is provided, which increases the fun of the live broadcast and achieves a high conversion rate. In this method, in order to solve the various server pressures caused by the sudden influx of a large number of users and the poor matching experience of users, a dedicated priority queue is separately deployed and operated on the server side for matching anchors. When the user chooses to enter the matching state, the user is added to the priority queue, and the priority queue is sorted according to the user's matching feature information under specific conditions. Users who meet the matching conditions are moved to the top of the priority queue, and users who do not meet the matching conditions are sent to another ordinary queue in a timely manner. This not only effectively alleviates the server pressure and realizes the reasonable allocation and optimization of resources, but also greatly improves user satisfaction and matching experience.

[0061] Corresponding to the above method embodiment, the present application also provides an embodiment of a system for matching with a specific game object, such as Figure 4 As shown, the system includes:

[0062] The client is used to respond to user operations and send matching requests to the server;

[0063] The server includes a data processing module, a first priority queue, a second queue, a first matching module, a forwarding module and a second matching module, wherein:

[0064] The data processing module is used to receive a matching request sent by a client, and send the user description information to a first priority queue according to the matching request;

[0065] The first priority queue is used to add the user description information as a user node to the first priority queue;

[0066] The first matching module is used to match the user nodes in the first priority queue with the specific game object nodes according to the description information, and configure the successfully matched users and specific game objects to the same game game;

[0067] A forwarding module, used for sending the unmatched user nodes in the first priority queue to the second queue;

[0068] The second matching module is used to match users in the second queue and then start the game.

[0069] Corresponding to the above method embodiment, the present application also provides an embodiment of a device for matching with a specific game object, the device comprising:

[0070] A data processing unit, configured to receive a matching request sent by a client, and send user description information to a first priority queue according to the matching request;

[0071] A first priority queue, used to add the user description information as a user node to the first priority queue;

[0072] A first matching unit, configured to match user nodes in the first priority queue with specific game object nodes according to the description information, and configure successfully matched users and specific game objects to the same game game;

[0073] A forwarding unit, configured to send unmatched user nodes in the first priority queue to a second queue;

[0074] The second queue is used to receive and store user nodes sent by the forwarding unit;

[0075] The second matching unit is used to match the users in the second queue and then start the game.

[0076] The above is a schematic scheme of a system / device for matching a specific game object in this embodiment. It should be noted that the technical scheme of the system / device for matching a specific game object and the technical scheme of the method for matching a specific game object described above belong to the same concept, and the details not described in detail in the technical scheme of the system / device for matching a specific game object can be found in the description of the technical scheme of the method for matching a specific game object described above.

[0077] In one embodiment of the present application, a computing device is also provided, including a memory, a processor, and computer instructions stored in the memory and executable on the processor, wherein the processor implements the steps of the method for matching with a specific game object when executing the instructions.

[0078] The above is a schematic scheme of a computing device of this embodiment. It should be noted that the technical scheme of the computing device and the technical scheme of the method for matching with a specific game object described above belong to the same concept, and the details not described in detail in the technical scheme of the computing device can be referred to the description of the technical scheme of the method for matching with a specific game object described above.

[0079] An embodiment of the present application further provides a computer-readable storage medium storing computer instructions, which, when executed by a processor, implement the steps of the method for matching with a specific game object as described above.

[0080] The above is a schematic scheme of a computer-readable storage medium of this embodiment. It should be noted that the technical scheme of the storage medium and the technical scheme of the method for matching with a specific game object described above belong to the same concept, and the details not described in detail in the technical scheme of the storage medium can be found in the description of the technical scheme of the method for matching with a specific game object described above.

[0081] The above describes specific embodiments of the present application. 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 accompanying 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.

[0082] The computer instructions include computer program codes, which may be in source code form, object code form, executable files or some intermediate forms, etc. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording medium, USB flash drive, mobile hard disk, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electric carrier signal, telecommunication signal and software distribution medium, etc. It should be noted that the content contained in the computer-readable medium may be appropriately increased or decreased according to the requirements of legislation and patent practice in the jurisdiction. For example, in some jurisdictions, according to legislation and patent practice, computer-readable media do not include electric carrier signals and telecommunication signals.

[0083] It should be noted that, for the above-mentioned method embodiments, for the sake of simplicity of description, they are all expressed as a series of action combinations, but those skilled in the art should be aware that the present application is not limited by the described action sequence, because according to the present application, certain steps can be performed in other sequences or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present application.

[0084] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0085] The preferred embodiments of the present application disclosed above are only used to help explain the present application. The optional embodiments do not describe all the details in detail, nor do they limit the invention to the specific implementation methods described. Obviously, many modifications and changes can be made according to the content of the present application. The present application selects and specifically describes these embodiments in order to better explain the principles and practical applications of the present application, so that those skilled in the art can understand and use the present application well. The present application is only limited by the claims and their full scope and equivalents.

Claims

1. A method for matching with a specific game object, characterized in that: include: Guiding the user to enter a target game scene, wherein the target game scene includes at least one specific game object; Add the user to the first priority queue, match the user node in the first priority queue with the specific game object according to the description information of the user, and the successfully matched user and the specific game object enter the same game round; The user nodes that have not been successfully matched in the first priority queue are sent to the second queue, and the users in the second queue start playing the game after being matched with each other.

2. The method according to claim 1, wherein: Guiding users to the target game scene includes: The user directly enters the target game scene by clicking the link.

3. The method according to claim 1, wherein: The adding the user to the first priority queue comprises: In response to the user entering the target game scene, the user description information of each user who continues to enter the matching state is sequentially added as a node to the tail of the first priority queue; the user description information includes a user identifier and matching feature information; The matching feature information includes but is not limited to the total number of times the user has participated in matching activities, the number of times the user has participated in matching anchor activities but failed to match successfully, and the user's waiting time.

4. The method according to claim 3, wherein: Matching the user node in the first priority queue with the specific game object node according to the user's description information includes: Under certain conditions, the user nodes in the first priority queue are reordered according to the matching feature information of the user nodes.

5. The method according to claim 4, wherein: Reordering the user nodes in the first priority queue according to the matching feature information of the user nodes under specific conditions includes: Every n seconds or every time the queue length increases by m people, the user nodes that have not been successfully matched for multiple times are placed at the top of the first priority queue.

6. The method according to claim 4, wherein: Reordering the user nodes in the first priority queue according to the matching feature information of the user nodes under specific conditions includes: A queue priority score is calculated according to the matching feature information, and users with high queue priority are placed at the top of the first priority queue.

7. The method according to claim 1, wherein: The sending of the unmatched user nodes in the first priority queue to the second queue comprises: The second queue is deployed in a process different from the first priority queue on the server; the first priority queue sends the user nodes that have not been successfully matched to a specific game object to the second queue through an RPC remote call.

8. The method according to claim 4, wherein: The method further includes: after reordering the first priority queue under specific conditions, sending the user nodes with lower rankings in the first priority queue to the second queue.

9. The method according to claim 1, wherein: The method also includes: when the matching time expires, taking a preset number of users from the head of the first priority queue and matching them with a specific game object to enter the same game round in the target game scene; and randomly matching the user nodes of the second queue to enter multiple game rounds in the target game scene to play the game.

10. A system for matching a specific game object, characterized in that: include: The client is used to respond to user operations and send matching requests to the server; The server includes a data processing module, a first priority queue, a second queue, a first matching module, a forwarding module and a second matching module, wherein: The data processing module is used to receive a matching request sent by a client, and send the user description information to a first priority queue according to the matching request; The first priority queue is used to add the user description information as a user node to the first priority queue; The first matching module is used to match the user nodes in the first priority queue with the specific game object nodes according to the description information, and configure the successfully matched users and specific game objects to the same game game; A forwarding module, used for sending the unmatched user nodes in the first priority queue to the second queue; The second matching module is used to match users in the second queue and then start the game.

11. A device for matching a specific game object, characterized in that: include: A data processing unit, configured to receive a matching request sent by a client, and send user description information to a first priority queue according to the matching request; A first priority queue, used to add the user description information as a user node to the first priority queue; A first matching unit, configured to match user nodes in the first priority queue with specific game object nodes according to the description information, and configure successfully matched users and specific game objects to the same game game; A forwarding unit, configured to send unmatched user nodes in the first priority queue to a second queue; The second queue is used to receive and store user nodes sent by the forwarding unit; The second matching unit is used to match the users in the second queue and then start the game.

12. A computing device comprising a memory, a processor, and computer instructions stored in the memory and executable on the processor, characterized in that: When the processor executes the instructions, the steps of the method according to any one of claims 1 to 9 are implemented.

13. A computer-readable storage medium storing computer instructions, characterized in that: When the instruction is executed by a processor, the steps of the method described in any one of claims 1 to 9 are implemented.