Behavior limiting method and device, equipment, storage medium and product
By updating and attenuating the habitual behavior values of virtual game objects, the problem in the prior art is solved that it is difficult to effectively alert and restrict objects that produce preset behaviors multiple times, and the accuracy of behavior restrictions and the stability of virtual game objects are improved.
Patent Information
- Application Number
- CN202311294638.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-09-28
- Publication Date
- 2025-03-28
AI Technical Summary
In the virtual game, it is difficult for the prior art to effectively alert and restrict objects that produce preset behaviors multiple times, resulting in insufficient accuracy of behavior restrictions and affecting the normal operation of the service.
By obtaining the object's habitual behavior value, behavior value, report value and decay value, update the object's behavior, and limit the object's behavior when the threshold is reached, the inertia value is attenuated with the attenuation value to motivate the object to improve its behavior.
It improves the accuracy of behavioral restrictions, effectively warns and motivates the object to improve behavior, promotes the stable operation of virtual games, and improves user experience.
Smart Images

Figure CN119701369A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to a behavior restriction method, device, equipment, storage medium and product. Background Art
[0002] In the game scenario, if the subject has preset behaviors such as abandoning the game or making inappropriate remarks in the virtual game, the subject's reputation value will be deducted. When the subject's reputation value is low, the subject's participation in the virtual game will be restricted. For example, such subjects are not allowed to participate in certain types of virtual games.
[0003] However, since this method uses the same mechanism to deduct the reputation of all objects, it is difficult to effectively warn objects that have repeatedly performed preset behaviors in virtual games. Therefore, a behavior restriction method is needed to effectively warn objects that have repeatedly performed preset behaviors, so as to improve the accuracy of behavior restrictions and ensure the normal operation of services. Summary of the invention
[0004] The embodiments of the present application provide a behavior restriction method, device, equipment, storage medium and product, which improves the accuracy of behavior restriction and ensures the normal operation of the service. The technical solution is as follows:
[0005] In one aspect, a behavior restriction method is provided, the method comprising:
[0006] Obtaining a habitual behavior value of the first object in a first time period, wherein the habitual behavior value is used to indicate the number of times the first object has performed a preset behavior in a virtual game of the game;
[0007] Obtaining at least one of a behavior value, a report value, and a decay value of the first object in a second time period, wherein the second time period is a time period after the first time period and adjacent to the first time period, the behavior value is used to indicate that the first object has a preset behavior in the virtual game, the report value is used to indicate that the preset behavior of the first object in the virtual game is reported, and the decay value is used to indicate a change in the preset behavior of the first object within the preset time period;
[0008] updating the habitual behavior value based on at least one of the behavior value, the reporting value, and the decay value;
[0009] If the updated habitual behavior value reaches the habitual threshold, the behavior of the first object participating in the virtual game is restricted.
[0010] In another aspect, a behavior restriction device is provided, the device comprising:
[0011] An acquisition module, used to acquire a habitual behavior value of a first object in a first time period, wherein the habitual behavior value is used to indicate the number of times the first object has a preset behavior in a virtual game of the game;
[0012] The acquisition module is further used to acquire at least one of a behavior value, a report value, and a decay value of the first object in a second time period, wherein the second time period is a time period after the first time period and adjacent to the first time period, the behavior value is used to indicate that the first object has a preset behavior in the virtual game, the report value is used to indicate that the preset behavior of the first object in the virtual game is reported, and the decay value is used to indicate a change in the preset behavior of the first object within the preset time period;
[0013] An updating module, configured to update the habitual behavior value based on at least one of the behavior value, the reporting value, and the attenuation value;
[0014] A restriction module is used to restrict the behavior of the first object participating in the virtual game if the updated habitual behavior value reaches the habitual threshold.
[0015] In some embodiments, the update module is configured to perform at least one of the following:
[0016] adding the habitual behavior value to the behavior value to obtain an updated habitual behavior value;
[0017] Adding the habitual behavior value to the reporting value to obtain an updated habitual behavior value;
[0018] The habitual behavior value is subtracted from the attenuation value to obtain an updated habitual behavior value.
[0019] In some embodiments, the acquisition module is used to:
[0020] In the case where the first object logs into the game for the first time on the day, determining a first timestamp, the first timestamp being used to indicate the time when the habitual behavior value was last updated based on the behavior value;
[0021] The attenuation value is obtained based on a time difference between the first timestamp and a current time.
[0022] In some embodiments, the acquisition module is used to:
[0023] When the time difference is less than the first time difference, using the first sub-value as the attenuation value;
[0024] In the case where the time difference is greater than the first time difference and less than the second time difference, taking the second sub-value as the attenuation value;
[0025] When the time difference is greater than the second time difference, using the third sub-value as the attenuation value;
[0026] The first time difference is smaller than the second time difference, the first sub-value is smaller than the second sub-value, and the second sub-value is smaller than the third sub-value.
[0027] In some embodiments, the apparatus further comprises:
[0028] A recording module, used for recording a plurality of second time stamps, wherein the plurality of second time stamps are used for indicating the time of obtaining the attenuation value each time;
[0029] The determination module is used to determine that the first object logged into the game for the first time on the same day when the timestamp closest to the current time among the multiple second timestamps does not belong to the same day as the current time.
[0030] In some embodiments, the acquisition module is used to:
[0031] When the first object is reported by a second object for a preset behavior in the virtual game, a reporting value corresponding to the reporting behavior is obtained, and the second object is an object participating in the same virtual game as the first object.
[0032] In some embodiments, the acquisition module is used to:
[0033] When the first object is reported by the second object for a preset behavior in the virtual game, a reporting event is created based on the object identifier of the first object, the object identifier of the second object, the game identifier of the reported virtual game, the occurrence time of the reported virtual game, and the current time, and the reporting event is stored in the first event list of the first object;
[0034] When the first object logs into the game, the report event is obtained from a first event list of the first object, and the report value is obtained based on the report event.
[0035] In some embodiments, the acquisition module is used to:
[0036] Based on the game identifier and occurrence time of the first virtual game, searching for the first virtual game in a game list of the first object, where the first virtual game is a virtual game in a reporting event, and the game list is used to store the game identifier, occurrence time, and cumulative reporting value of at least one virtual game reported by the first object;
[0037] If the game list stores the first virtual game and the report value of the first virtual game is not 0, increase the accumulated report value of the first virtual game by a single report value, and use the single report value as the report value;
[0038] When the game list stores the first virtual game and the cumulative reporting value of the first virtual game is 0, the reporting value is no longer obtained. When the first virtual game is successfully reported, the cumulative reporting value is 0. A successful report means that the reported preset behavior is detected in the first virtual game.
[0039] In some embodiments, the device further comprises a storage module for:
[0040] If the first virtual game is not stored in the game list and the number of virtual games stored in the game list reaches a quantity threshold, delete the virtual game with the earliest occurrence time in the game list, store the game identifier, occurrence time and cumulative report value of the first virtual game in the game list, and the cumulative report value of the first virtual game is a single report value;
[0041] When the first virtual game is not stored in the game list and the number of virtual games stored in the game list does not reach the quantity threshold, the game identifier, occurrence time and cumulative reporting value of the first virtual game are stored in the game list.
[0042] In some embodiments, the apparatus further comprises at least one of the following:
[0043] A deletion module, configured to delete any reported event from the first event list if the reported event is processed.
[0044] The storage module is used to store any reporting event into the first event list again if the first object logs out when processing any reporting event.
[0045] In some embodiments, the apparatus further comprises:
[0046] a storage module, configured to, when the first object is reported by the second object for the presence of a preset behavior in the virtual game and the report is successful, create a successful reporting event based on the object identifier of the first object, the object identifier of the second object, the game identifier of the reported virtual game, the occurrence time of the reported virtual game, and the current time, and store the successful reporting event in the second event list of the first object, wherein the successful reporting means that the reported preset behavior is detected in the reported virtual game;
[0047] The acquisition module is also used to obtain the successful reporting event from the second event list of the first object when the first object logs in to the game, obtain the reporting value of the successfully reported virtual game based on the successful reporting event, and subtract the reporting value of the successfully reported virtual game from the habitual behavior value.
[0048] In some embodiments, the acquisition module is used to:
[0049] Based on the game identifier and occurrence time of the second virtual game, searching for the second virtual game in the game list of the first object, where the second virtual game is the virtual game in the successful reporting event, and the game list is used to store the game identifier, occurrence time and cumulative reporting value of at least one virtual game reported by the first object;
[0050] When the game list stores the second virtual game and the accumulated report value of the second virtual game is not 0, subtract the accumulated report value of the second virtual game from the habitual behavior value to obtain an updated habitual behavior value, and update the accumulated report value of the second virtual game to 0;
[0051] When the game list stores the second virtual game and the accumulated reporting value of the second virtual game is 0, the accumulated reporting value of the second virtual game is no longer subtracted from the usual behavior value, and the accumulated reporting value of the second virtual game is 0 when the report is successful.
[0052] In some embodiments, the device further comprises a storage module for:
[0053] If the second virtual game is not stored in the game list and the number of virtual games stored in the game list reaches a quantity threshold, delete the virtual game with the earliest occurrence time in the game list, store the game identifier, occurrence time and accumulated report value of the second virtual game in the game list, and the accumulated report value of the second virtual game is 0;
[0054] When the second virtual game is not stored in the game list and the number of virtual games stored in the game list does not reach the quantity threshold, the game identifier, occurrence time and cumulative reporting value of the second virtual game are stored in the game list.
[0055] In some embodiments, the acquisition module is used to:
[0056] In response to detecting that the first object has a preset behavior in the virtual game, obtaining a behavior value corresponding to the preset behavior; or,
[0057] In response to the first object being reported to have a preset behavior in the virtual game, and the preset behavior being detected in the virtual game, a behavior value corresponding to the preset behavior is obtained.
[0058] In some embodiments, the update module is used to:
[0059] If the updated habitual behavior value reaches the habitual threshold, the reputation value of the first object is reduced. The reputation value is also used to reduce the reputation value when the first object has preset behavior in the virtual game. The reduced reputation value is used to indicate restrictions on the first object's participation in the virtual game.
[0060] On the other hand, a computer device is provided, which includes a processor and a memory, wherein the memory is used to store at least one program, and the at least one program is loaded and executed by the processor to implement the behavior restriction method in the embodiment of the present application.
[0061] On the other hand, a computer-readable storage medium is provided, in which at least one program is stored. The at least one program is loaded and executed by a processor to implement the behavior restriction method in the embodiment of the present application.
[0062] On the other hand, a computer program product is provided, which includes at least one program segment, wherein the at least one program segment is stored in a computer-readable storage medium, a processor of a computer device reads the at least one program segment from the computer-readable storage medium, and the processor executes the at least one program segment, so that the computer device executes the behavior restriction method described in any of the above-mentioned implementation methods.
[0063] The embodiment of the present application provides a behavior restriction method, which updates the habitual behavior value of the previous time period based on at least one of the behavior value, the report value and the decay value of the next time period. Since the behavior value indicates that the first object has a preset behavior in the virtual game, and the report value indicates that the preset behavior of the first object is reported, the habitual behavior value is a cumulative value, which can represent the number of times the first object has a preset behavior in the virtual game. When the habitual behavior value reaches the habitual threshold, it means that the number of preset behaviors of the first object in the virtual game is large. At this time, the behavior of the first object participating in the virtual game is restricted, which can effectively warn the first object who repeatedly generates the preset behavior in the virtual game, prompting it to no longer generate the preset behavior. In addition, since the decay value indicates the change of the preset behavior of the first object within the preset time period, after the first object reduces the generation of the preset behavior, the habitual behavior value is decayed based on the decay value, which can effectively motivate the first object, prompting the first object to no longer generate the preset behavior. It can be seen that the habitual behavior value determined based on this method has high accuracy, and then the behavior of the first object participating in the virtual game is restricted based on the habitual behavior value, which improves the accuracy of the behavior restriction. And because the method can promote the first object to no longer generate preset behaviors, it can promote the virtual game to maintain a stable game state, ensure the normal operation of the service, and allow other objects to participate in the virtual game normally, thereby improving the user experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0064] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments 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 creative work.
[0065] Figure 1 It is a schematic diagram of an implementation environment provided by an embodiment of the present application;
[0066] Figure 2 is a flow chart of a behavior restriction method provided in an embodiment of the present application;
[0067] Figure 3 is a flow chart of another behavior restriction method provided in an embodiment of the present application;
[0068] Figure 4 It is a schematic diagram of the composition of a common behavior value provided in an embodiment of the present application;
[0069] Figure 5 This is a flowchart of a reporting preset behavior provided in an embodiment of the present application;
[0070] Figure 6This is a flow chart of obtaining a reporting value provided by an embodiment of the present application;
[0071] Figure 7 This is a flow chart of increasing a habitual behavior value based on a reporting value provided by an embodiment of the present application;
[0072] Figure 8 This is a flowchart of a reporting event processing provided by an embodiment of the present application;
[0073] Fig. 9 This is a flow chart for obtaining an attenuation value provided in an embodiment of the present application;
[0074] Fig.10 This is a flow chart of a successful reporting event provided by an embodiment of the present application;
[0075] Fig.11 is a data structure diagram of a common behavior value provided in an embodiment of the present application;
[0076] Fig.12 This is a schematic diagram of a feedback email of a successful report provided in an embodiment of the present application;
[0077] Fig.13 is a block diagram of a behavior restriction device provided in an embodiment of the present application;
[0078] Fig.14 is a block diagram of a terminal provided in an embodiment of the present application;
[0079] Fig.15 This is a block diagram of a server provided in an embodiment of the present application. DETAILED DESCRIPTION
[0080] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.
[0081] In this application, the terms "first", "second", etc. are used to distinguish identical or similar items with basically the same effects and functions. It should be understood that there is no logical or temporal dependency between "first", "second", and "nth", nor is there any limitation on quantity and execution order.
[0082] In the present application, the term "at least one" means one or more, and the term "plurality" means two or more.
[0083] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of relevant countries and regions. For example, the customary behavior value, virtual game, behavior value, reporting value and attenuation value involved in this application are all obtained with full authorization.
[0084] The following is an introduction to the professional terms involved in this application:
[0085] Virtual scene: a virtual scene displayed (or provided) when an application is running on a terminal. The virtual scene can be a simulation of the real world, a semi-simulated and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiments of the present application do not limit the dimensions of the virtual scene. For example, a virtual scene may include the sky, land, ocean, etc. The land may include environmental elements such as deserts and cities, and terminal users can control virtual objects to move in the virtual scene.
[0086] Virtual object: refers to an movable object in the virtual world. The movable object can be at least one of a virtual character, a virtual animal, and a cartoon character. Optionally, when the virtual world is a three-dimensional virtual world, the virtual object can be a three-dimensional stereo model, and each virtual object has its own shape and volume in the three-dimensional virtual world, occupying a part of the space in the three-dimensional virtual world. Optionally, the virtual object is a three-dimensional character built based on three-dimensional human skeleton technology, and the virtual object achieves different external images by wearing different skins. In some implementations, the virtual object can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.
[0087] Virtual game: refers to a virtual world in which different virtual teams belonging to at least two hostile camps occupy their own map areas and compete with a certain victory condition as the goal. The victory condition includes but is not limited to: occupying a stronghold or destroying a stronghold of the hostile camp, killing the virtual object of the hostile camp, ensuring one's own survival in a specified scene and time, grabbing certain resources, and exceeding the opponent's score within a specified time. Tactical competition can be carried out in rounds, and the maps of each round of tactical competition can be the same or different. Each virtual team includes one or more virtual objects, such as 1, 2, 3 or 5.
[0088] The following is an introduction to the implementation environment involved in this application:
[0089] The behavior restriction method provided in the embodiment of the present application can be executed by a computer device, and the computer device is provided as at least one of a terminal and a server. The following is a schematic diagram of the implementation environment of the behavior restriction method provided in the embodiment of the present application.
[0090] See also Figure 1 , Figure 1 A schematic diagram of an implementation environment of a behavior restriction method provided in an embodiment of the present application, the implementation environment includes a terminal 101 and a server 102. The terminal 101 and the server 102 can be directly or indirectly connected via wired or wireless communication, which is not limited in this application. In some embodiments, a target application is installed on the terminal 101, and the target application can be a game application, and the first object who logs into the game application participates in a virtual game. If the first object has a preset behavior in the virtual game, or the preset behavior of the first object in the virtual game is reported, or the preset behavior of the first object changes during a preset time period, the server 102 updates the habitual behavior value of the first object to restrict the first object's participation in the virtual game based on the updated habitual behavior value.
[0091] In some embodiments, the terminal 101 can be a smart phone, a tablet computer, a laptop computer, a desktop computer, an intelligent voice interaction device, a smart home appliance, a vehicle terminal, an aircraft, a VR (Virtual Reality) device, an AR (Augmented Reality) device, etc., but is not limited thereto. In some embodiments, the server 102 is an independent server or a server cluster or a distributed system composed of multiple servers. It can also be 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, CDN (Content Delivery Network), and big data and artificial intelligence platforms. In some embodiments, the server 102 mainly undertakes computing work, and the terminal 101 undertakes secondary computing work; or, the server 102 undertakes secondary computing services, and the terminal 101 undertakes the main computing work; or, the server 102 and the terminal 101 use a distributed computing architecture for collaborative computing.
[0092] See also Figure 2 , Figure 2 It is a flowchart of a behavior restriction method provided in an embodiment of the present application. The method is executed by a server and includes the following steps.
[0093] 201. The server obtains a habitual behavior value of a first object in a first time period, where the habitual behavior value is used to indicate the number of times the first object has performed a preset behavior in a virtual game of the game.
[0094] In the embodiment of the present application, the preset behavior includes at least one of cheating, hanging up, abandoning the game midway, inappropriate remarks, passive play, and grabbing a position. Passive play includes at least one of being defeated too many times, deliberately not participating in the team, and interfering with teammates' games.
[0095] In an embodiment of the present application, the habitual behavior value is a comprehensive value of the behavior value, the reporting value and the attenuation value. The habitual behavior value can be updated in multiple time periods. The habitual behavior value of any time period is obtained by updating the habitual behavior value of the previous time period based on at least one of the behavior value, the reporting value and the attenuation value of the time period, that is, the habitual behavior value is a cumulative value. The habitual behavior value is positively correlated with the behavior value and the reporting value, and negatively correlated with the attenuation value. That is, the larger the behavior value, the larger the habitual behavior value. The larger the reporting value, the larger the habitual behavior value. The larger the attenuation value, the smaller the habitual behavior value. The behavior value is used to indicate that the first object has a preset behavior in the virtual game, the reporting value is used to indicate that the preset behavior of the first object in the virtual game is reported, and the attenuation value is used to indicate the change of the preset behavior of the first object within the preset time period.
[0096] 202. The server obtains at least one of a behavior value, a reporting value, and an attenuation value of the first object in a second time period, where the second time period is a time period after the first time period and adjacent to the first time period, the behavior value is used to indicate that the first object has a preset behavior in the virtual game, the reporting value is used to indicate that the preset behavior of the first object in the virtual game is reported, and the attenuation value is used to indicate a change in the preset behavior of the first object within the preset time period.
[0097] In an embodiment of the present application, when a behavior value is obtained in the second time period, the server updates the habitual behavior value based on the behavior value. When a report value is obtained in the second time period, the server updates the habitual behavior value based on the report value. When an attenuation value is obtained in the second time period, the server updates the habitual behavior value based on the attenuation value.
[0098] Among them, the behavior value and the report value are generated after any virtual game ends. The decay value is generated when logging into the game for the first time every day. In the case where the first object generates a preset behavior in the virtual game within the second time period, the server obtains the behavior value. In the case where the preset behavior of the first object in the virtual game within the first time period is reported, the server obtains the report value. In the case where the decay value is generated based on the change of the preset behavior of the first object within the preset time period within the first time period, the server obtains the decay value.
[0099] In an embodiment of the present application, the preset time period may be a time period of any length before the second time period, and the end time of the preset time period is the start time of the second time period. The change in the preset behavior of the first object within the preset time period may be an increase or decrease in the number of preset behaviors generated within the preset time period. In the case where the number of preset behaviors increases, the attenuation value is smaller, and in the case where the number of preset behaviors decreases, the attenuation value is larger. In this way, when the number of preset behaviors is small, a larger attenuation value is determined at this time, which can produce a larger degree of reduction in the habitual behavior value, thereby achieving a reward effect. When the number of preset behaviors is large, a smaller attenuation value is determined at this time, which will not reduce the habitual behavior value too much, so that objects that repeatedly generate preset behaviors are not rewarded, which encourages them to reduce the generation of preset behaviors.
[0100] 203. The server updates the habitual behavior value based on at least one of the behavior value, the reporting value, and the decay value.
[0101] In an embodiment of the present application, when the server obtains any one of the behavior value, the report value, and the attenuation value, the server updates the habitual behavior value based on the obtained value. The server can update the habitual behavior value in proportion to the behavior value, the report value, and the attenuation value, or can directly update the habitual behavior value based on the behavior value, the report value, and the attenuation value. Further, if the habitual behavior value is updated directly based on the behavior value, the report value, and the attenuation value, the habitual behavior value can be directly added to or subtracted from the behavior value, the report value, and the attenuation value to obtain an updated habitual behavior value.
[0102] 204. If the updated habitual behavior value reaches the habitual threshold, the server restricts the first object's behavior of participating in the virtual game.
[0103] In the embodiment of the present application, restricting the first subject's participation in the virtual game means not allowing the first subject to participate in some preset types of virtual games. The types of virtual games can be set and changed as needed, and are not specifically limited here. For example, the types of virtual games include Canyon of Heroes, Ranked, Normal Match, Man-Machine Match, Custom Match, etc.
[0104] The embodiment of the present application provides a behavior restriction method, which updates the habitual behavior value of the previous time period based on at least one of the behavior value, the report value and the decay value of the next time period. Since the behavior value indicates that the first object has a preset behavior in the virtual game, and the report value indicates that the preset behavior of the first object is reported, the habitual behavior value is a cumulative value, which can represent the number of times the first object has a preset behavior in the virtual game. When the habitual behavior value reaches the habitual threshold, it means that the number of preset behaviors of the first object in the virtual game is large. At this time, the behavior of the first object participating in the virtual game is restricted, which can effectively warn the first object who repeatedly generates the preset behavior in the virtual game, prompting it to no longer generate the preset behavior. In addition, since the decay value indicates the change of the preset behavior of the first object within the preset time period, after the first object reduces the generation of the preset behavior, the habitual behavior value is decayed based on the decay value, which can effectively motivate the first object, prompting the first object to no longer generate the preset behavior. It can be seen that the habitual behavior value determined based on this method has high accuracy, and then the behavior of the first object participating in the virtual game is restricted based on the habitual behavior value, which improves the accuracy of the behavior restriction. And because the method can promote the first object to no longer generate preset behaviors, it can promote the virtual game to maintain a stable game state, ensure the normal operation of the service, and allow other objects to participate in the virtual game normally, thereby improving the user experience.
[0105] Based on the above Figure 2 The behavior restriction method is briefly introduced in the embodiment of Figure 3 The behavior restriction method is further described in the embodiment of FIG. Figure 3 , Figure 3 It is a flowchart of a behavior restriction method provided in an embodiment of the present application. The method is executed by a server and includes the following steps.
[0106] 301. The server obtains a habitual behavior value of a first object in a first time period, where the habitual behavior value is used to indicate the number of times the first object has performed a preset behavior in a virtual game of the game.
[0107] In the embodiment of the present application, the habitual behavior value can be updated in multiple time periods. The initial habitual behavior value is 0. For example, see Figure 4 , Figure 4 : is a schematic diagram of a composition of a habitual behavior value provided by an embodiment of the present application. The habitual behavior value is composed of a behavior value, a reporting value and an attenuation value. The habitual behavior value is positively correlated with the behavior value and the reporting value, and negatively correlated with the attenuation value.
[0108] Among them, the behavior value is also the deduction value of the reputation value. The reputation value is used to indicate the behavior of the first object in the virtual game, including preset behavior and active behavior. Among them, active behavior includes continuous participation in multiple virtual games, continuous login to the game for a preset time, etc. The reputation value is updated based on the behavior value. That is, when the behavior value is obtained, not only the habitual behavior value is updated based on the behavior value, but also the reputation value is reduced based on the behavior value. Reputation values within different ranges correspond to different reputation levels, and different reputation levels indicate different restrictions on the behavior of participating in the virtual game. The larger the reputation value, the higher the reputation level, and the fewer types of virtual games that the first object is restricted from participating in, that is, the fewer types of virtual games that are not allowed to participate. The smaller the reputation value, the lower the reputation level, the more types of virtual games that the first object is restricted from participating in, that is, the more types of virtual games that are not allowed to participate.
[0109] Among them, the server in the embodiment of the present application can be a lobby server (Zonesvr), which is used to provide functions such as account login, data caching and business logic processing of the object.
[0110] 302. The server obtains a behavior value of the first object in a second time period, and updates a habitual behavior value based on the behavior value, wherein the second time period is a time period after the first time period and adjacent to the first time period, and the behavior value is used to indicate that the first object has a preset behavior in the virtual game.
[0111] In some embodiments, the process of the server obtaining the behavior value includes the following two methods: In one implementation, in response to detecting that the first object has a preset behavior in the virtual game, the server obtains the behavior value corresponding to the preset behavior. In another implementation, in response to the first object being reported to have a preset behavior in the virtual game, and the preset behavior is detected in the virtual game, the server obtains the behavior value corresponding to the preset behavior. In the embodiment of the present application, the behavior value is obtained through these two implementations, that is, the server can automatically detect the preset behavior, and can also allow the user to report the preset behavior, which improves the diversity and flexibility of obtaining the behavior value.
[0112] In the embodiment of the present application, different preset behaviors may correspond to the same or different behavior values, which are not specifically limited here. Optionally, the server obtains the behavior value corresponding to the preset behavior from a configuration file, and the configuration file is used to store the behavior values corresponding to various preset behaviors. Furthermore, the configuration file is also used to store a single reporting value and attenuation values corresponding to multiple time differences.
[0113] It should be noted that after the first object is reported by the second object, and the server detects the preset behavior in the virtual game, it means that the report is successful, and the behavior value is obtained only when the report is successful. In some embodiments, if the server does not detect the preset behavior in the virtual game, the second object is notified to upload the video recording of the virtual game to further detect the preset behavior by detecting the video recording. If the preset behavior is detected based on the video recording, it means that the report is successful. If the preset behavior is not detected, it means that the report failed.
[0114] For example, see Figure 5 , Figure 5 1 is a flowchart of reporting a preset behavior provided by an embodiment of the present application. In which, the process is described by taking the second object reporting that the first object has a preset behavior in a virtual game as an example. After any virtual game ends, the second object participating in the virtual game can report the first object with the preset behavior in the settlement interface of the virtual game. The client of the second object sends the reporting information to the server, which is processed by the server. The server parses the reporting information and obtains the game identification of the reported virtual game, the object identification of the reported first object, and the reported preset behavior, etc. The server then searches for the detailed information of the virtual game from the recent game cached by the second object according to the game identification to check whether the game mode of the reported virtual game allows reporting. If so, check whether the reported object is itself. If not, check whether the number of reports of the second object reaches the weekly limit. If not, query the database (DB, DataBase) to obtain the preset behavior detected by the server. Then, based on the detected preset behavior, the reporting event is divided into two categories, namely, the reporting hit category and the reporting miss category. For the reporting miss category, notify the client of the second object to upload the video of the virtual game. For the report hit class, the first object reported is notified to deduct the reputation value, and the number of reports of the second object is increased by 1. Then the object behavior detection server is notified, and the client is notified of the successful report through the object behavior detection server. And the object behavior detection server calls the game side server (GameIdipSvr) to send an email notification to the client of the second object through the IDIP (Ieod Data Interface Platform, a data interface platform) interface to notify the successful report. Among them, if the game mode of the reported virtual game is not allowed to be reported, or the reported object is oneself, or the number of reports reaches the weekly limit, the client of the second object is notified that the report failed. Game modes that allow reporting include matching games, qualifying games, etc. Game modes that do not allow reporting include custom games, practice mode games, etc. The limit number of reports can be set and changed as needed, such as 999.
[0115] In some embodiments, updating the habitual behavior value based on the behavior value means adding the habitual behavior value to the behavior value to obtain an updated habitual behavior value. In other embodiments, updating the habitual behavior value based on the behavior value means adding the habitual behavior value to a preset multiple of the behavior value to obtain an updated habitual behavior value.
[0116] In the embodiment of the present application, since the behavior value is generated based on the first object's preset behavior in the virtual game, and when the habitual behavior value increases to a certain extent, the first object's behavior in participating in the virtual game will be restricted. Therefore, increasing the habitual behavior value based on the behavior value can effectively warn the first object and prompt the first object to no longer generate the preset behavior.
[0117] 303. The server obtains a reporting value of the first object in the second time period, and updates the habitual behavior value based on the reporting value, where the reporting value is used to indicate that a preset behavior of the first object in the virtual game is reported.
[0118] In some embodiments, the process of the server obtaining the reporting value includes the following steps: when the first object is reported by the second object for a preset behavior in the virtual game, the server obtains the reporting value corresponding to the reporting behavior, and the second object is an object participating in the same virtual game as the first object.
[0119] In the embodiment of the present application, the reporting values corresponding to different preset reporting behaviors may be the same or different. In the embodiment of the present application, the reporting values corresponding to any reporting behavior are the same as an example for explanation. Accordingly, the reporting value corresponding to any reporting behavior is a single reporting value, and the single reporting value can be set and changed as needed, such as a single reporting value of 0.5. Optionally, the server obtains the single reporting value from the configuration file.
[0120] In the embodiment of the present application, when the first object is reported by the second object for a preset behavior in the virtual game, the process of obtaining the reporting value corresponding to the reporting behavior is as follows: Figure 6 The embodiments of the present invention will not be described in detail here.
[0121] In some embodiments, updating the habitual behavior value based on the reporting value means adding the habitual behavior value to the reporting value to obtain an updated habitual behavior value. In other embodiments, updating the habitual behavior value based on the reporting value means adding the habitual behavior value to a preset multiple of the reporting value to obtain an updated habitual behavior value.
[0122] In the embodiment of the present application, since the report value is generated based on the preset behavior of the first subject in the virtual game, and the habitual behavior value increases to a certain extent, the first subject's participation in the virtual game will be restricted. Therefore, increasing the habitual behavior value based on the report value can effectively warn the first subject of the preset behavior in the virtual game.
[0123] 304. The server obtains an attenuation value of the first object in the second time period, and updates the habitual behavior value based on the attenuation value, where the attenuation value is used to indicate a change in a preset behavior of the first object within a preset time period.
[0124] In some embodiments, the process of the server obtaining the attenuation value includes the following steps: when the first object logs into the game for the first time on the day, the server determines a first timestamp, and the first timestamp is used to indicate the time when the habitual behavior value was last updated based on the behavior value; based on the time difference between the first timestamp and the current time, the attenuation value is obtained.
[0125] In an embodiment of the present application, when the first object logs into the game for the first time on the same day, the attenuation value mechanism is triggered to obtain the attenuation value to attenuate the habitual behavior value. That is, the habitual behavior value is attenuated based on the attenuation value at most once a day, so that the habitual behavior value can be effectively attenuated and the habitual behavior value can be avoided from being attenuated too quickly, and then the attenuation value can play an effective incentive role. The time when the habitual behavior value was last updated based on the behavior value is the time when the first object last generated a preset behavior in the virtual game. In this way, the time difference between the first timestamp and the current time can indicate the change of the preset behavior of the first object within the preset time period, that is, how often the first object generates a preset behavior. In this way, the attenuation value is obtained based on the time difference, and when the preset behavior is not generated within a period of time, a larger attenuation value can be given to reduce the habitual behavior value to incentivize such a preset behavior change, thereby promoting the first object not to generate the preset behavior, and improving the accuracy and rationality of the update of the habitual behavior value.
[0126] In the embodiment of the present application, since the habitual behavior value is updated based on the behavior value, the reputation value is also updated based on the behavior value. Accordingly, the first timestamp is also used to indicate the time when the reputation value was last updated. The current time is also the time when the first object currently logs into the game.
[0127] In some embodiments, the process of obtaining the attenuation value based on the time difference between the first timestamp and the current time by the server includes the following cases: when the time difference is less than the first time difference, the server uses the first sub-value as the attenuation value; when the time difference is greater than the first time difference and less than the second time difference, the server uses the second sub-value as the attenuation value; when the time difference is greater than the second time difference, the server uses the third sub-value as the attenuation value. Wherein, the first time difference is less than the second time difference, the first sub-value is less than the second sub-value, and the second sub-value is less than the third sub-value. In this embodiment, the longer the time difference between the current time and the last time the first object generated the preset behavior, the greater the attenuation value, and then the greater the attenuation degree of the habitual behavior value based on the attenuation value, that is, a certain reward is given to the first object that has not generated the preset behavior recently, and then the first object can be promoted to no longer generate the preset behavior, thereby improving the accuracy and rationality of updating the habitual behavior value based on the attenuation value.
[0128] Wherein, the first time difference and the second time difference can be set and changed as needed. Optionally, the two time differences are in hours, respectively. For example, the first time difference and the second time difference are 24 hours and 48 hours, respectively. Alternatively, the two time differences are in natural days, such as the first time difference and the second time difference are one day and two days, respectively. If the first timestamp is the same day or the previous day, the first sub-value is used as the attenuation value. If the first timestamp is two days ago, the second sub-value is used as the attenuation value. If the second timestamp is more than two days ago, the third sub-value is used as the attenuation value. Wherein, the first sub-value, the second sub-value and the third sub-value can be set and changed as needed, such as the first sub-value, the second sub-value and the third sub-value are 0, 2, and 3, respectively.
[0129] In some embodiments, if the first object does not generate a preset behavior in the virtual game, the behavior value will not be obtained, and accordingly, the habitual behavior value will not be updated based on the behavior value. In this case, the first timestamp is always 0. Therefore, in some embodiments, before obtaining the attenuation value, the server first determines whether the first timestamp is 0. If the first timestamp is not 0, the server performs the step of obtaining the attenuation value based on the time difference between the first timestamp and the current time. If the first timestamp is 0, the attenuation value is no longer obtained.
[0130] In some embodiments, in order to facilitate determining whether the first object logs into the game for the first time on the day, the server also records multiple second timestamps, and the multiple second timestamps are used to indicate the time of each acquisition of the attenuation value; when the timestamp closest to the current time among the multiple second timestamps does not belong to the same day as the current time, the server determines that the first object logs into the game for the first time on the day. Among them, the current time is also the time when the first object currently logs into the game. In this embodiment, after each acquisition of the attenuation value, the timestamp of the acquisition of the attenuation value is recorded, so that each time the first object logs in, it can be determined whether it is the first time to log in to the game on the day based on the current time and the latest timestamp recorded, and then it can be determined whether the attenuation value has been acquired on the day, which improves the rationality and convenience of the processing flow. And in this embodiment, the attenuation habitual behavior value is triggered when the object logs in to the game, which can promote users to log in to the game and promote the promotion and use of the game.
[0131] In some embodiments, if the first object logs in at midnight, the server triggers the decay of the habitual behavior value at midnight of the day or triggers the decay of the habitual behavior value when the first object logs in at midnight of the day, which is not specifically limited here.
[0132] For example, see Fig. 9 , Fig. 9 1 is a flowchart of obtaining an attenuation value provided by an embodiment of the present application. Among them, when the first object logs in to the game or the timer detects that the object logs in online across zero o'clock, the daily attenuation of the habitual behavior value is triggered, that is, the attenuation value is obtained. The server checks whether the first object has completed the daily attenuation, and ends if so. If not, the first timestamp is obtained, and it is determined whether the first timestamp is 0. If it is 0, it means that the object has not been deducted from the credit value, and the habitual behavior value is 0, then it ends. If it is not 0, the natural days between the first timestamp and the current time are calculated. Then the configuration file is read to obtain the attenuation values corresponding to different natural days. Among them, if the first timestamp is the same day, the attenuation value is 0, that is, the habitual behavior value remains unchanged. If the first timestamp is the previous day, the attenuation value is 0, that is, the habitual behavior value remains unchanged. If the first timestamp is the previous two days, the attenuation value is 2, that is, the habitual behavior value minus 2. If the first timestamp is more than two days ago, the attenuation value is 3, that is, the habitual behavior value minus 3. Finally, the current timestamp is recorded to obtain a second timestamp, and the decay of the habitual behavior value is triggered only once a day through the recorded second timestamp.
[0133] In some embodiments, updating the habitual behavior value based on the attenuation value means subtracting the habitual behavior value from the attenuation value to obtain an updated habitual behavior value. In other embodiments, updating the habitual behavior value based on the attenuation value means subtracting the habitual behavior value from a preset multiple of the attenuation value to obtain an updated habitual behavior value.
[0134] In the embodiment of the present application, since the decay value is used to indicate the change of the preset behavior of the first object within a period of time, that is, it can indicate how long the first object has not generated the preset behavior, and when the habitual behavior value increases to a certain extent, the first object's participation in the virtual game will be restricted. In this way, the habitual behavior value minus the decay value can reward the first object that has not generated the preset behavior for a period of time, thereby promoting the first object not to generate the preset behavior in the virtual game, which can effectively play an incentive role.
[0135] It should be noted that the serial numbers of steps 302-304 are only for convenience of description and are not used to limit the execution order of steps 302-304. The server can execute at least one of steps 302-304, such as only executing step 302, only executing step 303, or only executing step 304, or executing steps 302-304, and steps 302-304 can be executed synchronously, which is not specifically limited here.
[0136] In the embodiment of the present application, the updating of the habitual behavior value is realized based on the above steps 302-304. In other embodiments, in order to further improve the accuracy and rationality of updating the habitual behavior value, the server further executes the following step 305 to update the habitual behavior value.
[0137] 305. The server obtains a reporting value of a virtual game in which the first object has been successfully reported in the second time period, and updates a habitual behavior value based on the reporting value of the virtual game in which the first object has been successfully reported, wherein the reporting value is used to indicate that a preset behavior of the first object in the virtual game has been reported.
[0138] In some embodiments, the process by which the server obtains a reporting value of a successfully reported virtual game includes the following steps: when a first object is reported by a second object for a preset behavior in a virtual game and the report is successful, a reporting success event is created based on the object identifier of the first object, the object identifier of the second object, the game identifier of the reported virtual game, the occurrence time of the reported virtual game and the current time, and the reporting success event is stored in the second event list of the first object, where a successful report means that the reported preset behavior is detected in the reported virtual game; when the first object logs in to the game, a reporting success event is obtained from the second event list of the first object, and based on the reporting success event, the reporting value of the successfully reported virtual game is obtained, and the reporting value of the successfully reported virtual game is subtracted from the usual behavior value.
[0139] It should be noted that when the second object successfully reports the first object, the first object may be offline, or the first object and the second object may not log in to the same server, and the first object cannot be notified to deduct the reporting value at this time. In this embodiment, when the second object reports the first object, a reporting success event is created, and the reporting success event is stored in the second event list. In this way, when the first object logs in, the server processes the reporting success event of the first object again, and the real-time processing of the reporting success event of the reported object is realized when the object is online, which looks like the reporting value in the usual behavior value is deducted in real time, improving the user experience.
[0140] Among them, if the first object and the second object are not logged in to the same server, the server logged in by the second object will send the report success event to the server logged in by the first object, and store it in the second event list on the server. In this way, when the first object is logged in, the server obtains the report success event from the second event list and processes the report success event. In this way, since the processing complexity of the two objects interacting when processing the report value on different servers is shielded, regardless of whether the reporting object and the reported object are on the same server, the processing method is the same, and the normal interaction logic process is completed just like on the local server, which improves the simplicity and convenience of processing, improves service efficiency, and reduces service pressure.
[0141] In the embodiment of the present application, the process of the server creating a successful reporting event is the same as the process of creating a reporting event, and the process of obtaining a successful reporting event and processing the successful reporting event is the same as the process of obtaining a reporting event and processing the reporting event, which will not be repeated here.
[0142] In some embodiments, the server obtains the reporting value of the successfully reported virtual game based on the reporting success event, and subtracts the reporting value of the successfully reported virtual game from the usual behavior value, comprising the following steps: the server searches for the second virtual game in the game list of the first object based on the game identifier and occurrence time of the second virtual game, the second virtual game being the virtual game in the reporting success event, the game list being used to store the game identifier, occurrence time and respective cumulative reporting value of at least one virtual game reported by the first object; when the game list stores the second virtual game and the cumulative reporting value of the second virtual game is not 0, the server subtracts the usual behavior value from the cumulative reporting value of the second virtual game to obtain an updated usual behavior value, and updates the cumulative reporting value of the second virtual game to 0; when the game list stores the second virtual game and the cumulative reporting value of the second virtual game is 0, the cumulative reporting value of the second virtual game is no longer subtracted from the usual behavior value, and the cumulative reporting value of the second virtual game is 0 when the game is successfully reported.
[0143] In an embodiment of the present application, when processing any successful reporting event, if the virtual game has been stored in the game list, it means that the preset behavior of the first object in the second virtual game has been reported by other objects. If the cumulative reporting value of the second virtual game recorded in the game list is not 0, it means that the second virtual game has not been successfully reported before, and the cumulative reporting value has been added to the usual behavior value. In this way, when the cumulative reporting value of the second virtual game is not 0, the usual behavior value is subtracted from the cumulative reporting value, and the cumulative reporting value of the second virtual game that has been added to the usual behavior value can be removed, avoiding repeated punishment of the first object based on the behavior value and the reporting value. And the cumulative reporting value of the second virtual game is updated to 0 to indicate that the second virtual game has been successfully reported, and the reporting value added to the usual behavior value has been subtracted from the usual behavior value, and then when the successful reporting event of the second virtual game is subsequently processed, there is no need to execute the process of subtracting the reporting value in the usual behavior value, that is, there is no need to process the successful reporting event of the second virtual game, which simplifies the processing flow and improves the processing efficiency.
[0144] In some embodiments, if the second virtual game is not stored in the game list, the second virtual game is to be stored in the game list. The server stores the second virtual game in the following two cases. If the second virtual game is not stored in the game list, and the number of virtual games stored in the game list reaches the quantity threshold, the virtual game with the earliest occurrence time in the game list is deleted, and the game identifier, occurrence time and cumulative report value of the second virtual game are stored in the game list, and the cumulative report value of the second virtual game is 0; if the second virtual game is not stored in the game list, and the number of virtual games stored in the game list does not reach the quantity threshold, the game identifier, occurrence time and cumulative report value of the second virtual game are stored in the game list.
[0145] In this embodiment, the second virtual game is not stored in the game list, indicating that the second virtual game is a new virtual game. However, the number of virtual games stored in the game list is limited. At this time, it is detected whether the storage space of the game list is full. If so, the virtual game with the earliest occurrence time is deleted, which ensures that the new virtual game can be stored in the game list. And the virtual game with the earliest occurrence time has a greater probability of being processed, which ensures the accuracy and rationality of the deletion. If the storage space is not full, the second virtual game is directly stored in the game list, which is convenient for subsequent processing based on the cumulative reporting value of the second virtual game. In addition, the cumulative reporting value of the second virtual game is assigned to 0 and stored in the game list. Since the virtual game that has been successfully reported does not need to increase the reporting value, the cumulative reporting value is assigned to 0, which avoids the process of adding the reporting value to the usual behavior value and the process of subtracting the reporting value from the usual behavior value, which simplifies the processing flow and improves the processing efficiency.
[0146] For example, see Fig.10 , Fig.10 It is a processing flow chart of a successful reporting event provided by an embodiment of the present application. Among them, the server processes the successful reporting event to remove the reporting value of the second virtual game that was successfully reported from the usual behavior value. First, the game identifier and the occurrence time are obtained from the successful reporting event. Then the virtual games stored in the game list are traversed to determine whether the game identifier of the second virtual game is stored in the virtual game. If so, it is determined whether the cumulative reporting value of the second virtual game is greater than 0. If so, the usual behavior value of the first object is subtracted from the cumulative reporting value, and the cumulative reporting value of the second virtual game is updated to 0 at the same time, to indicate that the virtual game has been successfully reported, and subsequent reports do not need to increase the usual behavior value based on the virtual game. Among them, greater than 0 means not 0. If the game identifier of the second virtual game is not stored in the virtual game, and the traversal is not completed, the traversal is repeated. In the case of completing the traversal, the game identifier of the second virtual game is not found, indicating that the second virtual game is a new virtual game that has been successfully reported, and then it is determined whether the storage space of the virtual game in the game list is full. If so, delete the first virtual game, which occurs the earliest. Then, according to the occurrence time of the second virtual game, the second virtual game is stored in order in the game list, and the cumulative common value of the second virtual game is assigned to 0, to indicate that the second virtual game has been successfully reported, and subsequent reports do not need to increase the common behavior value based on the virtual game. If it is not full, the second virtual game is also stored in order in the game list according to the occurrence time of the second virtual game, and the cumulative common value of the second virtual game is assigned to 0. If the cumulative report value of the second virtual game is not greater than 0, wherein, not greater than 0 means that it is 0, which further indicates that the first virtual game has been successfully reported, and there is no need to increase the common behavior value, and it ends directly.
[0147] It should be noted that there may be multiple second objects participating in the same virtual game with the first object, and therefore, the first object may be reported by multiple second objects. Accordingly, when any second object generates a reporting value due to reporting the first object, the virtual game may have been successfully reported by other second objects, or may not have been successfully reported. Accordingly, there is no strict execution order between the process of obtaining the reporting value of the reporting event from the game list in step 303 to add to the usual behavior value and the process of obtaining the reporting value of the successful reporting event from the game list in step 305 to subtract the reporting value from the usual behavior value. The two can be executed crosswise or synchronously, and are not specifically limited here. If, when processing a reporting event, the cumulative reporting value of the first virtual game is 0, it means that the virtual game has been successfully reported, and its successful reporting event has been processed, so the cumulative reporting value is 0.
[0148] In the embodiment of the present application, when a virtual game is reported once, a single report value is added to the usual behavior value, and a single report value is added to the cumulative report value in the game list, so that when the virtual game is successfully reported, the added report value in the usual behavior value can be subtracted directly based on the cumulative report value in the game list. And in the case of a successful report, the cumulative report value is directly assigned to 0, so there is no need to add and subtract the report value for the virtual game, which simplifies the processing flow and improves processing efficiency.
[0149] For example, see Fig.11 , Fig.11 It is a data structure diagram of a habitual behavior value provided by an embodiment of the present application. Among them, the data structure (RecidivistInfo) of the habitual behavior value includes the habitual behavior value (Score) and its data type, the timestamp of the most recent deduction of the credit value (LastDeductCreditScoreTime), i.e., the first timestamp and its data type, the number of reported virtual games (ReportRoomNum) and its data type, and the sub-data structure, i.e., the game list. The sub-data structure includes the game identifier (RoomID) and its data type, the occurrence time of the virtual game (StartTime) and its data type, and the cumulative reporting value (RoomRecidivistScore) of the reported virtual game and its data type. The data structure is used as a data attribute of the object to record data related to the habitual behavior value system. Furthermore, the game list exists based on the data in the data structure, and the reporting event and the reporting success event are processed based on the data in the data structure.
[0150] 306. If the updated habitual behavior value reaches the habitual threshold, the server restricts the first object's behavior of participating in the virtual game, and the updated habitual behavior value is obtained by updating the habitual behavior value based on at least one of the behavior value, the reporting value, and the attenuation value.
[0151] In some embodiments, after the updated habitual behavior value reaches the habitual threshold, the server determines the virtual game type that restricts the first object from participating based on the behavior value interval in which the updated habitual behavior value is located. Optionally, the server sets corresponding virtual game types for different behavior value intervals in advance. The habitual threshold can be set and changed as needed, such as the habitual threshold is 200.
[0152] Furthermore, if the updated habitual behavior value reaches the habitual threshold, after restricting the first subject from participating in some types of virtual games, the skills that the first subject can use in the virtual games are also restricted. Restricting the first subject from participating in some types of virtual games means not allowing the first subject to participate in these types of virtual games. Restricting the first subject from using some skills means not allowing the first subject to use these skills.
[0153] In other embodiments, if the updated habitual behavior value reaches the habitual threshold, the process of the server restricting the first object's participation in the virtual game includes the following steps: if the updated habitual behavior value reaches the habitual threshold, reducing the reputation value of the first object, the reputation value is also used to reduce when the first object has a preset behavior in the virtual game, and the reduced reputation value is used to indicate that the first object's participation in the virtual game is restricted. Among them, the reduction value of the reputation value can be set and changed as needed, and is not specifically limited here.
[0154] In this embodiment, since the reputation value is used to indicate the restriction on the first object's participation in the virtual game, and the lower the reputation value, the greater the restriction on the first object's participation in the virtual game, and the more virtual game types are restricted, and then when the habitual behavior value is large, that is, when the first object generates a large number of preset behaviors in the virtual game, its reputation value is reduced, and the first object's participation in the virtual game is restricted by the reduced reputation value, that is, some existing behavior restriction mechanisms are utilized, and the convenience of behavior restriction is improved. And because the present application not only reduces the reputation value based on the behavior value, but also reduces the reputation value based on the habitual behavior value, when the first object repeatedly generates preset behaviors, additional punishment is imposed on it, which can effectively warn it and improve the accuracy of behavior restriction.
[0155] In some embodiments, the server also increases the reputation value when the first object generates positive behavior in the virtual game. Optionally, when the habitual behavior value is greater than the habitual threshold, the server increases the reputation value and also reduces the habitual behavior value based on the increase in the reputation value, so as to promote the first object to generate positive behavior in the game, thereby playing an effective incentive role.
[0156] For example, see Fig.12 , Fig.12 This is a schematic diagram of a feedback email of a successful report provided by an embodiment of the present application. After the second object successfully reports the first object, the system, i.e., the server, will send a feedback email to the client of the second object. Furthermore, if the updated habitual behavior value reaches the habitual threshold, after the additional deduction of the credit value, a prompt message will be displayed on the feedback email to prompt that the reported object has been additionally deducted credit value due to a large number of preset behaviors.
[0157] In other embodiments, if the updated habitual behavior value reaches the habitual threshold, the first subject's behavior of participating in the virtual game is restricted by additionally deducting the first subject's hero score. The first subject can select any virtual object from multiple types of virtual objects to participate in the virtual game, and the hero score is used to indicate the first subject's level of use of the virtual object. In this way, by reducing the hero score, an additional penalty effect is achieved on the first subject, which encourages the first subject to no longer perform the preset behavior.
[0158] In other embodiments, if the updated habitual behavior value reaches the habitual threshold, the server adjusts the detection parameters of the preset behavior to perform more stringent detection on the preset behavior. For example, the reference time used to detect whether the first object is on-hook is reduced. For example, if the preset behavior of on-hook is confirmed when the first object is not online for 2 minutes, then after the adjustment, the preset behavior of on-hook is confirmed when the first object is not online for 1 minute. In this way, by adjusting the detection parameters, an additional penalty effect on the first object is achieved, which encourages the first object to no longer generate the preset behavior.
[0159] The solution provided by the embodiment of the present application identifies objects whose habitual behavior values reach the habitual threshold as objects that repeatedly generate preset behaviors, and further marks such objects for additional punishment. This solution can identify objects that have been punished many times but still do not repent and repeatedly play passively. By means of additional deductions of reputation points, additional deductions of hero scores, and lowering of preset behavior detection thresholds, the punishment of such objects can be increased, which plays a better warning role. At the same time, a better gaming environment is created to promote the normal operation of services and improve user experience.
[0160] The embodiment of the present application uses the reporting event (Eventlog) mechanism to increase or deduct the habitual behavior value of the reported object, so that it can be processed in real time when the reported object is online. When the reported object is not online, it will be automatically processed at the next login, just like the object is online when the reporting value is increased or deducted. It looks like the reporting object "modifies" the habitual behavior value of the reported object in real time, improving the user experience.
[0161] The embodiment of the present application provides a behavior restriction method, which updates the habitual behavior value of the previous time period based on at least one of the behavior value, the report value and the decay value of the next time period. Since the behavior value indicates that the first object has a preset behavior in the virtual game, and the report value indicates that the preset behavior of the first object is reported, the habitual behavior value is a cumulative value, which can represent the number of times the first object has a preset behavior in the virtual game. When the habitual behavior value reaches the habitual threshold, it means that the number of preset behaviors of the first object in the virtual game is large. At this time, the behavior of the first object participating in the virtual game is restricted, which can effectively warn the first object who repeatedly generates the preset behavior in the virtual game, prompting it to no longer generate the preset behavior. In addition, since the decay value indicates the change of the preset behavior of the first object within the preset time period, after the first object reduces the generation of the preset behavior, the habitual behavior value is decayed based on the decay value, which can effectively motivate the first object, prompting the first object to no longer generate the preset behavior. It can be seen that the habitual behavior value determined based on this method has high accuracy, and then the behavior of the first object participating in the virtual game is restricted based on the habitual behavior value, which improves the accuracy of the behavior restriction. And because the method can promote the first object to no longer generate preset behaviors, it can promote the virtual game to maintain a stable game state, ensure the normal operation of the service, and allow other objects to participate in the virtual game normally, thereby improving the user experience.
[0162] See also Figure 6 , Figure 6 This is a flowchart of obtaining a reporting value provided by an embodiment of the present application, which is used to implement a process in which a server obtains a reporting value corresponding to a reporting behavior when a first object is reported by a second object for a preset behavior in a virtual game. The method is executed by a server and includes the following steps.
[0163] 601. When a first object is reported by a second object for having a preset behavior in a virtual game, the server creates a reporting event based on the object identifier of the first object, the object identifier of the second object, the game identifier of the reported virtual game, the occurrence time of the reported virtual game and the current time, and stores the reporting event in a first event list of the first object.
[0164] In an embodiment of the present application, the current time in the report event is also the creation time of the report event. After the first object logs into the game, the server obtains the first event list of the first object based on the object identifier of the first object, obtains multiple report events in the first event list in turn, and processes the multiple report events in turn to obtain the report values corresponding to the multiple report events. It should be noted that if the first object has been logged in online, the server will periodically check whether the first object has a report event that needs to be processed through a timer, and if so, obtain the report event for processing. Correspondingly, if there are multiple objects logged in to the server, the server will periodically check whether each object has a report event that needs to be processed through a timer.
[0165] In an embodiment of the present application, the object identifier of the first object is identified as a receiver to indicate that the reporting event is handled by the first object, i.e., the object being reported. The object identifier of the second object is identified as a sender. The occurrence time of the virtual game can be the start timestamp of the virtual game, or it can be the occurrence time period of the virtual game, and the occurrence time period includes the start time and end time of the virtual game.
[0166] In some embodiments, the server also creates a reporting event based on the event type, and the event type included in the reporting event is used to indicate the type of the reporting event. For example, the event type can be a reporting event type, a reporting success event type, or a reputation value deduction event type. The reputation value deduction event type refers to an event in which the reputation value of the second object is deducted based on the behavior value after the first object is successfully reported by the second object. The creation process and processing process of the reputation value deduction event are the same as those of the reporting event, and will not be repeated here. Accordingly, when the server processes the reporting event, based on the event type field of the reporting event, it obtains the reporting event from the database, that is, the first event list for processing.
[0167] 602. When the first object logs into the game, the server obtains a reporting event from a first event list of the first object, and obtains a reporting value based on the reporting event.
[0168] It should be noted that when the second object reports the first object, the first object may be offline, or the first object and the second object may not log in to the same server, and at this time, the first object cannot be notified to increase the reporting value. In this embodiment, through the reporting event mechanism (Eventlog), when the second object reports the first object, a reporting event is created and the reporting event is stored in the first event list. In this way, when the first object logs in, the server processes the reporting event of the first object, and the real-time processing of the reporting event of the reported object is realized when the object is online. It looks like the habitual behavior value is increased in real time based on the reporting value, which improves the user experience.
[0169] Among them, if the first object and the second object are not logged in to the same server, the server logged in by the second object will send the report event to the server logged in by the first object and store it in the first event list on the server. In this way, when the first object logs in, the server obtains the report event from the first event list and processes the report event. Since this embodiment shields the processing complexity of the two objects interacting when processing the report value on different servers, regardless of whether the reporting object and the reported object are on the same server, the processing method is the same, and the normal interaction logic process is completed just like on the local server, which improves the simplicity and convenience of processing, improves service efficiency, and reduces service pressure.
[0170] In some embodiments, when obtaining reporting events from the first event list and processing the reporting events, it also includes at least one of the following implementation methods: if any reporting event is processed, the processed reporting event is deleted from the first event list; if the first object logs out when processing any reporting event, any reporting event is stored again in the first event list.
[0171] In this embodiment, the processed reporting events are deleted from the first event list, which avoids the explosive growth of reporting event records, reduces storage pressure, and avoids waste of resources. The unprocessed reporting events are stored again, so that the first object can obtain the reporting events for processing when logging in next time, ensuring that the reporting events can be effectively processed, avoiding omissions, and improving the integrity of processing.
[0172] For example, see Figure 7 , Figure 7This is a flowchart of increasing the habitual behavior value based on the reporting value provided by an embodiment of the present application. After any virtual game ends, the second object participating in the virtual game can report the first object with preset behavior in the settlement interface of the virtual game. The client of the second object sends the reporting information to the server, and the server completes the reporting processing flow. The server increases the habitual behavior value of the first object by sending a reporting event. Among them, the server creates a reporting event, and the reporting event includes a receiver, a sender, a type, content and a creation time. The receiver and the sender indicate the object identifier of the first object and the object identifier of the second object respectively, and the content includes the game identifier and the occurrence time. The server sends the reporting event, inserts a piece of data of the reporting event into the first event list of the first object, and stores the reporting event in the first event list of the first object. When the first object logs in to the game, the server automatically processes the reporting event. When the first object is always online, the server's timer detects whether each object has a reporting event to be processed. For the first object, the server reads the corresponding reporting event from the first event list according to the type of the reporting event for processing. After reading the reporting event, the server deletes the reporting event from the first event list. When actually processing a report event, the server determines whether the first object is online. If not, it means that the first object has gone offline, and the report event is reinserted into the first event list, and automatically processed when the first object logs in next time. If the first object is still online, the corresponding processing function is obtained according to the type of the report event, and the processing function is executed to complete the processing of the report event.
[0173] In some embodiments, the process of the server obtaining a reporting value based on a reporting event includes the following steps: the server searches for the first virtual game in the game list of the first object based on the game identifier and occurrence time of the first virtual game, the first virtual game being the virtual game in the reporting event, and the game list being used to store the game identifier, occurrence time and cumulative reporting value of at least one virtual game reported by the first object; when the game list stores the first virtual game and the reporting value of the first virtual game is not 0, the server increases the cumulative reporting value of the first virtual game by a single reporting value and uses the single reporting value as the reporting value; when the game list stores the first virtual game and the cumulative reporting value of the first virtual game is 0, the server no longer obtains the reporting value, and the cumulative reporting value of the first virtual game is 0 when the report is successful, and a successful report means that the reported preset behavior is detected in the first virtual game.
[0174] It should be noted that if the cumulative reporting value of the first virtual game is 0, the single reporting value will no longer be added to the cumulative reporting value, and the reporting value of the first virtual game will no longer be added to the habitual behavior value, so that the cumulative reporting value remains at 0, indicating that the first virtual game has been successfully reported.
[0175] In an embodiment of the present application, when processing any reporting event, if the game list has stored the virtual game, it means that the preset behavior of the first object in the first virtual game has been reported by other objects. If the cumulative reporting value of the first virtual game recorded in the game list is not 0, it means that the first virtual game has not been successfully reported. If it is 0, it means that it has been successfully reported. In the case where it is not 0, a single reporting value is added to the existing cumulative reporting value to realize the processing of the reporting event. In this way, based on the cumulative reporting value of the first virtual game recorded in the game list, on the one hand, it is convenient to indicate that the first virtual game has not been successfully reported. On the other hand, based on the cumulative reporting value, the total reporting value corresponding to the first virtual game can be known, which is convenient for the subsequent case where the first virtual game is successfully reported. The reporting value of the first virtual game that has been added to the usual behavior value is subtracted, thereby improving the rationality of the processing flow. Since the cumulative report value is 0, it means that the first virtual game has been successfully reported. Since a behavior value is generated after a successful report, and based on the behavior value, not only the habitual behavior value is increased, but also the reputation value is deducted based on the behavior value, and a decrease in the reputation value leads to a decrease in the reputation level, and a decrease in the reputation level will restrict the behavior of participating in the virtual game. Therefore, in order to avoid repeated punishment, when the virtual game is successfully reported, it is necessary to subtract the report value added to the habitual behavior value of the virtual game. In this embodiment, when the report is successful, the cumulative report value is directly assigned to 0, so there is no need to increase the report value for the habitual behavior value, and there is no need to subtract the report value from the habitual behavior value, which simplifies the processing flow and improves processing efficiency.
[0176] In some embodiments, when the first virtual game is not stored in the game list, the first virtual game is to be stored in the game list. The server stores the first virtual game in the following two cases. When the first virtual game is not stored in the game list, and the number of virtual games stored in the game list reaches the quantity threshold, the server deletes the virtual game with the earliest occurrence time in the game list, and stores the game identifier, occurrence time and cumulative report value of the first virtual game in the game list, and the cumulative report value of the first virtual game is a single report value; when the first virtual game is not stored in the game list, and the number of virtual games stored in the game list does not reach the quantity threshold, the server stores the game identifier, occurrence time and cumulative report value of the first virtual game in the game list.
[0177] In this embodiment, the first virtual game is not stored in the game list, indicating that the first virtual game is a new virtual game. However, the number of virtual games stored in the game list is limited. At this time, it is detected whether the storage space of the game list is full. If so, the virtual game with the earliest occurrence time is deleted to ensure that the new virtual game can be stored in the game list. And the virtual game with the earliest occurrence time has a greater probability of being processed, which ensures the accuracy and rationality of the deletion. If the storage space is not full, the first virtual game is directly stored in the game list, which is convenient for subsequent processing based on the accumulated reporting value of the first virtual game.
[0178] In the embodiment of the present application, the quantity threshold can be set and changed as needed, such as 100. In some embodiments, multiple virtual games in the game list are arranged in order according to the occurrence time, and the ranking of the virtual games is positively correlated with the occurrence time, that is, the earlier the occurrence time, the higher the ranking. In this way, when deleting a virtual game in the game list, you can directly delete the virtual game ranked first, thereby improving processing efficiency.
[0179] For example, see Figure 8 , Figure 8 It is a processing flow chart of a reporting event provided by an embodiment of the present application. Among them, the server processes the reporting event to increase the habitual behavior value based on the reporting value. First, the game identifier and the occurrence time are obtained from the reporting event. Then the configuration file is read to obtain the single reporting value. Then the virtual games stored in the game list are traversed to determine whether the game identifier of the first virtual game is stored in the virtual game. If so, it is determined whether the cumulative reporting value of the first virtual game is greater than 0. If so, the cumulative reporting value of the first virtual game is increased by the single reporting value, which adds the single reporting value as the reporting value to the habitual behavior value. If the game identifier of the first virtual game is not stored in the virtual game, and the traversal is not completed, re-traverse. In the case of completing the traversal, the game identifier of the first virtual game is not found, indicating that it is a new reported virtual game, then it is determined whether the storage space of the virtual game in the game list is full. If so, the first virtual game is deleted, and the occurrence time of the first virtual game is the earliest. Then, according to the occurrence time of the first virtual game, the first virtual game is stored in the game list in order, and the habitual behavior value of the first object is increased. If it is not full, the first virtual game is also stored in the game list in order according to the occurrence time of the first virtual game, and the habitual behavior value of the first object is increased. If the cumulative report value of the first virtual game is not greater than 0, it means that the first virtual game has been successfully reported, and there is no need to increase the habitual behavior value, and it ends directly.
[0180] In an embodiment of the present application, the above steps 601-602 implement a process of obtaining a reporting value corresponding to the reporting behavior when the first object is reported by the second object for a preset behavior in a virtual game. And steps 601-602 are only an optional implementation method for implementing the process, and the server can also implement the process through other optional implementation methods, which are not specifically limited here. In this embodiment, through the reporting event mechanism (Eventlog), when the second object reports the first object, a reporting event is created, and the reporting event is stored in the first event list, so that when the first object logs in, the server processes the reporting event of the first object again, and the real-time processing of the reporting event of the reported object when it is online is realized, which looks like the habitual behavior value is increased in real time based on the reporting value, thereby improving the user experience.
[0181] Fig.13 is a block diagram of a behavior restriction device provided according to an embodiment of the present application. The device is used to perform the steps of the above-mentioned behavior restriction method, see Fig.13 , the device comprises:
[0182] An acquisition module 1301 is used to acquire a habitual behavior value of a first object in a first time period, where the habitual behavior value is used to indicate the number of times the first object has a preset behavior in a virtual game of the game;
[0183] The acquisition module 1301 is further used to acquire at least one of a behavior value, a report value, and a decay value of the first object in a second time period, where the second time period is a time period after the first time period and adjacent to the first time period, the behavior value is used to indicate that the first object has a preset behavior in the virtual game, the report value is used to indicate that the preset behavior of the first object in the virtual game is reported, and the decay value is used to indicate a change in the preset behavior of the first object within the preset time period;
[0184] An updating module 1302, configured to update the habitual behavior value based on at least one of the behavior value, the reporting value, and the decay value;
[0185] The restriction module 1303 is used to restrict the first object's behavior of participating in the virtual game if the updated habitual behavior value reaches the habitual threshold.
[0186] In some embodiments, the update module 1302 is configured to perform at least one of the following:
[0187] Add the habitual behavior value to the behavior value to obtain an updated habitual behavior value;
[0188] Add the habitual behavior value and the reporting value to obtain an updated habitual behavior value;
[0189] The habitual behavior value is subtracted from the attenuation value to obtain an updated habitual behavior value.
[0190] In some embodiments, the acquisition module 1301 is used to:
[0191] In the case where the first subject logs into the game for the first time on the day, determining a first timestamp, the first timestamp being used to indicate the time when the habitual behavior value was last updated based on the behavior value;
[0192] Based on the time difference between the first timestamp and the current time, an attenuation value is obtained.
[0193] In some embodiments, the acquisition module 1301 is used to:
[0194] When the time difference is less than the first time difference, taking the first sub-value as the attenuation value;
[0195] When the time difference is greater than the first time difference and less than the second time difference, the second sub-value is used as the attenuation value;
[0196] When the time difference is greater than the second time difference, the third sub-value is used as the attenuation value;
[0197] The first time difference is smaller than the second time difference, the first subvalue is smaller than the second subvalue, and the second subvalue is smaller than the third subvalue.
[0198] In some embodiments, the apparatus further comprises:
[0199] A recording module, used for recording a plurality of second timestamps, where the plurality of second timestamps are used for indicating the time of obtaining the attenuation value each time;
[0200] The determination module is used to determine that the first object logged into the game for the first time on the same day when the timestamp closest to the current time among the multiple second timestamps does not belong to the same day as the current time.
[0201] In some embodiments, the acquisition module 1301 is used to:
[0202] When a first object is reported by a second object for a preset behavior in a virtual game, a reporting value corresponding to the reporting behavior is obtained, and the second object is an object participating in the same virtual game as the first object.
[0203] In some embodiments, the acquisition module 1301 is used to:
[0204] When the first object is reported by the second object for a preset behavior in the virtual game, a reporting event is created based on the object identifier of the first object, the object identifier of the second object, the game identifier of the reported virtual game, the occurrence time of the reported virtual game, and the current time, and the reporting event is stored in the first event list of the first object;
[0205] When the first object logs into the game, a report event is obtained from the first event list of the first object, and a report value is obtained based on the report event.
[0206] In some embodiments, the acquisition module 1301 is used to:
[0207] Based on the game identifier and occurrence time of the first virtual game, searching the first virtual game in the game list of the first object, where the first virtual game is the virtual game in the reporting event, and the game list is used to store the game identifier, occurrence time and cumulative reporting value of at least one virtual game reported by the first object;
[0208] If the game list stores the first virtual game and the report value of the first virtual game is not 0, the accumulated report value of the first virtual game is increased by the single report value, and the single report value is used as the report value;
[0209] When the game list stores the first virtual game and the cumulative reporting value of the first virtual game is 0, the reporting value is no longer obtained. When the first virtual game is successfully reported, the cumulative reporting value is 0. A successful report means that the reported preset behavior is detected in the first virtual game.
[0210] In some embodiments, the apparatus further comprises a storage module for:
[0211] If the first virtual game is not stored in the game list and the number of virtual games stored in the game list reaches the quantity threshold, the virtual game with the earliest occurrence time in the game list is deleted, and the game identifier, occurrence time and cumulative report value of the first virtual game are stored in the game list, and the cumulative report value of the first virtual game is a single report value;
[0212] When the first virtual game is not stored in the game list and the number of virtual games stored in the game list does not reach the quantity threshold, the game identifier, occurrence time and cumulative reporting value of the first virtual game are stored in the game list.
[0213] In some embodiments, the apparatus further comprises at least one of the following:
[0214] A deletion module, used for deleting any reported event from the first event list if the processing of the reported event is completed;
[0215] The storage module is used to store any reporting event again in the first event list if the first object logs out when processing any reporting event.
[0216] In some embodiments, the apparatus further comprises:
[0217] a storage module, configured to create a reporting success event based on the object identifier of the first object, the object identifier of the second object, the game identifier of the reported virtual game, the occurrence time of the reported virtual game, and the current time, and store the reporting success event in the second event list of the first object, when the first object is reported by the second object for the presence of a preset behavior in the virtual game and the report is successful, wherein the reporting success means that the reported preset behavior is detected in the reported virtual game;
[0218] The acquisition module 1301 is also used to obtain a successful reporting event from the second event list of the first object when the first object logs into the game, obtain the reporting value of the successfully reported virtual game based on the successful reporting event, and subtract the reporting value of the successfully reported virtual game from the habitual behavior value.
[0219] In some embodiments, the acquisition module 1301 is used to:
[0220] Based on the game identifier and occurrence time of the second virtual game, searching the game list of the first object for the second virtual game, where the second virtual game is the virtual game in the successful reporting event, and the game list is used to store the game identifier, occurrence time and cumulative reporting value of at least one virtual game reported by the first object;
[0221] If the game list stores the second virtual game and the accumulated report value of the second virtual game is not 0, subtract the accumulated report value of the second virtual game from the habitual behavior value to obtain an updated habitual behavior value, and update the accumulated report value of the second virtual game to 0;
[0222] When the game list stores the second virtual game and the cumulative reporting value of the second virtual game is 0, the cumulative reporting value of the second virtual game is no longer subtracted from the usual behavior value, and the cumulative reporting value of the second virtual game is 0 when the report is successful.
[0223] In some embodiments, the apparatus further comprises a storage module for:
[0224] If the second virtual game is not stored in the game list and the number of virtual games stored in the game list reaches the number threshold, the virtual game with the earliest occurrence time in the game list is deleted, and the game identifier, occurrence time and cumulative report value of the second virtual game are stored in the game list, and the cumulative report value of the second virtual game is 0;
[0225] When the game list does not store the second virtual game and the number of virtual games stored in the game list does not reach the quantity threshold, the game identifier, occurrence time and cumulative reporting value of the second virtual game are stored in the game list.
[0226] In some embodiments, the acquisition module 1301 is used to:
[0227] In response to detecting that the first object has a preset behavior in the virtual game, obtaining a behavior value corresponding to the preset behavior; or,
[0228] In response to the first object being reported to have a preset behavior in the virtual game, and the preset behavior being detected in the virtual game, a behavior value corresponding to the preset behavior is obtained.
[0229] In some embodiments, the update module 1302 is used to:
[0230] If the updated habitual behavior value reaches the habitual threshold, the reputation value of the first object is reduced. The reputation value is also used to reduce the first object when it has preset behavior in the virtual game. The reduced reputation value is used to indicate restrictions on the first object's participation in the virtual game.
[0231] The embodiment of the present application provides a behavior restriction device, which updates the habitual behavior value of the previous time period based on at least one of the behavior value, the report value and the decay value of the next time period. Since the behavior value indicates that the first object has a preset behavior in the virtual game, and the report value indicates that the preset behavior of the first object is reported, the habitual behavior value is a cumulative value, which can represent the number of times the first object has a preset behavior in the virtual game. When the habitual behavior value reaches the habitual threshold, it means that the number of preset behaviors of the first object in the virtual game is large. At this time, the behavior of the first object participating in the virtual game is restricted, which can effectively warn the first object who repeatedly generates the preset behavior in the virtual game, prompting it to no longer generate the preset behavior. In addition, since the decay value indicates the change of the preset behavior of the first object within the preset time period, after the first object reduces the generation of the preset behavior, the habitual behavior value is decayed based on the decay value, which can effectively motivate the first object, prompting the first object to no longer generate the preset behavior. It can be seen that the habitual behavior value determined by the device is highly accurate, and then the behavior of the first object participating in the virtual game is restricted based on the habitual behavior value, which improves the accuracy of the behavior restriction. Furthermore, since the device can promote the first object to no longer generate preset behaviors, it can promote the virtual game to maintain a stable game state, ensure the normal operation of the service, and allow other objects to participate in the virtual game normally, thereby improving the user experience.
[0232] In the embodiments of the present application, the computer device may be a terminal or a server. When the computer device is a terminal, the terminal serves as the execution subject to implement the technical solution provided in the embodiments of the present application; when the computer device is a server, the server serves as the execution subject to implement the technical solution provided in the embodiments of the present application; or, the technical solution provided in the present application is implemented through interaction between the terminal and the server, which is not limited in the embodiments of the present application.
[0233] Fig.14 The structure block diagram of a terminal 1400 provided by an exemplary embodiment of the present application is shown. The terminal 1400 may be a portable mobile terminal, such as a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer or a desktop computer. The terminal 1400 may also be called a user device, a portable terminal, a laptop terminal, a desktop terminal or other names.
[0234] Typically, the terminal 1400 includes a processor 1401 and a memory 1402 .
[0235] The processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1401 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1401 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1401 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1401 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0236] The memory 1402 may include one or more computer-readable storage media, which may be non-transitory. The memory 1402 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1402 is used to store at least one program code, which is used to be executed by the processor 1401 to implement the behavior restriction method provided in the method embodiment of the present application.
[0237] In some embodiments, the terminal 1400 may further optionally include: a peripheral device interface 1403 and at least one peripheral device. The processor 1401, the memory 1402 and the peripheral device interface 1403 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 1403 via a bus, a signal line or a circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1404, a display screen 1405, a camera assembly 1406, an audio circuit 1407 and a power supply 1408.
[0238] The peripheral device interface 1403 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1401 and the memory 1402. In some embodiments, the processor 1401, the memory 1402, and the peripheral device interface 1403 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1401, the memory 1402, and the peripheral device interface 1403 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
[0239] The radio frequency circuit 1404 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1404 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1404 converts the electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1404 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The radio frequency circuit 1404 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes, but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1404 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.
[0240] The display screen 1405 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1405 is a touch display screen, the display screen 1405 also has the ability to collect touch signals on the surface or above the surface of the display screen 1405. The touch signal can be input to the processor 1401 as a control signal for processing. At this time, the display screen 1405 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the display screen 1405 can be one, set on the front panel of the terminal 1400; in other embodiments, the display screen 1405 can be at least two, respectively set on different surfaces of the terminal 1400 or in a folding design; in other embodiments, the display screen 1405 can be a flexible display screen, set on a curved surface or a folding surface of the terminal 1400. Even, the display screen 1405 can also be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 1405 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0241] The camera assembly 1406 is used to capture images or videos. Optionally, the camera assembly 1406 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal, and the rear camera is arranged on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1406 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0242] The audio circuit 1407 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals and input them into the processor 1401 for processing, or input them into the radio frequency circuit 1404 to achieve voice communication. For the purpose of stereo acquisition or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the terminal 1400. The microphone may also be an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert the electrical signal from the processor 1401 or the radio frequency circuit 1404 into sound waves. The speaker may be a traditional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 1407 may also include a headphone jack.
[0243] The power supply 1408 is used to power various components in the terminal 1400. The power supply 1408 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 1408 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0244] In some embodiments, the terminal 1400 further includes one or more sensors 1409 . The one or more sensors 1409 include, but are not limited to: an acceleration sensor 1410 , a gyroscope sensor 1411 , a pressure sensor 1412 , an optical sensor 1413 , and a proximity sensor 1414 .
[0245] The acceleration sensor 1410 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the terminal 1400. For example, the acceleration sensor 1410 can be used to detect the components of gravity acceleration on the three coordinate axes. The processor 1401 can control the display screen 1405 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 1410. The acceleration sensor 1410 can also be used for collecting game or user motion data.
[0246] The gyro sensor 1411 can detect the body direction and rotation angle of the terminal 1400, and the gyro sensor 1411 can cooperate with the acceleration sensor 1410 to collect the user's 3D actions on the terminal 1400. The processor 1401 can implement the following functions based on the data collected by the gyro sensor 1411: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and conventional navigation.
[0247] The pressure sensor 1412 may be provided at the side frame of the terminal 1400 and / or the lower layer of the display screen 1405. When the pressure sensor 1412 is provided at the side frame of the terminal 1400, it may detect the user's holding signal of the terminal 1400, and the processor 1401 may perform left and right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 1412. When the pressure sensor 1412 is provided at the lower layer of the display screen 1405, the processor 1401 may control the operability control on the UI interface according to the user's pressure operation on the display screen 1405. The operability control includes at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0248] The optical sensor 1413 is used to collect the ambient light intensity. In one embodiment, the processor 1401 can control the display brightness of the display screen 1405 according to the ambient light intensity collected by the optical sensor 1413. Specifically, when the ambient light intensity is high, the display brightness of the display screen 1405 is increased; when the ambient light intensity is low, the display brightness of the display screen 1405 is reduced. In another embodiment, the processor 1401 can also dynamically adjust the shooting parameters of the camera assembly 1406 according to the ambient light intensity collected by the optical sensor 1413.
[0249] The proximity sensor 1414, also called a distance sensor, is usually arranged on the front panel of the terminal 1400. The proximity sensor 1414 is used to collect the distance between the user and the front of the terminal 1400. In one embodiment, when the proximity sensor 1414 detects that the distance between the user and the front of the terminal 1400 is gradually decreasing, the processor 1401 controls the display screen 1405 to switch from the screen-on state to the screen-off state; when the proximity sensor 1414 detects that the distance between the user and the front of the terminal 1400 is gradually increasing, the processor 1401 controls the display screen 1405 to switch from the screen-off state to the screen-on state.
[0250] Those skilled in the art will understand that Fig.14 The structure shown in the figure does not constitute a limitation on the terminal 1400, and the terminal 1400 may include more or less components than those shown in the figure, or combine some components, or adopt a different component arrangement.
[0251] Fig.15 It is a structural diagram of a server provided according to an embodiment of the present application. The server 1500 may have relatively large differences due to different configurations or performances, and may include one or more processors (Central Processing Units, CPU) 1501 and one or more memories 1502, wherein the memory 1502 is used to store executable program codes, and the processor 1501 is configured to execute the above executable program codes to implement the behavior restriction methods provided by the above-mentioned various method embodiments. Of course, the server may also have components such as a wired or wireless network interface, a keyboard, and an input and output interface for input and output. The server may also include other components for implementing device functions, which will not be described in detail here.
[0252] An embodiment of the present application also provides a computer-readable storage medium, in which at least one program is stored, and the at least one program is loaded and executed by a processor to implement the behavior restriction method of any of the above implementation modes.
[0253] An embodiment of the present application also provides a computer program product, which includes at least one program segment, and the at least one program segment is stored in a computer-readable storage medium. The processor of the computer device reads the at least one program segment from the computer-readable storage medium, and the processor executes the at least one program segment, so that the computer device executes the behavior restriction method of any of the above-mentioned implementation methods.
[0254] In some embodiments, the computer program product involved in the embodiments of the present application may be deployed and executed on a computer device, or on multiple computer devices located at one location, or on multiple computer devices distributed at multiple locations and interconnected by a communication network. Multiple computer devices distributed at multiple locations and interconnected by a communication network may constitute a blockchain system.
[0255] The above are only optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application should be included in the protection scope of the present application.
Claims
1. A behavior restriction method, characterized in that: The method comprises: Obtaining a habitual behavior value of the first object in a first time period, wherein the habitual behavior value is used to indicate the number of times the first object has performed a preset behavior in a virtual game of the game; Obtaining at least one of a behavior value, a report value, and a decay value of the first object in a second time period, wherein the second time period is a time period after the first time period and adjacent to the first time period, the behavior value is used to indicate that the first object has a preset behavior in the virtual game, the report value is used to indicate that the preset behavior of the first object in the virtual game is reported, and the decay value is used to indicate a change in the preset behavior of the first object within the preset time period; updating the habitual behavior value based on at least one of the behavior value, the reporting value, and the decay value; If the updated habitual behavior value reaches the habitual threshold, the behavior of the first object participating in the virtual game is restricted.
2. The method according to claim 1, characterized in that The updating of the habitual behavior value based on at least one of the behavior value, the reporting value, and the attenuation value comprises at least one of the following: adding the habitual behavior value to the behavior value to obtain an updated habitual behavior value; Adding the habitual behavior value to the reporting value to obtain an updated habitual behavior value; The habitual behavior value is subtracted from the attenuation value to obtain an updated habitual behavior value.
3. The method according to claim 1, characterized in that The process of obtaining the attenuation value includes: In the case where the first object logs into the game for the first time on the day, determining a first timestamp, the first timestamp being used to indicate the time when the habitual behavior value was last updated based on the behavior value; The attenuation value is obtained based on a time difference between the first timestamp and a current time.
4. The method according to claim 3, characterized in that The acquiring the attenuation value based on the time difference between the first timestamp and the current time includes: When the time difference is less than the first time difference, using the first sub-value as the attenuation value; In the case where the time difference is greater than the first time difference and less than the second time difference, taking the second sub-value as the attenuation value; When the time difference is greater than the second time difference, using the third sub-value as the attenuation value; The first time difference is smaller than the second time difference, the first sub-value is smaller than the second sub-value, and the second sub-value is smaller than the third sub-value.
5. The method according to claim 3, characterized in that: The method further comprises: Recording a plurality of second timestamps, where the plurality of second timestamps are used to indicate the time of obtaining the attenuation value each time; When the timestamp closest to the current time among the multiple second timestamps does not belong to the same day as the current time, it is determined that the first object logged into the game for the first time on that day.
6. The method according to claim 1, characterized in that The process of obtaining the reported value includes: When the first object is reported by a second object for a preset behavior in the virtual game, a reporting value corresponding to the reporting behavior is obtained, and the second object is an object participating in the same virtual game as the first object.
7. The method according to claim 6, characterized in that The step of obtaining a reporting value corresponding to the reporting behavior when the first object is reported by the second object for having a preset behavior in the virtual game includes: When the first object is reported by the second object for a preset behavior in the virtual game, a reporting event is created based on the object identifier of the first object, the object identifier of the second object, the game identifier of the reported virtual game, the occurrence time of the reported virtual game, and the current time, and the reporting event is stored in the first event list of the first object; When the first object logs into the game, the report event is obtained from a first event list of the first object, and the report value is obtained based on the report event.
8. The method according to claim 7, characterized in that The obtaining the reporting value based on the reporting event includes: Based on the game identifier and occurrence time of the first virtual game, searching for the first virtual game in a game list of the first object, where the first virtual game is a virtual game in a reporting event, and the game list is used to store the game identifier, occurrence time, and cumulative reporting value of at least one virtual game reported by the first object; If the game list stores the first virtual game and the report value of the first virtual game is not 0, increase the accumulated report value of the first virtual game by a single report value, and use the single report value as the report value; When the game list stores the first virtual game and the cumulative reporting value of the first virtual game is 0, the reporting value is no longer obtained. When the first virtual game is successfully reported, the cumulative reporting value is 0. A successful report means that the reported preset behavior is detected in the first virtual game.
9. The method according to claim 8, characterized in that The method further comprises: If the first virtual game is not stored in the game list and the number of virtual games stored in the game list reaches a quantity threshold, delete the virtual game with the earliest occurrence time in the game list, store the game identifier, occurrence time and cumulative report value of the first virtual game in the game list, and the cumulative report value of the first virtual game is a single report value; When the first virtual game is not stored in the game list and the number of virtual games stored in the game list does not reach the quantity threshold, the game identifier, occurrence time and cumulative reporting value of the first virtual game are stored in the game list.
10. The method according to claim 7, characterized in that The method further comprises at least one of the following: If any reported event is processed, the processed reported event is deleted from the first event list; If the first object logs out when processing any reporting event, the any reporting event is stored again in the first event list.
11. The method according to claim 1, characterized in that: The method further comprises: When the first object is reported by the second object for a preset behavior in the virtual game, and the report is successful, a successful reporting event is created based on the object identifier of the first object, the object identifier of the second object, the game identifier of the reported virtual game, the occurrence time of the reported virtual game, and the current time, and the successful reporting event is stored in the second event list of the first object, where the successful reporting means that the reported preset behavior is detected in the reported virtual game; When the first object logs in to the game, the successful reporting event is obtained from the second event list of the first object, and based on the successful reporting event, the reporting value of the successfully reported virtual game is obtained, and the reporting value of the successfully reported virtual game is subtracted from the habitual behavior value.
12. The method according to claim 11, characterized in that The step of obtaining a reporting value of the successfully reported virtual game based on the successful reporting event, and subtracting the reporting value of the successfully reported virtual game from the usual behavior value, comprises: Based on the game identifier and occurrence time of the second virtual game, searching for the second virtual game in the game list of the first object, where the second virtual game is the virtual game in the successful reporting event, and the game list is used to store the game identifier, occurrence time and cumulative reporting value of at least one virtual game reported by the first object; When the game list stores the second virtual game and the accumulated report value of the second virtual game is not 0, subtract the accumulated report value of the second virtual game from the habitual behavior value to obtain an updated habitual behavior value, and update the accumulated report value of the second virtual game to 0; When the game list stores the second virtual game and the accumulated reporting value of the second virtual game is 0, the accumulated reporting value of the second virtual game is no longer subtracted from the usual behavior value, and the accumulated reporting value of the second virtual game is 0 when the report is successful.
13. The method according to claim 12, characterized in that The method further comprises: If the second virtual game is not stored in the game list and the number of virtual games stored in the game list reaches a quantity threshold, delete the virtual game with the earliest occurrence time in the game list, store the game identifier, occurrence time and accumulated report value of the second virtual game in the game list, and the accumulated report value of the second virtual game is 0; When the second virtual game is not stored in the game list and the number of virtual games stored in the game list does not reach the quantity threshold, the game identifier, occurrence time and cumulative reporting value of the second virtual game are stored in the game list.
14. The method according to claim 1, characterized in that The process of obtaining the behavior value includes: In response to detecting that the first object has a preset behavior in the virtual game, obtaining a behavior value corresponding to the preset behavior; or, In response to the first object being reported to have a preset behavior in the virtual game, and the preset behavior being detected in the virtual game, a behavior value corresponding to the preset behavior is obtained.
15. The method according to claim 1, characterized in that If the updated habitual behavior value reaches the habitual threshold, restricting the first object's behavior of participating in the virtual game includes: If the updated habitual behavior value reaches the habitual threshold, the reputation value of the first object is reduced. The reputation value is also used to reduce the reputation value when the first object has preset behavior in the virtual game. The reduced reputation value is used to indicate restrictions on the first object's participation in the virtual game.
16. A behavior restriction device, characterized in that: The device comprises: An acquisition module, used to acquire a habitual behavior value of a first object in a first time period, wherein the habitual behavior value is used to indicate the number of times the first object has a preset behavior in a virtual game of the game; The acquisition module is further used to acquire at least one of a behavior value, a report value, and a decay value of the first object in a second time period, wherein the second time period is a time period after the first time period and adjacent to the first time period, the behavior value is used to indicate that the first object has a preset behavior in the virtual game, the report value is used to indicate that the preset behavior of the first object in the virtual game is reported, and the decay value is used to indicate a change in the preset behavior of the first object within the preset time period; An updating module, configured to update the habitual behavior value based on at least one of the behavior value, the reporting value, and the attenuation value; A restriction module is used to restrict the behavior of the first object participating in the virtual game if the updated habitual behavior value reaches the habitual threshold.
17. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory is used to store at least one program, and the at least one program is loaded by the processor to execute the behavior restriction method described in any one of claims 1 to 15.
18. A computer-readable storage medium, characterized in that: The computer-readable storage medium is used to store at least one program, and the at least one program is used to execute the behavior restriction method described in any one of claims 1 to 15.
19. A computer program product, characterized in that The computer program product includes at least one program segment, which is stored in a computer-readable storage medium. The processor of a computer device reads the at least one program segment from the computer-readable storage medium, and the processor executes the at least one program segment, so that the computer device executes the behavior restriction method described in any one of claims 1 to 15.