Game data processing method and game data processing system

By receiving the player's card data to be played in complex card games to match the predefined card rules, calculating the number of blank space occupancy and comparing it with the number of universal cards, giving card play prompts, solving the problem of complex game logic that leads to slow computing speed on the server, and achieving efficient game data processing.

CN120037665APending Publication Date: 2025-05-27TUYOO GAMES +2
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Patent Information

Application Number
CN202510209815.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-02-25
Publication Date
2025-05-27

AI Technical Summary

Technical Problem

In complex card games, especially when multiple decks of playing cards and multiple universal cards, the game logic is complex, resulting in slower generation of server calculation results, affecting the user experience.

Method used

By receiving the player's to-play data in the game, matching it with the pre-defined card rules, calculating the blank space occupancy between the card data and card rules, and comparing it with the number of universal cards that the player may obtain, giving card play prompts.

Benefits of technology

This method improves the efficiency of game data processing, reduces the performance consumption of the server, is compatible with multiple decks and custom card rules, and is suitable for various types of card games.

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Abstract

The invention provides a game data processing method, device and system, computing equipment and a computer readable storage medium, in the method, when a server performs calculation according to a hand card selected by a user, in the process of matching to-be-played card data with a pre-defined card type rule, which specific cards are lacked is no longer considered, and the user experience is improved. Compared with the prior art, the method has the advantages that the number of blank occupancy numbers between the to-be-played card data and the card type rule is calculated, the card playing prompt can be given immediately after the obtained number of blank occupancy numbers is compared with the number of universal cards possibly obtained by players, the calculation method is more efficient, and performance consumption of a server side is greatly reduced.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and particularly to a game data processing method and a game data processing system. Background Art

[0002] As an entertainment activity that can exercise and improve thinking ability, online card games such as Landlords are widely popular. In the adapted gameplay of some card games, the gameplay has become more complex than the traditional gameplay. For example, multiple decks of playing cards and more variable rules are added. Even in some gameplay, there are multiple wild cards, resulting in complex game logic. Especially when there are many players, the generation speed of calculation results on the server side is slow, affecting the user experience. Summary of the Invention

[0003] In view of this, embodiments of this application provide a game data processing method, a game data processing system, a computing device, and a computer-readable storage medium to solve the technical defects existing in the prior art.

[0004] According to the first aspect of the embodiments of this application, a game data processing method is provided, including:

[0005] Receiving, in a game session, the data of the cards to be played selected by a player in the current round of the game; wherein, the data of the cards to be played is composed of any number of cards selected by each player in the game interface of this round of the game;

[0006] Matching the data of the cards to be played with a predefined card type rule to obtain the number of blank positions between the data of the cards to be played and the predefined card type rule;

[0007] Comparing the number of blank positions with the number of wild cards that the current player may obtain in the current game session and giving a card-playing prompt.

[0008] According to the second aspect of the embodiments of this application, a game data processing system is provided, including:

[0009] A client, configured to, in a game session, respond to the data of the cards to be played selected by a player in the current round of the game and send the cards to be played to the server; wherein, the data of the cards to be played is composed of any number of cards selected by each player in the game interface of this round of the game;

[0010] The server includes:

[0011] A receiving module, receiving the data of the cards to be played sent by the client;

[0012] A matching module, configured to match the data of the cards to be played with a predefined card type rule to obtain the number of blank positions between the data of the cards to be played and the predefined card type rule;

[0013] A comparison module, configured to compare the number of blank placeholders with the number of wild cards that the current player may obtain in the current game session, and then give a card-playing prompt;

[0014] A return module, configured to return the card-playing prompt to the client.

[0015] According to a third aspect of the embodiments of the present application, there is provided a game data processing device, including:

[0016] A receiving module, configured to receive the to-be-played card data sent by the client; the to-be-played card data is composed of any number of cards selected by each player in the game interface of the current round of the game;

[0017] A matching module, configured to match the to-be-played card data with a predefined card type rule to obtain the number of blank placeholders between the to-be-played card data and the predefined card type rule;

[0018] A comparison module, configured to compare the number of blank placeholders with the number of wild cards that the current player may obtain in the current game session, and then give a card-playing prompt;

[0019] A return module, configured to return the card-playing prompt to the client.

[0020] According to a fourth aspect of the embodiments of the present application, there is provided a computing device, including a memory, a processor, and computer instructions stored on the memory and executable on the processor. When the processor executes the instructions, the steps of the game data processing method are implemented.

[0021] According to a fifth aspect of the embodiments of the present application, there is provided a computer-readable storage medium, which stores computer instructions, and when the instructions are executed by a processor, the steps of the game data processing method are implemented.

[0022] Through the embodiments of the present application, when the server calculates according to the cards selected by the user, during the process of matching the to-be-played card data with the predefined card type rule, it no longer considers which specific cards are missing, but calculates the number of blank placeholders between the to-be-played card data and the card type rule, and can immediately give a card-playing prompt after comparing the obtained number of blank placeholders with the number of wild cards that the player may obtain. This calculation method is more efficient and reduces the performance consumption of the server. Moreover, using the new vacancy calculation method can be compatible with multiple decks of cards, and different card type rules can be customized, which is suitable for various types of card games. BRIEF DESCRIPTION OF THE DRAWINGS

[0023] Figure 1 is a structural block diagram of the computing device provided by the embodiments of the present application;

[0024] Figure 2 It is a schematic flowchart of a game data processing method provided by an embodiment of the present application;

[0025] Figure 3 It is a schematic diagram of the data of the card to be played selected by a player provided by an embodiment of the present application;

[0026] Figure 4 It is a schematic diagram of the card-playing prompt given by the server provided by an embodiment of the present application;

[0027] Figure 5 It is a schematic structural diagram of a game data processing system provided by an embodiment of the present application. Specific embodiments

[0028] Many specific details are set forth in the following description in order to provide a thorough understanding of the present application. However, the present application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar generalizations without departing from the connotation of the present application. Therefore, the present application is not limited by the specific embodiments disclosed below.

[0029] The terms used in one or more embodiments of the present application are for the purpose of describing specific embodiments only and are not intended to limit one or more embodiments of the present application. The singular forms "a", "the", and "said" used in one or more embodiments of the present application and the appended claims are also intended to include the plural forms unless the context clearly dictates otherwise. It should also be understood that the term "and / or" used in one or more embodiments of the present application refers to and includes any or all possible combinations of one or more of the associated listed items.

[0030] It should be understood that although the terms first, second, etc. may be used in one or more embodiments of the present application to describe various information, such information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of one or more embodiments of the present application, the first may also be referred to as the second, and similarly, the second may also be referred to as the first. Depending on the context, the word "if" as used herein may be interpreted as "in response to determining".

[0031] In the present application, a game data processing method, a game data processing system, a computing device, and a computer-readable storage medium are provided, which will be described in detail one by one in the following embodiments.

[0032] Figure 1 The block diagram of the structure of a computing device 100 according to an embodiment of the present application is shown. The components of the computing device 100 include, but are not limited to, a memory 110 and a processor 120. The processor 120 is connected to the memory 110 through a bus 130, and the database 150 is used to store data.

[0033] The computing device 100 further includes an access device 140, which enables the computing device 100 to communicate via one or more networks 160. Examples of such networks include the Public Switched Telephone Network (PSTN), Local Area Network (LAN), Wide Area Network (WAN), Personal Area Network (PAN), or a combination of communication networks such as the Internet. The access device 140 may include one or more of any type of wired or wireless network interface (e.g., Network Interface Card (NIC)), such as an IEEE802.11 Wireless Local Area Network (WLAN) wireless interface, a Worldwide Interoperability for Microwave Access (Wi-MAX) interface, an Ethernet interface, a Universal Serial Bus (USB) interface, a cellular network interface, a Bluetooth interface, a Near Field Communication (NFC) interface, and so on.

[0034] In one embodiment of the present application, the above components of the computing device 100 and Figure 1 other components not shown may also be connected to each other, for example, via a bus. It should be understood that Figure 1 the block diagram of the computing device shown is for illustrative purposes only and is not a limitation on the scope of the present application. Those skilled in the art can add or replace other components as needed.

[0035] The computing device 100 can be any type of stationary or mobile computing device, including a mobile computer or mobile computing device (e.g., tablet computer, personal digital assistant, laptop computer, notebook computer, netbook, etc.), a mobile phone (e.g., smartphone), a wearable computing device (e.g., smartwatch, smart glasses, etc.) or other types of mobile devices, or a stationary computing device such as a desktop computer or PC. The computing device 100 can also be a mobile or stationary server.

[0036] In an adapted gameplay of certain card games, the adapted game uses multiple decks of playing cards, the rule complexity of each game is greatly increased and there may also be multiple wild cards. Each player can also select any combination of hand cards on the game interface to play cards, which greatly increases the logical complexity of the game and the difficulty for users to understand. When playing the game, if the conventional card type calculation method is used, it will cause too much pressure on the server resources and the return result will be slow, thus affecting the player experience. For example, when giving a play card hint to a novice player, if the hint is not timely or inaccurate, the novice player will leave the game or the correct play card result cannot be given in time when entrusting the play of cards.

[0037] Figure 2 The flowchart of a game data processing method provided by the present application is shown, and this method runs on the server side and includes steps 202 to 206.

[0038] Step 202: Receive the data of the cards to be played selected by the player in the current round of a game session; wherein, the data of the cards to be played consists of any number of cards selected by each player in the game interface of this round of the game.

[0039] In the embodiments of the present application, the data of the cards to be played is a data combination ready to be played, which consists of any number of hand card data selected by the player in the current round of a game session.

[0040] In one implementation, after the player obtains N initial hand cards, N hand card images are displayed for the player in the game interface of this round of the game. The player can select any M hand cards from the N hand cards to form the card type of the cards to be played. After the current round of card playing ends and the next round of the game starts, each player can obtain T new hand cards, and the player can continue to select any number of hand cards from the hand cards to form a new card type of the cards to be played.

[0041] Optionally, the number N of the initial hand cards is a preset value. For example, the number N of the initial hand cards drawn by the player can be 6, and M is the number of hand card images arbitrarily selected by the player, which can be any value less than or equal to the current number of hand cards.

[0042] Step 204: Match the data of the cards to be played with the predefined card type rules to obtain the number of blank positions between the data of the cards to be played and the predefined rules.

[0043] In this step, the data of the cards to be played selected by the player is matched with the predefined card type rules in this game.

[0044] In a feasible implementation, first, match according to the length of the data of the cards to be played selected by the player and the predefined card type rules. For example, when the length of the card-playing data is greater than or equal to 3, then whether the data of the cards to be played is a bomb or a straight.

[0045] As Figure 3 shown, the player selects 5 cards [5, 6, 7, 9, J] from the hand cards.

[0046] According to the definition of the card type rules in the game, all the card points of the bomb card type should be the same. Therefore, this selection cannot be a bomb.

[0047] Furthermore, continuous cards of not less than 3 can form a straight. In the prior art, the relevant algorithm analyzes these 5 cards to find out which cards are missing to meet the straight card type rules of the game. For example, if there is another 10 and another 8, a straight with a length of 7 can be formed. However, as the number of cards participating in different types of games increases and the card type rules increase, the number of possible combinations to be considered also increases accordingly, and the complexity of the calculation process will also increase significantly, greatly increasing the pressure on the server.

[0048] Therefore, in the embodiments of the present application, the player's hand cards are pre-filled completely according to the current card type rules, and the missing parts are occupied by "empty". Therefore, as long as the empty positions can be filled, the target card type can be formed, which greatly simplifies the calculation process. Still taking the hand cards [5, 6, 7, 9, J] in Figure 3 as an example:

[0049] That is, the points [5, 6, 7, 9, 11] are used to illustrate in detail the number of empty positions. Here, J is represented as 11.

[0050] Traversal process:

[0051] Traverse the point range from STREAKABLE_MIN_POINT (0) to STREAKABLE_MAX_POINT (14):

[0052] for i in range(STREAKABLE_MIN_POINT, STREAKABLE_MAX_POINT + 1):

[0053] The points corresponding to the hand cards [5, 6, 7, 9, J] are [5, 6, 7, 9, 11] after conversion. Mark the positions of these points in the commonCardPoints array according to the values of these points. Specifically,

[0054] commonCardPoints = [-1] * (STREAKABLE_MAX_POINT + 1)

[0055] point = getPointOfCard(c) / / Get the point value of the hand card

[0056] commonCardPoints[point] = c / / Mark in the commonCardPoints array

[0057] commonCardNum += 1

[0058] Thus, the initial state of the commonCardPoints array is:

[0059] [-1, -1, -1, -1, -1, 5, 6, 7, -1, 9, -1, 11, -1, -1, -1]

[0060] Traverse the commonCardPoints array to calculate the number of empty positions holeNum:

[0061] When i = 0 to i = 4:

[0062] These positions are all -1, there are no cards, continue to loop.

[0063] When i = 5:

[0064] if commonCardPoints[i] != -1:

[0065] if start == -1:

[0066] start = i

[0067] else:

[0068] if i != last + 1:

[0069] holeNum += (i - last - 1)

[0070] commonCardPoints[5] is not equal to -1, indicating that there is a card with 5 points. start == -1 means the starting point is found for the first time, so start = 5.

[0071] last is updated to 5.

[0072] When i = 6:

[0073] commonCardPoints[6] is not equal to -1, indicating that there is a card with 6 points. start != -1 means the starting point has been found.

[0074] i == last + 1 (6 == 5 + 1), there is no empty space.

[0075] last is updated to 6.

[0076] When i = 7:

[0077] commonCardPoints[7] is not equal to -1, indicating that there is a card with 7 points. start != -1 means the starting point has been found.

[0078] i == last + 1 (7 == 6 + 1), there is no empty space.

[0079] last is updated to 7.

[0080] When i = 8:

[0081] commonCardPoints[8] is equal to -1, indicating that there is no card with 8 points.

[0082] When i = 9:

[0083] commonCardPoints[9] is not equal to -1, indicating that there is a card with 9 points.

[0084] start != -1 indicates that the starting point has been found.

[0085] i != last + 1 (9 != 7 + 1), a vacant position is found, holeNum += (9 - 7 - 1).

[0086] holeNum += 1, so holeNum = 1.

[0087] last is updated to 9.

[0088] When i = 10:

[0089] commonCardPoints

[10] equals -1, indicating that there is no card with a point value of 10.

[0090] When i = 11:

[0091] commonCardPoints

[11] is not equal to -1, indicating that there is a card with a point value of J (11).

[0092] start != -1 indicates that the starting point has been found.

[0093] i != last + 1 (11 != 9 + 1), a vacant position is found, holeNum += (11 - 9 - 1)

[0094] That is, holeNum += 1, holeNum = 2.

[0095] last is updated to 11.

[0096] When i = 12:

[0097] commonCardPoints

[12] equals -1, indicating that there is no card with a point value of 12.

[0098] Through the above illustrative algorithm, it is calculated that the example hand [5, 6, 7, 9, J] requires two vacant positions to form a consecutive 7 - straight.

[0099] The above - mentioned illustrative algorithm can generally be summarized into the following steps:

[0100] Initialize variables holeNum, start, last, initialize and fill the commonCardPoints array, traverse the commonCardPoints array, and adjust the value of holeNum according to conditions; the key part is to traverse the commonCardPoints array to check whether there are cards at the positions of each point. This is a separate linear traversal with a complexity of O(n), where (n) is the range of the number of points. Since each point is only checked once, it is simpler in terms of time complexity compared to the algorithm for finding out specifically which cards are missing, reducing the pressure on the server.

[0101] Those skilled in the art should be aware that the above algorithm for finding the number of empty positions in a straight is only an example rather than an exhaustive one. Algorithms for finding the corresponding number of empty positions according to the user's hand cards and other custom card type rules are also within the protection scope of the method of this application.

[0102] Step 206: Compare the number of blank positions occupied with the number of wild cards that the current player in the current game round may obtain, and then give a hint for playing cards.

[0103] In a game play in the implementation of this application, after a player gets an initial hand of N cards, multiple rounds of playing cards start. After each round of playing cards, cards need to be drawn. Therefore, the number of wild cards obtained by the player in each round of the game is uncertain. Therefore, the number of blank positions occupied obtained in step 204 can be compared with the number of wild cards that the current player may obtain, so as to give reasonable suggestions for playing cards.

[0104] Still taking Figure 3 the hand cards [5, 6, 7, 9, J] in

[0105] as an example, when step 204 concludes that 2 blank positions are still needed for this hand of cards to form a 7-straight, compare the number of blank positions 2 with the number of wild cards that this player may obtain. Among them, obtaining the number of wild cards that the player may obtain includes, in each round of the game:

[0106] (1) Determine the total number of wild cards in the game;

[0107] (2) Count the number of wild cards that have been shown and / or used;

[0108] (3) Determine the number of wild cards in the player's own hand;

[0109] (4) Subtract the number of wild cards that have been shown and / or used and the number of wild cards in the player's hand from the total number of wild cards to obtain the remaining possible number of wild cards;

[0110] Further, when the number of wild cards that a player may obtain is greater than or equal to the number of blank positions, relevant card-playing prompts are given to the player, such as Figure 4 as shown.

[0111] In the embodiments of the present application, in order to solve the problem that the increasing complexity of the gameplay gradually increases the computing pressure on the server, thus affecting the user experience. When the server calculates according to the hand cards selected by the user, during the process of matching the to-be-played card data with the predefined card type rules, it no longer considers which cards are missing, but calculates the number of blank positions between the to-be-played card data and the card type rules, and can immediately give a card-playing prompt after comparing the obtained number of blank positions with the number of wild cards that the player may obtain. This calculation method is more efficient and direct, reducing the performance consumption of the server. Moreover, the new blank position calculation method can be compatible with multiple decks of cards, and different card type rules can be customized at the same time, which is suitable for various types of card games.

[0112] Corresponding to the above method embodiments, the present application also provides an embodiment of a game data processing system, such as Figure 5 as shown, the system includes:

[0113] A client, configured to, in a game session, respond to the to-be-played card data selected by the player in the current round of the game, and send the to-be-played card to the server; wherein, the to-be-played card data is composed of any number of hand cards selected by each player in the game interface of this round of the game;

[0114] The server includes:

[0115] A receiving module, configured to receive the to-be-played card data sent by the client;

[0116] A matching module, configured to match the to-be-played card data with the predefined card type rules to obtain the number of blank positions between the to-be-played card data and the predefined card type rules;

[0117] A comparison module, configured to compare the number of blank positions with the number of wild cards that the current player may obtain in the current game session and then give a card-playing prompt;

[0118] A return module, configured to return the card-playing prompt to the client.

[0119] Corresponding to the above method embodiments, the present application also provides an embodiment of a game data processing device, the device includes:

[0120] A receiving module, configured to receive the to-be-played card data sent by the client; the to-be-played card data is composed of any number of hand cards selected by each player in the game interface of this round of the game;

[0121] A matching module, configured to match the to-be-played card data with predefined card pattern rules, and obtain the number of blank positions between the to-be-played card data and the predefined card pattern rules;

[0122] A comparison module, configured to compare the number of blank positions with the number of wild cards that the current player may obtain in the current game round, and then give a card-playing prompt;

[0123] A return module, configured to return the card-playing prompt to the client.

[0124] The above is a schematic solution of a game data processing system / apparatus according to this embodiment. It should be noted that the technical solution of this game data processing system / apparatus belongs to the same concept as the technical solution of the above game data processing method. For the details not described in detail in the technical solution of this game data processing system / apparatus, reference can be made to the description of the technical solution of the above game data processing method.

[0125] In an embodiment of the present application, a computing device is further provided, including a memory, a processor, and computer instructions stored on the memory and executable on the processor. When the processor executes the instructions, the steps of the game data processing method are implemented.

[0126] The above is a schematic solution of a computing device according to this embodiment. It should be noted that the technical solution of this computing device belongs to the same concept as the technical solution of the above game data processing method. For the details not described in detail in the technical solution of this computing device, reference can be made to the description of the technical solution of the above game data processing method.

[0127] In an embodiment of the present application, a computer-readable storage medium is further provided, which stores computer instructions. When the instructions are executed by a processor, the steps of the game data processing method as described above are implemented.

[0128] The above is a schematic solution of a computer-readable storage medium according to this embodiment. It should be noted that the technical solution of this storage medium belongs to the same concept as the technical solution of the above game data processing method. For the details not described in detail in the technical solution of this storage medium, reference can be made to the description of the technical solution of the above game data processing method.

[0129] The above describes specific embodiments of the present application. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recited in the claims may be performed in a different order than in the embodiments and still achieve the desired result. Additionally, the processes depicted in the figures do not necessarily require the particular order or sequential order shown to achieve the desired result. In certain implementations, multitasking and parallel processing are also possible or may be advantageous.

[0130] The computer instructions include computer program code, which may be in the form of source code, object code, executable files, or some intermediate forms, etc. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording media, USB flash drives, mobile hard disks, magnetic disks, optical disks, computer memories, read-only memories (ROMs), random access memories (RAMs), electrical carrier signals, telecommunication signals, and software distribution media, etc. It should be noted that the content included in the computer-readable medium may be appropriately increased or decreased according to the requirements of legislation and patent practice within the jurisdiction. For example, in some jurisdictions, according to legislation and patent practice, the computer-readable medium does not include electrical carrier signals and telecommunication signals.

[0131] It should be noted that for the foregoing method embodiments, for the sake of simplicity of description, they are all described as a series of action combinations. However, those skilled in the art should know that this application is not limited by the described action sequence, because according to this application, certain steps may be performed in other sequences or simultaneously. Secondly, those skilled in the art should also know that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily essential to this application.

[0132] In the above embodiments, the descriptions of each embodiment have their own emphases. For the parts not detailed in a certain embodiment, reference may be made to the relevant descriptions of other embodiments.

[0133] The preferred embodiments of the present application disclosed above are only used to help explain the present application. The alternative embodiments do not describe all the details in detail, nor do they limit the invention to the specific embodiments described. Obviously, many modifications and variations can be made according to the content of this application. The present application selects and specifically describes these embodiments to better explain the principle and practical application of the present application, so that those skilled in the art can understand and utilize the present application well. The present application is only limited by the claims and their full scope and equivalents.

Claims

1. A game data processing method, applied to a server, characterized in that: include: Receiving data of cards to be played selected by a player in a current round of the game in a game round; wherein the data of cards to be played is composed of any number of cards selected by each player in the game interface of the current round of the game; Matching the card data to be played with the predefined card type rules to obtain the number of blank spaces between the card data to be played and the predefined card type rules; The blank number of occupants is compared with the number of wild cards that the current player may obtain in the current game round, and then a card-playing prompt is given.

2. The method according to claim 1, wherein: Matching the card data to be played with the predefined card type rules includes: First, the length of the card data selected by the player to be played is matched with the pre-defined card type rules.

3. The method according to claim 1, wherein: Matching the card data to be played with the predefined card type rules to obtain the number of blanks between the card data to be played and the predefined card type rules includes: When the matched card type is a single straight, initialize the first array according to the longest straight in the preset card type, and fill the first array according to the data of the cards to be played; traverse the first array to check whether there is a card at the position of each array element, and if not, increase the blank position by 1.

4. The method according to claim 1, wherein: Comparing the blank occupancy number with the number of wild cards that the current player may obtain in the current game round and providing a card-playing prompt includes: In each round of the game: Determine the total number of wild cards in the game; Count the number of wild cards currently displayed and / or used; Determine the number of wild cards in the player's own hand; Subtract the number of revealed and / or used wild cards and the number of wild cards in the player's hand from the total number of wild cards to get the number of possible wild cards remaining; The number of wild cards in the player's own hand is added to the remaining number of possible wild cards to obtain the number of wild cards the player may obtain; when the number of wild cards the player may obtain is greater than or equal to the number of blank occupiers, the player is given relevant card-playing prompts.

5. The method according to claim 1, wherein: The method also includes: after the game starts, the player obtains N initial cards, N>0; after the current round of cards is finished and the next round of the game starts, each player obtains T new cards, T>0, and N and T are preset values.

6. A game data processing system, characterized in that: include: The client is used to respond to the data of cards to be played selected by the player in the current round of the game in a game session and send the cards to be played to the server; wherein the data of cards to be played is composed of any number of cards selected by each player in the game interface of the current round of the game; The server includes: A receiving module receives the card-to-play data sent by the client; A matching module, used for matching the card data to be played with the predefined card type rules to obtain the number of blank spaces between the card data to be played and the predefined card type rules; A comparison module, used for comparing the number of blank occupants with the number of wild cards that the current player may obtain in the current game round and then giving a card-playing prompt; The return module is used to return the card-playing prompt to the client.

7. A game data processing device, characterized in that: include: A receiving module receives the card-to-play data sent by the client; The data for cards to be played is composed of any number of cards selected by each player in the game interface of this round of game; A matching module, used for matching the card data to be played with the predefined card type rules to obtain the number of blank spaces between the card data to be played and the predefined card type rules; A comparison module, used for comparing the number of blank occupants with the number of wild cards that the current player may obtain in the current game round and then giving a card-playing prompt; The return module is used to return the card-playing prompt to the client.

8. A computing device comprising a memory, a processor, and computer instructions stored in the memory and executable on the processor, characterized in that: When the processor executes the instructions, the steps of the method according to any one of claims 1 to 5 are implemented.

9. A computer-readable storage medium storing computer instructions, characterized in that: When the instruction is executed by a processor, the steps of the method described in any one of claims 1 to 5 are implemented.