Game data processing method and device, equipment, medium and program product

By fixing the number of game elements and the sum of element values ​​of each game object in game games, the strategy restriction caused by randomness of game elements is solved, and the game nature and player experience of the game are improved.

CN120132350APending Publication Date: 2025-06-13TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510289361.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-11
Publication Date
2025-06-13

AI Technical Summary

Technical Problem

In existing game games, the game elements assigned to the game objects are more random, resulting in limited selection of game strategies and reducing gameplay.

Method used

By fixing the number of elements and the sum of element values ​​of each game object assigned to each game object, the game object's selection range of game elements is broadened, the richness of game strategies is enriched, and the game game nature is improved.

Benefits of technology

Ensure that each game object has the same element selection range when making decisions, and improve the gameability and gaming experience between game objects.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention discloses a game data processing method and device, equipment, a medium and a program product. The method comprises the following steps: displaying a game battle interface of a target game; receiving a battle operation of each game object in the N game objects; in a game battle area in the game battle interface, battle groups selected by the game objects respectively are displayed; and outputting a settlement result of the game battle. According to the embodiment of the invention, by fixing the element number and the sum of the element values of the game elements distributed to each game object, the selection range of the game objects to the game elements is widened, the selection richness of game strategies is enriched, and the game playing performance is improved.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and more particularly to the field of data processing. Specifically, it relates to a game data processing method, a game data processing device, a computer device, a computer-readable storage medium, and a computer program product. Background Art

[0002] A game of strategy is a game that, under certain game rules, supports game objects participating in the game to maximize their own interests by selecting game strategies.

[0003] In a game of strategy, multiple game objects participating in the game will adjust their own game strategies according to the game elements assigned to them and the game strategies of their opponent players, in order to strive for a better game result in the confrontation between two or more parties. However, through practice, it is found that the randomness of the game elements assigned to the game objects in current games of strategy is relatively large, resulting in the game strategies selected by the game objects being restricted by the randomly assigned game elements, greatly reducing the richness of the game strategies, and thus reducing the strategic nature of the games of strategy. Summary of the Invention

[0004] Embodiments of this application provide a game data processing method, device, equipment, medium, and program product. By fixing the number of elements and the total value of the elements of the game elements assigned to each game object, the selection range of the game elements for the game objects is broadened, the richness of the selection of game strategies is enriched, and the strategic nature of the game is improved.

[0005] On the one hand, embodiments of this application provide a game data processing method, which includes:

[0006] Display a game battle interface of a target game. The game battle interface includes the object identifiers of N game objects participating in the target game, and an element set corresponding to each game object; the element set includes at least one game element, and the number of elements and the total value of the elements of the game elements in the element set assigned to each game object during the initial game battle are the same; N is a positive integer;

[0007] Receive the battle operations of each of the N game objects.

[0008] In the game battle area in the game battle interface, display the battle groups selected by each game object. The battle group includes at least one game element selected from the element set;

[0009] Output the settlement result of the game battle.

[0010] On the other hand, embodiments of this application provide a game data processing device, which includes:

[0011] A processing unit for displaying a game battle interface of a target game. The game battle interface includes object identifiers of N game objects participating in the target game, and an element set corresponding to each game object respectively. The element set includes at least one game element, and the total number and total value of the game elements in the element set assigned to each game object during the initial game battle are the same. N is a positive integer.

[0012] An acquisition unit for receiving the battle operations of each of the N game objects.

[0013] The processing unit is further configured to display, in the game battle area of the game battle interface, the battle groups selected by each game object. The battle group includes at least one game element selected from the element set.

[0014] The processing unit is further configured to output the settlement result of the game battle.

[0015] In one implementation, the game battle area includes M element placement areas, where M is a positive integer. The battle operation includes a position selection operation for the element placement area and an element selection operation for the battle group. The game battle interface includes an element operation area associated with each game object. When the acquisition unit is configured to receive the battle operations of each of the N game objects, it is specifically configured to:

[0016] Display M placement position components in the element operation area associated with the first game object, and each placement position component corresponds to an element placement area.

[0017] In response to the position selection operation performed on the M placement position components, highlight the selected placement position component; and,

[0018] In response to the element selection operation for the game elements in the element set corresponding to the first game object, highlight each game element in the selected battle group; and,

[0019] Display selection prompt information in the element operation areas associated with each second game object other than the first game object in the game battle interface. The selection prompt information is used to indicate that the second game object is performing a battle operation.

[0020] In one implementation, the processing unit is further configured to:

[0021] In the game battle interface, hide the battle group and placement position information selected by each game object. The placement position information is used to indicate the area information of the element placement area where the battle group is to be placed.

[0022] In the game battle interface, simultaneously display the battle group and placement position information selected by each game object.

[0023] In one implementation, a target game session includes L rounds, and any one of the L rounds is denoted as the j-th round; both j and L are positive integers, and j ≤ L; the processing unit is further configured to:

[0024] Display round prompt information in the game battle interface, where the round prompt information is used to indicate the start of the j-th round of game battle.

[0025] In one implementation, the processing unit is further configured to:

[0026] If the sum of the element values and the placement position information of the battle groups selected by at least two reference game objects among the N game objects are the same, then highlight the element operation areas associated with each reference game object, and play an element collision special effect in the game battle interface;

[0027] In the element operation areas associated with each reference game object, cancel the display of the battle groups and placement position information selected by the reference game objects; the game elements in the battle groups selected by the reference game objects are returned to the corresponding element sets of the reference game objects.

[0028] In one implementation, the game battle area includes M element placement areas, and among the M element placement areas, there are the i-th element placement area and the (i + 1)-th element placement area, and the priority of the i-th element placement area is higher than that of the (i + 1)-th element placement area; M, i, and i + 1 are all positive integers, and 1 ≤ i < i + 1 ≤ M; when the processing unit is used to display the battle groups respectively selected by each game object in the game battle area in the game battle interface, it is specifically configured to:

[0029] In the game battle interface, highlight at least one first element operation area whose placement position information indicates the i-th element placement area; the placement position information is used to represent the area information of the element placement area where the battle group is to be placed;

[0030] Arrange the first battle groups in at least one first element operation area in ascending order of the sum of the element values of the first battle groups in the first element operation area, and sequentially place them into the empty placement positions in the i-th element placement area; and,

[0031] In the game battle interface, highlight at least one second element operation area whose placement position information indicates the (i + 1)-th element placement area;

[0032] Arrange the second battle groups in at least one second element operation area in ascending order of the sum of the element values of the second battle groups in the second element operation area, and sequentially place them into the empty placement positions in the (i + 1)-th element placement area.

[0033] In one implementation, each element placement area includes one or more placement positions, and one placement position is used to place one game element; the way of placing any first battle group into the vacant placement position in the i-th element placement area includes:

[0034] Placing at least one game element included in any first battle group into the vacant placement positions in the i-th element placement area in ascending order of element values.

[0035] In one implementation, if there are vacant placement positions in the i-th element placement area after the game elements are placed, the processing unit is further configured to:

[0036] Trigger the step of highlighting at least one second element operation area in the game battle interface whose placement position information indicates the (i + 1)-th element placement area.

[0037] In one implementation, if there are no vacant placement positions in the i-th element placement area after the game elements are placed, the processing unit is further configured to:

[0038] Display an element return animation, which is used to show that the game elements placed on each placement position in the i-th element placement area are returned to the element set corresponding to the respective game objects.

[0039] In one implementation, if all the game elements in at least one of the first battle groups are placed in the i-th element placement area, when the processing unit is used to output the settlement result of the game battle, it is specifically configured to:

[0040] Display first battle income information in the game battle interface;

[0041] Wherein, the first battle income information is used to represent: deducting battle income resources from the object accounts of the game objects other than the first battle group selected from N game objects, and allocating the battle income resources to the object accounts of the game objects that select the first battle group.

[0042] In one implementation, if there are no vacant placement positions in the i-th element placement area after the game elements are placed, and there are game elements in the first candidate battle group of at least one first battle group that are not placed in the i-th element placement area, when the processing unit is used to output the settlement result of the game battle, it is specifically configured to:

[0043] Display second battle income information in the game battle interface;

[0044] Among them, the second battle income information is used to represent: deducting the battle income resources from the object account of the game object that selects the first candidate element group, and allocating the battle income resources to the object accounts of the game objects in which each game element selected in the first battle group is placed in the i-th element placement area.

[0045] In one implementation, each element placement area is associated with a resource multiple factor, and the resource multiple factor is negatively correlated with the number of placement positions included in the element placement area; at least one first placement position in the element placement area is associated with an element value multiple factor;

[0046] The calculation rule of the battle income resources includes: obtaining the multiple element value corresponding to each first placement position based on the element value of the game element placed in each first placement position and the element value multiple factor associated with the corresponding first placement position; and obtaining the first income value corresponding to each first placement position based on the multiple element value corresponding to each first placement position and the resource multiple factor associated with the i-th element placement area, and obtaining the second income value corresponding to each second placement position based on the element value of the game element placed on each second placement position other than the first placement position in the i-th element placement area and the resource multiple factor associated with the i-th element placement area; and obtaining the battle income resources according to the first income value corresponding to each first placement position and the second income value corresponding to each second placement position;

[0047] Among them, the arrangement display method of the M element placement areas includes any one of the following:

[0048] The M element placement areas are arranged and displayed horizontally; or,

[0049] The M element placement areas are arranged and displayed vertically; or,

[0050] The M element placement areas are arranged and displayed in a staggered manner, and there are the same placement positions between at least two element placement areas after the staggered arrangement and display.

[0051] In one implementation, each element placement area includes one or more placement positions arranged in sequence, and one placement position is used to place one game element; the processing unit is further configured to:

[0052] If there is a target game object that exits the game battle among the N game objects, an exit prompt message is output on the game battle interface, and the exit prompt message is used to represent that there is a target game object that exits the game battle;

[0053] If the placement of each battle group selected by each game object is completed, the last placement position is reduced in each element placement area; the number of reduced placement positions is the same as the number of target game objects that exit the game battle.

[0054] In one implementation, any one of the M element placement areas is represented as a target element placement area, and game elements are placed in all the placement positions in the target element placement area except the last placement position; the processing unit is further configured to:

[0055] Display third battle income information in the game battle interface; the third battle income information is used to represent: deducting battle income resources from the object accounts of the game objects that participate in the target game and have not exited the game battle, except for the game objects whose game elements are placed in the target element placement area, and allocating the battle income resources to the object accounts of the game objects whose game elements are placed in the target element placement area.

[0056] In one implementation, any one of the M element placement areas is represented as a target element placement area, and game elements are placed in each placement position included in the target element placement area; the processing unit is further configured to:

[0057] Display fourth battle income information in the game battle interface; the fourth battle income information is used to represent: deducting battle income resources from the object account of the candidate game object whose game elements are placed in the last placement position, and allocating the battle income resources to the object accounts of the game objects whose game elements are placed in the target element placement area except the candidate game object.

[0058] In one implementation, one round of the target game includes L rounds, and any one of the L rounds is represented as the j-th round; both j and L are positive integers, and j ≤ L;

[0059] Among them, the end conditions of one round of the target game include any one of the following:

[0060] The L-th round of the game ends;

[0061] S of the N game objects exit the target game, and S is a positive integer;

[0062] There is an empty element set corresponding to any one of the N game objects.

[0063] In one implementation, the processing unit is further configured to:

[0064] Display an element allocation interface, which is used to allocate game elements to each game object during the initial game battle;

[0065] In response to the element allocation operation performed in the element allocation interface, trigger the step of displaying the game battle interface of the target game.

[0066] On the other hand, an embodiment of the present application provides a computer device, and the computer device includes:

[0067] A processor, adapted to execute a computer program;

[0068] A computer-readable storage medium storing a computer program, which when executed by the processor, implements the game data processing method as described above.

[0069] On the other hand, an embodiment of the present application provides a computer-readable storage medium storing a computer program, which is adapted to be loaded and executed by a processor to implement the game data processing method as described above.

[0070] On the other hand, an embodiment of the present application provides a computer program product including a computer program stored in a computer-readable storage medium. The processor of the computer device reads the computer program from the computer-readable storage medium and executes the computer program, causing the computer device to execute the game data processing method as described above.

[0071] In the embodiment of the present application, a game battle interface of a target game is displayed on the display screen of a computer device. The game battle interface includes object identifiers of N game objects participating in the target game, where N is a positive integer, and the object identifier of a game object can uniquely identify the object identity of the game object. The game battle interface further includes an element set corresponding to each game object respectively, and the element set includes at least one game element that the game object can select during the current round of game battle. Among them, the number of game elements included in the element set assigned to each game object at the initial game battle (or before the first round of game battle) is the same, and the total element value of the game elements is also the same. Further, since the total element value and the number of game elements assigned to the element set corresponding to the game object are the same, that is, the selection range of the game elements that each game object can select during the participation in the target game is the same, when each game object synchronously executes the battle element operation from the corresponding element set, it can always select an element combination that meets its own game strategy from the element set, that is, a game element combination that can counter the game strategy of the opponent player, enriching the richness of the selection of game strategies. Further, after the computer device receives the battle element operations synchronously executed by each of the N game objects, it can display the element combinations selected by each game object in the game battle area of the game battle interface and output the settlement result of the game battle. It can be seen that in the embodiment of the present application, game elements with the same number of elements and the same total element value are assigned to each game object at the initial game battle, ensuring that each game object has the same element selection range (such as the range of the total element value of the element combination and the range of the number of game elements in the element combination) when making a decision. Therefore, when the game object anticipates the game strategy of the opponent player, it can always select an element combination from its own element set that can counter the game strategy of the opponent player. Compared with randomly assigning game elements with different total element values to the game object (such as randomly drawing by the game object from a card deck or randomly assigning to the game object from the card deck), which may result in the game object being unable to counter the element combination of the opponent, the richness of the game strategy adopted by the game object when making a decision is improved, ensuring that the game objects are mutually restrictive, thereby enhancing the game theory of the target game and improving the game experience of the game object. BRIEF DESCRIPTION OF THE DRAWINGS

[0072] In order to more clearly illustrate the technical solutions in the embodiments of the present application or the prior art, the following will briefly introduce the drawings required for the description of the embodiments or the prior art. Obviously, the following drawings are only some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

[0073] Figure 1It is a schematic diagram of the architecture of a game data processing system provided by an exemplary embodiment of the present application;

[0074] Figure 2 It is a schematic flowchart of a game data processing method provided by an exemplary embodiment of the present application;

[0075] Figure 3a It is a schematic diagram of the game battle interface of a target game provided by an exemplary embodiment of the present application;

[0076] Figure 3b It is a schematic diagram of the game battle interface of another target game provided by an exemplary embodiment of the present application;

[0077] Figure 3c It is a schematic diagram of the arrangement display mode of M element placement areas in the game battle area provided by an exemplary embodiment of the present application;

[0078] Figure 3d It is a schematic diagram of another arrangement display mode of M element placement areas in the game battle area provided by an exemplary embodiment of the present application;

[0079] Figure 4a It is a schematic diagram of a first game object performing a battle operation in the game battle interface provided by an exemplary embodiment of the present application;

[0080] Figure 4b It is a schematic diagram of outputting round prompt information in the game battle interface provided by an exemplary embodiment of the present application;

[0081] Figure 5 It is a schematic diagram of simultaneously displaying the battle information selected by each game object provided by an exemplary embodiment of the present application;

[0082] Figure 6a It is a schematic diagram of highlighting the element operation area associated with the reference game object provided by an exemplary embodiment of the present application;

[0083] Figure 6b It is a schematic diagram of putting the battle group selected by the reference game object back into the element set provided by an exemplary embodiment of the present application;

[0084] Figure 6c It is a schematic diagram of a card collision special effect provided by an exemplary embodiment of the present application;

[0085] Figure 7 It is a schematic diagram of placing two battle groups in the element placement area provided by an exemplary embodiment of the present application;

[0086] Figure 8It is a schematic diagram showing that there are empty placement positions in the element placement area after placing game elements provided by an exemplary embodiment of the present application;

[0087] Figure 9a It is a schematic diagram showing placing game elements in the empty placement positions in the middle path provided by an exemplary embodiment of the present application;

[0088] Figure 9b It is a schematic diagram showing that there are settlement events conforming to the first settlement sub - rule in the middle path provided by an exemplary embodiment of the present application;

[0089] Figure 10a It is a schematic diagram showing placing game elements in the empty placement positions in the lower path provided by an exemplary embodiment of the present application;

[0090] Figure 10b It is a schematic diagram showing that there are settlement events conforming to the second settlement sub - rule in the lower path provided by an exemplary embodiment of the present application;

[0091] Figure 10c It is a schematic diagram showing a super - grid animation provided by an exemplary embodiment of the present application;

[0092] Figure 11 It is a schematic diagram showing that an element value multiple factor is associated with a first placement position provided by an exemplary embodiment of the present application;

[0093] Figure 12 It is a schematic diagram showing a card - playing process provided by an exemplary embodiment of the present application;

[0094] Figure 13 It is a schematic diagram of the flowchart of another game data processing method provided by an exemplary embodiment of the present application;

[0095] Figure 14 It is a schematic diagram showing an element allocation interface provided by an exemplary embodiment of the present application;

[0096] Figure 15 It is a schematic diagram showing another element allocation interface provided by an exemplary embodiment of the present application;

[0097] Figure 16 It is a schematic diagram showing a game start interface provided by an exemplary embodiment of the present application;

[0098] Figure 17 It is a schematic diagram showing a game setting interface provided by an exemplary embodiment of the present application;

[0099] Figure 18a It is a schematic diagram showing a resource replenishment interface provided by an exemplary embodiment of the present application;

[0100] Figure 18b It is a schematic diagram of another resource supplement interface provided by an exemplary embodiment of the present application;

[0101] Figure 19a It is a schematic diagram of an indentation provided by an exemplary embodiment of the present application;

[0102] Figure 19b It is a schematic diagram of adjusting a resource multiple factor provided by an exemplary embodiment of the present application;

[0103] Figure 20a It is a schematic diagram of a settlement event triggering the first settlement sub - rule existing in the element placement area after indentation provided by an exemplary embodiment of the present application;

[0104] Figure 20b It is a schematic diagram of a settlement event triggering the second settlement sub - rule existing in the element placement area after indentation provided by an exemplary embodiment of the present application;

[0105] Figure 21 It is a schematic diagram of a settlement process provided by an exemplary embodiment of the present application;

[0106] Figure 22 It is a schematic diagram of a card - placing indentation process provided by an exemplary embodiment of the present application;

[0107] Figure 23a It is a schematic diagram of an end - prompt message provided by an exemplary embodiment of the present application;

[0108] Figure 23b It is a schematic diagram of another end - prompt message provided by an exemplary embodiment of the present application;

[0109] Figure 23c It is a schematic diagram of yet another end - prompt message provided by an exemplary embodiment of the present application;

[0110] Figure 24 It is a schematic diagram of the structure of a game data processing device provided by an exemplary embodiment of the present application;

[0111] Figure 25 It is a schematic diagram of the structure of a computer device provided by an exemplary embodiment of the present application. Detailed implementation manners

[0112] Next, the technical solutions in the embodiments of the present application will be clearly and completely described in conjunction with the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present application without creative efforts shall fall within the protection scope of the present application.

[0113] The embodiments of the present application relate to electronic games (referred to as games for short), which are games controlled by computer programs that appeared with the advent of computers; specifically, they relate to gambling electronic games, which are referred to as target games, gambling games, or gambling games in the embodiments of the present application. Gambling games refer to confrontation, battle, or competitive games that involve interactive game strategies; game objects participating in gambling games formulate their own game strategies by predicting the game strategies of their opponents under certain game rules to maximize benefits and minimize risk costs.

[0114] The following is a brief introduction to the specific technical terms and related concepts involved in gambling games, including:

[0115] ① Game object refers to the game object that participates in the target game. In game-type games, multiple game objects that participate in the target game together form a battle relationship. For ease of understanding, another game object that forms a battle relationship with a game object can be called an opponent player or battle object, etc.

[0116] ② A game room is a virtual space that simulates a physical room in the real world. Specifically, it refers to a specific game environment where at least two game objects log in to the target game through their object accounts. Game objects in or in the same game room can perform various game behaviors (or game activities), including but not limited to: fighting, cooperation, chatting, and giving virtual gifts. Game objects outside the game room can enter the game room after being invited or reviewed.

[0117] ③ Game strategy refers to the countermeasures and action plans formulated by the game object based on the predicted or expected game strategy of the opponent player in the same game room during the game. Specifically, when the game object predicts the game strategy of the opponent player, it formulates countermeasures and action plans based on the current game props of the game object. Different game strategies have a decisive influence on the game results, because different game strategies may lead to different game benefits.

[0118] ④ Game revenue refers to the virtual resources obtained by the game object after defeating the opponent's game strategy by choosing a better game strategy during the game. Virtual resources are virtual items in the target game that have purchasing power, circulation power, or reflect the object level of the game object; virtual items may include but are not limited to: virtual props (such as virtual gems, virtual beans, virtual acceleration cards and virtual doubling cards, etc.) and virtual skins (such as virtual hair accessories, virtual clothing or virtual facial features, etc.). Game objects can get a better gaming experience by obtaining as much game revenue as possible during the game.

[0119] Furthermore, according to different classification dimensions, board games can include a variety of video games. Among them:

[0120] ① According to the different operating devices of the game, board games can be further divided into tabletop games, mobile games, web games, client games, and cloud games, etc. Tabletop games, also known as board games, are games played on a real tabletop or a simulated electronic platform / desktop, emphasizing communication and interaction between game objects. Mobile games, abbreviated as mobile games, are games that run on smartphones; the installation package of the mobile game needs to be downloaded and installed on the smartphone before the game can be operated on the smartphone. Web games are online games that can be operated after opening the game web page based on a browser. Client games, abbreviated as client games, are games that run on the PC (Personal Computer) side; the installation package of the game needs to be downloaded and installed on a smart computer (such as a personal computer) before the client game can be operated. Cloud games, also known as gaming on demand, are an online game technology based on cloud computing technology.

[0121] ② According to the different gameplay methods, board games can be further divided into board games and card games, etc. Board games not only include traditional board games such as chess, Go, and tic-tac-toe, but also modern strategy games such as dice rolling and role-playing. Card games, also known as card games, can include poker games, tile games, and suit card games, etc.

[0122] ③ According to the different numbers of players participating in the game, board games can be further divided into two-player games and multi-player games, etc. In a two-player game, the number of game objects participating in the board game in the game room is 2; in a multi-player game, the number of game objects participating in the board game in the game room is at least three.

[0123] It should be noted that the board games involved in the embodiments of this application can also be video games with other gameplay methods or operating methods. The above only introduces several exemplary board games and will not limit the board games involved in the embodiments of this application. For the convenience of description, in the subsequent embodiments, the board game is taken as an example of a card game to introduce the embodiments of this application, and this is specifically stated here.

[0124] In practical applications, traditional gambling games have the defects of insufficient game strategies and weak game play. For example, in traditional hand-based gambling games, multiple hands of cards in a public deck (such as simulating multiple cards that have not been distributed in the real world) are randomly distributed to each game object in the game room; because the card values ​​of the hands assigned to the game objects are random, the game objects can only select the hands that respond to the opponent's card-playing strategy (i.e., the aforementioned game strategy) from the limited hands, which reduces the richness of the game strategy selection and the degree of restraint between the game objects' game strategies, thereby reducing the game play of the target game. For example, a hand of cards with a card value of 1 is randomly assigned to game object 1 from the public deck, and a hand of cards with a card value of 9 is assigned to game object 2; if game object 1 predicts that the opponent player's playing strategy is a hand of cards with a card value of 7, game object 1 wants to play a hand of cards with a card value greater than 7 to respond to the opponent player's playing strategy, but game object 1 is only assigned a hand of cards with a card value of 1, resulting in fewer game strategies that the game object can choose, and the selected game strategy cannot counter the opponent player's game strategy, thereby reducing the playability of the target game, and then reducing the game experience of the game opponent.

[0125] In order to increase the variety of game strategy choices and improve the gameability of the target game, the present application embodiment proposes a new game data processing solution, specifically providing a game data game solution based on a fixed card dealing mechanism, a synchronous selection mechanism, a cyclic restraint mechanism, and a turn-based system. The basic concepts and related technical terms of the game data processing solution provided by the present application embodiment are introduced below; among which:

[0126] 1) The turn-based mechanism means that the game battle process between game objects is carried out in rounds. In the embodiment of the present application, a game room is set up in which a target game can be played. A target game consists of multiple rounds of games, such as a target game includes L rounds of game battles; in each round of game battles, the game objects need to make game strategy decisions.

[0127] 2) A fixed card dealing mechanism means that during the initial game of a target game, each game object participating in the target game is allocated game elements with the same number of elements and the same total element value; for example, each game object participating in the target game is allocated 6 cards with a game element number of 6 and a total element value of 21.

[0128] 3) The synchronous selection mechanism means that during each round of game battles, multiple game objects participating in the target game need to synchronously and secretly execute battle element operations, and at the same time disclose battle information such as the battle group (or element combination battle group) selected by the battle element operations executed by each game object, to ensure that the game objects can fully feel the game effect in the process of secretly executing battle element operations.

[0129] 4) The cyclic restraint mechanism refers to the situation where, during the game battle process and following the game rules, there is a mutually restraining relationship among the battle information selected by each game object; among them, the battle information includes the element combination and the placement position information. Specifically, the cyclic restraint mechanism includes the following elements: ① When a game object executes a battle element operation, it can freely select a game element or freely combine multiple game elements to play in the same round of game battle, and can flexibly control the total sum of the element combinations played. ② In the case where the placement position information indicates the same element placement area, the smaller the total element value of the element combination, the more preferentially it is placed; element combinations with the same total element value cannot be played; and the higher the expected game benefit of the element group with a larger total element value; the so-called playing of an element combination refers to the process of placing the element combination in the element placement area. Thus, based on this cyclic restraint mechanism, a game object can, by predicting the battle information (i.e., game strategy) of the opponent player, control the total element value of the element combination and the placement position information, so as to specifically respond to the battle information of the opponent player and achieve the effect of countering the opponent player.

[0130] Based on the above introduction of various mechanisms of the game data processing solution, the following provides a general introduction to the specific implementation process of the game data processing solution provided by the embodiments of the present application. The game data processing solution generally includes: a card dealing stage and a battle stage. Among them:

[0131] The card dealing stage refers to: the stage where, before the first round of game battle in a target game, the computer device assigns a corresponding element set to each game object in the game room; that is, before the first round of game battle in the L rounds of game battle included in the start of a target game, the computer device, based on a fixed card dealing mechanism, assigns game elements with the same number of elements and the same total element value to the N game objects participating in the target game, and each game object corresponds to an element set, and this element set includes the Q game elements assigned to the corresponding game object, such as Q = 6. In the subsequent battle stage, the game object always conducts game battles based on the game elements included in the element set assigned in the card dealing stage; in other words, no new game elements are assigned to the game object in the battle stage.

[0132] The battle phase refers to the phase in which game objects use the game elements allocated in the card-dealing phase and conduct multi-round game battles based on the turn-based mechanism, synchronous selection mechanism, and cyclic restraint mechanism. Among them, the general process of any round of game battle can include: The computer device displays the game battle interface of the target game, specifically the game battle interface of any round of game battle (or simply referred to as the battle interface). The game battle interface includes the object identifiers of N game objects participating in the target game and the element sets corresponding to each game object respectively. The computer device can receive the battle operations of each of the N game objects from the game battle interface. The battle operation is used to select the battle information for making a move in this round of game battle. The battle information can include the battle group and placement position information, etc. The computer device displays the battle groups selected by each game object in the game battle area of the game battle interface to conduct this round of battle and outputs the settlement result of the game battle.

[0133] It should be specifically noted that during any round of game battle, the game objects participating in the game battle may withdraw from the game battle for some reasons (such as the virtual resources being empty, or leaving due to something), specifically leaving the game room; in this case, the number of game objects participating in the next round of game battle in this round of game battle will decrease accordingly. Therefore, except for the first round of game battle in the L rounds of game battle, the number of game objects participating in any round of game battle may not be the same. Considering that the specific implementation process of each round of game battle in a target game is similar; for the convenience of description, in the embodiments of the present application, it is assumed that the number of game objects participating in any round of game battle is N, N is a positive integer, and the N game objects are all the game objects entering the game room, and the process of any round of game battle is introduced.

[0134] The target game mentioned in the embodiments of the present application is provided by a game application program; the game objects specifically start the target game and conduct games in the target game through the game application program. Among them, the game application program can be simply referred to as the game application; the application program refers to a computer program for completing one or more specific tasks. According to the different running methods of the application program, the game applications involved in the embodiments of the present application can include but are not limited to: ① The client. The so-called client (also known as the application client, APP client) refers to an application program installed and running on the terminal. ② The application program can also refer to a non-installable application program, that is, an application program that can be used without downloading and installing. Such application programs are commonly known as applets and usually run as subroutines in the client. ③ The application program can also refer to a web application program opened through a browser; and so on. The embodiments of the present application do not limit the specific types of the game application program.

[0135] It should be noted that the embodiments of the present application do not limit the game type of the target game and the running mode of the game application that provides the target game. For example, the target game is a board game provided by the client; another example is that the target game is a cloud game provided by a small program.

[0136] To better understand the above-mentioned game data processing solution, the game data processing solution involved in the embodiments of the present application will be introduced below in combination with an actual game scenario. Please refer to Figure 1 , Figure 1 shows a schematic architecture diagram of a game data processing system provided by an exemplary embodiment of the present application; as Figure 1 shown, the game data processing system includes a terminal device and a server. The embodiments of the present application do not limit the types and quantities of the terminal device and the server. For example, when the target game is a multiplayer battle game, the number of terminal devices can be multiple, which are the devices used by each game object participating in the target game; the embodiments of the present application will be described by taking the control of the target game by any one of the multiple game objects as an example. Among them:

[0137] 1) The terminal device 101 can be a control device used by any game object participating in the target game. The terminal device 102 is a terminal device used by other game objects that are in the same virtual environment (or game room) provided by the target game as the game object holding the terminal device 101. Each game object can access the same virtual environment provided by the target game through the terminal device it uses, perform real-time game interactions, and achieve game battles. Among them, the terminal device (such as the terminal device 101 and the terminal device 102) may include, but is not limited to: smart phones (such as Android phones, iOS phones, etc.), tablet computers, portable personal computers, mobile Internet devices (abbreviated as MID), smart TVs, in-vehicle devices, head-mounted devices, game controllers, remote controls, arcade devices, and other smart devices that can perform touch screen operations. Specifically, the game application that provides the target game is deployed in the terminal device 101 and the terminal device 102, and the game object specifically starts the target game through the game application to achieve game battles.

[0138] 2) The server can be the back-end server 103 of the terminal device 101 and the terminal device 102, which is used to interact with the terminal device 101 and the terminal device 102 to provide computing and application service support for the terminal device 101 and the terminal device 102. The server can be an independent physical server or a server cluster or a distributed system composed of multiple physical servers. As described above, the target game can be a cloud game, which can also be called gaming on demand. It refers to a game running in a cloud server (or called a cloud-based server). Then, in the scenario where the target game is a cloud game, the server 103 can also be a cloud server or a cloud-based server. In this implementation, the target game can forward the data (such as input instructions or signals) sent by the terminal device to the cloud server. The cloud server is responsible for rendering the game screen according to the data, and after compressing the rendered game screen, it is transmitted to the terminal device used by the game object through the network. At this time, the terminal device only performs the operation of displaying the game screen. This operation mode of the cloud game enables the terminal device held by the player to not need to have a powerful graphics computing and data processing ability, but only needs to have basic streaming media playback ability (such as the ability to display the game screen), human-computer interaction ability (the ability to obtain the input operation of the game object), and data transmission ability (such as the ability to send instructions to the cloud server).

[0139] Among them, the terminal device (such as the terminal device 101 and the terminal device 102) and the server can be directly or indirectly communicatively connected by wired or wireless means. The embodiments of the present application do not limit the connection manner between the terminal device and the server.

[0140] The game data processing solution provided by the embodiments of the present application is executed by a computer device, which includes both the terminal device and the server, or either the terminal device or the server. That is to say, the game data processing solution provided by the embodiments of the present application can be jointly executed by the terminal device and the server. Specifically, it is jointly executed by the game application deployed in the terminal device and the server corresponding to the game application. Or, the game data processing solution can be executed separately by the terminal device or the server. For the convenience of description, taking the terminal device and the server jointly executing the game data processing solution as an example, the game data processing solution provided by the embodiments of the present application is introduced.

[0141] Specifically, the general process for the terminal device and the server to jointly implement a round of game battles may include: The game battle interface of the target game is displayed on the terminal devices held by each game object participating in this round of the game. Each game object participating in the target game performs battle operations in the game battle interface displayed on its own held terminal device; correspondingly, the terminal device receives the battle operations performed by the game object in the game battle interface, and generates a battle request based on the battle operations. The battle request carries the battle group selected by the game object from the element group and the placement position information. The terminal device held by each game object participating in the target game sends the battle request generated by itself to the server 103. After receiving the battle requests sent by each terminal device, the server 103 parses the battle group and placement position information selected by each game object from the battle requests, generates game battle data according to the game rules and based on the battle groups and placement position information selected by each game object, and returns the game battle data to each terminal device. After each terminal device receives the game battle data sent by the server 103, it renders and displays the object groups respectively selected by each game object in the game battle area in the game battle interface to conduct this round of game battles. Among them, the real-time game battle data during the game battle process of the terminal device is reported to the server 103 for game data processing, and the game battle data sent by the server 103 is received in real time to realize the timely rendering and display of the interface content in the game battle interface; for example, if a settlement occurs during this round of game battles, the terminal device receives the settlement result sent by the server 103 and renders and displays the settlement result of the game battle in the game battle interface.

[0142] It can be seen that when the terminal device and the server jointly execute the game data processing solution, the server is responsible for all logical calculations, and the terminal device is responsible for game screen rendering and display; among them, the logical calculations responsible for the server include the sorting of game elements, the placement positions of game elements during each round of game battles, and game revenue calculations, etc., which can effectively reduce the calculation complexity and performance overhead of the terminal device.

[0143] Based on the above brief introduction to the game data processing solution and the game data processing system provided in the embodiments of the present application, the following points need to be further explained:

[0144] ① As mentioned above in the embodiments of the present application Figure 1 The system architecture shown is to more clearly illustrate the technical solution of the embodiments of the present application, and does not constitute a limitation on the technical solution provided in the embodiments of the present application. Those of ordinary skill in the art know that with the evolution of the system architecture and the emergence of new business scenarios, the technical solution provided in the embodiments of the present application is equally applicable to similar technical problems. That is to say, Figure 1The schematic architecture diagram of the game data processing system shown is an exemplary architecture diagram; in practical applications, the number and distribution of computer devices included in the game data processing system may change, and the embodiments of the present application do not limit the schematic architecture diagram of the game data processing system.

[0145] ② According to the different operating modes of the target game, the processing flow of the game data processing solution provided by the embodiments of the present application is different from the above description; for example, when the target game is a cloud game, the terminal device is only responsible for playing or displaying the game screen, and the cloud server performs the rendering of the game screen.

[0146] ③ In the embodiments of the present application, the collection and processing of relevant data should be strictly in accordance with the requirements of relevant laws and regulations. To obtain personal information, the informed consent of the individual subject (or a legal basis for information acquisition) is required, and subsequent data use and processing behaviors should be carried out within the scope authorized by laws, regulations and the individual information subject. For example, when the embodiments of the present application are applied to specific products or technologies, such as obtaining the element combination and placement position information selected by the game object, the permission or consent of the game object is required, and the collection, use and processing of relevant data need to comply with the relevant laws, regulations and standards of relevant countries and regions.

[0147] Based on the game data processing solution described above, the embodiments of the present application propose a more detailed game data processing method. The following will introduce the game data processing method proposed by the embodiments of the present application in detail with reference to the accompanying drawings. Figure 2 The flowchart shows the schematic flowchart of a game data processing method provided by an exemplary embodiment of the present application; the embodiments of the present application take this game data processing method, which is executed by the computer device mentioned above, as an example for illustration. This game data processing method may include but is not limited to steps S201 - S204:

[0148] S201: Display the game battle interface of the target game.

[0149] The game battle interface of the target game is a user interface (UI) provided by the game application program. In this game battle interface, a game battle is implemented among N game objects; specifically, the game battle interface can refer to the battle interface of any round of game battle in a target game. The game battle interface includes the object identifiers of the N game objects participating in the target game, and the element sets corresponding to each game object respectively. Among them, the object identifier of the game object is used to uniquely identify the identity of the game object in the target game, and the object identifier includes one or more combinations of the number of the game object (such as No. 1), the avatar of the game object, and the nickname of the game object. The element set corresponding to the game object includes at least one game element that can be selected in this round of game battle, and the element value of each game element belongs to the element value range (such as the element value range is [1, 6]), and the embodiments of the present application do not limit the element value range; for example, in a game of playing cards in the form of a game of strategy, the element set can be understood as the private card deck assigned to and selectable by the game object. It can be seen that the element value and the number of game elements in the element set corresponding to the game object are visible to all game objects in the game room, ensuring that the game object can accurately predict the game strategy of the opponent player from the element set visible to the opponent player, thereby improving the correctness of the selection of the game strategy among game objects and enhancing the game experience of the game object.

[0150] Specifically, the game battle interface includes an element operation area associated with each game object. Among them, the element operation area associated with the game object may include object information related to the game object, such as the object identifier of the game object and the element set corresponding to the game object; and the element operation area associated with the game object can also be used to present or display battle information related to the game object, such as the battle group selected by the game object in any round of game battle and the placement position information, etc. By dividing an associated element operation area for each game object in the game battle interface, it is convenient for each game object participating in the target game to clearly understand the opponent information and battle information of the opponent player, and avoid errors in information correspondence, etc.

[0151] In addition to the element operation areas associated with each game object, the game battle interface also includes a game battle area. This game battle area can be understood as a battle area that simulates a tabletop in the real world; the battle groups selected by each game object will be displayed in this game battle area to provide a common battle area for the game objects. In the embodiments of the present application, the game battle area includes M element placement areas, where M is a positive integer, such as M = 3; the element placement areas are also called battle sub-areas, and each element placement area includes one or more placement positions. During the game battle, one placement position is used to place one game element in the battle group selected by the game object. In this way, when the game object performs a battle operation in the game battle interface, it will, based on the element placement situation of the placement positions in each element placement area in the game battle area and by predicting the possible game strategies of the opponent player (i.e., the battle group and placement position information selected in this round of the game battle), try to select a game strategy that is beneficial to itself to counter the game strategy of the opponent player, so as to ensure victory over the opponent player in the game battle.

[0152] Exemplarily, a schematic diagram of the game battle interface of the target game can be seen Figure 3a . As Figure 3a shown, assume that the total number of game objects participating in the target game is N = 5. The game battle interface 301 includes a game battle area 302 and the element operation areas associated with each game object, such as the element operation area 303 associated with game object 1, the element operation area 304 associated with game object 2, and the element operation area 305 associated with game object 3, etc. Among them:

[0153] (1) The element operation area associated with each game object includes the object identifier of the game object and the element set corresponding to the game object; for the convenience of description, the game object 3 that logs in to the game application on the current computer device is called the first game object, and the other game objects among the N game objects except this first game object (such as game object 1, game object 2, game object 4, and game object 5) are called the second game objects. As Figure 3a shown, assume that the object identifier is a combination of the game object number and nickname. In the element operation area 305 associated with the first game object, there is an object identifier 3051, and in the element operation area 304 associated with the second game object (such as game object 2), there is an object identifier 3041.

[0154] Meanwhile, the element operation area associated with each game object further includes the element set corresponding to the game object; in the first-round game battle, the element sets respectively corresponding to each game object include all the game elements assigned to the game object. Assuming that the number of elements in all the game elements assigned to each game object is 6, then each element set corresponding to each game object displayed in the game battle interface 301 includes 6 game elements. For example, the element set 3052 corresponding to the first game object logged in to the current computer device (specifically, the terminal device) includes 6 game elements, and the element values of the 6 game elements are 1, 1, 3, 5, 5, and 6 respectively; the element set 3042 corresponding to the second game object (such as game object 2) in the same game room as the first game object includes 6 game elements, and the element values of the 6 game elements are 6, 6, 3, 3, 2, and 1 respectively, and the sum of the element values of the game elements assigned to the first game object and the second game object is the same, both being 21.

[0155] (2) The game battle area 302 includes M element placement areas, such as Figure 3a the number of element placement areas in is 3, which are the element placement area 3021, the element placement area 3022, and the element placement area 3023 from top to bottom respectively; each element placement area includes one or more placement positions arranged in sequence. Taking the element placement area 3021 as an example, the element placement area 3021 includes four placement positions arranged in sequence, such as the placement position 30211, the placement position 30212, the placement position 30213, and the placement position 30214 from left to right.

[0156] Each element placement area is associated with a resource multiple factor, which can be understood as an operation factor for doubling the settlement when a settlement event occurs in the corresponding element placement area; such as Figure 3aThe resource multiple factor of the element placement area 3021 shown is 8, the resource multiple factor associated with the element placement area 3022 is 6, and the resource multiple factor associated with the element placement area 3023 is 3023. Considering that the fewer the number of placement positions included in the element placement area, the more likely the placement positions included in this element placement area will be filled or even not enough for placement (that is, the number of game elements selected to be placed in this element placement area is greater than or equal to the number of placement positions included in this element placement area), that is, it is more likely to generate a settlement event. Therefore, to ensure the coexistence of game revenue and game risk (that is, the risk of deducting game resources) and enhance the game-playing strategy of the game battle, the embodiments of the present application design that the resource multiple factor is negatively correlated with the number of placement positions included in the element placement area. In other words, the fewer the number of placement positions included in the element placement area, the greater the resource multiple factor associated with this element placement area. Thus, when a settlement event occurs in this element placement area, the game object that selects this element placement area for game element placement and does not trigger a settlement event can obtain higher game revenue. By setting element placement areas associated with different resource multiple factors in the game battle area, it meets the game strategy selection habits of different game objects and enriches the richness of game strategy selection. For example, if a game object is accustomed to choosing a game strategy with less game risk and less game revenue, then this game object can choose to place game elements in an element placement area with a larger number of placement positions and a smaller resource multiple factor; conversely, if a game object is accustomed to choosing a game strategy with greater game risk and more game revenue, then this game object can choose to place game elements in an element placement area with a smaller number of placement positions and a larger resource multiple factor.

[0157] It should be noted that Figure 3a This is only an exemplary schematic diagram of the game battle interface of the target game provided by the embodiments of the present application; the interface content and interface style in the game battle interface can also change, Figure 3a The interface content and interface style shown in the game battle interface will not limit the embodiments of the present application.

[0158] For example, as Figure 3b shown, the element operation area associated with the game object can also include the amount of game resources held in real time in the object account of the game object. For example, the amount of game resources 3053 is included in the element operation area associated with the first game object; by displaying the amount of game resources in the object account of the game object, it helps the game object to keep track of its own resource amount in real time and facilitates operations such as resource recharge in a timely manner. Continuing to refer to Figure 3b , in addition to being located at the upper display position of the object identifier of the game object as Figure 3a shown, the element set corresponding to the second game object (such as game object 2) can also be as Figure 3bThe following display position is below the game resources of the second game object, so that other game objects can more intuitively observe the game elements in the element set corresponding to the second game object. For the convenience of description, the interface style of the game battle interface will be used as Figure 3b an example to introduce the game data processing method provided by the embodiments of the present application.

[0159] For another example, in addition to the arrangement display method of the M element placement areas in the game battle area as Figure 3a shown, where the M element placement areas are horizontally arranged and displayed in the game battle area, it may also include the following arrangement display methods: the M element placement areas are vertically arranged and displayed, as Figure 3c shown, where three element placement areas are vertically arranged and displayed, and the placement positions included in each element placement area are arranged and displayed from top to bottom. Or, the M element placement areas are staggeredly arranged and displayed, and there are the same placement positions between at least two element placement areas after the staggered arrangement, that is, there is at least one overlapping placement position between at least two element placement areas. Although this placement position belongs to at least two element placement areas, only one game element is allowed to be placed. As Figure 3d shown, assuming that the three element placement areas in the game battle area are respectively represented as the upper lane, the middle lane, and the lower lane; the upper lane and the middle lane are staggeredly arranged and displayed, and there is the same placement position 306 between the upper lane and the middle lane. Similarly, the middle lane and the lower lane are staggeredly arranged and displayed, and there is the same placement position 307 between the middle lane and the lower lane. It should be understood that the arrangement display method between the M element placement areas in the game battle area can also be other methods; for example, the element placement area can be in a curve form in addition to a straight line form; the embodiments of the present application do not limit the display style of the element placement area and the arrangement display method of the M element placement areas.

[0160] S202: Receive the battle operations of each of the N game objects.

[0161] The battle operation performed by the game object in the game battle interface is a human-computer interaction operation for selecting the battle information to be dispatched in this round of game battle. Among them, the battle information determined by the game object when performing the battle operation includes the battle group and the placement position information. The battle group includes: at least one game element selected from the element set, that is, it supports the game object to freely combine multiple game elements to play in the same round of game battle, can flexibly control the total element value of the battle group played in each round, thereby enhancing the richness of the selection of game strategies in each round, ensuring that when predicting the battle group of the opponent player, an element combination that can counter the opponent player can always be found from the element group, and improving the game play of the target game. The placement position information is used to represent: the area information of the element placement area where the battle group selected by the game object is to be placed.

[0162] It can be seen that in each round of game battle, the game object not only needs to select the element combination (i.e., the battle group) to be played in this round, but also needs to select the element placement area for this element combination. Therefore, the battle operations performed by the game object in the game battle interface include: a position selection operation for the element placement area. By performing this position selection operation, the game object can select the element placement area for the battle group; and, an element selection operation for the battle group. By performing this element selection operation, the game object can select the battle group to be played in this round for itself.

[0163] In a specific implementation, the computer device displays M placement position components in the game battle interface of the target game, specifically in the element operation area associated with the first game object in the game battle interface; each placement position component corresponds to an element placement area. For example, if there are three element placement areas in the game battle area, then three placement position components are displayed in the element operation area associated with the first game object, and one placement position component corresponds to one element placement area. Then, the first game object can perform a position selection operation on the M placement position components. For example, the position selection operation can be a click operation, a double-click operation, or a long-press operation on the placement position component corresponding to the element placement area to be selected. At this time, the computer device responds to the position selection operation performed by the game object on the M placement position components, determines the area information of the element placement area corresponding to the selected placement position component as the placement position information selected by the first game object, and highlights the selected placement position component. Among them, highlighting the selected placement position component is to enable the first game object to directly and clearly perceive the placement position component it selects; the embodiment of the present application does not limit the display method of highlighting the selected placement position component; exemplarily, the methods of highlighting the selected placement position component can include but are not limited to: highlighting display, color deepening display, transparency reduction display, and animation effect display, etc.

[0164] Meanwhile, in the element operation area associated with the first game object, an element set corresponding to the first game object is also displayed, and the element set includes at least one game element that can be selected; at this time, the first game object can perform an element selection operation on the game elements in the element set corresponding to the first game object, and the element selection operation can include a click operation on a single game element or a swipe operation on at least two consecutive game elements, etc. In this way, the computer device determines, in response to the element selection operation of the first game object on the game elements in the element set corresponding to the first game object, at least one game element to be selected to form a battle group, and highlights each game element in the selected battle group. Similar to the display method of highlighting the selected placement position component, the display method of highlighting the selected battle group in the embodiments of the present application is not limited; including but not limited to: simulating the card-drawing effect in the real world to draw out each game element in the selected battle group from the element set, or deepening the element color of each game element in the selected battle group, or enlarging the display area of each game element in the selected battle group, and so on.

[0165] During the process of the first game object performing a battle operation in the game battle interface, the embodiments of the present application also support enabling the first game object to perceive in real time the second game object participating in the game battle of this round performing a battle operation; by enabling each game object participating in the game battle of this round to perceive the process of the other party performing a battle operation, a scene of multiple people playing games together in the real world is simulated, providing a more real game experience for the game object. Specifically, during the process of the first game object performing a battle operation in the game battle interface, specifically an element selection operation and a position selection operation, selection prompt information is displayed in the element operation areas associated with each second game object other than the first game object in the game battle interface, and the selection prompt information is used to represent that the second game object is performing a battle operation.

[0166] Exemplarily, a schematic diagram of the first game object performing a battle operation in the game battle interface can be seen in Figure 4a ; such as Figure 4aAs shown in the figure, it is assumed that there are three element placement areas in the game battle area of the game battle interface, namely the upper lane, the middle lane, and the lower lane. Then, in the element operation area associated with the first game object, placement position components corresponding to each element placement area are displayed. For example, the placement position component 4011 corresponds to the upper lane, the placement position component 4012 corresponds to the middle lane, and the placement position component 4013 corresponds to the lower lane. In this way, the first game object can perform a position selection operation on the placement position component corresponding to the element placement area where it wants to place the game element in this round. For example, when the first game object performs a position selection operation on the placement position component 4011, it indicates that the first game object wants to place the selected battle group in the upper lane. At this time, the placement position component 4011 is highlighted to facilitate the first game object's secondary confirmation. At the same time, in the element operation area associated with the first game object, an element set corresponding to the first game object is also displayed. This element set includes six game elements with element values of 1, 1, 3, 5, 5, and 6 respectively. The first game object can perform an element selection operation on the game element it wants to play according to its own game strategy from the element set. For example, the first game object performs an element selection operation - a click operation on the two game elements with element values of 3 and 6, indicating that the first game object selects the game element with an element value of 3 and the game element with an element value of 6 to form a battle group in this round of game battle. At this time, the game element with an element value of 3 and the game element with an element value of 6 are highlighted.

[0167] Among them, during the process of the first game object selecting the battle group and placement position information, selection prompt information is also displayed in the element operation area associated with the second game object in the game battle interface. For example, in the element operation area associated with the second game object - game object 2, selection prompt information 402 is displayed. This selection prompt information 402 is used to indicate that the second game object is also performing a battle operation. Among them, the content prompted by the selection prompt information 402 can be dynamically displayed according to the execution progress of the second game object's battle operation. For example, when the second game object is performing a battle operation, the selection prompt information 402 is used to indicate that the second game object is performing a battle operation. When the second game object has completed the battle operation, the selection prompt information 402 is used to indicate that the second game object has completed the battle operation and is waiting for other game objects to perform the battle operation.

[0168] In addition, to facilitate game objects in perceiving the start of each round of game battles, the embodiments of this application support outputting round prompt information before a game object performs a battle operation in the game battle interface, so that after the game object perceives that the game battle is about to start, it can then select the battle information for this round of game battle. Specifically, assume that a target game includes L rounds of game battles, and any one of the L rounds is represented as the j-th round of game battle; then when the computer device detects that the j-th round of game battle is about to occur, it will display round prompt information in the game battle interface of the target game, and this round prompt information is used to indicate the start of the j-th round of game battle. For example, when j = 1, the round prompt information is used to indicate the start of the first round of game objects, and when j = 2, the round prompt information is used to indicate the start of the second round of game battle. Exemplarily, a schematic diagram of outputting round prompt information in the game battle interface before performing a battle operation can be seen in Figure 4b ; as Figure 4b shown, assume j = 1. When the computer device detects the start of the first round of game battle, it outputs round prompt information 403 in the game battle interface. After this round prompt information 403 is continuously displayed in the game battle interface for a period of time (such as 3 seconds), it triggers the step of displaying M placement position components in the game battle interface, so as to facilitate the first game battle, which is the first round of game battle, to select the battle group to be dispatched and the placement position information.

[0169] In addition, in the process of each round of game battle in the embodiments of this application, a game between game objects is realized based on a synchronous selection mechanism. Specifically, multiple game objects participating in the target game perform battle operations synchronously. After the computer device receives the battle information generated by the game objects performing battle operations, it does not disclose the battle information selected by each game object in the order of receiving the battle information. Instead, after receiving the battle information generated by each game object participating in the target game performing battle operations, it simultaneously discloses the battle information generated by each game object performing battle operations. This can prevent the battle information decided by the game object that performs the battle operation first from being disclosed first, resulting in the game object that performs the battle operation later directly performing battle operations based on the battle information of the opponent player that has been disclosed, thus causing the target game to lose its strategic nature.

[0170] Exemplarily, a schematic diagram of the computer device simultaneously displaying the battle information selected by each game object in any round of game battle based on the synchronous selection mechanism is as Figure 5 shown. As Figure 5As shown, after the computer device detects that each game object participating in the target game has selected the battle information, in the game battle interface, it will hide the battle group and placement position information selected by each game object; specifically, it hides the element values and placement position information of each game element in the battle group; for example, the battle group selected by the first game object is presented as the reverse side of the hand card, and the placement position information is directly hidden. Then, the computer device simultaneously displays the battle group and placement position selected by each game object in the game battle interface; for example, the battle group selected by the first game object is presented as the front side of the hand card, and the placement position information is displayed.

[0171] Thus, it can be seen that the synchronous selection mechanism set in the embodiments of the present application can ensure that each game object does not know the battle information selected by the opponent player during the battle operation, and can only predict the possible battle information selected by the opponent player through the empty placement positions in the element placement area in the game battle area and the remaining game elements in the corresponding element set of the opponent player, thereby improving the game-play of the target game; moreover, since the total number and total element values of the game elements assigned to each game object are the same, after the game object predicts the battle information of the opponent player, it can always find the game elements in its own element set that can counter the battle information of the opponent player, thereby enriching the richness of the selection of game strategies, and there will be no situation where the battle group that the game object wants to select cannot be selected from the element set.

[0172] S203: In the game battle area in the game battle interface, display the battle groups respectively selected by each game object.

[0173] S204: Output the settlement result of the game battle.

[0174] In steps S203 - S204, after the battle information for this round of game battle is selected based on the foregoing step S202, the computer device can automatically display the battle groups respectively selected by each game object in the game battle area in the game battle interface according to the game rules and based on the placement position information selected by each game object, and perform settlement detection in each element placement area in the game battle area to implement the display of the game-play result of this round of game. Among them, the game rules involved in the embodiments of the present application may include but are not limited to: the rule of card collision, the rule of small points first, the rule of small element values, and the settlement rule. The specific rule contents of the several game rules given above are introduced in detail below, where:

[0175] (1) The rule of card collision.

[0176] The rule content of the tie-breaking rule includes: when the sum of the element values of the game elements in at least two battle groups is the same, and the placement areas of the elements to be placed in the at least two battle groups are the same, the at least two battle groups are not placed in the game battle area, and the game elements in the at least two battle groups are returned to the corresponding element sets of the respective game objects (i.e., the game objects that selected the battle groups), so that the element sets still provide a larger range of element value selections during subsequent game battles, enriching the richness of game strategy choices. Also, for the battle groups and placement position information selected by other game objects where there is no tie, the current round of game battles continues based on the small-points first rule, the small-element value rule, and the settlement rule.

[0177] Specifically, after the battle groups and placement position information selected by each game object are all made public, the computer device first detects whether there is battle information where the placement position information is the same and the sum of the element values of the game elements in the battle groups is the same. If the computer device detects that among N game objects, there are at least two reference game objects whose selected battle groups have the same sum of element values and the same placement position information, then according to the tie-breaking rule, the at least two reference game objects' selected battle groups do not participate in the current round of game battles. To facilitate each game object participating in the target game to promptly notice the tie situation, the computer device will prominently display the element operation areas associated with each reference game object and play an element collision special effect in the game battle interface to remind the game objects that the at least two reference game objects' selected battle groups do not participate in the current round of game battles. Further, the computer device cancels the display of the battle groups and placement position information selected by the reference game objects in the element operation areas associated with each reference game object; this cancellation of display can be manifested as an animation effect, such as an animation where the game elements in the battle groups selected by the reference game objects are returned to the element sets corresponding to the reference game objects.

[0178] Exemplarily, when there is a tie in the battle groups and placement position information selected by two game objects among N game objects, a schematic diagram of prominently displaying the element operation areas associated with at least two reference game objects can be seen Figure 6a . As Figure 6aAs shown, assume that in the battle information 601 selected by the game object No. 4 participating in this round of the game, the battle group included therein includes three game elements with element values of 1, 2, and 3 respectively, and the placement position information selected by the game object No. 4 is the element operation area - the upper lane; assume that in the battle information 602 selected by the game object No. 5 participating in this round of the game, the battle group included therein includes three game elements with element values of 1, 2, and 3 respectively, and the placement position information selected by the game object No. 5 is the element operation area - the upper lane. Then, after the computer device receives the battle information corresponding to the game object No. 4 and the game object No. 5, it can determine that the battle information selected by the game object No. 4 and the battle information selected by the game object No. 5 collide, and then prominently display the element operation area associated with the game object No. 4 and the element operation area associated with the game object No. 5 in the game battle interface. By prominently displaying the element operation area, the game object can intuitively perceive the reference game objects that have collided, which is convenient for the game object to keep abreast of the game battle situation in real time.

[0179] Among them, as Figure 6a shown, the ways to prominently display the element operation area associated with the reference game object may include: magnifying the battle information displayed within the element operation area associated with the reference game object (such as magnifying the battle information 601 and the battle information 602), specifically magnifying the display area occupied by the battle group and the placement position information displayed within the element operation area associated with the reference game object, so that both other game objects and the reference game object can intuitively perceive. Of course, the ways to prominently display the element operation area associated with the reference game object may also be other ways; for example, highlighting the element operation area associated with the reference game object, etc.; the embodiments of the present application do not limit the specific implementation manners of prominently displaying the element operation area associated with the reference game object.

[0180] Exemplarily, when there are two game objects among the N game objects whose selected battle groups and placement position information are the same, the schematic diagram of playing the element collision special effect in the game battle interface and returning the battle group selected by the reference game object to the element set can be seen in Figure 6b As Figure 6b shown, the object information 601 selected by the game object No. 4 and the object information 601 selected by the game object No. 5 collide (that is, the sum of the element values of the game elements in the battle group is the same, and the placement position is the same). The computer device plays the element collision special effect 603 in the game battle interface, and returns the game elements in the battle group in the object information 601 to the element set corresponding to the game object No. 4, and returns the game elements in the battle group in the object information 602 to the element set corresponding to the game object No. 5.

[0181] It should be noted that Figure 6a shown in prominently displaying the element operation area associated with the reference game object, andFigure 6b The two processes of playing the element collision special effect in the game battle interface as shown can be coherent. For example, Figure 6c as shown, first highlight the element operation area associated with the reference game object in the game battle interface, then play the element collision special effect in the game battle interface, and finally return the game elements in the battle group of the reference game object to the element set corresponding to the reference game object. Or, Figure 6a the highlighting of the element operation area associated with the reference game object as shown, and Figure 6b the two processes of playing the element collision special effect in the game battle interface as shown can be selectively displayed. The embodiments of the present application do not limit the specific reminder method for reminding the game object of the collision situation when object information collides during the game battle process.

[0182] (2) Small point number priority rule.

[0183] The rule content of the small point number priority rule includes: for at least two battle groups with the same placement position information, the battle group with the smaller total element value of the game elements in the battle group is preferentially placed in the game battle area. Among them, the placement process of the game elements in the game battle area can be presented in the form of an animation to simulate the process of placing the hand cards from the hand to the desktop in the real world, providing a better game experience for the game object. Among them, the animation form of the game element placement process can include: serially flying at least one game element from the element operation area associated with the game object into the game battle area, and the interval time between two adjacent flying game elements can be the same or different.

[0184] Exemplarily, the schematic diagram of placing two battle groups in the element placement area indicated by the placement position information can be seen in Figure 7 ; as Figure 7As shown in the figure, the game battle area includes three element placement areas, namely the upper lane, the middle lane, and the lower lane from top to bottom. The element placement areas indicated by the placement position information selected by the second game object participating in the target game, i.e., the 1st game object, and the first game object, i.e., the 3rd game object, are both the middle lane. Therefore, the computer device compares the sum of the element values of the game elements in the battle group 701 selected by the 1st game object with the sum of the element values of the game elements in the battle group 702 selected by the 3rd game object. The sum of the element values of the game elements in the battle group 701 selected by the 1st game object is 1, and the sum of the element values of the game elements in the battle group 701 selected by the 3rd game object is 11. It is determined that the sum of the element values of the game elements in the battle group selected by the 3rd game object, which is 11, is greater than the sum of the element values of the game elements in the battle group selected by the 1st game object, which is 1. Then, the element operation areas respectively associated with the 3rd and 1st game objects can be highlighted in the game battle interface to prompt the game objects participating in the target game battle that the game elements in the battle groups selected by the 1st and 3rd game objects will be placed in the element placement area, and the element placement areas selected by the 3rd and 1st game objects (such as highlighting the element placement area) will be highlighted. Among them, the display method of highlighting the element operation areas respectively associated with the 3rd and 1st game objects can be the same as the display method of highlighting the element operation area associated with the game object mentioned above, and there is no limitation on this. Then, the computer device, according to the rule of giving priority to the smaller points, first places the game elements in the battle group of the 1st game object in the middle lane, and then places the game elements in the battle group of the 3rd game object in the middle lane.

[0185] Further, as described above, the number of element placement areas included in the game battle area is M. When M is an integer greater than 1, the embodiment of the present application supports setting the element placement order for M element placement areas, which is not only convenient for the computer device to sequentially detect the element placement situation of each element placement area, but also beneficial for the game object to view the element placement situation of each element placement area and standardize the display process of game elements in the game battle area. For example Figure 7 the game battle area shown in the figure includes three element placement areas, namely the upper lane, the middle lane, and the lower lane. Then, the element placement order of the upper lane, the middle lane, and the lower lane can be set as follows: upper lane → middle lane → lower lane; that is to say, in the process of a round of game battle, first place the game elements in at least one battle group whose placement position information indicates the upper lane in the upper lane, then place the game elements in at least one battle group whose placement position information indicates the middle lane in the middle lane, and finally place the game elements in at least one battle group whose placement position information indicates the lower lane in the lower lane.

[0186] (3) Small element value rule.

[0187] The rule content of the small element value rule includes: for different game elements in the same battle group, the game elements with smaller element values are preferentially placed in the game battle area.

[0188] (4) Settlement rules.

[0189] The settlement rules provided by the embodiments of the present application include a first settlement sub-rule and a second settlement sub-rule. Taking any element operation area as the specified element operation area as an example, the first settlement sub-rule and the second settlement sub-rule are introduced below; where:

[0190] The rule content of the first settlement sub-rule includes: when there is no empty placement position in the specified element placement area after the game element is placed, and all the game objects that select this specified element placement area have placed their battle groups in the specified element placement area, a game settlement is performed. Among them, the game settlement includes: the game objects that do not select the specified element placement area among the game objects participating in this round of game battles make game payments to each game object that selects this specified element placement area.

[0191] The rule content of the second settlement sub-rule includes: when there is no empty placement position in the specified element placement area after the game element is placed, and there are still game elements in the battle group selected by the game object that selects this specified element placement area that have not been placed in the element placement area, a game settlement is performed. Among them, the game settlement includes: the game objects with game elements in their battle groups that have not been placed in the specified element placement area make game payments to the game elements whose all game elements in the battle group have been placed in this specified element placement area; if the game object that selects this element placement area is the only game object with game elements in its battle group that have not been placed in the specified element placement area, then the game object with game elements in its battle group that have not been placed in the specified element placement area makes payments to each game object that does not select this specified element placement area.

[0192] Based on the above several game rules, taking the case where the M element placement areas include the i-th element placement area and the (i + 1)-th element placement area, and the priority of the i-th element placement area is higher than that of the (i + 1)-th element placement area as an example, M, i, and i + 1 are all positive integers, and 1 ≤ i < i + 1 ≤ M, the specific implementation process of placing game elements in the i-th element placement area and the (i + 1)-th element placement area can include:

[0193] ①In the game battle interface, the computer device highlights at least one first element operation area that indicates the placement area of the i-th element by the placement position information. The first element operation area is the element operation area associated with the game object whose placement position information indicates the placement area of the i-th element. For the convenience of description, each battle group in each first element operation area is referred to as the first battle group. After highlighting at least one first element operation area to enable the game object to intuitively perceive that an element placement will be performed on the game elements in the first battle group within the first element operation area, the computer device, based on the small point value first rule, arranges the first battle groups in at least one first element operation area in ascending order of the total element values of the first battle groups in the first element operation area, and sequentially places them into the vacant placement positions in the placement area of the i-th element. For example, if each first element operation area includes a first battle group, then placing the first battle groups in at least one first element operation area into the vacant placement positions in the placement area of the i-th element means placing at least one first battle group into the vacant placement positions in the placement area of the i-th element. Among them, the method of placing any one first battle group into the vacant placement position in the placement area of the i-th element includes: sequentially placing at least one game element included in the any one first battle group into the vacant placement positions in the placement area of the i-th element in ascending order of the element values.

[0194] If the computer device detects that there are vacant placement positions in the placement area of the i-th element for the game element to be placed, that is, after all the battle groups corresponding to the game objects that select the placement area of the i-th element are placed, there are still vacant placement positions in the placement area of the i-th element, then the computer device triggers an operation to place at least one second battle group whose placement position information indicates the operation area of the (i + 1)-th element.

[0195] If the computer device detects that there are no vacant placement positions in the placement area of the i-th element after the game element is placed, and all the game elements in the first battle groups in at least one first element operation area are placed in the placement area of the i-th element, then the computer device outputs the settlement result of this round of game battle. Specifically, it displays the first battle income information in the game battle interface; the first battle income information is used to represent: deducting the battle income resources from the object accounts of the game objects other than the selected first battle group among the N game objects, and allocating the battle income resources to the object accounts of the game objects that select the first battle group.

[0196] If the computer device detects that there is no empty placement position in the i-th element placement area after the game elements are placed, and there are game elements in at least one first candidate battle group in the first battle group that have not been placed in the i-th element placement area, the computer device outputs the settlement result of the current round of game battle; specifically, it displays the second battle income information in the game battle interface; the second battle income information is used to represent: deducting the battle income resources from the object account of the game object that selects the first candidate element group, and allocating the battle income resources to the object accounts of the game objects in the selected first battle group where each game element has been placed in the i-th element placement area.

[0197] Among them, when the computer device detects that there is no empty placement position in the i-th element placement area after the game elements are placed, the computer device determines that there is a settlement event in the i-th element placement area. For example, the settlement event includes: all the placement positions in the i-th element placement area are just occupied, or all the placement positions in the i-th element placement area are occupied and there are still game elements in the first battle group that have not been placed in the i-th element placement area. At this time, the computer device also displays an element return animation in the game battle interface, and the element return animation is used to show: the game elements placed on each placement position in the i-th element placement area are returned to the corresponding element set of the corresponding game object; the corresponding game object here refers to the game object from whose selected battle group the game elements placed on the placement position are derived. In other words, when there is a settlement event in any one of the M element placement areas, the game elements placed in that any one of the element placement areas will all be returned to the corresponding element set of the corresponding game object, so as to enrich the range of game elements that the game object can select in the next round of game battle and improve the richness of the selection of game strategies.

[0198] ② After all the first battle groups indicating the placement areas of the i-th element have been placed, the computer device highlights at least one second element operation area indicating the placement area of the (i + 1)-th element in the game battle interface; the second element operation area is the element operation area associated with the game object that selects the operation area of the (i + 1)-th element indicated by the placement position information. For the convenience of description, each battle group in each second element operation area is called a second battle group. After highlighting at least one second element operation area to facilitate the game object to intuitively perceive that an element placement will be performed on the game elements in the second battle group within the second element operation area, the computer device places the second battle groups in at least one second element operation area in ascending order of the sum of the element values of the second battle groups in the first element operation area into the vacant placement positions in the placement area of the (i + 1)-th element. It should be noted that the placement method of placing at least one second battle group into the placement area of the (i + 1)-th element and the specific implementation process of generating a settlement are similar to the placement method of placing at least one first battle group into the placement area of the i-th element and the specific implementation process of generating a settlement on the production line, and will not be elaborated here.

[0199] For the convenience of understanding the specific implementation process of placing the game elements in the battle group into the element placement area and generating a settlement event in the element placement area. The following combines the attached Figure 8 Attach Figure 9a Attach Figure 9b Attach Figure 10a Attach Figure 10b And attach Figure 10c To introduce the specific implementation process of placing the game elements in the battle group into the element placement area and generating a settlement event in the element placement area. As Figure 8 Shown, assume that there are three element placement areas in the game battle interface, namely the upper lane 801, the middle lane 802, and the lower lane 803; assume that the game objects participating in this round of the game are the 1st game object, the 2nd game object, the 3rd game object, the 4th game object, and the 5th game object, and the battle information 804 corresponding to the 1st game object includes: upper lane, the sum of element values is 1, and a game element with an element value of 1; the battle information 805 corresponding to the 2nd game object includes: lower lane, the sum of element values is 13, and four game elements with element values of 1, 2, 4, and 5 respectively; the battle information 806 corresponding to the 3rd game object includes: middle lane, the sum of element values is 11, and two game elements with element values of 5 and 6 respectively; the battle information 807 corresponding to the 4th element object includes: middle lane, the sum of element values is 6, and three game elements with element values of 1, 2, and 3 respectively; the battle information 808 corresponding to the 5th game element includes: lower lane, the sum of element values is 6, and three game elements with element values of 1, 2, and 2 respectively.

[0200] The computer device detects that there is no colliding battle group among the battle groups selected by game object No. 1, game object No. 2, game object No. 3, game object No. 4, and game object No. 5. Then, the computer device obtains that the game object indicated by the placement position information to be on the upper road is game object No. 1, and there is exactly one game element 8041 with an element value of 1 in the battle group corresponding to game object No. 1. Then, the computer device highlights the element operation area associated with game object No. 1, and places the game element 8041 with an element value of 1 in the battle group corresponding to game object No. 1 into the first empty placement position from left to right on the upper road 801. It can be seen that there are still empty placement positions on the upper road 801, and the computer device continues to place elements in the empty placement positions on the middle road 802; among them, the game element 8041 placed on the upper road 801 will remain consistent until the subsequent round (such as the next game battle) of the game battle because the settlement is not triggered, and it will not be placed back into the element set corresponding to game object No. 1 until the settlement is triggered on the upper road 801.

[0201] Among them, the process of the computer device placing elements in the empty placement positions on the middle road 802 can be referred to Figure 9a . Such as Figure 9aAs shown: after the placement of the battle groups on the upper road indicated by the placement position information is completed, the computer device detects that among the game objects No. 2, No. 3, No. 4, and No. 5, the game objects choosing the middle road are No. 3 and No. 4 game objects. Then, the computer device highlights the element operation areas associated with the No. 3 game object and the No. 4 game object in the game battle interface. Moreover, the sum of the element values of the game elements in the battle group selected by the No. 3 game object is 11, which is greater than the sum of the element values of the game elements in the battle group selected by the No. 4 game object, which is 6. Then, according to the rule of giving priority to the smaller points, the computer device first places the game elements with element values of 1, 2, and 3 in the battle group selected by the No. 4 game object into the empty placement positions in the middle road; specifically, according to the rule of the game elements with smaller values, the game element with an element value of 1, the game element with an element value of 2, and the game element with an element value of 3 in the battle group selected by the No. 4 game object are placed into the middle road in sequence. Then, the computer device places the game elements with element values of 5 and 6 in the battle group selected by the No. 3 game object into the empty placement positions in the middle road (that is, the remaining placement positions after the game elements selected by the No. 4 game object have been placed). After the computer device places all the game elements in the battle group selected by the No. 4 game object and all the game elements in the battle group selected by the No. 3 game object into the middle road, it is not difficult to find that all the game elements in the battle group selected by the No. 4 game object and all the game elements in the battle group selected by the No. 3 game object have been placed into the middle road, and there are no empty placement positions in the middle road. Then, it is determined that there is a settlement event in the middle road, and this settlement event conforms to the first settlement sub-rule. To facilitate the game objects to observe in time that there is a settlement event conforming to the first settlement sub-rule in the middle road, the embodiment of the present application supports playing a filling animation in the middle road; the specific content of the filling animation in the embodiment of the present application is not limited, and this filling animation is intended to prompt the game objects that there is a settlement event of the filling type in this middle road.

[0202] When there is a settlement event conforming to the first settlement sub-rule in the middle road of the game battle area, a schematic diagram of outputting the first battle benefit information in the game battle interface can be seen Figure 9b . Such as Figure 9bAs shown, since the game elements in the battle groups selected by game object No. 3 and game object No. 4 exactly fill the middle lane, the computer device will deduct the battle income resources from the object accounts of game object No. 1, game object No. 2, and game object No. 5 participating in this round of game battles respectively, and allocate the deducted battle income resources to the object accounts of game object No. 3 and game object No. 4. Visually, in the game battle interface, the deducted battle income resources of each are displayed in the element operation areas associated with game object No. 1, game object No. 2, and game object No. 5. For example, the deducted battle income resource 901 is displayed in the element operation area associated with game object No. 1; and, the received battle income resources are respectively displayed in the element operation areas associated with game object No. 3 and game object No. 4. For example, the received battle income resource 902 is displayed in the element operation area associated with game object No. 3. Further, an element replacement animation is played in the game battle interface to prompt game object No. 3 and game object No. 4 that the game elements placed in the middle lane have been replaced into the corresponding element sets.

[0203] After the computer device finishes placing the elements for the battle groups selected by game object No. 3 and game object No. 4 whose placement position information indicates the middle lane, the computer device detects that the game objects among game object No. 1, game object No. 2, game object No. 3, game object No. 4, and game object No. 5 whose placement position information indicates the lower lane are: game object No. 2 and game object No. 5. As Figure 10a shown, the computer device highlights the element operation area associated with game object No. 2 and the element operation area associated with game object No. 5 in the game battle interface. The computer device detects that the total element value of the game elements in the battle group selected by game object No. 2 is 13, which is greater than the total element value of the game elements in the battle group selected by game object No. 5, which is 5. Then, according to the rule of giving priority to the smaller points and the rule of giving priority to the smaller element values, the game elements with element values of 1, 2, and 2 in the battle group selected by game object No. 5 are sequentially placed in the placement positions in the lower lane. Then, the computer device sequentially places the game elements with element values of 1, 2, 4, and 6 in the battle group selected by game object No. 2 into the remaining placement positions in the lower lane according to the rule of giving priority to the smaller element values. During the process of placing the game elements, it will be found that after the game elements with element values of 1, 2, and 4 are placed in the lower lane, all the placement positions in the lower lane are occupied, that is, there are no remaining placement positions in the lower lane. At this time, there is still a game element with an element value of 6 in the battle group corresponding to game object No. 2 that has not been placed in the lower lane, so it is determined that the lower lane meets the second settlement sub-rule.

[0204] When there is a settlement event in the lower lane of the game battle area that meets the second settlement sub-rule, the schematic diagram of the second battle income information output in the game battle interface can be seenFigure 10b As shown in Figure 10b Figure 5, since all game elements in the battle group selected by game object No. 5 are placed in the lower lane, and there is one game element in the battle group selected by game object No. 2 that is not placed in the lower lane, there is no free placement position in the lower lane. Therefore, the computer device will deduct the battle income resources from the object account of game object No. 2 and allocate the deducted battle income resources to the object account of game object No. 5. Visually, in the game battle interface, the deducted battle income resources 1001 are displayed in the element operation area 5 associated with game object No. 2, and the received battle income resources 1002 are displayed in the element operation area associated with game object No. 5. Further, an element replacement animation is played in the game battle interface to prompt game object No. 2 and game object No. 5 that the game elements placed in the middle lane have been returned to the corresponding element sets. In addition, to more intuitively prompt each game object participating in the game battle that there are game elements in the battle group selected by game object No. 2 that are not placed in the lower lane; the embodiment of the present application also supports playing an out-of-bounds animation in the game battle interface. As shown in Figure 10c Figure 6, the out-of-bounds animation 1003 is shown as the game elements that are not placed in the lower lane fly out serially from the element set corresponding to game object No. 2 and are placed in the display position adjacent to the lower lane (such as the display position with a rock icon adjacent to the lower lane), and then a special effect animation is played; so that the game object can quickly understand that there are game elements in the battle group selected by game object No. 2 that are not placed in the lower lane by watching the out-of-bounds animation; of course, the out-of-bounds animation can also be shown in other animation forms, and the embodiment of the present application does not limit this. Optionally, as described above, each element placement area is associated with a resource multiple factor. To enhance the game-playing nature of the target game, the embodiment of the present application supports dynamically adjusting the resource multiple factor associated with the element placement area according to the number of game elements in the battle group selected by the game object that are not placed in the element placement area, so as to encourage or enhance the game object to continue the game battle. As shown in Figure 10c Figure 7, if there is a settlement event in the lower lane that meets the second settlement sub-rule, the resource multiple factor associated with the lower lane is increased from 4 times to 6 times; among them, the change range of the resource multiple factor is positively correlated with the number of game elements in the battle group selected by the game object that are not placed in the lower lane.

[0205] Based on the above-mentioned attached Figure 8 drawings, attached Figure 9a drawings, attached Figure 9b drawings, attached Figure 10a drawings, attached Figure 10b drawings and attached Figure 10cFrom the complete process of a round of game battle shown above, it can be seen that two settlement rules, namely the first settlement sub-rule and the second settlement sub-rule, may be triggered during the game battle. Below, the calculation rules for the battle revenue resources corresponding to the two settlement rules will be introduced. Specifically, as described above Figure 3a As shown, in addition to supporting the calculation of battle revenue resources by setting associated resource multiple factors for each element placement area in the game battle area, the embodiments of the present application also support at least one first placement position associated element value multiple factor existing in the element placement area; this element value multiple factor is the multiple factor for doubling the element value of the game element. When the game element is placed in the designated placement position associated with the element value multiple factor, the embodiments of the present application also support playing a digital doubling animation at the designated placement position to remind the game object of the situation where the element value of the designated placement position is doubled through this digital doubling animation.

[0206] Based on this, when there is a settlement event in the i-th element placement area among the M element placement areas, the calculation rules for calculating the battle revenue resources based on the resource multiple factor and the element value multiple factor will be introduced. The calculation rules may include but are not limited to: obtaining the multiple element value corresponding to the first placement position based on the element value of the game element placed in each first placement position in the i-th element placement area and the element value multiple factor associated with the first placement position. And, based on the multiple element value corresponding to each first placement position and the resource multiple factor associated with the i-th element placement area, obtaining the first revenue value corresponding to each first placement position, and based on the element value of the game element placed on each second placement position other than the first placement position in the i-th element placement area and the resource multiple factor associated with the i-th element placement area, obtaining the second revenue value corresponding to each second placement position. Finally, according to the first revenue value corresponding to each first placement position and the second revenue value corresponding to each second placement position, obtaining the battle revenue resources corresponding to the settlement event existing in the i-th element placement area. It should be noted that the number of first placement positions in the i-th element placement area can be one or more, and the element value multiple factors associated with each first placement position can be the same or different, and the embodiments of the present application do not limit the position of the first placement position in the i-th element placement area, and this is specifically stated here.

[0207] Exemplarily, taking the i-th element placement area as the middle lane, and the last placement position included in the middle lane as the first placement position, and the element value multiple factor associated with this first placement position being 2 as an example, combined with Figure 11 elaborate on the calculation process of the battle revenue resources. As Figure 11As shown, the middle path includes 5 placement positions. Among them, the first 4 placement positions from left to right are the second placement positions for non-associated element value multiple factors, and the last placement position is the first placement position for associated element value multiple factors. The element values of the game elements placed on each placement position included in the middle path are, from left to right: 1, 2, 3, 5, and 6. Then, according to the calculation rules described above, the battle income resources include: multiplying the element value 6 of the game element placed on the first placement position by the element value multiple factor 2 associated with the first placement position, to obtain the multiple element value corresponding to the first placement position as 2 * 6 = 12. And, multiplying the element values of the game elements placed on each second placement position by the resource multiple factor 6 associated with the middle path, to obtain the second income values corresponding to each second placement position from left to right on the middle path as: 6, 12, 18, and 30. Finally, adding the first income value corresponding to the first placement position and the second income value corresponding to each second placement position, the battle income resources corresponding to the settlement event on the middle path are obtained as 78.

[0208] Furthermore, as Figure 11The game elements placed on the middle road as shown. The game elements with element values 1, 2, and 3 from left to right are given by the 4th game object, and the game elements with element values 5 and 6 are given by the 3rd game object. When the settlement rule existing in the middle road is the first settlement sub-rule, the deduction strategies for deducting the battle income resources from the object accounts of the 1st game object, the 2nd game object, and the 5th game object may include but are not limited to: deducting the battle income resources from each of the object accounts of the 1st game object, the 2nd game object, and the 5th game object; in this case, the total game income obtained from the game battle is 3 times the battle income resources. Or, the battle income resources are shared equally among the object accounts of the 1st game object, the 2nd game object, and the 5th game object; in this case, the total game resources obtained from the game battle are the battle income resources. Correspondingly, the distribution strategies for distributing the total game income obtained from the game battle to the 3rd game object and the 4th game object may include but are not limited to: dividing the total game income equally between the 3rd game object and the 4th game object. Or, the total game income is divided according to the ratio between the sum of the element values of the game elements placed by the 3rd game object and the 4th game object on the middle road. For example, if the sum of the element values of the game elements placed by the 3rd game object on the middle road is 6, and the sum of the element values of the game elements placed by the 4th game object on the middle road is 11, then the game resources that the 3rd game object can obtain are 6 / 17 * total game income, and the game resources that the 4th game object can obtain are 11 / 17 * total game income. This way of distributing the battle income resources according to the ratio can ensure that the game object with a larger element value of the selected game element can obtain more income, but also faces the risk of possibly paying more, so that the target game can have both income and risks, enhancing the fun of the target game.

[0209] Similarly, when the settlement rule existing in the middle road is the second settlement sub-rule, the deduction strategies may include but are not limited to: directly deducting the battle income resources from the object account of the 3rd game object; the distribution strategies may include but are not limited to: directly adding the reconciliation income resources to the object account of the 4th game object. Of course, if there are also game elements placed by other game objects in the middle road, then the battle income resources deducted from the object account of the 3rd game object can be distributed to the object account of the 4th game object and the object accounts of these other game objects in the equal sharing or ratio methods mentioned above.

[0210] It should be noted that the number of source game objects of the game elements placed in the element placement area in the embodiments of the present application is not limited. In the above, the source game objects of the game elements placed in the middle lane are mainly taken as an example, with 2 source game objects, namely game object No. 3 and game object No. 4, which will not limit the embodiments of the present application. In addition, the specific strategy contents of the above-mentioned deduction strategy and distribution strategy are all examples and can be defined by developers as needed in actual games. The embodiments of the present application do not limit the strategy contents of the deduction strategy and distribution strategy.

[0211] The foregoing steps S201 - S204 mainly introduce the specific implementation process of the game battle from the interface dimension. Next, the background implementation process of the game battle will be introduced from the background technology dimension. Among them, the background implementation process of the game battle may include the card - playing process; the card - playing process includes the processes in which each game object participating in the game battle selects a battle group and placement position information, and the computer device determines card collisions based on the placement position information.

[0212] A schematic diagram of the general process of the card - playing process can be seen in Figure 12 ; as Figure 12 shown, a game application program (such as a client) integrating the game data processing method provided in the embodiments of the present application is deployed in the terminal devices held by the game objects. The process of interaction between the server and the terminal devices held by each game object participating in the target game to implement the game battle may include: s1201. The server sends a notification message to the terminal devices held by each game object participating in the target game. This notification message is used to notify each terminal device that the current round of game battle starts, so that the terminal device outputs a round - number prompt message in the game battle interface to prompt the game object that the game battle has started. s1202. Each terminal device selects a battle group and placement position information in its own game battle interface, generates a battle request based on the battle group and placement position information, and sends the battle request to the server. s1203. The server responds to the battle requests sent by each terminal device and notifies the terminal device to display the battle information selected by the local game object. s1204. The server also notifies the terminal device to display the battle information selected by other game objects participating in the target game. s1205. When the server detects that the sum of the element values of the game elements in the battle groups selected by at least two reference game objects among N game objects is the same and the placement position information is the same, the server broadcasts the card - collision information to each server and withdraws at least two reference game objects from the current round of game battle. s1206. The server notifies other game objects among the N game objects participating in the target game except the reference game objects to display the battle groups selected by other game objects in the game battle interface.

[0213] It can be seen that in each round of game battle, all clients need to request the server for verification and then simultaneously announce the battle groups and placement position information selected by each game object, preventing the client from privately tampering with the battle information after detecting the battle groups and placement position information selected by other game objects, and ensuring the fairness and justice of the target game.

[0214] In summary, in the embodiment of the present application, when the initial game battle starts, game elements with the same number of elements and the same total element value are allocated to each game object, ensuring that each game object has the same element selection range (such as the range of the total element value of the element combination and the range of the number of game elements in the element combination) when making decisions. Therefore, when the game object anticipates the game strategy of the opponent player, it can always select an element combination from its own element set that can counter the game strategy of the opponent player, ensuring that the game objects are mutually restrictive and enhancing the game playability of the target game.

[0215] Figure 13 The flowchart shows another game data processing method provided by an exemplary embodiment of the present application; in the embodiment of the present application, this game data processing method is described by taking the execution by the above-mentioned computer device as an example. This game data processing method may include but is not limited to steps S1301 - S1306:

[0216] S1301: Display the element allocation interface.

[0217] S1302: In response to the element allocation operation performed in the element allocation interface, display the game battle interface of the target game.

[0218] In steps S1301 - S1302, the element allocation interface is a service interface provided by the game application before the start of a game of the target game, used to allocate an element set for each game object participating in the game of the target game. That is to say, in this element allocation interface, game elements are allocated to each game object participating in the initial game battle of each game of the target game; the allocated game elements form an element set, and this element set serves as the source of game elements for the subsequent L rounds of game battles. In a specific implementation, after the element allocation interface is displayed on the display screen of the computer device, the game object can perform an element allocation operation for selecting an element set in this element allocation interface. At this time, the computer device responds to the element allocation operation performed by the game object in the element allocation interface, and can trigger the execution of step S1303, that is, trigger the first round of game battle in this game of the target game. Among them, the element allocation operation can be understood as a selection operation or a confirmation operation, etc., performed by the game object on the element set in the element allocation interface; when the computer device detects the element allocation operation of the game object, it can determine that the game object has confirmed to select an element set in the element allocation interface as the source of game elements for this game of the target game.

[0219] Exemplarily, for an exemplary process of displaying an element allocation interface provided by a game application on a computer device, reference may be made to Figure 14 ; as Figure 14 shown, when the computer device detects that N game objects in the game room are all in an online state, the computer device outputs a game prompt message 1401 in the game battle interface, and the game prompt message 1401 is used to prompt each game object to start the target game of this round. Then, the computer device displays an element allocation interface 1402 of the target game. The element allocation interface 1402 includes allocating at least one candidate element set for the first game object, such as candidate element set 14021 and candidate element set 14022; the number of game elements included in each candidate element set is the same, and the total element value of the game elements in each candidate element set is the same. For example, the total element value of 6 game elements in each candidate element set is 21. The first game object can, according to its own game strategy requirements, select one element set from the at least one candidate element set included in the element allocation interface 1402 as the element set corresponding to the target game of this round; when the first game object performs an element selection operation on any candidate element set (such as candidate element set 14021), in the element allocation interface 1402, the any candidate element set is set to a selected state. For example, the any candidate element set in the selected state is shown as being boxed and selected, so that the first game object can confirm the candidate element set it has selected. The element allocation interface 1402 also includes a confirmation option 1403; after the first game object confirms that the candidate element set in the selected state is used as the element set of the target game of this round, the first game object can perform a trigger operation on the confirmation option 1403. The computer device responds to the trigger operation of the first game object on the confirmation option 1403 and displays a game battle interface, which is specifically the battle interface of the first round of game battle in the target game of this round.

[0220] It should be noted that the interface content and interface style of the element allocation interface are not limited to only Figure 14 shown. As Figure 15As shown, the element allocation interface corresponding to the first game object further includes a selection area 1501. In this selection area 1501, the selection situations of each second game object participating in the target game with respect to the element set for the first game object can be displayed. The selection situations may include, but are not limited to: selection progress (such as being in the process of selection, or having completed the selection) and the element values of the game elements in the selected element set, etc. In this way, the first game object can know in real time the element set selection situations of the second game objects, enhancing the gaming experience of the first game object. In the embodiments of this application, the display timing of the element sets selected by the first game object and each second game object is not limited; for example, it supports synchronously disclosing the element sets selected by each game object after the first game object and each second game object have both completed the selection of the element set; or, for another example, it supports the first game object and each second game object to disclose and display the selected element sets in the order of those who select the element set first.

[0221] Optionally, the N game objects participating in the target game can be matched by the computer device in the same time period. For example, N = 5. Among 100 game objects that have logged in to the game application in the same time period and have all performed the object matching operation, the computer device can match 5 game objects from the 100 game objects according to the object matching rules and create a game room for these 5 game objects. Among them: ① The object matching rules may include, but are not limited to: matching according to the region where the game object is located, matching according to the age of the game object, matching according to the resource quantity of the virtual resources of the game object, and matching according to the game level of the game object in the game application, etc. ② The object matching operation may refer to a user operation performed by the game object in the game application to indicate that it is ready for the game. Exemplarily, as Figure 16 shown in the game start interface 1601 provided by the game application, a start component 1602 is displayed; when the first game object performs a click operation on this start component 1602, the computer device starts to match multiple second game objects for the first game object to participate in the target game; when the matching is successful, step S1301 is triggered for execution.

[0222] Optionally, at least one of the N game objects participating in the target game can also be invited to join the game room. For example, after the first game object starts the target game according to the Figure 16 operation shown, a game room can be created for the first game object first; the first game object can share the room identifier of the game room with the second game object through at least one channel, and the second game object can quickly join the game room by entering the room identifier in the game application, thus achieving the goal of multiple players teaming up to participate in the target game and enhancing the gaming experience of the game objects.

[0223] In addition, to alleviate the anxiety of game objects during opponent matching and help game objects quickly perform game-related settings; embodiments of the present application also support a computer device to output a game settings interface during the process of matching an opponent player for a game object, helping the game object to quickly and conveniently set game information before the game starts while alleviating the anxiety of the game object waiting for matching. A schematic diagram of a game settings interface is shown in Figure 17 ; as Figure 17 shown, when a game object triggers a start component in the game start interface, a matching animation 1701 can be first displayed in the game start interface to remind the game object that opponent player matching has started through this matching animation 1701, and then the game settings interface 1702 is triggered to be displayed. The game object can set game information in this game settings interface 1702, such as setting game skins, game volumes, and game modes (such as hosting), etc. When the game object finishes setting or does not want to set game information, the game object can trigger a blank area according to the setting prompt information 1703 in the game settings interface 1702, that is, the game settings interface 1702 can be exited, and the matching animation 1701 can continue to be displayed or the game battle interface of the target game can be displayed. Of course, the way for the game object to exit the game settings interface is not limited to triggering a blank area in the game settings interface 1702; it can also be clicking an exit option in the game settings interface, or clicking a back button on a physical or virtual keyboard, etc.

[0224] S1303: Receive the battle operations of each of the N game objects.

[0225] S1304: In the game battle area in the game battle interface, display the battle groups selected by each game object.

[0226] S1305: Output the settlement result of the game battle.

[0227] It should be noted that the specific implementation processes shown in steps S1303 - S1305 are the same as the specific implementation processes shown in steps S202 - S204 in the Figure 2 embodiment shown. The relevant descriptions of the specific implementation processes shown in steps S202 - S204 can be referred to, and will not be elaborated here.

[0228] It should also be noted that when a settlement event occurs in any element placement area in the game battle interface, the computer device will deduct the battle income resources from the object accounts of some game objects. Then, the object accounts of the game objects from which the battle income resources are deducted may become empty. When the virtual resources in the battle account of a game object are empty, the game object will not be able to continue the target game of this round. To facilitate the game object to continue the target game of this round, the embodiments of this application support the computer device to automatically pop up a resource replenishment interface (or display it in the form of a floating window, and this floating window is displayed above the game battle interface) when it detects that the virtual resources in the battle account of the game object are empty, so as to facilitate the game object to quickly recharge virtual resources and then continue the target game of this round.

[0229] A schematic diagram of an exemplary resource replenishment interface can be seen Figure 18a ; Suppose there is a settlement event in the element placement area - the middle lane, and this settlement event triggers the deduction of virtual resources from the object account of the first game object - the 3rd game object; then the resource amount 1801 of the virtual resources deducted from the first game object is displayed in the game battle interface. If the computer device detects that the object account of the first game object becomes empty after the virtual resources are deducted from the object account of the first game object, the computer device directly outputs the resource replenishment interface 1802; the resource replenishment interface 1802 includes at least one candidate resource information that the first game object can select, such as candidate resource information 18021, candidate resource information 18022, etc. Each candidate resource information includes the resource amount of the virtual resources that can be obtained after purchase, the total resource amount of the virtual resources in the object account after purchase, and the resource amount of the virtual resources required for purchase, etc. The first game object can perform a selection operation on any candidate resource information in the resource replenishment interface 1802, and the computer device performs payment processing in response to this selection operation; after the first game object pays successfully, the resource amount of the virtual resources included in the any candidate resource information is recharged to the object account of the first game object, and a recharge prompt message 1803 is displayed in the game battle interface to prompt the first game object that the virtual resources have been successfully recharged.

[0230] Such as Figure 18bAs shown, a cancellation option 1804 is further included in the resource replenishment interface. If the first game object wants to give up recharging, the first game object can perform a triggering operation on the cancellation option 1804. At this time, the computer device responds to the triggering operation of the first game object on the cancellation option 1804 and returns to the game battle interface. Since the first game object cancels the recharge of virtual resources, the object account of the first game object is empty, and the first game object does not have the qualification to continue participating in the target game. At this time, an exit prompt message 1805 corresponding to the first game object is displayed in the element operation area associated with the first game object in the game battle interface. The exit prompt message 1805 is used to indicate that a game object exits the game battle, specifically to prompt the first game object to exit the game battle.

[0231] Further, in addition to defaulting to exiting the game battle because the object account is empty, the game objects participating in the target game may also actively exit the game battle for other reasons. Whether the game object defaults to exiting the game battle because the object account is empty or actively exits the game battle, in the embodiment of the present application, if the computer device detects that there is a target game object exiting the game battle among N game objects, an exit prompt message is output in the game battle interface to prompt that the target game object has exited the game battle. In the case where there is a target game object exiting the game battle, the number of target game objects is one or more. Considering that the number of game objects decreases, it is less likely that one or more placement positions arranged in sequence in the element placement area will be filled, so that the target game may reduce the game nature. Therefore, the embodiment of the present application supports reducing the grid of M element placement areas according to the number of target game objects exiting the game battle, specifically, correspondingly reducing the placement positions in each element placement area of the M element placement areas. For example, the number of target game objects exiting the game battle is the same as the number of placement positions reduced in each element placement area. For example, during the j-th round of game battle, if 2 target game objects exit the game battle, the number of placement positions reduced in each element placement area is 2. Another example is that the number of target game objects exiting the game battle is positively correlated with the number of placement positions reduced in each element placement area. For example, for every two target game objects exiting, one placement position is reduced in each element placement area.

[0232] Among them, the timing for indenting each element placement area is as follows: the placement of the battle groups selected by each game object participating in the current round of game battle has ended in the game battle area. Based on this, the general process for the computer device to perform indenting may include: if the computer device detects that a target game object among the N game objects exits the game battle, it outputs an exit prompt message in the game battle interface, specifically, it displays the exit prompt message in the element operation area associated with the target game object. Then, when the computer device detects that the placement of the battle groups selected by each game object participating in the current round of game battle has ended, the computer device reduces one placement position in each element placement area in the game battle area, specifically, it reduces the last placement position among the multiple sequentially arranged placement positions in the element placement area.

[0233] Exemplarily, assume that the number of placement positions reduced in the element placement area is the same as the number of target game objects that exit the game battle. Taking the number of target game objects as one for example, the schematic diagram of indenting in the game battle area can be seen in Figure 19a . As Figure 19a shown, assume that the placement position information selected by the 4th game object is the element placement area - the middle lane, and after the battle group is placed in the middle lane, the 4th game object exits the game battle (such as the object account of the 4th game object is empty, or the 4th game object actively exits the game battle). Then, the computer device continues to place game elements in the element placement area - the lower lane; specifically, the placement position information selected by the 2nd game object and the 5th game object both indicates the lower lane, and the sum of the element values of the game elements in the battle group selected by the 2nd game object is 7, which is greater than the sum of the element values of the game elements in the battle group selected by the 5th game object, which is 2. Then, first place the game elements in the battle group selected by the 5th game object in the lower lane, and then place the game elements in the battle group of the 2nd game object in the lower lane. As Figure 19a shown, after all the game elements in the battle groups of the 2nd game object and the 5th game object are placed in the lower lane, there are still empty placement positions in the lower lane. Then, it is determined that there is no settlement event in the lower lane, and all the game elements selected by each game object in the current round of game battle have been placed; at this time, the computer device will perform indenting on each element placement area in the game battle area, specifically, it reduces the last placement position in each element placement area. As Figure 19a shown, assume that the element placement area - the upper lane originally includes 4 placement positions, and after indenting, the upper lane still includes 3 placement positions; similarly, the element placement area - the middle lane originally includes 5 placement positions, and after indenting, the middle lane still includes 4 placement positions; similarly, the element placement area - the lower lane originally includes 6 placement positions, and after indenting, the lower lane still includes 5 placement positions.

[0234] Optionally, since each element placement area is indented, to maintain the game-play nature of the target game, embodiments of the present application also support dynamically adjusting the resource multiple factor associated with the element placement area when the element placement area is indented, so as to enhance the gaming experience of game objects by adjusting the resource multiple factor. As Figure 19b shown, assume that before indentation, the resource multiple factors associated with the three element placement areas from top to bottom in the game battle area are 8 times, 6 times, and 5 times respectively; after indentation, the resource multiple factors associated with the three element placement areas from top to bottom in the game battle area can be reduced to 7 times, 5 times, and 4 times respectively. Further, after each element placement area is indented, the current round of game battle ends, and at this time, there is a new round prompt message in the game battle interface; as Figure 19b shown, the new round prompt message 1901 is displayed in the game battle interface as shown, and this new round prompt message 1901 is used to remind each game object that the next round of game battle is about to start.

[0235] It should be noted that when game elements are placed in the element operation area in the game battle area, when the element placement area is indented, there may be a settlement event that triggers the settlement rule in the indented element operation area; the settlement rule here includes the first settlement sub-rule and the second settlement sub-rule mentioned above. Taking any one of the M element placement areas in the game battle area as the target element placement area as an example, after the element placement area is indented, the specific implementation process of the settlement event that triggers the settlement rule in the indented element placement area is introduced; where:

[0236] (1) There is a settlement event in the indented element placement area that triggers the first settlement sub-rule.

[0237] In a specific implementation, if the battle groups selected by each game object in the j-th round of the game battle are all placed in the game battle area, and all the placement positions in the target element placement area except the last placement position are placed with game elements, and there is a target game object that exits the j-th round of the game battle, after reducing the grid of the target element placement area, specifically, the last placement position in the target element placement area is reduced. It is not difficult to find that the last placement position in the target element placement area itself is not placed with a game element. Then, after deleting the last placement position, all the placement positions in the target element placement area are just full, and there is no placement position information in this round of the game battle indicating that the game object in the target element placement area has not placed a battle group; at this time, it is determined that there is a settlement event in the target element placement area that triggers the first settlement sub-rule. The computer device displays the third battle income information in the game battle interface; the third battle income information is used to represent: deducting the battle income resources from the object accounts of the game objects that participate in the target game and have not exited this round of the game battle, except for the game objects whose game elements are placed in the target element placement area, and allocating the battle income resources to the object accounts of the game objects whose game elements are placed in the target element placement area.

[0238] Exemplarily, a schematic diagram of the settlement event that triggers the first settlement sub-rule in the reduced-grid element placement area can be seen Figure 20a . As Figure 20a shown, assume that during the j-th round of the game battle, the element placement area - the middle lane includes three game elements with element values of 1, 2, and 3 placed by the 4th game object, and also includes a game element with an element value of 6 placed by the 3rd game object. Assume that during the j-th round of the game battle, the 2nd game object exits the j-th round of the game battle. At this time, each element placement area in the M element placement areas reduces by one grid. After reducing by one grid, the last placement position 2001 in the element placement area - the upper lane is deleted, and the upper lane still includes three placement positions; the last placement position 2002 in the element placement area - the middle lane is deleted, and the middle lane still includes four placement positions; similarly, the last placement position 2003 in the element placement area - the lower lane is deleted, and the lower lane still includes five placement positions. It is not difficult to find that each placement position in the reduced-grid middle lane is placed with a game element, and the sources of the game elements include: the battle groups selected by the 4th game object and the 3rd game object. At this time, it is determined that there is a settlement event in the middle lane that triggers the first settlement sub-rule, and then the settlement process after reducing the grid in the j-th round of the game battle is performed according to the deduction strategy and the allocation strategy under the first settlement sub-rule, and the third battle income information is output at each game object end; specifically, the battle income resources are deducted from the object accounts of the 1st game object and the 5th game object, and the battle income resources are allocated to the object accounts of the 3rd game object and the 4th game object.

[0239] It should be noted that for the specific content of the deduction strategy and the allocation strategy under the first settlement operator rule, reference can be made to Figure 2 the relevant introduction to the deduction strategy and the allocation strategy under the first settlement operator rule in the embodiments, which will not be elaborated here.

[0240] (2) There is a settlement event that triggers the second settlement operator rule in the element placement area after the grid reduction.

[0241] In a specific implementation, if the battle groups selected by each game object in the j-th round of game battle are all placed in the game battle area, and each placement position included in the target element placement area is placed with a game element, and there is a target game object that exits the j-th round of game battle, then after the grid reduction of the target element placement area, specifically, after reducing the last placement position in the target element placement area, the game element placed on the last placement position in the target element placement area will have no placement position to be placed; at this time, it is determined that there is a settlement event in the target element placement area that triggers the second settlement operator rule. The computer device displays fourth battle income information in the game battle interface; the fourth battle income information is used to represent: deducting battle income resources from the battle account of the candidate game object whose game element is placed in the last placement position in the target element operation area, and allocating the battle income resources to the object accounts of the game objects other than the candidate game object whose game element is placed in the target element placement area.

[0242] Exemplarily, for a schematic diagram of a settlement event that triggers the second settlement operator rule in the element placement area after the grid reduction, reference can be made to Figure 20b . Such as Figure 20bAs shown in the figure, assume that during the j-th round of the game battle, in the middle lane of the element placement area, there are three game elements with element values of 1, 2, and 3 placed by the game object No. 4, and there is also a game element with an element value of 6 placed by the game object No. 3. Assume that during the j-th round of the game battle, both the game object No. 2 and the game object No. 5 withdraw from the j-th round of the game battle. At this time, each element placement area in the M element placement areas shrinks by two grids. After shrinking by two grids, the last placement position 2001 and the second-to-last placement position 2004 in the upper lane of the element placement area are deleted, and there are still two placement positions in the upper lane; the last placement position 2002 and the second-to-last placement position 2005 in the middle lane of the element placement area are deleted, and there are still three placement positions in the middle lane; similarly, the last placement position 2003 and the third-to-last placement position 2006 in the lower lane of the element placement area are deleted, and there are still four placement positions in the lower lane. It is not difficult to find that each placement position in the middle lane after shrinking by two grids is placed with a game element, and the game element with an element value of 6 placed on the second-to-last placement position 2005 before the middle lane shrinks will have no placement position to be placed. At this time, it is determined that there is a settlement event that triggers the second settlement sub-rule in the middle lane, and then the settlement process after shrinking the j-th round of the game battle is carried out according to the deduction strategy and distribution strategy under the second settlement sub-rule, and the fourth battle income information is output at each game object end; specifically, the battle income resources are deducted from the object account of the game object No. 3, and the battle income resources are allocated to the object account of the game object No. 4.

[0243] It should be noted that for the specific content of the deduction strategy and distribution strategy under the second settlement sub-rule, reference can be made to Figure 2 the relevant introduction to the deduction strategy and distribution strategy under the second settlement sub-rule in the embodiment, which will not be elaborated here.

[0244] The foregoing steps S1301 - S1305 mainly introduce the specific implementation process of game settlement and grid shrinking during the game battle from the interface dimension. Next, the background implementation process of game settlement and grid shrinking will be introduced from the background technology dimension. Among them, the background implementation process of game settlement and grid shrinking can include a settlement process and a card placement and grid shrinking process; the settlement process includes the process of settling the battle income resources and notifying the resource reset when there is a settlement event in the element placement area; the card placement and grid shrinking process includes placing the game elements in the battle group into the element placement area and the process related to grid shrinking.

[0245] The process schematic diagram of the settlement process can be referred to Figure 21:Each target game per round has L rounds of game battles, e.g., L = 8. In each round of game battle, the server will sequentially notify the settlement events in M element placement areas. When the M element placement areas are arranged horizontally and displayed, the server notifies the M element placement areas sequentially from top to bottom. When there is a settlement event in each element placement area, the client performs different interface presentations according to different settlement types; the settlement types are mainly divided into the settlement types caused by normal card placement and the settlement types caused by grid shrinking, and both settlement types include the two types of filling and exceeding the grid mentioned above. After the settlement process, there may be game objects that go bankrupt (i.e., the object accounts are empty) among the game objects participating in this round of game battle. At this time, the server can send recharge-related information to the terminal device or client held by the bankrupt game object; the bankrupt game object can report a request for recharge to the server or give up recharge; the server broadcasts the recharge result of the bankrupt object, such as recharge success or recharge failure. If the bankrupt game object gives up recharge, the server notifies each client to perform grid shrinking; after each client reports that the animation related to grid shrinking is completed, the server checks whether there is a settlement event in the M element placement areas after grid shrinking. If there is, it enters a new settlement process; otherwise, it notifies each client that this round of game battle ends.

[0246] The process schematic diagram of the card placement and grid shrinking process can be referred to Figure 22 :When the server detects a settlement event in an element placement area, it will notify each client to prominently display the element placement area where the settlement event occurs and the element operation area associated with the game object whose game elements are placed in this element placement area. The server determines the trigger reason for the settlement event, and the trigger reasons include: the settlement event caused by normally placing the game elements in the game group corresponding to the game object into the element placement area, or the settlement event caused by grid shrinking. If the trigger reason is the settlement event caused by placing the game elements in the game group corresponding to the game object into the element placement area, the server plays the animation of placing the game elements into the placement position in the element placement area through each client, and also plays the digital doubling animation when placing the game elements at the specified placement position; and, the server determines the settlement type of the settlement event. If the trigger reason is the settlement event caused by grid shrinking, the server directly determines the settlement type of the settlement event. Among them, the settlement types include the exceeding the grid type and the filling type mentioned above.

[0247] If the server determines that the settlement type of the settlement event is the over-grid type, the server broadcasts to each client to play the over-grid animation; and after the over-grid animation ends, it notifies each client to display the battle income information. The display style of the battle income information can be in the form of floating beans. The embodiments of the present application are not limited to the display style of the battle income information. If the trigger reason of the settlement event is normal card placement, the displayed battle income information is the second battle income information. If the trigger reason of the settlement event is grid reduction, the displayed battle income information is the fourth battle income information. Finally, the server broadcasts to each client to play the element replacement animation.

[0248] If the server determines that the settlement type of the settlement event is the grid reduction type, the server broadcasts to each client to play the full-occupation animation; and after the full-occupation animation ends, it notifies each client to display the battle income information. If the trigger reason of the settlement event is normal card placement, the displayed battle income information is the first battle income information. If the trigger reason of the settlement event is grid reduction, the displayed battle income information is the third battle income information. Finally, the server broadcasts to each client to play the element replacement animation.

[0249] It can be seen that the embodiments of the present application support the server to complete the game background logic, including the sorting of game elements, the order of placing game elements in each round of game battles, the calculation of battle income resources, etc., reducing the calculation complexity and performance overhead of the client. Moreover, when there is a settlement event in any round of element placement areas in each round of game battles, the server will wait for the client to complete the interface performance related to the settlement event before continuing the subsequent process, ensuring good business logic time consistency between the client and the server.

[0250] S1306: Output the end prompt information of the target game.

[0251] It should be noted that the specific implementation process of any round of game battles included in a target game can refer to the specific implementation process shown in the foregoing steps S1301 - S1305. The end conditions of a target game include any one of the following: the end of the Lth round of the game; or, S of the N game objects exit the target game, where S is a positive integer; or, the element set corresponding to any one of the N game objects is empty.

[0252] As Figure 23a shown, when all L rounds of game battles in a target game end, it is determined that this target game ends; output the end prompt information 2301 in the game battle interface. This end prompt information 2301 is used to prompt the end of this target game, and this end prompt information 2301 can further prompt that the end reason for the end of this target game is that all L rounds of game battles have ended. As Figure 23bAs shown, assume that the number N of game objects participating in the target game is 5, and assume that when 3 game objects exit the game battle, the game is determined to end. Then, when 3 game objects in the game battle interface exit the game battle, such as game object No. 1, game object No. 2, and game object No. 4 exiting the game battle, the end prompt message 2302 is output. This end prompt message 232 is used to prompt that the target game of this round ends, and this end prompt message 2302 can further prompt that the reason for the end of the target game of this round is that 3 game objects have exited the game battle. For example Figure 23c As shown, assume that the first game object participating in the target game - game object No. 3, in the previous round or multiple consecutive rounds of game battles, all game elements in the battle group have been placed in the game battle area. For example, game elements with element values of 1, 1, and 3 are placed in the middle lane, and game elements with element values of 5, 5, and 6 are placed in the lower lane. This will result in the first game object having no game elements that can be placed in the game battle area in this round. At this time, the end prompt message 2303 is output in the game battle interface. This end prompt message 2303 is used to prompt that the target game of this round ends, and this end prompt message can further prompt that the reason for the end of the target game of this round is that the element set corresponding to the game object is empty.

[0253] In summary, compared with randomly assigning game elements with different total element values to game objects (such as game objects randomly drawing from a card deck or randomly assigning to game objects from a card deck), which may lead to game objects being unable to counter the element combinations of opponents, in the embodiment of the present application, game elements with the same number of elements and the same total element value are assigned to each game object during the initial game battle, ensuring that each game object has the same element selection range when making decisions. This enables the game object to always select an element combination from its own element set that can counter the game strategy of the opponent player when predicting the game strategy of the opponent player. In addition, the embodiment of the present application sets a hanging indent effect and animation effects corresponding to different settlement types to enhance the experience of controlling the target game by game objects.

[0254] The method of the embodiment of the present application is elaborated in detail above. To facilitate better implementation of the above solutions of the embodiment of the present application, correspondingly, the device of the embodiment of the present application is provided below. In the embodiment of the present application, the term "module" or "unit" refers to a computer program with a predetermined function or a part of a computer program, which works together with other related parts to achieve a predetermined goal, and can be fully or partially implemented by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Similarly, one processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of the overall module or unit that includes the function of the module or unit.

[0255] Figure 24 shows a schematic structural diagram of a game data processing device provided by an exemplary embodiment of the present application; the game data processing device can be used to execute Figure 2 and Figure 13 some or all of the steps in the method embodiments shown. Please refer to Figure 24 , the device includes the following units:

[0256] A processing unit 2401, configured to display a game battle interface of a target game, where the game battle interface includes object identifiers of N game objects participating in the target game, and an element set corresponding to each game object; the element set includes at least one game element, and the total number and total value of the game elements in the element set assigned to each game object during the initial game battle are the same; N is a positive integer;

[0257] An obtaining unit 2402, configured to receive the battle operations of each of the N game objects;

[0258] The processing unit 2401 is further configured to display, in a game battle area in the game battle interface, a battle group selected by each game object, where the battle group includes at least one game element selected from the element set;

[0259] The processing unit 2401 is further configured to output a settlement result of the game battle.

[0260] In one implementation, the game battle area includes M element placement areas, where M is a positive integer; the battle operation includes a position selection operation for the element placement area and an element selection operation for the battle group; the game battle interface includes an element operation area associated with each game object; when the obtaining unit 2402 is configured to receive the battle operations of each of the N game objects, it is specifically configured to:

[0261] Display M placement position components in the element operation area associated with the first game object, and each placement position component corresponds to an element placement area;

[0262] In response to a position selection operation performed on the M placement position components, highlight the selected placement position component; and,

[0263] In response to an element selection operation for the game elements in the element set corresponding to the first game object, highlight each game element in the selected battle group; and,

[0264] Display selection prompt information in the element operation areas associated with each second game object other than the first game object in the game battle interface; the selection prompt information is used to indicate that the second game object is performing a battle operation.

[0265] In one implementation, the processing unit 2401 is further configured to:

[0266] In the game battle interface, hide the battle group and placement position information selected by each game object; the placement position information is used to represent the area information of the element placement area where the battle group is to be placed;

[0267] In the game battle interface, simultaneously display the battle group and placement position information selected by each game object.

[0268] In one implementation, a target game includes L rounds, and any round in the L rounds is represented as the j-th round; both j and L are positive integers, and j ≤ L; the processing unit 2401 is further configured to:

[0269] In the game battle interface, display round prompt information, where the round prompt information is used to represent the start of the j-th round of game battle.

[0270] In one implementation, the processing unit 2401 is further configured to:

[0271] If the sum of the element values and the placement position information of the battle groups selected by at least two reference game objects among the N game objects are the same, then highlight the element operation area associated with each reference game object, and play an element collision special effect in the game battle interface;

[0272] In the element operation area associated with each reference game object, cancel the display of the battle group and placement position information selected by the reference game object; the game elements in the battle group selected by the reference game object are returned to the element set corresponding to the reference game object.

[0273] In one implementation, the game battle area includes M element placement areas, the M element placement areas include the i-th element placement area and the (i + 1)-th element placement area, and the priority of the i-th element placement area is higher than that of the (i + 1)-th element placement area; M, i, and i + 1 are all positive integers, and 1 ≤ i < i + 1 ≤ M; when the processing unit 2401 is used to display the battle groups respectively selected by each game object in the game battle area in the game battle interface, it is specifically configured to:

[0274] In the game battle interface, highlight at least one first element operation area whose placement position information indicates the i-th element placement area; the placement position information is used to represent the area information of the element placement area where the battle group is to be placed;

[0275] Arrange the first battle groups in at least one first element operation area in ascending order of the sum of the element values of the first battle groups, and sequentially place them into the vacant placement positions in the i-th element placement area; and,

[0276] In the game battle interface, highlight at least one second element operation area that indicates the placement area of the (i + 1)-th element according to the placement position information;

[0277] Arrange the second battle groups in at least one second element operation area in ascending order of the sum of the element values of the second battle groups in the second element operation area, and sequentially place them into the vacant placement positions in the placement area of the (i + 1)-th element.

[0278] In one implementation, each element placement area includes one or more placement positions, and one placement position is used to place one game element; the method of placing any first battle group into the vacant placement positions in the placement area of the i-th element includes:

[0279] Place at least one game element included in any first battle group into the vacant placement positions in the placement area of the i-th element in ascending order of the element values.

[0280] In one implementation, if there are vacant placement positions in the placement area of the i-th element after the game elements are placed, the processing unit 2401 is further configured to:

[0281] Trigger the execution of the step of highlighting at least one second element operation area that indicates the placement area of the (i + 1)-th element in the game battle interface.

[0282] In one implementation, if there are no vacant placement positions in the placement area of the i-th element after the game elements are placed, the processing unit 2401 is further configured to:

[0283] Display an element return animation, which is used to show that the game elements placed on each placement position in the placement area of the i-th element are returned to the element set corresponding to the corresponding game object.

[0284] In one implementation, if all the game elements in at least one of the first battle groups are placed into the placement area of the i-th element, when the processing unit 2401 is used to output the settlement result of the game battle, specifically:

[0285] Display first battle income information in the game battle interface;

[0286] Wherein, the first battle income information is used to represent: deducting battle income resources from the object accounts of the game objects other than the first battle group selected from N game objects, and allocating the battle income resources to the object accounts of the game objects that select the first battle group.

[0287] In one implementation, if there is no available placement position in the i-th element placement area after placing the game elements, and there are game elements in the first candidate battle groups of at least one first battle group that have not been placed in the i-th element placement area, when the processing unit 2401 outputs the settlement result of the game battle, it is specifically used for:

[0288] Display the second battle income information in the game battle interface;

[0289] Among them, the second battle income information is used to represent: deducting the battle income resources from the object account of the game object that selects the first candidate element group, and allocating the battle income resources to the object accounts of the game objects in the selected first battle group where each game element has been placed in the i-th element placement area.

[0290] In one implementation, each element placement area is associated with a resource multiple factor, and the resource multiple factor is negatively correlated with the number of placement positions included in the element placement area; there is at least one first placement position in the element placement area associated with an element value multiple factor;

[0291] The calculation rule of the battle income resources includes: based on the element value of the game element placed in each first placement position and the element value multiple factor associated with the corresponding first placement position, obtaining the multiple element value corresponding to each first placement position; and, based on the multiple element value corresponding to each first placement position and the resource multiple factor associated with the i-th element placement area, obtaining the first income value corresponding to each first placement position, and based on the element value of the game element placed on each second placement position other than the first placement position in the i-th element placement area and the resource multiple factor associated with the i-th element placement area, obtaining the second income value corresponding to each second placement position; and, according to the first income value corresponding to each first placement position and the second income value corresponding to each second placement position, obtaining the battle income resources;

[0292] Among them, the arrangement and display method of the M element placement areas includes any one of the following:

[0293] The M element placement areas are arranged and displayed horizontally; or,

[0294] The M element placement areas are arranged and displayed vertically; or,

[0295] The M element placement areas are arranged and displayed in a staggered manner, and there are the same placement positions between at least two element placement areas after the staggered arrangement and display.

[0296] In one implementation, each element placement area includes one or more placement positions arranged in sequence, and one placement position is used to place one game element; the processing unit 2401 is further used for:

[0297] If a target game object among N game objects exits the game battle, an exit prompt message is output on the game battle interface, and the exit prompt message is used to indicate that a target game object has exited the game battle;

[0298] If the placement of the battle groups selected by each game object is completed, the last placement position is reduced in each element placement area; the number of reduced placement positions is the same as the number of target game objects that have exited the game battle.

[0299] In one implementation, any one of the M element placement areas is represented as a target element placement area, and game elements are placed in the placement positions except the last one in the target element placement area; the processing unit 2401 is further configured to:

[0300] Display third battle income information on the game battle interface; the third battle income information is used to indicate that: from at least one game object that participates in the target game and has not exited the game battle, except for the game object whose game elements are placed in the target element placement area, battle income resources are deducted from the object account of the game object, and the battle income resources are allocated to the object account of the game object whose game elements are placed in the target element placement area.

[0301] In one implementation, any one of the M element placement areas is represented as a target element placement area, and each placement position included in the target element placement area is placed with a game element; the processing unit 2401 is further configured to:

[0302] Display fourth battle income information on the game battle interface; the fourth battle income information is used to indicate that: battle income resources are deducted from the object account of the candidate game object whose game elements are placed in the last placement position, and the battle income resources are allocated to the object account of the game object whose game elements are placed in the target element placement area except the candidate game object.

[0303] In one implementation, one round of the target game includes L rounds, and any one of the L rounds is represented as the jth round; both j and L are positive integers, and j ≤ L;

[0304] Among them, the end conditions of one round of the target game include any one of the following:

[0305] The Lth round of the game ends;

[0306] S game objects among N game objects exit the target game, and S is a positive integer;

[0307] There is an empty element set corresponding to any one of the N game objects.

[0308] In one implementation, the processing unit 2401 is further configured to:

[0309] A display element allocation interface, which is used to allocate game elements to each game object during an initial game battle;

[0310] In response to an element allocation operation performed in the element allocation interface, trigger the step of displaying the game battle interface of the target game.

[0311] According to an embodiment of the present application, Figure 24 Each unit in the game data processing device shown can be separately or wholly combined into one or several other units to form, or a certain one (or some) of the units can be further split into multiple smaller units with functional division to form, which can achieve the same operation without affecting the realization of the technical effects of the embodiments of the present application. The above units are divided based on logical functions. In practical applications, the function of one unit can also be realized by multiple units, or the functions of multiple units can be realized by one unit. In other embodiments of the present application, the game data processing device may also include other units. In practical applications, these functions can also be assisted by other units and can be realized by the cooperation of multiple units. According to another embodiment of the present application, it can be achieved by running a computer program (including program code) capable of executing the respective steps involved in the corresponding method shown in Figure 2 and Figure 13 on a general computing device such as a computer including processing elements and storage elements such as a central processing unit (CPU), a random access storage medium (RAM), and a read-only storage medium (ROM), to construct the game data processing device shown in Figure 24 and to implement the game data processing method of the embodiments of the present application. The computer program can be recorded on, for example, a computer-readable recording medium, loaded into the above computing device through the computer-readable recording medium, and run therein.

[0312] Based on the same inventive concept, the principle of solving problems and the beneficial effects of the game data processing device provided in the embodiments of the present application are similar to those of the game data processing method in the method embodiments of the present application. The principle and beneficial effects of the method implementation can be referred to. For the sake of brevity, they will not be elaborated here.

[0313] Figure 25 Shows a schematic structural diagram of a computer device provided by an exemplary embodiment of the present application. Please refer to Figure 25, the computer device includes a processor 2501, a communication interface 2502, and a computer-readable storage medium 2503. Among them, the processor 2501, the communication interface 2502, and the computer-readable storage medium 2503 can be connected through a bus or other means. Among them, the communication interface 2502 is used to receive and send data. The computer-readable storage medium 2503 can be stored in the memory of the computer device. The computer-readable storage medium 2503 is used to store computer programs, and the processor 2501 is used to execute the computer programs stored in the computer-readable storage medium 2503. The processor 2501 (or CPU (Central Processing Unit, central processor)) is the computing core and control core of the computer device, which is suitable for implementing one or more computer programs, specifically suitable for loading and executing one or more computer programs to implement the corresponding method flow or corresponding function.

[0314] The embodiment of the present application also provides a computer-readable storage medium (Memory). The computer-readable storage medium is a memory device in the computer device and is used to store programs and data. It can be understood that the computer-readable storage medium here can include both the built-in storage medium in the computer device and, of course, the extended storage medium supported by the computer device. The computer-readable storage medium provides a storage space, and this storage space stores the processing system of the computer device. And, one or more computer programs suitable for being loaded and executed by the processor 2501 are also stored in this storage space. It should be noted that the computer-readable storage medium here can be a high-speed RAM memory or a non-volatile memory, such as at least one disk memory; optionally, it can also be at least one computer-readable storage medium located far from the aforementioned processor.

[0315] In one embodiment, one or more computer programs are stored in the computer-readable storage medium; the processor 2501 loads and executes one or more computer programs stored in the computer-readable storage medium to implement the corresponding steps in the embodiment of the above game data processing method; in specific implementation, one or more computer programs in the computer-readable storage medium are loaded and executed by the processor 2501 to perform the steps of the embodiments of the present application:

[0316] Display the game battle interface of the target game. The game battle interface includes the object identifiers of N game objects participating in the target game, and the element set corresponding to each game object; the element set includes at least one game element, and the total number and total value of the game elements in the element set assigned to each game object during the initial game battle are the same; N is a positive integer;

[0317] Receive the battle operations of each of the N game objects;

[0318] In the game battle area of the game battle interface, display the battle groups respectively selected by each game object, where the battle group includes at least one game element selected from the element set;

[0319] Output the settlement result of the game battle.

[0320] In one implementation, the game battle area includes M element placement areas, where M is a positive integer; the battle operation includes a position selection operation for the element placement area and an element selection operation for the battle group; the game battle interface includes an element operation area associated with each game object; the obtaining unit 2402, when used to receive the battle operations of each of the N game objects, is specifically used for:

[0321] Display M placement position components in the element operation area associated with the first game object, and each placement position component corresponds to an element placement area;

[0322] In response to the position selection operation performed on the M placement position components, highlight the selected placement position component; and,

[0323] In response to the element selection operation on the game elements in the element set corresponding to the first game object, highlight each game element in the selected battle group; and,

[0324] Display selection prompt information in the element operation areas associated with each second game object other than the first game object in the game battle interface; the selection prompt information is used to indicate that the second game object is performing a battle operation.

[0325] In one implementation, one or more instructions in the computer-readable storage medium are loaded and further executed by the processor 2501 to perform the following steps:

[0326] In the game battle interface, hide the battle group and placement position information selected by each game object; the placement position information is used to represent the area information of the element placement area where the battle group is to be placed;

[0327] In the game battle interface, simultaneously display the battle group and placement position information selected by each game object.

[0328] In one implementation, one round of the target game includes L rounds, and any round in the L rounds is represented as the j-th round; both j and L are positive integers, and j ≤ L; one or more instructions in the computer-readable storage medium are loaded and further executed by the processor 2501 to perform the following steps:

[0329] In the game battle interface, round prompt information is displayed, and the round prompt information is used to represent the start of the jth round of game battles.

[0330] In one implementation, one or more instructions in the computer-readable storage medium are loaded by the processor 2501 and further perform the following steps:

[0331] If there are at least two reference game objects among the N game objects such that the sum of the element values and the placement position information of the selected battle groups are the same, then highlight the element operation areas associated with each reference game object, and play an element collision special effect in the game battle interface;

[0332] In the element operation area associated with each reference game object, cancel the display of the selected battle group and the placement position information of the reference game object; the game elements in the selected battle group of the reference game object are returned to the corresponding element set of the reference game object.

[0333] In one implementation, the game battle area includes M element placement areas. Among the M element placement areas, there are the ith element placement area and the (i + 1)th element placement area, and the priority of the ith element placement area is higher than that of the (i + 1)th element placement area; M, i, and (i + 1) are all positive integers, and 1 ≤ i < i + 1 ≤ M; one or more instructions in the computer-readable storage medium are loaded by the processor 2501 and further, when displaying the selected battle groups of each game object in the game battle area in the game battle interface, specifically perform the following steps:

[0334] In the game battle interface, highlight at least one first element operation area whose placement position information indicates the ith element placement area; the placement position information is used to represent the area information of the element placement area where the battle group is to be placed.

[0335] In ascending order of the sum of the element values of the first battle groups in the first element operation areas, place the first battle groups in at least one first element operation area into the vacant placement positions in the ith element placement area in sequence; and,

[0336] In the game battle interface, highlight at least one second element operation area whose placement position information indicates the (i + 1)th element placement area;

[0337] In ascending order of the sum of the element values of the second battle groups in the second element operation areas, place the second battle groups in at least one second element operation area into the vacant placement positions in the (i + 1)th element placement area in sequence.

[0338] In one implementation, each element placement area includes one or more placement positions, and one placement position is for placing one game element; the way of placing any first battle group into the vacant placement positions in the i-th element placement area includes:

[0339] Placing at least one game element included in any first battle group into the vacant placement positions in the i-th element placement area in ascending order of element values in sequence.

[0340] In one implementation, if there are vacant placement positions in the i-th element placement area after the game elements are placed, one or more instructions in the computer-readable storage medium are loaded by the processor 2501 and further perform the following steps:

[0341] Trigger the execution of the step of highlighting at least one second element operation area in the game battle interface whose placement position information indicates the (i + 1)-th element placement area.

[0342] In one implementation, if there are no vacant placement positions in the i-th element placement area after the game elements are placed, one or more instructions in the computer-readable storage medium are loaded by the processor 2501 and further perform the following steps:

[0343] Display an element return animation, which is used to show that the game elements placed on each placement position in the i-th element placement area are returned to the element set corresponding to the corresponding game object.

[0344] In one implementation, if all the game elements in at least one of the first battle groups are placed in the i-th element placement area, one or more instructions in the computer-readable storage medium are loaded by the processor 2501 and when outputting the settlement result of the game battle, specifically perform the following steps:

[0345] Display first battle income information in the game battle interface;

[0346] Wherein, the first battle income information is used to represent: deducting battle income resources from the object accounts of the game objects other than the first battle group selected from N game objects, and allocating the battle income resources to the object accounts of the game objects that select the first battle group.

[0347] In one implementation, if there are no vacant placement positions in the i-th element placement area after the game elements are placed, and there are game elements in the first candidate battle group of at least one of the first battle groups that are not placed in the i-th element placement area, one or more instructions in the computer-readable storage medium are loaded by the processor 2501 and when outputting the settlement result of the game battle, specifically perform the following steps:

[0348] Display the second battle income information in the game battle interface;

[0349] Among them, the second battle income information is used to represent: deducting the battle income resources from the object account of the game object that selects the first candidate element group, and allocating the battle income resources to the object accounts of the game objects in which each game element in the selected first battle group is placed in the i-th element placement area.

[0350] In one implementation, each element placement area is associated with a resource multiple factor, and the resource multiple factor is negatively correlated with the number of placement positions included in the element placement area; at least one first placement position in the element placement area is associated with an element value multiple factor;

[0351] The calculation rule of the battle income resources includes: based on the element value of the game element placed in each first placement position and the element value multiple factor associated with the corresponding first placement position, obtaining the multiple element value corresponding to each first placement position; and, based on the multiple element value corresponding to each first placement position and the resource multiple factor associated with the i-th element placement area, obtaining the first income value corresponding to each first placement position, and based on the element value of the game element placed on each second placement position other than the first placement position in the i-th element placement area and the resource multiple factor associated with the i-th element placement area, obtaining the second income value corresponding to each second placement position; and, according to the first income value corresponding to each first placement position and the second income value corresponding to each second placement position, obtaining the battle income resources;

[0352] Among them, the arrangement and display method of the M element placement areas includes any one of the following:

[0353] The M element placement areas are arranged and displayed horizontally; or,

[0354] The M element placement areas are arranged and displayed vertically; or,

[0355] The M element placement areas are arranged and displayed in an interleaved manner, and there are the same placement positions between at least two element placement areas after the interleaved arrangement and display.

[0356] In one implementation, each element placement area includes one or more sequentially arranged placement positions, and one placement position is used to place one game element; one or more instructions in the computer-readable storage medium are loaded and executed by the processor 2501 and further perform the following steps:

[0357] If there is a target game object that exits the game battle among the N game objects, an exit prompt message is output in the game battle interface, and the exit prompt message is used to represent that there is a target game object that exits the game battle;

[0358] If the placement of the battle groups selected by each game object is completed, then the last placement position is reduced in each element placement area; the number of reduced placement positions is the same as the number of target game objects that have exited the game battle.

[0359] In one implementation, any one of the M element placement areas is represented as a target element placement area, and the placement positions in the target element placement area except the last one are all placed with game elements; one or more instructions in the computer-readable storage medium are loaded and further executed by the processor 2501 as follows:

[0360] Display third battle revenue information in the game battle interface; the third battle revenue information is used to represent: deducting battle revenue resources from the object accounts of the game objects that participate in the target game and have not exited the game battle, except for the game objects whose game elements are placed in the target element placement area, and allocating the battle revenue resources to the object accounts of the game objects whose game elements are placed in the target element placement area.

[0361] In one implementation, any one of the M element placement areas is represented as a target element placement area, and each placement position included in the target element placement area is placed with a game element; one or more instructions in the computer-readable storage medium are loaded and further executed by the processor 2501 as follows:

[0362] Display fourth battle revenue information in the game battle interface; the fourth battle revenue information is used to represent: deducting battle revenue resources from the object account of the candidate game object whose game element is placed in the last placement position, and allocating the battle revenue resources to the object accounts of the game objects whose game elements are placed in the target element placement area except the candidate game object.

[0363] In one implementation, one round of the target game includes L rounds, and any one of the L rounds is represented as the j-th round; both j and L are positive integers, and j ≤ L;

[0364] Among them, the end conditions of one round of the target game include any one of the following:

[0365] The L-th round of the game ends;

[0366] S of the N game objects exit the target game, and S is a positive integer;

[0367] There is an empty element set corresponding to any one of the N game objects.

[0368] In one implementation, one or more instructions in the computer-readable storage medium are loaded and further executed by the processor 2501 as follows:

[0369] A display element allocation interface, which is used to allocate game elements to each game object during an initial game battle;

[0370] In response to an element allocation operation performed in the element allocation interface, trigger the step of displaying the game battle interface of the target game.

[0371] Based on the same inventive concept, the principle of problem-solving and the beneficial effects of the computer device provided in the embodiments of the present application are similar to those of the game data processing method in the method embodiments of the present application. The principle of problem-solving and the beneficial effects of the method can be referred to, and for the sake of brevity, they will not be elaborated here.

[0372] The embodiments of the present application further provide a computer program product, which includes a computer program. When the computer program is executed by a processor, the above-mentioned game data processing method is implemented.

[0373] Those of ordinary skill in the art can realize that the units and algorithm steps of each example described in combination with the embodiments disclosed in the present application can be implemented by electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are executed in a hardware or software manner depends on the specific application and design constraints of the technical solution. Professional technicians can use different methods to implement the described functions for each specific application, but such implementation should not be considered to exceed the scope of the present application.

[0374] In the above embodiments, it can be implemented in whole or in part by software, hardware, firmware, or any combination thereof. When implemented using software, it can be implemented in whole or in part in the form of a computer program product. The computer program product includes a computer program (one or more). When the computer program is loaded and executed on a computer device, the computer program executes the above-mentioned processes or functions of the embodiments of the present application. The computer device can be a general-purpose computer, a dedicated computer, a computer network, or other programmable devices. The computer program can be stored in a computer-readable storage medium or transmitted through a computer-readable storage medium. The computer program can be transmitted from one website, computer device, server, or data center to another website, computer device, server, or data center in a wired manner (such as coaxial cable, optical fiber, digital subscriber line (DSL)) or a wireless manner (such as infrared, wireless, microwave, etc.). The computer-readable storage medium can be any available medium that can be accessed by the computer device or a data storage device such as a server or data center that includes one or more integrated available media. The available medium can be a magnetic medium (such as a floppy disk, hard disk, magnetic tape), an optical medium (such as a DVD), or a semiconductor medium (such as a solid state disk (SSD)), etc.

[0375] As described above, this is only the specific implementation manner of the present application. However, the protection scope of the present application is not limited thereto. Any person skilled in the art within the technical scope disclosed by the present application can easily think of changes or substitutions, which should all be covered within the protection scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims

1. A method for processing game data, characterized in that: include: Displaying a game battle interface of a target game, wherein the game battle interface includes object identifiers of N game objects participating in the target game, and element sets corresponding to each of the game objects; the element sets include at least one game element, and the number of elements and the sum of element values ​​of the game elements in the element sets allocated to each of the game objects during the initial game battle are the same; N is a positive integer; Receive a battle operation of each of the N game objects; In the game battle area of ​​the game battle interface, displaying the battle groups respectively selected by each of the game objects, wherein the battle groups include at least one of the game elements selected from the element set; Output the settlement results of the game battle.

2. The method according to claim 1, characterized in that The game battle area includes M element placement areas, where M is a positive integer; the battle operation includes a position selection operation for the element placement area and an element selection operation for the battle group; the game battle interface includes an element operation area associated with each of the game objects; The receiving the battle operation of each game object in the N game objects includes: Displaying M placement position components in the element operation area associated with the first game object, each of the placement position components corresponding to one of the element placement areas; In response to a position selection operation performed on the M placement position components, highlighting the selected placement position component; and, In response to an element selection operation on a game element in the element set corresponding to the first game object, each game element in the selected battle group is highlighted; and, Selection prompt information is displayed in the element operation area associated with each second game object except the first game object in the game battle interface; the selection prompt information is used to indicate that the second game object is performing the battle operation.

3. The method according to claim 2, characterized in that After receiving the battle operation of each of the N game objects, the method further includes: In the game battle interface, the battle group and placement position information selected by each of the game objects are hidden; the placement position information is used to represent the area information of the element placement area to be placed in the battle group; In the game battle interface, the battle group and placement position information selected by each game object are displayed simultaneously.

4. The method according to claim 2 or 3, characterized in that A round of the target game includes L rounds, and any round in the L rounds is denoted as the jth round; j and L are both positive integers, and j≤L; before receiving the battle operation of each game object in the N game objects, it also includes: The round prompt information is displayed in the game battle interface, and the round prompt information is used to indicate the start of the j-th round of game battle.

5. The method according to claim 3, characterized in that Before displaying the battle groups respectively selected by the game objects in the game battle area in the game battle interface, the method further includes: If there are at least two reference game objects among the N game objects whose battle groups have the same element value sum and placement position information, then the element operation area associated with each reference game object is highlighted, and the element collision effect is played in the game battle interface; In the element operation area associated with each reference game object, the battle group and placement position information selected by the reference game object are cancelled; and the game elements in the battle group selected by the reference game object are placed back to the element set corresponding to the reference game object.

6. The method according to claim 1, characterized in that The game battle area includes M element placement areas, the M element placement areas include the i-th element placement area and the i+1-th element placement area, the priority of the i-th element placement area is higher than the priority of the i+1-th element placement area; M, i and i+1 are all positive integers, and 1≤i<i+1≤M; The game battle area in the game battle interface displays the battle groups selected by each of the game objects, including: In the game battle interface, at least one first element operation area of ​​the i-th element placement area indicated by the placement position information is highlighted; the placement position information is used to represent the area information of the element placement area to be placed by the battle group; According to the order of the sum of the element values ​​of the first battle groups in the first element operation area from small to large, the first battle groups in at least one of the first element operation areas are sequentially placed in the vacant placement positions in the i-th element placement area; and In the game battle interface, highlighting at least one second element operation area whose placement position information indicates the (i+1)th element placement area; According to the order of the sum of the element values ​​of the second battle groups in the second element operation area from small to large, the second battle groups in at least one of the second element operation areas are placed in the available placement positions in the i+1th element placement area in sequence.

7. The method according to claim 6, characterized in that Each of the element placement areas includes one or more placement positions, and one of the placement positions is used to place one game element; the manner in which any of the first battle groups is placed in an empty placement position in the i-th element placement area includes: At least one game element included in any of the first battle groups is placed in the vacant placement positions in the i-th element placement area in order from small to large element values.

8. The method according to claim 6 or 7, characterized in that If there is an empty placement position in the i-th element placement area after the game element is placed, the method further includes: The step of highlighting at least one second element operation area of ​​the (i+1)th element placement area indicated by the placement position information in the game battle interface is triggered.

9. The method according to claim 6, characterized in that If there is no free placement position in the i-th element placement area after the game element is placed, the method further includes: An element placing animation is displayed, wherein the element placing animation is used to show that the game element placed on each of the placement positions in the i-th element placement area is placed back to the element set corresponding to the corresponding game object.

10. The method according to claim 9, characterized in that If all game elements in at least one of the first battle groups are placed in the i-th element placement area, then outputting the settlement result of the game battle includes: Displaying the first battle revenue information in the game battle interface; The first battle revenue information is used to represent: deducting battle revenue resources from object accounts of game objects other than those that select the first battle group among the N game objects, and allocating the battle revenue resources to object accounts of game objects that select the first battle group.

11. The method according to claim 9, characterized in that If there is no vacant placement position in the i-th element placement area after the game element is placed, and there is a game element that is not placed in the i-th element placement area in at least one of the first candidate battle groups in the first battle groups, then outputting the settlement result of the game battle includes: Displaying the second battle revenue information in the game battle interface; Among them, the second battle revenue information is used to represent: deducting battle revenue resources from the object account of the game object that selects the first candidate element group, and allocating the battle revenue resources to the object account of the game object in which each game element in the selected first battle group is placed in the i-th element placement area.

12. The method according to claim 10 or 11, characterized in that Each of the element placement areas is associated with a resource multiplier factor, and the resource multiplier factor is negatively correlated with the number of placement positions included in the element placement area; at least one first placement position in the element placement area is associated with an element value multiplier factor; The calculation rule of the battle revenue resource includes: obtaining the multiple element value corresponding to each first placement position based on the element value of the game element placed in each first placement position and the element value multiple factor associated with the corresponding first placement position; and obtaining the first revenue value corresponding to each first placement position based on the multiple element value corresponding to each first placement position and the resource multiple factor associated with the i-th element placement area, and obtaining the second revenue value corresponding to each second placement position based on the element value of the game element placed on each second placement position other than the first placement position in the i-th element placement area and the resource multiple factor associated with the i-th element placement area; and obtaining the battle revenue resource according to the first revenue value corresponding to each first placement position and the second revenue value corresponding to each second placement position; The arrangement and display manner of the M element placement areas includes any of the following: M element placement areas are displayed in a horizontal arrangement; or, M element placement areas are displayed in a vertical arrangement; or, The M element placement areas are displayed in a staggered arrangement, and at least two element placement areas after the staggered arrangement have the same placement position.

13. The method according to claim 10 or 11, characterized in that: Each of the element placement areas includes one or more placement positions arranged in sequence, and one of the placement positions is used to place one game element; the method further includes: If there is a target game object among the N game objects that exits the game battle, then outputting exit prompt information in the game battle interface, the exit prompt information is used to indicate that there is the target game object that exits the game battle; If the battle groups selected by each of the game objects are placed, the last placement position in each of the element placement areas is reduced; the number of the reduced placement positions is the same as the number of the target game objects that exit the game battle.

14. The method according to claim 13, characterized in that Any one of the M element placement areas is represented as a target element placement area, and all placement positions except the last placement position in the target element placement area are placed with game elements; the method further includes: The third battle revenue information is displayed in the game battle interface; the third battle revenue information is used to represent: deducting battle revenue resources from the object account of at least one game object participating in the target game and not exiting the game battle, except for the game object whose game element is placed in the target element placement area, and allocating the battle revenue resources to the object account of the game object whose game element is placed in the target element placement area.

15. The method according to claim 13, characterized in that Any one of the M element placement areas is represented as a target element placement area, and each placement position included in the target element placement area is placed with a game element; the method further includes: The fourth battle revenue information is displayed in the game battle interface; the fourth battle revenue information is used to represent: deducting battle revenue resources from the object account of the candidate game object whose game element is placed in the last placement position, and allocating the battle revenue resources to the object account of the game object other than the candidate game object whose game element is placed in the target element placement area.

16. The method according to claim 1, wherein: A round of the target game includes L rounds, and any round in the L rounds is denoted as the jth round; j and L are both positive integers, and j≤L; The end condition of a round of the target game includes any of the following: The Lth round of the game ends; S of the N game objects exit the target game, where S is a positive integer; The element set corresponding to any of the N game objects is empty.

17. The method according to claim 1, wherein: Before displaying the game battle interface of the target game, the method further includes: Displaying an element allocation interface, wherein the element allocation interface is used to allocate game elements to each of the game objects during an initial game match; In response to the element allocation operation performed in the element allocation interface, the step of displaying the game battle interface of the target game is triggered.

18. A game data processing device, characterized in that: include: A processing unit, configured to display a game battle interface of a target game, wherein the game battle interface includes object identifiers of N game objects participating in the target game, and an element set corresponding to each of the game objects; the element set includes at least one game element, and the number of elements and the sum of element values ​​of the game elements in the element set allocated to each of the game objects during the initial game battle are the same; N is a positive integer; An acquisition unit, used for receiving a battle operation of each game object among the N game objects; The processing unit is further configured to display, in a game battle area in the game battle interface, a battle group selected by each of the game objects, wherein the battle group includes at least one of the game elements selected from the element set; The processing unit is also used to output the settlement result of the game battle.

19. A computer device, characterized in that: include: a processor adapted to execute a computer program; A computer-readable storage medium, wherein a computer program is stored in the computer-readable storage medium, and when the computer program is executed by the processor, the game data processing method according to any one of claims 1 to 17 is implemented.

20. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and the computer program is suitable for being loaded by a processor and executing the game data processing method according to any one of claims 1-17.

21. A computer program product, characterized in that The computer program product comprises computer instructions, which, when executed by a processor, implement the game data processing method as described in any one of claims 1-17.