Collaborative game data processing method and system for multiple virtual players

By collecting game data of virtual players, calculating skill combination proficiency and resource conversion efficiency, forming a triangular collaborative group and dynamically adjusting resource allocation, the problem of insufficient tactical cooperation between virtual players teams is solved, and the coordination efficiency and sense of reality in the game is improved.

CN120242472AActive Publication Date: 2025-07-04BEIJING CHUANDU HAPPY TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202510385688.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-29
Publication Date
2025-07-04
Estimated Expiration
2045-03-29

AI Technical Summary

Technical Problem

In multiplayer online collaboration games, it is difficult for virtual players to cooperate tactically and share resources with real player teams, resulting in a reduced sense of reality in team collaboration experience.

Method used

By collecting real-time game data of virtual players, calculating skill combination proficiency and resource conversion efficiency, selecting core players and collaborative players to form a triangular collaborative basic group, building a resource allocation plan, and adjusting the resource allocation ratio when the skill trigger frequency of collaborative players decreases, to achieve tactical collaboration and resource optimization configuration.

Benefits of technology

It improves the tacit cooperation and tactical execution capabilities of virtual player teams and real player teams, and enhances the stability and efficiency of team combat.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a collaborative game data processing method and system for multiple virtual players, and relates to the field of virtual reality processing software. In the method, the skill combination proficiency of each virtual player is calculated; calculating the resource conversion efficiency of each type of virtual players; core players and collaborative players are selected to form a triangular collaborative basic group; calculating a task propulsion rate of the triangular collaborative basic group, and constructing a resource allocation scheme by taking the task propulsion rate as a reference; allocating resources to each virtual player according to the resource allocation scheme, and detecting the skill triggering frequency of each virtual player in the triangular collaborative basic group according to a preset period; when the skill triggering frequency of the collaborative players is lower than the preset value, the resources are allocated to the collaborative players according to a third preset proportion, and the third preset proportion is larger than the second preset proportion. The method and the device are used for enabling a plurality of virtual players to realize tactical collaboration and resource optimization configuration, so that the similarity between tactical cooperation and tactical execution capability of the virtual players and a real player team in a game process is improved.
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Description

Technical Field

[0001] This application belongs to the field of virtual reality processing software, and particularly relates to a method and system for processing collaborative game data of multiple virtual players. Background Art

[0002] With the popularization of mobile Internet and intelligent devices, multiplayer online collaborative games have increasingly become one of the main forms of entertainment for people. In multiplayer online collaborative games, when the number of real players is insufficient, virtual players are usually added to supplement the team to maintain the fun and playability of the game. However, traditional virtual players often exhibit a mechanical behavior pattern and are difficult to respond flexibly according to the actual game scenario, affecting the game experience and realism.

[0003] In related technologies, a large amount of game data of real players can be collected for training, enabling virtual players to imitate the operation habits and strategy selections of real players. This technology uses a behavior cloning algorithm to input the collected player state-action pair data into a neural network for training, enabling virtual players to make relatively reasonable responses in specific game scenarios and improving the intelligence level of virtual players.

[0004] However, when multiple virtual players participate in the game simultaneously, each virtual player makes independent decisions and it is difficult to perform tactical cooperation and resource sharing like a real player team, resulting in a relatively low overall combat effectiveness of the virtual player team and reducing the realism of the team cooperation experience. Summary of the Invention

[0005] This application provides a method and system for processing collaborative game data of multiple virtual players, which is used to enable multiple virtual players to achieve tactical coordination and optimize resource allocation, thereby improving the similarity of tacit cooperation and tactical execution ability with real player teams during the game.

[0006] In a first aspect, this application provides a method for processing collaborative game data of multiple virtual players, which collects real-time game data of multiple virtual players. The real-time game data includes skill usage records and task completion percentages; Calculate the skill combination proficiency of each virtual player according to the skill usage records, and divide the virtual players into several types based on the skill combination proficiency; Calculate the resource conversion efficiency of each type of virtual player. The resource conversion efficiency is the ratio of the increment of the task completion percentage corresponding to the unit resource consumption to the average value of the task completion percentage increments of all virtual players; Select the virtual player corresponding to the highest resource conversion efficiency as the core player, and respectively select the virtual player with the highest resource conversion efficiency in the adjacent types of the type to which the core player belongs as the collaborative player to form a triangular collaborative basic group; Calculate the task progress rate of the basic triangular cooperation group, and construct a resource allocation plan based on the task progress rate. The resource allocation plan is to allocate resources to core players according to a first preset ratio and to cooperative players according to a second preset ratio, and the sum of the first preset ratio and the second preset ratio is 1; Allocate resources to each virtual player according to the resource allocation plan, and detect the skill trigger frequency of each virtual player in the basic triangular cooperation group at a preset cycle; When the skill trigger frequency of the cooperative player is lower than the preset value, allocate resources to the cooperative player according to a third preset ratio, and the third preset ratio is greater than the second preset ratio.

[0007] By adopting the above technical solution, by collecting the real-time game data of virtual players and calculating and classifying the proficiency of skill combinations, different players' game styles and areas of expertise can be accurately identified. Select core players and cooperative players based on resource conversion efficiency to form a basic triangular cooperation group, so that the skills among team members can complement each other. Construct a resource allocation plan through the task progress rate, which can ensure the efficient use of resources. When it is detected that the skill trigger frequency of the cooperative player decreases, by increasing its resource allocation ratio, it can help the cooperative player maintain continuous combat output ability, ensure that the core player obtains sufficient resources to play a leading role, and can adjust the allocation strategy in a timely manner to maintain the combat effectiveness of the cooperative player, thereby improving the task completion efficiency of the entire group, enabling multiple virtual players to achieve tactical cooperation and optimal resource allocation, and thus improving the similarity of tacit cooperation and tactical execution ability with real player teams during the game process.

[0008] Combined with some embodiments of the first aspect, in some embodiments, calculate the proficiency of the skill combination of each virtual player according to the skill usage record, and divide the virtual players into several types based on the proficiency of the skill combination. Specifically, it includes: Count the usage times and skill effect trigger times of each skill in the skill usage record; Calculate the proficiency index of each skill, and the proficiency index is the ratio of the skill effect trigger times to the skill usage times; Take the weighted average of the proficiency indices corresponding to the skill combinations with the usage times of each virtual player greater than the preset times as the proficiency of the skill combination; Divide the proficiency of the skill combination into several types according to the preset interval threshold.

[0009] By adopting the above technical solution, the proficiency index is calculated by counting the number of times skills are used and the number of times the effect is triggered, and the proficiency indices of skill combinations with higher usage frequencies are weighted and averaged to obtain the accurate proficiency of skill combinations. Classification and division are carried out using a preset interval threshold, which can accurately quantify and evaluate the skill usage characteristics of players. This classification method based on actual data can objectively reflect the skill mastery level of players and reduce the deviation caused by subjective judgment. By considering the proficiency of skill combinations rather than individual skills, it more comprehensively reflects the actual combat ability of players, makes the skill cooperation among different types of players more reasonable, and improves the overall collaborative combat effect of the team.

[0010] Combined with some embodiments of the first aspect, in some embodiments, calculating the task progress rate of the basic triangular cooperation group specifically includes: Recording the task completion percentage of the basic triangular cooperation group in three consecutive preset first time periods; Calculating the change value of the task completion percentage in each preset first time period; Dividing the change value by the duration of the preset first time period to obtain the task progress rate.

[0011] By adopting the above technical solution, the task progress rate is calculated through the task completion percentages in three consecutive time periods, and the change in the task completion progress is associated with time for quantitative evaluation. This calculation method considers the data of multiple consecutive time periods and reduces the deviation caused by the data fluctuation in a single time period. By dividing the change value of the task completion percentage by the time period length, the obtained task progress rate can objectively reflect the actual combat efficiency of the team, making the evaluation of the team's collaborative effect more accurate and reliable, and improving the rationality of resource allocation and the overall efficiency of team combat.

[0012] Combined with some embodiments of the first aspect, in some embodiments, when the skill trigger frequency of the collaborative player is lower than the preset value, after allocating resources to the collaborative player according to the third preset ratio, the method further includes: Calculating the task progress rate after the resource allocation ratio is adjusted; When the adjusted task progress rate is lower than the task progress rate before adjustment for three consecutive preset second time periods, selecting the virtual player with the second highest resource conversion efficiency in the type to which the core player belongs to replace the core player to obtain an updated core player; Reforming the basic triangular cooperation group using the updated core player.

[0013] By adopting the above technical solution, by monitoring the task advancement rate after adjusting the resource allocation ratio and replacing the core players when the efficiency is lower than that before adjustment in three consecutive time periods, the dynamic adjustment of the core strength of the team is realized. This replacement mechanism based on the actual effect avoids the continuous decline of the team efficiency caused by the decline in the performance of the core players. Selecting the player with the second highest resource conversion efficiency in the same type as the substitute ensures that the replaced core player still has strong combat capabilities. By reorganizing the collaborative group, the new core player can quickly integrate into the team collaborative system. This dynamic adjustment mechanism improves the stability of the team's combat, enables the team to continuously maintain a high combat efficiency, and enhances the team's ability to handle long-term combat tasks.

[0014] Combined with some embodiments of the first aspect, in some embodiments, calculating the task advancement rate after adjusting the allocation ratio of computing resources specifically includes: Recording the skill trigger time points of each virtual player in the first preset first time period after adjusting the resource allocation ratio; Calculating the time interval between two adjacent skill trigger time points; Counting the number of times the time interval is less than the skill cooldown time; Weighting the change value of the task completion percentage according to the number of times to obtain the adjusted task advancement rate.

[0015] By adopting the above technical solution, by recording the skill trigger time points of each virtual player in the first preset first time period after adjusting the resource allocation ratio, calculating the interval between adjacent skill trigger time points and counting the number of times less than the skill cooldown time, it is possible to accurately measure the density of skill releases of players after resource adjustment. When players frequently release skills in a short period of time, it often means higher output efficiency and better skill connection. This high-frequency skill release will directly affect the task completion efficiency. By analyzing the skill trigger time interval and using the statistical results for weighted calculation of the change value of the task completion percentage, the calculation of the task advancement rate fully considers the player's operation proficiency and the rationality of skill application, reducing the data deviation that may occur when calculating only based on the change value of the task completion percentage.

[0016] Combined with some embodiments of the first aspect, in some embodiments, before calculating the task advancement rate after adjusting the allocation ratio of computing resources, the method further includes: Obtaining the current resource storage of each virtual player; Calculating the actual ratio of the resource storage to the minimum resource required for skill release; When the actual ratio is less than the preset threshold, stop calculating the adjusted task advancement rate; After waiting for the resource storage to recover to a preset first multiple of the minimum resources required for skill release, perform the step of calculating the adjusted task progress rate for resource allocation.

[0017] By adopting the above technical solution, a resource storage detection link is added before calculating the adjusted task progress rate. By comparing the ratio of the current resource storage of each virtual player to the minimum resources required for skill release with a preset threshold, the situation of insufficient resource reserves can be detected in a timely manner. When the resource reserve is lower than the safety threshold, the progress rate calculation is suspended and the resources are waited to recover to the preset multiple. This mechanism can avoid obtaining distorted data by calculating the rate in a state of resource shortage. Since the resource storage directly affects the player's ability to release skills, insufficient resources will lead to restricted skill release, making the calculation result of the task progress rate unable to truly reflect the actual combat ability of the team. By introducing the monitoring and waiting mechanism of resource storage, it is ensured that the calculation of the task progress rate is based on the team being in a normal combat state, improving the reliability of the rate data.

[0018] Combined with some embodiments of the first aspect, in some embodiments, calculating the actual ratio of the resource storage to the minimum resources required for skill release specifically includes: Obtain the maximum resource consumption for a single skill release in the skill combination of each virtual player; Set a preset second multiple of the maximum resource consumption as the minimum resources required for skill release; Record the minimum value of the resource storage within three consecutive preset second time periods; Divide the minimum value of the resource storage by the minimum resources required for skill release to obtain the actual ratio.

[0019] By adopting the above technical solution, by analyzing the maximum resource consumption for a single skill release in the skill combination of virtual players and using its preset multiple as the minimum resources required for skill release, a resource reserve standard based on actual skill consumption is established. Recording the minimum value of the resource storage within three consecutive preset time periods and calculating the actual ratio, this method takes into account the volatility of the resource storage and avoids the contingency that may be brought by using instantaneous values. Since there are differences in the skill combinations and resource consumption patterns of different players, adopting a personalized calculation method for the minimum resources can more accurately evaluate the resource reserve status of each player. This method of evaluating the resource storage based on the skill consumption characteristics enables the system to accurately identify the resource safety margin of each player, thereby ensuring the coherence of skill release while avoiding the situation of affecting the combat rhythm due to too low resource reserves, and improving the fluency and sustainability of team combat.

[0020] In a second aspect, an embodiment of the present application provides a collaborative game data processing system for multiple virtual players. The collaborative game data processing system for multiple virtual players includes: one or more processors and a memory; the memory is coupled to the one or more processors, and the memory is used to store computer program code. The computer program code includes computer instructions, and the one or more processors call the computer instructions to cause the system to execute the method described in the first aspect and any possible implementation manner in the first aspect.

[0021] In a third aspect, an embodiment of the present application provides a computer-readable storage medium, including instructions that, when running on the system, cause the system to execute the method described in the first aspect and any possible implementation manner in the first aspect.

[0022] In a fourth aspect, an embodiment of the present application provides a computer program product that, when running on the system, causes the system to execute the method described in any possible implementation manner in the first aspect.

[0023] One or more technical solutions provided in the embodiments of the present application have at least the following technical effects or advantages: 1. The present application provides a collaborative game data processing method for multiple virtual players. By collecting the real-time game data of virtual players, calculating the proficiency of skill combinations and classifying them, different players' game styles and good fields can be accurately identified. Based on the resource conversion efficiency, core players and collaborative players are selected to form a basic triangular collaborative group, so that the skills among team members can complement each other. By constructing a resource allocation plan through the task progress rate, it can ensure that resources are efficiently utilized. When it is detected that the skill trigger frequency of a collaborative player decreases, by increasing its resource allocation ratio, it can help the collaborative player maintain continuous combat output ability, ensure that the core player obtains sufficient resources to play a leading role, and can timely adjust the allocation strategy to maintain the combat effectiveness of the collaborative player, thereby improving the task completion efficiency of the entire group, enabling multiple virtual players to achieve tactical collaboration and optimal resource allocation, and thus improving the similarity of tacit cooperation and tactical execution ability with a real player team during the game process.

[0024] 2. The present application provides a collaborative game data processing method for multiple virtual players. By calculating the improvement degree of the target physical server in different resource dimensions and determining the weight coefficient according to the current overall load level of the data center, the scoring baseline can adapt to the changes in the importance of different resource dimensions. This dynamic weight allocation method considering the overall load level of the data center enables the scoring baseline to be adaptively adjusted according to the actual operating environment, reducing the evaluation deviation that may be caused by a fixed scoring standard. The adaptive scoring baseline obtained by weighted calculation of the improvement degree and the weight coefficient can more truly reflect the actual value of the migration plan in the current data center environment, improving the practicality of the evaluation results.

[0025] 3. The present application provides a collaborative game data processing method for multiple virtual players. Before calculating the adjusted task progress rate, a resource storage amount detection link is added. By comparing the ratio of the current resource storage amount of each virtual player to the minimum resource amount required for skill release with a preset threshold, the situation of insufficient resource reserves can be detected in a timely manner. When the resource reserve is lower than the safety threshold, the progress rate calculation is suspended and waiting for the resources to recover to a preset multiple. This mechanism can avoid obtaining distorted data by calculating the rate in a state of resource shortage. Since the resource storage amount directly affects the ability of players to release skills, insufficient resources will lead to restricted skill release, making the calculation result of the task progress rate unable to truly reflect the actual combat ability of the team. By introducing the monitoring and waiting mechanism of the resource storage amount, it is ensured that the calculation of the task progress rate is based on the team being in a normal combat state, improving the reliability of the rate data. BRIEF DESCRIPTION OF THE DRAWINGS

[0026] Figure 1 It is a flowchart of a collaborative game data processing method for multiple virtual players in an embodiment of the present application.

[0027] Figure 2 It is another flowchart of a collaborative game data processing method for multiple virtual players in an embodiment of the present application.

[0028] Figure 3 It is a schematic structural diagram of an entity device of a collaborative game data processing system provided by an embodiment of the present application. DETAILED DESCRIPTION OF THE EMBODIMENTS

[0029] The terms used in the following embodiments of this application are only for the purpose of describing specific embodiments and are not intended to limit this application. As used in the specification and appended claims of this application, the singular forms "a", "an", "the", "above-mentioned", "said", and "this" are also intended to include the plural forms, unless the context clearly indicates otherwise. It should also be understood that the term "and / or" used in this application refers to any or all possible combinations including one or more of the listed items.

[0030] Hereinafter, the terms "first" and "second" are only used for descriptive purposes and should not be construed as implying or suggesting relative importance or implicitly indicating the quantity of the indicated technical features. Thus, the features defined with "first" and "second" may explicitly or implicitly include one or more of such features. In the description of the embodiments of this application, unless otherwise specified, the meaning of "a plurality" is two or more.

[0031] Next, a collaborative game data processing method for multiple virtual players in the embodiments of this application will be described by using an embodiment in combination with Figure 1 , as follows: Please refer to Figure 1 , which is a flowchart of a collaborative game data processing method for multiple virtual players in the embodiments of this application.

[0032] S101. Collect the real-time game data of multiple virtual players; The system collects the real-time game data of multiple virtual players. The real-time game data includes skill usage records and task completion percentages.

[0033] The system collecting the real-time game data of multiple virtual players is the first step of the collaborative game data processing method for multiple virtual players. This step can be implemented in various ways. For example, the system can regularly obtain the game data of each virtual player from the game server, or can record relevant data in real time when the virtual player performs game operations. The collected real-time game data is not limited to skill usage records and task completion percentages, and can also include information such as the levels, equipment, and consumed game resources of virtual players, so as to facilitate more comprehensive analysis and processing in subsequent steps.

[0034] Specifically, the system can collect the real-time game data in the following ways: Embed a data collection module in the game client. When the virtual player uses a skill or completes a task, the data collection module sends the relevant information to the game server; after receiving the data, the game server stores it in the database and regularly synchronizes the data to the data processing system. In addition, the system can also obtain the game data of virtual players by analyzing the game log files.

[0035] S102. Calculate the proficiency of each virtual player's skill combination based on the skill usage records, and divide the virtual players into several types based on the proficiency of the skill combination; The system calculates the proficiency of each virtual player's skill combination based on the skill usage records, and divides the virtual players into several types according to the proficiency of the skill combination. Specifically, it includes: counting the usage times and the trigger times of skill effects of each skill in the skill usage records; calculating the proficiency index of each skill, where the proficiency index is the ratio of the trigger times of skill effects to the usage times of the skill; taking the weighted average of the proficiency indices corresponding to the skill combinations with the usage times of each virtual player greater than the preset times as the proficiency of the skill combination; and dividing the proficiency of the skill combination into several types according to the preset interval thresholds.

[0036] Calculating the proficiency of each virtual player's skill combination based on the skill usage records and dividing the virtual players into several types according to the proficiency of the skill combination is one of the key steps of this method. In this step, the indicators and methods for calculating the proficiency of the skill combination can be flexibly selected. In addition to the trigger times and usage times of skill effects, factors such as the timing of skill usage and the degree of influence on the game situation can also be considered. The divided types of virtual players are not limited to the preset interval thresholds, and the number and boundaries of the types can be dynamically adjusted according to the actual situation.

[0037] In specific implementation, the system can extract the skill usage records of each virtual player from the game real-time data, including information such as the usage times, effect trigger times, and usage time of each skill. Then, the system calculates the proficiency index of each skill, that is, the ratio of the effect trigger times to the usage times, which reflects the proficiency of the virtual player in using this skill. Next, the system identifies the skill combinations with more usage times of each virtual player, and calculates the weighted average of the proficiency indices of these skill combinations as the proficiency of the skill combination of this virtual player. Finally, the system divides all virtual players into several types according to the preset proficiency interval thresholds, such as beginners, proficient players, masters, etc.

[0038] When calculating the proficiency of the skill combination, there may be problems that the usage times of some skills are less and the proficiency index is not representative. To avoid the influence of these skills on the overall evaluation results, the system can set a lower limit for the usage times of skills. For skills with usage times lower than the lower limit, they are excluded or the weights are reduced when calculating the weighted average.

[0039] S103. Calculate the resource conversion efficiency of each type of virtual player; The system calculates the resource conversion efficiency of each type of virtual player. The resource conversion efficiency is the ratio of the increment of the task completion percentage corresponding to the unit resource consumption to the average value of the increment of the task completion percentage of all virtual players.

[0040] Calculating the resource conversion efficiency of each type of virtual player is an important indicator for evaluating the game performance of virtual players. The resource conversion efficiency reflects the ability of virtual players to convert game resources into task progress. The higher this indicator, the higher the game efficiency of the player. The resource consumption and task completion percentage in this step can be flexibly selected according to the specific settings of the game, not limited to specific resource types or task types.

[0041] When specifically implemented, the system first needs to extract the resource consumption records and task completion records of each virtual player from the game real-time data, including the types, quantities, and times of consumed resources, as well as information such as the task completion percentage and completion time. Then, the system calculates the average resource consumption and the average task completion percentage increment of each type of player respectively according to the types of virtual players. Next, the system calculates the task completion percentage increment corresponding to the unit resource consumption, that is, divides the average task completion percentage increment by the average resource consumption. Finally, the system calculates the ratio of this value to the average task completion percentage increment of all virtual players to obtain the resource conversion efficiency of this type of player.

[0042] S104. Select the virtual player corresponding to the highest resource conversion efficiency as the core player, and respectively select the virtual players with the highest resource conversion efficiency in the adjacent types of the type to which the core player belongs as the collaborative players to form a basic triangular collaboration group; Selecting the core player and the collaborative players to form a basic triangular collaboration group is the key to constructing an efficient collaboration mechanism. The method of selecting players in this step is not limited to the highest resource conversion efficiency, and factors such as the player's level, game duration, and social relationship can also be comprehensively considered. In addition, the selection range of collaborative players is not limited to the adjacent types of the type to which the core player belongs, and the selection range can be expanded or reduced according to the actual situation.

[0043] When specifically implemented, the system first selects the player with the highest efficiency among all virtual players as the core player according to the resource conversion efficiency calculated in step S103. Then, the system determines the type of player to which the core player belongs, and selects the two players with the highest resource conversion efficiency in the adjacent types of this type as the collaborative players to form a basic triangular collaboration group with the core player. The adjacent types can be the two types ranked before and after the type to which the core player belongs in the player type list. If the number of players in the adjacent types is insufficient, the system can continue to expand the type range forward or backward until two collaborative players are selected.

[0044] When selecting core players and collaborative players, it is possible that the resource conversion efficiency of multiple players is the same, resulting in an inability to make a selection. To solve this problem, the system can introduce other evaluation metrics, such as the playing time of the players, the number of tasks completed, social activity levels, etc., as supplements to the resource conversion efficiency. When the efficiency is the same, the system selects the player with the highest score based on the comprehensive score of these metrics as the core player or collaborative player. At the same time, the system can also dynamically adjust the basic triangular collaboration group, regularly updating the group members according to the players' in-game performance to ensure the continuous and efficient operation of the collaboration mechanism. For example, the system can re-evaluate the resource conversion efficiency and other metrics of the players every week and replace the underperforming collaborative players.

[0045] S105. Calculate the task progress rate of the basic triangular collaboration group and construct a resource allocation plan based on the task progress rate; The system calculates the task progress rate of the basic triangular collaboration group and constructs a resource allocation plan based on the task progress rate. The resource allocation plan is to allocate resources to the core player according to a first preset ratio and to the collaborative player according to a second preset ratio, and the sum of the first preset ratio and the second preset ratio is 1. Specifically: record the task completion percentage of the basic triangular collaboration group in three consecutive preset first time periods; calculate the change value of the task completion percentage in each preset first time period; divide the change value by the duration of the preset first time period to obtain the task progress rate.

[0046] Calculating the task progress rate of the basic triangular collaboration group and constructing a resource allocation plan are important means to achieve efficient collaboration. The task progress rate reflects the group's ability to advance the task progress per unit time. The higher this metric, the higher the collaboration efficiency of the group. The resource allocation plan determines the proportion of in-game resources obtained by the group members. A reasonable allocation plan can motivate the core player and the collaborative player to better play their respective roles.

[0047] In specific implementation, the system first needs to record the task completion percentage of the basic triangular collaboration group within a certain time period, which can be several preset time intervals, such as three consecutive 1-hour intervals. Then, the system calculates the change value of the task completion percentage in each time interval, that is, the completion percentage of the latter interval minus the completion percentage of the previous interval. Next, the system divides the change value by the length of the time interval to obtain the task progress rate within that interval. Finally, the system takes the average of the task progress rates of all intervals as the overall task progress rate of the group. When constructing the resource allocation plan, the system allocates in-game resources to the core player and the collaborative player according to a preset ratio. The core player obtains a higher proportion of resources to motivate it to play a leading role; the collaborative player obtains a relatively lower proportion of resources, but it is sufficient to support it in assisting the core player to advance the task.

[0048] In the process of calculating the task advancement rate, there may be fluctuations or regressions in the task progress within certain time intervals, which will affect the calculation results of the rate. In order to reduce the interference of these factors, the system can smooth the change value of the task completion percentage, such as taking the average of the change values ​​of several adjacent intervals, or eliminating abnormal values ​​with excessive changes. In addition, the system can also dynamically adjust the proportional coefficient in the resource allocation plan according to the task advancement rate of the group. When the task advancement rate of the group is high, the system can appropriately increase the resource allocation ratio of the core players to further motivate them to play a role; when the task advancement rate is low, the system can increase the resource allocation ratio of the collaborative players to encourage them to participate more actively in task collaboration.

[0049] S106, allocating resources to each virtual player according to the resource allocation plan, and detecting the skill triggering frequency of each virtual player in the triangle coordination basic group according to a preset period; Allocating resources to each virtual player according to the resource allocation plan and regularly detecting the skill triggering frequency of the collaborative players are important measures to ensure the normal operation of the collaborative mechanism. Reasonable resource allocation can motivate players to actively participate in the collaboration, and monitoring the use of collaborative players' skills can timely discover and solve problems in the collaborative process.

[0050] In specific implementation, the system continuously allocates resources to the members of the triangular collaborative basic group during the game according to the resource allocation plan constructed in step S105. The specific way in which core players and collaborative players obtain resources can be flexibly implemented according to the game settings, such as adding exclusive rewards in game tasks or levels, or increasing the probability of players obtaining certain rare props. At the same time, the system detects the skill triggering frequency of collaborative players according to a preset time period, such as every 1 hour. The system extracts the skill usage records of collaborative players from the real-time game data, calculates the number of triggers of each skill in a cycle, and compares it with the preset trigger frequency threshold. If the trigger frequency is lower than the threshold, it indicates that the skill usage of the collaborative player is not ideal, and there may be problems such as insufficient cooperation or insufficient motivation.

[0051] During the process of detecting the skill trigger frequency, it may occur that certain skills have a low trigger frequency due to long cooldown times or harsh usage conditions, resulting in inaccurate detection results. To avoid the interference of these factors, the system can set different trigger frequency thresholds for different skills according to the game settings. For skills with longer cooldown times or more demanding usage conditions, the threshold can be appropriately lowered; while for skills with short cooldown times or flexible usage, the threshold can be appropriately increased. In addition, the system can also comprehensively consider factors such as the skill proficiency and task contribution of cooperative players to dynamically adjust the evaluation criteria for skill trigger frequency. For example, for cooperative players with high skill proficiency and large task contributions, even if their skill trigger frequency is occasionally lower than the threshold, the system can still consider their performance acceptable and does not need to immediately adjust the resource allocation.

[0052] S107. When the skill trigger frequency of a cooperative player is lower than the preset value, allocate resources to the cooperative player according to the third preset ratio.

[0053] When the skill trigger frequency of a cooperative player is lower than the preset value, the system allocates resources to the cooperative player according to the third preset ratio, and the third preset ratio is greater than the second preset ratio.

[0054] When the skill trigger frequency of a cooperative player is lower than the preset value, the system will increase its resource allocation ratio. This is a targeted incentive measure aimed at helping cooperative players improve the efficiency of skill use and better play their cooperative role. Increasing the resource allocation can provide cooperative players with more game items, enhancement materials, etc., enabling them to upgrade their skill levels or usage frequencies.

[0055] In specific implementation, when the system detects that the skill trigger frequency of a certain cooperative player is lower than the preset threshold, it will automatically trigger the adjustment mechanism of the resource allocation ratio. The system raises the allocation ratio of this cooperative player in the resource allocation plan to a preset value, which is higher than the original resource allocation ratio of cooperative players. The adjusted resource allocation plan will be continuously executed during the subsequent game process until the skill trigger frequency of this cooperative player returns to the normal level. At the same time, the system can also send a prompt message to this cooperative player, informing them that the skill usage situation is not ideal and suggesting that they strengthen the practice and use of the skill.

[0056] During the process of adjusting the resource allocation ratio, it may occur that the skill trigger frequency of cooperative players fails to reach the expected level for a long time, resulting in an imbalance in resource allocation. To address this situation, the system can set an upper limit for the resource allocation ratio. When the allocation ratio of a cooperative player reaches the upper limit, the system will no longer increase its ratio but instead adopt other incentive or assistance measures, such as providing exclusive skill training tasks for it, or arranging other players to provide targeted assistance and guidance. At the same time, the system can also dynamically adjust the preset threshold of the skill trigger frequency. When the frequencies of multiple cooperative players are relatively low, the system can appropriately lower the threshold to avoid overly punishing players; while when the overall frequency is high, the system can raise the threshold to encourage players to further improve their skill levels.

[0057] In the above embodiments, by collecting the real-time game data of virtual players, calculating the proficiency of skill combinations for classification, different players' game styles and areas of expertise can be accurately identified. Based on the resource conversion efficiency, core players and cooperative players are selected to form a basic triangular cooperation group, enabling the skills among team members to complement each other. By constructing a resource allocation plan based on the task progress rate, it can ensure the efficient utilization of resources. When it is detected that the skill trigger frequency of a cooperative player decreases, by increasing its resource allocation ratio, it can help the cooperative player maintain continuous combat output ability, ensuring that the core player obtains sufficient resources to play a leading role, and can also adjust the allocation strategy in a timely manner to maintain the combat effectiveness of the cooperative player, thereby improving the task completion efficiency of the entire group, enabling multiple virtual players to achieve tactical cooperation and optimal resource allocation, and thus increasing the similarity of tacit cooperation and tactical execution ability with real player teams during the game process.

[0058] In the above embodiments, the basic process of multi-virtual player cooperative game data processing is introduced, including core steps such as data collection, player classification, group construction, and resource allocation. However, during the actual game operation process, the adjustment of resource allocation may trigger a series of chain reactions, and a perfect monitoring and feedback mechanism needs to be established to maintain the stability of the system. To better illustrate the system response mechanism and core player update strategy after resource allocation adjustment, the following combines Figure 2 , to describe another method for processing multi-virtual player cooperative game data in the embodiments of the present application: Please refer to Figure 2 , which is another process schematic diagram of a method for processing multi-virtual player cooperative game data in the embodiments of the present application.

[0059] S201. Obtain the current resource storage amounts of each virtual player; Obtaining the current resource storage of each virtual player is the basis for monitoring the impact of resource allocation adjustment. This step can be achieved in various ways. For example, the system can regularly read the player's resource data from the game database, or it can update the resource storage in real time when the player performs operations to consume or obtain resources. The obtained resource storage data is not limited to specific resource types and can include various resources such as game currency, items, materials, etc., for comprehensive analysis and judgment in subsequent steps.

[0060] In specific implementation, the system can design a resource monitoring module that maintains real-time communication with the game server and the database. When a player obtains or consumes resources in the game, the game server sends relevant data to the resource monitoring module. The module updates the player's resource storage according to the data content and writes the updated data into the database. At the same time, the resource monitoring module can also actively read the player's resource storage data from the database at preset time intervals, such as every 5 minutes, to ensure the real-time and accuracy of the data.

[0061] S202. Calculate the actual ratio of the resource storage to the minimum resource amount required for skill release; The system calculates the actual ratio of the resource storage to the minimum resource amount required for skill release, specifically including: obtaining the maximum resource consumption for a single skill release in the skill combination of each virtual player; setting a preset second multiple of the maximum resource consumption as the minimum resource amount required for skill release; recording the minimum value of the resource storage in three consecutive preset second time periods; dividing the minimum value of the resource storage by the minimum resource amount required for skill release to obtain the actual ratio.

[0062] Calculating the actual ratio of the resource storage to the minimum resource amount required for skill release is the key to determining whether a player can use skills normally. This step introduces the concept of the minimum resource amount required for skill release, that is, the lower limit of the resource reserve that a player needs to have when using skills. This lower limit can be flexibly set according to the player's skill combination and cooldown time to ensure that the player has sufficient resources to handle different game situations. The actual ratio reflects the gap between the player's current resource reserve level and the minimum requirement.

[0063] In specific implementation, the system first needs to obtain the skill combination information of each player, including the resource consumption and cooldown time of each skill, etc. Then, the system finds out the skill with the largest resource consumption per single release in the skill combination of each player, and sets a preset multiple of its consumption as the minimum resource amount required for the skill release of this player. Next, the system calculates the resource storage amount of the player over multiple consecutive time periods and records the minimum value among them. Dividing this minimum value by the minimum resource amount calculated previously gives the actual ratio. When calculating the minimum resource amount, the preset multiple can be determined according to the balance of the game and the acceptance level of players, usually taking a value between 2 and 3. When calculating the resource storage amount, the length and number of consecutive time periods can also be set according to the rhythm of the game and the monitoring requirements, generally taking 3 to 5 time periods, and the length of each time period is 5 to 10 minutes.

[0064] S203. When the actual ratio is less than the preset threshold, stop calculating the adjusted task progress rate; When the actual ratio is less than the preset threshold, the system will stop calculating the adjusted task progress rate. This step is to avoid over-demanding the player to participate in the cooperative task when the player's resources are seriously insufficient, resulting in a decline in the game experience. The size of the preset threshold determines the sensitivity and tolerance of the system. The larger the threshold, the less likely the system is to trigger the stop mechanism, and the higher the requirements for the player; conversely, the smaller the threshold, the easier the system is to trigger the stop mechanism, giving the player more breathing room.

[0065] In specific implementation, after obtaining the actual ratio of the player, the system compares it with the preset threshold. If the actual ratio is less than the threshold, the system will immediately stop calculating the adjusted task progress rate for this player and mark this player as in a state of insufficient resources. In this state, the player will not be required to participate in the cooperative task, and the triangular group where the player is located will also temporarily suspend operation. The system will regularly check the actual ratio of the player in the state of insufficient resources. Once the ratio returns above the threshold, the state will be automatically lifted, allowing the player to participate in the cooperative task again. Stopping the calculation of the task progress rate does not mean completely excluding the player from the cooperative mechanism, but giving the player a time window to restore resources and adjust the state to ensure the long-term stable operation of the cooperative mechanism.

[0066] S204. Wait until the resource storage amount recovers to a preset first multiple of the minimum resource amount required for skill release, and then calculate the adjusted task progress rate of the resource allocation ratio; After waiting for the resource storage to recover to a preset first multiple of the minimum resources required for skill release, calculate the adjusted task progress rate based on the resource allocation ratio, specifically including: recording the skill trigger time points of each virtual player within the first preset first time period after the resource allocation ratio is adjusted; calculating the time intervals between adjacent two skill trigger time points; counting the number of times the time interval is less than the skill cooldown time; weighting the change value of the task completion percentage according to the number of times to obtain the adjusted task progress rate.

[0067] After the player's resource storage recovers to a certain level, the system will recalculate the adjusted task progress rate based on the resource allocation ratio. The purpose of this step is to evaluate the impact of resource allocation adjustment on the collaborative task execution efficiency to determine whether it is necessary to further optimize the resource allocation plan. The standard for resource storage recovery is to reach a preset multiple of the minimum resources required for skill release, and this multiple is usually greater than 1 to ensure that players have sufficient resource reserves to handle possible emergencies.

[0068] Specifically in implementation, the system continuously monitors the resource storage of players in a state of insufficient resources. Once it is found that a certain player's resource storage reaches the preset multiple of the minimum resources, the insufficient resource state of this player is automatically lifted, and the adjusted task progress rate is calculated. During the calculation, the system first records the time points when the player releases skills within the first time period after the resource allocation ratio is adjusted. Then, the system calculates the time intervals between adjacent two skill release time points and counts the number of times the interval is less than the skill cooldown time. This number of times reflects the frequency at which the player can immediately release the next skill after the skill cooldown when the resources are sufficient, and indirectly reflects the impact of resource allocation adjustment on the player's skill usage efficiency. Finally, the system weights the change value of the task completion percentage according to this number of times to obtain the adjusted task progress rate. The specific way of weighting can be designed according to the characteristics of the game and the feedback of players. For example, the more the number of times, the higher the weighting coefficient, indicating that the resource allocation adjustment has a more obvious promoting effect on task progress.

[0069] S205. When the adjusted task progress rate is lower than the pre-adjustment task progress rate for three consecutive preset second time periods, select the virtual player with the second highest resource conversion efficiency in the type to which the core player belongs to replace the core player to obtain the updated core player; If the adjusted task progress rate is lower than the rate before adjustment for multiple consecutive time periods, the system will activate the core player replacement mechanism and select the player with the second-highest resource conversion efficiency among players of the same type as the original core player as the new core player. This step is to address the situation where resource allocation adjustment fails to effectively improve collaboration efficiency. By replacing the core player, the composition of the triangular group is optimized, thereby improving the overall task completion efficiency. The number of consecutive time periods can be set according to the rhythm of the game and the monitoring requirements, usually taking 3 to 5 time periods, and the length of each time period is the same as that in step S202.

[0070] Specifically, when implemented, the system will record the task progress rate after each resource allocation adjustment and compare it with the rate before adjustment. If the adjusted rate is lower than the rate before adjustment for multiple consecutive time periods, the system will determine that the current resource allocation plan cannot effectively improve collaboration efficiency and a core player replacement is needed. The basic principle of replacement is to select the player with the second-highest resource conversion efficiency among players of the same type as the original core player as the new core player. The resource conversion efficiency of players can be calculated and updated through the method in step S103. Once the new core player is determined, the system will demote the original core player to an ordinary player and promote the new core player to be the core of the group. If the player with the second-highest resource conversion efficiency is already the core player of another group, the system will select the next player as the new core player.

[0071] S206. Reorganize the basic triangular collaboration group with the updated core player.

[0072] After determining the new core player, the system will reorganize the triangular collaboration group with this player. The reorganization process is similar to step S104, that is, among the adjacent types of the player type to which the new core player belongs, select the player with the highest resource conversion efficiency as the collaborative player, which will not be elaborated here.

[0073] In the above embodiments, by calculating the improvement degree of the target physical server in different resource dimensions and determining the weight coefficient according to the current overall load level of the data center, the scoring baseline can adapt to the changes in the importance of different resource dimensions. This dynamic weight allocation method considering the overall load level of the data center enables the scoring baseline to be adaptively adjusted according to the actual operating environment, reducing the evaluation deviation that may be caused by a fixed scoring standard. The adaptive scoring baseline obtained by weighted calculation of the improvement degree and the weight coefficient can more truly reflect the actual value of the migration plan in the current data center environment, improving the practicality of the evaluation results.

[0074] The following describes the system in the embodiments of the present invention application from the perspective of hardware processing. Please refer to Figure 3, which is a schematic structural diagram of an entity device of a collaborative game data processing system for multiple virtual players provided by an embodiment of the present application.

[0075] It should be noted that Figure 3 The structure of the system shown is only an example and should not bring any restrictions to the functions and usage scope of the embodiments of the present invention.

[0076] As Figure 3 shown, the system includes a central processing unit (CPU) 301, which can perform various appropriate actions and processes according to the program stored in the read-only memory (ROM) 302 or the program loaded from the storage part 308 into the random access memory (RAM) 303, such as executing the methods in the above embodiments. In the RAM 303, various programs and data required for system operation are also stored. The CPU 301, ROM 302, and RAM 303 are connected to each other through a bus 304. The input / output (I / O) interface 305 is also connected to the bus 304.

[0077] The following components are connected to the I / O interface 305: an input part 306 including a camera, an infrared sensor, etc.; an output part 307 including a liquid crystal display (LCD) and a speaker, etc.; a storage part 308 including a hard disk, etc.; and a communication part 309 including a network interface card such as a LAN (Local Area Network) card, a modem, etc. The communication part 309 performs communication processing via a network such as the Internet. The drive 310 is also connected to the I / O interface 305 as needed. A removable medium 311, such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc., is installed on the drive 310 as needed so that the computer program read from it can be installed into the storage part 308 as needed.

[0078] Specifically, according to the embodiments of the present invention, the process described above with reference to the flowchart can be implemented as a computer software program. For example, the embodiments of the present invention include a computer program product, which includes a computer program carried on a computer-readable medium, and the computer program contains a computer program for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from the network through the communication part 309, and / or installed from the removable medium 311. When the computer program is executed by the central processing unit (CPU) 301, various functions defined in the present invention are executed.

[0079] It should be noted that the computer-readable medium shown in the embodiments of the present invention can be a computer-readable signal medium, a computer-readable storage medium, or any combination of the two. A computer-readable storage medium can be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the above. More specific examples of the computer-readable storage medium can include, but are not limited to: an electrical connection with one or more wires, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM), a flash memory, an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above. In the present invention, the computer-readable storage medium can be any tangible medium that contains or stores a program, and this program can be used by or in combination with an instruction execution system, apparatus, or device. In the present invention, the computer-readable signal medium can include a data signal propagated in a baseband or as part of a carrier wave, which carries a computer-readable computer program. Such a propagated data signal can take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above.

[0080] The flowcharts and block diagrams in the accompanying drawings illustrate the possible architectures, functions, and operations of systems, methods, and computer program products according to various embodiments of the present invention. Among them, each block in the flowchart or block diagram can represent a module, a program segment, or a part of code, and the above module, program segment, or part of code contains one or more executable instructions for implementing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order from that marked in the accompanying drawings. For example, two consecutive blocks shown may actually be executed substantially in parallel, and they may sometimes be executed in the reverse order, depending on the functions involved. It should also be noted that each block in the block diagram or flowchart, and the combination of blocks in the block diagram or flowchart, can be implemented by a dedicated hardware-based system that performs the specified functions or operations, or can be implemented by a combination of dedicated hardware and computer instructions.

[0081] As another aspect, the present invention also provides a computer-readable storage medium, which may be included in the system described in the above embodiments; or may exist alone without being assembled into the system. The above storage medium carries one or more computer programs, and when the one or more computer programs are executed by a processor of a system, the system implements the method provided in the above embodiments.

[0082] As described above, the above embodiments are only used to illustrate the technical solutions of the present application, and are not intended to limit them; although the present application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: they can still modify the technical solutions described in the foregoing embodiments, or perform equivalent replacements on some of the technical features; and these modifications or replacements do not make the essence of the corresponding technical solutions deviate from the scope of the technical solutions of the various embodiments of the present application.

[0083] As used in the above embodiments, depending on the context, the term "when..." can be interpreted as "if...", "after...", "in response to determining...", or "in response to detecting...". Similarly, depending on the context, the phrase "when determining..." or "if detecting (the stated condition or event)" can be interpreted as "if determining...", "in response to determining...", "when detecting (the stated condition or event)", or "in response to detecting (the stated condition or event)".

[0084] 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 one or more computer instructions. When the computer program instructions are loaded and executed on a computer, the processes or functions described in the embodiments of the present application are generated in whole or in part. The computer may be a general-purpose computer, a special-purpose computer, a computer network, or other programmable devices. The computer instructions may be stored in a computer-readable storage medium, or transmitted from one computer-readable storage medium to another computer-readable storage medium. For example, the computer instructions may be transmitted from a website, computer, server, or data center to another website, computer, server, or data center by wire (such as coaxial cable, optical fiber, digital subscriber line) or wirelessly (such as infrared, wireless, microwave, etc.). The computer-readable storage medium may be any available medium that can be accessed by a computer or a data storage device such as a server or data center that includes one or more available media integrated. The available medium may 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 drive), etc.

[0085] Those of ordinary skill in the art can understand that all or part of the processes in the methods of the above embodiments can be completed by relevant hardware instructed by a computer program. This program can be stored in a computer-readable storage medium. When this program is executed, it can include the processes of the above method embodiments. The aforementioned storage medium includes various media that can store program codes, such as ROM or random access memory RAM, magnetic disks, or optical discs.

Claims

1. A collaborative game data processing method for multiple virtual players, characterized in that, Including: Collecting real-time game data of multiple virtual players, where the real-time game data includes skill usage records and task completion percentages; Calculating the skill combination proficiency of each virtual player according to the skill usage records, and dividing the virtual players into several types based on the skill combination proficiency; Calculating the resource conversion efficiency of each type of virtual player, where the resource conversion efficiency is the ratio of the increment of the task completion percentage corresponding to the unit resource consumption to the average value of the task completion percentage increments of all virtual players; Selecting the virtual player with the highest resource conversion efficiency as the core player, and respectively selecting the virtual player with the highest resource conversion efficiency in the adjacent types of the type to which the core player belongs as the collaborative player to form a basic triangular collaboration group; Calculating the task advancement rate of the basic triangular collaboration group, and constructing a resource allocation plan based on the task advancement rate. The resource allocation plan is to allocate resources to the core player according to a first preset ratio, and allocate the resources to the collaborative player according to a second preset ratio, where the sum of the first preset ratio and the second preset ratio is 1; Allocating the resources to each virtual player according to the resource allocation plan, and detecting the skill trigger frequencies of each virtual player in the basic triangular collaboration group at a preset cycle; When the skill trigger frequency of the collaborative player is lower than a preset value, allocating the resources to the collaborative player according to a third preset ratio, where the third preset ratio is greater than the second preset ratio.

2. The method according to claim 1, wherein The step of calculating the skill combination proficiency of each virtual player according to the skill usage records and dividing the virtual players into several types based on the skill combination proficiency specifically includes: Counting the usage times and skill effect trigger times of each skill in the skill usage records; Calculating the proficiency index of each skill, where the proficiency index is the ratio of the skill effect trigger times to the skill usage times; Taking the weighted average of the proficiency indices corresponding to the skill combinations with the usage times of each virtual player greater than a preset number as the skill combination proficiency; Dividing the skill combination proficiency into several types according to a preset interval threshold.

3. The method according to claim 1, wherein The step of calculating the task advancement rate of the basic triangular collaboration group specifically includes: Recording the task completion percentages of the basic triangular collaboration group in three consecutive preset first time periods; Calculating the change value of the task completion percentage in each preset first time period; Dividing the change value by the duration of the preset first time period to obtain the task advancement rate.

4. The method according to claim 1, wherein After allocating the resources to the collaborative player according to the third preset ratio when the skill trigger frequency of the collaborative player is lower than the preset value, the method further includes: Calculating the task advancement rate after the adjustment of the resource allocation ratio; When the adjusted task advancement rate is lower than the task advancement rate before adjustment for three consecutive preset second time periods, selecting the virtual player with the second highest resource conversion efficiency in the type to which the core player belongs to replace the core player to obtain an updated core player; Re - form the basic triangular cooperation group using the updated core players.

5. The method according to claim 4, wherein Calculating the adjusted task advancement rate of the resource allocation ratio specifically includes: Recording the skill trigger time points of each virtual player within the first preset first time period after the adjustment of the resource allocation ratio; Calculating the time interval between two adjacent skill trigger time points; Counting the number of times the time interval is less than the skill cooldown time; Weighting the change value of the task completion percentage according to the number of times to obtain the adjusted task advancement rate.

6. The method according to claim 4, characterized in that, Before calculating the adjusted task advancement rate of the resource allocation ratio, the method further includes: Obtaining the current resource storage amount of each virtual player; Calculating the actual ratio of the resource storage amount to the minimum resource amount required for skill release; When the actual ratio is less than the preset threshold, stop calculating the adjusted task advancement rate; Wait until the resource storage amount resumes to a preset first multiple of the minimum resource amount required for skill release, and then execute the step of calculating the adjusted task advancement rate of the resource allocation ratio.

7. The method according to claim 6, characterized in that Calculating the actual ratio of the resource storage amount to the minimum resource amount required for skill release specifically includes: Obtaining the maximum resource consumption amount for a single skill release in the skill combination of each virtual player; Setting a preset second multiple of the maximum resource consumption amount as the minimum resource amount required for skill release; Recording the minimum value of the resource storage amount within three consecutive preset second time periods; Dividing the minimum value of the resource storage amount by the minimum resource amount required for skill release to obtain the actual ratio.

8. A collaborative game data processing system for multiple virtual players, characterized in that, The system includes: One or more processors and a memory; the memory is coupled to the one or more processors, the memory is used to store computer program code, the computer program code includes computer instructions, and the one or more processors call the computer instructions to enable the system to execute the method according to any one of claims 1 - 7.

9. A computer-readable storage medium, comprising instructions, characterized in that, When the instruction runs on the system, enabling the system to execute the method according to any one of claims 1 - 7.

10. A computer program product, characterized in that, When the computer program product runs on the system, enabling the system to execute the method according to any one of claims 1 - 7.

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