A multi-virtual-player cooperative game data processing method and system
By collecting game data from virtual players, calculating skill combination proficiency and resource conversion efficiency, forming triangular collaborative teams, and dynamically adjusting resource allocation, the problem of insufficient tactical cooperation among virtual player teams is solved, improving the efficiency and realism of task completion in the game.
Patent Information
- Application Number
- CN202510385688.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-29
- Publication Date
- 2025-11-04
- Estimated Expiration
- 2045-03-29
AI Technical Summary
In multiplayer online cooperative games, the lack of tactical collaboration and resource sharing among virtual player teams leads to low overall combat effectiveness, affecting the gaming experience and realism.
By collecting real-time game data from virtual players, calculating skill combination proficiency and classifying them, the player with the highest resource conversion efficiency is selected as the core player and collaborating player to form a basic triangular collaborative group. A resource allocation plan is constructed, and the resource allocation ratio of collaborating players is increased when the skill trigger frequency of collaborating players decreases, so as to achieve tactical collaboration and optimized resource allocation.
It improved the teamwork and tactical execution capabilities of virtual player teams, enhanced the efficiency of task completion during gameplay, ensured the leading role of core players and adjusted allocation strategies in a timely manner to maintain the combat effectiveness of collaborating players, and improved the collaborative experience with real player teams.
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Figure CN120242472B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The application belongs to the field of virtual reality processing software, and particularly relates to a multi-virtual-player cooperative game data processing method and system. BACKGROUND
[0002] With the popularity of mobile Internet and smart devices, multi-player online cooperative games are increasingly becoming one of the main entertainment ways of people. In multi-player online cooperative games, when the number of players is insufficient, virtual players are usually needed to join the team to supplement the team to maintain the interest and playability of the game. However, the traditional virtual players often show mechanical behavior patterns, and it is difficult for them to make flexible responses according to the actual game scene, which affects the experience effect and realism of the game.
[0003] In the related art, a large amount of game data of real players can be collected for training, so that the virtual players can imitate the operation habits and strategy selection of the real players. The technology adopts a behavior cloning algorithm, inputs the collected player state-action pair data into a neural network for training, so that the virtual players can make relatively reasonable responses in a specific game scene, and the intelligence level of the virtual players is improved.
[0004] However, when multiple virtual players participate in the game at the same time, each virtual player makes independent decisions, and it is difficult for them to make tactical cooperation and resource sharing like a real player team, resulting in low overall combat effectiveness of the virtual player team and reducing the realism of the team cooperation experience. SUMMARY
[0005] The application provides a multi-virtual-player cooperative game data processing method and system, which is used for enabling multiple virtual players to realize tactical cooperation and resource optimization, so as to improve the similarity of tacit cooperation and tactical execution ability with a real player team in the game process.
[0006] In a first aspect, the application provides a multi-virtual-player cooperative game data processing method, which collects real-time game data of multiple virtual players, and the real-time game data includes skill usage records and task completion percentages;
[0007] According to the skill usage records, the skill combination proficiency of each virtual player is calculated, and the virtual players are divided into several types based on the skill combination proficiency;
[0008] The resource conversion efficiency of virtual players of each type is calculated, and 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 increments of the task completion percentages of all virtual players;
[0009] Select the highest resource conversion efficiency corresponding to the virtual player as the core player, and select the highest resource conversion efficiency in the adjacent type of the core player's type as the collaborative player to form a triangular collaborative basic group;
[0010] Calculate the task promotion rate of the triangular collaborative basic group, and construct a resource allocation scheme based on the task promotion rate, the resource allocation scheme being to allocate resources to the core player according to a first preset proportion, and to allocate resources to the collaborative player according to a second preset proportion, the sum of the first preset proportion and the second preset proportion being 1;
[0011] According to the resource allocation scheme, allocate resources to each virtual player, and detect the skill trigger frequency of each virtual player in the triangular collaborative basic group according to a preset period;
[0012] When the skill trigger frequency of the collaborative player is lower than a preset value, allocate resources to the collaborative player according to a third preset proportion, the third preset proportion being greater than the second preset proportion.
[0013] By adopting the above technical solutions, by collecting the real-time game data of the virtual players, calculating the skill combination proficiency for classification, the game style and the field of expertise of different players can be accurately identified. Based on the resource conversion efficiency, the core player and the collaborative player are selected to form a triangular collaborative basic group, so that the skills of the team members can be complementary. By constructing a resource allocation scheme based on the task promotion rate, the resources can be used efficiently. When the skill trigger frequency of the collaborative player is detected to be reduced, by increasing the resource allocation proportion of the collaborative player, the continuous battle output ability of the collaborative player can be helped, and the core player can be ensured to have enough resources to play a leading role, and the battle power of the collaborative player can be adjusted in time to maintain the task completion efficiency of the whole group, so as to improve the task completion efficiency of the whole group, so that multiple virtual players can realize tactical cooperation and resource optimization, thereby improving the similarity of tacit cooperation and tactical execution ability with the real player team in the game process.
[0014] In combination with some embodiments of the first aspect, in some embodiments, the skill combination proficiency of each virtual player is calculated according to the skill usage record, and the virtual players are divided into several types based on the skill combination proficiency, specifically including:
[0015] The number of times of using each skill and the number of times of triggering the skill effect in the skill usage record are counted;
[0016] The proficiency index of each skill is calculated, the proficiency index being the ratio of the number of times of triggering the skill effect to the number of times of using the skill;
[0017] The weighted average value of the proficiency index corresponding to the skill combination of each virtual player is taken as the skill combination proficiency, the number of times of using the skill being greater than a preset number;
[0018] The skill combination proficiency is divided into several types according to preset interval thresholds.
[0019] By using the above technical solution, the proficiency index is calculated by counting the skill use frequency and effect trigger frequency, and the proficiency index of the skill combination with high use frequency is weighted and averaged to obtain accurate skill combination proficiency. The preset interval threshold is used for classification and division, so that the skill use characteristics of the player can be accurately quantified and evaluated. This classification method based on actual data can objectively reflect the skill proficiency level of the player and reduce the deviation caused by subjective judgment. By considering the proficiency of skill combination instead of single skill, the actual combat capability of the player is more comprehensively reflected, so that the skill cooperation between different types of players is more reasonable, and the overall cooperative combat effect of the team is improved.
[0020] In combination with some embodiments of the first aspect, in some embodiments, the task advancement rate of the triangular cooperative basic team is calculated, specifically including:
[0021] Recording the task completion percentage of the triangular cooperative basic team in the consecutive three preset first time periods;
[0022] Calculating the change value of the task completion percentage in each preset first time period;
[0023] Dividing the change value by the length of the preset first time period to obtain the task advancement rate.
[0024] By using the above technical solution, the task advancement rate is calculated by the task completion percentage in the consecutive three time periods, and the change of the task completion progress is quantitatively evaluated in association with time. This calculation method considers the data of consecutive multiple time periods, reducing the deviation caused by the fluctuation of data in a single time period. By dividing the change value of the task completion percentage by the length of the time period, the task advancement rate obtained can objectively reflect the actual combat efficiency of the team, so that the evaluation of the team cooperation effect is more accurate and reliable, and the rationality of resource allocation and the overall efficiency of team combat are improved.
[0025] In combination with some embodiments of the first aspect, in some embodiments, after the resource is allocated to the cooperative player according to the third preset proportion when the skill trigger frequency of the cooperative player is lower than the preset value, the method further includes:
[0026] Calculating the task advancement rate after adjusting the allocation proportion of the resource;
[0027] When the adjusted task advancement rate is lower than the task advancement rate before adjustment for three consecutive preset second time periods, a virtual player with the second highest resource conversion efficiency in the type to which the core player belongs is selected to replace the core player to obtain an updated core player;
[0028] Reorganize the triangle coordination basic team with the updated core player.
[0029] By adopting the technical scheme, the core player is replaced when the task progress rate after the adjustment of the resource allocation ratio is lower than that before the adjustment for three continuous time periods, and dynamic adjustment of the core power of the team is realized. The replacement mechanism based on actual effect avoids continuous decrease of team efficiency caused by performance decline of the core player. The second-highest resource conversion efficiency of the same type is selected as the substitute to ensure that the core player after replacement still has strong combat capability. The new core player can quickly integrate into the team coordination system through reorganization of the coordination team. The dynamic adjustment mechanism improves the stability of team combat, enables the team to maintain high combat efficiency, and enhances the ability of the team to cope with long-term combat tasks.
[0030] In combination with some embodiments of the first aspect, in some embodiments, the task progress rate after the adjustment of the allocation ratio of the computing resource specifically includes:
[0031] Record the skill trigger time points of each virtual player in a first preset first time period after the adjustment of the allocation ratio of the resource;
[0032] Calculate the time interval between adjacent skill trigger time points;
[0033] Count the number of times when the time interval is less than the skill cooling time;
[0034] Weight the change value of the task completion percentage according to the number of times to obtain the adjusted task progress rate.
[0035] By adopting the technical scheme, the skill trigger time points of each virtual player in a first preset first time period after the adjustment of the allocation ratio of the resource are recorded, the interval between adjacent skill trigger time points is calculated, and the number of times when the interval is less than the skill cooling time is counted, so that the skill release intensity of the player after the adjustment of the resource can be accurately measured. When the player frequently releases skills in a short time, it often means higher output efficiency and better skill connection. Such high-frequency skill release will directly affect the task completion efficiency. By analyzing the skill trigger time interval and using the statistical result for weighted calculation of the change value of the task completion percentage, the calculation of the task progress rate fully considers the operation proficiency and rationality of skill use of the player, and reduces the data deviation that may be caused by calculation of the change value of the task completion percentage.
[0036] In combination with some embodiments of the first aspect, in some embodiments, before calculating the task progress rate after the adjustment of the allocation ratio of the computing resource, the method further includes:
[0037] Obtain the current resource storage amount of each virtual player;
[0038] an actual ratio of the resource storage amount to a minimum resource amount required for releasing the skill;
[0039] stopping the calculation of the adjusted task progress rate when the actual ratio is less than the preset threshold;
[0040] waiting for the resource storage amount to recover to a preset first multiple of the minimum resource amount required for releasing the skill before performing the step of adjusting the distribution proportion of the calculation resource of the task progress rate.
[0041] By adopting the technical solution, the resource storage amount detection link is added before the calculation of the adjusted task progress rate, and the ratio of the current resource storage amount of each virtual player to the minimum resource amount required for releasing the skill is compared with the preset threshold, so that the insufficient resource reserve condition can be found in time. When the resource reserve is lower than the safety threshold, the progress rate calculation is suspended and the resource is waited to recover to the preset multiple, and this mechanism can avoid distorted data obtained by calculating the progress rate in the resource shortage state. Since the resource storage amount directly affects the ability of the player to release the skill, insufficient resources will limit the skill release, so that the calculation result of the task progress rate cannot truly reflect the actual combat capability 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 normal battle state of the team, and the reliability of the rate data is improved.
[0042] In some embodiments of the first aspect, the actual ratio of the resource storage amount to the minimum resource amount required for releasing the skill is calculated, specifically comprising:
[0043] obtaining the maximum resource consumption amount of single skill release in the skill combination of each virtual player;
[0044] setting a preset second multiple of the maximum resource consumption amount as the minimum resource amount required for releasing the skill;
[0045] recording the minimum value of the resource storage amount in the last three preset second time periods;
[0046] dividing the minimum value of the resource storage amount by the minimum resource amount required for releasing the skill to obtain the actual ratio.
[0047] By adopting the technical solution, a resource reserve standard based on actual skill consumption is established by analyzing the maximum resource consumption of a single skill release in a virtual player's skill combination and taking a preset multiple thereof as the minimum resource amount required for skill release. The minimum value of the resource storage amount in three consecutive preset time periods is recorded and the actual ratio is calculated. This method takes into account the volatility of the resource storage amount and avoids the contingency that may be caused by using the instantaneous value. Since there are differences in skill combinations and resource consumption patterns of different players, the personalized minimum resource amount calculation method can more accurately evaluate the resource reserve status of each player. The resource storage amount evaluation method based on skill consumption characteristics enables the system to accurately identify the resource safety margin of each player, thereby ensuring the continuity of skill release while avoiding the situation that the battle rhythm is affected due to low resource reserve, and improving the smoothness and sustainability of team combat.
[0048] In a second aspect, the embodiments of the present application provide a multi-virtual player cooperative game data processing system, the multi-virtual player cooperative game data processing system comprising: one or more processors and a memory; the memory is coupled with the one or more processors, and the memory is configured to store computer program codes, the computer program codes comprising computer instructions, and the one or more processors are configured to invoke the computer instructions to enable the system to perform the method described in the first aspect and any possible implementation manner of the first aspect.
[0049] In a third aspect, the embodiments of the present application provide a computer readable storage medium, comprising instructions, when the instructions are executed on a system, the system is enabled to perform the method described in the first aspect and any possible implementation manner of the first aspect.
[0050] In a fourth aspect, the embodiments of the present application provide a computer program product, when the computer program product is executed on a system, the system is enabled to perform the method described in any possible implementation manner of the first aspect.
[0051] The one or more technical solutions provided in the embodiments of the present application have at least the following technical effects or advantages:
[0052] 1. The application provides a multi-virtual player cooperative game data processing method, which comprises the following steps: collecting real-time game data of virtual players, calculating skill combination proficiency for classification, and accurately identifying different players' game styles and areas of expertise. Based on resource conversion efficiency, core players and cooperative players are selected to form a triangular cooperative basic group, so that the skills of team members can be complementary. A resource allocation scheme is constructed by task promotion rate, which can ensure that resources are used efficiently. When the skill trigger frequency of the cooperative player is detected to be reduced, the resource allocation ratio of the cooperative player is increased to help the cooperative player maintain sustained combat output capability, ensuring that the core player has enough resources to play a leading role, and adjusting the allocation strategy in time 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 improving the similarity of tacit cooperation and tactical execution ability with real player teams in the game process.
[0053] 2. The application provides a multi-virtual player cooperative game data processing method, which comprises the following steps: 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, so that the scoring baseline can adapt to the importance change of different resource dimensions. This dynamic weight allocation method considering the overall load level of the data center can adaptively adjust the scoring baseline according to the actual running environment, reducing the evaluation deviation that may be caused by fixed scoring standards. The adaptive scoring baseline obtained by weighting the improvement degree and the weight coefficient can more truly reflect the actual value of the migration scheme in the current data center environment, improving the practicality of the evaluation result.
[0054] 3. The application provides a multi-virtual player cooperative game data processing method, which comprises the following steps: increasing the resource storage amount detection link before calculating the adjusted task promotion rate, 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, and discovering the resource shortage in time. When the resource reserve is lower than the safety threshold, the promotion rate calculation is suspended and the resource is restored to the preset multiple, which can avoid distorted data caused by rate calculation in a resource scarce state. Since the resource storage amount directly affects the player's ability to release skills, resource shortage will limit skill release, so that the calculation result of the task promotion rate cannot truly reflect the actual combat capability of the team. By introducing the monitoring and waiting mechanism of resource storage amount, it is ensured that the calculation of task promotion rate is based on the normal combat state of the team, improving the reliability of the rate data. BRIEF DESCRIPTION OF DRAWINGS
[0055] Figure 1 is a flowchart of a multi-virtual player cooperative game data processing method in the embodiments of the application.
[0056] Figure 2 is another flowchart of a method for processing cooperative game data of multiple virtual players in an embodiment of the present application.
[0057] Figure 3 is a schematic diagram of a physical device structure of a system for processing cooperative game data of multiple virtual players provided in an embodiment of the present application. DETAILED DESCRIPTION
[0058] The terms used in the following embodiments of the present application are only for the purpose of describing the specific embodiments and are not intended to be limiting of the present application. As used in the specification and the appended claims of the present application, the singular forms "a," "an" and "the" are intended to include plural forms as well, unless the context clearly indicates otherwise. It will be further understood that the terms "and / or" as used herein refer to any or all possible combinations of one or more of the associated listed items.
[0059] Hereinafter, the terms "first" and "second" are only used for the purpose of description and cannot be understood as implying or suggesting relative importance or implicitly indicating the number of the indicated technical features. Therefore, the features defined with "first" and "second" can explicitly or implicitly include one or more of the features, and in the description of the embodiments of the present application, the meaning of "multiple" is two or more, unless otherwise specified.
[0060] The following describes an embodiment of the present application in conjunction with Figure 1 A method for processing cooperative game data of multiple virtual players in an embodiment of the present application is described.
[0061] Please refer to Figure 1 is a flowchart of a method for processing cooperative game data of multiple virtual players in an embodiment of the present application.
[0062] S101, collect game real-time data of multiple virtual players;
[0063] The system collects game real-time data of multiple virtual players, and the game real-time data includes skill usage records and task completion percentages.
[0064] The system collects game real-time data of multiple virtual players, which is the first step of the multi-virtual player cooperative game data processing method. This step can be implemented in various ways, for example, the system can periodically obtain game data of each virtual player from the game server, or it can record relevant data in real time when the virtual player performs game operations. The collected game real-time data is not limited to skill usage records and task completion percentages, but can also include information such as the level, equipment, and consumed game resources of the virtual player, to facilitate more comprehensive analysis and processing in subsequent steps.
[0065] Specifically, the system can collect game real-time 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 relevant information to the game server; after the game server receives the data, it stores it in the database and periodically synchronizes the data to the data processing system. In addition, the system can also obtain game data of virtual players by analyzing game log files.
[0066] S102、According to the skill usage record, calculate the skill combination proficiency of each virtual player, and divide the virtual players into several types based on the skill combination proficiency;
[0067] The system calculates the skill combination proficiency of each virtual player according to the skill usage record, and divides the virtual players into several types based on the skill combination proficiency, specifically including: counting the number of times each skill is used and the number of times the skill effect is triggered in the skill usage record; calculating the proficiency index of each skill, which is the ratio of the number of times the skill effect is triggered to the number of times the skill is used; the weighted average of the proficiency index corresponding to the skill combination of each virtual player whose usage frequency is greater than the preset frequency is used as the skill combination proficiency; the skill combination proficiency is divided into several types according to the preset interval threshold.
[0068] According to the skill usage record, calculate the skill combination proficiency of each virtual player, and divide the virtual players into several types based on the skill combination proficiency, which is one of the key steps of the method. This step can flexibly select indicators and methods to calculate the skill combination proficiency, in addition to the number of times the skill effect is triggered and the number of times the skill is used, it can also consider factors such as the timing of skill use and the degree of influence on the game. The division of virtual players is not limited to the preset interval threshold, and the number and boundaries of types can be dynamically adjusted according to actual conditions.
[0069] In practice, the system extracts skill usage records for each virtual player from real-time game data, including the number of times each skill was used, the number of times its effect was triggered, and the usage time. Then, the system calculates the proficiency index for each skill, which is the ratio of the number of effect triggers to the number of uses; this index reflects the virtual player's proficiency with the skill. Next, the system identifies the skill combinations that each virtual player uses most frequently and calculates the weighted average of the proficiency indices of these skill combinations as the virtual player's skill combination proficiency. Finally, based on preset proficiency range thresholds, the system categorizes all virtual players into several types, such as beginner, experienced, and expert.
[0070] When calculating skill combination proficiency, some skills may be used infrequently, making their proficiency index unrepresentative. To avoid these skills affecting the overall evaluation results, the system can set a lower limit for the number of times a skill is used. Skills used below this limit will be removed or have their weight reduced when calculating the weighted average.
[0071] S103. Calculate the resource conversion efficiency for each type of virtual player;
[0072] The system calculates the resource conversion efficiency for each type of virtual player. The resource conversion efficiency is the ratio of the increase in the percentage of task completion corresponding to a unit of resource consumption to the average increase in the percentage of task completion for all virtual players.
[0073] Calculating the resource conversion efficiency for each type of virtual player is an important indicator for evaluating virtual player performance. Resource conversion efficiency reflects a virtual player's ability to convert game resources into task progress; the higher the indicator, the more efficient the player is. The resource consumption and task completion percentages in this step can be flexibly selected according to the specific game settings, and are not limited to specific resource or task types.
[0074] In practice, the system first needs to extract resource consumption and task completion records for each virtual player from real-time game data, including the type, quantity, and time of resource consumption, as well as the task completion percentage and completion time. Then, the system calculates the average resource consumption and average task completion percentage increment for each type of virtual player. Next, the system calculates the task completion percentage increment corresponding to a unit of resource consumption, that is, dividing 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 for that type of player.
[0075] S104, select the virtual player corresponding to the highest resource conversion efficiency as the core player, and select the virtual player with the highest resource conversion efficiency in the adjacent type of the type to which the core player belongs as the collaborative player, to form a triangular collaborative basic group;
[0076] Selecting the core player and the collaborative player to form a triangular collaborative basic group is the key to building an efficient collaboration mechanism. The way to select players in this step is not limited to the highest resource conversion efficiency, but also takes into account the player's level, game duration, social relationship, etc. In addition, the selection range of the collaborative player is not limited to the adjacent type of the type to which the core player belongs, but can be expanded or reduced according to the actual situation.
[0077] In specific implementation, the system first selects the player with the highest resource conversion efficiency from all virtual players as the core player according to the resource conversion efficiency calculated in step S103. Then, the system determines the type of the core player, and selects the two players with the highest resource conversion efficiency in the adjacent type of the type as the collaborative players, and forms a triangular collaborative basic group with the core player. The adjacent type can be the two types before and after the type to which the core player belongs in the player type list. If the number of players in the adjacent type is insufficient, the system can continue to expand the type range forward or backward until two collaborative players are selected.
[0078] When selecting the core player and the collaborative player, there may be multiple players with the same resource conversion efficiency, making it impossible to select. To solve this problem, the system can introduce other evaluation indicators, such as the player's game duration, task completion number, social activity, etc., as a supplement to the resource conversion efficiency. When the efficiency is the same, the system selects the player with the highest score according to the comprehensive score of these indicators as the core player or the collaborative player. At the same time, the system can also dynamically adjust the triangular collaborative basic group, and regularly update the group members according to the player's 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 indicators of the players every week, and replace the collaborative players who perform poorly.
[0079] S105, calculate the task promotion rate of the triangular collaborative basic group, and build a resource allocation scheme based on the task promotion rate;
[0080] The system calculates the task advancement rate of the triangular collaborative basic group, and constructs a resource allocation scheme based on the task advancement rate. The resource allocation scheme allocates resources to core players according to a first preset proportion, and allocates resources to collaborative players according to a second preset proportion. The sum of the first preset proportion and the second preset proportion is 1. Specifically: record the task completion percentage of the triangular collaborative basic group in the continuous three 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 length of the preset first time period to obtain the task advancement rate.
[0081] Calculating the task advancement rate of the triangular collaborative basic group and constructing a resource allocation scheme are important means to achieve efficient collaboration. The task advancement rate reflects the ability of the group to advance the task progress in unit time. The higher the index, the higher the efficiency of the group collaboration. The resource allocation scheme determines the proportion of game resources obtained by the group members. A reasonable allocation scheme can encourage core players and collaborative players to better play their respective roles.
[0082] In specific implementation, the system first needs to record the task completion percentage of the triangular collaborative basic group in a certain time period. This time period 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, which is the completion percentage of the latter interval minus the completion percentage of the former interval. Next, the system divides the change value by the length of the time interval to obtain the task advancement rate in that interval. Finally, the system takes the average of the task advancement rates of all intervals as the overall task advancement rate of the group. When constructing the resource allocation scheme, the system allocates game resources to core players and collaborative players according to a preset proportion. Core players obtain a higher proportion of resources to encourage them to play a leading role. Collaborative players obtain a relatively lower proportion of resources, but it is enough to support them in assisting core players to advance the task.
[0083] In the process of calculating the task advancement rate, there may be fluctuations or reversals in the task progress in some time intervals, affecting the calculation result 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 adjacent intervals, or eliminating abnormal values with a large change amplitude. In addition, the system can dynamically adjust the proportion coefficient in the resource allocation scheme 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 proportion of core players to further encourage them to play a role. When the task advancement rate is low, the system can increase the resource allocation proportion of collaborative players to encourage them to participate in task collaboration more actively.
[0084] S106, allocate resources to each virtual player according to the resource allocation scheme, and detect the skill trigger frequency of each virtual player in the triangular cooperative basic group according to a preset period;
[0085] According to the resource allocation scheme, resources are allocated to each virtual player, and the skill trigger frequency of the cooperative player is detected periodically. It is an important measure to ensure the normal operation of the cooperation mechanism. Reasonable resource allocation can encourage players to actively participate in cooperation, and monitoring the skill use of cooperative players can timely discover and solve problems in the cooperation process.
[0086] In specific implementation, the system allocates resources to the members of the triangular cooperative basic group during the game process according to the resource allocation scheme constructed in step S105. The specific way of obtaining resources for the core player and the cooperative player can be flexibly implemented according to the game settings, such as increasing exclusive rewards in game tasks or levels, or increasing the probability of obtaining certain rare props, etc. At the same time, the system detects the skill trigger frequency of the cooperative player according to a preset time period, such as every 1 hour. The system extracts the skill use record of the cooperative player from the real-time game data, calculates the trigger times of each skill in a period, and compares it with the preset trigger frequency threshold. If the trigger frequency is lower than the threshold, it indicates that the skill use of the cooperative player is not ideal, and there may be problems such as lack of tacit cooperation or lack of motivation.
[0087] In the process of detecting the skill trigger frequency, some skills may have low trigger frequency due to long cooling time or harsh use conditions, resulting in inaccurate detection results. In order 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 long cooling time or harsh use conditions, their thresholds can be appropriately lowered; while for skills with short cooling time or flexible use, their thresholds can be appropriately increased. In addition, the system can also consider the skill proficiency, task contribution, etc. of the cooperative player, and dynamically adjust the evaluation standard of the skill trigger frequency. For example, for a cooperative player with high skill proficiency and high task contribution, even if its skill trigger frequency occasionally falls below the threshold, the system can consider it as acceptable and does not need to adjust the resource allocation immediately.
[0088] S107, 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 proportion.
[0089] When the skill trigger frequency of the cooperative player is lower than the preset value, the system allocates resources to the cooperative player according to a third preset proportion, and the third preset proportion is greater than the second preset proportion.
[0090] When the skill trigger frequency of a cooperative player is lower than a preset value, the system will increase its resource allocation ratio, which is a targeted incentive measure to help cooperative players improve skill usage efficiency and better play a cooperative role. Increasing resource allocation can provide cooperative players with more game props, reinforcement materials, etc., so that they can improve skill level or usage frequency.
[0091] In specific implementation, when the system detects that the skill trigger frequency of a cooperative player is lower than a preset threshold, it will automatically trigger the adjustment mechanism of the resource allocation ratio. The system will increase the allocation ratio of the cooperative player in the resource allocation scheme to a preset value, which is higher than the original resource allocation ratio of the cooperative player. The adjusted resource allocation scheme will continue to be executed in the subsequent game process until the skill trigger frequency of the cooperative player returns to normal level. At the same time, the system can also send a prompt message to the cooperative player, informing him that the skill usage is not ideal and suggesting him to strengthen the practice and use of the skill.
[0092] During the adjustment of the resource allocation ratio, the skill trigger frequency of the cooperative player may not reach the expected level for a long time, leading to an imbalance in resource allocation. To deal with this situation, the system can set an upper limit value for the resource allocation ratio. When the allocation ratio of the cooperative player reaches the upper limit, the system will no longer continue to increase its ratio, but will instead take other incentives or help measures, such as providing exclusive skill training tasks 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 frequency of multiple cooperative players is low, the system can appropriately lower the threshold to avoid excessive punishment of the players; when the overall frequency is high, the system can increase the threshold to encourage players to further improve their skill level.
[0093] In the above embodiments, by collecting real-time game data of virtual players, calculating skill combination proficiency for classification, the game style and strong field of different players can be accurately identified. Based on the resource conversion efficiency, core players and cooperative players are selected to form a triangular cooperative basic group, so that the skills of team members can be complementary. By constructing a resource allocation scheme based on task promotion rate, it can ensure that resources are used efficiently. When the skill trigger frequency of a cooperative player is detected to be reduced, by increasing its resource allocation ratio, it can help the cooperative player to maintain continuous combat output ability, ensuring that the core player can obtain enough resources to play a leading role, and at the same time, the allocation strategy can be adjusted to maintain the combat effectiveness of the cooperative player, thereby improving the task completion efficiency of the whole group, so that multiple virtual players can realize tactical cooperation and optimal allocation of resources, thereby improving the similarity of tacit cooperation and tactical execution ability with real player team in the game process.
[0094] The basic flow of the multi-virtual player cooperative game data processing is introduced in the above embodiment, including the core steps of data collection, player classification, team building and resource allocation. However, in the actual game running 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. In order to better illustrate the system response mechanism and core player update strategy after resource allocation adjustment, the following describes another flow of the multi-virtual player cooperative game data processing method in the embodiment of the application: Figure 2 , the embodiment of the application is described:
[0095] Please refer to Figure 2 , another flowchart of the multi-virtual player cooperative game data processing method in the embodiment of the application.
[0096] S201, acquiring the current resource storage amount of each virtual player;
[0097] Acquiring the current resource storage amount of each virtual player is the basis for monitoring the impact of resource allocation adjustment. This step can be realized in various ways, for example, the system can periodically read the resource data of the player from the game database, or can update the resource storage amount in real time when the player performs the operation of consuming or obtaining resources. The acquired resource storage amount data is not limited to a specific resource type, and can include game coins, props, materials and other resources, so as to facilitate comprehensive analysis and judgment in the subsequent steps.
[0098] In specific implementation, the system can design a resource monitoring module, which maintains real-time communication with the game server and the database. When the player obtains or consumes resources in the game, the game server sends the related data to the resource monitoring module, which updates the resource storage amount of the player 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 resource storage amount data of the player from the database at a preset time interval, for example, every 5 minutes, to ensure the real-time and accuracy of the data.
[0099] S202, calculating the actual ratio of the resource storage amount to the minimum resource amount required for skill release;
[0100] The system calculates the actual ratio of the resource storage amount to the minimum resource amount required for skill release, which specifically includes: acquiring the maximum resource consumption amount of single skill release in the skill combination of each virtual player; setting the 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 in the consecutive three 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.
[0101] The actual ratio of the resource storage amount to the minimum resource amount required for skill release is the key to determining whether the player can normally use the skill. This step introduces the concept of the minimum resource amount required for skill release, which is the lower limit of the resource reserve that the player needs to have when using the skill. This lower limit can be flexibly set according to the player's skill combination and cooling time to ensure that the player has enough resources to cope with different game situations. The actual ratio reflects the gap between the player's current resource reserve level and the minimum requirement.
[0102] In specific implementation, the system first needs to obtain the skill combination information of each player, including the resource consumption of each skill and the cooling time, etc. Then, the system finds out the skill in the skill combination of each player that consumes the most resources in a single release, and sets the preset multiple of the consumption amount as the minimum resource amount required for the skill release of the player. Next, the system statistics the resource storage amount of the player in a plurality of continuous time periods, and records the minimum value among them. Divide this minimum value by the minimum resource amount calculated in the previous step to obtain 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 of the player, and is usually taken as a value between 2 and 3. When statistics the resource storage amount, the length and number of continuous time periods can also be set according to the rhythm of the game and the monitoring needs, and are generally taken as 3 to 5 time periods, each time period is 5 to 10 minutes long.
[0103] S203、When the actual ratio is less than the preset threshold, stop calculating the adjusted task advancement rate;
[0104] When the actual ratio is less than the preset threshold, the system will stop calculating the adjusted task advancement rate. This step is to avoid excessive requirements for the player to participate in collaborative tasks in the case of serious resource shortage, leading to a decline in 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 will trigger the stop mechanism, and the higher the requirements on the player. Conversely, the smaller the threshold, the more likely the system will trigger the stop mechanism, giving the player more breathing space.
[0105] In specific implementation, after obtaining the actual ratio of the player, the system compares it with the pre-set threshold. If the actual ratio is less than the threshold, the system will immediately stop calculating the adjusted task advancement rate for the player, and mark the player as resource insufficient state. In this state, the player will not be required to participate in collaborative tasks, and the triangle team in which the player is located will also temporarily suspend operation. The system will regularly check the actual ratio of the player in the resource insufficient state, and as soon as the ratio returns to above the threshold, the state will be automatically lifted, allowing the player to participate in collaborative tasks again. Stopping calculating the task advancement rate does not mean completely excluding the player from the collaborative mechanism, but gives the player a time window to recover resources and adjust the state, to ensure the long-term stable operation of the collaborative mechanism.
[0106] S204, waiting for the resource storage amount to recover to a preset first multiple of the minimum resource amount required for skill release, calculating the task advancement rate after adjusting the resource allocation ratio;
[0107] After waiting for the resource storage amount to recover to a preset first multiple of the minimum resource amount required for skill release, the task advancement rate after adjusting the resource allocation ratio is calculated, which 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 adjacent skill trigger time points; counting the number of times the time interval is less than the skill cooling time; weighting the change value of the task completion percentage according to the number to obtain the adjusted task advancement rate.
[0108] After the resource storage amount of the player recovers to a certain level, the system will recalculate the task advancement rate after adjusting the resource allocation ratio. The purpose of this step is to evaluate the impact of resource allocation adjustment on the efficiency of cooperative task execution, to decide whether further optimization of the resource allocation scheme is needed. The standard for resource storage recovery is to reach a preset multiple of the minimum resource amount required for skill release, which is usually greater than 1, to ensure that the player has enough resource reserves to deal with possible emergencies.
[0109] In specific implementation, the system will continuously monitor the resource storage amount of players in a resource shortage state. Once it is found that the resource storage amount of a player reaches a preset multiple of the minimum resource amount, it will automatically remove the resource shortage state of the player and start calculating the adjusted task advancement rate. In the calculation process, the system first records the skill release time points of the player in the first time period after adjusting the resource allocation ratio. Then, the system calculates the time interval between adjacent skill release time points and counts the number of times the interval is less than the skill cooling time. This number reflects the frequency of the player being able to release the next skill immediately after the skill cools down in the case of sufficient resources, which indirectly reflects the impact of resource allocation adjustment on the efficiency of the player's skill use. Finally, the system weights the change value of the task completion percentage according to this number to obtain the adjusted task advancement rate. The specific way of weighting can be designed according to the characteristics of the game and the feedback of the players, for example, the more the number, the higher the weighting coefficient, indicating that the promotion effect of resource allocation adjustment on task advancement is more obvious.
[0110] S205, when the adjusted task advancement rate is lower than the task advancement rate before adjustment for three consecutive preset second time periods, replacing the core player with a virtual player with the second highest resource conversion efficiency in the type of the core player to obtain an updated core player;
[0111] If the adjusted task advancement rate is lower than the rate before adjustment for a plurality of time periods in succession, the system will start the core player replacement mechanism, and select a player with the second highest resource conversion efficiency in the type to which the player belongs as a new core player. This step is to cope with the situation that resource allocation adjustment cannot effectively improve the collaborative efficiency, and to optimize the composition of the triangular team by replacing the core player, so as to improve the overall task completion efficiency. The number of consecutive time periods can be set according to the rhythm of the game and the monitoring demand, and is usually 3 to 5 time periods, and the length of each time period is the same as that in step S202.
[0112] In a specific implementation, the system records the task advancement rate after each resource allocation adjustment, and compares it with the rate before adjustment. If the adjusted rate is lower than the rate before adjustment for a plurality of time periods in succession, the system determines that the current resource allocation scheme cannot effectively improve the collaborative efficiency, and needs to replace the core player. The basic principle of replacement is to select a player with the second highest resource conversion efficiency in the type to which the original core player belongs as a new core player. The resource conversion efficiency of the player can be calculated and updated by the method in step S103. Once the new core player is determined, the system downgrades the original core player to an ordinary player, and promotes the new core player to the core of the team. If the player with the second highest resource conversion efficiency is already the core player of another team, the system will select the third highest player as the new core player.
[0113] S206, reorganize the triangular collaborative basic team using the updated core player.
[0114] After determining the new core player, the system will reorganize the triangular collaborative team using the player. The process of reorganization is similar to step S104, that is, in the adjacent types of the type to which the new core player belongs, the player with the highest resource conversion efficiency is selected as the collaborative player, and details are not repeated here.
[0115] In the above embodiment, 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 change of the importance of different resource dimensions. This dynamic weight allocation method considering the overall load level of the data center makes the scoring baseline self-adaptive adjustment according to the actual running environment, reduces the evaluation deviation that may be caused by the fixed scoring standard. The adaptive scoring baseline obtained by weighting the improvement degree and the weight coefficient can more truly reflect the actual value of the migration scheme in the current data center environment, and improves the practicability of the evaluation result.
[0116] The system in the embodiment of the application will be described from the perspective of hardware processing. Please refer to Figure 3A physical device structure schematic diagram of a multi-virtual player cooperative game data processing system provided by an embodiment of the present application.
[0117] It should be noted that, Figure 3 The structure of the system shown is only one example, and should not bring any limitation to the function and use range of the embodiments of the present application.
[0118] As Figure 3 shown, the system includes a central processing unit (CPU) 301, which can perform various appropriate actions and processes, such as performing the method in the above embodiments, according to a program stored in a read-only memory (ROM) 302 or a program loaded from a storage portion 308 into a random access memory (RAM) 303. In the RAM 303, various programs and data required for system operation are also stored. The CPU 301, the ROM 302, and the RAM 303 are connected to each other through a bus 304. An input / output (I / O) interface 305 is also connected to the bus 304.
[0119] The following components are connected to the I / O interface 305: an input portion 306 including a camera, an infrared sensor, and the like; an output portion 307 including a liquid crystal display (LCD), a speaker, and the like; a storage portion 308 including a hard disk and the like; and a communication portion 309 including a network interface card such as a LAN (Local Area Network) card, a modem, and the like. The communication portion 309 performs communication processing via a network such as the Internet. A drive 310 is also connected to the I / O interface 305 as necessary. A removable medium 311 such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, and the like is attached to the drive 310 as necessary, so that a computer program read therefrom is installed in the storage portion 308 as necessary.
[0120] In particular, according to the embodiments of the present application, the processes described above with reference to the flowcharts can be implemented as a computer software program. For example, the embodiments of the present application include a computer program product including a computer program carried on a computer-readable medium, the computer program containing a computer program for executing the method shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network by the communication portion 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 application are performed.
[0121] It should be noted that the computer-readable medium in the embodiments of the present application can be a computer-readable signal medium or a computer-readable storage medium or any combination of the two. The computer-readable storage medium may, for example, but is not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or apparatus, 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 having one or more wires, a portable computer diskette, 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 disk read-only memory (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 application, the computer-readable storage medium can be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, device or apparatus. In the present application, the computer-readable signal medium can include a data signal carried in a baseband or as a part of a carrier wave, which carries computer-readable computer programs. Such a propagated data signal can take many forms, including but not limited to an electromagnetic signal, an optical signal, or any suitable combination of the above.
[0122] The flowcharts and block diagrams in the drawings illustrate the possible implementation architectures, functions and operations of the systems, methods and computer program products according to various embodiments of the present application. Each block in the flowcharts or block diagrams can represent a module, a program segment, or a part of code containing one or more executable instructions for implementing the specified logical functions. It should also be noted that in some alternative implementations, the functions noted in the blocks can occur in different orders than that shown in the drawings. For example, two blocks that are shown in succession can actually be executed substantially in parallel, and sometimes in reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams or flowcharts, and the combination of blocks in the block diagrams or flowcharts, 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.
[0123] As another aspect, the present application also provides a computer readable storage medium, which can be included in the system described in the above embodiments, or can exist independently without being assembled into the system. The above storage medium carries one or more computer programs, which, when executed by a processor of a system, enable the system to implement the method provided in the above embodiments.
[0124] The above embodiments are only used to illustrate the technical solutions of the present application, but not limit the present application; although the present application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that they can still make modifications to the technical solutions recorded in the foregoing embodiments, or make equivalent replacements to some of the technical features; and these modifications or replacements do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present application.
[0125] In the above embodiments, according to the context, the term "when" can be interpreted as "if" or "after" or "in response to determining" or "in response to detecting". Similarly, according to the context, the phrase "upon determining" or "if detecting (the stated condition or event)" can be interpreted as "if determining" or "in response to determining" or "upon detecting (the stated condition or event)" or "in response to detecting (the stated condition or event)".
[0126] In the above embodiments, all or some of the embodiments can be implemented by software, hardware, firmware or any combination thereof. When implemented by software, all or some of the embodiments can be implemented 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, all or some of the processes or functions described in the embodiments of the present application are generated. The computer can be a general purpose computer, a special purpose computer, a computer network, or other programmable devices. The computer instructions can 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 can be transmitted from one website, computer, server or data center to another website, computer, server or data center through wired (such as coaxial cable, optical fiber, digital subscriber line) or wireless (such as infrared, wireless, microwave, etc.) mode. The computer readable storage medium can be any available medium accessible by a computer or a data storage device such as a server, data center, etc. integrated with one or more available media. The available media can be magnetic media (such as floppy disk, hard disk, magnetic tape), optical media (such as DVD), or semiconductor media (such as solid state disk) and the like.
[0127] Those skilled in the art can understand that all or part of the processes in the above-mentioned method embodiments can be implemented by a computer program instructing relevant hardware to complete, the program can be stored in a computer readable storage medium, and the program can include the processes of the above-mentioned method embodiments when executed. The aforementioned storage medium includes ROM or random storage memory RAM, magnetic disc or optical disc and various storage code medium.
Claims
1. A multi-virtual-player cooperative game data processing method, characterized by, The method comprises the following steps: collecting game real-time data of a plurality of virtual players, the game real-time data comprising skill usage records and task completion percentages; calculating skill combination proficiency of each virtual player according to the skill usage records, and dividing the virtual players into a plurality of types based on the skill combination proficiency; calculating resource conversion efficiency of virtual players of each type, the resource conversion efficiency being a ratio of an increment of the task completion percentage corresponding to unit resource consumption to an average value of increments of the task completion percentages of all virtual players; selecting a virtual player corresponding to the highest resource conversion efficiency as a core player, and selecting virtual players corresponding to the highest resource conversion efficiency in adjacent types of the type to which the core player belongs as collaborative players, to form a triangular collaborative basic group, the adjacent types being two types before and after the type to which the core player belongs in a player type list; calculating a task advancement rate of the triangular collaborative basic group, and constructing a resource allocation scheme based on the task advancement rate, the resource allocation scheme being to allocate resources to the core player according to a first preset proportion and to the collaborative players according to a second preset proportion, the sum of the first preset proportion and the second preset proportion being 1; allocating the resources to each virtual player according to the resource allocation scheme, and detecting skill triggering frequencies of virtual players in the triangular collaborative basic group according to a preset period; when the skill triggering frequency of the collaborative player is lower than a preset value, allocating the resources to the collaborative player according to a third preset proportion, the third preset proportion being greater than the second preset proportion.
2. The method of claim 1, wherein, The method of calculating skill combination proficiency of each virtual player according to the skill usage records, and dividing the virtual players into a plurality of types based on the skill combination proficiency, specifically comprises: counting the number of times each skill is used and the number of times skill effects are triggered in the skill usage records; calculating a proficiency index of each skill, the proficiency index being a ratio of the number of times skill effects are triggered to the number of times the skill is used; taking a weighted average of the proficiency indexes corresponding to skill combinations used by each virtual player more than a preset number of times as the skill combination proficiency; dividing the skill combination proficiency into a plurality of types according to preset interval thresholds.
3. The method of claim 1, wherein, The method of calculating a task advancement rate of the triangular collaborative basic group specifically comprises: recording the task completion percentages of the triangular collaborative basic group in three consecutive preset first time periods; calculating a change value of the task completion percentage in each preset first time period; dividing the change value by the length of the preset first time period to obtain the task advancement rate.
4. The method of claim 3, wherein, After the step of, when the skill triggering frequency of the collaborative player is lower than a preset value, allocating the resources to the collaborative player according to a third preset proportion, the method further comprises: calculating a task advancement rate after adjusting the allocation proportion of the resources; When the adjusted task advancement rate is lower than the task advancement rate before adjustment for three preset second time periods in succession, a virtual player of a type of the core player with a second highest resource conversion efficiency is selected to replace the core player, and an updated core player is obtained; The updated core player is used to reorganize the triangular collaborative basic group.
5. The method of claim 4, wherein, The method further comprises the following steps before the step of calculating the task advancement rate after adjustment of the allocation ratio of the resource: A skill trigger time point of each virtual player in a first preset first time period after adjustment of the allocation ratio of the resource is recorded; A time interval between adjacent two skill trigger time points is calculated; A number of times that the time interval is less than a skill cooling time is counted; The number of times is used to weight a change value of the task completion percentage, and an adjusted task advancement rate is obtained.
6. The method of claim 4, wherein, The method further comprises the following steps before the step of calculating the task advancement rate after adjustment of the allocation ratio of the resource: A current resource storage amount of each virtual player is obtained; An actual ratio of the resource storage amount to a minimum resource amount required for skill release is calculated; When the actual ratio is less than a preset threshold, the step of calculating the adjusted task advancement rate is stopped; After the resource storage amount is restored to a preset first multiple of the minimum resource amount required for skill release, the step of calculating the task advancement rate after adjustment of the allocation ratio of the resource is performed.
7. The method of claim 6, wherein, The method further comprises the following steps of calculating the actual ratio of the resource storage amount to the minimum resource amount required for skill release: A maximum resource consumption amount of single skill release in a skill combination of each virtual player is obtained; A preset second multiple of the maximum resource consumption amount is set as the minimum resource amount required for skill release; A minimum value of the resource storage amount in three preset second time periods in succession is recorded; The minimum value of the resource storage amount is divided by the minimum resource amount required for skill release, and an actual ratio is obtained.
8. A multi-virtual player cooperative game data processing system, characterized by, The system comprises: One or more processors and a memory; the memory is coupled with the one or more processors, the memory is used to store computer program codes, the computer program codes comprise computer instructions, and the one or more processors invoke the computer instructions to enable the system to perform the method according to any one of claims 1-7.
9. A computer-readable storage medium comprising instructions, characterized in that, When the instructions run on the system, the system performs the method according to any one of claims 1-7.
10. A computer program product, characterised in that, When the computer program product runs on the system, the system performs the method according to any one of claims 1-7.
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