Associated information processing method and device, equipment and storage medium

By obtaining the frequency information of users and associated objects in the virtual environment, evaluating interest and providing reward resources, the problem of single interest evaluation in the prior art is solved, and the user's activity sustainability and efficiency of obtaining reward resources in the virtual environment are improved.

CN120242492APending Publication Date: 2025-07-04TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410011153.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-01-02
Publication Date
2025-07-04

AI Technical Summary

Technical Problem

In the prior art, the method of indicating user interest through the virtual activity duration is relatively single, which leads to inaccurate evaluation of user interest in the virtual environment, which affects the sustainability of user activity in the virtual environment.

Method used

By obtaining the frequency information between the first object and the associated object, its interest degree is determined, and a reward resource is provided to the user terminal when the interest degree is below a threshold to increase the user's activity interest in the virtual environment.

Benefits of technology

It improves users' interest in activities in the virtual environment, enhances the characteristics of the common activities between users and related objects, improves the efficiency of obtaining reward resources, and supports subsequent virtual activities.

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Abstract

The invention discloses an associated information processing method and device, equipment and a storage medium, and belongs to the technical field of human-computer interaction. The method comprises the following steps: acquiring association information between a first object and at least one association object, wherein the association information is frequency information between the first object and the at least one association object in a virtual environment provided by a game application; based on the associated information, the interestingness between the first object and the associated object is determined, and the interestingness and the interestingness of the first object continuously remaining in the virtual environment to execute the virtual activity have a positive correlation; and under the condition that the interestingness is lower than the first interestingness threshold value, providing a reward resource to the terminal in which the first object is logged. The characteristic that the first object and the associated object jointly execute the virtual activity is considered; under the condition that the interestingness of the first object is low, a mode of efficiently obtaining the reward resources is provided, and the first object can conveniently use the obtained reward resources to support subsequent virtual activities in the virtual environment.
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Description

Technical Field

[0001] The present application relates to the technical field of human-computer interaction, and particularly relates to a method, apparatus, device, and storage medium for processing associated information. Background Art

[0002] Game applications provide a virtual environment, and users need to control virtual objects to perform virtual activities in the virtual environment, such as walking, driving, climbing, picking up items, fighting, etc.

[0003] In the related art, the duration of a user's virtual activities in the virtual environment is used to indicate the user's interest in the virtual environment, and virtual resources are distributed when the duration of the user's virtual activities decreases, so that the user can hold a sufficient amount of virtual resources to support subsequent virtual activities in the virtual environment.

[0004] However, the method of indicating the user's interest by the duration of virtual activities is relatively single. Summary of the Invention

[0005] The present application provides a method, apparatus, device, and storage medium for processing associated information, and the technical solution is as follows:

[0006] According to one aspect of the present application, a method for processing associated information is provided, and the method includes:

[0007] Obtain the associated information between the first object and at least one associated object, where the associated information includes the frequency information between the first object and the at least one associated object in the virtual environment provided by the game application;

[0008] Based on the associated information, determine the interest degree between the first object and the associated object, and there is a positive correlation between the interest degree and the degree of interest of the first object in continuously staying in the virtual environment to perform virtual activities;

[0009] In the case where the interest degree is lower than the first interest threshold, provide reward resources to the terminal logged in with the first object.

[0010] According to another aspect of the present application, an apparatus for processing associated information is provided, and the apparatus includes:

[0011] An obtaining module, configured to obtain the associated information between the first object and at least one associated object, where the associated information includes the frequency information between the first object and the at least one associated object in the virtual environment provided by the game application;

[0012] A processing module, configured to determine an interest degree between the first object and the associated object based on the association information, and there is a positive correlation between the interest degree and the interest level of the first object continuously staying in the virtual environment to perform virtual activities;

[0013] A sending module, configured to provide reward resources to the terminal logged in with the first object when the interest degree is lower than a first interest threshold.

[0014] In an alternative design of the present application, the association information includes n association sub-information, and the n association sub-information corresponds one-to-one to n associated objects of the first object, where n is a positive integer; the processing module is further configured to:

[0015] Determine the sum of the n association sub-information in the association information as the interest degree of the first object.

[0016] In an alternative design of the present application, the processing module is further configured to:

[0017] Obtain n association weights corresponding one-to-one to the n associated objects of the first object carried in the association information;

[0018] Calculate the product of the m-th association sub-information and the m-th association weight one by one to obtain n weighted sub-information corresponding one-to-one to the n associated objects, where m is a positive integer less than or equal to n;

[0019] Determine the sum of the n weighted sub-information as the interest degree of the first object.

[0020] In an alternative design of the present application, the processing module is further configured to:

[0021] Obtain an intimacy relationship label between at least one associated object carried in the association information and the first object;

[0022] Determine at least one association weight corresponding one-to-one to the at least one associated object according to the intimacy relationship label between the at least one associated object and the first object;

[0023] Wherein, the intimacy relationship label includes at least one of an old teammate relationship and a team partner.

[0024] In an alternative design of the present application, the processing module is further configured to:

[0025] Obtain a game progress label of at least one associated object carried in the association information;

[0026] Determine at least one association weight corresponding one-to-one to the at least one associated object according to the game progress label of the at least one associated object;

[0027] Among them, the game progress label is used to indicate at least one of the task clearance progress, virtual gang level, and virtual resource quantity.

[0028] In an alternative design of the present application, the associated information includes n associated sub-information, and the n associated sub-information corresponds one-to-one to n associated objects of the first object, where n is a positive integer;

[0029] The obtaining module is further configured to:

[0030] Obtain at least two associated networks, where each of the at least two associated networks corresponds to an object interaction behavior, and the first object and the at least one associated object are network nodes in each of the associated networks;

[0031] Calculate the sum of the edge weights of the m-th edge in the at least two associated networks one by one to obtain the n associated sub-information, where m is a positive integer less than or equal to n;

[0032] Among them, the m-th edge is the edge corresponding to the m-th associated object and the first object, and the edge weight is used to indicate the frequency of the object interaction behavior between two objects, and the object interaction behavior includes at least one of sending interaction information, teaming up to participate in virtual competitions, and transferring virtual items.

[0033] In an alternative design of the present application, the obtaining module is further configured to:

[0034] Obtain at least two network weights corresponding one-to-one to the at least two associated networks;

[0035] Calculate the sum of the behavior weights of the m-th edge in the at least two associated networks one by one to obtain the n associated sub-information;

[0036] Among them, the behavior weight is used to indicate the product of the edge weight between two objects in the associated network and the network weight corresponding to the associated network.

[0037] In an alternative design of the present application, the processing module is further configured to obtain a superimposed network based on the at least two associated networks. The i-th edge in the superimposed network corresponds to a superimposed weight, and the superimposed weight is the sum of the edge weights of the i-th edge in the at least two associated networks, where i is a positive integer, and the maximum value of i is greater than or equal to n;

[0038] The processing module is further configured to determine the number of active objects obtained by linearly threshold propagating the first object in the superimposed network;

[0039] The sending module is further configured to provide reward resources to the terminal logged in with the first object when the interest level is lower than a second interest threshold and the number of active objects exceeds a quantity threshold, where the second interest threshold is higher than the first interest threshold.

[0040] In an alternative design of the present application, the objects corresponding to the network nodes in the overlay network belong to an active object set or an inactive object set;

[0041] The processing module is further configured to:

[0042] Obtain an active object set, where the active object set includes the first object;

[0043] Add the second object to the active object set when the active association information of the second object in the inactive object set exceeds an association threshold;

[0044] Determine the maximum number of objects in the active object set as the number of active objects;

[0045] Wherein, the active association information is the sum of the overlay weights between each object in the active object set and the second object.

[0046] In an alternative design of the present application, the obtaining module is further configured to obtain a game activity label of the first object in the virtual environment, where the game activity label is used to indicate at least one of the active duration of the first object in the game application and the quantity of virtual resource transfer;

[0047] The processing module is further configured to determine a correction coefficient of the first object according to the game activity label, and determine the product of the correction coefficient and the interest level as a corrected interest level;

[0048] The sending module is further configured to provide reward resources to the terminal logged in with the first object when the corrected interest level is lower than the first interest threshold.

[0049] According to another aspect of the present application, there is provided a computer device, where the computer device includes a processor and a memory, and at least one instruction, at least one program, a code set or an instruction set is stored in the memory, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement the processing method of the association information as described in the above aspect.

[0050] According to another aspect of the present application, there is provided a computer-readable storage medium, in which at least one instruction, at least one program, a code set or an instruction set is stored, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the method for processing associated information as described in the above aspect.

[0051] According to another aspect of the present application, there is provided a computer program product, which includes computer instructions stored in a computer-readable storage medium, and a processor reads and executes the computer instructions from the computer-readable storage medium to implement the method for processing associated information as described in the above aspect.

[0052] The beneficial effects brought by the technical solution provided by the present application at least include:

[0053] Based on the associated information, the interest degree between the first object and the associated object is determined, fully considering the characteristic that the first object has the feature of jointly performing virtual activities with the associated object when performing virtual activities in the virtual environment provided by the game application; when the interest degree of the first object is low, the interest degree of the first object to continuously stay in the virtual environment to perform virtual activities is low, and reward resources are provided to the terminal, improving the human-computer interaction efficiency of the first object to obtain reward resources, providing an efficient way to obtain reward resources, and facilitating the first object to use the obtained reward resources to support subsequent virtual activities in the virtual environment. Description of the Drawings

[0054] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the following drawings are only some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

[0055] Figure 1 is a schematic diagram of a computer system provided by an exemplary embodiment of the present application;

[0056] Figure 2 is a schematic diagram of a method for processing associated information provided by an exemplary embodiment of the present application;

[0057] Figure 3 is a flowchart of a method for processing associated information provided by an exemplary embodiment of the present application;

[0058] Figure 4 is a flowchart of a method for processing associated information provided by an exemplary embodiment of the present application;

[0059] Figure 5It is an interface diagram of a virtual gang provided by an exemplary embodiment of the present application;

[0060] Figure 6 It is an interface diagram of a game task provided by an exemplary embodiment of the present application;

[0061] Figure 7 It is an interface diagram of a virtual mall provided by an exemplary embodiment of the present application;

[0062] Figure 8 It is a flowchart of a method for processing associated information provided by an exemplary embodiment of the present application;

[0063] Figure 9 It is a flowchart of a method for processing associated information provided by an exemplary embodiment of the present application;

[0064] Figure 10 It is a schematic diagram of linear threshold propagation provided by an exemplary embodiment of the present application;

[0065] Figure 11 It is a flowchart of a method for processing associated information provided by an exemplary embodiment of the present application;

[0066] Figure 12 It is a structural block diagram of an apparatus for processing associated information provided by an exemplary embodiment of the present application;

[0067] Figure 13 It is a structural block diagram of a server provided by an exemplary embodiment of the present application.

[0068] The accompanying drawings herein are incorporated into and constitute a part of this specification, showing embodiments consistent with the present application and, together with the specification, are used to explain the principles of the present application. Detailed Description of the Embodiments

[0069] To make the objectives, technical solutions, and advantages of the present application clearer, the following will further describe in detail the embodiments of the present application in conjunction with the accompanying drawings.

[0070] Here, the exemplary embodiments will be described in detail, and the examples are shown in the accompanying drawings. When the following description refers to the accompanying drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. On the contrary, they are merely examples of apparatuses and methods consistent with some aspects of the present application as detailed in the appended claims.

[0071] The terms used in this disclosure are for the purpose of describing particular embodiments only and are not intended to limit the disclosure. The singular forms "a", "the", and "said" used in this disclosure and the appended claims are also intended to include the plural forms unless the context clearly dictates otherwise. It should also be understood that the term "and / or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.

[0072] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data for analysis, stored data, displayed data, etc.) involved in this application are all information and data that have been authorized by the user or fully authorized by all parties, and the collection, use, and processing of relevant data need to comply with the relevant laws, regulations, and standards of relevant countries and regions. For example, the associated information involved in this application is obtained under full authorization.

[0073] It should be understood that although the terms first, second, etc. may be used in this disclosure to describe various information, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from each other. For example, without departing from the scope of this disclosure, the first parameter may also be referred to as the second parameter, and similarly, the second parameter may also be referred to as the first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when" or "while" or "in response to determining".

[0074] Figure 1 The schematic diagram of a computer system provided by an embodiment of this application is shown. This computer system can be implemented as the system architecture of a method for processing associated information. This computer system may include: a terminal 100 and a server 200.

[0075] The terminal 100 can be an electronic device such as a mobile phone, a tablet computer, an in-vehicle terminal (car computer), a wearable device, a PC (Personal Computer), etc. A client for running a target application can be installed in the terminal 100. The target application can be an application for processing associated information or other applications that provide functions for processing associated information. This application does not make any limitations in this regard. In addition, this application does not make any limitations on the form of the target application, including but not limited to an App (Application) installed in the terminal 100, a mini-program, etc., and can also be in the form of a web page.

[0076] The server 200 may be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server providing cloud computing services. The server 200 may be the background server of the above target application, and is used to provide background services for the client of the target application.

[0077] In the method for processing associated information provided in the embodiments of the present application, the execution subject of each step may be a computer device, and the computer device refers to an electronic device with data calculation, processing and storage capabilities. Taking Figure 1 the solution implementation environment shown as an example, the method for processing associated information may be executed by the terminal 100 (for example, the client of the target application installed and running in the terminal 100 executes the method for processing associated information), or may be executed by the server 200, or may be executed by the interaction and cooperation between the terminal 100 and the server 200. The present application does not make any limitation in this regard.

[0078] In addition, the technical solution of the present application may be combined with blockchain technology. For example, in the method for processing associated information disclosed in the present application, some of the data involved (such as the direction information of the first road and the second road) may be saved on the blockchain. The terminal 100 and the server 200 may communicate with each other through a network, such as a wired or wireless network.

[0079] Figure 2 FIG. shows a schematic diagram of a method for processing associated information provided in an embodiment of the present application.

[0080] The game application provides a virtual environment to support virtual objects to perform virtual activities in the virtual environment. The game application provides multiple objects, and the objects are used to control the virtual objects to perform virtual activities. In this embodiment, taking the objects in the game application including six objects as an example for illustration, the above six objects include: a first object 301, a second object 302, a third object 303, a fourth object 304, a fifth object 305, and a sixth object 306. Exemplarily, the objects in the game application are used to indicate virtual objects in the virtual environment provided by the game application; further, the objects in the game application and the accounts provided by the game application may be in one-to-one correspondence.

[0081] Among them, the first object 301 has an association relationship with each of the second object 302 to the sixth object 306, and the first object corresponds to five associated objects. The association relationship between objects may be game friends added in the game application.

[0082] The first associated network 310 corresponds to the object interaction behavior of sending interaction information. In the first associated network 310, the edge weight between two objects is used to indicate the frequency of sending interaction information between the two objects. Similarly, the second associated network 320 corresponds to the object interaction behavior of teaming up to participate in virtual competitions. In the second associated network 320, the edge weight between two objects is used to indicate the frequency of teaming up to participate in virtual competitions between the two objects. The third associated network 330 corresponds to the object interaction behavior of transferring virtual items. In the third associated network 330, the edge weight between two objects is used to indicate the frequency of transferring virtual items between the two objects.

[0083] The overlay network 340 is obtained based on the above-mentioned first associated network 310, second associated network 320, and third associated network 330. It should be noted that the above three associated networks may include more objects; correspondingly, the overlay network 340 may also include more objects. As Figure 2 shown, in addition to the first region 342 corresponding to the above six objects (the first object 301 to the sixth object 306), the overlay network also includes five other objects.

[0084] In one example, taking the association relationship between the first object 301 and the second object 302 as an example for illustration:

[0085] In the first associated network 310, the product of the edge weight between the first object 301 and the second object 302 and the network weight of sending interaction information is determined as the first behavior weight. In the second associated network 320, the product of the edge weight between the first object 301 and the second object 302 and the network weight of teaming up to participate in virtual competitions is determined as the second behavior weight. In the third associated network 330, the product of the edge weight between the first object 301 and the second object 302 and the network weight of transferring virtual items is determined as the third behavior weight.

[0086] In the overlay network 340, the edge formed by the first object 301 and the second object 302 corresponds to an overlay weight, and the overlay weight between the first object 301 and the second object 302 is the sum of the above three behavior weights.

[0087] The first region 342 in the overlay network 340 includes the first object 301 to the sixth object 306, and is used to indicate the association information of the first object 302. The association information of the first object includes five association sub-information, which correspond one-to-one to the five associated objects (the second object 302 to the sixth object 306) of the first object.

[0088] Obtain the intimacy relationship label 302a and the game progress label 303a of the associated object, and determine the association weight 344.

[0089] Taking the intimacy relationship label 302a indicating the degree of closeness of the association relationship between the second object 302 and the first object 301 as an example, the intimacy relationship label 302a is a team partner relationship; correspondingly, the association weight of the second object 302 in the association weight 344 is 1.2. Taking the game progress label 303a as the virtual gang level of the third object 303 as an example, the virtual gang level of the third object 303 is a large gang; correspondingly, the association weight of the third object 303 in the association weight 344 is 1.15.

[0090] The weighted sub-information set 300a includes five weighted sub-information corresponding one by one to five associated objects (the second object 302 to the sixth object 306), and each weighted sub-information is the product of the associated sub-information of the associated object and the association weight of the associated object.

[0091] Sum the five weighted sub-information in the weighted sub-information set 300a to obtain the interest degree 300b between the first object 301 and the associated objects. There is a positive correlation between the interest degree 300b and the degree of interest of the first object 301 in continuously staying in the virtual environment to perform virtual activities.

[0092] Obtain the game activity label 301a of the first object 301, where the game activity label 301a is used to indicate the active time of the first object in the virtual environment provided by the game application; determine the correction coefficient 301b according to the game activity label 301a, and determine the product of the correction coefficient 301b and the interest degree 300b as the corrected interest degree 300c.

[0093] The active objects obtained by linear threshold propagation of the first object 301 in the overlay network 340. Exemplarily, the active object set includes the first object 301. The overlay weights between the first object 301 and the second object 302, the third object 303, and the fourth object 304 all exceed the association threshold (such as 0.5), and the second object 302, the third object 303, and the fourth object 304 are added to the active object set. The sum of the overlay weights between the seventh object 307 and the third object 303 and the fourth object 304 is the active association information of the seventh object 307. The active association information exceeds the association threshold (such as 0.5), and the seventh object 307 is added to the active object set. The maximum number of objects in the active object set is five, that is, the active object number 346 is five.

[0094] In the case where the corrected interest degree 300c is lower than the first interest threshold, provide the reward resource 350 to the terminal logged in with the first object 301.

[0095] When the corrected interest degree 300c is lower than the second interest threshold and the number of active objects 346 exceeds the quantity threshold, a reward resource 350 is provided to the terminal logged in with the first object 301, and the second interest threshold is higher than the first interest threshold.

[0096] The reward resource includes but is not limited to at least one of virtual gold coins, virtual experience values, virtual diamonds, and virtual items. When the corrected interest degree 300c is lower than the first interest threshold, or when the corrected interest degree 300c is lower than the second interest threshold and the number of active objects 346 exceeds the quantity threshold, the first object 301 has a low interest in the virtual environment provided by the game. By providing the reward resource 350 to the terminal, the first object 301 can efficiently receive the reward resource, improving the human-machine efficiency of obtaining the reward resource in the virtual environment.

[0097] Figure 3 The flowchart of the processing method for association information provided by an exemplary embodiment of the present application is shown. Taking the execution of this method by the server as an example for description. This method includes:

[0098] Step 510: Obtain the association information between the first object and at least one associated object;

[0099] Both the first object and the associated object are objects in the game application. The association relationship between the first object and the associated object can be added in the game application. For example, the two objects belong to the same virtual gang. Exemplarily, the association relationship between the first object and the associated object is a relationship that generates a connection between the two objects based on common interests or common benefits. Exemplarily, the association relationship is a one-way attention relationship or a two-way communication relationship between the two objects.

[0100] The association information includes the frequency information between the first object and at least one associated object in the virtual environment provided by the game application; Exemplarily, the frequency information is the frequency of interaction between the first object and the associated object to jointly execute virtual activities in the virtual environment. The virtual activities achieved through the interaction between the first object and the game object include but are not limited to at least one of sending interaction information, forming a team to participate in virtual competitions, and transferring virtual items. Exemplarily, the frequency information can also be referred to as the communication frequency information or interaction frequency information in the virtual environment.

[0101] Exemplarily, the associated information can be information stored in the form of a vector or a matrix, and different element positions in the vector or matrix are used to indicate the frequency information between the first object and different associated objects. In one example, the game object matrix stores the frequency information between various objects in the game application; for example, the a-th row and the b-th column in the game object matrix are used to indicate the frequency information between the a-th object and the b-th object. Taking the first object as the x-th object, the vector in the x-th row or the x-th column of the game object matrix carries the associated information of the first object. a, b, and x are all positive integers not exceeding the number of rows or columns of the game object matrix.

[0102] Step 520: Based on the associated information, determine the degree of interest between the first object and the associated object;

[0103] The game application provides a virtual environment, which is used to support virtual objects to perform virtual activities. The first object controls a virtual object to perform virtual activities such as virtual battles, virtual sightseeing, and virtual management in the virtual environment to realize playing in the virtual environment. During the process of playing in the virtual environment, there is a need for the first object to share the playing experience in the virtual environment with the associated object, or to jointly perform virtual activities such as teaming up to perform virtual activities in the virtual environment.

[0104] Exemplarily, the continuous presence of the first object in the virtual environment to perform virtual activities is accompanied by the joint performance of virtual activities between the first object and the associated object; there is a positive correlation between the degree of interest between the first object and the associated object and the degree of interest of the first object in continuously staying in the virtual environment to perform virtual activities. Exemplarily, the degree of interest of the first object in performing virtual activities increases as the degree of interest of the first object increases.

[0105] Exemplarily, the degree of interest between the first object and the associated object is obtained by statistical calculation of the associated information, and the degree of interest can be sampled from the associated information; or the degree of interest can be obtained by calculations such as summing up the associated information.

[0106] Step 530: When the degree of interest is lower than the first interest threshold, provide reward resources to the terminal logged in with the first object;

[0107] When the degree of interest is lower than the first interest threshold, the frequency of interaction between the first object and the associated object is low. Correspondingly, based on the positive correlation between the degree of interest and the degree of interest of the first object in continuously staying in the virtual environment to perform virtual activities, the degree of interest of the first object in continuously staying in the virtual environment to perform virtual activities is low.

[0108] By providing reward resources to the terminal logged in by the first object, an efficient way for the first object to obtain reward resources is provided. The first object can directly receive the reward resources without having to collect and / or exchange the reward resources in the virtual environment. It is convenient for the first object to use the obtained reward resources to support subsequent virtual activities in the virtual environment.

[0109] Exemplarily, the reward resources can be virtual resources in a game application, such as at least one of virtual gold coins, virtual experience points, virtual diamonds, virtual props, virtual costumes, etc. The above virtual resources have a beneficial effect on activities such as virtual battles and virtual operations in the virtual environment. For example, virtual gold coins can be used to purchase virtual battle props. By providing virtual resources in the game application to the terminal logged in by the first object, it is avoided that after the interest level of the first object in performing virtual activities decreases, it is difficult to obtain virtual resources, and thus subsequent virtual activities in the virtual environment cannot be supported, further causing the interest level in performing virtual activities to decrease.

[0110] Exemplarily, the reward resources can also be virtual resources or physical items outside the game application, such as at least one of the trial play qualifications of other game applications, virtual decorations in the associated applications bound by the first object, physical reward items, etc. By providing virtual resources or physical items outside the game application to the terminal logged in by the first object, the interest of the first object in performing virtual activities to exchange for virtual resources or physical items outside the game application is promoted.

[0111] Furthermore, the reward resources can be the acquisition opportunities of at least one of virtual resources in the game application, virtual resources outside the game application, and physical items. The reward resources are used to draw virtual resources and / or physical items in a fixed probability manner or from a resource pool.

[0112] In summary, the method provided in this embodiment determines the interest degree between the first object and the associated object based on the association information, fully considering the characteristic that the first object has the feature of jointly performing virtual activities with the associated object when performing virtual activities in the virtual environment provided by the game application; when the interest degree of the first object is low, the interest degree of the first object in continuously staying in the virtual environment to perform virtual activities is low. By providing reward resources to the terminal, the human-computer interaction efficiency of the first object in obtaining reward resources is improved, an efficient way to obtain reward resources is provided, and it is convenient for the first object to use the obtained reward resources to support subsequent virtual activities in the virtual environment.

[0113] Figure 4 Shows a flowchart of a method for processing association information provided by an exemplary embodiment of the present application. Taking the method being executed by a server as an example for illustration. That is, in Figure 3 In the shown embodiment, step 520 can be implemented as step 522:

[0114] Step 522: Determine the interest degree of the first object as the sum of n associated sub-information in the associated information;

[0115] In this embodiment, the associated information includes n associated sub-information, and the n associated sub-information corresponds one-to-one to n associated objects of the first object, where n is a positive integer; the sum of the n associated sub-information is the total frequency of interaction between the first object and multiple associated objects, accurately indicating the overall situation of the interaction between the first object and the associated objects, and performing a full-scale statistical calculation on the situation where the first object and each associated object jointly execute virtual activities.

[0116] In an alternative implementation, step 522 in this embodiment can be implemented as the following three sub-steps:

[0117] Sub-step 1: Obtain n associated weights corresponding one-to-one to n associated objects of the first object carried in the associated information;

[0118] The associated weight can indicate the degree of closeness of the associated object to the first object. By weighting the associated sub-information corresponding to the associated object based on the associated weight, it fully considers that different associated objects have different impacts on the first object, and differentiates multiple associated objects of the first object.

[0119] Exemplarily, the n associated weights corresponding one-to-one to the n associated objects can be directly carried in the associated information, or indirectly obtained based on the information carried in the associated information. For example, the associated weight is determined based on at least one of the intimacy relationship label or the game progress label carried in the associated information, which will be further introduced separately through examples below.

[0120] Sub-step 2: Calculate the product of the m-th associated sub-information and the m-th associated weight one by one to obtain n weighted sub-information corresponding one-to-one to n associated objects;

[0121] For an associated object, multiply the associated sub-information of the associated object by the associated weight to obtain the weighted sub-information of the associated object, and calculate the n weighted sub-information corresponding one-to-one to the n associated objects of the first object one by one.

[0122] Sub-step 3: Determine the interest degree of the first object as the sum of the n weighted sub-information;

[0123] The sum of the n weighted sub-information is the total sum of the frequencies of interaction between the first object and multiple associated objects after weighting; on the basis of considering that different associated objects have different impacts on the first object, it indicates the overall situation of the interaction between the first object and the associated objects, and performs a full-scale statistical calculation on the situation where the first object and each associated object jointly execute virtual activities.

[0124] In one example, the interest degree of the first object can be expressed as:

[0125] X k = PX0

[0126] where P represents the associated sub-information between two objects among x objects, and P is a matrix of size x * x. X0 is an x-dimensional vector used to indicate the associated weights corresponding one-to-one to x objects. X k is used to indicate the interest degrees of x objects. Taking the i-th object among them as the first object as an example, X k is an x-dimensional vector, and X k the i-th element in it is the interest degree of the first object.

[0127] In summary, for the method provided in this embodiment, by summing n associated sub-information in the associated information and determining it as the interest degree of the first object, it realizes the full-scale statistics of the frequency information of n associated objects, and fully considers the characteristic that the first object has the feature of jointly performing virtual activities with associated objects when performing virtual activities in the virtual environment provided by the game application; when the interest degree of the first object is low, the interest degree of the first object to continuously stay in the virtual environment to perform virtual activities is low, and by providing reward resources to the terminal, it improves the human-computer interaction efficiency of the first object to obtain reward resources, provides an efficient way to obtain reward resources, and is convenient for the first object to use the obtained reward resources to support subsequent virtual activities in the virtual environment.

[0128] In an alternative implementation, for obtaining the associated weights corresponding to the associated objects, it includes but is not limited to the following two implementation manners:

[0129] Implementation manner one: The associated weight is determined according to the intimacy relationship label between the associated object and the first object;

[0130] Implementation manner two: The associated weight is determined according to the game progress label of the associated object.

[0131] The following will introduce the two implementation manners respectively.

[0132] Implementation manner one: The associated weight is determined according to the intimacy relationship label between the associated object and the first object;

[0133] Correspondingly, sub-step one in the above can be implemented as the following sub-steps:

[0134] · Obtain the intimacy relationship label between at least one associated object carried in the associated information and the first object;

[0135] · According to the intimacy relationship label between at least one associated object and the first object, determine at least one associated weight corresponding one-to-one to at least one associated object;

[0136] Exemplarily, the intimate relationship label includes, but is not limited to, at least one of an old teammate relationship and a team partner relationship. The intimate relationship label indicates different types of intimate relationships between two objects from multiple dimensions, and the intimate relationship label is an association relationship in a game application.

[0137] Exemplarily, the intimate relationship label can be obtained according to the grouping information of the associated object by the first object, or can be predicted from the historical interaction records between the first object and the associated object. It can be understood that the acquisition of the intimate relationship label has obtained the confirmation of the authorized object, such as obtaining the separate consent of the authorized object in the form of a pop-up window, user agreement, etc., which complies with the provisions of relevant laws and regulations.

[0138] Exemplarily, in the case where there is no intimate relationship label between the associated object and the first object, the associated weight corresponding to the associated object is 1; the associated weights corresponding to the above intimate relationship labels are all greater than 1. There is a one-to-one correspondence between the intimate relationship label and the associated weight. In one example, for the associated weight corresponding to the above intimate relationship label, the team partner relationship is greater than the old teammate relationship.

[0139] In the case where a single associated object corresponds to multiple intimate relationship labels, the maximum value among the multiple associated weights corresponding to the multiple intimate relationship labels one by one is determined as the associated weight of the associated object.

[0140] In summary, the method provided in this embodiment indicates the association relationship between the first object and the associated object in the game application through the intimate relationship label, performs weighting on the associated sub-information based on the associated weight, effectively differentiates the association tightness of different associated objects relative to the first object; fully considers that when performing virtual activities in the virtual environment provided by the game application, the first object has the characteristic of jointly performing virtual activities with the associated object; when the interest degree of the first object is low, reward resources are provided to the terminal, providing an efficient way to obtain reward resources, which is convenient for the first object to use the obtained reward resources to support subsequent virtual activities in the virtual environment.

[0141] Implementation method two: The associated weight is determined according to the game progress label of the associated object;

[0142] Correspondingly, sub-step one in the above can be implemented as the following sub-steps:

[0143] · Obtain the game progress labels of at least one associated object carried in the association information;

[0144] · Determine at least one associated weight corresponding to at least one associated object one by one according to the game progress labels of at least one associated object;

[0145] Exemplarily, the game progress label is used to indicate at least one of the task clearance progress, virtual gang level, and virtual resource quantity. The game progress label indicates the progress of the associated object in the game application from multiple dimensions. Exemplarily, the game progress label is carried in the identity information of the associated object, and the association information carries the identity information of the associated object.

[0146] It should be noted that as the progress of the associated object in the game application increases, the associated object has the skills to perform virtual activities in the virtual environment. For example, the associated object has the experience of virtual combat, knows the route of virtual sightseeing, and knows the operation mode of virtual operation.

[0147] The degree of association tightness between the associated object and the first object increases as the progress of the associated object in the game application increases. The first object can obtain the skills to perform virtual activities by jointly performing virtual activities with the associated object, and improve the human-computer interaction efficiency of the first object to perform virtual activities in the virtual environment.

[0148] The association weight of the associated object increases as the game progress indicated by the game progress label increases; Exemplarily, the association weight of the associated object increases as the task clearance progress increases, the association weight increases as the virtual gang level increases, and the association weight increases as the virtual resource quantity increases.

[0149] Regarding the virtual gang level, Figure 5 The interface diagram of the virtual gang provided by an exemplary embodiment of the present application is shown. In the first interface 610, the building location of the virtual gang in the virtual environment is shown. The virtual building of the first gang 611 is located in the central area of the first interface 610. The virtual gang level of the first gang 611 is higher than that of the second gang 612, the third gang 613, the fourth gang 614, and the fifth gang 615 located in the edge area of the first interface 610. The second gang 612 to the fifth gang 615 are all located in the edge area of the first interface 610, and the virtual building area of the second gang 612 is larger than that of the third gang 613 to the fifth gang 615; Correspondingly, the virtual gang level of the second gang 612 is higher than that of the third gang 613 to the fifth gang 615.

[0150] Regarding the task clearance progress, Figure 6 The interface diagram of the game task provided by an exemplary embodiment of the present application is shown. In the second interface 620, the clearance progress of the virtual exploration task is shown. The progress bar control 622 indicates the number of times the logged-in object corresponding to the terminal performs virtual exploration. As shown in the figure, the logged-in object corresponding to the terminal has completed at least 6 virtual explorations, and a virtual character experience card can be obtained after completing 12 virtual explorations.

[0151] Regarding the virtual resource quantity, Figure 7The interface diagram of the virtual mall provided by an exemplary embodiment of the present application is shown. In the third interface 630, there are provided purchase entrances for virtual plants 631, virtual foods 632, and virtual clothes 633, and a preview area 635 of the virtual backpack of the login object corresponding to the terminal is also provided; the number of virtual gold coins 636 held by the login object corresponding to the terminal is also shown on the third interface as 1000.

[0152] In summary, the method provided in this embodiment indicates the progress of the associated object in the game application through the game progress label; makes full use of the feature that the first object can obtain the skills for performing virtual activities by interacting with the associated object with a high game progress, and increases the tightness of the association between the associated object and the first object as the progress of the associated object in the game application increases; effectively differentiates the tightness of the association of different associated objects with respect to the first object; fully considers the feature that the first object has the characteristic of jointly performing virtual activities with the associated object when performing virtual activities in the virtual environment provided by the game application; provides reward resources to the terminal when the interest level of the first object is low, provides an efficient way to obtain reward resources, and facilitates the first object to use the obtained reward resources to support subsequent virtual activities in the virtual environment.

[0153] Figure 8 The flowchart of the method for processing associated information provided by an exemplary embodiment of the present application is shown. Taking the execution of this method by the server as an example for illustration. That is, in Figure 3 In the shown embodiment, step 510 can be implemented as step 512 and step 514:

[0154] Step 512: Obtain at least two associated networks;

[0155] Each of the at least two associated networks corresponds to an object interaction behavior. Exemplarily, the object interaction behavior includes, but is not limited to, at least one of sending interaction information, forming a team to participate in virtual competitions, and transferring virtual items. Exemplarily, for sending interaction information, the interaction information can be interaction information in the game application, such as a team invitation message, a group message of a virtual gang participated together, etc., or interaction information in the associated application, and this embodiment does not limit this. Exemplarily, there is a binding relationship between the first object and the bound object provided by the associated application, and the bound object belongs to an associated application outside the game application. In one example, the associated application is an application program with an instant messaging function. The interaction information in the associated application can include at least one of comment information, like information, and group information participated together between two objects.

[0156] Exemplarily, the server implementing this embodiment is a server for supporting game applications. There is a binding relationship between the first object and the bound object in the game application. The server of the game application sends a request message to the server of the associated application, requesting to obtain the interaction information corresponding to the bound object; Exemplarily, the first object is carried in the request message, and the server of the associated application records the binding relationship between the first object and the bound object. The server of the associated application determines the bound object according to the binding relationship between the first object and the bound object, and sends the interaction information of the bound object to the server of the game application. Specifically, the interaction information is the interaction information between the bound object and the interaction object. The interaction object has a binding relationship with the associated object of the game application. It can be understood that the acquisition of the interaction information has been confirmed by the authorized object, such as obtaining the separate consent of the authorized object in the form of a pop-up window, user agreement, etc., which complies with the provisions of relevant laws and regulations.

[0157] The first object and at least one associated object are network nodes in each associated network; The first object and an associated object form an edge, and the edge weight is used to indicate the frequency of the object interaction behavior between the two objects.

[0158] Step 514: Calculate the sum of the edge weights of the m-th edge in at least two associated networks one by one, and obtain n associated sub-information;

[0159] The m-th edge is the edge corresponding to the m-th associated object and the first object. The sum of the edge weights of the m-th edge in at least two associated networks is determined as the associated sub-information corresponding to the m-th associated object. Among them, the edge weight is used to indicate the frequency of the object interaction behavior between the two objects.

[0160] Calculate the associated sub-information of each associated object of the first object one by one, and obtain n associated sub-information.

[0161] In this embodiment, the associated information includes n associated sub-information, and the n associated sub-information corresponds one by one to the n associated objects of the first object, where n is a positive integer; m is a positive integer less than or equal to n.

[0162] In an alternative implementation, on the basis of the embodiment Figure 8 shown, the following steps are further included:

[0163] Obtain at least two network weights corresponding to at least two associated networks one by one;

[0164] Correspondingly, step 514 can be implemented as the following steps: Calculate the sum of the behavior weights of the m-th edge in at least two associated networks one by one, and obtain n associated sub-information;

[0165] Exemplarily, the network weight is used to indicate the importance degree of the object interaction behavior corresponding to the associated network. On the basis of constructing different associated networks for different types of object interaction behaviors, it is further considered that different types of object interaction behaviors have different importance degrees, and the network weight corresponding to the associated network is obtained, so as to obtain the associated sub-information in a weighted manner.

[0166] Exemplarily, the behavior weight is used to indicate the product of the edge weight between two objects in the associated network and the network weight corresponding to the associated network. The behavior weight is the information obtained by weighting the edge weight between two nodes based on the network weight.

[0167] In one example, the associated sub-information between the first object and the associated object is:

[0168]

[0169] where e ij is the associated sub-information between object u i and object u j ; object u i is the first object, and object u j is the associated object of the first object; is the edge weight between object u i and object u j in the first associated network, and w1 is the network weight of the first associated network; in this example, there are N associated networks.

[0170] In summary, the method provided in this embodiment constructs different associated networks for different types of object interaction behaviors, fully considering the rich characteristics of the types of object interaction behaviors in the game application; determines the interest degree between the first object and the associated object based on the associated information, fully considering that when performing virtual activities in the virtual environment provided by the game application, the first object has the characteristic of jointly performing virtual activities with the associated object; when the interest degree of the first object is low, provides reward resources to the terminal, providing an efficient way to obtain reward resources, which is convenient for the first object to use the obtained reward resources to support subsequent virtual activities in the virtual environment.

[0171] Figure 9 The flowchart of the method for processing associated information provided by an exemplary embodiment of the present application is shown. Taking the execution of this method by the server as an example for illustration. That is, on the basis of the embodiment shown in Figure 8 it further includes step 515a, step 515b, and step 532:

[0172] Step 515a: Obtain a superimposed network based on at least two associated networks;

[0173] Exemplarily, the objects included in the association network include a first object and at least one associated object of the first object. The association network may also include other objects. Similarly, the association network includes n edges corresponding to n associated objects one by one, but may also include other edges, such as edges formed by two associated objects or edges formed by other objects. That is to say, there is an i-th edge in the overlay network, where i is a positive integer and the maximum value of i is greater than or equal to n. This embodiment does not limit this.

[0174] Exemplarily, the i-th edge in the overlay network corresponds to an overlay weight, and the overlay weight is the sum of the edge weights of the i-th edge in at least two association networks.

[0175] In an optional example, the determination method of the overlay weight between two objects in the overlay network can refer to the Figure 8 associated sub-information in the above. Exemplarily, the overlay weight in the overlay network needs to be normalized, for example:

[0176]

[0177] where M ij is the normalized overlay weight between object u i and object u j , e ij is the sum of the edge weights between object u i and object u j in multiple association networks. The overlay network includes x objects, and the values of i and j are different. Both i and j are positive integers not exceeding x.

[0178] Furthermore, the overlay weight in the overlay network needs to be corrected, for example:

[0179]

[0180] where P ij is the corrected overlay weight, a is the correction coefficient, and the value of a is less than 1. The corrected overlay weight ensures parameter convergence. In a preferred example, the value of a is 0.85.

[0181] Step 515b: Determine the number of active objects obtained by linear threshold propagation of the first object in the overlay network;

[0182] Exemplarily, the first object is determined as the initial active object, and linear threshold propagation is performed according to the overlay weight between objects to obtain active objects. The number of active objects is the number of active objects obtained by linear threshold propagation of the first object in the overlay network.

[0183] Exemplarily, in the case where the superimposed weight between an active object and an inactive object exceeds an associated threshold, the inactive object is changed to an active object. The first object is the initial active object, and the first object is updated to the activated active object through one or more linear threshold propagations.

[0184] Exemplarily, the number of active objects corresponding to the first object is used to indicate the associated range that the interaction between the first object and the associated object can affect in the superimposed network. Exemplarily, the active objects may include other objects other than the associated objects.

[0185] In an alternative implementation manner of this embodiment, step 515b may be implemented as the following sub-steps:

[0186] · Obtain a set of active objects;

[0187] · Add a second object in the set of inactive objects to the set of active objects when the active association information of the second object exceeds the associated threshold;

[0188] · Determine the maximum number of objects in the set of active objects as the number of active objects;

[0189] Exemplarily, the objects corresponding to the network nodes in the superimposed network belong to the set of active objects or the set of inactive objects. The set of active objects includes the first object.

[0190] In an example, the set of active objects only includes the first object, the second object is one or more associated objects of the first object, and when the superimposed weight between the first object and the second object exceeds the associated threshold, the second object is added to the set of active objects;

[0191] Wherein, the superimposed weight between the first object and the second object exceeding the associated threshold is:

[0192]

[0193] The first object is u, the second object is v, ω u,v is the superimposed weight between the first object and the second object, and θ is the associated threshold.

[0194] In another example, the set of active objects includes the first object and at least one associated object, the second object may be an associated object of the first object or other objects that have no association relationship with the first object, and when the active association information of the second object exceeds the associated threshold, the second object is added to the set of active objects. The active association information is the sum of the superimposed weights between each object in the set of active objects and the second object.

[0195] Wherein, the second object's active association information exceeding the associated threshold is:

[0196]

[0197] Let \(A\) be the set of active objects, \(u\) be an object in the set of active objects, \(I(v)\) be the second object in the set of inactive objects, and \(\theta\) be the association threshold.

[0198] Exemplarily, when the active association information of the second object in the set of inactive objects does not exceed the association threshold, no new object is added to the set of active objects, and the number of objects in the set of active objects reaches the maximum value. The maximum number of objects in the set of active objects can be obtained, and the maximum number of objects is determined as the number of active objects.

[0199] Figure 10 FIG. shows a schematic diagram of linear threshold propagation provided by an exemplary embodiment of the present application. The overlay network shown in the figure includes a first object 301, a second object 302, a third object 303, a fourth object 304, a fifth object 305, and a sixth object 306.

[0200] In the overlay network, there are overlay weights between the third object 303 and the first object 301, the second object 302, and the fifth object 305 respectively; there are overlay weights between the fourth object 304 and the second object 302, the fifth object 305, and the sixth object 306 respectively; there is an overlay weight between the fifth object 305 and the sixth object 306. For the sake of convenience of description, here, it is taken as an example that the overlay weight between two nodes is 0.5.

[0201] Exemplarily, the objects in the overlay network correspond to association thresholds, and different objects may correspond to different association thresholds. In one example, there is a positive correlation between the association threshold of an object and the game progress label of the object. For example, the game progress label is used to indicate the task clearance progress, and the association threshold of the object increases with the increase of the task clearance progress. It should be noted that the association threshold of an object is used to indicate the degree of difficulty that the interest degree of the object in performing virtual activities in the virtual environment is affected by the association relationship. With the increase of the task clearance progress, the object has the skills to perform virtual activities in the virtual environment. This kind of skill of virtual activities is closely related to the game progress. With the increase of the task clearance progress, the possibility of obtaining new skills of virtual activities from the process of jointly performing virtual activities between associated objects decreases, and the degree of difficulty that the object is affected by the association relationship increases.

[0202] In one example, the association threshold corresponding to the first object 301 is 0.6, the association threshold corresponding to the second object 302 is 0.3, the association threshold corresponding to the third object 303 is 0.2, the association threshold corresponding to the fourth object 304 is 0.4, the association threshold corresponding to the fifth object 305 is 0.7, and the association threshold corresponding to the sixth object 306 is 1.2.

[0203] In sub - figure (a), taking the third object 303 as the initial active object as an example, the superposition threshold (0.5) between the third object 303 and the second object 302 is greater than the correlation threshold (0.3) corresponding to the second object 302, and the second object 302 is determined as the active object.

[0204] In sub - figure (b), the superposition threshold (0.5) between the second object 302 and the fourth object 304 is greater than the correlation threshold (0.4) corresponding to the fourth object 304, and the fourth object 304 is determined as the active object.

[0205] In sub - figure (c), the active object set includes the second object 302, the third object 303, and the fourth object 304. The fifth object has superposition weights with the third object 303 and the fourth object 304 respectively, and the sum of the above two superposition weights (0.5 + 0.5 = 1) is greater than the correlation threshold (0.7) corresponding to the fifth object 305, and the fifth object 305 is determined as the active object.

[0206] So far, as shown in sub - figure (d), the number of objects in the active object set reaches the maximum value. The number of active objects obtained by the third object 303 through linear threshold propagation in the superposition network is 4, including: the second object 302, the third object 303, the fourth object 304, and the fifth object 305.

[0207] Step 532: When the interest degree is lower than the second interest threshold and the number of active objects exceeds the quantity threshold, provide reward resources to the terminal logged in with the first object;

[0208] When the number of active objects exceeds the quantity threshold, the first object can affect a large associated range. The first object has established a relatively wide associated range of jointly executing virtual activities in the virtual environment provided by the game application, and the first object has a high degree of willingness to jointly execute virtual activities with associated objects in the virtual environment.

[0209] That is to say, the willingness of the first object and the associated object to jointly execute virtual activities increases as the associated range that the first object can affect expands. For the first object with a high degree of willingness to jointly execute virtual activities with associated objects, a second interest threshold is set. The second interest threshold is higher than the first interest threshold, which fully considers the historical habits of the first object in jointly executing virtual activities with associated objects in the virtual environment, can more timely provide an efficient way for the first object to obtain reward resources, timely improve the human - computer interaction efficiency of the first object to obtain reward resources, and facilitate the first object to use the obtained reward resources to support subsequent virtual activities in the virtual environment.

[0210] In summary, for the method provided in this embodiment, by constructing an overlay network, the associated range that can be affected by the interaction between the first object and the associated object in the overlay network is determined; fully considering that when the associated range that the first object can affect is large, the first object has a high degree of willingness to jointly execute virtual activities with the associated object, and then a second interest threshold is set accordingly; it can provide the first object with a more timely and efficient way to obtain reward resources, facilitating the first object to use the obtained reward resources to support subsequent virtual activities in the virtual environment.

[0211] Figure 11 FIG. 4 shows a flowchart of a method for processing associated information provided by an exemplary embodiment of the present application. Taking the execution of this method by a server as an example for illustration. That is, Figure 3 On the basis of the embodiment shown in FIG. 4, it further includes step 525a and step 525b; step 530 can be implemented as step 530a:

[0212] Step 525a: Obtain the game activity label of the first object in the virtual environment;

[0213] The game activity label is the historical situation of the first object's execution of virtual activities in the virtual environment. The game activity label is used to indicate at least one of the active duration of the first object in the game application and the number of virtual resource transfers;

[0214] The active duration in the game activity label is used to indicate the total duration of the first object's execution of virtual activities, indicating the historical situation of virtual activity execution from the time dimension. The number of virtual resource transfers is used to indicate the virtual resources obtained or consumed by the first object during the execution of virtual activities, indicating the historical situation of virtual activities from the dimension of the acquisition or consumption speed of virtual resources.

[0215] Step 525b: According to the game activity label, determine the correction coefficient of the first object, and determine the product of the correction coefficient and the interest degree as the corrected interest degree;

[0216] Exemplarily, the correction coefficient is used to correct the interest degree of the first object in a multiplicative manner. It considers the influence of the historical situation of virtual activity execution on the interest degree of continuously staying in the virtual environment to execute virtual activities at a future moment.

[0217] In one example, the corrected interest degree is:

[0218]

[0219] Where H i (x) is the corrected interest degree, X i is the interest degree of the first object, is a correction coefficient; act is the first game activity label, which is used to indicate the active duration of the first object in the game application; pay is the second game activity label, which is used to indicate the quantity of virtual resource transfer of the first object in the game application.

[0220] Exemplarily, the step group composed of step 525a and step 525b in this embodiment can be executed before, after or simultaneously with any one of step 510 and step 520, and this embodiment does not limit this.

[0221] Step 530a: When the corrected interest degree is lower than the first interest threshold, provide reward resources to the terminal logged in with the first object;

[0222] When the corrected interest degree is lower than the first interest threshold, the frequency of time interaction between the first object and the associated object is low. Correspondingly, based on the positive correlation between the corrected interest degree and the interest degree of the first object to continuously stay in the virtual environment to execute virtual activities, the interest degree of the first object to continuously stay in the virtual environment to execute virtual activities is low.

[0223] By providing reward resources to the terminal logged in with the first object, an efficient way for the first object to obtain reward resources is provided, which is convenient for the first object to use the obtained reward resources to support subsequent virtual activities in the virtual environment.

[0224] In summary, the method provided in this embodiment determines the interest degree between the first object and the associated object based on the association information, fully considering the characteristic that the first object has the feature of jointly executing virtual activities with the associated object when executing virtual activities in the virtual environment provided by the game application; when the interest degree of the first object is low, the interest degree of the first object to continuously stay in the virtual environment to execute virtual activities is low, and reward resources are provided to the terminal, improving the human-computer interaction efficiency of the first object to obtain reward resources, providing an efficient way to obtain reward resources, and facilitating the first object to use the obtained reward resources to support subsequent virtual activities in the virtual environment.

[0225] Those of ordinary skill in the art can understand that the above embodiments can be implemented independently, or the above embodiments can be freely combined to form a new embodiment to implement the processing method of the association information of the present application. In some examples, each object in the present application can also be referred to as a corresponding account.

[0226] Figure 12 The structural block diagram of the association information processing device provided by an exemplary embodiment of the present application is shown. The device includes:

[0227] An acquisition module 810, configured to acquire association information between a first object and at least one associated object, where the association information includes frequency information between the first object and the at least one associated object in a virtual environment provided by a game application;

[0228] A processing module 820, configured to determine an interest degree between the first object and the associated object based on the association information, and there is a positive correlation between the interest degree and the interest degree of the first object continuously staying in the virtual environment to perform virtual activities;

[0229] A sending module 830, configured to provide reward resources to a terminal logged in with the first object when the interest degree is lower than a first interest threshold.

[0230] In an optional implementation manner of this embodiment, the association information includes n association sub-information, and the n association sub-information corresponds one by one to n associated objects of the first object, where n is a positive integer; the processing module 820 is further configured to: determine the sum of the n association sub-information in the association information as the interest degree of the first object.

[0231] In an optional implementation manner of this embodiment, the processing module 820 is further configured to:

[0232] Acquire n association weights corresponding one by one to the n associated objects of the first object carried in the association information;

[0233] Calculate the product of the m-th association sub-information and the m-th association weight one by one to obtain n weighted sub-information corresponding one by one to the n associated objects, where m is a positive integer less than or equal to n;

[0234] Determine the sum of the n weighted sub-information as the interest degree of the first object.

[0235] In an optional implementation manner of this embodiment, the processing module 820 is further configured to:

[0236] Acquire an intimacy relationship label between at least one associated object carried in the association information and the first object;

[0237] Determine at least one association weight corresponding one by one to the at least one associated object according to the intimacy relationship label between the at least one associated object and the first object;

[0238] Wherein, the intimacy relationship label includes at least one of an old teammate relationship and a team partner.

[0239] In an optional implementation manner of this embodiment, the processing module 820 is further configured to:

[0240] Obtain the game progress tags of at least one associated object carried in the associated information;

[0241] Determine at least one associated weight corresponding one-to-one to the at least one associated object according to the game progress tags of the at least one associated object;

[0242] Wherein, the game progress tag is used to indicate at least one of task clearance progress, virtual gang level, and virtual resource quantity.

[0243] In an alternative implementation manner of this embodiment, the associated information includes n associated sub-informations, and the n associated sub-informations correspond one-to-one to n associated objects of the first object, where n is a positive integer;

[0244] The obtaining module 810 is further configured to: obtain at least two associated networks, each of the at least two associated networks corresponds to an object interaction behavior, and the first object and the at least one associated object are network nodes in each of the associated networks;

[0245] Calculate the sum of the edge weights of the m-th edge in the at least two associated networks one by one to obtain the n associated sub-informations, where m is a positive integer less than or equal to n;

[0246] Wherein, the m-th edge is the edge corresponding to the m-th associated object and the first object, and the edge weight is used to indicate the frequency of the object interaction behavior between two objects, and the object interaction behavior includes at least one of sending interaction information, forming a team to participate in virtual competitions, and transferring virtual items.

[0247] In an alternative implementation manner of this embodiment, the obtaining module 810 is further configured to:

[0248] Obtain at least two network weights corresponding one-to-one to the at least two associated networks;

[0249] Calculate the sum of the behavior weights of the m-th edge in the at least two associated networks one by one to obtain the n associated sub-informations;

[0250] Wherein, the behavior weight is used to indicate the product of the edge weight between two objects in the associated network and the network weight corresponding to the associated network.

[0251] In an alternative implementation manner of this embodiment, the processing module 820 is further configured to obtain a superimposed network based on the at least two associated networks. The i-th edge in the superimposed network corresponds to a superimposed weight, and the superimposed weight is the sum of the edge weights of the i-th edge in the at least two associated networks, where i is a positive integer, and the maximum value of i is greater than or equal to n;

[0252] The processing module 820 is further configured to determine the number of active objects obtained by linearly threshold propagating the first object in the overlay network;

[0253] The sending module 830 is further configured to provide reward resources to the terminal logged in with the first object when the interest degree is lower than a second interest threshold and the number of active objects exceeds a quantity threshold, where the second interest threshold is higher than the first interest threshold.

[0254] In an optional implementation manner of this embodiment, the objects corresponding to the network nodes in the overlay network belong to an active object set or an inactive object set;

[0255] The processing module 820 is further configured to:

[0256] Obtain an active object set, where the active object set includes the first object;

[0257] When the active association information of a second object in the inactive object set exceeds an association threshold, add the second object to the active object set;

[0258] Determine the maximum number of objects in the active object set as the number of active objects;

[0259] Wherein, the active association information is the sum of the overlay weights between each object in the active object set and the second object.

[0260] In an optional implementation manner of this embodiment, the obtaining module 810 is further configured to obtain a game activity label of the first object in the virtual environment, where the game activity label is used to indicate at least one of the active duration of the first object in the game application and the quantity of virtual resource transfer;

[0261] The processing module 820 is further configured to determine a correction coefficient of the first object according to the game activity label, and determine the product of the correction coefficient and the interest degree as a corrected interest degree;

[0262] The sending module 830 is further configured to provide reward resources to the terminal logged in with the first object when the corrected interest degree is lower than the first interest threshold.

[0263] It should be noted that when the device provided in the above embodiment implements its functions, only the above-mentioned division of each functional module is used for illustration. In actual applications, the above functions can be allocated to different functional modules according to actual needs, that is, the content structure of the device is divided into different functional modules to complete all or part of the functions described above.

[0264] Regarding the device in the above embodiments, the specific manner in which each module performs operations has been described in detail in the embodiments related to the method; the technical effects obtained by each module performing operations are the same as those in the embodiments related to the method, and will not be elaborated here.

[0265] The embodiments of the present application further provide a computer device, which includes: a processor and a memory, and a computer program is stored in the memory; the processor is configured to execute the computer program in the memory to implement the processing method of the associated information provided in the above method embodiments. Optionally, the computer device is a server. Exemplarily, Figure 13 is a structural block diagram of a server provided by an exemplary embodiment of the present application. Generally, the server 2300 includes: a processor 2301 and a memory 2302.

[0266] The processor 2301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2301 may be implemented in at least one hardware form of digital signal processing (DSP), field-programmable gate array (FPGA), or programmable logic array (PLA). The processor 2301 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the central processing unit (CPU); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2301 may be integrated with a graphics processing unit (GPU), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2301 may further include an artificial intelligence (AI) processor, and the AI processor is used to process computational operations related to machine learning.

[0267] The memory 2302 may include one or more computer-readable storage media, and the computer-readable storage media may be non-transitory. The memory 2302 may further include high-speed random access memory, as well as non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2302 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 2301 to implement the processing method of the associated information provided in the method embodiments of the present application.

[0268] In some embodiments, the server 2300 may further optionally include an input interface 2303 and an output interface 2304. The processor 2301, the memory 2302, the input interface 2303, and the output interface 2304 may be connected through a bus or signal lines. Each peripheral device may be connected to the input interface 2303 and the output interface 2304 through a bus, signal lines, or a circuit board. The input interface 2303 and the output interface 2304 may be used to connect at least one peripheral device related to input / output (I / O) to the processor 2301 and the memory 2302. In some embodiments, the processor 2301, the memory 2302, the input interface 2303, and the output interface 2304 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2301, the memory 2302, the input interface 2303, and the output interface 2304 may be implemented on a separate chip or circuit board, and the embodiments of the present application do not limit this.

[0269] Those skilled in the art can understand that the structure shown above does not constitute a limitation on the server 2300, and it may include more or fewer components than shown in the figure, or combine certain components, or adopt different component arrangements.

[0270] In an exemplary embodiment, a chip is further provided, and the chip includes programmable logic circuits and / or program instructions, which are used to implement the processing method of the associated information described in the above aspects when the chip runs on a computer device.

[0271] In an exemplary embodiment, a computer program product is further provided, and the computer program product includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor reads and executes the computer instructions from the computer-readable storage medium to implement the processing method of the associated information provided in the above method embodiments.

[0272] In an exemplary embodiment, a computer-readable storage medium is further provided, and a computer program is stored in the computer-readable storage medium, and the computer program is loaded and executed by a processor to implement the processing method of the associated information provided in the above method embodiments.

[0273] Those of ordinary skill in the art can understand that all or part of the steps of implementing the above embodiments can be completed by hardware, or can be completed by a program instructing related hardware. The program can be stored in a computer-readable storage medium, and the storage medium mentioned above can be a read-only memory, a magnetic disk, or an optical disc, etc.

[0274] Those skilled in the art should be able to realize that in one or more of the above examples, the functions described in the embodiments of the present application can be implemented by hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or codes on a computer-readable medium. The computer-readable medium includes computer storage media and communication media, where the communication media includes any medium that facilitates the transfer of a computer program from one place to another. The storage media can be any available medium accessible by a general-purpose or special-purpose computer.

[0275] The above are only alternative embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application shall be included within the protection scope of the present application.

Claims

1. A method for processing associated information, characterized in that The method includes: Obtaining association information between a first object and at least one associated object, where the association information includes frequency information between the first object and the at least one associated object in a virtual environment provided by a game application; Based on the association information, determining the degree of interest between the first object and the associated object, where the degree of interest has a positive correlation with the degree of interest of the first object in continuously staying in the virtual environment to perform virtual activities; When the degree of interest is lower than a first interest threshold, providing reward resources to a terminal logged in with the first object.

2. The method according to claim 1, characterized in that The association information includes n association sub-information, and the n association sub-information corresponds one-to-one to n associated objects of the first object, where n is a positive integer; The determining the degree of interest between the first object and the associated object based on the association information includes: Determining the sum of the n association sub-information in the association information as the degree of interest of the first object.

3. The method according to claim 2, characterized in that, The determining the sum of the n association sub-information in the association information as the degree of interest of the first object includes: Obtaining n association weights corresponding one-to-one to the n associated objects of the first object carried in the association information; Calculating the product of the m-th association sub-information and the m-th association weight one by one to obtain n weighted sub-information corresponding one-to-one to the n associated objects, where m is a positive integer less than or equal to n; Determining the sum of the n weighted sub-information as the degree of interest of the first object.

4. The method according to claim 3, characterized in that, The obtaining n association weights corresponding one-to-one to the n associated objects of the first object carried in the association information includes: Obtaining an intimacy relationship label between at least one associated object carried in the association information and the first object; Determining at least one association weight corresponding one-to-one to the at least one associated object according to the intimacy relationship label between the at least one associated object and the first object; Wherein, the intimacy relationship label includes at least one of an old teammate relationship and a team partner.

5. The method according to claim 3, characterized in that The obtaining n association weights corresponding one-to-one to the n associated objects of the first object carried in the association information includes: Obtaining a game progress label of at least one associated object carried in the association information; Determining at least one association weight corresponding one-to-one to the at least one associated object according to the game progress label of the at least one associated object; Wherein, the game progress label is used to indicate at least one of task clearance progress, virtual gang level, and virtual resource quantity.

6. The method according to any one of claims 1 to 5, characterized in that, The association information includes n association sub-information, and the n association sub-information corresponds one-to-one to n associated objects of the first object, where n is a positive integer; The obtaining the association information between the first object and at least one associated object includes: Obtaining at least two association networks, where each association network in the at least two association networks corresponds to an object interaction behavior, and the first object and the at least one associated object are network nodes in each association network; Calculate the sum of the edge weights of the m-th edge in the at least two associated networks one by one to obtain the n associated sub-information, where m is a positive integer less than or equal to n; Among them, the m-th edge is the edge corresponding to the m-th associated object and the first object, and the edge weight is used to indicate the frequency of the object interaction behavior between two objects, and the object interaction behavior includes at least one of sending interaction information, teaming up to participate in virtual competitions, and transferring virtual items.

7. The method according to claim 6, characterized in that, The method further includes: Obtain at least two network weights corresponding to the at least two associated networks one by one; The step of calculating the sum of the edge weights of the m-th edge in the at least two associated networks one by one to obtain the n associated sub-information includes: Calculate the sum of the behavior weights of the m-th edge in the at least two associated networks one by one to obtain the n associated sub-information; Among them, the behavior weight is used to indicate the product of the edge weight between two objects in the associated network and the network weight corresponding to the associated network.

8. The method according to claim 6, characterized in that, The method further includes: Based on the at least two associated networks, obtain a superimposed network, where the i-th edge in the superimposed network corresponds to a superimposed weight, and the superimposed weight is the sum of the edge weights of the i-th edge in the at least two associated networks, i is a positive integer, and the maximum value of i is greater than or equal to n; Determine the number of active objects obtained by linear threshold propagation of the first object in the superimposed network; When the interest degree is lower than the second interest threshold and the number of active objects exceeds the quantity threshold, provide reward resources to the terminal logged in with the first object, and the second interest threshold is higher than the first interest threshold.

9. The method according to claim 8, wherein The objects corresponding to the network nodes in the superimposed network belong to the active object set or the inactive object set; The step of determining the number of active objects obtained by linear threshold propagation of the first object in the superimposed network includes: Obtain an active object set, and the active object set includes the first object; When the active association information of the second object in the inactive object set exceeds the association threshold, add the second object to the active object set; Determine the maximum number of objects in the active object set as the number of active objects; Among them, the active association information is the sum of the superimposed weights between each object in the active object set and the second object.

10. The method according to any one of claims 1 to 5, characterized in that The method further includes: Obtain the game activity label of the first object in the virtual environment, and the game activity label is used to indicate at least one of the active duration of the first object in the game application and the number of virtual resource transfers; According to the game activity label, determine the correction coefficient of the first object, and determine the product of the correction coefficient and the interest degree as the corrected interest degree; The step of providing reward resources to the terminal logged in with the first object when the interest degree is lower than the first interest threshold includes: When the corrected interest degree is lower than the first interest threshold, provide reward resources to the terminal logged in with the first object.

11. An apparatus for processing associated information, characterized in that The device includes: An acquisition module, configured to acquire association information between a first object and at least one associated object, where the association information includes frequency information between the first object and the at least one associated object in a virtual environment provided by a game application; A processing module, configured to determine an interest degree between the first object and the associated object based on the association information, and there is a positive correlation between the interest degree and the interest degree of the first object continuously staying in the virtual environment to perform virtual activities; A sending module, configured to provide reward resources to a terminal logged in with the first object when the interest degree is lower than a first interest threshold.

12. A computer device, characterized in that, The computer device includes: a processor and a memory, where at least one program is stored in the memory; the processor is configured to execute the at least one program to implement the processing method of the association information as described in any one of claims 1 to 10 above.

13. A computer-readable storage medium, characterized in that, An executable instruction is stored in the readable storage medium, and the executable instruction is loaded and executed by a processor to implement the processing method of the association information as described in any one of claims 1 to 10 above.

14. A computer program product, characterized in that, The computer program product includes computer instructions, the computer instructions are stored in a computer-readable storage medium, and the processor reads and executes the computer instructions from the computer-readable storage medium to implement the processing method of the association information as described in any one of claims 1 to 10 above.