Method for putting advertisement in game

By generating and integrating custom 3D character models in the game and pushing advertisements in combination with player preferences and habits, the problem of poor advertising delivery in the existing technology is solved, and the precise delivery and efficient publicity of advertisements are achieved.

CN120285564APending Publication Date: 2025-07-11郑贤良
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Patent Information

Application Number
CN202510700222.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-28
Publication Date
2025-07-11

AI Technical Summary

Technical Problem

The existing built-in advertising methods of games fail to fully consider the behavioral habits and attention characteristics of gamers, resulting in poor advertising delivery, wasted resources and it is difficult for advertisers to obtain ideal publicity returns.

Method used

Generate customized 3D player and non-player character models through AI models, integrate these characters in the game, monitor player operations to distribute advertising rewards, accurately push advertisements based on game players' preferences and habits and specific needs information, use the game's embedded live e-commerce technology to integrate live broadcast screens, and set advertising reward rules to stimulate players' enthusiasm.

Benefits of technology

It improves the accuracy and effectiveness of advertising, reduces players' boredom with advertising, enhances the fun and richness of the game, and improves the promotional effect of advertising.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a method for putting an advertisement in a game, and belongs to the technical field of advertisement putting. The problem that an existing game built-in advertisement is poor in effect is solved. The method for putting the advertisement in the game comprises the steps that a game user uploads a user-defined role picture, a game system uses an AI model to generate a 3D player role model through the user-defined role picture uploaded by an individual user, and after the individual user confirms uploading, the 3D player role model is integrated into the game to become a player role; the game system uses the AI model to generate a 3D non-player character model from the custom character picture and / or text content uploaded by the enterprise user, and after the enterprise user confirms uploading, the 3D non-player character model is integrated into the game to become a non-player character; and monitoring the operation of the game player, and if it is monitored that the non-player character is killed or browsed by the game player, issuing an advertisement reward to the game player according to a preset reward rule. The advertisement putting effect can be improved.
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Description

Technical Field

[0001] The present invention belongs to the technical field of advertising placement, and relates to a method for placing advertisements in games. Background Art

[0002] As a popular form of entertainment, games have a large audience. Embedding advertisements in games has gradually become a common strategy for advertising.

[0003] Currently, there are mainly two common forms of in-game advertisements. One is to set advertisement information in the peripheral area of the game system interface. For example, static picture advertisements or scrolling text advertisements are displayed in the corners of the game screen. However, when playing games, game players often focus their main attention on the core tasks and operations of the game, and have extremely low attention to the advertisement information in the interface periphery. For example, in exciting competitive games, players are fully concentrated on the battle and it is very difficult to notice the advertisements at the interface edge. Another common way is to embed advertisements as environmental factors into the game scene. For example, in simulation city-building games, billboards are placed in scenes such as city streets. But these advertisements are background elements in the game scene. When players explore the game world, they usually just glance over them and do not pay in-depth attention to their content, resulting in the difficulty of achieving the expected advertising effect.

[0004] In summary, the existing in-game advertisement placement methods simply superimpose advertisements on games without fully considering the behavior habits and attention characteristics of game players. This not only causes waste of advertisement resources, but also makes it difficult for advertisers to obtain ideal publicity returns, and the accuracy and effectiveness of advertisement placement need to be improved. Summary of the Invention

[0005] The purpose of the present invention is to address the above problems existing in the prior art and propose a method for placing advertisements in games. The technical problem to be solved is: how to improve the advertising effect.

[0006] The purpose of the present invention can be achieved by the following technical solutions: A method for placing advertisements in games, including the following steps:

[0007] Game users upload custom character pictures through preset buttons on the game system interface. Game users include individual users and enterprise users;

[0008] The game system uses an AI model to generate a 3D player character model from the custom character pictures uploaded by individual users. After the generated 3D player character model is confirmed and uploaded by the individual user, the AI model is used to integrate the 3D player character model into the game to become a player character that can be controlled by game players;

[0009] The game system uses an AI model to generate a 3D non-player character model from the custom character pictures uploaded by enterprise users and / or the input text content. After the generated 3D non-player character model is confirmed and uploaded by the enterprise user, the AI model is used to integrate the 3D non-player character model into the game to become a non-player character with advertising information that can be attacked by game players;

[0010] The game system monitors the operations of game players. If it is detected that a non-player character is killed or browsed by a game player, an advertising reward set for the non-player character will be given to the game player according to the preset reward rules.

[0011] The method for advertising placement in the game can independently upload custom character pictures according to the needs of game users, including product entity images, text content, character images, and animal images. Game users include individual users and enterprise users. If an individual user uploads a custom character picture, the game system uses an AI model to generate a 3D player character model from the uploaded custom character picture. The number of generated 3D player character models can be multiple for the individual user to choose from. When the individual user confirms a certain 3D player character model, the AI model is used to integrate the 3D player character model into the game to become a player character, and the game player can choose the custom-generated player character to control and complete various tasks in the game; if an enterprise user uploads a custom character picture, the game system uses an AI model to generate a 3D non-player character model from the uploaded custom character picture, or when the enterprise user inputs text content expressing product information, the AI model combines the text content or directly generates a 3D non-player character model based on the text content. The number of generated 3D non-player character models can be multiple for the enterprise user to choose from. When the enterprise user confirms a certain 3D non-player character model, the AI model is used to integrate the 3D non-player character model into the game to become a non-player character with advertising information, that is, an NPC to be attacked in the game. When the game player plays the game, they can know the product trademark name, product appearance shape and other features through the appearance of the non-player character, ensuring the advertising placement effect. After the non-player character is killed or browsed by the game player, the game system will also automatically give the advertising reward preset for the non-player character to the game player according to the preset reward rules. The advertising reward can be issued by the game platform or by the game user who publishes the advertisement. The advertising rewards can be points, coupons, skins, fashions, mounts, etc. The amount of the advertising reward can be freely set according to the enterprise user. Through this method, if a user wants to place a product advertisement in the game, they can place it independently without having to connect with the game operation, which is more convenient. Moreover, the placed advertisement can be accurately noticed by game players through non-player characters, effectively improving the advertising placement effect. And the advertising reward further stimulates the enthusiasm of game players to attack non-player characters, further enhancing the advertising publicity effect.

[0012] In the above method for placing advertisements in games, individual users also upload game custom scene images through preset buttons on the game system interface;

[0013] The game system uses the AI ​​model to generate a 3D game scene model from the uploaded game custom scene images;

[0014] After the generated 3D game scene model is confirmed by the individual user, the AI ​​model is used to integrate the 3D game scene model into the game to become a personalized game scene that game players can choose. Individual users can upload and generate game scenes on their own. This operation makes the game scene more in line with the user's preferences, increases the fun of the game, and effectively improves the game user's interest in playing the game. Moreover, the personalized game scene and the game scene that comes with the system together constitute the game scene for game users to choose, which increases the richness of the game scene.

[0015] In the above method for placing advertisements in a game, the method further includes the following steps:

[0016] The game system collects and analyzes the types and times of killing non-player characters by each game player in real time, and obtains the preferences and habits of each game player in killing non-player characters;

[0017] According to the preferences of game players, the push frequency of corresponding non-player characters is increased. The corresponding non-player characters include non-player characters with advertising information and non-player characters that come with the game system. Pushing corresponding non-player characters according to the preferences of game players can cater to the preferences of game players, reduce game players' boredom with advertisements, and enable game users to pay more attention to the information of the advertising products more accurately, rather than just skipping them at a glance, effectively improving the effect of advertising.

[0018] In the above method for placing advertisements in a game, the method further includes the following steps:

[0019] Set an update time, and re-collect and analyze the types and times of killing non-player characters by each game player according to the update time to obtain the updated preferences of each game player in killing non-player characters. By updating the preferences, the accuracy of the preferences can be guaranteed, and the game system can push non-player characters more accurately.

[0020] In the above method for placing advertisements in a game, the method further includes the following steps:

[0021] Setting a push content selection button and / or input field for game players to select or input specific required information;

[0022] Based on the specific demand information selected or input by the game player, the game system increases the appearance frequency of non-player characters related to the specific demand information. The settings of the push content selection button and the input bar can meet the specific needs of game players. For example, if a game player wants to buy a coat, they can select the coat through the push content selection button or input "coat" through the input bar. After input, the game system will increase the appearance frequency of non-player characters of the coat category in the game of this game player, effectively meeting the shopping needs of game players and also effectively improving the advertising placement effect.

[0023] In the above method for placing advertisements in a game, the method further includes the following steps:

[0024] When the currently logged-in account is an enterprise user and after passing the live broadcast permission verification, the enterprise user enters the live broadcast by pressing the live broadcast function button on the game system interface;

[0025] The game system responds to the triggering operation of the enterprise user on the live broadcast function button, and uses the in-game embedded live e-commerce technology to integrate the live broadcast screen into a preset area of the game scene, becoming a scene element of the game scene. The live broadcast screen is integrated into a preset area of the game scene. The preset area can be on the road signs in the game scene, or on the screens of buildings, or on the billboards in the game scene, making the characters in the game have the effect of watching the live broadcast in the game scene. In this way, without affecting the game experience of players, they can watch the live broadcast screen in the game, improving the richness of game content, and at the same time, the product placement effect in the game can also be improved through the live broadcast.

[0026] In the above method for placing advertisements in a game, the game system also increases the push frequency of corresponding live broadcast content to the game scene screen where the game player is located according to the game player's preference habits and specific demand information. This step enables the live broadcast content to be more accurately pushed to the users in need, improving the satisfaction of game players with the live broadcast content.

[0027] In the above method for placing advertisements in a game, when the game user confirms the generation of non-player characters or triggers the live broadcast function button, a pre-deposit for the margin and advertising bonus is deposited in the user wallet on the game system interface, and the advertising bonus amount, share, and bonus rules are modified or set through the reward setting button on the game system interface. The bonus rules are such that corresponding advertising bonuses are issued when non-player characters are killed, or corresponding advertising bonuses are issued when the non-player characters are viewed for a preset duration. This bonus rule can be customized and modified by enterprise users, which can meet the needs of different advertising placement users. The setting of the margin in the user wallet can force the products sold by users to be qualified products, improving the safety of user consumption.

[0028] In the above method for placing advertisements in a game, the method further includes the following steps:

[0029] Determine whether the currently logged-in enterprise user is an invited enterprise user registered via an invitation code or a self-registered enterprise user;

[0030] When the currently logged-in enterprise user is an invited enterprise user, the game system automatically deducts the set advertising bonus from the user's wallet when integrating the 3D non-player character model into the game using the AI ​​model, and at the same time automatically deducts a preset amount from the advertising bonus as the advertising invitation bonus for the game user who sent the invitation code. After the game player kills or browses the non-player character, he will receive the corresponding advertising reward from the remaining amount of advertising bonus;

[0031] When the currently logged-in enterprise user is a self-registered enterprise user, the game system will automatically deduct the set advertising bonus from the user's wallet when integrating the 3D non-player character model into the game using the AI ​​model. The game player will obtain the corresponding advertising reward from the advertising bonus after killing or viewing the non-player character;

[0032] Determine the margin value based on the product transaction amount, and freeze the margin value in the user's wallet as a transaction guarantee until the transaction is completed;

[0033] When the deposit in the user's wallet is lower than the determined margin value, the game system automatically hides the game user's order information and reminds the corporate user to replenish the deposit in time when there is an order. The margin is used to ensure that the game user places orders in non-player roles and in live broadcasts, and to protect the shopping rights of game users. The margin value can be set to a multiple of the transaction amount, such as three times the transaction amount. The game user who sends the invitation can be an individual user or a corporate user. Every time the invited corporate user places an advertisement in the game, the game user who sends the invitation can obtain the corresponding amount of the corporate user's advertisement. This operation can increase the enthusiasm of game users to invite new corporate users, so that more advertising products can be placed in the game, thereby meeting the needs of different players in the game and making advertising and games complementary, that is, satisfying the user's entertainment needs for the game without being bored with advertisements, and realizing shopping when there is a shopping need.

[0034] In the above method for placing advertisements in a game, before issuing the advertisement reward set by the non-player character to the game player, the method further comprises the following steps:

[0035] The game system determines whether the game player is an invited individual user who registered through an invitation code or an individual user who registered independently;

[0036] When the currently logged-in game player is an invited individual user, a preset number of invitation bonus funds will be allocated from the obtained advertising rewards to the game user who sent the invitation code, and the invited individual user will receive the remaining advertising rewards;

[0037] When it is determined that the game user who sent the invitation code is an invited game user registered through the invitation code, a preset amount of level invitation bonus funds will be allocated from the invitation bonus funds to the game user who sent the invitation code; when the currently logged-in game player is an individual user who registered independently, this individual user will receive all the advertising rewards. The game user who sent the invitation can also obtain the advertising rewards of the invited user, which can improve the enthusiasm of game users to invite new users, so that more game users can pay attention to the advertisements in the game, indirectly enhancing the publicity effect of the advertisements.

[0038] Compared with the prior art, the method for placing advertisements in the game has the following advantages:

[0039] 1. The present invention converts the sold products into non-player characters in the game, enabling the advertisement to be more deeply integrated into the game, reducing the boredom of game players towards the advertisement, and during the game's monster killing or combat, non-player characters can also be more easily noticed by game players, and naturally the advertisement information can be seen by game players, effectively improving the advertisement placement effect.

[0040] 2. The present invention can independently place advertisements in the game without connecting to the game operation, which is more convenient to operate. In addition, the setting of advertisement rewards further reduces the boredom of game players towards the advertisement and also solves the problem that enterprises have no idea whether the advertisements they placed have achieved results in the past, effectively improving the advertisement placement effect. BRIEF DESCRIPTION OF THE DRAWINGS

[0041] Figure 1 is a schematic diagram of the control flow of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0042] To make the objectives, technical solutions, and advantages of the present invention clearer, the embodiments of the present invention will be further described in detail below with reference to the accompanying drawings. The following description of at least one exemplary embodiment is actually only illustrative and in no way limits the present invention and its application or use. Based on the embodiments in the present invention, all other embodiments obtained by those of ordinary skill in the art without creative efforts belong to the scope of protection of the present invention.

[0043] Such as Figure 1As shown, through the method for advertising placement in games, advertisements can be independently placed in games, or character images and game scenes can be uploaded. When in use, if a game user wants to upload a picture, the game user uploads a custom game character picture through a preset button on the game system interface. The game user can be an individual user or an enterprise user. The custom game character picture includes a product entity image, text content, a character image, or an animal image; the text content can be a product trademark name, relevant written introduction of the product, or a written description of the character image features. Among them, when an enterprise user uploads a custom character picture, such as a product picture, brand name, and picture of product description text, through a preset button on the game system interface, the product description text can also be directly input through an input box to describe the product. The game system generates a 3D non-player character model based on the uploaded custom character picture using an AI model, or generates a 3D non-player character model in combination with the text content, or generates a 3D non-player character model based on a single text content. After the enterprise user browses and is satisfied with the 3D non-player character model, the advertising reward and the number of copies are set. Specifically, a deposit used as a margin or advertising placement fund is pre-deposited through the user wallet in the game system interface, and the advertising reward amount, number of copies, and reward rules are modified or set through the reward setting button in the game system interface. The reward rules can be set as follows: a corresponding amount of advertising reward is issued when a non-player character is killed, and a corresponding amount of advertising reward is issued when the non-player character is browsed for a preset duration. This rule can be modified manually to help improve the advertising placement effect. The advertising reward can be points, coupons, in-game equipment items, etc. This reward rule and reward amount can be customized and modified to meet the needs of different advertising placement users and promote a better advertising placement effect.

[0044] After the above operations, when the enterprise user confirms the generation of the non-player character again, it is confirmed whether the enterprise user is an invited enterprise user or an independently registered enterprise user. When the enterprise user is an independently registered enterprise user, the game system integrates the 3D non-player character model into the game using the AI model as a non-player character, that is, an NPC that is attacked by game players in the game. At the same time, the set advertising reward amount is automatically deducted from the user wallet, and the game player obtains the corresponding advertising reward from the advertising reward amount after killing or browsing the non-player character. When the currently logged-in enterprise user is an invited enterprise user, when the game system integrates the 3D non-player character model into the game using the AI model, the set advertising reward amount is automatically deducted from the user wallet, and at the same time, a preset amount is automatically deducted from the advertising reward amount as an advertising invitation reward for the game user who issued the invitation code. The game player obtains the corresponding advertising reward from the remaining advertising reward amount after killing or browsing the non-player character, so that the game player can obtain product information from the non-player character image in the game and improve the advertising effect.

[0045] When generating non-player characters based on an AI model, the body size and the duration of resistance to being killed of the generated non-player characters are also designed according to the advertising investment amount put by enterprise users, so as to produce different advertising effects.

[0046] When the currently logged-in account is an enterprise user and the live broadcast permission is verified, the enterprise user enters the live broadcast by pressing the live broadcast function button on the game system interface; in response to the triggering operation of the enterprise user on the live broadcast function button, the game system uses the in-game embedded live e-commerce technology to cover the live broadcast screen on a preset area of the game scene and become a scene element of the game scene. The in-game embedded live e-commerce technology includes video stream transmission technology, video decoding and rendering technology, network optimization technology, game engine integration technology, synchronization and latency control technology, security and DRM technology, interactive function technology, cross-platform support technology, monitoring and data analysis technology, audio processing technology, etc. These technologies are well-known technologies in this field. Therefore, they will not be elaborated in this embodiment. Those skilled in the art know how to conduct a live broadcast in the game through the coordination of these technologies.

[0047] In order to provide better shopping protection for game users, the margin value is determined according to the product transaction amount, that is, the transaction amount generated after the game user places an order in a non-player character or during a live broadcast. The margin value to be frozen is determined through the transaction amount. When the game user places an order, the game system freezes the pre-deposit of the margin value in the user's wallet as a transaction guarantee, and the pre-deposit of this margin value can be used normally only after the transaction is completed;

[0048] When the pre-deposit in the user's wallet is lower than the determined margin value, the game system automatically hides the order information of the game user and reminds the enterprise user to replenish the pre-deposit in a timely manner when there is an order.

[0049] When an individual user uploads a custom character picture through a preset button on the game system interface, the game system generates a 3D player character model based on an AI model. After the individual user browses and is satisfied with the generated 3D player character model, the game system integrates the generated 3D player character model into the game scene as a player character, that is, the character controlled by the game player in the game. Through this character, the game player can issue operation instructions such as attacking, running, and walking.

[0050] When an individual user uploads a custom game scene picture through a preset button on the game system interface, including a photographed landscape picture or a scene picture downloaded from the Internet; the game system uses an AI model to generate a 3D game scene model from the uploaded custom game scene picture; after the generated 3D game scene model is confirmed by the individual user, the game system integrates the 3D game scene model into the game to become a personalized game scene available for game players to choose in the game. The non-player characters and player characters generated by uploading through game users can also be integrated into this personalized game scene. This operation can increase the fun of players, and at the same time make the game scene more abundant, enabling game players to choose a personalized game scene in addition to the game scenes provided by the system itself.

[0051] The AI model used in this embodiment can adopt the Kunlun Wanwei Makrix-zero model. The AI model is an existing technology. The operations of generating 3D pictures from 2D pictures and integrating 3D pictures into the game can be completed by existing AI models. This solution enables game players to also participate in optimizing and enriching the character images in the game through the application of the AI model, improving the sense of participation of game players in the game.

[0052] When each game player is playing the game, the game system collects the preferences and habits of each game player. The preferences and habits refer to the habit of liking a certain type of non-player character in the game. Specifically, the game system collects and analyzes the type and time of killing non-player characters in real time to obtain the preferences and habits of each game player for killing non-player characters; according to the preferences and habits of the game player, the push frequency of the corresponding non-player characters is increased. The corresponding non-player characters include non-player characters generated by enterprise users uploading custom character pictures and / or text content and non-player characters provided by the game system itself; the update time can also be set to update the preferences and habits of each game player for killing non-player characters to ensure the accuracy of non-player character push.

[0053] In addition to pushing non-player characters based on the preferences and habits of players, game players can also select or input specific requirement information through the push content selection button and / or input field set by the game system. The specific requirement refers to the requirement information that game players specifically request to strengthen the recommendation of a certain type of advertising non-player character before or during the game. For example, if a game player wants to buy a coat recently, then the game player can find the corresponding content option in the recommendation content selection button to select. If not, the game player can input "coat" in the input field and click to strengthen the recommendation; then the game system can increase the appearance frequency of non-player characters related to the specific requirement information according to the specific requirement information selected or input by the game player. This makes the game more aware of the user's needs and improves the user's satisfaction.

[0054] In addition to pushing non-player characters, the push frequency of corresponding live content can also be increased to the game scene screen where the game player is located according to the preferences and specific requirement information of the game player.

[0055] While the game system pushes corresponding non-player characters according to the preferences and specific requirement information, the game system monitors the operations of the game player. If it is detected that a non-player character is killed or browsed by the game player, an advertisement reward set for the non-player character will be given to the game player according to the preset reward rules.

[0056] In this embodiment, before giving the advertisement reward set for the non-player character to the game player, the method also judges the registration situation of the game user; when the currently logged-in game player is an invited individual user, a preset amount of invitation reward money will be separated from the obtained advertisement reward and given to the game user who sent the invitation code, and the invited individual user will obtain the remaining amount of the advertisement reward; when the currently logged-in game player is an individual user who registered independently, the individual user will obtain all the advertisement reward. Among them, after the game user who sent the invitation code obtains the invitation reward money, it is further judged whether the game user who sent the invitation code is also an invited game user. When the game user who sent the invitation code is also an invited game user, a preset amount of level invitation reward money will be separated from the invitation reward money or the advertisement invitation reward money and given to the game user who sent the invitation code. And so on, a part of the amount will be continuously separated from the level invitation reward money and given to the previous-level game user until it is judged that the game user is an independently registered game user, or it is set that an n-level invited game user can receive the level invitation reward money sent by the next-level game user. The invitation reward can be set or cancelled by the system background. n levels can be set to 3 levels, 4 levels, 5 levels and other levels. The values of the invitation reward money, the advertisement invitation reward money and the level invitation reward money are set by the system background.

[0057] In this embodiment, the game system also divides each advertisement reward obtained by the game player into three parts. The first part is the designated consumption amount, that is, the reward obtained from a certain advertisement must be consumed in the store where the advertisement is located and cannot be withdrawn. This step can intuitively reflect the effect of advertisement placement.

[0058] The second part is the general amount, which can be consumed in any store in the platform mall of this system and can also be withdrawn.

[0059] The third part is the gift amount, which can be consumed in any store in the platform mall of this system but cannot be withdrawn. This way of dividing the reward can also be reset or cancelled by the game system.

[0060] By using the method for advertising placement in games, if a user wants to place a product advertisement in a game, they can do so independently without having to contact the game operation, which makes the operation more convenient. Moreover, the advertisements placed are integrated into the game as non-player characters, which can eliminate the boredom of game players towards advertisements and can also be precisely noticed by game players through non-player characters, effectively improving the advertising placement effect. Additionally, the setting of the advertising reward mechanism further stimulates the enthusiasm of game players to attack non-player characters, enabling the product advertisement to be seen by more game players and further enhancing the advertising publicity effect.

[0061] The specific embodiments described herein are merely illustrative of the spirit of the present invention. Those skilled in the art to which the present invention pertains can make various modifications or supplements to the described specific embodiments or use similar ways to substitute, but they will not deviate from the spirit of the present invention or exceed the scope defined by the appended claims.

Claims

1. A method for advertising in a game, characterized in that, The method comprises the following steps: Game users upload customized character images through preset buttons on the game system interface. Game users include individual users and corporate users. The game system uses the AI ​​model to generate a 3D player character model from the custom character image uploaded by the individual user. After the generated 3D player character model is confirmed and uploaded by the individual user, the AI ​​model is used to integrate the 3D player character model into the game to become a player character that can be controlled by the game player. The game system uses the AI ​​model to generate a 3D non-player character model from the custom character images uploaded by the enterprise user and / or the text content input. After the generated 3D non-player character model is confirmed and uploaded by the enterprise user, the AI ​​model is used to integrate the 3D non-player character model into the game to become a non-player character with advertising information for game players to attack; The game system monitors the operation of the game players. If it detects that a non-player character with advertising information is killed or viewed by the game players, the game system issues the advertising reward set for the non-player character to the game players according to the preset reward rules.

2. The method for advertising placement in a game according to claim 1, wherein, Individual users also upload custom game scene images through preset buttons on the game system interface; The game system uses the AI ​​model to generate a 3D game scene model from the uploaded game custom scene images; After the generated 3D game scene model is confirmed by individual users, the AI ​​model is used to integrate the 3D game scene model into the game to become a personalized game scene that game players can choose from.

3. The method for advertising placement in a game according to claim 1 or 2, characterized in that, The method further comprises the steps of: The game system collects and analyzes the types and times of killing non-player characters by each game player in real time, and obtains the preferences and habits of each game player in killing non-player characters; The push frequency of corresponding non-player characters is increased according to the preferences of game players. The corresponding non-player characters include non-player characters with advertising information and non-player characters that come with the game system.

4. The method for advertising placement in a game according to claim 3, wherein, The method further comprises the steps of: An update time is set, and the types and times of killing non-player characters by each game player are re-collected and analyzed according to the update time to obtain the updated preference habits of each game player in killing non-player characters.

5. The method for advertising placement in a game according to claim 3, wherein, The method further comprises the steps of: Setting a push content selection button and / or input field for game players to select or input specific required information; The game system increases the appearance frequency of non-player characters related to specific demand information according to the specific demand information selected or input by the game player.

6. The method for advertising placement in a game according to claim 5, wherein The method further comprises the steps of: After the current login account is an enterprise user and the live broadcast permission is verified, the enterprise user enters the live broadcast by pressing the live broadcast function button in the game system interface; The game system responds to the triggering operation of the live broadcast function button by the enterprise user, and uses the game's embedded live broadcast e-commerce technology to integrate the live broadcast screen into the preset area of ​​the game scene, becoming a scene element of the game scene.

7. The method for advertising placement in a game according to claim 6, characterized in that, The game system also increases the push frequency of corresponding live content to the game scene screen where the game players are located based on the game players' preferences and specific demand information.

8. The method for advertising placement in a game according to claim 6, wherein When an enterprise user confirms to generate a non-player character or trigger the live broadcast function button, a deposit for the margin and advertising bonus is deposited into the user wallet on the game system interface. The advertising bonus amount, share, and bonus rules are modified or set through the bonus setting button on the game system interface.

9. The method for advertising placement in a game according to claim 8, wherein, The method further includes the following steps: Determine whether the currently logged-in enterprise user is an invited enterprise user registered through an invitation code or an enterprise user who registered independently; When the currently logged-in enterprise user is an invited enterprise user, when the game system integrates the 3D non-player character model into the game using the AI model, the set advertising bonus is automatically deducted from the user wallet, and at the same time, a preset amount is automatically deducted from the advertising bonus as an advertising invitation bonus to the game user who issued the invitation code. After the game player kills or views the non-player character, the game player obtains the corresponding advertising bonus from the remaining advertising bonus amount; When the currently logged-in enterprise user is an enterprise user who registered independently, when the game system integrates the 3D non-player character model into the game using the AI model, the set advertising bonus is automatically deducted from the user wallet, and the game player obtains the corresponding advertising bonus from the advertising bonus after killing or viewing the non-player character; Determine the margin value according to the product transaction amount, and freeze the margin value in the deposit in the user wallet as a transaction guarantee until the transaction is completed; When the deposit in the user wallet is lower than the determined margin value, the game system automatically hides the order information of the game user and reminds the enterprise user to replenish the deposit in time for the order.

10. The method for advertising placement in a game according to claim 1 or 2, characterized in that, Before distributing the advertising bonus set for the non-player character to the game player, the method further includes the following steps: The game system determines whether the game player is an invited individual user registered through an invitation code or an individual user who registered independently; When the currently logged-in game player is an invited individual user, a preset amount of invitation bonus is allocated from the obtained advertising bonus to the game user who sent the invitation code, and the invited individual user obtains the remaining advertising bonus value; When it is determined that the game user who sent the invitation code is an invited game user registered through an invitation code, a preset amount of level invitation bonus is allocated from the invitation bonus to the game user who sent the invitation code; When the currently logged-in game player is an individual user who registered independently, the individual user obtains the entire advertising bonus value.