Game player scheduling method, equipment and product

Through cross-server scheduling and virtual player creation, the problem of insufficient number of players in the game is solved, the user experience is improved and the server resource utilization is optimized.

CN120285573APending Publication Date: 2025-07-11GUANGZHOU YIWAN NETWORK TECH CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202510716499.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-30
Publication Date
2025-07-11

AI Technical Summary

Technical Problem

In existing games, due to the increase in level levels, the number of players is insufficient and the level cannot be experienced, resulting in poor user experience and idle server resources, reducing resource utilization.

Method used

Through cross-server scheduling rules, players of the first partition server and the second partition server are scheduled to the same target server, servers with good load status are preferred, and virtual players are created or actual players' game progress is adjusted to meet the number threshold if necessary.

Benefits of technology

When the number of players is insufficient, cross-zone server scheduling and progress adjustments are implemented to ensure that players can enter the level smoothly, improve user experience and optimize server resource utilization.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120285573A_ABST
    Figure CN120285573A_ABST
Patent Text Reader

Abstract

The invention provides a game player scheduling method, equipment and a product. The game player scheduling method comprises the steps that according to a received first level instruction associated with a first player identifier in a first partition server, the first effective time and the first starting moment of the first level instruction are determined; determining the number of first players entering a first level in the first partition server within the first effective time range, and determining the number of second players required for starting the first level when the number of the first players is smaller than a number threshold value; according to the first starting moment, second players entering the first level within the first effective time range and meeting the second player number are determined; wherein the second player belongs to the second partition server; according to a cross-server scheduling rule, the first player and the second player are scheduled to the same target server to start first level operation; wherein the target server is selected from the first partition server or the second partition server.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present disclosure relates to the field of computer technology, and particularly to a method, device and product for scheduling game players. Background Art

[0002] Existing games usually divide players into different regions or servers to ensure stable operation of the game, reduce network latency, balance the distribution of players, and promote social interaction and competition. Based on the above requirements, when various gameplay modes that need to match players are running in the game, only online players in the same region or server are matched.

[0003] However, due to the long game cycle and the decrease in the number of game players who can enter a level as the level increases, there may be a situation where the number of players does not reach the lower limit of the number of players required for a single run of the level. If the number of players in multiple consecutive partition servers cannot reach the lower limit of the number of players, players will be unable to experience the game level, resulting in poor user experience, and the server resources corresponding to multiple partitions will be idle, reducing the utilization rate of server resources. Summary of the Invention

[0004] The present disclosure provides a method, device and product for scheduling game players.

[0005] According to a first aspect of the present disclosure, a method for scheduling game players is provided. The method specifically includes: determining a first effective time and a first start time of a first level instruction according to a first level instruction associated with a first player identifier received in a first partition server; determining the number of first players entering a first level in the first partition server within the first effective time range, and determining the number of second players required to start the first level when the number of first players is less than a number threshold; determining, according to the first start time, second players who meet the number of second players and enter the first level within the first effective time range; wherein the second players belong to a second partition server; scheduling the first player and the second players to the same target server according to a cross-server scheduling rule to start the operation of the first level; wherein the target server is selected from the first partition server or the second partition server.

[0006] Based on the above, when the first player is about to enter the first level, the first player or the server triggers a first level instruction carrying the first player identifier. The first level instruction has a valid time range (i.e., the first effective time). The first effective time range is from the first start time when the first level instruction is triggered to the first end time when the first level instruction becomes invalid. Within the first effective time range, the first player can continue the game of the first level only when the number of players is sufficient.

[0007] If the number of first players in the first partition server does not meet the quantity threshold (for example, the number of first players is less than the quantity threshold), then it is necessary to consider finding second players from the second partition server. Thus, the first player and the second player can enter the first level simultaneously. Through the above solution, in the case where the number of players entering the first level does not meet the quantity threshold requirement, other second players will be considered for cross-partition server scheduling. As a result, after the first player and the second player are scheduled to the same target server, they can smoothly enter the first-level game, better meeting the gaming experience of game players.

[0008] According to at least one embodiment of the present disclosure, scheduling the first player and the second player to the same target server to start the operation of the first level according to the cross-server scheduling rule includes: obtaining the load status of the first partition server and at least one second partition server; selecting the one with the best load status from the first partition server and the second partition servers as the target server that meets the cross-server scheduling rule; scheduling the first player and the second player to the same target server to start the operation of the first level.

[0009] According to at least one embodiment of the present disclosure, determining second players that meet the number of second players entering the first level within the first effective time range includes: determining a plurality of target players entering the first level within the first effective time range, and determining the second partition servers where the target players are located; sorting the plurality of second partition servers in descending order according to the number of target players in the plurality of second partition servers; selecting target players in at least one of the second partition servers in the order from front to back in the sorting as the second players; wherein the total number of the selected target players is not less than the number of second players.

[0010] According to at least one embodiment of the present disclosure, determining second players that meet the number of second players entering the first level within the first effective time range includes: determining a plurality of target players entering the first level within the first effective time range, and determining the second partition servers where the target players are located; respectively selecting a plurality of target players that meet the strength requirements from the plurality of second partition servers according to the strength of the target players; wherein the total number of the selected target players is not less than the number of second players.

[0011] According to at least one embodiment of the present disclosure, if second players who are about to reach the first level are not found within the first effective time, or the total number of the first player and the second players does not meet the quantity threshold condition, then a plurality of virtual players are created in the first partition server based on historical player data; wherein the total number of the virtual players and the first player meets the quantity threshold condition.

[0012] After determining the number of first players entering the first level in the first partition server within the first effective time range according to at least one embodiment of the present disclosure, it further includes: determining a first termination moment corresponding to the first effective time; estimating the number of third players arriving at the first level after the first termination moment and before a second start moment in the first partition server; when the sum of the number of third players and the number of first players meets the quantity threshold condition, adjusting the third players using an adjustment rule, adding the third players to the group of the first players, and at the same time adding the number of third players to the number of first players, so that the first players and the third players enter the first level together.

[0013] Adjusting the third players using an adjustment rule according to at least one embodiment of the present disclosure includes: reducing the difficulty of the first game task assigned to the third players by the first partition server, so that the third players arrive at the first level at a third start moment after completing the first game task, where the third start moment is earlier than the first termination moment; or, allocating game props for enhancing skills to the third players by the first partition server, so that the third players arrive at the first level at a third start moment after using the game props, where the third start moment is earlier than the first termination moment.

[0014] After determining the number of second players required to start the first level when the number of first players is less than the quantity threshold according to at least one embodiment of the present disclosure, it further includes: determining a first termination moment corresponding to the first effective time; if no second players who are about to arrive at the first level are found within the first effective time, or the sum of the number of first players and the number of second players does not meet the quantity threshold condition, estimating the number of fourth players arriving at the first level after the first termination moment and before a second start moment in the second partition server; when the sum of the number of fourth players, the number of second players and the number of first players meets the quantity threshold condition, adjusting the fourth players using an adjustment rule; and adding the fourth players to the group of the second players, and at the same time adding the number of fourth players to the number of second players, so that the first players and the updated second players are scheduled to the same target server to start the operation of the first level.

[0015] Adjusting the fourth players using an adjustment rule according to at least one embodiment of the present disclosure includes: reducing the difficulty of the first game task assigned to the fourth players by the second partition server, so that the fourth players arrive at the first level at a fourth start moment after completing the first game task, where the fourth start moment is earlier than the second start moment; or, allocating game props for enhancing skills to the fourth players by the second partition server, so that the fourth players arrive at the first level at a fourth start moment after using the game props, where the fourth start moment is earlier than the second start moment.

[0016] According to a second aspect of the present disclosure, there is provided an electronic device, including: a memory that stores execution instructions; and a processor that executes the execution instructions stored in the memory, such that the processor executes the method described in the first aspect of any one of the embodiments of the present disclosure.

[0017] According to a third aspect of the present disclosure, there is provided a computer program product, including a computer program, which when executed by a processor implements the method described in the first aspect of any one of the embodiments of the present disclosure. Description of the Drawings

[0018] The drawings illustrate exemplary embodiments of the present disclosure and, together with the description thereof, are used to explain the principles of the present disclosure. The drawings are included to provide a further understanding of the present disclosure and are included in this specification and form a part of this specification.

[0019] Figure 1 It is a schematic flowchart of a game player scheduling method provided by the present disclosure.

[0020] Figure 2 It is a schematic diagram of page display illustrated by the present disclosure.

[0021] Figure 3 It is a schematic diagram of combining the first player and the third player into the first level illustrated by the present disclosure.

[0022] Figure 4 It is a schematic diagram of combining the first player and the second player into the first level illustrated by the present disclosure.

[0023] Figure 5 It is a schematic block diagram of a game player scheduling device according to an embodiment of the present disclosure.

[0024] Figure 6 It is a schematic block diagram of an electronic device according to an embodiment of the present disclosure. Detailed Embodiments

[0025] The following further elaborates the present disclosure in detail with reference to the drawings and examples. It can be understood that the specific examples described herein are only used to explain the relevant content and do not limit the present disclosure. Additionally, it should be noted that for the sake of convenience of description, only parts related to the present disclosure are shown in the drawings.

[0026] It should be noted that, without conflict, the embodiments in the present disclosure and the features in the embodiments can be combined with each other. The technical solutions of the present disclosure will be described in detail below with reference to the drawings and embodiments.

[0027] Existing games usually divide players into different regions or servers to ensure stable game operation, reduce network latency, balance player distribution, and promote social interaction and competition. Based on the above requirements, when various gameplay modes that require player matching are running, they only match online players in the same region or server.

[0028] When the design of a gameplay module involves a series of levels, it often sets a minimum number requirement (e.g., a quantity threshold) for the number of players in the same partitioned server for each single run of a level according to the gameplay needs. When the number of players entering a single run of a level does not meet the quantity threshold, it will wait for a limited time until the number of players reaches the quantity threshold for a single run of the gameplay, so as to ensure that the gameplay can be completely experienced in its original designed form.

[0029] Correspondingly, the game backend server is also set to determine whether the number of players entering the current level falls within a preset quantity threshold range. If it does, the corresponding level game can be started; otherwise, it needs to wait for more players, and the corresponding level game can only be started when the number of players meets the quantity threshold.

[0030] However, the existing technology has the following defects: First, when a game contains a series of levels and they do not affect the main game line and the clearance cycle of the entire gameplay module is relatively long, the following situations may occur: One situation is that the number of players entering a level may decrease as the level number increases. When approaching the final level, the number of entrants may not reach the lower limit of the number of players required for a single run of the level. Another situation is that the player progress is relatively scattered, and it is difficult to have enough players at the same moment to meet the threshold conditions for a single run of the same level, and it may be necessary to wait for a long time or the level cannot be started. In these two cases, it is easy to cause the number of players in the same region or server to be insufficient to support online matching that conforms to the gameplay, resulting in players being unable to experience the gameplay, leading to a poor user experience, and causing the server resources corresponding to multiple regions or servers to be idle, reducing the utilization rate of server computing resources. Therefore, there is an urgent need for a simple and efficient game player scheduling scheme.

[0031] For the convenience of description and to make the technical solutions of the specific embodiments of the present disclosure easier to understand, before describing the game player scheduling method implemented in the present disclosure, the technical terms involved in the specific embodiments of the present disclosure are explained as follows.

[0032] Partitioned server: It refers to dividing the player group of a large game onto different independent servers for operation. Each server is called a "region" or "server", and they are usually isolated from each other. Players can only carry out game activities within a specific server.

[0033] Cross-server scheduling: It refers to breaking the isolation state between partition servers and allowing players from different partitions to participate in certain game activities or content under specific conditions. This mechanism requires technical support to achieve data synchronization, matching algorithms, and real-time communication.

[0034] Figure 1 It is a flowchart showing a method for scheduling game players provided by the present disclosure. As Figure 1 shown, the method includes steps 101 to 104. Among them, the method can be executed by an electronic device such as a server (local server or cloud server).

[0035] Specifically, Figure 1 the shown method includes: Step 101: Determine the first effective time and the first start time of the first level instruction according to the first level instruction associated with the first player identifier received in the first partition server.

[0036] The first level instruction mentioned here refers to the instruction automatically triggered by the first partition server or triggered by the first player when the first player is about to start or enter the first level. The instruction also includes the trigger time of the instruction, that is, the first start time. It should be noted that the first level here can be any level in the game.

[0037] To ensure that enough players can enter the first level at the same time, a valid time range for the first level instruction can be set, that is, the first effective time. The start time of the first effective time is the first start time when the first level instruction is triggered, and the end time of the first effective time is the first termination time. The time difference between the first start time and the first termination time can be set as needed. For example, if the current server is relatively idle, the first effective time can be set longer, and vice versa. Or, if the number of players currently participating in the game is small, the first effective time can also be set longer, and vice versa.

[0038] To distinguish different players, a unique player identifier can be assigned to each player. The identifier corresponding to the first player is called the first player identifier. At this time, the first player is waiting to enter the first level. If there are no more players before the first termination time, the first level instruction of the first player becomes invalid, and the first player cannot enter the first level. Therefore, it is necessary to gather enough players within the first effective time to start the first level and continue participating in the game.

[0039] Step 102: Determine the number of first players entering the first level in the first partition server within the first effective time range, and determine the number of second players required to start the first level when the number of first players is less than the number threshold.

[0040] It should be noted that the first player mentioned here can be understood as the player who is ready to enter the first level within the first effective time in the first partition server (that is, the player who triggers the first level instruction within the first effective time), and the number of the first players can be one or more. Different first players can be distinguished by player identifiers.

[0041] For example, assume that the first effective time is 10 minutes. The first start time is 9 o'clock, and the first end time is 9:10. Assume that the quantity threshold is 5. At 9 o'clock, the first player B1 triggers the first level instruction. At 9:05, the first player B2 triggers the first level instruction. No other first players trigger the first level instruction before 9:10. Then, since the number of the first players is less than the quantity threshold, they cannot enter the first level, and the first level instruction becomes invalid. If the quantity threshold is 2, it just meets the requirement to enter the first level, and the first players B1 and B2 are allowed to enter the first level of the first partition server simultaneously before the first level instruction becomes invalid.

[0042] Step 103: Determine the second players who meet the second player quantity and enter the first level within the first effective time range according to the first start time; wherein, the second players belong to the second partition server.

[0043] It should be noted that the second partition server mentioned here can be understood as other servers different from the first partition server, and there can be one or more second partition servers. The game players who belong to the second partition server and can trigger the first level instruction within the first effective time range are called second players.

[0044] As can be seen from the above, if no first players meeting the quantity threshold requirement are found in the first partition server, cross-server transfer can be considered. That is, search for the second players in other second partition servers who can start the first level together with the first players.

[0045] When searching for the second players, it is not restricted by the server, that is, it can be searched from multiple second servers. However, the constraint condition of the first effective time needs to be considered. That is, when searching for the second players, players who can enter the first level within the first effective time need to be found as the second players. The reason for searching for the second players from multiple second partition servers here is to ensure that enough second players can be found and they can enter the first level together with the first players within the first effective time.

[0046] In order to reduce the resource scheduling burden caused by resource scheduling across partition servers, when looking for the second player, players in servers with the number of players less than the number threshold in the second partition server are preferentially considered as the second player. If there are many players (significantly greater than the number threshold) in a certain partition server who are going to enter the first level within the first effective time, then neither the partition server nor the players in the partition server are regarded as the second partition server and the second player. In other words, when performing cross-server scheduling, servers where multiple second players with the number of players less than the number threshold and the total number of game players greater than the number threshold are located are preferentially used as the second partition servers.

[0047] Step 104: According to the cross-server scheduling rules, schedule the first player and the second player to the same target server to start the operation of the first level; among them, the target server is selected from the first partition server or the second partition server.

[0048] It should be noted that the cross-server scheduling rules mentioned here can be understood as comprehensively considering the server performance to select and schedule players to the first partition server or the second partition server. Specifically, when there is a cross-server scheduling requirement, compare the performance of the first partition server and at least one second partition server, and preferentially concentrate players on the partition server with better performance as the target server. Through cross-server scheduling, while meeting the game needs of players, an appropriate number of players can be concentrated on the same server, avoiding excessive concentration of players on one server, resulting in some servers running overloaded and some servers being idle, leading to unbalanced use of computing power.

[0049] After determining the target server to be scheduled, the relevant data of the first player or the second player can be copied from their respective local partition servers (that is, the first partition server or the second partition server) to the target server so that the first player and the second player can play games on the target server simultaneously. The data that needs to be synchronized includes player basic information (such as character name, level, equipment, skills, etc.), movement status (such as current task progress, backpack items, etc.). The client of the scheduled player will disconnect from the local server and establish a connection with the scheduled server. During this process, the identity verification of the scheduled player needs to be carried out. During the cross-server scheduling process, in order to reduce the impact on game players (such as the impact caused by network latency), content delivery network technology, edge computing node technology, etc. can be used to optimize the network path.

[0050] Based on the above solution, when the first player is about to enter the first level, the first level instruction carrying the first player identifier is triggered by the first player or the server. The first level instruction is pre-configured with a first valid time. The first valid time is from the first start time when the first level instruction is triggered to the first end time when the first level instruction becomes invalid. Within this valid time range, the first player can continue to start the game of the first level only when the number of players is sufficient. If the first player meeting the number threshold requirement cannot be found in the first partition server, it is necessary to consider finding the second player from the second partition server. Thus, the first player and the second player can enter the first level simultaneously after cross-server scheduling. Through the above solution, when it is found that the number of players entering the first level does not meet the number threshold requirement, cross-partition server scheduling of the second player will be considered, so that the total number of the first player and the second player meets the number threshold requirement, and then the first player and the second player can both smoothly enter the first level game. When the number of players in the partition server does not meet the number threshold, the first player also has the opportunity to experience the first level, enabling game players to obtain a better gaming experience.

[0051] In one or more embodiments of the present disclosure, according to the cross-server scheduling rule, scheduling the first player and the second player to the same target server to start the operation of the first level includes: obtaining the load status of the first partition server and at least one second partition server; selecting the one with the best load status from the first partition server and the second partition servers as the target server meeting the cross-server scheduling rule; scheduling the first player and the second player to the same target server to start the operation of the first level.

[0052] In practical applications, in order to find a suitable second partition server and the second player in the second partition server, it is first necessary to determine the number of the first players, and then calculate how many more second players are needed to meet the minimum requirement of the number threshold. That is, the minimum number of second players = number threshold - number of first players. After determining the minimum number of second players, it can be further known from how many second partition servers to find the second players. For example, Figure 4 This is a schematic diagram for combining the first player and the second player into the first level as an example in the present disclosure. Assume that the number threshold for opening the first level is 5, the number of first players is 2, the number of second players in the second partition server A1 is 1, the number of second players in the second partition server A2 is 1, and the number of second players in the second partition server A3 is 2. Then it can be known that the total number of the first player and the second players in the three second partition servers is 6, which is greater than the number threshold 5, so the condition for entering the first level can be met.

[0053] In addition, it is also necessary to analyze the performance or working status of the partition servers to execute this cross-server scheduling task. When selecting, preferably select a non-congested or lightly congested partition server as the target server for executing and reporting this cross-server scheduling task. That is, compare the load status of the first partition server and the second partition server, and select the best partition server in the comparison result as the target server. After finding the target server, the first player or the second player can be scheduled to this target server and the first level can be started. It should be noted that the judgment criteria for light congestion can be set according to actual needs. For example, light congestion means that the CPU occupancy rate is less than 60% and the network latency is less than 50 ms. This is only for illustrative purposes and does not constitute a limitation to the technical solution of the present disclosure.

[0054] Through the above disclosed solution, after finding a suitable second player based on the number of first players and the number threshold, and determining at least one second partition server where the second player is located, further according to the server load status, select a server with the best comprehensive performance from multiple partition servers (that is, the first partition server and at least one second partition server) as the target server. The first player and the second player can continue to play the first level on the target server, enabling game players to obtain a better gaming experience.

[0055] In one or more embodiments of the present disclosure, determining second players that meet the number of second players and enter the first level within the first effective time range includes: determining a plurality of target players who enter the first level within the first effective time range, and determining the second partition servers where the target players are located; sorting the plurality of second partition servers in descending order according to the number of target players in the target players in the plurality of second partition servers; selecting the target players in at least one second partition server as the second players in the order from front to back in the sorting; wherein the total number of the selected target players is not less than the number of second players.

[0056] In an alternative solution, if it is determined that within the first effective time range, the number of first players who can enter the first level does not meet the number threshold (that is, the number of first players is less than the number threshold). Then other target players (that is, potential second players) can be searched for from the second partition servers.

[0057] When looking for players in the second partition server, players who can enter the first level within the first valid time range are regarded as alternative target players, and the number of target players is counted. If target players are found in multiple second partition servers, they are sorted according to the number of target players. In an optional manner, they are sorted in descending order of the number of target players (of course, they can also be sorted in ascending order of the number of target players. This is only for illustration purposes and does not constitute a limitation on the technical solution of this application. In actual applications, users can select the sorting method according to their needs).

[0058] Next, the player with the largest number of target players is preferentially selected from the sorting result as the second player. In other words, target players are selected as the second player in descending order. After the total number of selected target players is not less than the number of second players required to start the first level, no new target players are selected. The selected target players are used as the second players, and the servers where these target players are located are used as the second partition servers.

[0059] In actual applications, in order to find a suitable second partition server and the second players in the second partition server, it is first necessary to determine the number of first players, and then calculate how many second players are still needed to meet the minimum requirement of the quantity threshold. That is, the number of second players = quantity threshold - number of first players. After determining the minimum number of second players, it can be further known from how many second partition servers to find the second players. For example, assume that the quantity threshold is 5, the number of first players is 2, the number of target players in the second partition server A1 is 4, the number of target players in the second partition server A2 is 1, and the number of target players in the second partition server A3 is 2. The sorting result in descending order is: second partition server A1, second partition server A3, and second partition server A2. When selecting, according to the sorting order, second partition server A1 is preferentially selected. It can be seen that the sum of the number of target players in the second partition server A1 and the number of first players is 6, which is greater than the quantity threshold 5. Therefore, the target players in the second partition server A1 are used as the second players.

[0060] Based on the above disclosed solution, when selecting the second partition server, the server with a large number of players is preferentially selected, so that only a small number of servers need to participate in the cross-server transfer to meet the requirement of starting the first level during subsequent cross-partition server scheduling, which can effectively reduce the network resources occupied by the cross-server transfer.

[0061] In one or more embodiments of the present disclosure, determining the second players who meet the second player quantity and enter the first level within the first effective time range includes: determining multiple target players who enter the first level within the first effective time range, and determining the second partition servers where the target players are located; according to the player strength of the target players, selecting multiple target players who meet the instance requirements from the multiple second partition servers as the second players; wherein the total number of the selected target players is not less than the number of second players.

[0062] In an optional solution, if it is determined that within the first effective time range, the number of first players who can enter the first level does not meet the quantity threshold (that is, the number of first players is less than the quantity threshold), other target players (that is, potential second players) can be searched from the second partition server.

[0063] When searching for players in the second partition server, players who can enter the first level within the first effective time range are selected as candidate target players, and the number of target players is counted. If the target player is found in multiple second partition servers, the target player is selected based on his or her player strength. Specifically, in order to give players a better gaming experience, when scheduling game players across partitions, the player strength should be fully considered, and target players with similar gaming strength to the first player should be given priority as second players. When selecting, a second player who meets the strength requirements (that is, similar gaming strength to the first player) is selected from multiple second partition servers. Then, the second player and the first player in multiple different second partition servers are scheduled to the same target server. This improves the gaming experience of the first player while satisfying the first player's need to enter the first level.

[0064] It should be noted that the player strength mentioned here refers to the comprehensive evaluation results of information such as the player's game character level, the amount of game equipment, and the combat power value.

[0065] In one or more embodiments of the present disclosure, if the second player who is about to reach the first level is not found within the first effective time, or the total number of the first player and the second player does not meet the quantity threshold condition, multiple virtual players are created in the first partition server based on historical player data; wherein the total number of the virtual players and the first player meets the quantity threshold condition.

[0066] In actual applications, if a new game has just been released, or at a specific time (for example, 2 a.m.), the number of game players is very small, and the number of players who can enter the first level is even smaller. In this case, it may be impossible to find the second player in the second partition.

[0067] In this special case, virtual players can be assigned to the first player. These virtual players can be created based on the historical player data of other real players, that is, the created virtual players have experience values and combat capabilities similar to those of real players. It should be noted that when creating virtual players, it is necessary to ensure that the total number of virtual players and the first player is greater than or equal to the quantity threshold.

[0068] In the above manner, in the case where the second player cannot be found, virtual players can be created to enter the first level together with the first player. Thus, the gaming requirement for the first player to enter the first level can be met.

[0069] Such as Figure 2 is a schematic flow chart of finding the third player provided by the present disclosure. As Figure 2 can be seen, in one or more embodiments of the present disclosure, after determining the number of first players entering the first level in the first partition server within the first effective time range, it further includes: Step 201: Determine the first termination moment corresponding to the first effective time. Step 202: Estimate the number of third players arriving at the first level after the first termination moment and before the second start moment in the first partition server. Step 203: When the sum of the number of third players and the first player meets the quantity threshold condition, adjust the third players using the adjustment rule, add the third players to the first player, and at the same time add the number of third players to the number of first players, so that the first player and the third players enter the first level together.

[0070] It should be noted that the implementation method for predicting the second starting time when the third player arrives at the first level here can be to use a pre-trained artificial intelligence model to make a prediction based on the current game progress, player experience value, and player game strength of the third player. The artificial intelligence model mentioned here can be a model trained using historical player game data. The historical player game data mentioned here can include historical player experience value samples, historical player game strength samples, player experience value samples, etc. The artificial intelligence model can be, for example, a Multilayer Perceptron (MLP) model. Among them, the input layer: the feature dimension is N (such as N = 10, including experience value, task progress, number of items, etc.). Hidden layer: The first layer: 64 neurons, and the activation function is ReLU. The second layer: 32 neurons, and the activation function is ReLU. Dropout layer (to prevent overfitting, the probability is set to 0.2). Output layer: 1 neuron (outputting the predicted time, such as the normalized remaining time). Loss function: Mean Squared Error (MSE). It should be noted that the artificial intelligence model mentioned here is only for illustrative purposes and does not constitute a limitation on the technical solution of the present disclosure. In actual applications, users can make corresponding improvements to the model, training samples, and input and output of the model according to their own needs.

[0071] Next, it is necessary to determine the sequence relationship between the first target time when the predicted third player arrives at the first level and the second starting time. If the first target time is significantly later than the second starting time, it is impossible to make the third player and the first player in the first partition server enter the first level at the same time by adjusting the rules. For example, at this time, the third player in the first partition server has just reached the halfway point of the game, and it is predicted that it will take another 30 minutes to reach the first level. Obviously, it is impossible to achieve the purpose of combining with the first player by accelerating the third player. Therefore, such third players cannot be added to the group of the first player. On the contrary, if the time difference is small, the adjustment method can be adjusted by adjusting the rules so that the third player can enter the first level before the first termination time, and the third player can be used as the first player. Therefore, the third player can be added to the group of the first player (it should be noted that there can be multiple first players here), and at the same time, the number of third players is added to the number of first players.

[0072] In addition to predicting the first target time when the third player arrives at the first level, it is also necessary to consider whether the total number of the first player and the third player is greater than the minimum requirement of the quantity threshold. If the total number of the first player and the third player does not meet the quantity threshold (for example, the total number is less than the quantity threshold), then even if the third player and the first player are combined, the requirement for actually opening the first level cannot be met, and the third player cannot be added to the group of the first player. That is, the third player can be added to the group of the first player and both the first player and the third player can successfully enter the first level only when the total number of the first player and the third player can reach the requirement of the quantity threshold.

[0073] After finding the third player and adding the third player to the group of the first player, corresponding adjustment rules can be further adopted to enable the third player to smoothly enter the first level together with the first player. The adjustment rule is to accelerate the third player to shorten the time required for the third player to reach the first level. The purpose of doing this is to make the first target time fall within the first effective time (that is, to make the first target time later than the first start time and earlier than the first end time). As Figure 3 This is a schematic diagram for combining the first player and the third player to enter the first level as an example in this disclosure. From Figure 3 it can be seen that both the first player and the third player belong to the first partition server. After implementing the acceleration strategy for the third player, the first player and the third player can play the first level game in the first partition server simultaneously.

[0074] In the above manner, it is possible to gather enough players in the first partition server, which can be achieved without cross-partition server resource scheduling, reducing the resource scheduling cost. At the same time, it can also meet the requirement for the first player to enter the first level.

[0075] Next, the implementation process of the adjustment rules will be separately described.

[0076] As described in step 203, the acceleration strategy is executed through the first partition server to shorten the time required for the third player to reach the first level, specifically including: reducing the difficulty of the first game task assigned to the third player through the first partition server, so that the third player arrives at the first level at the third start time after completing the first game task, where the third start time is earlier than the first end time; or, distributing game props for enhancing skills to the third player through the first partition server, so that the third player arrives at the first level at the third start time after using the game props, where the third start time is earlier than the first end time.

[0077] The first game task mentioned here can be understood as the game task that the current third player is carrying out or about to carry out. And only after successfully completing the first game task can the third player enter the first level.

[0078] By reducing the game difficulty of the first game task, the third player can end the first game task earlier, that is, the third player can reach the first level after ending the first game task at the third starting moment. This third starting moment is earlier than the first ending moment.

[0079] It should be noted that when reducing the difficulty of the first game task, it is reduced for the third player rather than generally. Therefore, the first partition server needs to determine the third player identifier corresponding to the third player, and then allocate a first game task with a lower game difficulty for the third player identifier. For example, reduce the combat power of the NPC character fighting against the third player.

[0080] In another alternative, it is also possible to improve the game skills or abilities of the third player by giving or distributing game items to the third player, so that the third player can enter the first level after completing the current game task faster. For example, distribute a super weapon to the third player, which can quickly kill hostile characters, enabling the third player to quickly enter the first level, that is, the third player can reach the first level at the third starting moment. This third starting moment is earlier than the first ending moment.

[0081] This third starting moment is earlier than the second starting moment. More specifically, the third starting moment is earlier than the first ending moment, and the second starting moment is later than the first ending moment. By the above method of reducing the game difficulty, the third player can enter the first level as soon as possible within the first effective time.

[0082] Based on the above disclosed solution, by using the scheduling rule, the third player in the first partition server is adjusted accordingly, so that the third player can enter the first level earlier, so that there can be enough (meeting the quantity threshold) first players in the first effective time range to participate in the first level, meeting the needs of more game players to experience the first level.

[0083] In one or more embodiments of the present disclosure, after determining the number of second players required to start the first level when the number of first players is less than the number threshold, it further includes: determining the first termination time corresponding to the first effective time; if no second players who are about to reach the first level are found within the first effective time, or the sum of the number of first players and second players does not meet the number threshold condition, estimating the number of fourth players in the second partition server who will reach the first level after the first termination time and before the second start time; when the sum of the number of fourth players, second players, and first players meets the number threshold condition, adjusting the fourth players using the adjustment rule; and adding the fourth players to the group of second players, and at the same time adding the number of fourth players to the number of second players, so that the first players and the updated second players are scheduled to the same target server to start the operation of the first level.

[0084] In practical applications, in some scenarios, the number of players in multiple partition servers may not be large. For example, a newly promoted game, and in the time period around 3 am. In such a scenario, the total number of players in multiple servers may still be less than the number threshold.

[0085] In the case where sufficient second players cannot be found, fourth players can be further searched for in the second partition server. Next, an estimate can be made of which fourth players in the second partition server will be able to reach the first level after the first termination time and before the second start time, and how many fourth players there are.

[0086] The estimation mentioned here can be made using an artificial intelligence model. The prediction is based on the current game progress, player experience value, and player game strength of the fourth players. The artificial intelligence model mentioned here can be a model trained using historical player game data. The historical player game data mentioned here can include historical player experience value samples, historical player game strength samples, player experience value samples, etc. The artificial intelligence model can be, for example, a Multilayer Perceptron (MLP) model. Among them, input layer: the feature dimension is N (such as N = 10, including experience value, task progress, item quantity, etc.). Hidden layer: the first layer: 64 neurons, with the activation function ReLU. The second layer: 32 neurons, with the activation function ReLU. Dropout layer (to prevent overfitting, with the probability set to 0.2). Output layer: 1 neuron (outputting the predicted time, such as the normalized remaining time). Loss function: mean square error (MSE). It should be noted that the artificial intelligence model mentioned here is only for illustrative purposes and does not constitute a limitation to the technical solution of the present disclosure. In practical applications, users can make corresponding improvements to the model, training samples, and input and output of the model according to their own needs.

[0087] Here, it is assumed that the estimated result is that there is a fourth player, and the sum of the number of the fourth player, the number of the second player, and the number of the first player meets the quantity threshold condition. Then, the fourth player can be adjusted using the adjustment rule. And the adjusted fourth player is added to the group of the second player. At the same time, the number of the fourth player is updated to the number of the second player. Finally, the first player and the updated second player are dispatched to the same target server, and the first level operation is started.

[0088] In one or more embodiments of the present disclosure, the fourth player is adjusted using the adjustment rule, including: reducing the difficulty of the first game task assigned to the fourth player through the second partition server, so that the fourth player reaches the first level at a fourth starting time after completing the first game task, wherein the fourth starting time is earlier than the second starting time. Alternatively, the fourth player is assigned a game prop for improving skills through the second partition server, so that the fourth player reaches the first level at a fourth starting time after using the game prop, wherein the fourth starting time is earlier than the second starting time.

[0089] The adjustment rule is to speed up the fourth player and shorten the time required for the fourth player to reach the first level. The purpose of this is to enable the fourth player after the adjustment to reach the first level at the fourth starting time. The fourth starting time can fall within the first effective time (that is, the fourth starting time can be later than the first starting time and earlier than the first ending time). The first player and the fourth player belong to the first partition server and the second partition server respectively. After the acceleration strategy is implemented for the fourth player, the first player and the fourth player are dispatched to the same target server and can play the first level game in the target server at the same time.

[0090] Through the above method, the number of players can be gathered in the second partition server to meet the needs of the first player and the second player to enter the first level.

[0091] The following will explain the implementation process of the adjustment rules in detail.

[0092] The fourth player is adjusted using the adjustment rules, including: reducing the difficulty of the first game task assigned to the fourth player through the second partition server, so that the fourth player reaches the first level at a fourth starting time after completing the first game task, wherein the fourth starting time is earlier than the second starting time; or allocating game props for improving skills to the fourth player through the second partition server, so that the fourth player reaches the first level at a fourth starting time after using the game props, wherein the fourth starting time is earlier than the second starting time.

[0093] The first game task mentioned here can be understood as the game task that the fourth player is currently performing or is about to perform, and the fourth player can enter the first level only after completing the first game task.

[0094] By reducing the game difficulty of the first game task, the fourth player can complete the first game task earlier, that is, the fourth player can reach the first level after completing the task at the fourth starting time. The fourth starting time is earlier than the first ending time.

[0095] It should be noted that when the difficulty of the first game task is reduced, it is reduced for the fourth player, not for all players. Therefore, the second partition server needs to determine the fourth player ID corresponding to the fourth player, and then assign the first game task with a lower game difficulty to the fourth player ID. For example, the combat effectiveness of the NPC character fighting against the fourth player is reduced.

[0096] In another optional solution, the fourth player may be given or distributed game props to improve the game skills or abilities of the fourth player, so that the fourth player can complete the current game task faster and enter the first level. For example, a super weapon may be distributed to the fourth player to quickly kill the enemy character, so that the fourth player can quickly enter the first level, that is, the fourth player can arrive at the first level at the fourth starting time. The fourth starting time is earlier than the first ending time.

[0097] Here, the fourth starting time is earlier than the second starting time. More specifically, the fourth starting time is earlier than the first ending time, and the second starting time is later than the first ending time. By reducing the game difficulty in the above manner, the fourth player can enter the first level as quickly as possible within the first effective time.

[0098] Based on the above public solution, by utilizing the scheduling rules, the fourth player in the second partition server is adjusted accordingly, so that the fourth player can enter the first level earlier, so that within the first effective time range, there can be enough (satisfying the quantity threshold) second players and first players to participate in the first level, thereby meeting the needs of more game players to experience the first level.

[0099] In one or more embodiments of the present disclosure, after the first player and the second player are dispatched to the same target server to perform the first level, it also includes: if the first player is dispatched to the second partition server to perform the first level, then after the first level game is over, the game data related to the first player is synchronized from the second partition server to the first partition server; or, if the second player is dispatched to the first partition server to perform the first level, then after the first level game is over, the game data related to the second player is synchronized from the first partition server to the second partition server.

[0100] In practical applications, when the first player and the second player enter the target server (which can be the first partition server or the second partition server), the relevant data of the game player needs to be copied to the target server together.

[0101] When the first player and the second player play the first level in the target server, corresponding game data will be generated. These game data will be saved to the target server, and there is no game data related to the first level in the partition server corresponding to the first player or the second player. Therefore, in order to ensure the integrity of the player's game data, after the first-level game ends, the game data related to the first player or the second player needs to be synchronized back to the partition server to which the player belongs.

[0102] Specifically, if the target server is the first partition server, the game data related to the first level of the second player is synchronized to the second partition server. Since the first player originally belongs to the first partition server, the game data of the first player does not need to be synchronized. Similarly, if the target server is the second partition server, the game data related to the first level of the first player is synchronized to the first partition server. Since the second player originally belongs to the second partition server, the game data of the second player does not need to be synchronized.

[0103] Based on the above public solution, it can be seen that after the first level ends, the game data related to the game player is timely synchronized back to the corresponding partition server to ensure the integrity of the game player's game data and prevent game data loss due to cross-server scheduling.

[0104] Based on any of the above embodiments, the present disclosure also provides a game player scheduling device. Figure 5 It is a structural schematic block diagram of a game player scheduling device according to an embodiment of the present disclosure. As Figure 5 shown, the game player scheduling method device includes: a first determination module 51, configured to determine a first effective time and a first start time of the first level instruction according to the first level instruction associated with the first player identifier received in the first partition server.

[0105] A second determination module 52, configured to determine the number of first players entering the first level in the first partition server within the first effective time range, and determine the number of second players required to start the first level when the number of first players is less than the number threshold.

[0106] A third determination module 53, configured to determine, according to the first start time, the second players satisfying the number of second players entering the first level within the first effective time range; wherein, the second players belong to the second partition server.

[0107] The scheduling module 54 is configured to schedule the first player and the second player to the same target server according to the cross-server scheduling rules to start the operation of the first level; wherein, the target server is selected from the first partition server or the second partition server.

[0108] Optionally, the scheduling module 54 is configured to obtain the load status of the first partition server and at least one second partition server; select the one with the best load status from the first partition server and the second partition server as the target server that complies with the cross-server scheduling rules; and schedule the first player and the second player to the same target server to start the operation of the first level.

[0109] Optionally, the third determination module 53 is configured to determine multiple target players who enter the first level within the first valid time range, and determine the second partition servers where the target players are located; sort the multiple second partition servers in descending order according to the number of target players in the multiple second partition servers; select the target players in at least one second partition server as the second players in the order from the front to the back in the sorting; wherein, the total number of the selected target players is not less than the number of the second players.

[0110] Optionally, the second determination module 52 is configured to determine multiple target players who enter the first level within the first valid time range, and determine the second partition servers where the target players are located; select multiple target players who meet the strength requirements from the multiple second partition servers respectively according to the strength of the target players as the second players; wherein, the total number of the selected target players is not less than the number of the second players.

[0111] Optionally, it further includes a virtual player module 55, which is configured to create multiple virtual players in the first partition server based on historical player data if the second player who is about to reach the first level is not found within the first valid time, or the sum of the number of the first player and the second player does not meet the quantity threshold condition; wherein, the sum of the number of the virtual players and the first player meets the quantity threshold condition.

[0112] Optionally, the second determination module 52 is further configured to determine the first termination moment corresponding to the first valid time; estimate the number of third players who arrive at the first level after the first termination moment and before the second start moment in the first partition server; when the sum of the number of the third players and the first player meets the quantity threshold condition, adjust the third players by using the adjustment rules, add the third players to the group of the first player, and at the same time add the number of the third players to the number of the first player, so that the first player and the third players enter the first level together.

[0113] Optionally, it further includes an adjustment module 56, which is used to reduce the difficulty of the first game task assigned to the third player through the first partition server, so that the third player arrives at the first level at the third start time after completing the first game task, where the third start time is earlier than the first end time; or, assign a game item for enhancing skills to the third player through the first partition server, so that the third player arrives at the first level at the third start time after using the game item, where the third start time is earlier than the first end time.

[0114] Optionally, the second determination module 52 is further used to determine the first end time corresponding to the first effective time; if the second player who is about to reach the first level is not found within the first effective time, or the sum of the numbers of the first player and the second player does not meet the quantity threshold condition, estimate the number of fourth players in the second partition server who arrive at the first level after the first end time and before the second start time; when the sum of the numbers of the fourth player, the second player and the first player meets the quantity threshold condition, adjust the fourth player using the adjustment rule; and add the fourth player to the group of the second player, and at the same time add the number of the fourth player to the number of the second player, so that the first player and the updated second player are scheduled to the same target server to start the operation of the first level.

[0115] Optionally, the adjustment module 56 is used to reduce the difficulty of the first game task assigned to the fourth player through the second partition server, so that the fourth player arrives at the first level at the fourth start time after completing the first game task, where the fourth start time is earlier than the second start time; or, assign a game item for enhancing skills to the fourth player through the second partition server, so that the fourth player arrives at the first level at the fourth start time after using the game item, where the fourth start time is earlier than the second start time.

[0116] The implementation processes of the functions and roles of the various modules in the above device are specifically described in detail in the implementation processes of the corresponding steps in the above method, and will not be elaborated here.

[0117] The execution subject of the game player scheduling method in the specific implementation manner of the present disclosure may be an electronic device such as a server (including a local server or a cloud server).

[0118] Therefore, based on any one of the above embodiments, the present disclosure further provides an electronic device, and this electronic device can execute the game player scheduling method of any one of the above embodiments described in the present disclosure.

[0119] Figure 6 It is a structural schematic block diagram of an electronic device according to an embodiment of the present disclosure.

[0120] The hardware structure of the electronic device 1000 can be implemented using a bus architecture. The bus architecture can include any number of interconnecting buses and bridges, depending on the specific application of the hardware and the overall design constraints. The bus 1100 connects various circuits including one or more processors 1200, a memory 1300, and / or hardware modules together. The bus 1100 can also connect various other circuits 1400 such as peripheral devices, voltage regulators, power management circuits, external antennas, etc.

[0121] The bus 1100 can be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, an Extended Industry Standard Architecture (EISA) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, only one connecting line is shown in this figure, but it does not mean that there is only one bus or one type of bus.

[0122] The present disclosure also provides a readable storage medium. A computer program is stored in the readable storage medium, and when the computer program is executed by a processor, it is used to implement the above-mentioned method. The "readable storage medium" can be any device that can contain, store, communicate, propagate, or transmit a program for use by or in connection with an instruction execution system, apparatus, or device. More specific examples of the readable storage medium include the following: an electrical connection part (electronic device) having one or more wirings, a portable computer disk cartridge (magnetic device), a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber device, and a portable read-only memory (CDROM), etc.

[0123] The present disclosure also provides a computer program product. The method of the present disclosure can be implemented in whole or in part by software, hardware, firmware, or any combination thereof. When implemented using software, it can be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer programs or instructions. When the computer program or instructions are loaded and executed, the processes or functions of the present disclosure are executed in whole or in part.

[0124] Computer programs or instructions can be stored in a readable storage medium or transferred from one readable storage medium to another. For example, the computer programs or instructions can be transferred from one website, computer, server, or data center to another website, computer, server, or data center in a wired or wireless manner. The readable storage medium can be any available medium that can be accessed or a data storage device such as a server or data center integrating one or more available media. The available medium can be a magnetic medium, such as a floppy disk, hard disk, or magnetic tape; it can also be an optical medium, such as a digital video disc; or it can be a semiconductor medium, such as a solid-state drive. The computer-readable storage medium can be a volatile or non-volatile storage medium, or can include both volatile and non-volatile types of storage media.

[0125] Those skilled in the art should understand that the embodiments of the present disclosure can be provided as a method, system, or computer program product. Therefore, the present disclosure can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Moreover, the present disclosure can take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0126] The present disclosure is described with reference to the flowcharts and / or block diagrams of methods, devices (systems), and computer program products according to the present disclosure. It should be understood that each flow and / or block in the flowchart and / or block diagram, and the combination of flows and / or blocks in the flowchart and / or block diagram, can be implemented by computer program instructions. These computer program instructions can be provided to the processor of a general-purpose computer, a special-purpose computer, an embedded processor, or other programmable data processing method devices to generate a machine, such that the instructions executed by the processor of the computer or other programmable data processing method devices generate means for implementing the functions specified in Figure 1 one or more flows and / or Figure 1 blocks or multiple blocks.

[0127] These computer program instructions can also be stored in a computer-readable memory that can direct a computer or other programmable data processing method devices to work in a specific manner, such that the instructions stored in the computer-readable memory generate a manufactured article including instruction means for implementing the functions specified in Figure 1 one or more flows and / or Figure 1 blocks or multiple blocks.

[0128] These computer program instructions can also be loaded onto a computer or other programmable data processing method device, so that a series of operation steps are executed on the computer or other programmable device to generate a computer-implemented process, and thus the instructions executed on the computer or other programmable device provide for implementing the process Figure 1 in one process or multiple processes and / or blocks Figure 1 steps for the functions specified in one block or multiple blocks.

[0129] In the description of this specification, the description with reference to the terms "one embodiment / way", "some embodiments / ways", "example", "specific example", or "some examples", etc. means that the specific features, structures, or characteristics described in connection with the embodiment / way or example are included in at least one embodiment / way or example of the present disclosure. In this specification, the schematic expressions of the above terms do not necessarily refer to the same embodiment / way or example. Moreover, the specific features, structures, or characteristics described can be combined in a suitable manner in any one or more embodiments / ways or examples. In addition, without contradiction, those skilled in the art can combine and combine the different embodiments / ways or examples described in this specification and the features of different embodiments / ways or examples.

[0130] In addition, the terms "first" and "second" are only used for descriptive purposes and cannot be understood as indicating or implying relative importance or implicitly indicating the quantity of the indicated technical features. Thus, the features defined with "first" and "second" may explicitly or implicitly include at least one of the features. In the description of the present disclosure, "a plurality" means at least two, such as two, three, etc., unless otherwise specifically defined.

[0131] Those skilled in the art should understand that the above embodiments are only for clearly explaining the present disclosure and not for limiting the scope of the present disclosure. For those skilled in the art, other changes or variations can be made based on the above disclosure, and these changes or variations are still within the scope of the present disclosure.

Claims

1. A method for scheduling game players, characterized in that, The method includes: Determining a first valid time and a first start time of the first level instruction according to the received first level instruction associated with the first player identifier in the first partition server; Determining the number of first players entering the first level in the first partition server within the first valid time range, and determining the number of second players required to start the first level when the number of first players is less than the number threshold; Determining, according to the first start time, second players who enter the first level within the first valid time range and meet the number of second players; wherein, the second players belong to the second partition server; According to the cross-server scheduling rule, scheduling the first player and the second players to the same target server to start the operation of the first level; wherein, the target server is selected from the first partition server or the second partition server.

2. The method according to claim 1, wherein The step of scheduling the first player and the second players to the same target server to start the operation of the first level according to the cross-server scheduling rule includes: Obtaining the load status of the first partition server and at least one of the second partition servers; Selecting the one with the best load status from the first partition server and the second partition servers as the target server that meets the cross-server scheduling rule; Scheduling the first player and the second players to the same target server to start the operation of the first level.

3. The method according to claim 1, characterized in that The step of determining second players who enter the first level within the first valid time range and meet the number of second players includes: Determining a plurality of target players who enter the first level within the first valid time range, and determining the second partition servers where the target players are located; Sorting the plurality of second partition servers in descending order according to the number of target players in the plurality of second partition servers; Selecting target players in at least one second partition server as second players in the order from front to back in the sorting; wherein, the total number of selected target players is not less than the number of second players.

4. The method according to claim 1, characterized in that, The step of determining second players who enter the first level within the first valid time range and meet the number of second players includes: Determining a plurality of target players who enter the first level within the first valid time range, and determining the second partition servers where the target players are located; Selecting a plurality of target players that meet the strength requirements from the plurality of second partition servers according to the strength of the target players as second players; wherein, the total number of selected target players is not less than the number of second players.

5. The method according to claim 1, wherein It further includes: If no second players who are about to reach the first level are found within the first valid time, or the sum of the number of the first player and the second players does not meet the number threshold condition, creating a plurality of virtual players in the first partition server based on historical player data; wherein, the sum of the number of the virtual players and the first player meets the number threshold condition.

6. The method according to claim 1, wherein After determining the number of first players entering the first level in the first partition server within the first valid time range, it further includes: Determining the first termination moment corresponding to the first valid time; Estimating the number of third players in the first partition server who arrive at the first level after the first termination moment and before the second start moment; When the sum of the number of the third players and the first players meets the quantity threshold condition, adjusting the third players using the adjustment rule, adding the third players to the group of the first players, and at the same time adding the number of the third players to the number of the first players, so that the first players and the third players enter the first level together.

7. The method according to claim 6, wherein Adjusting the third players using the adjustment rule includes: Reducing the difficulty of the first game task assigned to the third player by the first partition server, so that the third player arrives at the first level at the third start moment after completing the first game task, where the third start moment is earlier than the first termination moment; or, Allocating a game item for enhancing skills to the third player by the first partition server, so that the third player arrives at the first level at the third start moment after using the game item, where the third start moment is earlier than the first termination moment.

8. The method according to claim 1, wherein After determining the number of second players required to start the first level when the number of the first players is less than the quantity threshold, it further includes: Determining the first termination moment corresponding to the first valid time; If no second players who are about to reach the first level are found within the first valid time, or the sum of the number of the first players and the second players does not meet the quantity threshold condition, estimating the number of fourth players in the second partition server who arrive at the first level after the first termination moment and before the second start moment; When the sum of the number of the fourth players, the second players and the first players meets the quantity threshold condition, adjusting the fourth players using the adjustment rule; adding the fourth players to the group of the second players, and at the same time adding the number of the fourth players to the number of the second players, so that the first players and the updated second players are scheduled to the same target server to start the operation of the first level.

9. The method according to claim 8, wherein Adjusting the fourth players using the adjustment rule includes: Reducing the difficulty of the first game task assigned to the fourth player by the second partition server, so that the fourth player arrives at the first level at the fourth start moment after completing the first game task, where the fourth start moment is earlier than the second start moment; or, Allocating a game item for enhancing skills to the fourth player by the second partition server, so that the fourth player arrives at the first level at the fourth start moment after using the game item, where the fourth start moment is earlier than the second start moment.

10. An electronic device, characterized in that, It includes: A memory that stores execution instructions; And A processor, the processor executing execution instructions stored in the memory such that the processor executes the method according to any one of claims 1 to 9.