Virtual character matching method and device, computer equipment and storage medium

By introducing a buffer match phase with adjustable duration, the method synchronizes virtual character starting times in multiplayer games, addressing asynchronous gameplay issues and reducing server load, thus improving the gaming experience.

CN120305667APending Publication Date: 2025-07-15TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202410056837.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-01-15
Publication Date
2025-07-15

AI Technical Summary

Technical Problem

In the game scene, due to the different time of entering the room for different players, multiple players cannot perform combat tasks simultaneously, resulting in excessive pressure on concurrent processing of the server.

Method used

By controlling the virtual characters to enter the buffered game, adjust the buffered game duration, so that the game start time of the virtual characters who join the game at different moments can be unified, and the timeline synchronization is achieved.

Benefits of technology

It effectively reduces the pressure of concurrent processing of servers, realizes synchronous gameplay between different players, and improves the gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The embodiment of the invention discloses a game playing method and device of a virtual character, computer equipment and a storage medium, and relates to the field of human-computer interaction. Comprising the steps that in response to a game joining instruction, a virtual character is controlled to enter a buffer game, the buffer game is a first type game, and the buffer game duration of the buffer game is different from the reference game duration of the first type game; in response to a control operation on the virtual role, controlling the virtual role to complete a buffer game, and after the buffer game is completed, unifying game starting moments of the virtual roles added into the game at different moments; under the condition that the target moment is reached and the virtual character has completed the buffer game, the virtual character is controlled to enter a second type game, the game interval of the second type game is larger than the game interval of the first type game, and the second type game refers to the game started at the specified moment. By adopting the method provided by the invention, the virtual roles joining the game at different moments can realize synchronous game after buffering game.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of human-computer interaction, and particularly to a method, apparatus, computer device and storage medium for a virtual character's confrontation. Background Art

[0002] In a game scenario, a hot-join room refers to a room where different players can join and exit at different time points. In the same room, different players can interact with each other and share information such as a leaderboard.

[0003] In the related art, combat tasks are usually set according to the time when a player enters the room. For example, when the duration of a player's entry into the room reaches 2 minutes, the first wave of monsters is set. After the player attacks the first wave of monsters and wins, a break time is set, and then the second wave of monsters is set again so that the player can continue the combat task.

[0004] However, since different players enter the room at different times, the start times of combat tasks for different players are also different, resulting in the inability to implement combat tasks that require multiple players to synchronize. Summary of the Invention

[0005] The embodiments of the present application provide a method, apparatus, computer device and storage medium for a virtual character's confrontation. The technical solutions are as follows:

[0006] On the one hand, the embodiments of the present application provide a method for a virtual character's confrontation. The method includes:

[0007] In response to a confrontation join instruction, control the virtual character to enter a buffer confrontation. The buffer confrontation is a first-type confrontation, and the buffer confrontation duration of the buffer confrontation is different from the benchmark confrontation duration of the first-type confrontation;

[0008] In response to a control operation on the virtual character, control the virtual character to complete the buffer confrontation. After completing the buffer confrontation, the confrontation start times of virtual characters joining the confrontation at different times are unified;

[0009] At the target moment and when the virtual character has completed the buffer confrontation, control the virtual character to enter a second-type confrontation. The confrontation interval of the second-type confrontation is greater than the confrontation interval of the first-type confrontation, and the second-type confrontation refers to a confrontation that starts at a specified moment.

[0010] On the other hand, the embodiments of the present application provide a device for a virtual character's confrontation. The device includes:

[0011] The first game module is used to control the virtual character to enter a buffered game in response to a game joining instruction. The buffered game is a first-type game, and the buffered game duration of the buffered game is different from the benchmark game duration of the first-type game;

[0012] The first game module is further used to control the virtual character to complete the buffered game in response to a control operation on the virtual character. After completing the buffered game, the game start times of virtual characters joining the game at different times are unified;

[0013] The second game module is used to control the virtual character to enter a second-type game when the target time is reached and the virtual character has completed the buffered game. The game interval of the second-type game is greater than the game interval of the first-type game, and the second-type game refers to a game that starts at a specified time.

[0014] On the other hand, an embodiment of the present application provides a computer device, which includes a processor and a memory. At least one program code is stored in the memory, and the at least one program code is loaded and executed by the processor to implement the game method of the virtual character as described in the above aspect.

[0015] On the other hand, an embodiment of the present application provides a computer-readable storage medium, in which at least one instruction is stored, and the instruction is loaded and executed by the processor to implement the game method of the virtual character as described in the above aspect.

[0016] On the other hand, an embodiment of the present application provides a computer program product, which includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the game method of the virtual character provided in various optional implementation manners of the above aspect.

[0017] In the embodiment of the present application, the virtual character is controlled to complete the buffered game within the buffered game duration. Since the buffered game duration is different from the benchmark game duration of the first-type game, the game start times of virtual characters joining the game at different times can be unified by adjusting the buffered game duration. Thus, when the target time is reached and different virtual characters have completed the buffered game, different virtual characters can achieve synchronous games; at the same time, since multiple computer devices joining the game at different times can achieve time axis unification after their respective buffered games, players can choose to join the game at different times instead of all entering at the specified time point, thus avoiding the problem of excessive concurrent processing pressure on the server. BRIEF DESCRIPTION OF THE DRAWINGS

[0018] To more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the accompanying drawings required for the description of the embodiments. Obviously, the accompanying drawings in the following description are only some embodiments of the present application. For those of ordinary skill in the art, without creative efforts, other accompanying drawings can be obtained based on these drawings.

[0019] Figure 1 It is a schematic diagram of the implementation environment provided by an exemplary embodiment of the present application;

[0020] Figure 2 It is a schematic diagram of the standard timeline corresponding to the hot-added room provided by an exemplary embodiment of the present application;

[0021] Figure 3 It is a flowchart of the method for the virtual character to play a game provided by an exemplary embodiment of the present application;

[0022] Figure 4 It is a schematic diagram of unifying the starting moments of virtual characters joining the game at different moments after completing the buffered game provided by an exemplary embodiment of the present application;

[0023] Figure 5 It is a flowchart of determining the number of rounds of the buffered game and the buffered game duration of each round of the buffered game provided by an exemplary embodiment of the present application;

[0024] Figure 6 It is a schematic diagram of the buffered game setting strategy provided by an exemplary embodiment of the present application;

[0025] Figure 7 It is a schematic diagram of the game duration determination strategy when the game rounds include a preparation stage and a game stage provided by an exemplary embodiment of the present application;

[0026] Figure 8 It is a schematic diagram of the interface for the virtual character to perform the first round of buffered game provided by an exemplary embodiment of the present application;

[0027] Figure 9 It is a schematic diagram of the interface for the virtual character to perform the second round of buffered game provided by an exemplary embodiment of the present application;

[0028] Figure 10 It is a schematic diagram of the computer device performing a delay operation on the game join instruction provided by an exemplary embodiment of the present application;

[0029] Figure 11 It is a flowchart of the method for the virtual character to play a game provided by an exemplary embodiment of the present application;

[0030] Figure 12It is a structural block diagram of a confrontation device for virtual characters provided by an exemplary embodiment of the present application;

[0031] Figure 13 It is a schematic structural diagram of a computer device provided by an exemplary embodiment of the present application. Detailed implementation manners

[0032] To make the objectives, technical solutions, and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.

[0033] With the continuous development of the game industry, party casual games have become a new trend attracting much attention in the game market in recent years due to their excellent social interactivity and entertainment. Party casual games are a type of game with team cooperation or competition as the main gameplay, usually featuring a relaxed and interesting painting style, simple and easy-to-understand rules, and strong social interactivity.

[0034] Party casual games are usually not a single type of game. What they bring to players is an atmosphere of having fun together with multiple people. Therefore, various games with completely different forms can become one of the gameplay in party casual games. For example, in party casual games, there can usually be integrated multiple gameplay such as multi-player level-passing games, strategy games, tabletop games, casual entertainment games, brawl games, or shooting games, etc.

[0035] The following will take the application of the confrontation method for virtual characters proposed in the present application to a party casual game program as an example for illustration in combination with the above introduction of party casual games. However, the method proposed in the present application can also be implemented in any other type of game program. For example, in any one of a role-playing game (RPG) program, a first-person shooting game (FPS) program, a third-person shooting game (TPS) program, a three-dimensional map program, a virtual reality (VR) program, an augmented reality (AR) program, a multiplayer online battle arena games (MOBA) program, or a simulation game (SLG) program, and the present application makes no limitation thereto.

[0036] Please refer to Figure 1 , Figure 1It is a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application. The implementation environment may include: a first terminal 110, a server 120, and a second terminal 130.

[0037] An application 111 that supports a virtual environment runs on the first terminal 110. In this embodiment, it is exemplified that the application 111 is a party casual game. When the first terminal 110 runs the application 111, a user interface of the application 111 is displayed on the screen of the first terminal 110. The first terminal 110 is a terminal used by a first user 112, and the first user 112 uses the first terminal 110 to control a virtual character located in the virtual environment to perform activities. The virtual character is an active object in the virtual environment. In some embodiments, the virtual character is an active object controlled by a player, such as a single character controlled by a player, or a troop controlled by a player, etc. In other embodiments, the virtual character is an active object controlled by an application, or is called a Non-Player Character (NPC). The virtual character can be an anime character, a virtual human, a virtual animal, a virtual monster, a virtual robot, etc. Optionally, the virtual character is a three-dimensional solid model created based on animation skeleton technology. Each virtual character has its own shape and volume in the virtual environment and occupies a part of the space in the virtual environment.

[0038] An application 131 that supports a virtual environment runs on the second terminal 130. In this embodiment, it is exemplified that the application 131 is a party casual game. When the second terminal 130 runs the application 131, a user interface of the application 131 is displayed on the screen of the second terminal 130. The second terminal 130 is a terminal used by a second user 132, and the second user 132 uses the second terminal 130 to control a virtual character located in the virtual environment to perform activities.

[0039] Optionally, the virtual characters controlled by the first user 112 and the second user 132 are in the same virtual environment. Optionally, the virtual characters controlled by the first user 112 and the second user 132 may belong to the same hot-join room, the same team, have a friend relationship, or have temporary communication permissions. Optionally, the virtual characters controlled by the first user 112 and the second user 132 may belong to different hot-join rooms, different teams, or have a hostile relationship.

[0040] Optionally, the application programs installed on the first terminal 110 and the second terminal 130 are the same, or the application programs installed on the two terminals are of the same type on different operating system platforms (Android or iOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another one of multiple terminals. This embodiment only takes the first terminal 110 and the second terminal 130 as examples for illustration. The device types of the first terminal 110 and the second terminal 130 are the same or different, and the device types include at least one of smart phones, tablet computers, e-book readers, Moving Picture Experts Group Audio Layer III (MP3) players, Moving Picture Experts Group Audio Layer IV (MP4) players, laptop computers, and desktop computers.

[0041] Figure 1 Only two terminals are shown in the figure, but in different embodiments, there are multiple other terminals that can access the server 120. Optionally, there is also one or more terminals that are the terminals corresponding to the developer, and a development and editing platform for application programs that support virtual environments is installed on these terminals. The developer can edit and update the application programs on these terminals, and transmit the updated application program installation package to the server 120 through a wired or wireless network. The first terminal 110 and the second terminal 130 can download the application program installation package from the server 120 to update the application programs.

[0042] The first terminal 110, the second terminal 130, and other terminals are connected to the server 120 through a wireless network or a wired network.

[0043] The server 120 includes at least one of a single server, a server cluster composed of multiple servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for application programs that support three-dimensional virtual environments. Optionally, the server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, a distributed computing architecture is adopted between the server 120 and the terminal for collaborative computing.

[0044] In a schematic example, the server 120 includes a memory 121, a processor 122, a user account database 123, a battle service module 124, and a user-oriented input / output interface (I / O interface) 125. Among them, the processor 122 is used to load the instructions stored in the server 120 and process the data in the user account database 123 and the battle service module 124; the user account database 123 is used to store the data of the user accounts used by the first terminal 110, the second terminal 130, and other terminals, such as the avatar of the user account, the nickname of the user account, the combat power index of the user account, and the service area where the user account is located; the battle service module 124 is used to provide multiple battle rooms for users to conduct battles, such as 1V1 battles, 3V3 battles, 5V5 battles, 1V5 battles, etc.; the user-oriented I / O interface 125 is used to establish communication with the first terminal 110 and / or the second terminal 130 through a wireless network or a wired network to exchange data.

[0045] It should be noted that, in some embodiments, the method for the virtual character's game session provided in this application can be implemented independently by the terminal. For example, the terminal can determine the number of game rounds of the buffered game session and the buffered game session duration of each round of the buffered game session based on the game session joining time corresponding to the game session joining instruction and the benchmark game session duration, and control the virtual character to enter the buffered game session; in other embodiments, the method for the virtual character's game session provided in this application can be implemented in combination with the terminal and the server. For example, the terminal can send the game session joining time corresponding to the game session joining instruction to the server, and the server can determine the number of game rounds and the buffered game session duration of the buffered game session based on the game session joining time and the benchmark game session duration, and return them to the terminal so that the terminal can control the virtual character to enter the buffered game session. For more content on implementing the method for the virtual character's game session independently by the terminal or in combination with the terminal and the server, refer to the following embodiments and their related descriptions, which will not be elaborated here.

[0046] In a party casual game, it can also include a game play with multiple game rounds. In this game play, players can enter a certain hot-join room by clicking the game session joining button displayed on the computer device, or by using specific shortcut keys, special gesture operations, etc. Different players can join and exit the hot-join room at different time points at any time. After a player enters the hot-join room, they can participate in battles in multiple game rounds. Among them, different game rounds can have different game types, different game tasks, or different game difficulties.

[0047] Optionally, the game session includes at least one of a normal game session, a BOSS game session, and a PVP game session.

[0048] Among them, an ordinary game refers to a game where the game task is to attack ordinary monsters. A BOSS game refers to a game where the game task is to attack a BOSS, where the BOSS is a monster with a relatively high difficulty to win, a relatively high winning reward, and appears at a designated moment in the game plot. A PVP game (Player VS Player, player-versus-player game) refers to a game where the game task is to attack other players.

[0049] When the hot-join room is successfully created, the corresponding standard timeline of the hot-join room is created accordingly. Among them, different types of games carried out at different moments can be reflected on the standard timeline. Usually, BOSS games and PVP games are games that start at designated moments, while games that start at other moments are ordinary games.

[0050] See Figure 2 , Figure 2 is a schematic diagram of the standard timeline corresponding to the hot-join room provided by an exemplary embodiment of the present application.

[0051] Figure 2 Taking the games within 60 minutes after the hot-join room is created as an example, exemplarily, the duration of each round of the game is 3 minutes, and the 0th to 3rd minutes and the 30th to 33rd minutes are PVP games, the 15th to 18th minutes and the 45th to 48th minutes are BOSS games, and other times are ordinary games. At other moments after the 60th minute, the three types of games can be set in a manner similar to the 60-minute cycle.

[0052] It should be noted that the above example illustrates the standard timeline with a 60-minute cycle, uses 3 minutes as the duration of each round of the game, and sets ordinary games, BOSS games, and PVP games at certain game intervals. Those skilled in the art can set the cycle, game duration, game type, number of games, game order, etc. of the standard timeline according to actual needs. The present application does not limit the specific setting method of multiple rounds of games.

[0053] In Figure 2 In the standard timeline corresponding to the hot-join room shown, different games all start at the whole-minute moments with a 3-minute cycle. However, the moment when a player joins the room is very likely not exactly at the whole-minute moments with a 3-minute cycle such as the 3rd minute, the 6th minute, and the 15th minute. For example, the moment when a player joins the room may be at 21 seconds of the 3rd minute, or at 54 seconds of the 29th minute.

[0054] In the related art, for the situation where different players join the game at different moments, the method of all different computer devices entering at the designated moment by timing is usually adopted. For example, for computer devices that join the game from 45 seconds to 59 seconds of the 2nd minute, they all start the game simultaneously at the 3rd minute by timing.

[0055] However, using the above method to start a game session for computer devices that enter at different times may cause the problem of excessive concurrent processing pressure on the server.

[0056] Therefore, in order to enable players who join the room at different times to adjust the timeline to the standard timeline corresponding to the hot-join room, and at the same time reduce the concurrent processing pressure on the server, this application proposes a method for playing a game of virtual characters, which can adjust the buffer game duration within the buffer game. After completing the buffer game, the starting moments of the virtual characters that join the game at different times are unified, so as to achieve synchronous gameplay for different players.

[0057] See Figure 3 , Figure 3 is a flowchart of a method for playing a game of virtual characters provided by an exemplary embodiment of this application. The method includes the following steps:

[0058] Step 301, in response to a game join instruction, control the virtual character to enter a buffer game. The buffer game is a first type of game, and the buffer game duration of the buffer game is different from the benchmark game duration of the first type of game.

[0059] The game join instruction is an instruction for controlling the virtual character to enter the game. Regarding the triggering condition of the game join instruction, in one possible implementation, when the player clicks the game join button displayed on the computer device, or when the player performs a specific shortcut key or special gesture operation, the computer device receives the game join instruction.

[0060] The buffer game is the first N rounds of games that the virtual character enters. N is a positive integer, and the buffer game is a first type of game.

[0061] Optionally, the first type of game is a normal game, and the second type of game is a BOSS game or a PVP game.

[0062] Regarding the determination method of the number of buffer games (i.e., N), in some embodiments, the number of buffer games can be a value preset by the terminal or the server (such as N = 1, 2, 3 or other numbers). In other embodiments, the number of buffer games can also be determined based on the level, type of the virtual character, or the win rate information of the user account corresponding to the virtual character. For example, when the level of the virtual character is relatively high, or the win rate of the user account is relatively high, the number of buffer games can be relatively small (such as N = 1) to complete the buffer game as soon as possible without causing too much interference to the user experience, so as to achieve timeline unification in advance.

[0063] Regarding the determination method of the buffer game duration, in some embodiments, the terminal can obtain the number of game rounds of the buffer game preset by the server, and determine the buffer game duration of each buffer game according to the number of game rounds and the game joining time corresponding to the game joining instruction. In other embodiments, the terminal can also determine the number of game rounds and the buffer game duration of the buffer game according to the game joining time corresponding to the game joining instruction and the benchmark game duration of the first type of game. For the specific implementation method of determining the buffer game duration, refer to the embodiments and related descriptions hereinafter, and details will not be elaborated herein.

[0064] After the computer device controls the virtual character to complete the buffer game according to the buffer game duration, the virtual character can play the game according to the standard time axis of the hot-join room, so that the virtual character can play the game synchronously with other virtual characters corresponding to other players in the hot-join room (that is, the game start times of virtual characters joining the game at different times are unified). Since the purpose of determining the buffer game duration of the buffer game is to adjust the time axis corresponding to the computer device to the standard time axis in the hot-join room, the buffer game duration of the buffer game is different from the benchmark game duration of the first type of game.

[0065] Among them, the benchmark game duration is the game duration of the first type of game in the standard time axis corresponding to the hot-join room. For example Figure 2 in which, the benchmark game duration of the first type of game (ordinary game) is 3 minutes (180s). In some embodiments, the buffer game duration of the buffer game can be longer than the benchmark game duration or shorter than the benchmark game duration. Therefore, the buffer game duration may be 197s, or 100s, etc.

[0066] In some embodiments, in response to the game joining instruction, when the difference between the game joining time corresponding to the game joining instruction and the game start time of the second type of game is less than a preset value (such as 3 minutes), the computer device replaces the second type of game with the first type of game and controls the virtual character to enter the buffer game of the first type of game.

[0067] In a possible scenario, the moment when a player enters the hot-join room may be close to the start time of the BOSS game or the PVP game. For example Figure 2 in which, the player joins the room at 14 minutes and 59 seconds, and according to the standard time axis, will enter the BOSS game starting at the 15th minute after 1s (the difference is less than 3 minutes). However, since the virtual character corresponding to the player has not completed the buffer game at the 15th minute, the computer device can replace the BOSS game from the 15th to the 18th minute with an ordinary game so that the virtual character can first enter the buffer game.

[0068] Step 302, in response to the control operation on the virtual character, control the virtual character to complete the buffered game, wherein after the buffered game is completed, the game start time of the virtual characters that join the game at different times is unified.

[0069] Players can control the virtual character through a keyboard, mouse, touch panel, stylus, microphone or any other feasible method, and this application does not impose any restrictions on this.

[0070] During the time corresponding to the buffering game duration, the computer device displays the screen of the virtual character playing the buffering game. For example, if the buffering game is a normal game and the buffering game duration is 3 minutes and 12 seconds, the computer device displays the screen of the virtual character playing the buffering game within the duration of 3 minutes and 12 seconds.

[0071] After the buffered game is completed, since the time axis corresponding to the virtual character has been adjusted to the standard time axis corresponding to the hot join room within the time corresponding to the buffered game, the game start time of the virtual character corresponding to the computer device and the virtual characters corresponding to other computer devices that join the game at different times are unified.

[0072] See also Figure 4 , Figure 4 This is a schematic diagram of a unified game start time for virtual characters that join the game at different times after completing a buffered game, provided by an exemplary embodiment of the present application.

[0073] like Figure 4 As shown, in the standard timeline in the hot join room, the duration of each round of the game is 3 minutes (180 seconds), and the 0th to 180th seconds, the 180th to 360th seconds, the 360th to 540th seconds, ... are consecutive ordinary games.

[0074] Computer device a controls virtual character A to join the room at the 12th second, wherein the 12th to 180th second is the buffered game corresponding to virtual character A, the buffered game duration is 168 seconds, and computer device a controls virtual character A to complete the buffered game at the 180th second.

[0075] Computer device b controls virtual character B to join the room at 53 seconds, wherein 53 to 180 seconds are the buffered game corresponding to virtual character B, the buffered game duration is 127 seconds, and computer device b controls virtual character B to complete the buffered game at 180 seconds.

[0076] The computer device c controls the virtual character C to join the room at the 96th second. Among them, from the 96th second to the 210th second is the buffered game for the virtual character C, and from the 210th second to the 360th second is also the buffered game for the virtual character C (that is, the number of buffered games for the virtual character C is 2. Among them, the duration of the first buffered game is 114 seconds, and the duration of the second buffered game is 150 seconds). The computer device c controls the virtual character C to complete the buffered game at the 360th second.

[0077] Therefore, at the 360th second, all three virtual characters have completed their corresponding buffered games, that is, the 360th second is the starting moment of other games after the three virtual characters join at the same time. Therefore, after each virtual character completes its corresponding buffered game, the starting moments of the virtual characters joining the game at different times are unified.

[0078] Step 303, when the target moment is reached and the virtual character has completed the buffered game, control the virtual character to enter the second type of game. The interval between games of the second type of game is greater than the interval between games of the first type of game, and the second type of game refers to the game that starts at a specified moment.

[0079] In some embodiments, the first type of game is a game in which different virtual characters do not need to be started synchronously. Optionally, the first type of game is an ordinary game. Player A can control the virtual character a to attack small monsters in the virtual environment from the 20th second to the 50th second; Player B can control the virtual character b to attack big monsters from the 33rd second to the 45th second.

[0080] In some embodiments, the second type of game is a game in which different virtual characters need to be started synchronously. Optionally, the second type of game is a BOSS game or a PVP game. The virtual character a controlled by Player A and the virtual character b controlled by Player B need to start the PVP game synchronously to conduct player battles; or, they need to start the BOSS game synchronously to jointly attack the BOSS monster.

[0081] For example only, as Figure 2 shown, the BOSS game starts at the specified moments (the 15th minute and the 45th minute), the PVP game starts at the specified moments (the 0th minute and the 30th minute), and the ordinary games start at the remaining moments, that is, Figure 2 the interval between games of the BOSS game and the PVP game is both 30 minutes, and the interval between ordinary games is 3 minutes or 6 minutes, that is, the interval between games of the second type of game is greater than the interval between games of the first type of game.

[0082] The target moment can be one of the specified moments. For example, if the target moment is the 15th minute and the game starting at the 15th minute is a BOSS game, then Figure 2In this case, when the target time is reached, since the virtual characters A, B, and C have all completed the buffered game, the computer devices a, b, and c will respectively control the virtual characters A, B, and C to enter the BOSS game simultaneously at the 15th minute.

[0083] In summary, by controlling the virtual characters to complete the buffered game within the buffered game duration, since the buffered game duration is different from the benchmark game duration of the first type of game, the starting moments of the games of the virtual characters joining the game at different times can be unified by adjusting the buffered game duration. Thus, when the target time is reached and different virtual characters have all completed the buffered game, different virtual characters can achieve synchronous games; at the same time, since multiple computer devices joining the game at different times can achieve time axis unification after their respective buffered games, players can choose to join the game at different times instead of all entering at the designated time point, thereby avoiding the problem of excessive concurrent processing pressure on the server.

[0084] Regarding the determination method of the buffered game duration, in some embodiments, in response to the game joining instruction, the computer device determines the number of game rounds of the buffered game and the buffered game duration of each round of the buffered game based on the game joining time and the benchmark game duration.

[0085] Among them, the game joining time refers to the time corresponding to the game joining instruction.

[0086] In some scenarios, when the login account corresponding to the virtual character is a first-time login account, the game joining time can be the time when the virtual character completes the novice task tutorial when the computer device receives the game joining instruction. For example, in a party casual game, the game joining time can be the time when the virtual character builds the electric door.

[0087] In some scenarios, when the login account corresponding to the virtual character is a non-first-time login account, the game joining time can be when the computer device receives the trigger operation of the game joining button, or receives the operation of joining the game through a specific shortcut key or special gesture, etc.

[0088] The benchmark game duration is the game duration of the first type of game in the standard time axis corresponding to the hot-join room. Optionally, the computer device can store the relevant data of the first type of game, including the game type, benchmark game duration, game difficulty, etc. of the first type of game.

[0089] See Figure 5 Figure 5 is a flowchart for determining the number of game rounds of the buffered game and the buffered game duration of each round of the buffered game provided by an exemplary embodiment of the present application. The flowchart includes the following steps.

[0090] ​Step 501: Determine the joining time deviation based on the game joining time and the benchmark game duration.

[0091] The joining time deviation is the remainder of the game joining time with respect to the benchmark game duration of the first type of game.

[0092] In this embodiment, taking the benchmark game duration of the first type of game as 200s as an example, for example, if the game joining time is the 22nd second after the hot-join room is created, the joining time deviation is 22s; if the game joining time is the 234th second after the hot-join room is created, the joining time deviation is 34s; if the game joining time is the 797th second after the hot-join room is created, the joining time deviation is 197s.

[0093] Step 502: Obtain the target buffer game setting strategy corresponding to the target deviation range to which the joining time deviation belongs. Among them, different deviation ranges correspond to different buffer game setting strategies, and the buffer game setting strategy includes the number of rounds of the buffer game and the determination strategy for the game duration of each round of the buffer game.

[0094] In some embodiments, the buffer game setting strategy is pre-set and stored in the terminal or server, and different deviation ranges correspond to different buffer game setting strategies. Among them, the buffer game setting strategy can be a strategy pre-configured manually or a strategy generated by the server based on the game joining time and the benchmark game duration.

[0095] For example, when the benchmark game duration is 200s, the joining time deviation may belong to the deviation range of 0 - 50s, or belong to the deviation ranges of 50 - 100s, 100 - 150s, and 150 - 200s.

[0096] The determination strategy for the game duration of each round of the buffer game can include the determination formula for the game duration of each round of the buffer game, the determination range of the game duration, etc.

[0097] See Figure 6 , Figure 6 is a schematic diagram of the buffer game setting strategy provided by an exemplary embodiment of the present application.

[0098] Figure 6 Taking the benchmark game duration of the first game type as 200s as an example.

[0099] As Figure 6 shown, the buffer game setting strategy includes:

[0100] For the deviation range of 0 to 50 seconds, the number of rounds of the buffered game is 1, and the duration of the buffered game is 200s - the deviation at the joining time. At the 200th second, the buffered game is completed, and the games from the 200th to 400th seconds, and the games from the 400th to 600th seconds... are all other games after the buffered game.

[0101] For the deviation range of 50 to 100 seconds, the number of rounds of the buffered game is 2. The duration of the first-round buffered game is 250s - the deviation at the joining time, and the duration of the second-round buffered game is 150s. At the 400th second, the buffered game is completed, and the games from the 200th to 400th seconds... are all other games after the buffered game.

[0102] For the deviation range of 100 to 150 seconds, the number of rounds of the buffered game is 3. The duration of the first-round buffered game is 300s - the deviation at the joining time, and the durations of the second-round and third-round buffered games are both 150s. At the 600th second, the buffered game is completed, and all the games after that are other games after the buffered game.

[0103] For the deviation range of 150 to 200 seconds, the number of rounds of the buffered game is 2. The duration of the first-round buffered game is 400s - the deviation at the joining time, and the duration of the second-round buffered game is 200s. At the 600th second, the buffered game is completed, and all the games after that are other games after the buffered game.

[0104] In some embodiments, for the determination method of the buffered game setting strategy, certain limiting conditions need to be met. For example, the duration of the buffered game needs to be controlled within a certain range to ensure that the duration of the buffered game for the player is neither too long nor too short, thus avoiding excessive interference with the game winning rate. Another example is that the number of rounds of the buffered game cannot be too large to avoid too long buffering time and slowing down the speed of the time-axis game.

[0105] Step 503: Based on the deviation at the joining time and the determination strategy of the duration of each round of the buffered game, determine the duration of each round of the buffered game. The difference between the duration of the buffered game and the duration of the reference game is used to eliminate the deviation at the joining time.

[0106] Regarding the method for determining the duration of each round of the buffered game, in some embodiments, the computer device determines the adjustment amount of the duration of each round of the buffered game based on the deviation at the joining time and the determination strategy of the duration of each round of the buffered game; and based on the adjustment amount of the duration of each round of the buffered game and the duration of the reference game, determines the duration of each round of the buffered game.

[0107] For example, if the joining time deviation is 22 s, the target deviation range is 0 - 50 s. The number of rounds of the buffer game corresponding to this target deviation range is 1. The strategy for determining the game duration of the buffer game is: buffer game duration = 200 s - joining time deviation. Among them, the reference game duration is 200 s, the game duration adjustment amount is 22 s, so the buffer game duration is 178 s.

[0108] For another example, if the joining time deviation is 183 s, the target deviation range is 150 - 200 s. The number of rounds of the buffer game corresponding to this target deviation range is 2. Among them, the strategy for determining the game duration of the first round of the buffer game is: buffer game duration = 400 s - joining time deviation. Among them, the reference game duration is 200 s, the game duration adjustment amount is 183 s - 200 s = -17 s, so the buffer game duration is 217 s. The reference game duration corresponding to the second round of the buffer game is 200 s, and the game duration adjustment amount is 0 s. Therefore, the buffer game duration of the second round of the buffer game is 200 s.

[0109] After determining the buffer game duration of each round of the buffer game, the computer device controls the virtual character to enter the buffer game.

[0110] For example, the buffer game duration of the first round of the buffer game is 217 s, and the buffer game duration of the second round of the buffer game is 200 s. Therefore, the computer device displays the picture of the virtual character playing the first round of the buffer game within 217 s corresponding to the first round of the buffer game, and displays the picture of the virtual character playing the second round of the buffer game within 200 s corresponding to the second round of the buffer game.

[0111] It should be noted that the above example is described with the buffer game containing only one stage. In fact, the buffer game may also contain two or more stages. For example, the buffer game can include a preparation stage and a game stage, or the buffer game can include a plot playback stage, a preparation stage, a game stage, a reward stage, and so on. For the scenario where the buffer game contains two or more stages, the computer device can respectively determine the stage durations corresponding to different stages. For more content on determining the stage durations of different stages in the case where the buffer game contains two or more stages, see Figure 7 and its related descriptions, which will not be elaborated here.

[0112] In this embodiment, based on the joining time deviation, the computer device obtains the target buffer game setting strategy corresponding to the target deviation range to which the joining time deviation belongs, and can determine the number of rounds of the buffer game and the buffer game duration corresponding to this joining time deviation, so as to eliminate the joining time deviation by using the difference between the buffer duration and the reference game duration, making the time axis corresponding to the virtual character unified with the standard time axis in the hot joining room after the buffer game is completed.

[0113] In the gameplay of party casual games with multiple game rounds, each game round can include at least two stages. Therefore, after determining the buffer game duration, the durations corresponding to the preparation stage and the game stage in the buffer game can be determined separately for display by the computer device.

[0114] In some embodiments, the first type of game includes at least two stages, and the game duration determination strategy includes stage duration determination sub-strategies corresponding to different stages.

[0115] For example, in the first type of game (ordinary game), it can include a preparation stage and a game stage, or it can also include a plot playback stage, a preparation stage, a game stage, a reward stage, etc. The present application does not limit the specific stage types and quantities in the first type of game.

[0116] In some embodiments, the computer device can determine the stage adjustment amount for each stage based on the game duration adjustment amount and the stage duration determination sub-strategy; and determine the target stage duration for each stage based on the stage adjustment amount for each stage and the benchmark stage duration for each stage.

[0117] See Figure 7 , Figure 7 is a schematic diagram of the game duration determination strategy in the case where the preparation stage and the game stage are included in the game round provided by an exemplary embodiment of the present application.

[0118] Figure 7 Taking the benchmark game duration of the first game type as 180s as an example for illustration. The first game type includes a preparation stage and a game stage, where the benchmark stage duration of the preparation stage is 30s and the benchmark stage duration of the game stage is 150s.

[0119] Figure 7 In, the deviation range to which the joining time deviation belongs includes 0 - 20s, 20 - 50s, 50 - 80s, 80 - 110s, 110 - 140s, 140 - 170s, 170 - 180s.

[0120] The computer device can obtain the target buffer game setting strategy corresponding to the target deviation range to which the joining time deviation belongs, and determine the buffer game duration of each round of buffer game based on the joining time deviation and the game duration determination strategy included in the target buffer game setting strategy.

[0121] Taking the joining time deviation of 11s as an example, the target deviation range is 0 - 20s, the number of rounds of the buffered game is 1 round, and the duration of the buffered game is 180s - the joining time deviation. Among them, the reference game duration is 180s, and the adjustment amount of the game duration is 11s. Exemplarily, the stage duration determination sub-strategy is used to indicate that the stage adjustment amount in the preparation stage is 11s, and the stage adjustment amount in the game stage is 0s. Therefore, the computer device can determine the 11th - 30th seconds as the preparation stage of the buffered game, and the 30th - 180th seconds as the game stage of the buffered game.

[0122] Taking the joining time deviation of 27s as an example, the target deviation range is 20 - 50s, the number of rounds of the buffered game is 1 round, and the duration of the buffered game is 180s - the joining time deviation. Among them, the reference game duration is 180s, and the adjustment amount of the game duration is 27s. Exemplarily, the stage duration determination sub-strategy is used to indicate that the stage adjustment amount in the preparation stage is -3s, and the stage adjustment amount in the game stage is 30s. Therefore, the computer device can determine the 27th - 60th seconds as the preparation stage of the buffered game, and the 60th - 180th seconds as the game stage of the buffered game.

[0123] Taking the joining time deviation of 63s as an example, the target deviation range is 50 - 80s, the number of rounds of the buffered game is 1 round, and the duration of the buffered game is 180s - the joining time deviation. Among them, the reference game duration is 180s, and the adjustment amount of the game duration is 63s. Exemplarily, the stage duration determination sub-strategy is used to indicate that the stage adjustment amount in the preparation stage is 3s, and the stage adjustment amount in the game stage is 60s. Therefore, the computer device can determine the 63rd - 90th seconds as the preparation stage of the buffered game, and the 90th - 180th seconds as the game stage of the buffered game.

[0124] Taking the joining time deviation of 96s as an example, the target deviation range is 80 - 110s, and the number of rounds of the buffered game is 2 rounds. Among them, the buffered game duration of the first round of buffered game is 210s - joining time deviation = 114s. Among them, the reference game duration is 180s, and the game duration adjustment amount is 66s. Exemplarily, the stage duration determination sub-strategy is used to indicate that the stage adjustment amount of the preparation stage of the first round of buffered game is 16s, and the stage adjustment amount of the game stage of the first round of buffered game is 60s. Therefore, the computer device can determine the 96 - 120s as the preparation stage of the first round of buffered game, and determine the 120 - 210s as the game stage of the first round of buffered game. The buffered game duration of the second round of buffered game is 150s. Among them, the game duration adjustment amount of the second round of buffered game is 30s. Exemplarily, the stage duration determination sub-strategy is used to indicate that the stage adjustment amount of the preparation stage of the second round of buffered game is 0s, and the stage adjustment amount of the game stage of the second round of buffered game is 30s. Therefore, the computer device determines the 210 - 240s as the preparation stage of the second round of buffered game, and determines the 240 - 360s as the game stage of the second round of buffered game.

[0125] Taking the joining time deviation of 137s as an example, the target deviation range is 110 - 140s, and the number of rounds of the buffered game is 2 rounds. Among them, the buffered game duration of the first round of buffered game is 240s - joining time deviation = 103s. Among them, the reference game duration is 180s, and the game duration adjustment amount is 77s. Exemplarily, the stage duration determination sub-strategy is used to indicate that the stage adjustment amount of the preparation stage of the first round of buffered game is 17s, and the stage adjustment amount of the game stage of the first round of buffered game is 60s. Therefore, the computer device can determine the 137 - 150s as the preparation stage of the first round of buffered game, and determine the 120 - 210s as the game stage of the first round of buffered game. The buffered game duration of the second round of buffered game is 120s. Among them, the game duration adjustment amount of the second round of buffered game is 60s. Exemplarily, the stage duration determination sub-strategy is used to indicate that the stage adjustment amount of the preparation stage of the second round of buffered game is 0s, and the stage adjustment amount of the game stage of the second round of buffered game is 60s. Therefore, the computer device determines the 240 - 270s as the preparation stage of the second round of buffered game, and determines the 270 - 360s as the game stage of the second round of buffered game.

[0126] Taking the joining time deviation of 169s as an example, the target deviation range is 140 - 170s, and the number of rounds of the buffered game is 1 round. Among them, the duration of the buffered game is 360s - 169s = 191s, and the reference game duration is 180s. Therefore, the adjustment amount of the game duration is -11s. Exemplarily, the stage duration determination sub-strategy is used to indicate that the stage adjustment amount in the preparation stage of the buffered game is 19s, and the stage adjustment amount in the game stage of the buffered game is -30s. Therefore, the computer device can determine the 169th - 180th seconds as the preparation stage of the buffered game, and the 180th - 360th seconds as the game stage of the buffered game.

[0127] Taking the joining time deviation of 171s as an example, the target deviation range is 170 - 180s, and the number of rounds of the buffered game is 1 round. Among them, the duration of the buffered game is 360s - 171s = 189s, and the reference game duration is 180s. Therefore, the adjustment amount of the game duration is -9s. Exemplarily, the stage duration determination sub-strategy is used to indicate that the stage adjustment amount in the preparation stage of the buffered game is -9s, and the stage adjustment amount in the game stage of the buffered game is 0s. Therefore, the computer device can determine the 171st - 210th seconds as the preparation stage of the buffered game, and the 210th - 360th seconds as the game stage.

[0128] In some embodiments, the stage duration determination sub-strategy can be determined by manual setting in advance, or can be determined by the server according to the stage duration thresholds of each stage.

[0129] In some embodiments, each stage has its own stage duration threshold, and the target stage duration of each stage conforms to the stage duration threshold. For example, to ensure that players have sufficient preparation time, the stage duration threshold corresponding to the preparation stage is 10s, that is, the duration of the preparation stage needs to be greater than or equal to 10s. Another example is that to ensure that the winning rate of players in the buffered game is not too high or too low, the stage duration of the game stage needs to be kept within the range of 90 - 210s.

[0130] For example Figure 7 In it, the stage duration determination sub-strategies corresponding to different deviation ranges all ensure that the duration of the preparation stage is greater than or equal to 10s, and the stage duration of the game stage is kept within the range of 90 - 210s.

[0131] It should be noted that Figure 7 Taking one round of the game including a preparation stage and a game stage as an example, the specific method for determining the stage duration of different stages is described. Those skilled in the art can, according to needs, set more stage numbers in one round of the game, and respectively determine their different stage durations for different stages. Such deformations are all within the protection scope of this application.

[0132] During the process of a virtual character's buffered game, the virtual character may complete the buffered game in advance (e.g., win the game in advance). Therefore, the remaining time in the game phase of the buffered game can be merged into the next game after the buffered game.

[0133] In some embodiments, when the virtual character completes the buffered game and the actual completion duration of the buffered game is less than the buffered game duration, the computer device determines the duration difference between the actual completion duration and the buffered game duration; and extends the game duration of the next game after the buffered game based on the duration difference.

[0134] When the next game includes a preparation phase and a game phase, the computer device can extend the duration of the preparation phase of the next game after the buffered game based on the duration difference.

[0135] For example, taking Figure 7 the time deviation added is 96s as an example, the preparation phase of the first round of buffered game is from the 96th to the 120th second, that is, the duration of the preparation phase is 24s, and the game phase of the first round of buffered game is from the 120th to the 210th second, that is, the duration of the game phase is 90s. When the virtual character defeats all the ordinary monsters in the buffered game at the 208th second, the computer device merges the remaining 2s in the preparation phase into the preparation phase of the second round of buffered game, that is, the preparation phase of the second round of buffered game is from the 208th to the 240th second.

[0136] See Figure 8 , Figure 8 is a schematic diagram of the interface for the virtual character to perform the first round of buffered game provided by an exemplary embodiment of the present application.

[0137] As Figure 8 shown, when the player joins the game at the 96th second after the hot join room is created, the computer device displays "Preparation Phase Countdown 00:24" in the virtual environment to prompt the user that the duration of the preparation phase of the first round of buffered game is 24s. 5 seconds before the end of the preparation phase, the computer device can display a 5 - second countdown in the virtual environment to prompt the user that the ordinary monsters in the first round of buffered game are about to come.

[0138] See Figure 9 , Figure 9 is a schematic diagram of the interface for the virtual character to perform the second round of buffered game provided by an exemplary embodiment of the present application.

[0139] As Figure 9 shown, when there are 2s remaining in the first round of buffered game, the virtual character completes the first round of buffered game in advance. Therefore, the remaining 2s are merged into the preparation phase of the second buffered game, and the computer device displays "Preparation Phase Countdown 00:32" in the virtual environment to prompt the user that the duration of the preparation phase of the second round of buffered game is 32s.

[0140] In this embodiment, when the virtual character completes the buffered game ahead of schedule, the computer device determines the difference between the actual completion time and the buffered game time, and extends the game time of the next round of games after the buffered game based on the time difference, so that the correct preparation time can be displayed in the virtual environment to accurately remind the user.

[0141] Since the second type of game will be started at a specified time, in order to complete the buffered game of the first type of game as much as possible before the second type of game is started, in some embodiments, the computer device can determine the corresponding buffered game setting strategy based on the time difference between the game joining time and the target time corresponding to the second type of game.

[0142] In some embodiments, the computer device may determine the target policy set from the candidate policy set based on a time difference between the game joining time and the target time.

[0143] The target time is at least one of the designated times for starting the second type of game. For example, the target time may be the first designated time after the game joining time.

[0144] For example, the standard timeline corresponding to the hot join room starts PVP games at the 0th minute and the 30th minute, and starts BOSS games at the 15th minute and the 45th minute. The target time can be at least one of the 0th minute, the 30th minute, the 15th minute and the 45th minute.

[0145] Different candidate strategy sets correspond to different time differences, and the number of game rounds indicated by the buffer game setting strategy in the first candidate strategy set is greater than the number of game rounds indicated by the buffer game setting strategy in the second candidate strategy set, and the time difference corresponding to the first candidate strategy set is greater than the time difference corresponding to the second candidate strategy set.

[0146] In some embodiments, when the time difference between the game joining moment and the target moment is greater than or equal to a threshold, the computer device determines the target policy set from the first candidate policy set; when the time difference between the game joining moment and the target moment is less than the threshold, the computer device determines the target policy set from the second candidate policy set.

[0147] Optionally, the threshold value is a value predetermined by the computer device, such as 9 minutes.

[0148] For example, when the time difference between the game joining time and the target time is greater than or equal to 9 minutes, the computer device determines the target policy set from the first candidate policy set, and the number of game rounds indicated by the buffered game setting policy in the first candidate policy set is 3; when the time difference between the game joining time and the target time is less than 9 minutes, the computer device determines the target policy set from the second candidate policy set, and the number of game rounds indicated by the buffered game setting policy in the second candidate policy set is 2.

[0149] After determining the target policy set from the first candidate policy set or the second candidate policy set based on the time difference, the computer device obtains the target buffered game setting policy corresponding to the target deviation range to which the joining time deviation belongs from the target policy set.

[0150] For example, the game joining time is the 5th minute, and the time difference from the subsequent nearest target time (the 15th minute) is 10 minutes, which is greater than the threshold of 9 minutes. Therefore, the computer device determines the target policy set from the first candidate policy set. Among them, the target policy set contains buffered game setting policies corresponding to different deviation ranges, and the number of game rounds indicated by the buffered game setting policy is 3. The computer device obtains the target buffered game setting policy corresponding to the target deviation range to which the joining time deviation belongs from the target policy set.

[0151] In this embodiment, when the game joining time is relatively close to the target time, the computer device determines the target policy set from the second candidate policy set, which can complete the buffered game within a smaller number of game rounds to achieve time axis unification, so that players can join the second type of game corresponding to the target time in a timely manner, improving the efficiency of time axis adjustment; when the game joining time is relatively far from the target time, the computer device determines the target policy set from the first candidate policy set, which can make the number of game rounds of the buffered game more, so that the difference between the buffered game duration of each round of buffered game and the benchmark game duration is smaller, thus avoiding excessive interference with the winning rate of players in the buffered game and improving the user experience.

[0152] In a possible implementation manner, when the distance between the game joining time and the next target time is relatively close, the computer device can replace the second type of game corresponding to the target time with the first type of game, and control the virtual character to join the buffered game of the first type of game to participate in the second type of game at the next target time after the time axis is unified.

[0153] For example, in the standard timeline corresponding to the hot-join room, PVP matches are started at the 0th minute and the 30th minute, and BOSS matches are started at the 15th minute and the 45th minute. When the match join time is 29 minutes and 45 seconds, the computer device can replace the PVP match started at the 30th minute with a normal match, and control the virtual character to use the normal match as a buffered match to eliminate the join time deviation through the buffered match. Thus, the virtual character can synchronize the match with other virtual characters corresponding to other players in the BOSS match started at the 45th minute.

[0154] In order to accelerate the speed of the virtual character to synchronize the match with other virtual characters, in another possible implementation, when the distance between the match join time and the next target time is relatively close, the computer device can control the virtual character to immediately join the second type of match to quickly synchronize the match with other virtual characters.

[0155] In some embodiments, in response to a match join instruction, when the time difference between the match join time and the target time is less than the time difference threshold, the computer device performs a delay operation on the match join instruction.

[0156] Optionally, the time difference threshold is a value preset by the computer device, such as 1 minute.

[0157] When the target time is reached, the computer device controls the virtual character to enter the second type of match based on the delayed match join instruction.

[0158] See Figure 10 , Figure 10 is a schematic diagram of the computer device performing a delay operation on the match join instruction provided by an exemplary embodiment of the present application.

[0159] As Figure 10 shown, in the standard timeline of the hot-join room, PVP matches of the second match type are started at the 30th to 33rd minutes. When the computer device receives a match join instruction at the 29.5th minute, since the time difference between the match join time (29.5th minute) corresponding to the match join instruction and the target time (30th minute) is less than the time difference threshold (1 minute), the computer device performs a delay operation on the match join instruction, and the delay duration is the time difference of 0.5 minute. When the target time (30th minute) is reached, the computer device controls the virtual character to perform a PVP match of the second match type based on the delayed match join instruction. Through the delay operation, the virtual character can immediately join the PVP match at the 30th minute without performing a buffered match to synchronize the match with other virtual characters, accelerating the implementation speed of the synchronized match.

[0160] Optionally, at 29.5 - 30 minutes, the computer device may display a prompt screen waiting for a response to the match joining instruction with a delay, to prompt the player that a PVP match synchronized with other players is about to start.

[0161] In some embodiments, in response to a match joining instruction, when the time difference between the match joining moment and the target moment is greater than the time difference threshold, based on the match joining moment and the benchmark match duration, determine the number of rounds of the buffered match, and the buffered match duration for each round of the buffered match.

[0162] For example, when the match joining moment is the 27th minute, since the time difference (3 minutes) between the match joining moment (the 27th minute) and the target moment (the 30th minute) is greater than the time difference threshold (1 minute), therefore, the computer device determines the number of rounds of the buffered match and the buffered match duration for each round of the buffered match based on the match joining moment and the benchmark match duration, to control the virtual character to enter the buffered match, so as not to participate in the PVP match started at the 20th minute; after completing the buffered match, the time axis corresponding to the virtual character is unified with the standard time axis. Therefore, the virtual character can synchronously start the subsequent second type of match (such as the BOSS match started at the 45th minute) with other virtual characters.

[0163] During the process of multiple rounds of matches, to make the match difficulty conform to the match progress of the virtual character, in some embodiments, the computer device may separately record the first match difficulty corresponding to the first type of match, and the second match difficulty corresponding to the second type of match.

[0164] Optionally, the match difficulty may include the number, attributes, types of monsters in the match, and may also include the type of match task, the match duration, etc.

[0165] In some embodiments, the match difficulty of the buffered match and the first type of match using the benchmark match duration is the first match difficulty. The match difficulty of the second type of match is the second match difficulty.

[0166] Among them, the first match difficulty is updated when the buffered match or the first type of match using the benchmark match duration is completed, and the second match difficulty is updated when the second type of match is completed.

[0167] For example, when the virtual character successfully completes the buffered match, the difficulty of the next round of the normal match in the buffered match will increase; or, when the virtual character successfully completes the BOSS match started at the 15th minute, the difficulty of the next round of the BOSS match started at the 45th minute will increase.

[0168] See Figure 11 , Figure 11It is a flowchart of a method for a virtual character's game session provided by an exemplary embodiment of the present application. The flowchart includes the following steps.

[0169] Step 1110, complete the novice task tutorial for the first login to the account, or, for non-first login to the account, join the game session.

[0170] Step 1120, determine the deviation of the join time based on the game session join time and the benchmark game session duration.

[0171] Wherein, the deviation of the join time is the remainder of the game session join time relative to the benchmark game session duration.

[0172] Step 1130, determine the target deviation range to which the deviation of the join time belongs.

[0173] Step 1140, obtain the target buffer game session setting strategy corresponding to the target deviation range.

[0174] Step 1150, control the virtual character to enter the buffer game session, and adjust the time axis corresponding to the virtual character to the standard time axis.

[0175] Wherein, the relevant content of steps 1110 to 1150 can be referred to the foregoing embodiment, and will not be elaborated herein.

[0176] Step 1160, determine the current game session type according to the current time.

[0177] Wherein, the current game session type may be one of a BOSS game session, a PVP game session, and a normal game session.

[0178] The current game session type can be determined based on the current time and the standard time axis of the hot-join room. For example, if the current time is the 63rd minute, then according to the standard time axis, the current game session type is a normal game session; if the current time is the 45th minute, the current game session type is a BOSS game session.

[0179] When the BOSS game session is completed, execute step 1171: update the BOSS game session difficulty.

[0180] For example, when the virtual character completes the BOSS game session started at the 45th minute, the computer device will increase the recorded BOSS game session progress by 1, obtain the updated BOSS game session difficulty based on the increased BOSS game session progress, and display a virtual environment with a higher BOSS game session difficulty (such as a larger number or higher level of BOSSes) in the BOSS game session started at the 75th minute.

[0181] When the normal game session is completed, execute step 1172: update the normal game session difficulty.

[0182] For example, when the virtual character completes a normal game session that starts at the 12th minute, the computer device increments the progress of the recorded normal game session by 1, obtains an updated normal game difficulty based on the increased progress of the normal game session, and displays a virtual environment with a higher normal game difficulty (such as a larger number or higher level of normal monsters) in the next round of the normal game session that starts at the 18th minute. Among them, since the game session that starts at the 15th minute is a BOSS game session, the next round of the normal game session after the normal game session that starts at the 12th minute is the game session that starts at the 18th minute.

[0183] In some embodiments, when the virtual character has completed a buffered game session and has not reached the target time, the computer device controls the virtual character to enter a first type of game session with a benchmark game duration.

[0184] For example, the game session joining time is 2 minutes and 30 seconds. When the computer device controls the virtual character to complete 2 rounds of buffered game sessions, the time when the buffered game sessions are completed is the 9th minute. At this time, the target time (the 15th minute) has not been reached. Therefore, the computer device controls the virtual character to enter a normal game session with a benchmark game duration (3 minutes), that is, normal game sessions in the standard time axis are carried out from the 9th to the 12th minute and from the 12th to the 15th minute.

[0185] In some embodiments, when the target time is reached and the virtual character has not completed the buffered game session, the computer device controls the virtual character to continue to complete the buffered game session.

[0186] For example, at 12 minutes and 08 seconds, the computer device controls the virtual character to perform 2 rounds of buffered game sessions in sequence to eliminate the joining time deviation. However, at the 15th minute, since the buffered game session has not been completed, the computer device controls the virtual character to continue to complete the buffered game session.

[0187] See Figure 12 , Figure 12 FIG. is a structural block diagram of a game session device for a virtual character provided by an exemplary embodiment of the present application. The device includes:

[0188] A first game session module 1201, configured to control the virtual character to enter a buffered game session in response to a game session joining instruction, where the buffered game session is a first type of game session, and the buffered game session duration of the buffered game session is different from the benchmark game duration of the first type of game session;

[0189] The first game session module 1201 is further configured to control the virtual character to complete the buffered game session in response to a control operation on the virtual character. After the buffered game session is completed, the game session start times of virtual characters joining the game session at different times are unified;

[0190] The second game module 1202 is used to control the virtual character to enter the second type of game when the target time is reached and the virtual character has completed the buffered game. The interval between games of the second type of game is greater than the interval between games of the first type of game, and the second type of game refers to a game that starts at a specified time.

[0191] Optionally, the first game module 1201 is used to:

[0192] In response to the game joining instruction, based on the game joining time and the benchmark game duration, determine the number of rounds of the buffered game and the buffered game duration of each round of the buffered game;

[0193] Control the virtual character to enter the buffered game.

[0194] Optionally, the first game module 1201 is used to:

[0195] Based on the game joining time and the benchmark game duration, determine the joining time deviation;

[0196] Obtain the target buffered game setting strategy corresponding to the target deviation range to which the joining time deviation belongs. Among them, different deviation ranges correspond to different buffered game setting strategies, and the buffered game setting strategy includes the number of rounds of the buffered game and the determination strategy of the buffered game duration of each round of the buffered game;

[0197] Based on the joining time deviation and the determination strategy of the buffered game duration of each round, determine the buffered game duration of each round of the buffered game. The difference between the buffered game duration and the benchmark game duration is used to eliminate the joining time deviation.

[0198] Optionally, the first game module 1201 is used to:

[0199] Based on the joining time deviation and the determination strategy of the buffered game duration of each round, determine the adjustment amount of the buffered game duration of each round;

[0200] Based on the adjustment amount of the buffered game duration of each round and the benchmark game duration, determine the buffered game duration of each round of the buffered game.

[0201] Optionally, the first type of game includes at least two stages, and the game duration determination strategy includes stage duration determination sub-strategies corresponding to different stages. The first game module 1201 is used to:

[0202] Based on the adjustment amount of the game duration and the stage duration determination sub-strategy, determine the adjustment amount of each stage;

[0203] Determine the target stage duration for each stage based on the stage adjustment amount for each stage and the benchmark stage duration for each stage.

[0204] Optionally, each stage has its own stage duration threshold, and the target stage duration for each stage conforms to the stage duration threshold.

[0205] Optionally, the first game module 1201 is configured to:

[0206] Based on the time difference between the game joining time and the target time, determine a target policy set from the candidate policy sets, where different candidate policy sets correspond to different time differences, and the number of game rounds indicated by the buffered game setting policy in the first candidate policy set is greater than the number of game rounds indicated by the buffered game setting policy in the second candidate policy set, and the time difference corresponding to the first candidate policy set is greater than the time difference corresponding to the second candidate policy set;

[0207] Obtain the target buffered game setting policy corresponding to the target deviation range to which the joining time deviation belongs from the target policy set.

[0208] Optionally, the first game module 1201 is configured to:

[0209] In response to the game joining instruction, when the time difference between the game joining time and the target time is greater than the time difference threshold, determine the number of game rounds of the buffered game and the buffered game duration for each round of the buffered game based on the game joining time and the benchmark game duration.

[0210] Optionally, the second game module 1202 is configured to:

[0211] In response to the game joining instruction, when the time difference between the game joining time and the target time is less than the time difference threshold, perform a delay operation on the game joining instruction;

[0212] When the target time is reached, based on the delayed game joining instruction, control the virtual character to enter the second type of game.

[0213] Optionally, the first game module 1201 is configured to:

[0214] When the virtual character has completed the buffered game and the target time has not been reached, control the virtual character to enter the first type of game using the benchmark game duration.

[0215] Optionally, the game difficulty of the buffer game and the first type of game with the benchmark game duration is the first game difficulty, and the first game difficulty is updated when the buffer game is completed or the first type of game with the benchmark game duration is played;

[0216] The game difficulty of the second type of game is the second game difficulty, and the second game difficulty is updated when the second type of game is completed.

[0217] Optionally, the first game module 1201 is configured to:

[0218] When the virtual character completes the buffer game and the actual completion duration of the buffer game is less than the buffer game duration, determine the duration difference between the actual completion duration and the buffer game duration;

[0219] Based on the duration difference, extend the game duration of the next game after the buffer game.

[0220] Optionally, the next game includes a preparation stage and a game stage; the first game module 1201 is configured to:

[0221] Based on the duration difference, extend the preparation stage duration of the next game after the buffer game.

[0222] Optionally, the first game module 1201 is configured to:

[0223] When the target time is reached and the virtual character has not completed the buffer game, control the virtual character to continue to complete the buffer game.

[0224] See Figure 13 , Figure 13 is a schematic structural diagram of a computer device provided by an exemplary embodiment of the present application. The computer device 1300 can be implemented as the terminal or server in the above embodiment.

[0225] Among them, the terminal is an electronic device that can run game applications, including but not limited to at least one of a smart phone, a tablet computer, an e-book reader, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, a laptop computer, and a desktop computer.

[0226] Specifically, the computer device 1300 includes a Central Processing Unit (CPU) 1301, a system memory 1304 including a Random Access Memory 1302 and a Read-Only Memory 1303, and a system bus 1305 connecting the system memory 1304 and the central processing unit 1301. The computer device 1300 also includes a Basic Input / Output System (Input / Output, I / O system) 1306 for facilitating information transmission between various components within the computer, and a mass storage device 1307 for storing an operating system 1313, application programs 1314, and other program modules 1315.

[0227] The basic input / output system 1306 includes a display 1308 for displaying information and input devices 1309 such as a mouse, keyboard, etc. for user input. The display 1308 and the input devices 1309 are both connected to the central processing unit 1301 through an input / output controller 1310 connected to the system bus 1305. The basic input / output system 1306 may also include an input / output controller 1310 for receiving and processing inputs from multiple other devices such as a keyboard, mouse, or electronic stylus. Similarly, the input / output controller 1310 also provides outputs to a display screen, printer, or other types of output devices.

[0228] The mass storage device 1307 is connected to the central processing unit 1301 through a mass storage controller (not shown) connected to the system bus 1305. The mass storage device 1307 and its associated computer-readable medium provide non-volatile storage for the computer device 1300. That is to say, the mass storage device 1307 may include a computer-readable medium (not shown) such as a hard disk or a drive.

[0229] Without loss of generality, the computer-readable medium may include a computer storage medium and a communication medium. The computer storage medium includes volatile and non-volatile, removable and non-removable media implemented by any method or technology for storing information such as computer-readable instructions, data structures, program modules, or other data. The computer storage medium includes random access memory (RAM), read-only memory (ROM), flash memory or other solid-state storage technologies, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic tape cartridges, tapes, magnetic disk storage or other magnetic storage devices. Of course, those skilled in the art will understand that the computer storage medium is not limited to the above several types. The above-mentioned system memory 1304 and mass storage device 1307 can be collectively referred to as memory.

[0230] The memory stores one or more programs, and the one or more programs are configured to be executed by one or more central processing units 1301. The one or more programs contain instructions for implementing the above method. The central processing unit 1301 executes the one or more programs to implement the methods provided by the above various method embodiments.

[0231] According to various embodiments of the present application, the computer device 1300 can also run by connecting to a remote computer on the network through a network such as the Internet. That is, the computer device 1300 can be connected to the network 1312 through the network interface unit 1311 connected to the system bus 1305. Or rather, the network interface unit 1311 can also be used to connect to other types of networks or remote computer systems (not shown).

[0232] The memory further includes one or more programs, and the one or more programs are stored in the memory. The one or more programs contain steps for the computer device to execute in the method provided by the embodiments of the present application.

[0233] Embodiments of the present application further provide a computer-readable storage medium, in which at least one instruction is stored, and the at least one instruction is loaded and executed by a processor to implement the method described in any of the above embodiments.

[0234] Optionally, the computer-readable storage medium may include: ROM, RAM, solid state drives (SSDs), optical discs, etc. Among them, RAM may include resistance random access memory (ReRAM) and dynamic random access memory (DRAM).

[0235] An embodiment of the present application provides a computer program product, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method described in the above embodiment.

[0236] Those of ordinary skill in the art can understand that all or part of the steps of implementing the above embodiments can be completed by hardware, or can be completed by a program instructing relevant hardware. The program can be stored in a computer-readable storage medium. The storage medium mentioned above can be a read-only memory, a magnetic disk or an optical disc, etc.

[0237] The above are only optional embodiments of the present application, and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims

1. A method for a virtual character to play a game, characterized in that The method includes: In response to a game joining instruction, controlling the virtual character to enter a buffered game. The buffered game is a game of the first type, and the buffered game duration of the buffered game is different from the benchmark game duration of the game of the first type; In response to a control operation on the virtual character, controlling the virtual character to complete the buffered game. After completing the buffered game, the starting moments of the virtual characters joining the game at different times are unified; When the target moment is reached and the virtual character has completed the buffered game, controlling the virtual character to enter a game of the second type. The game interval of the game of the second type is greater than the game interval of the game of the first type, and the game of the second type refers to a game that starts at a specified moment.

2. The method according to claim 1, wherein The step of, in response to a game joining instruction, controlling the virtual character to enter a buffered game includes: In response to the game joining instruction, based on the game joining moment and the benchmark game duration, determining the number of rounds of the buffered game and the buffered game duration of each round of the buffered game; Controlling the virtual character to enter the buffered game.

3. The method according to claim 2, characterized in that, The step of, based on the game joining moment and the benchmark game duration, determining the number of rounds of the buffered game and the buffered game duration of each round of the buffered game includes: Based on the game joining moment and the benchmark game duration, determining the joining moment deviation; Obtaining a target buffered game setting strategy corresponding to the target deviation range to which the joining moment deviation belongs. Different deviation ranges correspond to different buffered game setting strategies, and the buffered game setting strategy includes the number of rounds of the buffered game and a strategy for determining the buffered game duration of each round of the buffered game; Based on the joining moment deviation and the strategy for determining the buffered game duration of each round of the buffered game, determining the buffered game duration of each round of the buffered game. The difference between the buffered game duration and the benchmark game duration is used to eliminate the joining moment deviation.

4. The method according to claim 3, characterized in that The step of, based on the joining moment deviation and the strategy for determining the buffered game duration of each round of the buffered game, determining the buffered game duration of each round of the buffered game includes: Based on the joining moment deviation and the strategy for determining the buffered game duration of each round of the buffered game, determining the adjustment amount of the buffered game duration of each round; Based on the adjustment amount of the buffered game duration of each round and the benchmark game duration, determining the buffered game duration of each round of the buffered game.

5. The method according to claim 4, wherein The game of the first type includes at least two stages, and the strategy for determining the game duration includes sub-strategies for determining the stage duration corresponding to different stages; The method further includes: Based on the adjustment amount of the game duration and the sub-strategy for determining the stage duration, determining the adjustment amount of each stage; Based on the adjustment amount of each stage and the benchmark stage duration of each stage, determining the target stage duration of each stage.

6. The method according to claim 5, wherein Each stage has its own stage duration threshold, and the target stage duration of each stage meets the stage duration threshold.

7. The method according to claim 3, characterized in that, The step of obtaining a target buffered game setting strategy corresponding to the target deviation range to which the joining moment deviation belongs includes: Determine a target policy set from candidate policy sets based on the time difference between the game joining moment and the target moment, where different candidate policy sets correspond to different time differences, and the number of game rounds indicated by the buffered game setting policy in the first candidate policy set is greater than the number of game rounds indicated by the buffered game setting policy in the second candidate policy set, and the time difference corresponding to the first candidate policy set is greater than the time difference corresponding to the second candidate policy set; Obtain the target buffered game setting policy corresponding to the target deviation range to which the joining moment deviation belongs from the target policy set.

8. The method according to claim 2, wherein The response to the game joining instruction, based on the game joining moment and the benchmark game duration, determines the number of game rounds of the buffered game and the buffered game duration of each round of the buffered game, including: In response to the game joining instruction, when the time difference between the game joining moment and the target moment is greater than the time difference threshold, based on the game joining moment and the benchmark game duration, determine the number of game rounds of the buffered game and the buffered game duration of each round of the buffered game; The method further includes: In response to the game joining instruction, when the time difference between the game joining moment and the target moment is less than the time difference threshold, perform a delay operation on the game joining instruction; When the target moment is reached, based on the delayed game joining instruction, control the virtual character to enter the second type of game.

9. The method according to any one of claims 1 to 8, characterized in that, The method further includes: When the virtual character has completed the buffered game and the target moment has not been reached, control the virtual character to enter the first type of game with the benchmark game duration.

10. The method according to claim 9, wherein The game difficulty of the buffered game and the first type of game with the benchmark game duration is the first game difficulty, and the first game difficulty is updated when the buffered game or the first type of game with the benchmark game duration is completed; The game difficulty of the second type of game is the second game difficulty, and the second game difficulty is updated when the second type of game is completed.

11. The method according to any one of claims 1 to 8, characterized in that, After the response to the control operation of the virtual character and controlling the virtual character to complete the buffered game, the method further includes: When the virtual character has completed the buffered game and the actual completion duration of the buffered game is less than the buffered game duration, determine the duration difference between the actual completion duration and the buffered game duration; Based on the duration difference, extend the game duration of the next round of the buffered game.

12. The method according to claim 11, wherein The next round of the game includes a preparation stage and a game stage; The extending the game duration of the next round of the buffered game based on the duration difference includes: Based on the duration difference, extend the preparation stage duration of the next round of the buffered game.

13. The method according to any one of claims 1 to 8, characterized in that The method further includes: When the target moment is reached and the virtual character has not completed the buffered game, control the virtual character to continue to complete the buffered game.

14. A confrontation device for virtual characters, characterized in that, The device includes: The first game module is configured to control the virtual character to enter a buffered game in response to a game joining instruction. The buffered game is a game of the first type, and the buffered game duration of the buffered game is different from the benchmark game duration of the first type of game; The first game module is further configured to control the virtual character to complete the buffered game in response to a control operation on the virtual character. After completing the buffered game, the starting times of the virtual characters joining the game at different times are unified; The second game module is configured to control the virtual character to enter a second type of game at a target time when the virtual character has completed the buffered game. The game interval of the second type of game is greater than the game interval of the first type of game, and the second type of game refers to a game that starts at a specified time.

15. A computer device, characterized in that, The computer device includes a processor and a memory; the memory stores at least one instruction, and the at least one instruction is used to be executed by the processor to implement the game method of the virtual character according to any one of claims 1 to 13.

16. A computer-readable storage medium, characterized in that, At least one instruction is stored in the computer-readable storage medium, and the instruction is loaded and executed by the processor to implement the game method of the virtual character according to any one of claims 1 to 13.

17. A computer program product, characterized in that, The computer program product includes computer instructions, and the computer instructions are stored in a computer-readable storage medium; the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the game method of the virtual character according to any one of claims 1 to 13.