Game resource processing method and storage medium

A resource attribution transfer system in game systems addresses the issue of resource monopolization by enforcing controlled transfers, improving the gaming experience.

CN120305692APending Publication Date: 2025-07-15DUOYI NETWORK CO LTD +1
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Patent Information

Application Number
CN202510596271.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-09
Publication Date
2025-07-15

AI Technical Summary

Technical Problem

The free transfer method of game resources in the prior art leads to monopolistic gathering of resources and affects the gaming experience.

Method used

By setting the resource ownership transfer type, the transfer methods of game resources are restricted, including the first type and the second type. The first type allows resource transfer, and the second type prohibits transfer, and the ownership of game resources is adjusted according to the resource ownership transfer type.

Benefits of technology

Effectively avoid monopoly aggregation of resources, improve game experience, and realize binding transfer of game resources.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention discloses a game resource processing method and a storage medium. The method comprises the following steps: in response to a trigger operation for adjusting a target resource owned by a target game role, obtaining a to-be-processed game resource; determining a resource ownership transfer type of the to-be-processed game resource; and in response to the event of which the resource transfer ownership type is the first type, adjusting a target resource belonging to the target game role based on the to-be-processed game resource. According to the technical scheme provided by the embodiment of the invention, constrained transfer processing on the game resources is realized, so that the game experience is improved.
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Description

Technical Field

[0001] The embodiments of the present invention relate to the field of computer processing technology, and in particular to a game resource processing method and storage medium. Background Art

[0002] In a game, there are often scenes where game characters transfer game resources. In related technologies, free transfer is usually used for resource transfer, that is, players are allowed to transfer any type of game resources at will. However, for specific game resources (such as rare game resources), once an unlimited free transfer mechanism is adopted, resource monopoly aggregation is prone to occur, which seriously affects the game experience. In order to provide a game resource processing method to constrain the transfer of game resources to improve the game experience. Summary of the invention

[0003] The present invention provides a game resource processing method and a storage medium to achieve a restricted transfer process of game resources, thereby improving the gaming experience.

[0004] According to one aspect of the present invention, a method for processing game resources is provided, the method comprising:

[0005] In response to a triggering operation for adjusting a target resource owned by a target game character, obtaining a game resource to be processed;

[0006] Determine the resource ownership transfer type of the game resource to be processed;

[0007] In response to an event in which the resource transfer ownership type is the first type, the target resource belonging to the target game character is adjusted based on the game resource to be processed.

[0008] According to another aspect of the present invention, a game resource processing device is provided. The device comprises:

[0009] A resource acquisition module, for acquiring the game resources to be processed in response to a trigger operation for adjusting the target resources owned by the target game character;

[0010] A resource ownership transfer type determination module, used to determine the resource ownership transfer type of the game resource to be processed;

[0011] The resource processing module is used to adjust the target resource belonging to the target game character based on the game resource to be processed in response to the event that the resource transfer ownership type is the first type.

[0012] According to another aspect of the present invention, an electronic device is provided, the electronic device comprising:

[0013] one or more processors;

[0014] A storage device for storing one or more programs,

[0015] When the one or more programs are executed by the one or more processors, the one or more processors implement the game resource processing method as described in any one of the embodiments of the present disclosure.

[0016] According to another aspect of the present invention, there is provided a computer-readable storage medium storing computer instructions for causing a processor to implement the game resource processing method described in any one of the present invention when executed.

[0017] The technical solution of the embodiment of the present invention obtains a game resource to be processed by responding to a trigger operation for adjusting a target resource owned by a target game character; determines a resource ownership transfer type of the game resource to be processed; in the embodiment of the present invention, by setting a resource ownership transfer type for the game resource and determining the transfer attribute of the game resource through the resource ownership transfer type, the phenomenon of monopolistic aggregation of resources can be effectively avoided. In response to an event that the resource transfer ownership type is the first type, the target resource belonging to the target game character is adjusted based on the game resource to be processed. The technical solution of the embodiment of the present invention solves the technical problem that the related art uses a free transfer method for resource transfer, resulting in a poor game experience, and realizes a restrictive transfer process for game resources, thereby improving the game experience.

[0018] It should be understood that the content described in this part is not intended to identify the key or important features of the embodiments of the present invention, nor is it used to limit the scope of the present invention. Other features of the present invention will become easily understood through the following description. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present invention, the drawings required for the description of the embodiments will be briefly introduced below. Obviously, the drawings in the following description are only some embodiments of the present invention, and those of ordinary skill in the art can also obtain other drawings based on these drawings without creative efforts.

[0020] Figure 1 It is a flowchart showing a game resource processing method provided by an embodiment of the present invention;

[0021] Figure 2 It is a flowchart showing a game resource processing method provided by an embodiment of the present invention;

[0022] Figure 3 It is a flowchart showing a game resource processing method provided by an embodiment of the present invention;

[0023] Figure 4 A schematic flowchart of a game resource processing method provided by an embodiment of the present invention

[0024] Figure 5 A schematic structural diagram of a game resource processing device provided by an embodiment of the present invention;

[0025] Figure 6 A schematic structural diagram of an electronic device provided by an embodiment of the present invention. Detailed implementation manners

[0026] In order to enable those skilled in the art to better understand the solutions of the present invention, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments are only some of the embodiments of the present invention, rather than all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the protection scope of the present invention.

[0027] It should be noted that the terms "first", "second", etc. in the description and claims of the present invention and the above drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged under appropriate circumstances so that the embodiments of the present invention described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "comprising" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device including a series of steps or units is not necessarily limited to those clearly listed steps or units, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices.

[0028] It can be understood that before using the technical solutions disclosed in the embodiments of the present disclosure, the types, usage scopes, usage scenarios, etc. of the personal information involved in the present disclosure should be informed to the user and the user's authorization should be obtained in an appropriate manner in accordance with relevant laws and regulations.

[0029] For example, when receiving an active request from a user, a prompt message is sent to the user to clearly prompt the user that the operation requested by the user will require obtaining and using the user's personal information. Thus, the user can autonomously choose whether to provide personal information to software or hardware such as an electronic device, an application program, a server, or a storage medium that performs the operations of the technical solutions of the present disclosure according to the prompt message.

[0030] As an optional but non-limiting implementation manner, in response to receiving an active request from a user, the manner of sending a prompt message to the user may be, for example, a pop-up window manner, and the prompt message may be presented in text in the pop-up window. In addition, the pop-up window may also carry a selection control for the user to select "agree" or "disagree" to provide personal information to the electronic device.

[0031] It can be understood that the above notification and user authorization acquisition process is only illustrative and does not constitute a limitation on the implementation manner of the present disclosure. Other manners that comply with relevant laws and regulations can also be applied to the implementation manner of the present disclosure.

[0032] It can be understood that the data involved in the technical solution (including but not limited to the data itself, the acquisition or use of the data) should comply with the requirements of the corresponding laws, regulations and related provisions.

[0033] Figure 1 FIG. is a schematic flowchart of a game resource processing method provided by an embodiment of the present invention. This embodiment is applicable to the situation of processing game resources. The method can be executed by a game resource processing device, which can be implemented in the form of hardware and / or software, and the game resource processing device can be configured in an electronic device such as a computer or a server. As Figure 1 shown, the method of this embodiment includes:

[0034] S110. In response to a trigger operation for adjusting the target resources owned by the target game character, obtain the game resources to be processed.

[0035] Among them, the target game character can be understood as the player character in the game for which game resource transfer is required. Optionally, the target game character may be the game character from which the game resources are to be transferred, or may be the game character to which the game resources are to be transferred. The number of target game characters may be one, two or more than two. In the embodiment of the present invention, when the number of target game characters is multiple, the multiple target game characters are game characters in the same game. It should be noted that the target game character can be an object that can be operated by the user. The target game character can be a game character operated on a local device, or a game character that can interact with other users' game characters or the game system on the game server.

[0036] In an embodiment of the present invention, the target resources can be understood as all the game resources owned by the target game character at the current moment. The triggering operations for adjusting the target resources owned by the target game character may include triggering operations for adding game resources to the target game character, or triggering operations for removing at least part of the game resources from the game resources owned by the target game character. Exemplarily, the target resources may include at least one of game equipment used by the target game character, game props available for the target game character, first game base materials that can form the game equipment, and second game base materials that can form the game props, etc. The game resources to be processed may include game resources that need to be added to the target game character, and / or at least part of the game resources that need to be removed from the game resources owned by the target game character. The number of game resources to be processed may be one, two, or more than two.

[0037] In an embodiment of the present invention, in response to a triggering operation for adjusting the target resources owned by the target game character, obtaining the game resources to be processed includes: in response to a resource transfer-in triggering operation for adjusting the target resources owned by the target game character, determining the game resources to be transferred in corresponding to the resource transfer-in triggering operation; and / or, in response to a resource transfer-out triggering operation for adjusting the target resources owned by the target game character, determining the game resources to be transferred out corresponding to the resource transfer-out triggering operation.

[0038] In an embodiment of the present invention, there are various ways to determine the game resources to be transferred in corresponding to the resource transfer-in triggering operation in response to the resource transfer-in triggering operation for adjusting the target resources owned by the target game character, which are not specifically limited herein.

[0039] As an optional implementation manner in an embodiment of the present invention, in response to a resource transfer-in triggering operation for adjusting the target resources owned by the target game character, determining the game resources to be transferred in corresponding to the resource transfer-in triggering operation includes: displaying a first interface; wherein, the first interface may include a game character selection area and a game resource selection area, the game character selection area may include at least one candidate game character, and the game resource selection area may include at least one candidate game resource. After receiving a character selection operation for the candidate game character, the target game character can be determined. After receiving a resource selection operation for the candidate game resource, the game resources to be transferred in set for the game character can be determined. In an embodiment of the present invention, the candidate game resources included in the game resource selection area may be all the game resources in the game, or may be the game resources in all the game resources that are adapted to the target game character.

[0040] As another optional implementation manner in the embodiments of the present invention, in response to a resource transfer trigger operation for adjusting the target resources owned by the target game character, determining the game resources to be transferred corresponding to the resource transfer trigger operation includes: displaying a second interface; wherein, the second interface may include at least one candidate game character. After receiving a character selection operation for the candidate game character, the target game character may be determined. After determining the target game character, a third interface may be displayed, wherein the third interface includes at least one candidate game resource. After receiving a resource selection operation for the candidate game resource, the selected game resource may be used as the game resource to be transferred to the target game character. In the embodiments of the present invention, the candidate game resources included in the third interface may be all the game resources in the game, or may be the game resources in all the game resources that are adapted to the target game character.

[0041] In the embodiments of the present invention, there are various ways to determine the game resources to be transferred out corresponding to the resource transfer out trigger operation for adjusting the target resources owned by the target game character, and specific limitations are not made herein.

[0042] As an optional implementation manner in the embodiments of the present invention, after determining the target game character, a fourth interface may be displayed, wherein the fourth interface includes at least one transferable game resource owned by the target game character at the current moment. In response to a resource selection operation for the transferable game resource, the selected transferable game resource is determined as the game resource to be transferred out of the target game character. In the embodiments of the present invention, the transferable game resources in the fourth interface may be all the game resources or part of the game resources of the target game character.

[0043] As another optional implementation manner in the embodiments of the present invention, after determining the target game character, a fifth interface may be displayed, wherein the fifth interface includes the game resources of all game characters. That is to say, all game resources are included in the fifth interface. The state of the transferable game resources owned by the target game character among all the game resources is a selectable state, and the remaining game resources except the transferable game resources are in a non-selectable state. Based on this, after receiving a resource selection operation for the transferable game resources in the fifth interface, the selected transferable game resources may be determined as the game resources to be transferred out of the target game character.

[0044] It should be noted that the trigger operation for adjusting the target resources owned by the target game character may be in the case where the target game character is in a game task execution state, or may be in the case where the target game character is not in a game task execution state.

[0045] S120. Determine the resource ownership transfer type of the game resource to be processed.

[0046] Among them, the resource ownership transfer type can be understood as being used to determine the ownership of the game resource to be processed. The resource ownership transfer type can include a first type. The first type can be understood as a resource transfer type, which is characterized by a target game character transferring into the game resource to be processed or removing the game resource to be processed owned by the target game character.

[0047] In an embodiment of the present invention, determining the resource ownership transfer type of the game resource to be processed includes: determining the configuration information of the resource ownership transfer type of the game resource to be processed; thereby, the resource ownership transfer type of the game resource to be processed can be determined based on the configuration information. Among them, there are various ways to determine the configuration information of the resource ownership transfer type of the game resource to be processed. For example, it can be to obtain the resource ownership transfer type configuration information configured for the game resource to be processed, so that the resource ownership transfer type of the game resource to be processed can be determined based on the resource ownership transfer type configuration information. Or, it can be to obtain the resource ownership transfer type configuration information configured for all game resources, so that the resource ownership transfer type corresponding to the game resource to be processed can be determined from the resource ownership transfer type configuration information.

[0048] In an embodiment of the present invention, before determining the resource ownership transfer type of the game resource to be processed, it further includes: receiving a trigger operation for configuring the ownership transfer type of the game resource to be processed, and obtaining the resource ownership transfer type of the game resource to be processed based on the trigger operation for configuring the ownership transfer type. Among them, the trigger operation for configuring the ownership transfer type can be understood as a trigger operation for configuring the resource ownership transfer type of the game resource to be processed. The trigger operation for configuring the ownership transfer type of the game resource to be processed can be to add a preset identifier to the game resource to be processed to characterize the resource ownership transfer type of the game resource to be processed.

[0049] Specifically, display a resource ownership transfer type configuration interface, where the interface includes candidate game resources, and the candidate game resources can be all or part of the game resources in the game. After receiving a selection operation for the selected game resource, the selected game resource is used as the game resource to be configured for the ownership transfer type. After receiving a resource ownership transfer type setting operation for the game resource to be configured, the source ownership transfer type can be set for the game resource to be configured. In an embodiment of the present invention, the resource ownership transfer type setting operation for the game resource to be configured can specifically be to add a preset label or preset identifier to the game resource to be configured to characterize the resource ownership transfer type of the game resource to be configured through the preset identifier or label.

[0050] Exemplarily, when a preset identifier indicates that a game resource cannot be transferred between game player characters but can be transferred between a game player character and a non-player character, if the preset identifier is set or bound to the game resource, it can be determined that the game resource cannot be transferred between game player characters and can be transferred between a game player character and a non-player character. Based on this, when a game player character transfers a game resource to a non-player character, the ownership of the game resource belongs to the non-player character, or when a game player character receives a game resource from a non-player character, the ownership of the game resource belongs to the game player character.

[0051] S130. In response to an event where the resource transfer ownership type is the first type, adjust the target resources belonging to the target game character based on the game resources to be processed.

[0052] Specifically, in response to an event where the resource transfer ownership type is the first type, when the first type is a resource transfer-in type for the target game character to receive the game resources to be processed, the game resources to be processed can be added to the game resources owned by the target game character at the current moment, so that the game resources to be processed belong to the game resources of the target game character. When the first type is a resource transfer-out type for removing the game resources to be processed owned by the target game character, the game resources to be processed belonging to the target game character can be removed, so that the game resources to be processed do not belong to the game resources of the target game character.

[0053] Based on the embodiments of the present invention, it may further include: in response to an event where the resource transfer ownership type is the second type, keep the ownership of the game resources to be processed unchanged. Herein, the second type can be understood as a type where resource transfer is not allowed. Specifically, in response to an event where the resource transfer ownership type is the second type, the ownership of the game resources to be processed can be kept unchanged.

[0054] In the technical solution of the embodiment of the present invention, in response to a trigger operation for adjusting the target resources owned by the target game character, the to-be-processed game resources are obtained; the resource ownership transfer type of the to-be-processed game resources is determined. In the embodiment of the present invention, by setting the resource ownership transfer type for the game resources and determining the transfer attributes of the game resources through the resource ownership transfer type, the phenomenon of monopolistic aggregation of resources can be effectively avoided. In response to an event that the resource transfer ownership type is the first type, the target resources belonging to the target game character are adjusted based on the to-be-processed game resources. The technical solution of the embodiment of the present invention solves the technical problem that the related technology uses a free transfer method for resource transfer, resulting in a poor game experience, and realizes a restrictive transfer process for game resources, thereby improving the game experience.

[0055] Figure 2 It is a schematic flowchart of a game resource processing method provided by an embodiment of the present invention. On the basis of the foregoing embodiment, optionally, after responding to an event that the resource transfer ownership type is the first type, the method further includes: determining the transfer cost information corresponding to the to-be-processed game resources according to the resource ownership transfer type of the to-be-processed game resources, so as to adjust the target resources belonging to the target game character based on the transfer result of the transfer cost information; where the resource ownership transfer type includes a transfer-out type transferred from the target game character to a preset object and a transfer-in type transferred to the target game character. Among them, the same or similar technical features as those in the above embodiment will not be described in detail here.

[0056] As Figure 2 shown, the method of this embodiment specifically includes:

[0057] S210. In response to a trigger operation for adjusting the target resources owned by the target game character, obtain the to-be-processed game resources.

[0058] S220. Determine the resource ownership transfer type of the to-be-processed game resources.

[0059] S230. In response to an event that the resource transfer ownership type is the first type, determine the transfer cost information corresponding to the to-be-processed game resources according to the resource ownership transfer type of the to-be-processed game resources.

[0060] In an embodiment of the present invention, the resource ownership transfer type may include a transfer-out type from the target game character to a preset object and a transfer-in type to the target game character. Among them, the preset object may be another game character in the game other than the target game character, or may be a non-player character (NPC character) in the game. In an embodiment of the present invention, the non-player character may be a built-in resource transfer center in the game. The transfer cost information may be understood as the value attribute when the ownership of the game resource to be processed undergoes an ownership transfer. Exemplarily, the transfer cost information may be a game integral value and / or a game currency value.

[0061] Specifically, in the case where the resource ownership transfer type is a transfer-out type that transfers the ownership of the resource to be processed from the target game character to a preset object, determine the transfer cost information corresponding to the game resource to be processed. And / or, in the case where the resource ownership transfer type is a transfer-in type that transfers the ownership of the game resource to be processed to the target game character, determine the transfer cost information corresponding to the game resource to be processed.

[0062] S240. Based on the transfer result of the transfer cost information, adjust the target resources belonging to the target game character according to the game resource to be processed.

[0063] In an embodiment of the present invention, the transfer result of the transfer cost information may include successful transfer of the transfer cost information and failed transfer of the transfer cost information.

[0064] Specifically, determine the transfer result of the resource transfer cost. In the case of successful transfer of the transfer cost information, the target resources belonging to the target game character may be adjusted according to the game resource to be processed. In an embodiment of the invention, in the case of failed transfer of the transfer cost information, a prompt message for prompting the failed transfer of the transfer cost information may be generated and the prompt message may be displayed.

[0065] The technical solution of the embodiment of the present invention, after responding to an event whose resource transfer ownership type is the first type, determines the transfer cost information corresponding to the game resource to be processed according to the resource ownership transfer type of the game resource to be processed, so as to adjust the target resources belonging to the target game character based on the transfer result of the transfer cost information; wherein, the resource ownership transfer type includes a transfer-out type from the target game character to a preset object and a transfer-in type to the target game character. The technical solution of the embodiment of the present invention further optimizes the adjustment method of the target resources of the target game character.

[0066] Figure 3A schematic flowchart of a game resource processing method provided by an embodiment of the present invention. Optionally, based on the foregoing embodiment, the determining the transfer cost information corresponding to the game resource to be processed according to the resource ownership transfer type of the game resource to be processed includes: when the resource ownership transfer type is the transfer-in type, determining the cost growth ratio of the game resource to be processed at the current moment according to the first reference benchmark attribute of the game resource to be processed and the first benchmark attribute at the current moment; wherein, the first benchmark attribute is used to characterize the value attribute of the game resource to be processed when the ownership transfer occurs; when the cost growth ratio does not exceed the preset upper limit of the growth ratio, determining the transfer-in cost information of the game resource to be processed at the current moment based on the cost growth ratio. Among them, the technical features that are the same or similar to the above embodiment will not be described in detail here.

[0067] As Figure 3 shown, the method of this embodiment specifically includes:

[0068] S310. In response to a trigger operation for adjusting the target resources owned by the target game character, obtain the game resource to be processed.

[0069] S320. Determine the resource ownership transfer type of the game resource to be processed.

[0070] S330. In response to an event that the resource transfer ownership type is the first type, when the resource ownership transfer type is the transfer-in type, determine the cost growth ratio of the game resource to be processed at the current moment according to the first reference benchmark attribute of the game resource to be processed and the first benchmark attribute at the current moment.

[0071] Among them, the resource ownership transfer type may include a transfer-in type from the target game character to a preset object and a transfer-in type to the target game character. The first reference benchmark attribute can be used as a reference for the value attribute of the game resource to be processed at the current moment when the resource ownership transfer type of the game resource to be processed is the transfer-in type. In an embodiment of the present invention, the first reference benchmark attribute can be set according to actual needs, and specific limitations are not made here. For example, the benchmark attribute of the day, the benchmark attribute of the current month, and so on. The first benchmark attribute can be understood as the benchmark attribute of the game resource to be processed at the current moment when the resource ownership transfer type of the game resource to be processed is the transfer-in type, that is, the current benchmark attribute. In an embodiment of the present invention, the first benchmark attribute is used to characterize the value attribute of the game resource to be processed when the ownership transfer occurs. The cost growth ratio can be calculated based on the first reference benchmark attribute of the game resource to be processed and the first benchmark attribute at the current moment.

[0072] In an embodiment of the present invention, in response to an event where the resource transfer ownership type is of the first type, when the resource ownership transfer type is the transfer-in type, the first reference benchmark attribute of the to-be-processed game resource and the first benchmark attribute at the current moment can be determined. Thus, based on the first reference benchmark attribute and the first benchmark attribute, the cost growth ratio of the to-be-processed game resource at the current moment can be determined. Specifically, the first benchmark attribute and the first reference benchmark attribute can be subjected to a subtraction operation, and the result of the subtraction operation is subjected to a ratio operation with the first reference benchmark attribute, thereby obtaining the result of the ratio operation, that is, the cost growth ratio of the to-be-processed game resource at the current moment.

[0073] S340. When the cost growth ratio does not exceed the preset growth ratio upper limit, determine the transfer-in cost information of the to-be-processed game resource at the current moment based on the cost growth ratio.

[0074] Among them, the preset growth ratio upper limit can be set or adjusted according to actual needs, and specific limitations are not made here. For example, 40%, 45%, or 50%, etc. The transfer-in cost information can be understood as the cost information for transferring the to-be-processed resources owned by the target game character.

[0075] In an embodiment of the present invention, when the cost growth ratio does not exceed the preset growth ratio upper limit, determine the transfer-in cost information of the to-be-processed game resource at the current moment based on the cost growth ratio. Specifically, the determining the transfer-in cost information of the to-be-processed game resource at the current moment based on the cost growth ratio includes: when the cost growth ratio is within the first ratio range, determine the transfer-in cost information of the to-be-processed game resource at the current moment according to the preset cost ratio and the first benchmark attribute, where the start value of the first ratio range is less than the end value of the first ratio range, and the end value of the first ratio range is the preset growth ratio upper limit; when the cost growth ratio is within the second ratio range, determine the first benchmark attribute as the transfer-in cost information of the to-be-processed game resource at the current moment; where the end value of the second ratio range is the start value of the first ratio range.

[0076] Among them, the first proportional range can be a pre-set proportional range. For example, 20% - 50%. Taking 20% - 50% as an example, 20% is the starting value of the first proportional range, and 50% is the ending value of the first proportional range. At this time, 50% is the upper limit of the preset growth ratio. The second proportional range can be a proportional range set according to requirements. When the first proportional range is 20% - 50%, the ending value of the second proportional range is 0 - 20%. In the embodiments of the present invention, when the cost growth ratio of the game resource to be processed is within the first proportional range, it can indicate that the transfer cost information of the game resource to be processed is not at the daily limit and the game resource to be processed is out of stock. It should be noted that the first proportional ranges corresponding to different game resources can be the same or different. The second proportional ranges corresponding to different game resources can be the same or different.

[0077] In the embodiments of the present invention, when the cost growth ratio is within the first proportional range, according to the preset cost ratio and the first reference attribute, determine the transfer cost information of the game resource to be processed at the current moment, including: performing a multiplication operation on the preset cost ratio and the first reference attribute, and performing a summation operation on the result of the multiplication operation and the first reference attribute to obtain the result of the summation operation, that is, the transfer cost information of the game resource to be processed at the current moment. In the embodiments of the present invention, the purpose of presetting the cost ratio is to reflect the execution cost of resource transfer when the cost growth ratio is within the first proportional range.

[0078] In the embodiments of the present invention, after determining the transfer cost information of the game resource to be processed at the current moment based on the cost growth ratio, it further includes: determining the preset cost growth coefficient and transfer cost upper limit for the game resource to be processed; based on the cost growth coefficient, the transfer cost upper limit, and the first reference attribute, determining the transfer cost information of the game resource to be processed at the next moment, and updating the first reference attribute at the current moment based on the transfer cost information at the next moment.

[0079] Among them, the preset cost growth coefficient can be set according to actual needs, and specific limitations are not made here. For example, 0.01, 0.0001, or 0.00001, etc. The preset transfer cost upper limit can be set according to actual needs, and specific limitations are not made here. In the embodiments of the present invention, the cost growth coefficients corresponding to different game resources can be the same or different. The transfer cost upper limits corresponding to different game resources can be the same or different.

[0080] In the embodiment of the present invention, the purpose of presetting a cost growth coefficient for the to-be-processed game resource is as follows: in the case where the to-be-processed game resource reaches a high transfer frequency, it is to increase the transfer cost information of the to-be-processed game resource, so as to adjust the transfer cost information of the to-be-processed game resource through resource requirements. The purpose of presetting a transfer cost upper limit for the to-be-processed game resource is to effectively control the transfer cost information of the to-be-processed game resource and avoid abnormal transfer cost information of the to-be-processed game resource in a short period of time.

[0081] S350. Based on the transfer result of the transfer cost information, adjust the target resources belonging to the target game character according to the to-be-processed game resource.

[0082] On the basis of the embodiment of the present invention, it further includes: in the case where the cost growth ratio exceeds a preset growth ratio upper limit, a prompt information for indicating that the to-be-processed game resource cannot be transferred at the current moment can be generated. Further, after generating the prompt information, the prompt information can be displayed, or the prompt information can be fed back to the client operating the target game character.

[0083] The technical solution of the embodiment of the present invention determines the cost growth ratio of the to-be-processed game resource at the current moment according to the first reference benchmark attribute of the to-be-processed game resource and the first benchmark attribute at the current moment in the case where the resource ownership transfer type is the transfer-in type; wherein, the first benchmark attribute is used to characterize the value attribute when the ownership transfer of the to-be-processed game resource occurs; in the case where the cost growth ratio does not exceed the preset growth ratio upper limit, determine the transfer cost information of the to-be-processed game resource at the current moment based on the cost growth ratio, further refining the determination of the transfer cost information of the to-be-processed game resource at the current moment.

[0084] Figure 4The figure is a schematic flowchart of a game resource processing method provided by an embodiment of the present invention. Optionally, based on the foregoing embodiment, determining the transfer cost information corresponding to the game resource to be processed according to the resource ownership transfer type of the game resource to be processed includes: when the resource ownership transfer type is the transfer-out type, determining the cost reduction ratio of the game resource to be processed at the current moment according to the second reference benchmark attribute of the game resource to be processed and the first benchmark attribute at the current moment; wherein the first benchmark attribute is used to characterize the value attribute of the game resource to be processed when the ownership transfer occurs; when the cost reduction ratio is less than the preset lower limit of the reduction ratio, determining whether there is reference transfer-out cost information of the game resource to be processed; if not, using the first benchmark attribute as the transfer-out cost information of the game resource to be processed at the current moment; if so, determining the minimum value between the reference transfer-out cost information and the first benchmark attribute, and determining the transfer-out cost information of the game resource to be processed at the current moment based on the minimum value and the preset cost ratio. Technical features that are the same as or similar to those in the above embodiment will not be described in detail here.

[0085] As Figure 4 shown, the method of this embodiment specifically includes:

[0086] S410. In response to a trigger operation for adjusting the target resources owned by the target game character, obtain the game resource to be processed.

[0087] S420. Determine the resource ownership transfer type of the game resource to be processed.

[0088] S430. In response to an event that the resource transfer ownership type is the first type, when the resource ownership transfer type is the transfer-out type, determine the cost reduction ratio of the game resource to be processed at the current moment according to the second reference benchmark attribute of the game resource to be processed and the second benchmark attribute at the current moment.

[0089] Among them, the second reference attribute is used to characterize the value attribute when the ownership of the game resource to be processed is transferred. Among them, the resource ownership transfer types include the transfer type from the target game character to a preset object and the transfer type to the target game character. The second reference benchmark attribute can be used as a reference for the value attribute of the game resource to be processed at the current moment when the resource ownership transfer type of the game resource to be processed is the transfer type. In the embodiments of the present invention, the second reference benchmark attribute can be set according to actual needs, and no specific limitation is made here. For example, the benchmark attribute of the day, the benchmark attribute of the current month, etc. The second reference attribute can be understood as the benchmark attribute of the game resource to be processed at the current moment when the resource ownership transfer type of the game resource to be processed is the transfer type, that is, the current benchmark attribute. In the embodiments of the present invention, the second reference attribute is used to characterize the value attribute when the ownership of the game resource to be processed is transferred. The cost reduction ratio can be calculated based on the second reference benchmark attribute of the game resource to be processed and the second reference attribute at the current moment.

[0090] It should be noted that in the embodiments of the present invention, the first reference benchmark attribute and the second reference benchmark attribute may be the same or different. The first reference attribute and the second reference attribute may be the same or different.

[0091] In the embodiments of the present invention, in response to an event where the resource transfer ownership type is the first type, when the resource ownership transfer type is the transfer type, the cost reduction ratio of the game resource to be processed at the current moment is determined according to the second reference benchmark attribute of the game resource to be processed and the second reference attribute at the current moment. Specifically, the second reference benchmark attribute and the second reference attribute can be subtracted, and the result of the subtraction operation is divided by the second reference benchmark attribute to obtain the result of the ratio operation, that is, the cost reduction ratio of the game resource to be processed at the current moment.

[0092] S440. When the cost reduction ratio is less than the preset lower limit of the reduction ratio, determine whether there is reference transfer cost information for the game resource to be processed. If not, use the second reference attribute as the transfer cost information of the game resource to be processed at the current moment.

[0093] Among them, the lower limit of the preset decline ratio can be set according to actual needs, and no specific limitation is made here. For example, 50%, 40%, or 60%, etc. The reference transfer cost information can be determined according to the transfer cost information in the resource transfer record of the target character for the game resource to be processed. Specifically, when there are multiple transfer cost information of the game resource to be processed in the resource transfer record, the transfer cost information corresponding to the time closest to the current moment can be used as the reference transfer cost information of the game resource to be processed; or, one is randomly selected from the resource transfer record as the reference transfer cost information of the game resource to be processed. The transfer cost information can be understood as the cost information for transferring the resource to be processed to the target game character.

[0094] Specifically, when the cost decline ratio is less than the lower limit of the preset decline ratio, it can be determined whether there is reference transfer cost information for the game resource to be processed. If not, the second reference attribute can be used as the transfer cost information of the game resource to be processed at the current moment.

[0095] S450. If so, determine the minimum value between the reference transfer cost information and the second reference attribute, and determine the transfer cost information of the game resource to be processed at the current moment based on the minimum value and the preset cost ratio.

[0096] In the embodiment of the present invention, when the cost decline ratio is less than the lower limit of the preset decline ratio and there is reference transfer cost information for the game resource to be processed, the reference transfer cost information and the second reference attribute can be compared in size. According to the comparison result, determine the minimum value between the reference transfer cost information and the second reference attribute. After the minimum value, the minimum value and the preset cost ratio can be multiplied, and the result of the multiplication operation and the minimum value can be summed to obtain the result of the summation operation, that is, the transfer cost information of the game resource to be processed at the current moment. It should be noted that the preset cost ratio corresponding to the transfer type and the preset cost ratio corresponding to the transfer-in type can be the same or different.

[0097] In the embodiment of the present invention, after determining the transfer cost information of the game resource to be processed at the current moment based on the minimum value and the preset cost ratio, it further includes: determining the preset cost decline coefficient and the transfer cost lower limit set for the game resource to be processed; based on the cost decline coefficient, the transfer cost lower limit, and the second reference attribute, determining the transfer cost information of the game resource to be processed at the next moment, and updating the second reference attribute based on the transfer cost information at the next moment.

[0098] Among them, the preset cost reduction coefficient can be set according to actual needs, and specific limitations are not made here. For example, it can be 0.01, 0.0001, or 0.00001, etc. The preset lower limit of the transfer cost can be set according to actual needs, and specific limitations are not made here. In the embodiments of the present invention, the cost reduction coefficients corresponding to different game resources can be the same or different. The lower limits of the transfer costs corresponding to different game resources can be the same or different.

[0099] In the embodiments of the present invention, the purpose of presetting the cost reduction coefficient for the to-be-processed game resource is to lower the transfer cost information of the to-be-processed game resource, so as to adjust the transfer cost information of the to-be-processed game resource based on resource requirements. The purpose of presetting the lower limit of the transfer cost for the to-be-processed game resource is to effectively control the transfer cost information of the to-be-processed game resource and avoid abnormal transfer cost information of the to-be-processed game resource in a short period.

[0100] S460. Based on the transfer result of the transfer cost information, adjust the target resources belonging to the target game character according to the to-be-processed game resource.

[0101] The technical solution of the embodiments of the present invention, when the resource ownership transfer type is the transfer-out type, determines the cost reduction ratio of the to-be-processed game resource at the current moment according to the second reference benchmark attribute of the to-be-processed game resource and the second benchmark attribute at the current moment; wherein, the second benchmark attribute is used to characterize the value attribute when the ownership of the to-be-processed game resource undergoes a transfer; when the cost reduction ratio is less than the preset lower limit of the reduction ratio, determine whether there is reference transfer cost information for the to-be-processed game resource; if not, use the second benchmark attribute as the transfer cost information of the to-be-processed game resource at the current moment; if so, determine the minimum value between the reference transfer cost information and the second benchmark attribute, and determine the transfer cost information of the to-be-processed game resource at the current moment based on the minimum value and the preset cost ratio, further refining the determination of the transfer cost information of the to-be-processed game resource at the current moment.

[0102] An alternative embodiment of the game resource processing method provided by the embodiments of the present invention, the resource ownership transfer type can include a transfer-out type in which the ownership of the to-be-processed game resource is transferred from the target game character to an NPC character, and a transfer-in type in which the ownership of the to-be-processed resource is transferred from the NPC character to the target game character. The specific implementation manner can be seen in the following embodiments. Among them, the technical features that are the same or similar to the above embodiments are not described herein again.

[0103] The method of this embodiment specifically includes the following steps:

[0104] Step 1. After receiving the trigger operation for the transfer of the ownership of the game resource to be processed from the target game character to the NPC character, the resource ownership transfer type of the game resource to be processed can be determined.

[0105] Specifically, determining the resource ownership transfer type of the game resource to be processed may specifically include: determining whether there is a preset identifier for the game resource to be processed. If so, it is determined that the resource ownership transfer type of the game resource to be processed includes the transfer-out type in which the ownership of the game resource to be processed is transferred from the target game character to the NPC character, and the transfer-in type in which the ownership of the resource to be processed is transferred from the NPC character to the target game character. Among them, the preset identifier can be used to represent that the resource transfer object of the game resource to be processed is the NPC character, so as to restrict the game character from transferring the resource to be processed to other game characters, or the game character from obtaining the resource to be processed from other game characters.

[0106] Step 2. When the resource ownership transfer type is the transfer-in type, according to the first reference benchmark attribute of the game resource to be processed and the first benchmark attribute at the current moment, determine the cost growth ratio of the game resource to be processed at the current moment; when the cost growth ratio does not exceed the preset growth ratio upper limit, determine the transfer-in cost information of the game resource to be processed at the current moment based on the cost growth ratio. Based on the transfer result of the transfer-in cost information, adjust the target resources attributed to the target game character according to the game resource to be processed.

[0107] Step 3. When the resource ownership transfer type is the transfer-out type, according to the second reference benchmark attribute of the game resource to be processed and the second benchmark attribute at the current moment, determine the cost reduction ratio of the game resource to be processed at the current moment; when the cost reduction ratio is less than the preset cost reduction ratio lower limit, determine whether there is reference transfer-out cost information for the game resource to be processed; if not, use the second benchmark attribute as the transfer-out cost information of the game resource to be processed at the current moment; if so, determine the minimum value between the reference transfer-out cost information and the second benchmark attribute, and determine the transfer-out cost information of the game resource to be processed at the current moment based on the minimum value and the preset cost ratio. Based on the transfer result of the transfer-out cost information, adjust the target resources attributed to the target game character according to the game resource to be processed.

[0108] The technical solution of the embodiment of the present invention solves the problem that in the related art, due to the resource transfer between game characters, there is a situation of monopolistic aggregation of resources or structural imbalance between supply and demand, which makes the value attribute of in-game resources unstable and seriously affects the game experience. By transferring resources between the game characters operated by the game players and the NPC characters provided by the game, the present invention realizes the constraint on the resource transfer between game characters to balance the player freedom and the game ecological stability.

[0109] Figure 5 FIG. is a schematic structural diagram of a game resource processing device provided by an embodiment of the present invention. As Figure 5 shown, the device includes: a resource acquisition module 510, a resource ownership transfer type determination module 520, and a first resource processing module 530. Among them, the resource acquisition module 510 is configured to acquire game resources to be processed in response to a trigger operation for adjusting the target resources owned by the target game character; the resource ownership transfer type determination module 520 is configured to determine the resource ownership transfer type of the game resources to be processed; the first resource processing module 530 is configured to, in response to an event that the resource transfer ownership type is the first type, adjust the target resources belonging to the target game character based on the game resources to be processed.

[0110] The technical solution of the embodiment of the present invention is that the resource acquisition module 510 acquires game resources to be processed in response to a trigger operation for adjusting the target resources owned by the target game character; the resource ownership transfer type determination module 520 determines the resource ownership transfer type of the game resources to be processed; the first resource processing module 530 adjusts the target resources belonging to the target game character based on the game resources to be processed in response to an event that the resource transfer ownership type is the first type. The technical solution of the embodiment of the present invention solves the technical problem that the related art has a poor game experience due to the free transfer method for resource transfer, and realizes the constrained transfer processing of game resources, thereby improving the game experience.

[0111] Optionally, the device further includes a transfer cost information determination module; wherein, the transfer cost information determination module is configured to, after responding to an event that the resource transfer ownership type is the first type, determine the transfer cost information corresponding to the game resources to be processed according to the resource ownership transfer type of the game resources to be processed, so as to adjust the target resources belonging to the target game character based on the transfer result of the transfer cost information; wherein, the resource ownership transfer type includes an out-transfer type transferred from the target game character to a preset object and an in-transfer type transferred to the target game character.

[0112] Optionally, the transfer cost information determination module includes a transfer cost information determination sub-module; the transfer cost information determination sub-module is configured to, when the resource ownership transfer type is the transfer-out type, determine the cost growth ratio of the game resource to be processed at the current moment according to the first reference benchmark attribute of the game resource to be processed and the first benchmark attribute at the current moment; wherein, the first benchmark attribute is used to characterize the value attribute of the game resource to be processed when the ownership transfer occurs; when the cost growth ratio does not exceed the preset growth ratio upper limit, determine the transfer-out cost information of the game resource to be processed at the current moment based on the cost growth ratio.

[0113] Optionally, the transfer cost information determination sub-module includes a first transfer cost information determination unit; wherein, the first transfer cost information determination unit is configured to, when the cost growth ratio is within the first ratio range, determine the transfer-out cost information of the game resource to be processed at the current moment according to the preset cost ratio and the first benchmark attribute, wherein the start value of the first ratio range is less than the end value of the first ratio range, and the end value of the first ratio range is the preset growth ratio upper limit; when the cost growth ratio is within the second ratio range, determine the first benchmark attribute as the transfer-out cost information of the game resource to be processed at the current moment; wherein, the end value of the second ratio range is the start value of the first ratio range.

[0114] Optionally, the device further includes a first reference benchmark attribute update module; wherein, the first reference benchmark attribute update module is configured to, after determining the transfer-out cost information of the game resource to be processed at the current moment based on the cost growth ratio, determine the preset cost growth coefficient and the transfer cost upper limit for the game resource to be processed; based on the cost growth coefficient, the transfer cost upper limit and the first benchmark attribute, determine the transfer-out cost information of the game resource to be processed at the next moment, and update the first benchmark attribute at the current moment based on the transfer-out cost information at the next moment.

[0115] Optionally, the device further includes a prompt information generation module, wherein the prompt information generation module is configured to, when the cost growth ratio exceeds the preset growth ratio upper limit, generate a prompt information for prompting that the game resource to be processed cannot be transferred out at the current moment.

[0116] Optionally, the transfer cost information determination sub-module includes a second transfer cost information determination unit; wherein, the second transfer cost information determination unit is configured to, when the resource ownership transfer type is the transfer-in type, determine a cost reduction ratio of the game resource to be processed at the current moment according to the second reference benchmark attribute of the game resource to be processed and the second benchmark attribute at the current moment; wherein, the second benchmark attribute is used to characterize the value attribute of the game resource when the ownership transfer occurs; when the cost reduction ratio is less than the preset lower limit of the reduction ratio, determine whether there is reference transfer-in cost information of the game resource to be processed; if not, use the second benchmark attribute as the transfer-in cost information of the game resource to be processed at the current moment; if so, determine the minimum value between the reference transfer-in cost information and the second benchmark attribute, and determine the transfer-in cost information of the game resource to be processed at the current moment based on the minimum value and the preset cost ratio.

[0117] Optionally, the device further includes a second reference benchmark attribute update module; wherein, the second reference benchmark attribute update module is configured to, after determining the transfer-in cost information of the game resource to be processed at the current moment based on the minimum value and the preset cost ratio, determine a cost reduction coefficient and a transfer cost lower limit preset for the game resource to be processed; determine the transfer-in cost information of the game resource to be processed at the next moment based on the cost reduction coefficient, the transfer cost lower limit and the second benchmark attribute, and update the second benchmark attribute based on the transfer-in cost information at the next moment.

[0118] Optionally, the device further includes a second resource processing module, wherein the second resource processing module is configured to, in response to an event that the resource transfer ownership type is the second type, keep the ownership of the game resource to be processed unchanged.

[0119] The game resource processing device provided by the embodiments of the present invention can execute the game resource processing method provided by any embodiment of the present invention, and has corresponding function modules and beneficial effects for executing the method.

[0120] It should be noted that the various units and modules included in the above game resource processing device are only divided according to functional logic, but are not limited to the above division, as long as the corresponding functions can be realized; in addition, the specific names of the functional units are only for the convenience of distinguishing each other, and are not used to limit the protection scope of the embodiments of the present invention.

[0121] Figure 6FIG. 0 shows a schematic structural diagram of an electronic device 10 that can be used to implement embodiments of the present invention. The electronic device is intended to represent various forms of digital computers, such as, for example, laptop computers, desktop computers, workstations, personal digital assistants, servers, blade servers, mainframe computers, and other suitable computers. The electronic device can also represent various forms of mobile devices, such as, for example, personal digital assistants, cellular phones, smart phones, wearable devices (such as helmets, glasses, watches, etc.) and other similar computing devices. The components shown herein, their connections and relationships, and their functions are merely exemplary and are not intended to limit the implementation of the present invention described and / or claimed herein.

[0122] As Figure 6 shown, the electronic device 10 includes at least one processor 11, and a memory communicatively connected to the at least one processor 11, such as a read-only memory (ROM) 12, a random access memory (RAM) 13, etc., wherein the memory stores a computer program executable by the at least one processor. The processor 11 can perform various appropriate actions and processes according to the computer program stored in the read-only memory (ROM) 12 or the computer program loaded from the storage unit 18 into the random access memory (RAM) 13. In the RAM 13, various programs and data required for the operation of the electronic device 10 can also be stored. The processor 11, the ROM 12, and the RAM 13 are connected to each other via a bus 14. An input / output (I / O) interface 15 is also connected to the bus 14.

[0123] Multiple components in the electronic device 10 are connected to the I / O interface 15, including: an input unit 16, such as a keyboard, a mouse, etc.; an output unit 17, such as various types of displays, speakers, etc.; a storage unit 18, such as a magnetic disk, an optical disk, etc.; and a communication unit 19, such as a network card, a modem, a wireless communication transceiver, etc. The communication unit 19 allows the electronic device 10 to exchange information / data with other devices via a computer network such as the Internet and / or various telecommunication networks.

[0124] The processor 11 can be various general-purpose and / or special-purpose processing components with processing and computing capabilities. Some examples of the processor 11 include, but are not limited to, a central processing unit (CPU), a graphics processing unit (GPU), various dedicated artificial intelligence (AI) computing chips, various processors running machine learning model algorithms, a digital signal processor (DSP), and any suitable processor, controller, microcontroller, etc. The processor 11 executes the various methods and processes described above, such as the game resource processing method.

[0125] In some embodiments, the game resource processing method may be implemented as a computer program tangibly embodied in a computer-readable storage medium, such as storage unit 18. In some embodiments, part or all of the computer program may be loaded and / or installed onto the electronic device 10 via the ROM 12 and / or the communication unit 19. When the computer program is loaded into the RAM 13 and executed by the processor 11, one or more steps of the game resource processing method described above may be performed. Alternatively, in other embodiments, the processor 11 may be configured to execute the game resource processing method by any other suitable means (e.g., by means of firmware).

[0126] The various embodiments of the systems and techniques described above in this document can be implemented in digital electronic circuitry, integrated circuit systems, field programmable gate arrays (FPGA), application specific integrated circuits (ASIC), application specific standard products (ASSP), systems on a chip (SOC), complex programmable logic devices (CPLD), computer hardware, firmware, software, and / or combinations thereof. These various embodiments can include: being implemented in one or more computer programs that can be executed and / or interpreted on a programmable system including at least one programmable processor, which can be a special-purpose or general-purpose programmable processor that can receive data and instructions from a storage system, at least one input device, and at least one output device, and transmit the data and instructions to the storage system, the at least one input device, and the at least one output device.

[0127] The computer programs for implementing the methods of the present invention can be written in any combination of one or more programming languages. These computer programs can be provided to a processor of a general-purpose computer, a special-purpose computer, or other programmable data processing device, such that when the computer programs are executed by the processor, the functions / operations specified in the flowchart and / or block diagram are implemented. The computer programs can be executed entirely on the machine, partially on the machine, as a stand-alone software package partially on the machine and partially on a remote machine, or entirely on a remote machine or server.

[0128] In the context of the present invention, a computer-readable storage medium can be a tangible medium that can contain or store a computer program for use by or in connection with an instruction execution system, apparatus, or device. The computer-readable storage medium can include, but is not limited to, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatus, or devices, or any suitable combination of the foregoing. Alternatively, the computer-readable storage medium can be a machine-readable signal medium. More specific examples of the machine-readable storage medium would include an electrical connection based on one or more wires, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or Flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.

[0129] In order to provide interaction with a user, the systems and techniques described herein can be implemented on an electronic device having: a display device (e.g., a CRT (cathode ray tube) or LCD (liquid crystal display) monitor) for displaying information to the user; and a keyboard and a pointing device (e.g., a mouse or a trackball) by which the user can provide input to the electronic device. Other kinds of devices can also be used to provide interaction with the user; for example, the feedback provided to the user can be any form of sensory feedback (e.g., visual feedback, auditory feedback, or tactile feedback); and input from the user can be received in any form (including acoustic input, speech input, or tactile input).

[0130] The systems and techniques described herein can be implemented in a computing system that includes backend components (e.g., as a data server), or a computing system that includes middleware components (e.g., an application server), or a computing system that includes frontend components (e.g., a user computer having a graphical user interface or a web browser through which the user can interact with an implementation of the systems and techniques described herein), or a computing system that includes any combination of such backend components, middleware components, or frontend components. The components of the system can be interconnected by any form or medium of digital data communication (e.g., a communication network). Examples of communication networks include: local area network (LAN), wide area network (WAN), blockchain network, and the Internet.

[0131] A computing system may include a client and a server. The client and the server are generally far from each other and usually interact via a communication network. The client-server relationship is created by computer programs running on respective computers and having a client-server relationship with each other. The server can be a cloud server, also known as a cloud computing server or a cloud host, which is a host product in the cloud computing service system, addressing the deficiencies of difficult management and weak business scalability existing in traditional physical hosts and VPS services.

[0132] It should be understood that various forms of processes shown above can be used, with steps reordered, added, or deleted. For example, the steps described in the present invention can be executed in parallel, sequentially, or in different orders, as long as the desired results of the technical solution of the present invention can be achieved, and no limitation is imposed herein.

[0133] The above specific embodiments do not constitute a limitation on the protection scope of the present invention. Those skilled in the art should understand that various modifications, combinations, sub-combinations, and substitutions can be made according to design requirements and other factors. Any modifications, equivalent substitutions, and improvements made within the spirit and principles of the present invention shall be included within the protection scope of the present invention.

Claims

1. A game resource processing method, characterized in that, Including: In response to a trigger operation for adjusting target resources owned by a target game character, obtain game resources to be processed; Determine the type of transfer of resource ownership of the game resources to be processed; In response to an event where the type of transfer of resource ownership is the first type, adjust the target resources belonging to the target game character based on the game resources to be processed.

2. The method according to claim 1, wherein After responding to an event where the type of transfer of resource ownership is the first type, the method further includes: According to the type of transfer of resource ownership of the game resources to be processed, determine the transfer cost information corresponding to the game resources to be processed, so as to adjust the target resources belonging to the target game character based on the transfer result of the transfer cost information and the game resources to be processed; Wherein, the type of transfer of resource ownership includes a transfer-out type transferred from the target game character to a preset object and a transfer-in type transferred to the target game character.

3. The method according to claim 2, wherein The determining the transfer cost information corresponding to the game resources to be processed according to the type of transfer of resource ownership of the game resources to be processed includes: In the case where the type of transfer of resource ownership is the transfer-in type, determine the cost growth ratio of the game resources to be processed at the current moment according to the first reference benchmark attribute of the game resources to be processed and the first benchmark attribute at the current moment; wherein, the first benchmark attribute is used to characterize the value attribute when the ownership of the game resources to be processed is transferred; In the case where the cost growth ratio does not exceed the preset upper limit of the growth ratio, determine the transfer-in cost information of the game resources to be processed at the current moment based on the cost growth ratio.

4. The method according to claim 3, wherein The determining the transfer-in cost information of the game resources to be processed at the current moment based on the cost growth ratio includes: In the case where the cost growth ratio is within the first ratio range, determine the transfer-in cost information of the game resources to be processed at the current moment according to the preset cost ratio and the first benchmark attribute, wherein the start value of the first ratio range is less than the end value of the first ratio range, and the end value of the first ratio range is the preset upper limit of the growth ratio; In the case where the cost growth ratio is within the second ratio range, determine the first benchmark attribute as the transfer-in cost information of the game resources to be processed at the current moment; wherein the end value of the second ratio range is the start value of the first ratio range.

5. The method according to claim 3, characterized in that, After determining the transfer-in cost information of the game resources to be processed at the current moment based on the cost growth ratio, the method further includes: Determine the preset cost growth coefficient and transfer cost upper limit for the game resources to be processed; Based on the cost growth coefficient, the transfer cost upper limit, and the first benchmark attribute, determine the transfer-in cost information of the game resources to be processed at the next moment, and update the first benchmark attribute at the current moment based on the transfer-in cost information at the next moment.

6. The method according to claim 3, wherein The method further includes: In the case where the cost growth ratio exceeds the preset upper limit of the growth ratio, generate a prompt message for prompting that the game resources to be processed cannot be transferred out at the current moment.

7. The method according to claim 2, characterized in that, Determining the transfer cost information corresponding to the game resource to be processed according to the resource ownership transfer type of the game resource to be processed includes: When the resource ownership transfer type is the transfer-out type, determining the cost reduction ratio of the game resource to be processed at the current moment according to the second reference benchmark attribute of the game resource to be processed and the second benchmark attribute at the current moment; wherein, the second benchmark attribute is used to characterize the value attribute when the ownership of the game resource to be processed is transferred; When the cost reduction ratio is less than the preset lower limit of the cost reduction ratio, determining whether there is reference transfer-out cost information of the game resource to be processed; if not, using the second benchmark attribute as the transfer-out cost information of the game resource to be processed at the current moment; If so, determining the minimum value between the reference transfer-out cost information and the second benchmark attribute, and determining the transfer-out cost information of the game resource to be processed at the current moment based on the minimum value and the preset cost ratio.

8. The method according to claim 7, wherein After determining the transfer-out cost information of the game resource to be processed at the current moment based on the minimum value and the preset cost ratio, it further includes: Determining the cost reduction coefficient and the transfer cost lower limit preset for the game resource to be processed; Based on the cost reduction coefficient, the transfer cost lower limit and the second benchmark attribute, determining the transfer-out cost information of the game resource to be processed at the next moment, and updating the second benchmark attribute based on the transfer-out cost information at the next moment.

9. The method according to claim 1, characterized in that, The method further includes: In response to an event that the resource transfer ownership type is the second type, keeping the ownership of the game resource to be processed unchanged.

10. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer instructions, and the computer instructions are used to cause a processor to implement the game resource processing method according to any one of claims 1-9 when executed.