Object matching method and device, equipment and storage medium
By obtaining historical matching information and restrictions to form a matching group, the problem of high repetition of object matching in turn-based chess games is solved, and more efficient object matching and more optimized player experience is achieved.
Patent Information
- Application Number
- CN202410178118.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-02-08
- Publication Date
- 2025-08-08
AI Technical Summary
In the prior art, the object matching method of turn-based chess games leads to high repetition, simple logic and low efficiency of opponent players matched in a short time.
By obtaining historical matching information, determine the number of round intervals between objects participating in multi-round battles, and form a matching group according to the restrictions, ensuring that the matching objects of each round have not been matched within the shorter round intervals, and use computer equipment and storage media to achieve intelligent matching of objects.
It effectively reduces the repetition of objects matched by players in a short period of time, optimizes the experience of matching results, and improves the efficiency and accuracy of object matching.
Smart Images

Figure CN120437639A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of computer technology, and in particular to an object matching method, apparatus, device, and storage medium. Background Art
[0002] Turn-based chess games are games where the chess pieces are arranged in advance before the game begins. During the game, the pieces automatically fight according to the pre-arranged positions. Before each round begins, all objects must be matched up to form a battle relationship.
[0003] In related technologies, when matching opponents for each player, the remaining number of players determines the players that have played against them within a certain number of rounds. When matching opponents, these players will not be matched against players that have played against them within a certain number of rounds. For example, if there are 8 players remaining, each player will not be matched against players that they have played against within 4 rounds of the previous match. If there are 7 players remaining, each player will not be matched against players that they have played against within 3 rounds of the previous match. And so on.
[0004] However, the object matching method in the above-mentioned related art has relatively simple logic and may result in a high degree of duplication of opponent players matched to an object in a short period of time. Summary of the Invention
[0005] The embodiments of the present application provide an object matching method, apparatus, device, and storage medium. The technical solutions provided by the embodiments of the present application are as follows:
[0006] According to one aspect of an embodiment of the present application, a method for object matching is provided, the method comprising:
[0007] Determining N objects participating in a multi-round battle, where each round of the multi-round battle includes at least one matching group, each matching group includes two objects participating in the battle, and N is an integer greater than 2;
[0008] Before the start of an i-th round in the multi-round battle, obtain historical matching information, where the historical matching information is used to indicate the number of round intervals between any two of the M objects participating in the i-th round, wherein the number of round intervals between any two objects refers to the number of rounds between the round in which the two objects were most recently assigned to the same matching group in the multi-round battle and the i-th round, where M is an integer less than or equal to N and greater than or equal to 2, and i is a positive integer;
[0009] Based on the historical matching information and the restriction conditions of the i-th round, the M objects are matched to form at least one matching group included in the i-th round, wherein the restriction conditions of the i-th round are used to control the number of round intervals between two objects in each matching group included in the i-th round to be greater than a threshold corresponding to the i-th round.
[0010] According to one aspect of an embodiment of the present application, there is provided an object matching apparatus, the apparatus comprising:
[0011] an object determination module, configured to determine N objects participating in a multi-round battle, wherein each round of the multi-round battle includes at least one matching group, each matching group includes two objects participating in the battle, and N is an integer greater than 2;
[0012] a historical information acquisition module, configured to acquire historical matching information before the start of the i-th round in the multi-round battle, the historical matching information being used to indicate the number of round intervals between any two of the M objects participating in the i-th round, wherein the number of round intervals between any two objects refers to the number of rounds between the round in which the two objects were most recently assigned to the same matching group in the multi-round battle and the i-th round, where M is an integer less than or equal to N and greater than or equal to 2, and i is a positive integer;
[0013] a matching group determination module, configured to match the M objects together to form at least one matching group included in the i-th round based on the historical matching information and the restriction conditions of the i-th round, wherein the restriction conditions of the i-th round are used to control the number of round intervals between two objects in each matching group included in the i-th round to be greater than a threshold corresponding to the i-th round.
[0014] According to one aspect of an embodiment of the present application, a computer device is provided, comprising a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the above-mentioned object matching method.
[0015] According to one aspect of an embodiment of the present application, a computer-readable storage medium is provided, in which a computer program is stored. The computer program is loaded and executed by a processor to implement the above-mentioned object matching method.
[0016] According to one aspect of an embodiment of the present application, a computer program product is provided. The computer program product includes a computer program. The computer program is loaded and executed by a processor to implement the above-mentioned object matching method.
[0017] The technical solutions provided by the embodiments of the present application include at least the following beneficial effects:
[0018] After determining the N objects participating in a multi-round battle, historical configuration information is obtained before the start of the i-th round of the multi-round battle. The historical matching information is used to indicate the number of round intervals between the M objects participating in the i-th round. The round interval refers to the number of rounds between the round in which the two objects were most recently assigned to the same matching group in the multi-round battle and the i-th round. Based on the historical configuration information and the restrictions of the i-th round, the above M objects are matched to form at least one matching group included in the i-th round. This ensures that in any round, the object matched by each object for battle is not matched within a shorter round interval, effectively reducing the duplication of objects matched by the player in a short period of time.
[0019] In addition, historical matching information will be updated in each round of a multi-round battle, and the historical configuration needs to be obtained in each round to determine at least one matching group for that round. Even if a multi-round battle includes multiple rounds, it can be guaranteed that in any round, the game player matched with each player character for the battle is not matched within a shorter round interval, which greatly optimizes the object's experience of the matching results. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] In order to more clearly illustrate the technical solutions in the embodiments of the present invention, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0021] Figure 1 This is a structural block diagram of a computer system provided by one embodiment of the present application;
[0022] Figure 2 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;
[0023] Figure 3 This is a schematic diagram of an interface of a turn-based chess game provided by an embodiment of the present application;
[0024] Figure 4 This is a card diagram of a chess piece card provided by one embodiment of the present application;
[0025] Figure 5 This is a card diagram of an effect card provided by one embodiment of the present application;
[0026] Figure 6 This is a card diagram of an equipment card provided by an embodiment of the present application;
[0027] Figure 7 This is a card diagram of a chess player card provided by one embodiment of the present application;
[0028] Figure 8 This is a flow chart of a game interaction method for a turn-based chess game provided by one embodiment of the present application;
[0029] Figure 9 This is a schematic diagram of a chess player selection interface provided by an embodiment of the present application;
[0030] Figure 10 This is a schematic diagram of a game interface in the preparation phase provided by an embodiment of the present application;
[0031] Figure 11 This is a schematic diagram of the interface for playing cards in the preparation phase provided by one embodiment of the present application;
[0032] Figure 12 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;
[0033] Figure 13 This is a schematic diagram of an upgrade process of an upgrade button provided by an embodiment of the present application;
[0034] Figure 14 This is a schematic diagram of a game interface during the battle phase provided by one embodiment of the present application;
[0035] Figure 15 This is a schematic diagram of a settlement interface provided by an embodiment of the present application;
[0036] Figure 16 This is a flowchart of an object matching method provided by an embodiment of the present application;
[0037] Figure 17 This is a schematic diagram of the historical matching information of the initial and 1st to 4th rounds provided by one embodiment of the present application;
[0038] Figure 18 This is a schematic diagram of historical matching information from rounds 5 to 8 provided by an embodiment of the present application;
[0039] Figure 19 This is a schematic diagram of historical matching information from rounds 9 to 13 provided by an embodiment of the present application;
[0040] Figure 20 This is a schematic diagram of historical matching information for the 11th round provided by an embodiment of the present application;
[0041] Figure 21 This is a schematic diagram of historical configuration information for the second round provided by an embodiment of the present application;
[0042] Figure 22 This is a schematic diagram of a three-round matching process with restriction conditions in the ninth round provided by an embodiment of the present application;
[0043] Figure 23 This is a flowchart of matching for one round provided by an embodiment of the present application;
[0044] Figure 24 This is a flowchart of the interaction between the presentation layer and the logic layer in the client provided by an embodiment of the present application;
[0045] Figure 25 is a block diagram of an object matching device provided by one embodiment of the present application;
[0046] Figure 26 This is a structural block diagram of a computer device provided in one embodiment of the present application. DETAILED DESCRIPTION
[0047] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0048] First, the nouns involved in the embodiments of this application are introduced:
[0049] Turn-based chess games: These are chess games in which the "chess pieces" are arranged in advance before the game begins, and during the game, the "chess pieces" can automatically fight according to the pre-arranged layout. The "chess pieces" are usually represented by virtual characters, such as virtual heroes. During the game, the virtual characters automatically unleash various skills to fight. The game usually adopts a turn-based system. When all the "chess pieces" of one side are killed (i.e., the health points of the virtual characters are reduced to zero), that side is deemed the loser of the round. In some embodiments, in addition to the "chess piece-type virtual characters" that play the game, each side also has a chess player character representing the current user participating in the game. The chess player character cannot be moved as a "chess piece" to the battle area or chess piece candidate area. The chess player character is also equipped with health points (or health points). The health points of the chess player character are reduced accordingly (battle failure) or remain unchanged (battle victory) based on the results of each game. When the health points of the virtual character are reduced to zero, the user corresponding to the chess player character exits the game, and the remaining users continue to play. Optional, turn-based chess games include Auto Chess.
[0050] Auto Chess: It is a multiplayer, turn-based competitive game with collectible hero chess pieces. For example, there are eight or six players in the game, each of whom occupies an area on the board. Two of the multiple players compete one-on-one. Each round of a game consists of two stages: the preparation phase and the battle phase. In the preparation phase, users purchase chess pieces (heroes) from the store and arrange them on the board. In the battle phase, both teams lock their lineups, and the chess pieces will automatically engage until all of one team's pieces are dead. The player who destroys all of their chess pieces loses the round and will have a certain amount of health deducted. The game rounds are repeated, and new opponents are matched until a player's health is ≤ 0 and they are eliminated. The last remaining player wins the game (1st place).
[0051] Chessboard: refers to the area in the battle interface of a turn-based chess game used to prepare for and conduct battles. The chessboard can be any one of a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard, and this application does not limit this.
[0052] The traditional Auto Chess board is divided into a battle area and a piece candidate area. The battle area includes several equally sized squares, which are used to place the pieces that will be used in the battle. The piece candidate area includes several candidate pieces, which are used to place candidate pieces. These candidate pieces do not participate in the battle but can be dragged and placed in the battle area during the preparation phase. The board area provided in the embodiments of this application does not include the piece candidate area, but only the battle area.
[0053] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, schematically, n is an integer multiple of 2, and two adjacent rows of chess squares are aligned, or two adjacent rows of chess squares are staggered. In addition, the battle area is divided into two parts according to the rows, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the upper and lower sides of the battle interface, and in the preparation stage, the users can only place chess pieces in the own battle area. In other embodiments, the battle area is divided into two parts according to the columns, namely the own battle area and the enemy battle area, and the users participating in the battle are located on the left and right sides or the upper and lower sides of the battle interface. The shape of the chess square can be any one of square, rectangle, circle, and hexagon. The embodiment of the present application does not limit the shape of the chess square.
[0054] Cards: A common term for a game genre, originating from tabletop games. Unlike chess, where players manipulate chess pieces directly, cards represent game content on cards. Compared to chess pieces, cards are more convenient for carrying text descriptions, card attribute information, and key values. "Cardization" involves converting hero resources into card resources, making it easier for players to understand and categorize card effects, and to carry more diverse information.
[0055] Energy: A game resource. In this application, energy is defined as the resource used by players to play cards. When a card is played, the energy corresponding to the value marked on the card is consumed.
[0056] Equipment: In Auto Chess games, each chess piece can typically wear three pieces of equipment (or other equipment). Equipment provides attributes or effects such as attack power, defense, health, healing, penetration, and shields to the hero. Auto Chess games in related art typically include a jungle phase, where players defeat monsters and receive equipment dropped by them, which they then pick up and add to their backpacks. Equipment can also be combined individually to create higher-quality equipment.
[0057] Player: refers to a virtual character played by the player. Each player has different special abilities that can help the player to play the game better.
[0058] Figure 1 The following is a block diagram of a computer system according to an exemplary embodiment of the present application: The computer system 100 includes a first terminal 110 , a server 120 , and a second terminal 130 .
[0059] A first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 may be a turn-based chess game program. When the first terminal runs client 111, the user interface of client 111 is displayed on the screen of the first terminal 110. This client may be a client for an Auto Chess game. First terminal 110 is used by a first user 112. During the preparation phase of a game, first user 112 uses first terminal 110 to place chess pieces in the battle area of the chessboard. During the battle phase, first terminal 110 or server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.
[0060] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a turn-based chess game program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. This client can be the client of an Auto Chess game. The second terminal 130 is used by a second user 132. During the preparation phase of a game, the second user 132 uses the second terminal 130 to place chess pieces in the battle area of the chessboard. During the battle phase, the second terminal 130 or the server 120 automatically controls the chess pieces based on the attributes, skills, and placement of the pieces in the battle area.
[0061] Optionally, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located in different playing areas on the same chessboard, i.e., the first user and the second user are on the same chessboard in the same game. Alternatively, the chess pieces placed by the first user via the first terminal 110 and the second user via the second terminal 130 are located on different chessboards, i.e., the first user and the second user are on different chessboards in the same game. It should be noted that, in an optional embodiment, a game of a turn-based chess game is jointly participated in by six user accounts, and the six user accounts are matched up in pairs in each round, and the two matched user accounts play against each other on the same chessboard during the round.
[0062] Optionally, the client installed on the first terminal 110 and the second terminal 130 is the same, or the client installed on the two terminals is the same type of client 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 of the multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as an example. The first terminal 110 and the second terminal 130 can be the same or different device types, including at least one of a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. The following embodiments are described using the example of a smartphone as the terminal.
[0063] Those skilled in the art will appreciate that the number of terminals may be greater or less. For example, there may be only one terminal (i.e., the user plays against the AI), or there may be six, eight, or more terminals. The present embodiment does not limit the number of terminals or device types.
[0064] Figure 1 Only two terminals are shown, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 are terminals corresponding to developers. A development and editing platform for a client that supports a virtual environment is installed on the terminal 140. The developer can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
[0065] The first terminal 110 , the second terminal 130 , and the other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0066] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services for clients supporting a three-dimensional virtual environment (turn-based chess game clients / Auto Chess game clients). Optionally, server 120 performs primary computing tasks, while terminals perform secondary computing tasks; alternatively, server 120 performs secondary computing tasks, while terminals perform primary computing tasks; alternatively, server 120 and terminals utilize a distributed computing architecture for collaborative computing.
[0067] In an exemplary embodiment, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-oriented input / output interface (I / O interface) 125. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store user account data used by the first terminal 110, the second terminal 130, and other terminals 140, such as user account avatars, user account nicknames, user account combat power indexes, and the service areas where the user accounts are located. The battle service module 124 is configured to provide multiple battle rooms for users to engage in battles. The user-oriented I / O interface 125 is configured to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 via a wireless network or a wired network.
[0068] The embodiment of the present application provides a turn-based chess game (auto chess) based on card operations. The various complicated operations involved in traditional auto chess, such as store purchases, store upgrades, chess piece preparations, chess piece deployments, chess piece upgrades, and chess piece equipment additions, are all simplified in the card playing process. On the one hand, the card-based playing process is relatively simple and suitable for use on small-screen terminals such as mobile phones and tablets; on the other hand, the three-dimensional model of the virtual chess piece can only carry limited text information, while the card face can carry more "labels", "values", "attributes", "entry effects" and other information, thereby improving the utilization efficiency of the display area where the card is located.
[0069] Figure 2 A flowchart of a game interaction method for a turn-based chess game provided by an exemplary embodiment of the present application is shown. This embodiment takes the method as an example executed by a terminal, in which a client supporting turn-based chess games is running.
[0070] The method includes:
[0071] Step 220: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area, wherein the hand area displays at least one card;
[0072] The game interface is where two player objects play against each other in a turn-based chess game. Player objects can be understood as at least one of the following concepts: user, account, player, chess player, or virtual chess player.
[0073] Combined with reference Figure 3 The game interface includes a chessboard area 10 and a hand area 11.
[0074] The chessboard area 10 is used to accommodate at least one friendly chess piece and at least one enemy chess piece participating in the battle. The chessboard area 10 includes a plurality of chess squares 12 arranged in an array. These chess squares 12 are always displayed or displayed only at certain times. Optionally, the chessboard area 10 is a two-dimensional chessboard or a three-dimensional chessboard. This embodiment illustrates the chessboard area 10 as a three-dimensional chessboard viewed from above. A three-dimensional chessboard in this context refers to the chessboard being located in a three-dimensional environment, not necessarily the chessboard itself being three-dimensional.
[0075] The hand area 11 is used to display at least one card held or dealt to the player object. This at least one card is typically a plurality of cards. This at least one card includes at least one of the following: cards automatically drawn or dealt to the player object by the background program, cards obtained by playing certain cards with draw effects, and player cards acquired through player skills. This plurality of cards has an upper limit, for example, a maximum of eight cards; excess cards are automatically discarded.
[0076] Optionally, the multiple cards are arranged in a fan-shaped pattern in the hand area 11. The order of arrangement can be determined based on at least one of the following factors: the time of draw, the card type, the number of cards of the same type, the number of cards of the same card, and the quality of the cards. Optionally, at least one card held by the player object has an upper limit, such as a maximum of 8 or 10 cards. When the upper limit is exceeded, the excess cards are discarded. The player object can play all or part of the cards in each battle round. Optionally, the player object can also replace all or part of the cards in each battle round. Optionally, different cards have different card types. Different card types have different battle preparation functions.
[0077] A round of turn-based chess and card games consists of multiple rounds, each of which includes a preparation phase and a battle phase.
[0078] Step 240: In the preparation phase, in response to the play operation of at least one card, perform preparation operations related to the own side;
[0079] The playing operation refers to the operation of playing one or more cards held. Schematically, the playing operation is the operation of dragging a selected card toward the board area. Alternatively, the playing operation includes a first click operation and a second click operation, wherein the first click operation is the operation of clicking to select a card, and the second click operation is the operation of clicking a specific square in the board area. The embodiments of the present application do not limit the specific form of the playing operation. In some embodiments, a function of intelligently recommending playing cards can also be provided, whereby the player object plays cards on behalf of the player in certain rounds, such as the client intelligently recommending playing cards for novice players in the first few rounds.
[0080] At least one local chess piece is a virtual chess piece that has participated in at least one round (including the current round). If the chessboard area is a two-dimensional chessboard, the virtual chess piece is also a two-dimensional chess piece, displayed as a two-dimensional icon or two-dimensional image; if the chessboard area is a three-dimensional chessboard, the virtual chess piece is also a three-dimensional chess piece, displayed as a three-dimensional model or three-dimensional image. In the initial state, there may be zero local chess pieces on the chessboard area, and the local player object can add, delete, or supplement the chessboard area. Local chess pieces that did not die in the previous round are automatically carried over to the next round.
[0081] The display state of the selected card is different from the display state of the unselected card. Optionally, the selected card has a highlighting effect, which includes: a bold border, a highlighted border, a dynamic border, and the placement position in the card queue is moved a preset distance toward the board area.
[0082] Preparation operations include at least one of: increasing one's own chess pieces, reducing one's own chess pieces, upgrading one's own chess pieces, adding equipment to one's own chess pieces, reducing equipment to one's own chess pieces, and increasing the buff effect of one's own chess pieces.
[0083] Since different card types have different effects, a preparation operation is performed on at least one of the own chess pieces in the chessboard area based on the card type of the selected card.
[0084] During the preparation phase, the player object will prepare at least one of its own chess pieces in the chessboard area, and the enemy player object will prepare at least one enemy chess piece in the chessboard area.
[0085] Step 260: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area.
[0086] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed.
[0087] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.
[0088] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.
[0089] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.
[0090] Classification of card types:
[0091] In some embodiments, the card type includes at least one of: a chess piece card, an effect card, an equipment card, and a chess player card.
[0092] Chess Cards:
[0093] Pawn cards are used to summon your own pieces in the chessboard area or upgrade the piece level of your own pieces. Figure 4 A schematic diagram of a chess piece card is shown. The chess piece card displays at least one of the following information: a chess piece image 21, a chess piece name 22, the energy consumed when the card is played 23, the chess piece type or faction 24 to which the chess piece belongs, the level of the chess piece after the card is played 25, and a description of the additional effects of the chess piece 26.
[0094] The chess piece image 21 may be at least one of a head portrait, an icon, a bust portrait, a full-body portrait, and a display animation of a virtual chess piece. Figure 4 In the example, the chess piece image 21 is a bust of a virtual chess piece.
[0095] The chess piece name 22 is the name of the virtual chess piece. For example, if the virtual chess piece is a hero, the chess piece name is the hero name.
[0096] The energy value 23 refers to the energy required to play this chess piece. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities requires different amounts of energy. For example, playing five cards of different qualities requires 0, 1, 2, 3, and 4 energy points, respectively.
[0097] Piece Type 24 is a categorization attribute that identifies the role a piece plays during combat. In one example, different pieces can be classified as at least one of the following: Tank, Warrior, Assassin, Mage, Shooter, or Support. Faction is a categorization attribute that identifies pieces belonging to the same group within the virtual worldview. In one example, different pieces can be classified into at least one of the following: Great Wall, Three Kingdoms, Xuanyong, Jigan, Yaotian, and Chang'an. For example, two pieces belonging to the same Great Wall Guards in the virtual worldview both belong to the Great Wall Faction. In various embodiments, piece type and faction can be considered the same categorization attribute; this embodiment uses piece type and faction as different categorization attributes as an example.
[0098] The level 25 that a piece is upgraded to after a card is played refers to the level that is increased after the card is played, if a piece with the same name (i.e., the same piece) already exists on the board. For example, if level 25 is 3 and the piece with the same name was originally at level 2, then after playing this card, the piece with the same name is upgraded to level 5. Alternatively, cards of different qualities can upgrade the same piece to different levels after being played. For example, five different quality cards can upgrade the same piece to levels 1, 2, 3, 4, and 5, respectively.
[0099] The additional effect description 26 of a chess piece is a description of the additional effect possessed by the chess piece. This additional effect can be triggered upon playing, or it can be activated when a trigger condition is met during the game. For example, chess piece 1 has an exclusive skill: when chess piece 1 is on the board, whenever another chess piece on the board is sold, a randomly selected chess piece of the "tank" type on the board is randomly selected, and the level of the randomly selected chess piece is increased by a first value, which is half the level of the sold chess piece.
[0100] Effect Cards:
[0101] Effect cards are cards used to apply effects to at least one game factor in the game. The at least one game factor includes chess pieces, skills, equipment, amplification effects, levels, combat processes, hand card acquisition processes, etc. Figure 5 A schematic diagram of an effect card is shown. The effect card displays at least one of the following information: an effect icon 31, an effect name 32, an energy value 33 consumed when the card is played, and an effect description 34 of the effect card.
[0102] The effect icon 31 may be an icon for representing the benefit effect of the effect card. Figure 5 The effect name 32 is the name of the effect card or the name of the gain effect.
[0103] The energy value 33 refers to the energy cost of playing this effect card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, playing cards of different qualities may cost different amounts of energy. For example, playing five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points, respectively.
[0104] The effect description 34 of the effect card is used to describe the effect of the effect card after use. The effect of the effect card includes but is not limited to at least one of the following:
[0105] 1. Increase the probability and / or quantity of chess cards obtained by your players;
[0106] 2. Increase the probability or number of players obtaining chess cards with the same name as the chess pieces on the field;
[0107] 3. Reduce the energy consumed by your players when acquiring chess cards;
[0108] 4. Increase the number of chess cards that your players can exchange for;
[0109] 5. Reduce the energy consumed by your players when exchanging chess cards;
[0110] 6. Improve the level of at least one chess piece on the field;
[0111] 7. Add equipment to at least one chess piece on the field;
[0112] 8. Upgrade the equipment level of at least one chess piece on the field;
[0113] 9. Reduce energy consumption when playing / changing cards;
[0114] 10. Increase the probability of obtaining certain cards;
[0115] 11. Increase the number of cards that can be obtained;
[0116] 12. Increase the chance of changing cards, and so on, I will not go into details one by one.
[0117] For example, the effect of the "Two Players" card is: randomly obtain 2 identical hero cards; the effect of the "Talent Search" card is: choose 1 of 3 highest quality hero cards available at the current player level; the effect of the "Copy" card is: randomly obtain a card with the same name as a hero on the field; the effect of the "Abundant Harvest" card is: immediately replenish your hand to 5 cards; the effect of the "Random Strengthen" card is: increase the level of a random hero on the field by +5; the effect of the "One More Time" card is: draw 1 card, and get 1 extra free card exchange in this round; the effect of the "Wish" card is: -1 the energy value consumed by all cards; the effect of the "Add Card" card is: draw 2 cards.
[0118] In some embodiments, effect cards can be categorized as at least one of general effect cards, piece-type effect cards, and faction effect cards. General effect cards are effect cards whose attributes are unrelated to piece type or faction. Card attributes include at least one of: acquisition conditions, usage conditions, card effects, and range of effect. Piece-type effect cards are effect cards whose attributes are related to piece type. For example, only pieces of a specific piece type can acquire, use, or benefit from a card. Faction effect cards are effect cards whose attributes are related to faction. For example, only pieces of a specific faction can acquire, use, or benefit from a card.
[0119] For example, a certain chess piece type effect card can only be obtained with a certain probability when a chess piece card of that chess piece type is played.
[0120] Equipment Cards:
[0121] Equipment cards are used to equip at least one of your own chess pieces. Figure 6 A schematic diagram of an equipment card provided by an exemplary embodiment of the present application is shown. The equipment card displays at least one of the following information: an equipment icon 41, an equipment name 42, an energy value 43 consumed when the card is played, and an equipment description 44 of the equipment card.
[0122] The equipment icon 41 may be an icon used to represent an equipment image or equipment effect. Figure 6 The circular icon in the figure is used as an example. Equipment name 42 is the name of the equipment card or the name of the equipment. Different equipment can enhance the combat capability of the player's piece in different dimensions such as health, armor, defense, and mana, or weaken the combat capability of the enemy piece.
[0123] Energy value 43 refers to the amount of energy required to play this equipment card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may require different amounts of energy to play. For example, five cards of different qualities may cost 0, 1, 2, 3, and 4 energy points to play, respectively. Optionally, the energy costs of different cards may be adjusted periodically or irregularly based on game balance.
[0124] The equipment description 44 of the equipment card is used to describe the effect of the equipment after being worn.
[0125] Chess player cards:
[0126] Player cards are cards acquired through the player skills of a player avatar. Player cards can be acquired through a passive skill of a player avatar, cards that only a certain player avatar can acquire, cards that only a certain player avatar can use, cards that are exclusive to a certain player avatar, and so on, and this embodiment of the application does not limit this.
[0127] Figure 7 A schematic diagram of a chess player card provided by an exemplary embodiment of the present application is shown. The chess player card displays at least one of the following information: a card icon 51, a chess player card name 52, an energy value 53 consumed when the card is played, and a description of the equipment 54 of the chess player card.
[0128] The card icon 51 may be an icon used to represent the effect of the card. Figure 7 The player card name 52 is the name of the player card or the name of the effect.
[0129] The energy value 53 refers to the energy consumed by the player when playing a card. This energy value is an integer. Energy is a resource in turn-based chess games. Optionally, cards of different qualities may consume varying amounts of energy when played. For example, playing five cards of different qualities may consume 0, 1, 2, 3, and 4 energy points, respectively. Optionally, the energy consumed by different cards may be adjusted periodically or irregularly based on game balance.
[0130] The effect description 54 of the player card is used to describe the effect that the player card can increase after use. The effect of the player card can be the same as or similar to the effect of the chess piece card, equipment card, or effect card, and can also exceed the effect range of the chess piece card, equipment card, or effect card. In the possible designs of different embodiments, the effect of the player card can be designed to summon chess pieces, upgrade chess pieces, add equipment, add gain effects, reduce energy consumption, or affect the acquisition process of the hand cards in any form. The effect of the player card can be designed to affect any process or detail in the game, and the embodiments of the present application are not limited to this.
[0131] Based on the introduction of the above four types of cards:
[0132] On the one hand, different types of cards have different functions. Piece cards can eliminate the shop in traditional Auto Chess based on the gameplay characteristics of the cards. Effect cards can eliminate the effect buttons or controls in traditional Auto Chess. Equipment cards can eliminate the jungle phase in traditional Auto Chess. Player cards can incorporate the gameplay characteristics of each player. By simplifying the different mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle screen, simplify the operation of the player object, and improve the efficiency of human-computer interaction for the player object.
[0133] On the other hand, compared with three-dimensional chess pieces, two-dimensional cards cannot carry text information well because the text information that three-dimensional chess pieces can carry is limited. The card characteristics of two-dimensional cards can naturally carry more text information and icon information. Therefore, compared with the three-dimensional chess pieces in traditional preparation stages, two-dimensional cards can increase the amount of information carried within the limited display range of small-screen terminals and improve information transmission efficiency.
[0134] It should be noted that the above-mentioned cards can not only be played in the preparation phase, but some cards can also be played in the battle phase, such as certain equipment cards, effect cards that immediately draw 2 more cards, etc.
[0135] How to obtain cards:
[0136] The player object obtains at least one card if the acquisition conditions are met. The acquisition conditions include at least one of the following:
[0137] Obtaining Condition 1: Start a new round of turn-based battle. Each time a new round of turn-based battle starts, you will receive a certain number of cards. For example, the first round of turn-based battle will draw 4 cards, and the subsequent rounds of turn-based battle will draw 2 cards.
[0138] Acquisition Condition 2: Use a pre-set chess card. Pre-set chess cards are chess cards with additional abilities, such as drawing, adding, or duplicating cards. For example, a chess card with the same name as a currently playing chess piece will grant an additional effect card when played.
[0139] Acquisition condition 3: Use preset effect cards; preset effect cards refer to effect cards with effects such as drawing, adding, or copying cards.
[0140] Acquisition condition 4: Use preset player cards; preset player cards refer to effect cards that have effects such as drawing, adding, or copying cards.
[0141] Acquisition condition 5: Consume resources owned by the party in exchange; for example, consume energy to extract or exchange.
[0142] Acquisition condition 6: The player level of the chess player's virtual character is upgraded; after the chess player level is upgraded, higher quality or more cards can be unlocked.
[0143] Acquisition condition 7: Card pool level upgrade; after the card pool level is upgraded, you can unlock higher quality or more cards.
[0144] Obtaining condition 8: Purchase card operation.
[0145] Acquisition Condition 9: A preset player skill is triggered. A preset player skill is a passive skill that has the effect of extracting, adding, or duplicating cards. For example, you can extract a player card every two turns, or you can extract a player card every three cards played.
[0146] It should be noted that the above acquisition conditions can be combined. For example, some cards can only be obtained by using the preset player cards after reaching the player level 2. It should also be noted that the acquisition conditions for different types of cards can be completely different, completely the same, or some conditions can be the same and some different.
[0147] Figure 8 A flowchart of a method for interactively playing a turn-based chess game provided by an exemplary embodiment of the present application is shown. This embodiment uses the method executed by a terminal as an example. The method includes:
[0148] Player selection phase:
[0149] Step 320: Selecting a virtual chess player character of one's own side, where the virtual chess player character is used to represent a virtual character controlling at least one chess piece of one's own side;
[0150] Before each game begins, the player character selects their desired player avatar. Different player avatars have different player skills. Player skills are usually related to obtaining player cards, but can also be related to other game factors.
[0151] In some embodiments, different player skills have their own passive triggering mechanisms that allow the player character to obtain cards with special effects. For example, a player's skill effect is: every time three chess cards are played, the player obtains a Treasure Player card. The effect of this Treasure Player card is: consume 1 energy point and increase the level of a designated player on the board by 2.
[0152] For example, Figure 9 As shown, before starting a game, a player selection interface is displayed. This interface displays six virtual player characters selected by the player objects. Optionally, the virtual player character 61 selected by the player object is highlighted. For example, if the player object is player object 4, the virtual player character selected by player object 4 is highlighted in a standing, enlarged, and centered foreground manner. The virtual players selected by the other player objects are displayed in a normal sitting position, at normal size, and distributed on both sides.
[0153] On the player selection interface, several candidate player virtual characters 62 are displayed, for example, candidate players 1 to 5. Other candidate players can be viewed by swiping left or right, or all candidate players can be viewed by clicking the "All" button 63.
[0154] A player skill button 64 is also displayed on the player selection interface. In response to the player skill button 64 being clicked, the player skill name and effect description of the currently selected player virtual character can be viewed in the pop-up window on the right.
[0155] Optionally, the top of the player selection interface displays messages from other players, along with a countdown for selecting a player or entering a game. The left side of the player selection interface displays a button for sending text messages, a speaker off / on button, and a microphone off / on button. After the player object selects the player avatar, they can click the "Confirm" button 65 to enter the ready state.
[0156] N players participate in a game, each engaging in a round-based battle. Each round consists of a preparation phase and a battle phase.
[0157] Preparation phase for each round:
[0158] Step 340: Displaying a game interface of a turn-based chess game, the game interface including a chessboard area and a hand area;
[0159] Combined with reference Figure 10 The board area 10 is used to place at least one friendly chess piece and at least one enemy chess piece. Optionally, the upper half of the board area 10 is used to place at least one enemy chess piece, and the lower half of the board area 10 is used to place at least one friendly chess piece. The hand area 11 is used to display at least one card held by the player object. In the initial state or in certain situations (such as when all cards for the current round have been played), the number of cards displayed in the hand area 11 is 0.
[0160] Optionally, attribute information for the n player objects participating in the current game is displayed in the upper left corner of the game interface. This attribute information includes at least one of the following: player nickname, player portrait, player health, and player level. Player skill buttons 64 are displayed in the lower left corner of the game interface. A card swap button 14 and an upgrade button 15 are also displayed in the lower right corner of the game interface. The card swap button 14 is used to replace one or more cards in the hand area 11. The upgrade button 15 is used to upgrade the player's avatar's level to unlock higher-level cards, abilities, and equipment.
[0161] Optionally, an energy control 16 is displayed in the upper right corner of the game interface. This control displays the energy value of the player object. Energy is a game resource that may be consumed at various stages of the game. For example, playing cards requires energy, replacing cards requires energy, and upgrading player levels requires energy.
[0162] Step 360: In response to the play operation of at least one card, execute a battle preparation operation related to the own chess piece;
[0163] Card types include: chess piece cards, equipment cards, effect cards, and player cards. Players can perform different functions of battle preparation operations by playing different chess piece cards. This step includes at least one of the following steps:
[0164] Step 362: In response to the play operation on the chess piece card, executing a battle preparation operation related to at least one own chess piece in the chessboard area;
[0165] Step 364: In response to the play operation of the equipment card, equip all or part of the at least one chess piece with virtual equipment;
[0166] Step 366: In response to the play operation on the effect card, executing a preparation operation to add an effect to at least one factor in the game;
[0167] Step 368: In response to the play operation on the player's card, perform a preparation operation related to at least one factor in the game.
[0168] Since the battle situation in each round of turn-based battle is different, each player object has different cards in hand, and each player object has different card-playing habits, the number of times and order in which the above steps 362, 364, 366, and 368 are executed in each round of turn-based battle may change, and this embodiment does not limit this.
[0169] Regarding step 362 (chess card):
[0170] In some embodiments, the cards in the hand area include a first chess piece card. In response to a play operation on the first chess piece card, a first local chess piece is added to the board area. The first local chess piece is the chess piece corresponding to the first chess piece card. In some embodiments, the first local chess piece is a chess piece that has not been summoned to the board area.
[0171] That is, when the first own chess piece does not exist in the chessboard area, in response to the play operation on the first chess piece card, the first own chess piece is added to the chessboard area.
[0172] In response to a play operation on a first chess piece card, at least two candidate chess squares are displayed in the chessboard area, and a first indicator element corresponding to the first chess piece card is displayed, the first indicator element including at least one of a reduced first chess piece card, a first own chess piece, and a first indicator arrow; in response to a drag operation of dragging the first indicator element to the first candidate chess square, the first own chess piece is added to the first candidate chess square; wherein the first candidate chess square is one of the at least two candidate chess squares.
[0173] The at least two candidate squares may be all candidate squares or only candidate squares belonging to the player's side. The at least two candidate squares may be always displayed or only displayed when a card-playing operation is recognized.
[0174] The first chess card is Figure 10 Take the 4th card in as an example, combined with reference Figure 11 In response to a drag operation on the first chess piece card, a first own chess piece 17 and a first indicator arrow 18 are displayed. First own chess piece 17 is a three-dimensional piece that slides in response to the real-time position of the drag operation. First indicator arrow 18 starts at the position of the first chess piece card before it is played and ends at the real-time position of the drag operation. If the drag operation is released at the first candidate square, first own chess piece 17 is summoned to the first candidate square.
[0175] based on Figure 11 It can be seen that this interaction method cancels the chess piece preparation area, and the hand card area takes into account both the chess piece acquisition and preparation functions, realizing the sharing of multiple functions in one display area and improving the efficiency of human-computer interaction.
[0176] In some embodiments, the cards in the hand area include a second chess piece card. In response to a play operation on the second chess piece card and a second local chess piece already exists in the chessboard area, the chess piece level of the second local chess piece is upgraded in the chessboard area, where the second local chess piece is the chess piece corresponding to the second chess piece card.
[0177] Among them, the card-playing operation of the second chess piece card can also be a drag operation, but since there is already a second chess piece in the chessboard area, the release position of the drag operation can be completed at any position in the chessboard area, and it can take effect without the player object being accurately dragged to the second chess piece.
[0178] Regarding step 364 (equip the card):
[0179] In some embodiments, the cards in the hand area include equipment cards. In response to a play operation on the equipment card, a second indicator element corresponding to the equipment card is displayed, the second indicator element including at least one of a reduced equipment card, a virtual equipment corresponding to the equipment card, and a second indicator arrow.
[0180] In response to a dragging operation of dragging the second indicator element to the second own chess piece, dressing the second own chess piece with virtual equipment;
[0181] The second chess piece of the party is a chess piece of the party that already exists in the chessboard area.
[0182] Regarding step 366 (effect card):
[0183] In some embodiments, the cards in the hand area include effect cards. In response to a play operation on the effect card, an effect is added to at least one of the own chess pieces, and / or an effect is added to the card acquisition process.
[0184] According to the objects of action, effect cards are divided into two categories:
[0185] Type 1: Increases the effect on the own chess pieces within the chessboard area;
[0186] Type 2: Adds effects to the card acquisition process.
[0187] In response to playing a Type 1 effect card, an effect is added to at least one of your own chess pieces, such as increasing a buff specific to the chess piece type, or a combined buff when at least two chess pieces from the same faction are present.
[0188] In response to the play operation on the type 2 effect card, an effect is added to the card acquisition process, for example, two identical chess pieces are drawn consecutively.
[0189] Regarding step 368 (player card):
[0190] In response to the play operation on the player's card, at least one of the following preparation operations is performed:
[0191] Increasing your own chess pieces, reducing your own chess pieces, upgrading your own chess pieces, adding effects to your own chess pieces, equipping your own chess pieces with props, operations related to card acquisition, operations related to card sales, operations related to card exchanges, operations related to subsequent rounds, and operations related to the health value of your own player objects.
[0192] In other words, the function of a player card is relatively special. It can be any of the functions of a chess piece card, an equipment card, or an effect card. It can also be a function related to the card acquisition process, or a function related to the player's health. In different design implementations, any function that can affect a certain factor in the game may be designed as a function of a player card, and this embodiment of the application does not limit this.
[0193] During the preparation phase, the player object on this side can also use at least one of the card exchange function, card deletion function, and player level upgrade function.
[0194] Card swap function:
[0195] During the preparation phase, your player can also swap one or more cards from their hand. Clicking the swap button allows you to swap one or more cards, which consumes energy. For example, you can only swap cards once per round, but you can swap multiple cards at once. Each card swap costs 1 energy.
[0196] Delete card function:
[0197] During the card play process, dragging a card to a designated location will delete or sell it. The resources consumed by deleted cards cannot be recovered, or a portion or a fixed amount of energy can be recovered. For example, each deleted card will gain 1 energy point.
[0198] Player level upgrade function:
[0199] The player object on this side obtains a certain amount of energy in each round. The energy not used in this round can be accumulated to the next round, and the energy can be used to upgrade the player level. The higher the player level, the higher the quality of the cards that can be drawn in each round, and at the same time, some new abilities will be unlocked, such as talents, purchasable equipment, etc. Optionally, the upgrade button 15 can display quality indicators of different colors. As the player level is upgraded, the quality indicator corresponding to the current player level will light up to indicate the quality of the cards that can be obtained at the current player level. The quality indicator can be as follows: Figure 12 The small rounded rectangle shown is used as an example, but other shapes or forms are also possible.
[0200] For example, when our player object reaches player level 1 / 2 / 3 / 4 / 5, cards of quality 1 / 2 / 3 / 4 / 5 will be unlocked respectively.
[0201] The battle phase of each round:
[0202] Step 380: During the battle phase, the own chess piece and the enemy chess piece are automatically engaged in battle in the chessboard area;
[0203] The automatic battle process between your own chess pieces and enemy chess pieces in the chessboard area does not require manual control by your own player object. The client or server automatically controls the battle between the chess pieces of both sides based on the chess position on the chessboard, chess piece attributes, chess piece level, chess piece skills, chess piece attributes, joint enhancement attributes between chess pieces, etc., until all the chess pieces of one side are killed.
[0204] Figure 13 The figure shows an automatic battle diagram of a player's chess piece 17 and an enemy chess piece 19 in a melee battle on the chessboard. The movement, skill release, and functions of the two chess pieces during the battle do not require manual control by the player.
[0205] Battle settlement phase:
[0206] Step 390: Calculate the life value of the virtual character of the chess player on your side, and start the next round of turn-based battle or end the current game based on the life value.
[0207] Both the player object and the enemy player object have health points. After the round ends, the health points of the losing player object will be deducted by a certain amount. This amount can be determined based on the number of chess pieces remaining on the winning side, or it can be a fixed value, which is not limited in this embodiment.
[0208] When the health value is deducted to zero, the player is eliminated from the game.
[0209] When the health value has not been deducted to zero, the next round of turn-based battle will begin in this game, and the player will continue to fight with one of the n player objects until he is eliminated, or he will win the game as the last player who has not been eliminated.
[0210] In some embodiments, the damage calculation is based on the number of pieces remaining on the winning side's board. Figure 14 Shown is the animation effect of calculating the life value of the opponent's chess piece 19 when the opponent is the loser, and then calculating the life value of the opponent's chess piece virtual character 61. A life value progress bar can be displayed on the top of the chess piece virtual character 61.
[0211] Exemplary references Figure 15The settlement information of the current game is displayed on the settlement interface. The settlement information includes player rankings, players used by each player, lineups, chess piece types, and other information.
[0212] In summary, the method provided in this embodiment, by introducing a "card" mechanism into a turn-based chess game, simplifies and integrates various battle preparation operations into the multi-card playing process, eliminating the concept of a shop. Players no longer need to repeatedly interact with multiple sub-areas on the traditional battle interface, such as the shop, chess piece preparation area, and chess piece battle area, to complete chess piece acquisition, upgrades, and battles. The traditional chess piece purchasing process, which requires users to actively select chess pieces, is replaced by a passive receipt of distributed cards. The game system replaces some of the user's tedious operations, allowing users to complete various battle preparation operations using essentially the same card playing operations as in a card game, thereby improving the efficiency of human-computer interaction.
[0213] Especially when playing turn-based chess games on small-screen terminals such as mobile phones or tablets, players can complete a variety of battle preparation operations based on the limited operations in the hand area. Compared with traditional auto chess, it can significantly improve the efficiency of human-computer interaction.
[0214] The method provided in this embodiment can eliminate the store in traditional Auto Chess based on the playing characteristics of the cards through chess piece cards. The tedious process that requires users to purchase the chess pieces they want from dozens of available chess pieces in the store is replaced by a process in which the game system automatically distributes several cards to the player, eliminating the need for users to manually select cards. This reduces the number of interactive operations required for users to obtain chess pieces and the amount of information that users need to process.
[0215] The method provided in this embodiment can eliminate effect buttons or controls in traditional Auto Chess through effect cards, eliminate the jungle phase in traditional Auto Chess through equipment cards, and incorporate the gameplay characteristics of each player through player cards. By simplifying the various mechanics of turn-based chess games into the card-playing process based on different card types, this can reduce the number of user interface elements required to be displayed on the battle interface, reducing the time users spend actively searching for relevant function entries, simplifying the operation difficulty of the player object, and improving the efficiency of human-computer interaction for the player object.
[0216] Figure 16 The following is a flowchart of an object matching method provided by an exemplary embodiment of the present application. This embodiment uses the method executed by a terminal as an example, in which a program client supporting a turn-based chess game is running. The method includes:
[0217] Step 410: Determine N objects participating in a multi-round battle, where each round of the multi-round battle includes at least one matching group, and each matching group includes two objects participating in the battle. N is an integer greater than 2.
[0218] In some embodiments, the multi-round battle can be a multi-round battle in a turn-based chess game. Alternatively, the multi-round battle can also be a multi-round battle in other turn-based games, such as a multi-round tabletop game, a multi-round card game, a multi-round strategy game, a multi-round role-playing game, etc., which is not limited in this application.
[0219] In some embodiments, the object participating in the multi-round battle can be an object controlled by a player or an object controlled by an AI. When the object is controlled by an AI, the AI fights against other objects according to an algorithm set by the developer, and this application does not limit this.
[0220] In some embodiments, for any round in which the number of matching groups is greater than 1, objects in any two matching groups included in the round are not repeated.
[0221] In some embodiments, the relationship between two players in a matching group can be a competitive relationship or a cooperative relationship. For example, if the relationship between two players in a matching group is a competitive relationship, it means that in a multi-round game, two players in any matching group in any round will compete against each other, and after the round, the matching group will include a winner and a loser, or two ties. If the relationship between two players in a matching group is a cooperative relationship, it means that in a multi-round game, two players in any matching group in any round need to cooperate to achieve a certain game goal, which can be to defeat other matching groups or to collect designated resources.
[0222] For example, assume that there are four objects participating in a multi-round battle, namely object A, object B, object C and object D. The first round includes two matching groups, namely object A and object C, and object B and object D. The objects in these two matching groups are not repeated.
[0223] Step 420: Before the start of the i-th round in the multi-round battle, obtain historical matching information, where the historical matching information is used to indicate the number of round intervals between the M objects participating in the i-th round, where the number of round intervals between any two objects refers to the difference between the round in which the two objects were most recently assigned to the same matching group in the multi-round battle and the i-th round, where M is an integer less than or equal to N and greater than or equal to 2, and i is a positive integer.
[0224] In some embodiments, before the i-th round of the multi-round battle begins, the client of any object obtains historical matching information from the server. Optionally, before the i-th round of the multi-round battle begins, the server obtains historical configuration information.
[0225] In some embodiments, the historical configuration information is represented using any of the following methods: a matrix, an adjacency list, an associative array, a string, etc., or other methods, which are not limited in this application.
[0226] Exemplarily, the historical configuration information is a matrix with M rows and M columns, and any element in the matrix represents the number of round intervals between two objects.
[0227] Exemplarily, the historical configuration information is an array including M linked list heads, each linked list head corresponds to a linked list, and any linked list in the M linked lists represents the number of round intervals between one object in the M objects and other objects.
[0228] In any round of a multi-round match, some players may be eliminated or forfeit. In the next round after that round, the number of players participating in the match will decrease. Therefore, the size of the historical configuration information obtained in each round of a multi-round match will vary.
[0229] In some embodiments, historical matching information is obtained in the form of a matrix of M rows and M columns, wherein the M rows correspond one-to-one to the M objects, the M columns correspond one-to-one to the M objects, and each element in the matrix indicates the number of round intervals between two objects among the M objects.
[0230] In some embodiments, before a multi-round match begins, each element in the historical matching information represented in a matrix format of M rows and M columns is initialized to an initial value, where M equals N. Any element in the historical configuration information indicates the number of round intervals. Optionally, this initial value can be N, or a value greater than N, or other meaningless value, which is not limited in this application.
[0231] For example, Figure 17 As shown, it shows a schematic diagram of the initial and 1st to 4th round historical matching information provided by an embodiment of the present application. This multi-round battle includes 8 objects. Figure 17 Subgraph (a) corresponds to the initialized historical configuration information. Before the start of the multi-round battle, each element in the historical matching information represented by the matrix form of 8 rows and 8 columns is initialized to the number of objects, that is, initialized to 8.
[0232] In some embodiments, for the historical matching information represented in the form of a matrix of M rows and M columns corresponding to any round, when any two objects among the M objects in the round do not form a matching group, each element represents the number of round intervals between the two objects among the M objects.
[0233] In some embodiments, in the above-mentioned historical matching information represented in the form of a matrix with M rows and M columns, the element in the jth row and jth column is an infinitesimal, where j is any positive integer less than or equal to M. That is, the number of round intervals between the object and the self is represented by an infinitesimal.
[0234] For example, the historical configuration information obtained in the 11th round of a multi-round battle corresponds to Figure 20 , Figure 20 Any element in the matrix greater than 0 represents the number of round intervals between the two objects corresponding to the element if the two objects corresponding to the element do not form a matching group in the 11th round.
[0235] In the above manner, by obtaining historical matching information, which represents the matching status from the start of multiple rounds of battle to the current round, the historical matching status between the objects can be understood.
[0236] Step 430: Based on the historical matching information and the restriction conditions of the i-th round, M objects are matched to form at least one matching group included in the i-th round, wherein the restriction conditions of the i-th round are used to control the number of round intervals between two objects in each matching group included in the i-th round to be greater than the threshold corresponding to the i-th round.
[0237] In some embodiments, the threshold corresponding to the i-th round is determined based on the number of subjects participating in the i-th round and the number of subjects participating in multiple rounds.
[0238] For example, the threshold Y corresponding to the i-th round i It can be calculated using the following formula:
[0239] Y i =MN / 2
[0240] Here, M represents the number of objects in the i-th round, and N represents the number of objects participating in multiple rounds of battle.
[0241] Step 430 includes at least one of the following steps:
[0242] Step 431: Start the i-th round of matching process, and use M objects as the initialized remaining unselected objects.
[0243] In some embodiments, the remaining unselected objects refer to objects that have not been selected. For example, there are 6 objects participating in this round. If object 1 is selected as the first object, then the number of remaining unselected objects is 5.
[0244] Step 432: Select an object from the remaining unselected objects as the first object.
[0245] In some embodiments, the first object is selected from the remaining unselected objects in numerical order. That is, for any round, when selecting an object from the remaining unselected players as the first object, the selection starts from the object with the smallest number each time, or can also start from the object with the largest number.
[0246] In some embodiments, if the number of remaining unselected objects is an even number, the object with the smallest number is selected from the remaining unselected objects as the first object; if the number of remaining unselected objects is an odd number, and there is an unmatched object from the previous round of the i-th round and another object in the matching group corresponding to the unmatched object among the remaining unselected objects, the unmatched object from the previous round is selected from the remaining unselected objects as the first object; if the number of remaining unselected objects is an odd number, and there is no unmatched object from the previous round of the i-th round among the remaining unselected objects, the object with the smallest number is selected from the remaining unselected objects as the first object; if the number of remaining unselected objects is an odd number, and there is an unmatched object from the previous round of the i-th round among the remaining unselected objects but there is no other object in the matching group corresponding to the unmatched object, the object with the smallest number is selected from the remaining unselected objects as the first object.
[0247] That is, when an object is selected as the first object from the remaining unselected objects, one of the following four situations occurs:
[0248] (1) The number of remaining unselected objects is an even number;
[0249] (2) The number of remaining unselected objects is an odd number, and among the remaining unselected objects, there is no unmatched object from the previous round of the i-th round;
[0250] (3) The number of remaining unselected objects is an odd number, and among the remaining unselected objects there is an unmatched object from the previous round of round i but there is no other object in the matching group corresponding to the unmatched object;
[0251] (4) The number of remaining unselected objects is an odd number, and among the remaining unselected objects there is an unmatched object from the previous round of the i-th round and another object in the matching group corresponding to the unmatched object.
[0252] In cases (1) to (3), from among the remaining unselected objects, the one with the smallest number is selected as the first object.
[0253] In case (4), the unmatched object from the previous round is selected as the first object from the remaining unselected objects.
[0254] Unmatched objects are objects that were not able to form a matching group with other objects if the number of remaining unselected objects is odd. In round i, if the number of remaining unselected objects is odd, if two objects from a matching group in the previous round exist among the remaining unselected players, and that matching group includes an unmatched object, the unmatched object will be selected first.
[0255] For example, Figure 20 As shown, it shows a schematic diagram of historical matching information for priority selection of unmatched objects provided by an embodiment of the present application. Figure 20 This is the historical matching information corresponding to the 11th round. In the previous round, object 6 was the unmatched object in the previous round, and object 7, the mirror image that played against object 6 in the previous round, has not been eliminated or given up. In the 11th round, object 6 is preferably selected as the first object.
[0256] Through the above method, when the number of objects participating in any round is odd, and the number of objects participating in the previous round is also odd, if the last object selected as the first object in the previous round, then the unmatched object will be preferentially selected as the first object, avoiding the situation where the same object becomes an unmatched object in consecutive rounds, thereby improving the fairness of multi-round battles.
[0257] Step 433: From the remaining unselected objects, select the object with the largest number of round intervals between it and the first object as the second object.
[0258] The second object refers to an object that may form a matching group with the first player in the i-th round.
[0259] In some embodiments, if there is only one object with the largest interval among the remaining unselected objects, the object with the largest interval is selected as the second object, where the object with the largest interval refers to the object with the largest number of round intervals between it and the first object; if there are multiple objects with the largest interval among the remaining unselected objects, the object with the largest interval with the smallest number is selected from the multiple objects with the largest interval as the second object.
[0260] Optionally, if there are multiple objects with the largest intervals among the remaining unselected objects, the object with the largest interval with the largest number may be selected from the multiple objects with the largest intervals as the second object.
[0261] For example, Figure 21 As shown, it shows a schematic diagram of the historical configuration information of the second round provided by an embodiment of the present application, Figure 21The matrix in is the historical matching information of the second round. This matrix includes the interval round numbers between the eight objects. Elements in this matrix greater than 8 indicate that the corresponding two objects have never been assigned to the same matching group. This value can be regarded as infinite. When the first object is object 1, there are multiple objects with the largest intervals among the unselected objects, namely object 3, object 4, object 5, object 6, object 7, and object 8. Then the object with the smallest number among the objects is selected as the second object, that is, object 3 is selected as the second object of object 1.
[0262] In the above manner, the second object is selected according to the same rule as the first object, which is conducive to enhancing the fairness of the game.
[0263] Step 434: If the number of round intervals between the first object and the second object is greater than a threshold corresponding to the i-th round, the first object and the second object are determined to be a matching group.
[0264] In some embodiments, if the number of round intervals between the first object and the second object is less than or equal to the threshold corresponding to the i-th round, the threshold corresponding to the i-th round is reduced, and the process starts again from the step of initializing the M objects as the remaining unselected objects; wherein, when the first selected first object selects its corresponding second object, it skips the second object selected for it in the matching process of the i-th round.
[0265] In some embodiments, the threshold corresponding to the i-th round may be reduced in a decreasing manner, for example, the threshold is reduced by 1 as the new threshold corresponding to the i-th round.
[0266] In some embodiments, when the threshold corresponding to the i-th round decreases to 1, it no longer decreases.
[0267] For example, Figure 22 As shown, it shows a schematic diagram of a three-round matching process constrained by restriction conditions in the ninth round provided by an embodiment of the present application. Figure 22 Subgraphs (a) to (c) correspond to the three-round matching process in the ninth round. The matching process of the three-round matching process is as follows:
[0268] Round 1: Calculate the threshold corresponding to the 9th round using the above method. The threshold corresponding to the 9th round is 2. Execute steps 431 to 434 above. Objects 1 and 3 form a matching group, and objects 4 and 7 form a matching group. When selecting the second object with object 5 as the first object, only object 6 can be selected as the second object. At this time, the round interval between objects 5 and 6 is 1, which is less than the threshold corresponding to the 9th round. Then, the threshold corresponding to the 9th round is subtracted by 1 and used as the new threshold corresponding to the 9th round. This round of matching ends and the next round of matching begins.
[0269] Round 2: The threshold corresponding to the 9th round updated in the first round is 1. According to the above steps 431 to 434, when object 1 is the first player and selects the second object, since object 3 has already been selected as the second object of object 1 in the previous round, object 3 is skipped as the second object of object 1 in this round, and object 4 is selected as the second object of object 1 to form a matching group. Object 3 and object 7 form a matching group. When selecting the second object with object 5 as the first object, only object 6 can be selected as the second object. Since the threshold corresponding to the 9th round in this round is already 1, the threshold corresponding to the 9th round is no longer reduced, and the matching process ends in this round and enters the next round of matching process;
[0270] Round 3: The threshold corresponding to the 9th round is 1. According to the above steps 431 to 434, when object 1 selects the second object as the first player, since objects 3 and 4 have been selected as the second objects of object 1 in the previous two rounds, this round skips selecting objects 3 and 4 as the second objects of object 1. Object 5 is selected as the second object of object 1 to form a matching group. Objects 3 and 7 form a matching group, and object 3 and object 6 form a matching group.
[0271] In the above manner, the restriction conditions are used in any matching process to constrain the matching process, ensuring that the objects participating in the round form a matching group with objects with a large round interval as much as possible.
[0272] Step 435: If the number of the remaining unselected objects is greater than or equal to 2, the process starts again from the step of selecting an object from the remaining unselected objects as the first object.
[0273] Step 436: If the number of remaining unselected objects is less than 2, the matching process ends and at least one matching group included in the i-th round is obtained.
[0274] In some embodiments, when the number of remaining unselected objects is 1, the remaining unselected objects are determined as unmatched objects in the i-th round; wherein, in the i-th round, the unmatched objects fight against the mirror image of a target object among the M objects.
[0275] During a multi-round battle, when an odd number of objects appear in a round, one of the target objects will be copied to participate in the matching process to couple the two-object battle relationship. The virtual object generated by the copy is called a mirror.
[0276] In some embodiments, the target object is the object among the M objects that has the largest number of round intervals with the unmatched objects.
[0277] In some embodiments, in the i-th round, the unmatched object may not participate in the i-th round of battle; in the next round, the unmatched object is first selected as the first object.
[0278] For example, Figure 20 This is the historical matching information corresponding to the 11th round. In the previous round, Object 6 was an unmatched object, and Object 7, the mirror image of Object 6, has not yet been eliminated or forfeited. In the 11th round, Object 6 is selected as the first object. Object 6 and Object 1 form a matching group, and Object 4 and Object 7 form a matching group. The only unselected object left is Object 5. Therefore, Object 4, which has the largest number of rounds between it and Object 5, is selected as the target player. Object 4 is copied to obtain Object 4's mirror image, and Object 5 then fights Object 4's mirror image.
[0279] Through the above method, when an unmatched object appears in a round, it is ensured that the target object corresponding to the mirror image that fights against the unmatched object is an object that has not been assigned to the same matching group for a long time.
[0280] In some embodiments, after determining the matching group of the i-th round, the round interval number between objects corresponding to the matching group in the historical configuration information is set to zero, and the round interval number between other objects is increased by 1.
[0281] In summary, the technical solution provided by the embodiment of the present application obtains historical configuration information after determining the N objects participating in the multi-round battle and before the start of the i-th round of the multi-round battle. The historical matching information is used to indicate the number of round intervals between the M objects participating in the i-th round. The round interval number refers to the number of rounds between the round in which the two objects were most recently assigned to the same matching group in the multi-round battle and the i-th round. According to the historical configuration information and the restriction conditions of the i-th round, the above-mentioned M objects are matched to form at least one matching group included in the i-th round, ensuring that in any round, the object matched by each object for battle is not matched within a shorter round interval, effectively reducing the repetition of objects matched by the player in a short period of time.
[0282] In addition, historical matching information will be updated in each round of a multi-round battle, and the historical configuration needs to be obtained in each round to determine at least one matching group for that round. Even if a multi-round battle includes multiple rounds, it can be guaranteed that in any round, the game player matched with each player character for the battle is not matched within a shorter round interval, which greatly optimizes the object's experience of the matching results.
[0283] Based on the understanding of the above embodiments, the application process of the object matching method is summarized below.
[0284] like Figures 17 to 19 As shown, subgraph (a) corresponds to the initial historical matching information, and subgraphs (b) to (n) correspond to the historical matching information and matching group situations from the 1st round to the 13th round in the multi-round battle. For any subgraph, an element of 0 in the matrix indicates that the two corresponding objects in that round are in the same matching group.
[0285] like Figure 23 As shown, it shows a flowchart of matching for a round provided by an embodiment of the present application, obtaining historical matching information corresponding to the round, forming at least one candidate matching group according to the object matching method, if there is a candidate matching group in the at least one candidate matching group that does not meet the restriction condition, then reducing the threshold corresponding to the current round in the restriction condition, and eliminating the at least one candidate matching group, and re-forming at least one new candidate matching group, if the at least one candidate matching group all meets the restriction condition, then updating the historical matching information, and determining the at least one candidate matching group as the at least one matching group corresponding to the current round.
[0286] like Figure 24 As shown, it shows a flowchart of the interaction between the presentation layer and the logic layer in the client provided by an embodiment of the present application. When an object enters the game, the corresponding logic layer of the client determines the object participating in multiple rounds of battles, obtains the corresponding historical matching information, determines at least one initial configuration group, and sends the matching information indicating the at least one initial configuration group to the presentation layer of the client. The presentation layer of the client displays the matching information of the first round based on the matching information; after the first round of battle ends, the logic layer of the client obtains the corresponding historical matching information to determine at least one configuration group, and sends the matching information indicating the at least one configuration group to the presentation layer of the client. The presentation layer of the client displays the matching information of the second round based on the matching information; and so on for other rounds.
[0287] In some embodiments, the client sends matching information indicating at least one configuration group to the server; when the server determines that the matching information of each object is consistent, the presentation layer of the client displays the matching information of the corresponding round according to the corresponding matching information.
[0288] Based on the above object matching method, Figures 17 to 19 The following is a brief description of the matching situation from round 1 to round 13:
[0289] Before starting a multi-round battle: Please refer to Figure 17 In subgraph (a), the historical matching information is initialized, and the number of round intervals between each of the 8 objects is initialized to 8;
[0290] Round 1: Please refer to Figure 17 In subgraph (b), object 1 and object 2, object 3 and object 4, object 5 and object 6, and object 7 and object 8 form four matching groups;
[0291] Round 2: Please refer to Figure 17 In subgraph (c), object 1 and object 3, object 2 and object 4, object 5 and object 7, and object 6 and object 8 form four matching groups;
[0292] Round 3: Please refer to Figure 17 In subgraph (d), object 1 and object 2, object 3 and object 4, object 5 and object 6, and object 7 and object 8 form four matching groups;
[0293] Round 4: Please refer to Figure 17 In subgraph (e), object 1 and object 5, object 2 and object 6, object 3 and object 7, and object 4 and object 8 form four matching groups;
[0294] Round 5: Please refer to Figure 18 In subgraph (f), object 1 and object 6, object 2 and object 5, object 3 and object 8, and object 4 and object 7 form four matching groups;
[0295] Round 6: Please refer to Figure 18 In the subgraph (g), object 1 and object 7, object 2 and object 8, object 3 and object 5, and object 4 and object 6 form four matching groups;
[0296] Round 7: Please refer to Figure 18 In the subgraph (h), object 1 and object 8, object 2 and object 7, object 3 and object 6, and object 4 and object 5 form four matching groups;
[0297] Round 8: Please refer to Figure 18 In subgraph (i), object 1 and object 2, object 3 and object 4, object 5 and object 6, and object 7 and object 8 form four matching groups. In this round, object 2 and object 8 are eliminated;
[0298] Round 9: Please refer to Figure 19 The subgraph (j) of the 9th round went through three rounds of matching process. Please refer to the above for the specific process. Figure 22 In the corresponding example, object 1 and object 5, object 3 and object 7, and object 4 and object 6 form three matching groups. In this round, object 3 is eliminated;
[0299] Round 10: Please refer to Figure 19In subgraph (k), object 1 and object 4, and object 5 and object 7 form two matching groups. The only unselected object left is object 6. Object 6 selects object 7 as the target object player to copy, and obtains the mirror image of object 7. Object 6 and object 7's mirror image fight against each other;
[0300] Round 11: Please refer to Figure 19 In subgraph (l), since object 6 was not matched in the previous round, and object 7, the mirror image of object 6, was not eliminated, object 6 prioritizes the objects that form a matching group with it. Object 6 forms two matching groups with object 1, and object 4 forms two matching groups with object 7. The only unselected object left is object 5. Object 5 selects object 4 as the target player to copy, obtaining the mirror image of object 4. Object 5 then fights against the mirror image of object 4.
[0301] Round 12: Please refer to Figure 19 In the subgraph (m), since object 5 was not matched in the previous round, and object 4, the mirror image of object 5, was not eliminated, object 5 prioritizes the objects that form a matching group with it. Object 5 forms two matching groups with object 6, and object 1 forms two matching groups with object 7. The only unselected object left is object 4. Object 4 selects object 5 as the target player to copy, obtaining the mirror image of object 5. Object 4 then fights against the mirror image of object 5.
[0302] Round 13: Please refer to Figure 19 In the subgraph (n), since object 4 was not matched in the previous round, and object 5, the mirror image of object 4, was not eliminated, object 4 prioritizes the objects that form a matching group with it. Object 4 forms two matching groups with object 6, and object 1 forms two matching groups with object 5. The only unselected object left is object 7. Object 7 selects object 6 as the target player to copy, obtaining the mirror image of object 7. Object 7 then fights against the mirror image of object 6.
[0303] The following are device embodiments of the present application, which can be used to implement the method embodiments of the present application. For details not disclosed in the device embodiments of the present application, please refer to the method embodiments of the present application.
[0304] Please refer to Figure 25 , which shows a block diagram of an object matching device provided by an embodiment of the present application. The device has the function of implementing the above-mentioned object matching method, and the function can be implemented by hardware or by hardware executing corresponding software. The device can be the first terminal 110 or the second terminal 130 introduced above, or it can be set in the first terminal 110 or the second terminal 130. Figure 25 As shown, the apparatus 2500 may include an object determination module 2510 , a history information acquisition module 2520 , and a matching group determination module 2530 .
[0305] The object determination module 2510 is used to determine N objects participating in a multi-round battle, where each round of the multi-round battle includes at least one matching group, each matching group includes two objects participating in the battle, and N is an integer greater than 2.
[0306] The historical information acquisition module 2520 is used to obtain historical matching information before the start of the i-th round in the multi-round battle, where the historical matching information is used to indicate the number of round intervals between the M objects participating in the i-th round, wherein the number of round intervals between any two objects refers to the difference in the number of rounds between the round in which the two objects were most recently assigned to the same matching group in the multi-round battle and the i-th round, where M is an integer less than or equal to N and greater than or equal to 2, and i is a positive integer.
[0307] The matching group determination module 2530 is configured to match the M objects together to form at least one matching group included in the i-th round based on the historical matching information and the restriction conditions of the i-th round, wherein the restriction conditions of the i-th round are used to control the number of round intervals between two objects in each matching group included in the i-th round to be greater than a threshold corresponding to the i-th round.
[0308] In some embodiments, the matching group determination module 2530 includes an object initialization submodule, a first object selection submodule, a second object selection submodule, a matching group determination submodule, a process restart submodule, and a process end submodule (in Figure 25 not shown).
[0309] The object initialization submodule is used to start the matching process of the i-th round and use the M objects as the remaining unselected objects to be initialized.
[0310] The first object selection submodule is configured to select an object from the remaining unselected objects as a first object.
[0311] The second object selection submodule is configured to select, from the remaining unselected objects, an object having the largest round interval with the first object as the second object.
[0312] a matching group determination submodule, configured to determine the first object and the second object as a matching group if the number of round intervals between the first object and the second object is greater than a threshold corresponding to the i-th round;
[0313] The process restart submodule is used to start executing the step of selecting an object from the remaining unselected objects as the first object again if the number of the remaining unselected objects is greater than or equal to 2.
[0314] The process ending submodule is configured to end the matching process if the number of the remaining unselected objects is less than 2, and obtain at least one matching group included in the i-th round.
[0315] In some embodiments, the matching group determination module 2530 is also used to reduce the threshold corresponding to the i-th round if the number of round intervals between the first object and the second object is less than or equal to the threshold corresponding to the i-th round, and start again from the step of initializing the M objects as the remaining unselected objects; wherein, when the first selected first object selects its corresponding second object, it skips the second object selected for it in the matching process of the i-th round.
[0316] In some embodiments, the matching group determination module 2530 is further used to determine the remaining unselected objects as the unmatched objects of the i-th round when the number of the remaining unselected objects is 1; wherein, in the i-th round, the unmatched objects fight against the mirror image of a target object among the M objects.
[0317] In some embodiments, the target object is the object among the M objects that has the largest number of round intervals with the unmatched object.
[0318] In some embodiments, the first object selection submodule is used to, if the number of the remaining unselected objects is an even number, select the object with the smallest number from the remaining unselected objects as the first object; if the number of the remaining unselected objects is an odd number, and there is an unmatched object from the previous round of the i-th round among the remaining unselected objects, select the unmatched object from the previous round as the first object from the remaining unselected objects; if the number of the remaining unselected objects is an odd number, and there is no unmatched object from the previous round of the i-th round among the remaining unselected objects, select the object with the smallest number from the remaining unselected objects as the first object.
[0319] In some embodiments, the second object selection submodule is used to select the object with the largest interval as the second object if there is one and only one object with the largest interval among the remaining unselected objects, wherein the object with the largest interval refers to the object with the largest number of round intervals between it and the first object; if there are multiple objects with the largest interval among the remaining unselected objects, then select the object with the smallest number among the multiple objects with the largest interval as the second object.
[0320] In some embodiments, the historical information acquisition module 2520 is used to obtain the historical matching information represented in the form of a matrix of M rows and M columns, wherein the M rows correspond one-to-one to the M objects, the M columns correspond one-to-one to the M objects, and each element in the matrix indicates the number of round intervals between two objects among the M objects.
[0321] In summary, the technical solution provided by the embodiment of the present application obtains historical configuration information after determining the N objects participating in the multi-round battle and before the start of the i-th round of the multi-round battle. The historical matching information is used to indicate the number of round intervals between the M objects participating in the i-th round. The round interval number refers to the number of rounds between the round in which the two objects were most recently assigned to the same matching group in the multi-round battle and the i-th round. According to the historical configuration information and the restriction conditions of the i-th round, the above-mentioned M objects are matched to form at least one matching group included in the i-th round, ensuring that in any round, the object matched by each object for battle is not matched within a shorter round interval, effectively reducing the repetition of objects matched by the player in a short period of time.
[0322] In addition, historical matching information will be updated in each round of a multi-round battle, and the historical configuration needs to be obtained in each round to determine at least one matching group for that round. Even if a multi-round battle includes multiple rounds, it can be guaranteed that in any round, the game player matched with each player character for the battle is not matched within a shorter round interval, which greatly optimizes the object's experience of the matching results.
[0323] It should be noted that the apparatus provided in the above embodiments, when implementing its functions, is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0324] Please refer to Figure 26 , which shows a block diagram of a computer device 2600 provided in one embodiment of the present application. The computer device 2600 may be Figure 1 The first terminal 110 in the implementation environment shown may also be Figure 1 The second terminal 130 in the illustrated implementation environment is used to implement the object matching method provided in the above embodiment. Specifically:
[0325] Typically, the computer device 2600 includes a processor 2610 and a memory 2620 .
[0326] The processor 2610 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 2610 may be implemented in at least one hardware form of digital signal processing (DSP), field programmable gate array (FPGA), and programmable logic array (PLA). The processor 2610 may also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a central processing unit (CPU); the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 2610 may be integrated with a graphics processing unit (GPU), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2610 may also include an AI processor for processing computing operations related to machine learning.
[0327] Memory 2620 may include one or more computer-readable storage media, which may be non-transitory. Memory 2620 may also include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices or flash memory storage devices. In some embodiments, the non-transitory computer-readable storage media in memory 2620 is used to store a computer program, which is configured to be executed by one or more processors to implement the object matching method described above.
[0328] Those skilled in the art will understand that Figure 26 The structure shown in the figure does not constitute a limitation on the computer device 2600, and the computer device 2600 may include more or fewer components than shown in the figure, or combine some components, or adopt a different component arrangement.
[0329] In an exemplary embodiment, a computer-readable storage medium is further provided, wherein a computer program is stored in the storage medium, and when the computer program is executed by a processor, the computer program implements the above-mentioned object matching method. Optionally, the computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid-state drive (SSD), or an optical disk. Among them, the random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM).
[0330] In an exemplary embodiment, a computer program product is further provided, the computer program product including a computer program stored in a computer-readable storage medium. A processor of a computer device reads the computer program from the computer-readable storage medium and executes the computer program, causing the computer device to perform the object matching method described above.
[0331] It should be noted that the collection and processing of relevant data (such as object information, etc.) in this application should be strictly in accordance with the requirements of relevant national laws and regulations when applied in practice, and the informed consent or separate consent of the personal information subject should be obtained. Subsequent data use and processing should be carried out within the scope of authorization of laws and regulations and the personal information subject.
[0332] It should be understood that the "multiple" mentioned in this article refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent three situations: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. In addition, the step numbers described in this article only illustrate a possible execution sequence between the steps. In some other embodiments, the above steps may not be executed in the order of the numbers, such as two steps with different numbers are executed at the same time, or two steps with different numbers are executed in the opposite order to the diagram. The embodiments of the present application do not limit this.
[0333] The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.
Claims
1. An object matching method, characterized in that: The method comprises: Determining N objects participating in a multi-round battle, where each round of the multi-round battle includes at least one matching group, each matching group includes two objects participating in the battle, and N is an integer greater than 2; Before the start of an i-th round in the multi-round battle, obtain historical matching information, where the historical matching information is used to indicate the number of round intervals between any two of the M objects participating in the i-th round, wherein the number of round intervals between any two objects refers to the number of rounds between the round in which the two objects were most recently assigned to the same matching group in the multi-round battle and the i-th round, where M is an integer less than or equal to N and greater than or equal to 2, and i is a positive integer; Based on the historical matching information and the restriction conditions of the i-th round, the M objects are matched to form at least one matching group included in the i-th round, wherein the restriction conditions of the i-th round are used to control the number of round intervals between two objects in each matching group included in the i-th round to be greater than a threshold corresponding to the i-th round.
2. The method according to claim 1, characterized in that The matching of the M objects to form at least one matching group included in the i-th round according to the historical matching information and the restriction condition of the i-th round includes: Starting the matching process of the i-th round, taking the M objects as the remaining unselected objects to be initialized; selecting an object from the remaining unselected objects as a first object; From the remaining unselected objects, select an object with the largest number of round intervals between it and the first object as the second object; If the number of round intervals between the first object and the second object is greater than the threshold corresponding to the i-th round, determining the first object and the second object as a matching group; If the number of the remaining unselected objects is greater than or equal to 2, the step of selecting an object from the remaining unselected objects as the first object is executed again; If the number of the remaining unselected objects is less than 2, the matching process is terminated to obtain at least one matching group included in the i-th round.
3. The method according to claim 2, characterized in that The method further comprises: If the number of round intervals between the first object and the second object is less than or equal to the threshold corresponding to the i-th round, then reducing the threshold corresponding to the i-th round, and starting again from the step of using the M objects as the remaining unselected objects for initialization; When selecting the second object corresponding to the first selected first object, the second object selected for the first object in the i-th round of matching process is skipped.
4. The method according to claim 2, characterized in that The method further comprises: When the number of the remaining unselected objects is 1, the remaining unselected objects are determined as unmatched objects in the i-th round; In the i-th round, the unmatched object fights against the mirror image of a target object among the M objects.
5. The method according to claim 4, characterized in that The target object is the object among the M objects whose round interval with the unmatched object is the largest.
6. The method according to claim 2, characterized in that The selecting an object from the remaining unselected objects as the first object comprises: If the number of the remaining unselected objects is an even number, selecting an object with the smallest number from the remaining unselected objects as the first object; If the number of the remaining unselected objects is an odd number, and there is an unmatched object from the previous round of the i-th round among the remaining unselected objects, then the unmatched object from the previous round is selected from the remaining unselected objects as the first object; If the number of the remaining unselected objects is an odd number, and there is no unmatched object in the previous round of the i-th round among the remaining unselected objects, then select the object with the smallest number from the remaining unselected objects as the first object; If the number of the remaining unselected objects is an odd number, and there is an unmatched object from the previous round of the i-th round among the remaining unselected objects but there is no other object in the matching group corresponding to the unmatched object, then the object with the smallest number among the remaining unselected objects is selected as the first object.
7. The method according to claim 2, characterized in that The step of selecting, from the remaining unselected objects, an object having the largest number of round intervals with the first object as the second object comprises: If there is only one object with the largest interval among the remaining unselected objects, then the object with the largest interval is selected as the second object, wherein the object with the largest interval refers to the object with the largest number of round intervals between it and the first object; If there are multiple objects with the largest interval among the remaining unselected objects, the object with the smallest number among the multiple objects with the largest interval is selected as the second object.
8. The method according to any one of claims 1 to 7, characterized in that The obtaining of historical matching information includes: The historical matching information is obtained in the form of a matrix of M rows and M columns, wherein the M rows correspond to the M objects one-to-one, the M columns correspond to the M objects one-to-one, and each element in the matrix represents the number of round intervals between two objects in the M objects.
9. A player object matching device, characterized in that: The device comprises: a player object determination module, configured to determine N objects participating in a multi-round battle, wherein each round of the multi-round battle includes at least one matching group, each matching group includes two objects participating in the battle, and N is an integer greater than 2; a historical information acquisition module, configured to acquire historical matching information before the start of the i-th round in the multi-round battle, the historical matching information being used to indicate the number of round intervals between any two of the M objects participating in the i-th round, wherein the number of round intervals between any two objects refers to the number of rounds between the round in which the two objects were most recently assigned to the same matching group in the multi-round battle and the i-th round, where M is an integer less than or equal to N and greater than or equal to 2, and i is a positive integer; a matching group determination module, configured to match the M objects together to form at least one matching group included in the i-th round based on the historical matching information and the restriction conditions of the i-th round, wherein the restriction conditions of the i-th round are used to control the number of round intervals between two objects in each matching group included in the i-th round to be greater than a threshold corresponding to the i-th round.
10. A computer device, characterized in that: The computer device includes a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the method according to any one of claims 1 to 8.
11. A computer-readable storage medium, characterized in that The storage medium stores a computer program, and the computer program is configured to be executed by a processor to implement the method according to any one of claims 1 to 8.
12. A computer program product, characterized in that The computer program product comprises a computer program, which is loaded and executed by a processor to implement the method according to any one of claims 1 to 8.
