Game task updating method and device, game server and computer readable storage medium
By dynamically adjusting task weights in massively multiplayer online role-playing games and combining player behavior factors and task completion rates, the problem of lack of diversity and flexibility in the task system is solved, and player engagement and operational efficiency are improved.
Patent Information
- Application Number
- CN202511146203.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-08-15
- Publication Date
- 2025-10-03
AI Technical Summary
The quest system of traditional massively multiplayer online role-playing games lacks diversity and flexibility, and cannot be dynamically adjusted according to player behavioral preferences, resulting in increased player fatigue, reduced enthusiasm for quest completion, and reduced continuity of the gaming experience.
By periodically calculating task weights, combining player behavior factors and task completion rates, the task display priority in the task pool is dynamically adjusted. The task weights are calculated using basic weights, player behavior factors, and task completion rates, and the task pool is constructed by weight sorting, so that high-weight tasks are displayed preferentially on the game terminal.
It has improved the intelligence level of the task system and player participation, enhanced the operational flexibility and adaptability of the task system, reduced the task configuration frequency of planners, and improved operational efficiency.
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Figure CN120733346A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a game task updating method, device, game server and computer-readable storage medium. Background Art
[0002] In massively multiplayer online role-playing games (MMORPGs), quest systems are a crucial mechanism for driving player behavior and enhancing the gaming experience. However, traditional quest systems often rely on static quest templates, with quest types confined to a limited range of tasks, such as monster hunting, gathering, and escorting. These systems lack diversity and variability due to their fixed content and monotonous format. This rigid design leads to players repeatedly facing similar quest content over long periods of play, which can easily lead to player fatigue, reducing their motivation to complete quests and reducing the continuity of their gaming experience. Summary of the Invention
[0003] In view of this, an object of the present invention is to provide a game task updating method, device, game server and computer-readable storage medium, which can improve player participation and the intelligence level of the task system.
[0004] In order to achieve the above objectives, the technical solutions adopted in the embodiments of the present invention are as follows: In a first aspect, the present invention provides a game task update method, applied to a game server, the method comprising: The task weight of each task is periodically determined based on the basic weight of each task in each task type, the player behavior factor, and the task completion rate; the player behavior factor represents the player's preference for the task; the task completion rate represents the ratio of the number of players who have completed the task to the number of players who have completed the task; the task weight is positively correlated with the player behavior factor and negatively correlated with the task completion rate; The task pool is constructed in descending order of the task weights, so that the game terminal preferentially displays tasks with high task weights.
[0005] In an optional embodiment, determining the task weight of each task in each task type according to the basic weight of each task, the player behavior factor, and the task completion rate includes: Calculating the product of the player behavior factor of the task and the first weight, and the difference between the product of the task completion rate of the task and the second weight; Determine the product of the basic weight of the task and the difference as the dynamic weight corresponding to the task; The basic weight of the task and the corresponding dynamic weight are summed to obtain the task weight corresponding to the task.
[0006] In an optional embodiment, the method further comprises: Obtaining the basic level and advanced level of each player in the current system cycle; the basic level is determined based on game experience points, and the advanced level is determined based on the advanced status and the game experience points; Determining an attribute compensation factor corresponding to each player according to the basic level and the advanced level; The actual attribute value of the game entity attribute is determined according to the attribute compensation factor and the basic attribute value of the game entity attribute.
[0007] In an optional embodiment, the method further comprises: After the task is completed, the basic experience value corresponding to the task is added to the game experience value; If the completed task is a team task, the team experience points will be added to the game experience points; If the completed task is the first task completed each day, the activity experience value will be added to the game experience value.
[0008] In an optional embodiment, the method further comprises: Verify the modified reward configuration information; The reward configuration information that has passed verification is updated into the dynamic table so that the game terminal can query the latest reward configuration information in real time.
[0009] In an optional embodiment, the method further comprises: The task information and task execution progress received by the player in the current system cycle are sent to the game terminal used by the player, so that the game terminal can visually display the task information and task execution progress.
[0010] In an optional embodiment, the method further comprises: When a new system cycle is started, the task pool is cleared, and the basic level, advanced level, advanced status, game experience value and task execution progress are set to default values.
[0011] In a second aspect, the present invention provides a game task updating device, which is applied to a game server, and the device includes: a processing module, configured to periodically determine a task weight for each task in each task type based on a basic weight of each task, a player behavior factor, and a task completion rate; wherein the player behavior factor represents a player's preference for the task; and the task completion rate represents a ratio of the number of players who have completed the task to the number of players who have completed the task; and wherein the task weight is positively correlated with the player behavior factor and negatively correlated with the task completion rate. The construction module is used to construct a task pool in descending order of task weights, so that the game terminal preferentially displays tasks with high task weights.
[0012] In a third aspect, the present invention provides a game server comprising a processor and a memory, wherein the memory stores a computer program that can be executed by the processor, and the processor can execute the computer program to implement the game task update method described in any of the aforementioned embodiments.
[0013] In a fourth aspect, the present invention provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the game task updating method as described in any one of the aforementioned embodiments.
[0014] Compared with the existing technology, the game task update method, device, game server and computer-readable storage medium provided by the embodiments of the present invention periodically calculate the task weight based on the basic weight, player behavior factor and task completion rate, and construct a task pool according to the weight sorting, so as to enable the game terminal to give priority to displaying high-weight tasks. This dynamic optimization task recommendation mechanism enables the task content to adjust the display priority in real time based on the player's behavioral preferences and the actual completion of the task, thereby improving the intelligence level and player participation of the task system, and enhancing the operational flexibility and adaptability of the task system. In addition, it can effectively reduce the frequency of manual intervention of planners in task configuration and improve operational efficiency.
[0015] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0016] In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the following briefly introduces the drawings required for use in the embodiments. It should be understood that the following drawings only illustrate certain embodiments of the present invention and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without paying any creative work.
[0017] Figure 1 A flowchart of a method for updating a game task provided by an embodiment of the present invention is shown.
[0018] Figure 2 Another flowchart of the game task updating method provided by an embodiment of the present invention is shown.
[0019] Figure 3 Another flowchart of the game task updating method provided by an embodiment of the present invention is shown.
[0020] Figure 4 A block diagram of a game task updating device provided by an embodiment of the present invention is shown.
[0021] Figure 5 A block diagram of a game server provided by an embodiment of the present invention is shown.
[0022] Icons: 300 - game task update device; 301 - processing module; 302 - construction module; 400 - game server; 410 - memory; 420 - processor; 430 - communication module. DETAILED DESCRIPTION
[0023] The following will be combined with the accompanying drawings to clearly and completely describe the technical solutions in the embodiments of the present invention. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Generally, the components of the embodiments of the present invention described and shown in the drawings herein can be arranged and designed in various different configurations.
[0024] Therefore, the following detailed description of the embodiments of the present invention provided in the accompanying drawings is not intended to limit the scope of the invention as claimed, but is merely intended to represent selected embodiments of the present invention. All other embodiments obtained by those skilled in the art based on the embodiments of the present invention without creative work are within the scope of protection of the present invention.
[0025] It should be noted that relational terms such as "first" and "second" are used only to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any actual relationship or order between these entities or operations. Moreover, the terms "comprises," "comprising," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus comprising a series of elements includes not only those elements, but also other elements not explicitly listed, or elements inherent to such process, method, article, or apparatus. In the absence of further limitations, an element defined by the phrase "comprising a ..." does not exclude the presence of additional identical elements in the process, method, article, or apparatus comprising the element.
[0026] In existing massively multiplayer online role-playing games (MMORPGs), quest systems serve as a crucial mechanism for boosting player engagement and driving plot development. Their design directly impacts the depth and continuity of the gaming experience. Currently, widely used quest systems primarily fall into two categories: one employs pre-defined, fixed quest types, such as monster hunting and gathering items, where players engage in dialogue with NPCs and complete them for a fixed reward. The other employs a fixed template, generating quests by randomly combining quest parameters (such as the number of monsters or items to be gathered) to create variation. However, the inventors' research has revealed significant limitations in both approaches.
[0027] The first type of system features fixed task types, lacking variety and flexibility. Players easily become fatigued after repeatedly performing similar tasks. The second type, while superficially varying task content, is essentially still generated based on preset templates. Tasks lack logical connections and depth, making it difficult to create a structured gaming experience. Furthermore, neither type of system can dynamically adjust to player behavior and preferences. Task updates rely on version releases, lacking real-time and personalization capabilities. These shortcomings severely limit the adaptability and player engagement of task systems. A task management mechanism that supports the integration of diverse task types and offers dynamic adjustment and personalized configuration capabilities is urgently needed to improve gameplay playability and operational efficiency.
[0028] Based on this, the game task update method, device, game server and computer-readable storage medium provided by the embodiment of the present invention periodically calculate the task weight based on the basic weight, player behavior factor and task completion rate, and construct a task pool according to the weight sorting, so as to enable the game terminal to give priority to displaying high-weight tasks. This dynamic optimization task recommendation mechanism enables the task content to adjust the display priority in real time based on the player's behavioral preferences and the actual completion of the task, thereby improving the intelligence level and player participation of the task system, and enhancing the operational flexibility and adaptability of the task system. In addition, it can effectively reduce the frequency of manual intervention of planners in task configuration and improve operational efficiency.
[0029] The embodiments of the present invention are described in detail below with reference to the accompanying drawings.
[0030] Please refer to Figure 1 , Figure 1 A flowchart of a method for updating a game task provided by an embodiment of the present invention is shown. The method comprises the following steps: Step S10, periodically determine the task weight of each task based on the basic weight of each task in each task type, the player behavior factor and the task completion rate; the player behavior factor represents the player's preference for the task; the task completion rate represents the ratio of the number of players who complete the task to the number of players who take the task; the task weight is positively correlated with the player behavior factor and negatively correlated with the task completion rate.
[0031] In this embodiment of the present invention, quest types include Player vs. Environment (PVC) quests, Player vs. Player (PVP) quests, social quests, and collection quests. PVC quests involve players competing against or interacting with non-player-controlled virtual entities (such as AI-controlled monsters, bosses, or environmental obstacles) to complete objectives. These quests typically include dungeon challenges, monster subjugation, and environmental puzzles. Their core focus is on players interacting with the challenges set by the game system. For example, quests such as "defeat the world boss three times" or "complete a designated dungeon five times" are considered PVE quests.
[0032] PVP missions involve direct confrontation or competition between players in a virtual gaming environment to achieve specific objectives. These missions typically take place in arenas, battlefields, or faction battles, emphasizing strategic competition and operational confrontation between players. For example, missions such as "Win 5 matches in the Arena" or "Kill 3 enemy players in Faction Wars" are considered PVP missions.
[0033] Social quests are tasks that require players to collaborate, interact, or communicate with other real players. These quests are designed to foster social connections between players and enhance the activity and engagement of the game community. For example, tasks like "Complete a dungeon with three other players" or "Join a guild and participate in two guild events" are considered social quests.
[0034] Collection quests are tasks where players must acquire a specified number or type of virtual items, such as props, equipment, and materials, through exploration, combat, trading, or crafting within the game world to complete a goal. These quests emphasize the process of resource acquisition and accumulation. For example, tasks like "Collect 5 pieces of rare equipment" or "Obtain 100 specified materials" are examples of collection quests.
[0035] In order to dynamically adjust the display priority of tasks, the task weight re-evaluation process is triggered periodically. The periodicity here refers to the automatic execution of task weight calculation and task pool refresh operations based on a preset time period, such as daily, weekly or monthly, to ensure that the content in the task pool can continue to adapt to the player's behavioral preferences and task completion trends in the current time period, thereby ensuring the timeliness and flexibility of the task pool.
[0036] Furthermore, each quest's weight is determined based on three factors: base weight, player behavior factor, and quest completion rate. Base weight is a numerical value pre-assigned during the quest design phase, representing the quest's initial importance within the overall quest system. For example, a daily quest to defeat minor monsters would have a base weight of 10, while a quest to challenge a rare boss would have a base weight of 30.
[0037] The Player Behavior Factor (PBM) reflects the player's preference for the task. Its value typically ranges from -1 to 1, with negative values indicating general disinterest and positive values indicating high engagement. Players who enjoy the task have a higher PBM, while those who dislike it have a lower PBM. For example, a value of -1 indicates a strong dislike, while a value of 1 indicates a strong preference. The PBM is derived from real-time statistical analysis of players' quest acceptance, completion, and abandonment behavior during the previous system cycle, which can be a single season.
[0038] The task completion rate refers to the ratio of players who successfully completed a task to the total number of players in the domain during the previous system cycle, reflecting the task's suitability for the current player base. For example, if 100 players attempt to defeat a boss and 60 succeed, the task completion rate is 60%. It should be understood that the task weighting process fully considers the initial importance of the task (i.e., base weight), player preferences (player behavior factors), and task difficulty (i.e., task completion rate).
[0039] On this basis, task weights are positively correlated with player behavior factors. This means that if players are more inclined to complete a certain type of task, the weight of that task will increase, thereby increasing its probability of appearing in the task pool. At the same time, task weights are negatively correlated with task completion rates. This allows tasks with excessively high or low completion rates to be weighted accordingly, preventing certain tasks from becoming unattractive due to being too simple, or from being unavailable for a long time due to being too difficult.
[0040] Step S20 , constructing a task pool in descending order of task weights, so that the game terminal preferentially displays tasks with high task weights.
[0041] In an embodiment of the present invention, after obtaining the latest task weights for all tasks, these tasks are sorted from highest to lowest, and a task pool is constructed from these. A task pool refers to a collection of multiple tasks. When a game terminal accesses a task list by page, the game server retrieves the multiple tasks corresponding to the page from the task pool and sends them to the game terminal, prioritizing the display of tasks with higher weights in the game terminal's visual interface.
[0042] The task weighting system improves player efficiency when selecting tasks, while also effectively directing players to prioritize task types that are being promoted or adjusted. For example, if a PVP Arena task performs well in terms of player behavior factors and has a moderate completion rate, its task weight will be increased in this calculation, moving it up the task pool and ultimately being presented to players first on the game console interface.
[0043] In summary, the game task update method provided by the embodiment of the present invention periodically calculates the task weight based on the basic weight, player behavior factor and task completion rate, and constructs a task pool according to the weight sorting, so as to enable the game terminal to give priority to displaying high-weight tasks. This dynamic optimization task recommendation mechanism enables the task content to adjust the display priority in real time based on the player's behavioral preferences and the actual completion of the task, thereby improving the intelligence level and player participation of the task system, and enhancing the operational flexibility and adaptability of the task system. In addition, it can effectively reduce the frequency of manual intervention of planners in task configuration and improve operational efficiency.
[0044] Optionally, a possible implementation method for calculating task weights is provided below. Figure 1 The sub-steps of step S10 may include: Step S101 , calculating the product of the player behavior factor of the task and the first weight, and the difference between the product of the task completion rate of the task and the second weight.
[0045] In this embodiment of the present invention, the player behavior factor and task completion rate for each task in the previous system cycle are obtained, and a first weight and a second weight are obtained simultaneously. The first weight and the second weight are preset adjustment coefficients, respectively used to control the degree of influence of the player behavior factor and the task completion rate on the task weight. For example, if you want to increase the sensitivity of player behavior feedback to task weight adjustment, you can appropriately increase the value of the first weight; otherwise, you can decrease it.
[0046] Step S102: The product of the basic weight of the task and the difference is determined as the dynamic weight corresponding to the task.
[0047] Step S103: sum the basic weight of the task and the corresponding dynamic weight to obtain the task weight corresponding to the task.
[0048] In this embodiment of the present invention, the calculation formula for task weight is as follows:
[0049] in, is the task weight, is the basic weight, is the first weight, is the player behavior factor, is the second weight, is the task completion rate.
[0050] It should be understood that task weight is not determined solely by static configuration, but is jointly determined by basic weight, player behavior factor, first weight, task completion rate and second weight. This design allows task weight to retain the basic orientation of the original task design while making adaptive adjustments based on real-time player behavior and task completion status, and can more accurately reflect the priority of the task in the current system cycle.
[0051] As a possible implementation, suppose there is a PVE dungeon task with a base weight of 20, a primary weight of 0.5, and a secondary weight of 0.3. Players were very enthusiastic about this task during the previous system cycle, and the statistically obtained player behavior factor was 0.8. At the same time, the task completion rate for this task was 0.7. Using the task weight calculation formula, we can conclude that task weight = 20 The weight of PVE dungeon quests has been increased from 20 to 23.8, meaning they will appear higher in the quest pool and more frequently. Simple or unused quests will appear less frequently.
[0052] It can be seen that the embodiment of the present invention calculates the difference between the product of the player behavior factor and the first weight, and the product of the task completion rate and the second weight, and combines the difference with the product of the basic weight to generate a dynamic weight, and finally adds the basic weight and the dynamic weight to obtain the task weight, thereby realizing dynamic modeling of the task weight, so that the task weight can simultaneously reflect the basic settings of the task, the player's behavior preferences and the difficulty of completing the task, and can make the tasks in the game more in line with the needs of players, maintain freshness and challenge, thereby improving the intelligence level and adaptability of the task recommendation mechanism, and ensuring the reasonable sorting and optimized display of the content of the task pool.
[0053] Alternatively, a possible implementation method for calculating task weights is provided below. Figure 2 , the method further comprises the following steps: Step S30, obtaining the basic level and advanced level of each player in the current system cycle; the basic level is determined based on the game experience value, and the advanced level is determined based on the advanced status and game experience value.
[0054] In an embodiment of the present invention, the basic level is defined as a numerical indicator determined based on the player's accumulated game experience points, reflecting the player's basic growth stage in a game system cycle. The advanced level is an unlocked advanced growth path. The advanced status includes activated and inactivated. When the advanced status of a task is inactivated, it means that the advanced function of the task is not enabled, and the advanced level is the default value, such as 0. When the advanced status of a task is activated, it means that the advanced function of the task is enabled. The advanced level of a task with the advanced function enabled is determined based on the game experience points.
[0055] Advanced features can be unlocked through paid and quest-based advancement. Paid advancement refers to unlocking advanced features by consuming game coins and has no basic level requirement. Quest-based advancement refers to unlocking advanced levels by completing special challenge tasks and has a basic level requirement. For example, a basic level of 3 or higher is required before quest-based advancement can unlock advanced features.
[0056] Step S40: determining the attribute compensation factor corresponding to each player according to the basic level and the advanced level.
[0057] In this embodiment of the present invention, a compensation factor is calculated based on the basic level and advanced level of the task to adjust the attributes of the game entity. In other words, when the player enters a higher level of basic level or advanced level, additional ability bonus will be provided. The calculation formula of the attribute compensation factor is as follows:
[0058] in, is the attribute compensation factor, is the basic weight, For the basic level, For advanced weights, For advanced level.
[0059] It should be noted that game entity attributes include but are not limited to combat attributes (such as attack power, defense power, hit rate, etc.), character attributes (such as strength, agility, endurance, etc.), equipment attributes (such as attack speed, spell resistance, etc.), skill attributes (such as skill power, casting speed, etc.) and status values (such as current health, current energy, etc.).
[0060] Step S50: determining the actual attribute value of the game entity attribute according to the attribute compensation factor and the basic attribute value of the game entity attribute.
[0061] In this embodiment of the present invention, the compensation value is determined using the attribute compensation factor and the base attribute value of the game entity attribute. The compensation value is then summed with the base attribute value to obtain the corresponding actual attribute value. For example, the compensation value is obtained by multiplying the attribute compensation factor, a preset ratio value (e.g., 1 / 10,000), and the base attribute value. Assuming the base weight is 5, the base level is 4, the advanced weight is 10, the advanced level is 2, and the base attribute value is 40, then the attribute compensation factor is 40 and the actual attribute value is 40.16.
[0062] It can be seen that the embodiment of the present invention dynamically obtains the basic level and advanced level of the player, calculates the corresponding attribute compensation factor, and modifies the actual attribute value of the game entity attribute accordingly, effectively realizing an adaptive adjustment mechanism for the character's ability to change with the growth stage. It not only improves the player's participation and sense of accomplishment in tasks at different stages, but also enhances the flexibility and sustainability of the game system in long-term operations. Under the premise of ensuring the fairness of the game, it realizes the incentive and guidance of high-level players, and also provides an appropriate protection mechanism for new players to prevent the imbalance of the game experience caused by excessive level gaps.
[0063] Alternatively, for how to calculate game experience value, the following provides a possible implementation method. Figure 3 , the method further comprises the following steps: Step S60: After the task is completed, the basic experience value corresponding to the task is added to the game experience value.
[0064] In this embodiment of the present invention, the base experience value refers to a numerical indicator pre-set during the design phase for each task, which is used to reflect the basic growth value that should be provided by completing the task. The base experience value configured for tasks of different difficulty levels is different. Generally, the greater the difficulty, the greater the base experience value. Game experience value is used to record the growth data accumulated throughout the entire system cycle and will subsequently be used to calculate key information such as basic level and advanced level. For example, a copy task is configured with a base experience value of 100 points. When the player completes the task, these 100 points will be directly accumulated to the player's game experience value, thereby promoting the player's level upgrade.
[0065] Step S70: If the completed task is a team task, the team experience value is added to the game experience value.
[0066] In an embodiment of the present invention, a team mission refers to a type of mission that requires the collaboration of multiple players, such as a team dungeon or guild activity. This type of mission not only enhances player interaction but also improves overall game engagement. To encourage players to participate in this type of collaborative behavior, additional team experience points (TEV) are allocated for team missions. Typically, these points are allocated in layers at a certain percentage (e.g., 20%) of the base experience points. For example, if a player completes a team mission with a base experience point of 100, in addition to the 100 base experience points, they also receive an additional 20 team experience points, for a total of 120 game experience points.
[0067] Step S80: If the completed task is the first task completed each day, the activity experience value is added to the game experience value.
[0068] In this embodiment of the present invention, the first completed task of the day refers to the first task a player accepts and completes that day. Its purpose is to encourage players to maintain a high online frequency and enthusiasm for task participation. By providing additional activity experience points for each first completed task, players' continued login and task experience behavior are reinforced. For example, if a player completes a team task for the first time that day, in addition to the 100 base experience points and 20 team experience points originally obtained, an additional 15 activity experience points will be added, bringing the total gain effect of completing this task to 135 game experience points.
[0069] As can be seen, the embodiments of the present invention effectively guide and incentivize player behavior patterns by setting up differentiated experience reward mechanisms for different types of tasks. Basic experience points guarantee the basic growth rewards for completing tasks, team experience points enhance the value of social interaction, and activity experience points increase players' willingness to participate daily. This effectively overcomes the technical problems of existing technologies, such as fixed reward mechanisms and a lack of strategic choice.
[0070] This multi-dimensional experience accumulation strategy not only enriches the player's growth path, but also can more comprehensively evaluate the player's behavioral contribution and reasonably adjust their role performance in the game world, thereby enhancing the system's interactivity and sustainable operation capabilities.
[0071] Optionally, a possible implementation method for updating the reward configuration is provided below. The method further includes the following steps: The modified reward configuration information is verified and the verified reward configuration information is updated to the dynamic table so that the game terminal can query the latest reward configuration information in real time.
[0072] In this embodiment of the present invention, reward configuration information refers to the data related to task rewards set or modified by planners on the task management platform, such as the type, quantity, and probability of item rewards after completing a task, or the unlocking conditions related to advanced rewards. To prevent reward configuration anomalies due to human error or formatting errors, the integrity and legitimacy of the reward configuration information are verified after receiving the modified reward configuration information.
[0073] After completing the verification and confirming that the reward configuration information is correct, the verified reward configuration information will be updated to the dynamic table. The game server can ensure that when the game terminal queries the task reward, it obtains the latest configuration content, without having to wait for version updates or restart the game server. For example, if the planner temporarily decides to increase the reward of a certain PVP task by 50% in the management platform, the game server will immediately write this new reward configuration to the dynamic table after completing the verification, so that the reward information displayed by the game terminal in the task details interface will be updated immediately, and the reward adjustment will take effect immediately.
[0074] It can be seen that the embodiment of the present invention reduces the operational risks caused by configuration anomalies by introducing verification of reward configuration information. The use of dynamic tables allows reward adjustments to break away from the limitations of traditional version updates, achieving rapid response, real-time effectiveness, and client synchronization, thereby improving the flexibility and operational efficiency of game tasks.
[0075] Optionally, a possible implementation method for displaying tasks is provided below. The method further includes the following steps: The task information and task execution progress received by the player in the current system cycle are sent to the game terminal used by the player, so that the game terminal can visually display the task information and task execution progress.
[0076] In this embodiment of the present invention, task information refers to metadata related to tasks that a player has already received, including but not limited to static data such as the task ID, task type, task objective description, reward configuration, and task validity period. Task progress refers to the player's specific completion status for each task, such as dynamic data such as the number of completions and completion status.
[0077] After obtaining information about tasks and progress received by players during the current system cycle, the game server transmits this information to the player's game terminal via a network communication protocol. Upon receiving this information, the game terminal parses it according to pre-set interface layout logic and presents it visually through a graphical user interface, enabling the integrated presentation and progress tracking of multiple tasks. This intuitive display of task progress helps reduce the player's task management burden and improves user engagement and activity.
[0078] It should be noted that each task can be set with a task cycle, supporting daily, weekly, and monthly task cycle settings. Tasks that can be executed every day can be set as daily tasks, tasks that can only be executed on a certain day of the week can be set as weekly tasks, and tasks that can only be completed on a certain day or days of the month can be set as monthly tasks. The task cycle can be configured according to the actual situation of the task, and this invention is not limited to this.
[0079] Optionally, to ensure game stability, resource security, and predictable operation within each system cycle, it is necessary to initialize the resources within the new system cycle. A possible implementation of how to perform initialization is provided below. The method further includes the following steps: When a new system cycle is started, the task pool is cleared and the basic level, advanced level, advanced status, game experience value and task execution progress are set to the default values.
[0080] In an embodiment of the present invention, it is detected whether the switching time point of the preset system cycle has been reached. If the current time exceeds the switching time point, a new system cycle is started. When the new system cycle is started, the reset process is triggered immediately. Specifically, since the tasks in the task pool constructed in the previous system cycle are no longer applicable to the newly started system cycle, the task pool constructed in the previous system cycle is cleared. By clearing the task pool, it is ensured that the task display of the new system cycle is completely generated based on the new task weight evaluation results, thereby maintaining the dynamic adaptability and content freshness of the task system.
[0081] Furthermore, various status parameters related to player growth are initialized and set to default values when the system cycle switches. For example, the basic and advanced levels are set to 0, the advanced status is set to inactive, the game experience value is set to 0, and all historical records of task execution progress are cleared. This initialization strategy ensures that every player starts from the same starting line at the beginning of a new system cycle, avoiding competitive imbalances caused by accumulated advantages from the previous cycle. It also provides a unified operational starting point, facilitating centralized management and analysis of task distribution, reward configuration, and player behavior trends within the new cycle.
[0082] It can be seen that the embodiment of the present invention realizes the periodic closed-loop management of the task system by synchronously cleaning the task pool and resetting the player growth data when the system cycle switches, promotes the improvement of player activity in each new cycle, and enhances the sustainable operation capability of the task system.
[0083] Based on the same inventive concept, the basic principles and technical effects of the game task updating device provided in the embodiment of the present invention are the same as those in the above embodiment. For the sake of brief description, for parts not mentioned in this embodiment, reference can be made to the corresponding contents in the above embodiment.
[0084] Please refer to Figure 4 , Figure 4 The block diagram of the game task updating device 300 provided by the embodiment of the present invention includes a processing module 301 and a construction module 302 .
[0085] Processing module 301 is configured to periodically determine the task weight of each task in each task type based on the basic weight of each task, the player behavior factor, and the task completion rate; the player behavior factor represents the player's preference for the task; the task completion rate represents the ratio of the number of players who completed the task to the number of players who completed the task; the task weight is positively correlated with the player behavior factor and negatively correlated with the task completion rate; The construction module 302 is used to construct a task pool in descending order of task weight, so that the game terminal preferentially displays tasks with high task weight.
[0086] In summary, the game task update device provided by the embodiment of the present invention periodically calculates the task weight based on the basic weight, player behavior factor and task completion rate, and constructs a task pool according to the weight sorting, so as to enable the game terminal to give priority to displaying high-weight tasks. This dynamic optimization task recommendation mechanism enables the task content to adjust the display priority in real time based on the player's behavioral preferences and the actual completion of the task, thereby improving the intelligence level and player participation of the task system, and enhancing the operational flexibility and adaptability of the task system. In addition, it can effectively reduce the frequency of manual intervention of planners in task configuration and improve operational efficiency.
[0087] Optionally, the processing module 301 is specifically used to calculate the product of the player behavior factor of the task and the first weight, and the difference between the task completion rate of the task and the product of the second weight; the product of the basic weight of the task and the difference is determined as the dynamic weight corresponding to the task; the basic weight of the task and the corresponding dynamic weight are summed to obtain the task weight corresponding to the task.
[0088] Optionally, the processing module 301 is also used to obtain the basic level and advanced level of each player in the current system cycle; the basic level is determined based on the game experience value, and the advanced level is determined based on the advanced status and game experience value; the attribute compensation factor corresponding to each player is determined based on the basic level and the advanced level; the actual attribute value of the game entity attribute is determined based on the attribute compensation factor and the basic attribute value of the game entity attribute.
[0089] Optionally, the processing module 301 is also used to accumulate the basic experience value corresponding to the task into the game experience value after the task is completed; if the completed task is a team task, the team experience value is accumulated into the game experience value; if the completed task is the first task completed each day, the activity experience value is accumulated into the game experience value.
[0090] Optionally, the processing module 301 is further configured to verify the modified reward configuration information; and update the verified reward configuration information into the dynamic table so that the game terminal can query the latest reward configuration information in real time.
[0091] Optionally, the construction module 302 is further configured to send the task information and task execution progress received by the player in the current system cycle to the game terminal used by the player, so that the game terminal can visually display the task information and task execution progress.
[0092] Optionally, the construction module 302 is further configured to clear the task pool and set the basic level, advanced level, advanced status, game experience value, and task execution progress to default values when a new system cycle is started.
[0093] Please refer to Figure 5 , is a block diagram of a game server 400 provided in an embodiment of the present invention. Game server 400 includes, but is not limited to, personal computers (PCs), personal digital assistants (PDAs), laptop computers, tablet computers, servers, and other devices. Game server 400 includes memory 410, a processor 420, and a communication module 430. The memory 410, processor 420, and communication module 430 are electrically connected to each other, directly or indirectly, to enable data transmission or exchange. For example, these components may be electrically connected via one or more communication buses or signal lines.
[0094] Memory 410 is used to store programs or data. Memory 410 can be, but is not limited to, random access memory (RAM), read-only memory (ROM), programmable read-only memory (PROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), etc.
[0095] The processor 420 is used to read / write data or programs stored in the memory 410 and execute corresponding functions. For example, when the computer program stored in the memory 410 is executed by the processor 420, the game task update method disclosed in the above embodiments can be implemented.
[0096] The communication module 430 is used to establish a communication connection between the game server 400 and other communication terminals through the network, and to send and receive data through the network.
[0097] It should be understood that Figure 5 The structure shown is only a schematic diagram of the structure of the game server 400. The game server 400 may also include Figure 5 More or fewer components than shown, or with Figure 5 Different configurations shown. Figure 5 Each component shown in the figure can be implemented by hardware, software or a combination thereof.
[0098] An embodiment of the present invention further provides a computer-readable storage medium on which a computer program is stored. When the computer program is executed by the processor 420, the game task updating method disclosed in the above embodiments is implemented.
[0099] The embodiment of the present invention further provides a program product, which, when executed by the processor 420, implements the game task updating method disclosed in the above embodiments.
[0100] In the several embodiments provided in this application, it should be understood that the disclosed devices and methods can also be implemented in other ways. The device embodiments described above are merely illustrative. For example, the flowcharts and block diagrams in the accompanying drawings show the possible architectures, functions and operations of the devices, methods and computer program products according to multiple embodiments of the present invention. In this regard, each box in the flowchart or block diagram can represent a module, a program segment or a portion of code, and the module, program segment or a portion of code contains one or more executable instructions for implementing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the box can also occur in an order different from that marked in the accompanying drawings. For example, two consecutive boxes can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram and / or flowchart, and the combination of boxes in the block diagram and / or flowchart, can be implemented using a dedicated hardware-based system that performs the specified function or action, or can be implemented using a combination of dedicated hardware and computer instructions.
[0101] In addition, the functional modules in the various embodiments of the present invention may be integrated together to form an independent part, or each module may exist independently, or two or more modules may be integrated to form an independent part.
[0102] If the functions are implemented as software modules and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the portion that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to perform all or part of the steps of the methods described in various embodiments of the present invention. The aforementioned storage media include various media capable of storing program code, such as USB flash drives, mobile hard drives, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical disks.
[0103] The foregoing description is merely a preferred embodiment of the present invention and is not intended to limit the present invention. Those skilled in the art will readily appreciate that various modifications and variations of the present invention are possible. Any modifications, equivalent substitutions, or improvements made within the spirit and principles of the present invention are intended to be within the scope of protection of the present invention.
Claims
1. A game task updating method, characterized in that: Applied to a game server, the method includes: The task weight of each task is periodically determined based on the basic weight of each task in each task type, the player behavior factor, and the task completion rate; the player behavior factor represents the player's preference for the task; the task completion rate represents the ratio of the number of players who have completed the task to the number of players who have completed the task; the task weight is positively correlated with the player behavior factor and negatively correlated with the task completion rate; The task pool is constructed in descending order of the task weights, so that the game terminal preferentially displays tasks with high task weights.
2. The game task updating method according to claim 1, characterized in that: The task weight of each task is determined based on the basic weight of each task in each task type, the player behavior factor, and the task completion rate, including: Calculating the product of the player behavior factor of the task and the first weight, and the difference between the product of the task completion rate of the task and the second weight; Determine the product of the basic weight of the task and the difference as the dynamic weight corresponding to the task; The basic weight of the task and the corresponding dynamic weight are summed to obtain the task weight corresponding to the task.
3. The game task updating method according to claim 1, characterized in that: The method further comprises: Obtaining the basic level and advanced level of each player in the current system cycle; the basic level is determined based on game experience points, and the advanced level is determined based on the advanced status and the game experience points; Determining an attribute compensation factor corresponding to each player according to the basic level and the advanced level; The actual attribute value of the game entity attribute is determined according to the attribute compensation factor and the basic attribute value of the game entity attribute.
4. The game task updating method according to claim 3, characterized in that: The method further comprises: After the task is completed, the basic experience value corresponding to the task is added to the game experience value; If the completed task is a team task, the team experience points will be added to the game experience points; If the completed task is the first task completed each day, the activity experience value will be added to the game experience value.
5. The game task updating method according to claim 1, characterized in that: The method further comprises: Verify the modified reward configuration information; The reward configuration information that has passed verification is updated into the dynamic table so that the game terminal can query the latest reward configuration information in real time.
6. The game task updating method according to claim 1, characterized in that: The method further comprises: The task information and task execution progress received by the player in the current system cycle are sent to the game terminal used by the player, so that the game terminal can visually display the task information and task execution progress.
7. The game task updating method according to any one of claims 1 to 6, characterized in that: The method further comprises: When a new system cycle is started, the task pool is cleared, and the basic level, advanced level, advanced status, game experience value and task execution progress are set to default values.
8. A game task updating device, characterized in that: Applied to a game server, the device includes: a processing module, configured to periodically determine a task weight for each task in each task type based on a basic weight of each task, a player behavior factor, and a task completion rate; wherein the player behavior factor represents a player's preference for the task; and the task completion rate represents a ratio of the number of players who have completed the task to the number of players who have completed the task; and wherein the task weight is positively correlated with the player behavior factor and negatively correlated with the task completion rate. The construction module is used to construct a task pool in descending order of task weights, so that the game terminal preferentially displays tasks with high task weights.
9. A game server, characterized in that: The game task updating method comprises a processor and a memory, wherein the memory stores a computer program that can be executed by the processor, and the processor can execute the computer program to implement the game task updating method according to any one of claims 1 to 7.
10. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the game task updating method according to any one of claims 1 to 7 is implemented.