Method and system based on dynamic falling of articles in game and dynamic output of game tokens
By dynamically matching player behavior and economic tags, and adjusting the drop rates of coins and items, the problem of economic imbalance under fixed rules was solved, achieving dynamic balance of the game economy and improving player satisfaction.
Patent Information
- Application Number
- CN202511244414.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-09-02
- Publication Date
- 2025-11-14
Smart Images

Figure CN120939581A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of video game development technology, and in particular to a method and system based on the dynamic drop of in-game items and the dynamic generation of game tokens. Background Technology
[0002] In role-playing and competitive games, item drops and token production are core mechanisms for maintaining player activity and building the game's economic ecosystem. Traditional games often use fixed drop rules, such as preset gold drop probabilities, item production weights and quantities, aiming to simplify development logic and ensure the operation of basic gameplay through standardized design.
[0003] In existing technologies, fixed rules cannot adapt to the different economic status and behavioral characteristics of players, which can easily lead to economic imbalances: new players often suffer from resource shortages due to fixed low gold coin production, which hinders their progress; while highly active veteran players accumulate excessive gold coins / items due to long-term fixed drops, which leads to token devaluation, loss of reward value, and ultimately reduces player retention and willingness to pay. Summary of the Invention
[0004] To address the problem that fixed rules in existing technologies cannot adapt to the diverse economic states and behavioral characteristics of players, which can easily lead to economic imbalances, this invention provides a method and system based on the dynamic drop of in-game items and the dynamic production of game tokens.
[0005] The technical solution adopted in this invention is: The method provided by this invention, based on the dynamic drop of in-game items and the dynamic generation of game tokens, includes the following steps: Step S1: Collect player data; Step S2: Obtain the player's behavioral status and the percentage of remaining gold coins relative to the total gold coins from the player data; Among them, the behavioral status includes login score, task score, and activity score; Step S3: Calculate the behavior score based on the behavior status, and match the behavior tags according to the score. The behavior tags include novice period, meeting expectations, and efficient completion. Generate a score coefficient for the current drop based on the behavior status; Step S4: Configure behavior coefficients based on the matched behavior tags; Step S5: Match economic tags based on the percentage of remaining gold coins to the total gold coins; economic tags include resource scarcity, break-even, and economic surplus. Step S6: Configure the economic coefficient according to the matched economic label; Step S7: Calculate the ratio P_gold_coins of the current drop based on the current drop rating coefficient, behavior coefficient, and economic coefficient. Step S8: Obtain the original item requirement table [n1, n2, n3], where n1, n2, and n3 represent different items; Process the original item requirement table [n1, n2, n3] to obtain the updated requirement table [n1', n2', n3']; Step S9: Obtain the original weight table of the props [w1, w2, w3], where w1, w2, and w3 correspond to the weights of n1, n2, and n3, respectively. The original weight table [w1,w2,w3] of the items is processed to obtain the updated weight table [w1',w2',w3']. Step S10: Process the updated weight table [w1',w2',w3'] to obtain the updated weight table [P1,P2,P3]; Step S11: Combine the percentage of gold coins dropped in this round, P_gold_coin, with the updated weight table [P1,P2,P3] to obtain the reward probability table [P_gold_coin,P1',P2',P3']. Repeat steps S1 to S11 after each game.
[0006] Furthermore, the method for calculating behavior scores based on behavior status and matching behavior labels based on scores is as follows: If the behavioral score accounts for less than 1 / 3 of the full behavioral score, it matches the novice period in the behavioral tag. If the behavior score accounts for more than or equal to 1 / 3 and less than 2 / 3 of the full behavior score, the behavior tag matches the expected result. If the behavior score accounts for more than 2 / 3 of the full behavior score, it is considered an efficient completion in the matching behavior tag.
[0007] The method for configuring behavior coefficients based on matched behavior tags is as follows: The behavioral coefficient for the novice period in the behavioral tags is configured to 1.2; The expected behavior coefficient in the behavior tag is configured to be 1; The coefficient for efficient completion of behavior in the behavior tag is configured as 0.9.
[0008] Furthermore, the method for matching economic tags based on the percentage of remaining gold coins relative to the total gold coins is as follows: If the remaining gold coins account for less than 25% of the total gold coins, it matches the resource scarcity tag in the economy category; If the remaining gold coins account for more than 25% but less than 35% of the total gold coins, it matches the break-even point in the economics tab. If the remaining gold coins account for more than 35% of the total gold coins, it matches the "Economic Surplus" tag. The method for configuring economic coefficients based on matched economic tags is as follows: The economic coefficient for resource scarcity in the economic label is set at 0.8; The economic coefficient for break-even in the economic label is set to 1. The economic coefficient for economic surplus in the economic label is set to 1.2.
[0009] Furthermore, the drop rating coefficient is expressed as follows: The drop rate coefficient is calculated as follows: (Login rating / Maximum login rating) * 0.5 + (Task rating / Maximum task rating) * 0.4 + (Event rating / Maximum event rating) * 0.3.
[0010] Furthermore, the method for calculating the proportion of gold coins (P) in a given drop based on the drop rating coefficient, behavior coefficient, and economic coefficient is expressed as follows: The percentage of gold coins in a given drop, P_gold_coins = drop score coefficient * behavior coefficient * economic coefficient; Furthermore, the method for processing the original item requirement table [n1, n2, n3] to obtain the updated requirement table [n1', n2', n3'] is expressed as follows: n1' = n1 * the current drop rating coefficient; n2' = n2 * the current drop rating coefficient; n3' = n3 * the drop rating coefficient for this time.
[0011] Furthermore, the method for processing the original item weight table [w1,w2,w3] to obtain the updated weight table [w1',w2',w3'] is expressed as follows: w1'=w1*n1' / n1; W2'=w2*n2' / n2; W3'=w3*n3' / n3.
[0012] Furthermore, the method for processing the updated weight table [w1',w2',w3'] to obtain the updated weight table [P1,P2,P3] is expressed as follows: P1 = w1' / (w1'+w2'+w3'); P2 = w2' / (w1'+w2'+w3'); P3=w3' / (w1'+w2'+w3').
[0013] Furthermore, the method for merging the proportion of gold coins in the current drop (P_gold_coins) and the updated weight table [P1,P2,P3] to obtain the reward probability table [P_gold_coins,P1',P2',P3'] is expressed as follows: P1' = P1 * (1 - P gold coins); P2' = P2 * (1 - P gold coins); P3' = P3 * (1 - P gold coins).
[0014] Based on the same inventive concept, the present invention also provides a system based on dynamic in-game item drops and dynamic in-game token generation, executing the aforementioned method based on dynamic in-game item drops and dynamic in-game token generation. This system includes: The data collection module is used to collect player data. The extraction module, connected to the collection module, is used to obtain the player's behavioral status and the percentage of remaining gold coins relative to the total gold coins from the player data. Among them, the behavioral status includes login score, task score, and activity score; The calculation module, connected to the extraction module, is used to calculate a behavior score based on the behavior status, match behavior tags based on the score, and the behavior tags include novice period, meeting expectations, and efficient completion; and generate a drop score coefficient for the current time based on the behavior status. The configuration module, connected to the calculation module, is used to configure behavioral coefficients based on the matched behavioral tags, match economic tags based on the percentage of remaining gold coins to the total gold coins, and the economic tags include resource scarcity, break-even, and economic surplus; and configure economic coefficients based on the matched economic tags. The reward probability table generation module, connected to the configuration module, is used to generate a reward probability table based on the current drop rating coefficient, behavior coefficient, and economic coefficient.
[0015] The beneficial effects of this invention are: The method and system provided by this invention, based on the dynamic drop of in-game items and the dynamic production of game tokens, takes "dynamic matching of player economic status + precise control of reward resources" as its core to achieve refined regulation of the game economy: It avoids deflation in the novice period and inflation in the later stages through targeted adjustment of "economic tags + economic coefficients," maintaining a dynamic economic balance; it adapts to player needs according to economic tags, prioritizing gold coins for those with scarcity and increasing rare items for those with surplus, improving fairness and sense of achievement; it links behavior with economic tags to guide the dynamic flow of resources, avoiding "economic stagnation"; and it can also adapt to later gameplay and version updates, extending the economic life cycle. Essentially, it transforms the economy from a fixed-rule system to an adaptive system, achieving "economic stability, player satisfaction, and sustainable gameplay." Attached Figure Description
[0016] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0017] Figure 1 This is a flowchart illustrating the method for dynamically dropping in-game items and dynamically generating in-game currency. Figure 2 This is a system diagram based on the dynamic drop of in-game items and the dynamic generation of game tokens. Detailed Implementation
[0018] In the description of this invention, it should be understood that the terms "center," "longitudinal," "lateral," "length," "width," "thickness," "upper," "lower," "front," "rear," "left," "right," "vertical," "horizontal," "top," "bottom," "inner," "outer," "clockwise," "counterclockwise," "axial," "radial," and "circumferential" indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing this invention and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on this invention.
[0019] The following disclosure provides many different embodiments or examples for implementing different structures of the present invention. To simplify the disclosure of the present invention, the components and arrangements of specific examples are described below. Of course, these are merely examples and are not intended to limit the present invention.
[0020] The embodiments of the invention will now be described in detail with reference to the accompanying drawings.
[0021] As attached Figure 1 As shown, the method provided in this embodiment based on the dynamic drop of in-game items and the dynamic generation of game tokens includes the following steps: Step S1: Collect player data; Step S2: Obtain the player's behavioral status and the percentage of remaining gold coins relative to the total gold coins from the player data; Among them, the behavioral status includes login score, task score, and activity score; Login score: Used to indicate a player's login status, ranging from 0 to 10 points. For example, if a player has 0 points for cumulative kills (has not participated in any battles) and 3 points for event duration (has participated in 3 tutorial events), the player's overall score is 3 points. Task rating: Used to evaluate the user's task completion rate, 0~10 points. For example, if the current player has a cumulative task completion rate of 5 points (100% completion) and a task time of 4 points (quick completion: exceeding the designed theoretical time), the player's overall score is 9 points. Activity score: Used to evaluate a player's participation in the activity, 0-10 points. For example, if a player has accumulated 5 points for completing all activities (100% completion) and 3 points for the time spent on the activity (meets expectations: completed within the designed activity time), the player's overall score is 8 points. Step S3: Calculate the behavior score based on the behavior status, and match the behavior tags according to the score. The behavior tags include novice period, meeting expectations, and efficient completion. Generate a score coefficient for the current drop based on the behavior status; Step S4: Configure behavior coefficients based on the matched behavior tags; Step S5: Match economic tags based on the percentage of remaining gold coins to the total gold coins; economic tags include resource scarcity, break-even, and economic surplus. Step S6: Configure the economic coefficient according to the matched economic label; Step S7: Calculate the ratio P_gold_coins of the current drop based on the current drop rating coefficient, behavior coefficient, and economic coefficient. Step S8: Obtain the original item requirement table [n1, n2, n3], where n1, n2, and n3 represent different items; for example, n1 represents the basic resource pack, n2 represents the double experience card, and n3 represents the rare costume parts. Process the original item requirement table [n1, n2, n3] to obtain the updated requirement table [n1', n2', n3']; Step S9: Obtain the original weight table of the props [w1, w2, w3], where w1, w2, and w3 correspond to the weights of n1, n2, and n3, respectively. The original weight table [w1,w2,w3] of the items is processed to obtain the updated weight table [w1',w2',w3']. Step S10: Process the updated weight table [w1',w2',w3'] to obtain the updated weight table [P1,P2,P3]; Step S11: Combine the percentage of gold coins dropped in this round, P_gold_coin, with the updated weight table [P1,P2,P3] to obtain the reward probability table [P_gold_coin,P1',P2',P3']. Repeat steps S1 to S11 after each game.
[0022] The aforementioned technical solution achieves multiple key values at the economic regulation level through the core logic of "dynamic matching of player economic status + precise control of reward resources": On the one hand, it can maintain the dynamic balance of the in-game economic system by matching the player's "percentage of remaining gold coins to total gold coins" into three economic labels: "resource scarcity," "balanced income and expenditure," and "economic surplus," and configuring different economic coefficients accordingly, thereby adjusting the ratio of gold coins to the current drop, P_gold coins. This means that when players are "resource-scarce," gold coin production is increased to avoid deflation and solve the problem of "lack of money" for new or returning players; when players are "economically surplus," the proportion of gold coins is reduced and the weight of items is increased to prevent inflation and gold coin devaluation; and when players are "balanced income and expenditure," a balanced drop is maintained to avoid extreme fluctuations. On the other hand, it can accurately adapt to the economic needs of different players, prioritizing gold coins for "resource-scarce players" to lower the entry barrier and improve retention, and reducing redundant gold coins for "economically surplus players." The plan aims to maintain a sense of reward achievement by adding rare or high-demand items, avoiding "reward mismatch" and "resource waste," and improving the fairness of the economic experience. Simultaneously, the plan deeply integrates economic regulation with player behavior incentives. Through a dual linkage of "behavioral tags (new player period, meeting expectations, efficient completion) + economic tags," it guides players in the "new player period + resource scarcity" to acquire more coins by completing logins and tasks, while encouraging players with "efficient completion + economic surplus" to pursue rare items. This incentivizes player participation in core gameplay and promotes the shift from "static hoarding" to "dynamic flow" of resources, preventing economic stagnation. More importantly, this mechanism supports long-term game operation. In later gameplay phases, item weights can be adjusted to meet player needs, and new items or gameplay can be quickly integrated during version updates, reducing the impact on the economic system, extending the economic lifespan, and ultimately achieving the goals of "economic stability, player satisfaction, and sustainable gameplay."
[0023] Furthermore, the method for calculating behavior scores based on behavior status and matching behavior labels based on scores is as follows: If the behavioral score accounts for less than 1 / 3 of the full behavioral score, it matches the novice period in the behavioral tag. If the behavior score accounts for more than or equal to 1 / 3 and less than 2 / 3 of the full behavior score, the behavior tag matches the expected result. If the behavior score accounts for more than 2 / 3 of the full behavior score, it is considered an efficient completion in the matching behavior tag.
[0024] The method for configuring behavior coefficients based on matched behavior tags is as follows: The behavioral coefficient for the novice period in the behavioral tags is configured to 1.2; The expected behavior coefficient in the behavior tag is configured to be 1; The coefficient for efficient completion of behavior in the behavior tag is configured as 0.9.
[0025] For example, if a user's behavior score is 20, then the behavior label is "efficient completion" and the behavior coefficient is configured to be 0.9. Furthermore, the method for matching economic tags based on the percentage of remaining gold coins relative to the total gold coins is as follows: If the remaining gold coins account for less than 25% of the total gold coins, it matches the resource scarcity tag in the economy category; If the remaining gold coins account for more than 25% but less than 35% of the total gold coins, it matches the break-even point in the economics tab. If the remaining gold coins account for more than 35% of the total gold coins, it matches the "Economic Surplus" tag. The method for configuring economic coefficients based on matched economic tags is as follows: The economic coefficient for resource scarcity in the economic label is set at 0.8; The economic coefficient for break-even in the economic label is set to 1. The economic coefficient for economic surplus in the economic label is set to 1.2.
[0026] Furthermore, the drop rating coefficient is expressed as follows: The drop rate coefficient is calculated as follows: (Login rating / Maximum login rating) * 0.5 + (Task rating / Maximum task rating) * 0.4 + (Event rating / Maximum event rating) * 0.3.
[0027] For example, a player's login score is 3, configuration coefficient is 0.5, and total score is 10; a task score is 9, configuration coefficient is 0.4, and total score is 10; an activity score is 8, configuration coefficient is 0.3, and total score is 10; thus, the score coefficient is (3 / 10)*0.5+(9 / 10)*0.4+(8 / 10)*0.3=0.69.
[0028] Furthermore, the method for calculating the proportion of gold coins (P) in a given drop based on the drop rating coefficient, behavior coefficient, and economic coefficient is expressed as follows: The percentage of gold coins in a given drop, P_gold_coins = drop score coefficient * behavior coefficient * economic coefficient; For example, if the drop rating coefficient is 0.69, the behavior coefficient is 0.9, and the economic coefficient is 1, the ratio of gold coins to the drop, P gold coins, is calculated as: 0.69 * 0.9 * 1 = 0.621. Furthermore, the method for processing the original item requirement table [n1, n2, n3] to obtain the updated requirement table [n1', n2', n3'] is expressed as follows: n1' = n1 * the current drop rating coefficient; n2' = n2 * the current drop rating coefficient; n3' = n3 * the drop rating coefficient for this time.
[0029] For example, if the drop rating coefficient is 0.69, then n1'=n1*0.69, n2'=n2*0.69, n3'=n3*0.69; Furthermore, the method for processing the original item weight table [w1,w2,w3] to obtain the updated weight table [w1',w2',w3'] is expressed as follows: w1'=w1*n1' / n1; W2'=w2*n2' / n2; W3'=w3*n3' / n3.
[0030] Furthermore, the method for processing the updated weight table [w1',w2',w3'] to obtain the updated weight table [P1,P2,P3] is expressed as follows: P1 = w1' / (w1'+w2'+w3'); P2 = w2' / (w1'+w2'+w3'); P3=w3' / (w1'+w2'+w3').
[0031] Furthermore, the method for merging the proportion of gold coins in the current drop (P_gold_coins) and the updated weight table [P1,P2,P3] to obtain the reward probability table [P_gold_coins,P1',P2',P3'] is expressed as follows: P1' = P1 * (1 - P gold coins); P2' = P2 * (1 - P gold coins); P3' = P3 * (1 - P gold coins).
[0032] For example, if the proportion of gold coins in the current drop is P_gold_coins = 0.621, then P1' = P1 * (1 - 0.621); P2' = P2 * (1 - 0.621); P3' = P3 * (1 - 0.621).
[0033] As attached Figure 2 As shown, based on the same inventive concept, this embodiment also provides a system based on the dynamic drop of in-game items and the dynamic generation of game tokens, executing the aforementioned method based on the dynamic drop of in-game items and the dynamic generation of game tokens. This system based on the dynamic drop of in-game items and the dynamic generation of game tokens includes: The data collection module is used to collect player data. The extraction module, connected to the collection module, is used to obtain the player's behavioral status and the percentage of remaining gold coins relative to the total gold coins from the player data. Among them, the behavioral status includes login score, task score, and activity score; The calculation module, connected to the extraction module, is used to calculate a behavior score based on the behavior status, match behavior tags based on the score, and the behavior tags include novice period, meeting expectations, and efficient completion; and generate a drop score coefficient for the current time based on the behavior status. The configuration module, connected to the calculation module, is used to configure behavioral coefficients based on the matched behavioral tags, match economic tags based on the percentage of remaining gold coins to the total gold coins, and the economic tags include resource scarcity, break-even, and economic surplus; and configure economic coefficients based on the matched economic tags. The reward probability table generation module, connected to the configuration module, is used to generate a reward probability table based on the current drop rating coefficient, behavior coefficient, and economic coefficient.
Claims
1. A method based on the dynamic drop of in-game items and the dynamic generation of in-game tokens, characterized in that, Including the following steps: Step S1: Collect player data; Step S2: Obtain the player's behavioral status and the percentage of remaining gold coins relative to the total gold coins from the player data; Among them, the behavioral status includes login score, task score, and activity score; Step S3: Calculate the behavior score based on the behavior status, and match the behavior tags according to the score. The behavior tags include novice period, meeting expectations, and efficient completion. Generate a score coefficient for the current drop based on the behavior status; Step S4: Configure behavior coefficients based on the matched behavior tags; Step S5: Match economic tags based on the percentage of remaining gold coins to the total gold coins; economic tags include resource scarcity, break-even, and economic surplus. Step S6: Configure the economic coefficient according to the matched economic label; Step S7: Calculate the ratio P_gold_coins of the current drop based on the current drop rating coefficient, behavior coefficient, and economic coefficient. Step S8: Obtain the original item requirement table [n1, n2, n3], where n1, n2, and n3 represent different items; Process the original item requirement table [n1, n2, n3] to obtain the updated requirement table [n1', n2', n3']; Step S9: Obtain the original weight table of the props [w1, w2, w3], where w1, w2, and w3 correspond to the weights of n1, n2, and n3, respectively. The original weight table [w1,w2,w3] of the items is processed to obtain the updated weight table [w1',w2',w3']. Step S10: Process the updated weight table [w1',w2',w3'] to obtain the updated weight table [P1,P2,P3]; Step S11: Combine the percentage of gold coins dropped in this round, P_gold_coin, with the updated weight table [P1,P2,P3] to obtain the reward probability table [P_gold_coin,P1',P2',P3']. Repeat steps S1 to S11 after each game.
2. The method based on dynamic item drops and dynamic token generation in-game according to claim 1, characterized in that, The method for calculating behavior scores based on behavior status and matching behavior tags based on scores is as follows: If the behavioral score accounts for less than 1 / 3 of the full behavioral score, it matches the novice period in the behavioral tag. If the behavior score accounts for more than or equal to 1 / 3 and less than 2 / 3 of the full behavior score, the behavior tag matches the expected result. If the behavior score accounts for more than or equal to 2 / 3 of the full behavior score, it is considered as efficient completion in the behavior tag. The method for configuring behavior coefficients based on matched behavior tags is as follows: The behavioral coefficient for the novice period in the behavioral tags is configured to 1.2; The expected behavior coefficient in the behavior tag is configured to be 1; The coefficient for efficient completion of behavior in the behavior tag is configured as 0.
9.
3. The method based on dynamic item drops and dynamic token generation in-game according to claim 1, characterized in that, The method for matching economic tags based on the percentage of remaining gold coins out of the total gold coins is as follows: If the remaining gold coins account for less than 25% of the total gold coins, it matches the resource scarcity tag in the economy category; If the remaining gold coins account for more than 25% but less than 35% of the total gold coins, it matches the break-even point in the economics tab. If the remaining gold coins account for more than 35% of the total gold coins, it matches the "Economic Surplus" tag. The method for configuring economic coefficients based on matched economic tags is as follows: The economic coefficient for resource scarcity in the economic label is set at 0.8; The economic coefficient for break-even in the economic label is set to 1. The economic coefficient for economic surplus in the economic label is set to 1.
2.
4. The method based on dynamic item drops and dynamic token generation in-game according to claim 1, characterized in that, The rating coefficient for this drop is expressed as follows: The drop rate coefficient is calculated as follows: (Login rating / Maximum login rating) * 0.5 + (Task rating / Maximum task rating) * 0.4 + (Event rating / Maximum event rating) * 0.
3.
5. The method based on dynamic item drops and dynamic token generation in-game according to claim 1, characterized in that, The method for calculating the percentage of gold coins (P) in a given drop, based on the drop rating coefficient, behavior coefficient, and economic coefficient, is expressed as follows: The percentage of gold coins in a given drop, P_gold_coins = drop score coefficient * behavior coefficient * economic coefficient.
6. The method based on dynamic item drops and dynamic token generation in-game according to claim 1, characterized in that, The method for processing the original item requirement table [n1, n2, n3] to obtain the updated requirement table [n1', n2', n3'] is expressed as follows: n1' = n1 * the current drop rating coefficient; n2' = n2 * the current drop rating coefficient; n3' = n3 * the drop rating coefficient for this time.
7. The method based on dynamic item drops and dynamic token generation in-game according to claim 1, characterized in that, The method for processing the original item weight table [w1,w2,w3] to obtain the updated weight table [w1',w2',w3'] is expressed as follows: w1'=w1*n1' / n1; W2'=w2*n2' / n2; W3'=w3*n3' / n3.
8. The method based on dynamic item drops and dynamic token generation in-game according to claim 1, characterized in that, The method for processing the updated weight table [w1',w2',w3'] to obtain the updated weight table [P1,P2,P3] is expressed as follows: P1 = w1' / (w1'+w2'+w3'); P2 = w2' / (w1'+w2'+w3'); P3=w3' / (w1'+w2'+w3').
9. The method based on dynamic item drops and dynamic token generation in-game according to any one of claims 1-8, characterized in that, The method for obtaining the reward probability table [P_gold, P', P', P3'] by combining the proportion of gold coins in the current drop and the updated weight table [P1, P2, P3] is expressed as follows: P1' = P1 * (1 - P gold coins); P2' = P2 * (1 - P gold coins); P3' = P3 * (1 - P gold coins).
10. A system based on dynamic item drops and dynamic token generation in-game, characterized in that, The system for implementing the method based on the dynamic drop of in-game items and the dynamic generation of game tokens as described in any one of claims 1-9, wherein the system based on the dynamic drop of in-game items and the dynamic generation of game tokens includes: The data collection module is used to collect player data. The extraction module, connected to the collection module, is used to obtain the player's behavioral status and the percentage of remaining gold coins relative to the total gold coins from the player data. Among them, the behavioral status includes login score, task score, and activity score; The calculation module, connected to the extraction module, is used to calculate a behavior score based on the behavior status, match behavior tags based on the score, and the behavior tags include novice period, meeting expectations, and efficient completion; and generate a drop score coefficient for the current time based on the behavior status. The configuration module, connected to the calculation module, is used to configure behavioral coefficients based on the matched behavioral tags, match economic tags based on the percentage of remaining gold coins to the total gold coins, and the economic tags include resource scarcity, break-even, and economic surplus; and configure economic coefficients based on the matched economic tags. The reward probability table generation module, connected to the configuration module, is used to generate a reward probability table based on the current drop rating coefficient, behavior coefficient, and economic coefficient.