Game mode recommendation method and device, computer equipment, medium and program product

By recommending suitable game modes to players, the problem of passively adjusting game difficulty in existing technologies has been solved, resulting in a better user experience and retention rate.

CN121102901APending Publication Date: 2025-12-12TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202511624229.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-11-06
Publication Date
2025-12-12

AI Technical Summary

Technical Problem

Existing technologies adjust game difficulty through matchmaking mechanisms, which forces players to passively accept the changes, failing to effectively extend playtime and even reducing user retention.

Method used

By recommending suitable game modes based on player game data, adjusting game modes rather than difficulty, a variety of game mode options are provided, allowing players to decide whether to accept the recommended modes.

Benefits of technology

This increased player acceptance of the game mode, extended playtime, and enhanced user experience and retention.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention discloses a game mode recommendation method and device, computer equipment, a medium and a program product, and aims to adjust the difficulty of game playing by adjusting a game mode instead of adjusting the difficulty of game playing through a matching mechanism. Moreover, the game mode recommended to the user is determined based on the game data of the user in the target game application, the game mode is more in line with the game habits of the user and is more matched with the game state of the user, so that the probability that the user can accept the recommended game mode is higher, and the user experience is improved. Besides, the adjusted game mode can be displayed to the user, so that the user can autonomously decide whether to select the recommended game mode to start the next game rather than passively accept that the game needs to be started according to the recommended game mode, and the user experience is improved. Therefore, through the rich and diversified game modes more suitable for the user, the playing duration of the user is effectively prolonged, and the user retention rate is increased.
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Description

Technical Field

[0001] This application relates to the field of Internet technology, and in particular to a method, apparatus, computer device, medium, and program product for recommending game modes. Background Technology

[0002] With the development of technology, various games are emerging one after another. In order to attract players and extend their playtime, related technologies can adjust the difficulty of the game in the next game by adjusting the matchmaking mechanism, such as adjusting the players' teammates and virtual enemies.

[0003] However, this approach only allows players to choose between not accepting (e.g., ending the game) or passively accepting (e.g., starting the next game according to the game rules). Players can either accept starting the next game or simply quit. This results in an inability to effectively extend player playtime and may even reduce user retention. Summary of the Invention

[0004] To address the aforementioned technical problems, this application provides a method, apparatus, computer device, medium, and program product for recommending game modes, which solves the problem in related technologies that cannot effectively extend players' playtime or even reduce user retention rates.

[0005] The embodiments of this application disclose the following technical solutions:

[0006] On one hand, embodiments of this application provide a method for recommending game modes, the method comprising: logging into a target game application through a target account;

[0007] On the game preparation screen of the target game application, a first game mode is recommended to the target account. The first game mode is a game mode that is suitable for the target account, determined from multiple game modes based on the target account's game data in the target game application. Different game modes correspond to different game mechanics.

[0008] On the other hand, embodiments of this application provide a method for recommending game modes, the method comprising:

[0009] Obtain game data from the target account;

[0010] Based on the game data of the target account, a first game mode suitable for the target account is determined from multiple game modes, and the battle mechanism of different game modes is different;

[0011] The first game mode is recommended to the target account.

[0012] On the other hand, embodiments of this application provide a game mode recommendation device, the device comprising: a login unit and a display unit;

[0013] The login unit is used to log in to the target game application using the target account;

[0014] The display unit is used to display a first game mode recommended to the target account on the game preparation interface of the target game application. The first game mode is a game mode suitable for the target account, determined from multiple game modes based on the game data of the target account in the target game application. Different game modes correspond to different game mechanisms.

[0015] On the other hand, embodiments of this application provide a game mode recommendation device, the device comprising: an acquisition unit, a determination unit, and a recommendation unit;

[0016] The acquisition unit is used to acquire the game data of the target account;

[0017] The determining unit is used to determine a first game mode suitable for the target account from multiple game modes based on the game data of the target account, wherein the battle mechanism of different game modes is different;

[0018] The recommendation unit is used to recommend the first game mode to the target account.

[0019] On the other hand, embodiments of this application provide a computer device, the computer device including a processor and a memory:

[0020] The memory is used to store computer programs and to transfer the computer programs to the processor;

[0021] The processor is configured to execute the methods described above according to instructions in the computer program.

[0022] On the other hand, embodiments of this application provide a computer-readable storage medium for storing a computer program for performing the methods described above.

[0023] On the other hand, embodiments of this application provide a computer program product including a computer program, which, when run on a computer device, causes the computer device to perform the methods described above.

[0024] As can be seen from the above technical solution, this application no longer adjusts the difficulty of game matches covertly through the matchmaking mechanism, but rather adjusts the game modes. Different game modes correspond to different game mechanics, requiring different levels of user effort, meaning different game modes correspond to different game difficulties. This allows for adjusting the difficulty of game matches by adjusting the game mode. Furthermore, the game modes recommended to users are determined based on the user's game data within the target game application, better aligning with the user's gaming habits and game state. This dynamic recommendation of game modes increases the likelihood of users accepting the recommended mode, improving user experience. In addition, the adjusted game mode is displayed to the user, allowing them to decide whether to choose the recommended game mode for the next game, rather than passively accepting the recommended mode, further enhancing user experience. Moreover, displaying the recommended game mode on game preparation screens such as the team formation interface or the results screen serves as a guide, promoting the exposure of different game modes and increasing users' motivation to play new modes. Therefore, by offering a variety of game modes more suitable for users, the application effectively extends user playtime and improves user retention. Attached Figure Description

[0025] 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.

[0026] Figure 1 A schematic diagram of a computer system for a game mode recommendation method provided in an embodiment of this application;

[0027] Figure 2 A schematic diagram illustrating an application scenario of a game mode recommendation method provided in this application embodiment;

[0028] Figure 3 A flowchart illustrating a game mode recommendation method provided in an embodiment of this application;

[0029] Figure 4 A flowchart illustrating a game mode recommendation method provided in an embodiment of this application;

[0030] Figure 5 A schematic diagram illustrating a settlement interface displaying a first game mode, provided as an embodiment of this application;

[0031] Figure 6 One of the schematic diagrams provided in this application embodiment shows a target account starting a game session;

[0032] Figure 7 A second schematic diagram illustrating the initiation of a game session by a target account, as provided in an embodiment of this application;

[0033] Figure 8 A schematic diagram of a switching control provided in an embodiment of this application;

[0034] Figure 9 A schematic diagram illustrating a first game mode determined based on an abnormal state, used as an embodiment of this application;

[0035] Figure 10 A flowchart illustrating a game mode recommendation method provided in an embodiment of this application;

[0036] Figure 11 A flowchart illustrating the display of a first game mode in a team-up interface, as provided in this application embodiment;

[0037] Figure 12 A flowchart illustrating the display of a first game mode on a settlement interface, as provided in this application embodiment;

[0038] Figure 13A A flowchart illustrating a first game mode based on abnormal game data display, provided in an embodiment of this application;

[0039] Figure 13B A flowchart illustrating a first game mode based on abnormal game data display, provided in an embodiment of this application;

[0040] Figure 14 A flowchart illustrating the display of a first game mode is provided in this application embodiment;

[0041] Figure 15 A schematic diagram of an in-team recommendation message provided in an embodiment of this application;

[0042] Figure 16 One of the structural schematic diagrams of a game mode recommendation device provided in an embodiment of this application;

[0043] Figure 17 A second schematic diagram of a game mode recommendation device provided in an embodiment of this application;

[0044] Figure 18 This application provides a schematic diagram of the structure of a server according to an embodiment of the present application.

[0045] Figure 19 This is a schematic diagram of the structure of a terminal device provided in an embodiment of this application. Detailed Implementation

[0046] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0047] In related technologies, matchmaking mechanisms adjust the difficulty of games for players in the next match, thereby encouraging players to start more games. However, this method forces players to passively accept the changes. When they feel that the matchmaking mechanism is targeting them, they may become angry and refuse to start new games, which may result in a failure to effectively extend players' playtime or even losing those players, leading to a decrease in user retention.

[0048] Based on this, this application provides a method for recommending game modes. Instead of adjusting to a single game mode, it recommends suitable game modes for users based on their game data. That is, by adjusting the game mode, the difficulty of the game is adjusted. In this way, by providing a variety of game modes that are more suitable for users, the user's playtime is effectively extended and the user retention rate is improved.

[0049] It should be noted that this application may display prompt interfaces, pop-ups, or output voice prompts before and during the collection of user-related data (e.g., game data, target accounts, etc.). These prompt interfaces, pop-ups, or voice prompts are used to inform the user that their relevant data is being collected. This ensures that the application only begins the steps for collecting user-related data after receiving confirmation from the user regarding the prompt interface or pop-up; otherwise (i.e., without receiving confirmation from the user), the steps for collecting user-related data end, meaning no user-related data is collected. In other words, all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of relevant user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.

[0050] To facilitate understanding of the game mode recommendation method provided in this application embodiment, the computer system for the game mode recommendation method will be described below.

[0051] See Figure 1 The figure is a schematic diagram of a computer system for a game mode recommendation method provided in an embodiment of this application. The computer system 100 includes multiple devices, such as multiple terminal devices 110 and multiple servers 120, etc. The terminal devices 110 and the servers 120 can communicate with each other through a communication network.

[0052] The communication network uses standard communication technologies and / or protocols, typically the Internet, but can also be any network, including but not limited to Bluetooth, local area network (LAN), metropolitan area network (MAN), wide area network (WAN), mobile, private network, or any combination of virtual private network. In some embodiments, custom or dedicated data communication technologies may be used to replace or supplement the aforementioned data communication technologies.

[0053] The terminal device can be an electronic device such as a smartphone, wearable device, personal computer (PC), intelligent voice interaction device, smart home appliance, vehicle terminal, aircraft, unmanned vending terminal, extended reality (XR) device, etc. XR devices can include virtual reality (VR) devices, augmented reality (AR) devices, and mixed reality (MR) devices. The terminal device can have a client running the target game application installed. This target game application can be a game-supporting application, or other applications that support social interaction (with game functionality) or communication (with game functionality); this application does not limit its scope. Furthermore, this application does not limit the form of the target game application, including but not limited to applications (Apps), mini-programs, etc., installed on the terminal device, and can also be in web page form.

[0054] A server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing cloud computing services such as cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and basic cloud computing services such as big data. The server can be the backend server for the target game application, providing backend services to the client of the target game application, such as services supporting game operation.

[0055] To facilitate understanding of the game mode recommendation method provided in this application embodiment, the following example uses a terminal device as the execution subject of the game mode recommendation method to illustrate the application scenario of the game mode recommendation method.

[0056] See Figure 2 This figure is a schematic diagram illustrating an application scenario of a game mode recommendation method provided in an embodiment of this application. Figure 2 In this application scenario, the first terminal device 210, the second terminal device 220, the server 230 and the database 240 are used as examples. The first terminal device 210 and the second terminal device 220 can be any of the aforementioned terminal devices 110, and the server 230 can be any of the aforementioned servers 120. This application does not make any specific limitations on this.

[0057] The first terminal device 210 has the aforementioned target game application installed, used to provide game functionality to the first user. The second terminal device 220 has the aforementioned target game application installed, used to provide game functionality to the second user. The server 230 provides support for the target game application, such as supporting the operation of the target game application and recommending suitable game modes to users. The following explanation uses the example of the first user and the second user playing a game together as an example.

[0058] In step A1, the first user logs into the target game application using the target account through the first terminal device 210 in order to start a game match through the target game application.

[0059] In step A2, after the first user enters the target game application through the target account, he / she sends a login request to the server 230.

[0060] In step A3, after receiving a login request from the target account, server 230 retrieves the target account's game data in the target game application from database 240.

[0061] In step A4, server 230 determines the first game mode applicable to the target account from multiple game modes based on the target account's game data. For example, if the target account has previously lost 3 games in a row, then the entertainment mode is determined as the first game mode.

[0062] In step A5, server 230 sends the first game mode to first terminal device 210.

[0063] In step A6, the first terminal device 210 displays a recommended first game mode to the target account on the team-up interface of the target game application.

[0064] Similarly, in step A7, the second user logs into the target game application using the second account through the second terminal device 220.

[0065] In step A8, after the second user enters the target game application through the second account, they have been continuously ranked for more than two hours and are preparing to start the next game with the first user in a team. During the second user's ranked period, the server 230 continuously interacts with the second terminal device 220 to provide game services to the second terminal device 220.

[0066] In step A9, server 230 retrieves the game data of the second account in the target game application from database 240.

[0067] In step A10, server 230 determines the ninth game mode applicable to the second account from multiple game modes based on the second account's game data. For example, if the second account has played ranked matches for more than 2 consecutive hours, then the entertainment mode is determined as the ninth game mode.

[0068] In step A11, server 230 sends the ninth game mode to second terminal device 220.

[0069] In step A12, the second terminal device 220 displays a recommendation for the ninth game mode to the second account on the team-up interface of the target game application.

[0070] In step A13, after the first user and the second user complete a game, the server 230 will determine, based on the updated game data of the target account (the game data corresponding to the newly completed game), an updated first game mode suitable for the target account from multiple game modes, and an updated ninth game mode suitable for the second account, based on the updated game data of the second account (the game data corresponding to the newly completed game), from multiple game modes. For example, if the target game application recently updated to a new game mode that the target account and the second account have not yet tried, the new game mode can be recommended to both the target account and the second account.

[0071] In step A14, server 230 sends the updated first game mode to first terminal device 210 and the updated ninth game mode to second terminal device 220.

[0072] In step A15, the first terminal device 210 displays the updated first game mode on the settlement interface.

[0073] In step A16, the second terminal device 220 displays the updated ninth game mode on the settlement interface.

[0074] In this application, game modes suitable for users are recommended based on their game data. This means that the difficulty of the game is adjusted by changing the game mode, thereby effectively extending the user's playtime and improving the user retention rate by providing a variety of game modes that are more suitable for the user.

[0075] The game mode recommendation method provided in this application embodiment can be executed by a terminal device. However, in other embodiments of this application, the server may also have similar functions to the terminal device to execute the game mode recommendation method provided in this application embodiment, or the terminal device and the server may jointly execute the game mode recommendation method provided in this application embodiment. This embodiment does not limit this.

[0076] The following describes in detail a method for recommending game modes provided in this application through method embodiments.

[0077] See Figure 3 This figure is a flowchart illustrating a game mode recommendation method provided in an embodiment of this application. For ease of description, the following embodiment uses a computer device as the execution subject of this game mode recommendation method, such as the terminal device or server described above. Figure 3 As shown, the recommended methods for this game mode include S301-S302.

[0078] S301: Log in to the target game application using the target account.

[0079] The target account is the account used by the first user to log in to the target game application, and the first user is the object that uses the target game application.

[0080] S302: On the game preparation screen of the target game application, the first game mode recommended to the target account is displayed.

[0081] The game preparation screen of the target game application is the interface before entering a game, such as the team formation screen or the results screen. The team formation screen is where you initiate, join, or manage a team in a multiplayer game; once the team is formed, you can enter the game. The results screen is where you settle the results of a game after it ends; you can directly enter the next game from the results screen.

[0082] One possible implementation is to display recommended game modes in both the team-up interface and the results interface. This would not only cover the entire player journey and improve ease of use by recommending suitable game modes to users at different stages of the game, but also improve the real-time nature of the recommendations.

[0083] See Figure 4 This figure is a schematic diagram of a team interface displaying a first game mode according to an embodiment of this application. Figure 4As shown in section 401, this is a schematic diagram of a team-up interface. This interface has recruited four teammates, with User 03 as the team leader. User 03 and User 02 are teamed up, and the target account is User 03's account. Section 402 of the team-up interface 401 displays a recommended first game mode for the target account, such as an entertainment mode, with the recommendation message: "Feeling unsatisfied in ranked matches? Try a game of entertainment mode to regain your feel for the game."

[0084] See Figure 5 This figure is a schematic diagram of a settlement interface displaying a first game mode, provided in an embodiment of this application. Figure 5 As shown in page 501, this is the results screen after starting a ranked game. The results screen 501 not only displays that the game was won, but also shows the performance of each account-controlled virtual object in the game. Furthermore, page 501 also displays a recommended first game mode, such as ranked mode, to the target account via page 502, with the recommendation message "Excellent performance right now, strike while the iron is hot," to recommend the target account (e.g., user 03's account) to start another ranked game. If the user performs a trigger action on the first game mode, they can return to the team interface and start a ranked game.

[0085] Furthermore, the embodiments of this application do not specifically limit the display method of the first game mode, and it can be as follows: Figure 4 or Figure 5 The bubble mode shown can also be a control mode, a pop-up mode, etc., which can be set according to actual needs by those skilled in the art.

[0086] The first game mode is the game mode suitable for the target account, determined from multiple game modes based on the target account's game data within the target game application. In other words, the target game application includes multiple game modes, each with different game mechanics, resulting in varying levels of user effort. For example, the entertainment mode is primarily for fun, with wins and losses being inconsequential, allowing for casual play and relaxation; while the ranked mode focuses on improving performance, requiring a high degree of concentration to win.

[0087] Therefore, by recommending different game modes to users, we can not only adjust the difficulty of the game through different game modes, but also promote the exposure of different game modes, increase the probability of users trying new game modes, improve the user experience and recognition of the target game application, and thus improve the user retention rate.

[0088] It should be noted that the embodiments of this application select a suitable game mode from multiple game modes included in the target game application based on the game data generated by the user in the target game application. For example, the game data generated by the first user through the target account in the target game application is used to determine the game mode suitable for the first user from multiple game modes. Therefore, the game mode determined based on the user's game data is not only more suitable for the user, increasing the probability that the user will start a game using the recommended game mode, but also allows the user to learn more about various game modes and the target game application, increasing user stickiness and improving user retention.

[0089] Game data refers to data used to describe game activity. This application does not specifically limit the timeliness of the game data; it can be real-time generated game data to enable intelligent game mode recommendations based on the user's real-time activity, or it can be game data generated within a preset time period to improve the accuracy of game mode recommendations. For example, although the data is all for the target account, user A might be playing at time A, and user B might be playing at time B, thus enabling precise recommendations based on game data from different time periods.

[0090] As can be seen from the above technical solution, this application no longer secretly adjusts the difficulty of game matches through the matchmaking mechanism, but rather adjusts the game modes. Different game modes correspond to different game mechanics, requiring different levels of user effort, meaning different game modes correspond to different game difficulties. This achieves the goal of adjusting the difficulty of game matches by adjusting the game modes. Furthermore, the game modes recommended to users are determined based on the user's game data in the target game application, better aligning with the user's gaming habits and game state. This dynamic recommendation of game modes increases the probability of users accepting the recommended mode, improving user experience. In addition, the adjusted game mode is displayed to the user, allowing them to decide whether to choose the recommended game mode for the next game, rather than passively accepting the requirement to start the game according to the recommended mode, further enhancing user experience. Moreover, displaying the recommended game mode on the team-up interface or results screen serves as a guide, preventing monotonous game mode selection that leads to a rigid experience and loss of novelty, and promoting the exposure of different game modes, increasing users' motivation to play new modes. As a result, by offering a variety of game modes that are more suitable for users, the game effectively extends the user's playtime and improves user retention.

[0091] As one possible implementation, this application provides a specific implementation of S302, namely, displaying a first game mode recommended to the target account on the game preparation interface of the target game application, see B1-B2.

[0092] B1: On the game preparation screen of the target game application, display multiple game modes, and highlight the first game mode.

[0093] In other words, the game preparation screen of the target game application no longer only displays the first game mode, but also other game modes. These other game modes are the game modes included in the target game application, excluding the first game mode. Moreover, the first game mode is highlighted compared to the other game modes, making it easier for users to see. This application does not specifically limit the highlighting method; for example, it can be highlighted, displayed with a recommendation, or listed first in the order of appearance. Those skilled in the art can set it according to actual needs.

[0094] See also Figure 5 ,exist Figure 5 In document 502, not only is the ranked mode displayed as the primary game mode, but other game modes such as normal mode, entertainment mode, and training mode are also shown. Furthermore, compared to other game modes, the ranked mode is not only displayed first in the list, but also includes an additional control to start a ranked match and the recommendation "Excellent feel right now, strike while the iron is hot." It should be noted that users can start the next game by triggering the start ranked match control, or by triggering the icons of various game modes; this application does not specifically limit this.

[0095] B2: If in response to a trigger action for the second game mode among multiple game modes, start a game match in the second game mode for the target account.

[0096] In response to the conditions or states on which the operation is performed depends, one or more operations may be performed in real time or with a set delay when the conditions or states on which they depend are met. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.

[0097] The second game mode is one of several game modes; it can be either the first or the second game mode. This means that even if the recommended first game mode is highlighted on the game preparation page, users can choose to start with the first game mode in the next match, or they can choose another game mode, offering convenience and speed.

[0098] Therefore, this embodiment of the application, while highlighting the first game mode, also displays other game modes; that is, all game modes can be displayed. This allows users to choose not only the first game mode to start the next game, but also other game modes. In other words, users can quickly start either the recommended game mode or their preferred game mode, giving them the freedom and speed to choose their preferred game mode, rather than simply accepting the recommendations of the target game application. This convenience and speed enhance the user experience.

[0099] As one possible implementation, the second game mode could be different from the first game mode; that is, the user does not start the next game in the first game mode recommended by the target game application, but instead starts the next game in the second game mode according to their own preference. However, this situation may lead to a poor user experience.

[0100] Based on this, this application provides a specific implementation of B2, namely, if in response to a trigger operation for the second game mode among multiple game modes, a specific implementation of starting a game match in the second game mode for the target account.

[0101] Specifically, in response to a trigger operation targeting the second game mode, a game match in the second game mode is started for the target account, and the game difficulty is adjusted for the target account based on the target account's game data during the game match.

[0102] If the second game mode is different from the first game mode, meaning the user did not start the next game in the first game mode recommended by the target game application, but instead started the next game in the second game mode according to their own preference, in order to improve the user experience, this application embodiment adjusts the game difficulty of the next game for the user based on the target account's game data. For example, if it is determined based on the target account's game data that the user has lost three games in a row in ranked mode, and they still start a ranked game in the next game, then the strength of teammates can be enhanced or the number of enemy teams can be reduced, or the output intensity and number of virtual enemies in the game can be reduced, etc. This application does not make specific limitations in this regard, and those skilled in the art can determine the method of adjusting the game difficulty according to the actual situation.

[0103] Moreover, adjusting the game difficulty is based on the game data of the target account. By understanding the game data of the target account, we can clearly see how the user plays the game, and thus adjust the game difficulty according to the user's situation, so that the user can have a better gaming experience.

[0104] Therefore, if a user does not select the recommended game mode, the difficulty of the user's next game can be adjusted based on the user's game data, so that the game difficulty provides the user with a better gaming experience, thereby improving the user's experience, extending the user's game time, and increasing the user retention rate of the target game application.

[0105] As one possible implementation, if the target game application has a game mode that allows for team-based gameplay, then the game mode can be adjusted differently in the next round. Two methods are illustrated below.

[0106] Method 1: Team leader decision-making system.

[0107] C1: If the target account is the account of the captain of the virtual team, then in response to the trigger operation for the third game mode among multiple game modes, start a game match for the virtual team according to the third game mode.

[0108] C2: If the target account is the account of a member in a virtual team, then in response to the trigger operation for the fourth game mode among multiple game modes, recommend the fourth game mode to the account of the captain in the virtual team.

[0109] A virtual team refers to a group of virtual objects that engage in team battles within a virtual environment. Optionally, the virtual team consists of at least two virtual objects. Optionally, when the matchmaking mode is a duo matchmaking mode, the virtual team can be a team of two virtual objects; when the matchmaking mode is a quartet matchmaking mode, the virtual team can be a team of two, three, or four virtual objects.

[0110] Captain is a title within a virtual team, held by the account that initiates or designates the game. Member is a title corresponding to any account within the virtual team other than the captain.

[0111] The third and fourth game modes are both game modes among multiple game modes included in the target game application. They may be the same as or different from the first or second game mode. This application does not make any specific restrictions on them.

[0112] A trigger operation is an operation used to trigger something, such as a click operation or a swipe operation. This application does not specifically limit this type of operation.

[0113] In other words, if the target account is the account of the captain of the virtual team, it means that the target account has the right to decide the game mode opened by the virtual team. When the target account performs a trigger operation for the third game mode, it will respond to the trigger operation for the third game mode among multiple game modes and open a game match for the virtual team according to the third game mode.

[0114] See Figure 6 This figure is one of the schematic diagrams illustrating the starting of a game session by a target account, as provided in an embodiment of this application. Figure 6 In this context, User 03 is the captain of the current virtual team, and User 03's account is the target account. In the team formation interface 401, User 03 performs a trigger operation on the recommended game mode (i.e., entertainment mode) 402. Then, entertainment mode becomes the third game mode, and the virtual team starts a game in entertainment mode. For example, the prompt 601 "The captain has selected entertainment mode and entertainment mode will start soon" will be displayed.

[0115] If the target account is the account of a member in a virtual team, it means that the target account does not have the right to decide on the game mode opened by the virtual team, but can make suggestions to the team leader. In this case, when the target account performs a trigger operation for the fourth game mode it wants to open, in response to the trigger operation for the fourth game mode among multiple game modes, it recommends the fourth game mode to the account of the team leader in the virtual team, such as sending a recommendation message for recommending the fourth game mode. This application does not make specific limitations in this regard.

[0116] See Figure 7 This figure is a second schematic diagram illustrating the initiation of a game session by a target account, as provided in an embodiment of this application. Figure 7 In this setup, User 04 is the team leader of the current virtual team, User 03 is a member of the current virtual team, and User 03's account is the target account. In the team interface 401, a "Mode Suggestion" block 702 is added to the existing quick phrase panel 701, containing icons for various game modes. When User 03 performs a trigger action on the entertainment mode icon, the corresponding communication message "I want to play entertainment mode" will be sent to the team, as shown in 703.

[0117] This allows users to enable a game mode for their virtual team. If the user is the team leader, they can directly select and enable the game mode; if the user is a team member, they can only recommend the game mode to the team leader, who will then enable it. This increases the team leader's authority and responsibility within the virtual team, encourages users to initiate virtual matches as leaders, and extends user playtime.

[0118] Furthermore, when a user, as the team leader, receives a recommended game mode from a team member, they can switch the game mode of their virtual team with a single click. The following example uses the target account as the team leader; see D1-D2 for details.

[0119] D1: Displays a recommendation message for the fifth game mode and a toggle control for the recommendation message.

[0120] The fifth game mode is one of the multiple game modes included in the target game application. It may be the same as or different from the first or second game mode. This application does not make any specific restrictions on it.

[0121] The recommendation message is a message sent from the accounts of teammates in the virtual team that the target account belongs to, and is used to recommend game modes that the target account wants to play.

[0122] The toggle control is used to switch the game mode of the virtual team.

[0123] D2: In response to a trigger action on the toggle control, initiate a game match for the virtual team in the fifth game mode.

[0124] If the user holding the target account agrees that the next game match will be played in the game mode recommended by the team members, a trigger operation can be executed on the switching control of the recommendation message, thereby responding to the trigger operation on the switching control and starting a game match in the fifth game mode for their virtual team.

[0125] See Figure 8 This figure is a schematic diagram of a switching control provided in an embodiment of this application. Figure 8 In the team-up interface 401 shown, when a team member's account (e.g., user 02) requests to activate the entertainment mode, a trigger operation can be performed to recommend the entertainment mode to the account of the virtual team leader (e.g., user 03). At this time, a recommendation message 801, "I want to play entertainment mode," will be displayed on user 03's team-up interface, above user 02 who recommended the entertainment mode. In addition, a switching control 802 will be displayed next to the recommendation message 801 so that user 03 can perform a trigger operation to switch the next game of the virtual team to entertainment mode with one click.

[0126] Therefore, if the captain of the virtual team receives a recommendation message for the recommended game mode, he / she can configure a switching control for the recommendation message so that the virtual team's game mode can be switched with one click through the switching control, which is convenient, quick and easy and improves the user experience.

[0127] Method 2: Voting decision system.

[0128] E1: In response to a trigger action for the sixth game mode out of multiple game modes, send a request message to the accounts of all other members in the virtual team to recommend the sixth game mode.

[0129] The sixth game mode is one of the multiple game modes included in the target game application. It may be the same as or different from the first or second game mode. This application does not make any specific restrictions on it.

[0130] If the holder of the target account wants to start a game in Game Mode 6, they can perform a trigger operation for Game Mode 6. In response to this trigger operation, request messages are sent to the accounts of other members in the virtual team that the target account belongs to. These other members refer to all members of the virtual team other than the member corresponding to the target account. The request message is used to request the start of a game in Game Mode 6.

[0131] E2: If more than the number of accounts in the virtual team agree to the request message, then the virtual team will start a game in the sixth game mode.

[0132] After receiving the request message, other members of the virtual team to which the target account belongs can choose to accept the request message, that is, agree to start a game match in the sixth game mode, or disagree with the request message, that is, disagree to start a game match in the sixth game mode.

[0133] If more than a certain number of accounts in the virtual team containing the target account agree to the request message, it means that most people in the virtual team containing the target account agree to start a game match in the sixth game mode. In this case, a game match in the sixth game mode will be started for the virtual team containing the target account.

[0134] Therefore, when a member of a virtual team initiates a game mode, they can send a request message based on that game mode to the other members of the virtual team. If a majority of the members of the virtual team agree to the request message, it means that a majority of the members agree that the next game should be played according to that game mode, thus allowing the virtual team to directly start a game according to that game mode. Compared to a system where the team leader makes the decision alone, the voting system takes into account the feelings of each member, improves the user experience, and increases the user's game time.

[0135] This application does not specifically limit the content of game data; the following description uses two categories as examples.

[0136] Category 1: Game data includes historical match data.

[0137] Historical match data refers to data generated by an account through game matches, such as win rate, game duration, and single-game rating. This application does not make specific limitations on this.

[0138] If the game data includes historical match data, then the first game mode determined based on the historical match data can be the game mode applicable to the target account, which is determined based on the target account's game status among multiple game modes. The target account's game status is determined based on the target account's historical match data.

[0139] In other words, the game status of a target account can be determined based on historical match data, and then the recommended primary game mode can be chosen based on that status. Therefore, the game status determined by historical match data is more consistent with the user's actual situation, and the recommended game mode better meets the user's needs. This increases the probability of the user choosing the recommended game mode, extends the user's playtime, and improves user retention and overall user experience.

[0140] This application does not specifically limit the method of determining the first game mode based on historical game data. The following describes three methods as examples.

[0141] Method 1: If, based on the target account's historical match data, it is determined that the target account's game status is in a slump or fatigued state, then the first game mode is entertainment mode.

[0142] A slump or fatigued state refers to a user's poor gaming performance. For example, if a target account loses three consecutive games, it can be determined that the target account's gaming performance is in a slump. Similarly, if a target account's consecutive ranked game time exceeds a certain threshold (e.g., 2 hours), it can be determined that the target account's gaming performance is in a fatigued state.

[0143] If the target account's gaming state is already at a low point or fatigued, continuing to play at a high intensity may cause the user's mindset or physical condition to fail, potentially leading to the user quitting the target game application. Therefore, it is advisable to recommend a less demanding or less challenging entertainment mode to the user. In this case, the first recommended game mode is the entertainment mode, thereby reducing the probability of the user remaining in a low or fatigued state, increasing the user's gaming time, and improving the user experience.

[0144] See also Figure 4 ,exist Figure 4 The text illustrates four ways to determine the first game mode based on historical match data when the game data includes such data, such as... Figure 4 As shown, scenarios one and two belong to method one in the embodiments of this application, scenario three belongs to method two, and scenario four belongs to method three. Each scenario provides an example of a triggering condition, a corresponding recommendation mode, and a recommendation message. Taking scenario one as an example, its triggering condition is losing three games in a row, the corresponding recommendation mode is entertainment mode, and the recommendation message is "Not feeling good in ranked matches? Try a game of intense mode to get back into the swing of things." Other scenarios will not be described in detail.

[0145] After introducing Method 1 based on the team formation interface, we will now introduce Method 1 based on the results interface. See also... Figure 5 ,exist Figure 5The text displays four ways to determine the first game mode based on historical match data when the game data includes such data, such as... Figure 4 As shown, scenarios one and two belong to method one in this application embodiment, scenario three belongs to method two, and scenario four belongs to method three. Each scenario exemplifies a triggering condition, a corresponding recommended mode, and a recommendation message. Taking scenario one as an example, its triggering condition is losing three consecutive games, the corresponding recommended mode is entertainment mode, and the recommendation message is "Come and get back into the action mode." Other scenarios will not be elaborated upon. It should be noted that even the same recommended game mode can use different recommendation messages; each recommended game mode has a quick start control next to it (this control can jump to the corresponding game mode after being triggered). When there is no particularly recommended game mode, only the various game modes available in the target game application can be displayed.

[0146] Method 2: If the target account's game status is determined to be in a peak state based on the target account's historical game data, then the first game mode is ranked mode.

[0147] A peak state refers to a user's good gaming performance. For example, if a target account's score in the previous game exceeded a certain threshold, it can be determined that the target account's gaming performance is at its peak.

[0148] If the target account's game performance is already at its peak, it indicates that the user holding the target account is likely in a good state and highly excited. Therefore, it is possible to recommend a ranked mode with higher difficulty or intensity to the user. In this case, the first recommended game mode is ranked mode, which can further improve the user's game performance while the user is already in a good state, thus achieving the icing on the cake effect, increasing the user's game time, and improving the user experience.

[0149] Method 3: If the target account's game status is determined to be non-full game mode based on the target account's historical game data, then the first game mode is the game mode that the target account has not experienced.

[0150] In this context, "incomplete game mode" refers to game modes that the target account has not yet experienced, such as newly updated game modes within the target game application. In other words, if the target game application offers multiple game modes, and the target account has not experienced one of them, then the target account's game status is "incomplete game mode." In this case, the target account can be recommended the game mode they haven't yet tried, allowing them to fully experience the target game application. This promotes the exposure of different game modes while simultaneously increasing players' motivation to try new modes, thereby improving user experience and user engagement.

[0151] As one possible implementation, if the target account's game status is determined to be in non-full game mode based on the target account's historical game data, then not only can the target account be recommended a preview of the target game's match.

[0152] The target game match preview is a schematic representation of a game match based on a game mode that the target account has not experienced. This application does not specifically limit the method of previewing the target game match; it can be in the form of an animated GIF, image, video, text, etc.

[0153] In other words, even if a game mode that the target account has never experienced is recommended, the user holding the target account may be unwilling to try the game mode due to a lack of understanding of it. Therefore, showing the target account a preview of the game mode can help the user clearly understand the gameplay and features of the game mode, thereby helping the user quickly understand the characteristics of the new game mode. This will attract the user to try the new game mode, further increasing the probability of the user experiencing the game mode, increasing the motivation of players to experience the new mode, extending the game's life cycle, and improving the user experience and user stickiness.

[0154] Category Two: Game data includes abnormal match data.

[0155] Abnormal match data refers to strange data generated during a game match, such as being constantly affected by a certain virtual skill of a certain virtual object, using a certain virtual skill of a certain virtual object incorrectly, having a low number of virtual objects "killed" in this match, or data that does not match the game level of the target account.

[0156] If the game data includes abnormal match data, the first game mode is determined based on the abnormal match data. This can be a game mode that is applicable to the target account, determined based on the abnormal status of the target account among multiple game modes. The abnormal status of the target account is determined based on the abnormal match data of the target account.

[0157] In other words, the abnormal state of a target account can be determined based on abnormal game data, and then the recommended first game mode for that account can be determined based on this abnormal state. Thus, the abnormal state identified based on abnormal game data can pinpoint areas where the user needs improvement, and the recommended game mode can help the user improve in a targeted manner, better meeting the user's needs for game matches. This increases the probability of the user choosing the recommended game mode, increases the user's playtime, and improves user retention and user experience.

[0158] This application does not specifically limit the method of determining the first game mode based on abnormal game data. Five methods are described below as examples.

[0159] Method 1: If, based on the abnormal game data of the target account, it is determined that the abnormal state of the target account is that it is unable to cope with the virtual skills of the first virtual object, then the first game mode is the training mode for the virtual skills of the first virtual object.

[0160] The inability to cope with the virtual skills of the first virtual object means that when the virtual object controlled by the target account fights against the first virtual object, it will always be affected by the virtual skills of the first virtual object. For example, if the number of times affected exceeds the threshold (such as 3 times), it indicates that the target account does not know enough about the virtual skills of the first virtual object and therefore cannot think of countermeasures.

[0161] At this point, the first game mode recommended to the target account can be determined as a training mode for the first virtual object, or even a training mode for a specific virtual skill of the first virtual object, or a counter-training mode for the virtual skill of the first virtual object. This allows users to improve their understanding of the first virtual object through the recommended training mode, so that they can deal with the virtual skill of the first virtual object in the next game. In turn, by improving the user's game level, the number of abnormal events in the game will be reduced, the user's game time will be increased, and the user experience and user stickiness will be improved.

[0162] See Figure 9 The figure is a schematic diagram of a first game mode based on an abnormal state determination used in an embodiment of this application. Figure 9 The settlement interface 501 displayed includes the first game mode 901, determined based on abnormal game data generated in this match, which is "Unable to attack the defensive point of virtual object A, come to the training mode to learn countermeasures." Furthermore, Figure 9 The abnormal states corresponding to methods two through five are also shown, along with the first game mode and recommendation message corresponding to each abnormal state, which will not be elaborated upon further.

[0163] Method 2: If, based on the abnormal game data of the target account, it is determined that the abnormal state of the target account is that it will not use the virtual skills of the second virtual object, then the first game mode is the training mode for the virtual skills of the second virtual object.

[0164] The inability to use the virtual skills of the second virtual object refers to the following situations: when the target account controls the second virtual object, the number of times the virtual skills of the second virtual object cannot be released normally exceeds the threshold (e.g., 3 times), the skills are released but cannot hit other virtual objects, or the number of times the virtual skills of the second virtual object are released in a virtual game is less than the threshold (e.g., 3 times). This indicates that the target account does not understand the virtual skills of the second virtual object well enough to be unable to use the second virtual object normally.

[0165] At this point, the first game mode recommended for the target account can be set as a training mode for the second virtual object, or even a training mode for a specific virtual skill of the second virtual object. This allows users to improve their understanding of the second virtual object through the recommended training mode, enabling them to control the second virtual object normally in the next game. In turn, by improving the user's game level, the number of abnormal events in the game is reduced, the user's game time is increased, and the user experience and user stickiness are improved.

[0166] Method 3: If, based on the abnormal game data of the target account, it is determined that the abnormal state of the target account is that the hit rate is lower than the hit rate threshold, then the first game mode is the shooting training mode.

[0167] A hit rate below the hit rate threshold means that the hit rate of the virtual objects controlled by the target account in the game is less than or equal to the hit rate threshold (such as 20%), indicating that the target account has a low shooting skill.

[0168] At this point, the first game mode recommended for the target account can be set as the shooting training mode, so that users can improve their shooting skills through the recommended training mode, thereby increasing their hit rate to a higher than the hit rate threshold in the next game. In turn, by improving the user's game skills, the number of abnormal events in the game will be reduced, the user's game time will be increased, and the user experience and user stickiness will be improved.

[0169] Method 4: If, based on the abnormal game data of the target account, it is determined that the abnormal state of the target account is that the kill rate of the controlled virtual object in the first position is greater than or equal to the first kill threshold, or the kill rate in the second position is less than the second kill threshold, then the first game mode is the training mode for attack and defense in the virtual scene.

[0170] A kill rate greater than or equal to a first kill threshold at a first location means that the probability (i.e., the kill rate) of a virtual object controlled by a target account being killed by other virtual objects at a certain location (such as the first location) in a virtual scene is greater than or equal to the first kill threshold (e.g., 3 times). For example, a virtual object controlled by a target account being "killed" by a virtual enemy at a certain point in a virtual scene. A kill rate less than a second kill threshold at a second location means that the probability (i.e., the kill rate) of a virtual object controlled by a target account killing other virtual objects at a certain location (such as the second location) in a virtual scene is less than the second kill threshold (e.g., 3 times). For example, a virtual object controlled by a target account crouching at a certain point in a virtual scene but failing to successfully "kill" a virtual enemy. In other words, it will not crouch at a certain point in the virtual scene. This application does not specifically limit the first kill threshold and the second kill threshold; they can be equal or unequal, and those skilled in the art can set them according to the actual situation.

[0171] At this point, the first game mode recommended for the target account can be determined as the training mode for attack and defense in a virtual scenario. This allows users to improve their understanding of the virtual scenario through the recommended training mode, thereby increasing their kill rate or decreasing their kill rate. In turn, by improving the user's game level, the number of abnormal events in the game can be reduced, increasing the user's game time, and improving the user experience and user stickiness.

[0172] Method 5: If, based on the abnormal match data of the target account, it is determined that the abnormal state of the target account is that the score is less than the score threshold, then the first game mode is the training mode for team battles.

[0173] A score below the score threshold means that the virtual object controlled by the target account has a kill rate, death rate, and support rate (KILL, DEATH, ASSIST, KDA) in the game that is lower than the score threshold, indicating that the target account performed poorly in the game.

[0174] At this point, the first game mode recommended for the target account can be set as the training mode for team battles. Team battles can train users to improve their team awareness and KDA, thereby improving their game skills, reducing the number of abnormal events in the game, increasing the user's game time, and improving the user experience and user stickiness.

[0175] As one possible implementation, if the game data includes abnormal match data and game match data, a game mode may be recommended based on the game match data and abnormal match data respectively. In order to avoid conflicts, this application embodiment provides a comprehensive display method, see F1-F2.

[0176] F1: Displays the first sub-game mode recommended to the target account on the game preparation screen.

[0177] Among them, the first sub-game mode is a game mode that is determined based on the abnormal status of the target account among multiple game modes and is applicable to the target account. The abnormal status of the target account is determined based on the abnormal game data of the target account.

[0178] In other words, the first sub-game mode is determined based on abnormal match data, and the first sub-game mode determined based on abnormal match data can be displayed on the game preparation interface.

[0179] F2: After the preset duration is displayed in the first sub-game mode, the second sub-game mode recommended to the target account is displayed on the game preparation screen.

[0180] The second sub-game mode is a game mode determined based on the target account's game status, which is based on the target account's historical match data. The first game mode includes both the first and second sub-game modes.

[0181] In other words, the second sub-game mode is determined based on game data. The first sub-game mode can be displayed on the game preparation screen for a period of time before the second sub-game mode, determined based on game data, is displayed.

[0182] The embodiments of this application do not specifically limit the preset duration, such as 3 seconds, and those skilled in the art can set it according to actual needs.

[0183] In addition, it is possible to display a game mode by randomly selecting one, etc. This application does not make any specific limitations on this.

[0184] Therefore, on the game preparation screen, the first sub-game mode determined based on abnormal game data can be displayed first. After a period of time, the second sub-game mode determined based on game match data can be displayed. By displaying the two game modes in sequence, not only can multiple recommended game modes be displayed within the limited display screen, improving the comprehensiveness of game mode recommendations, but also, by displaying the first sub-game mode first and then the second sub-game mode, users can first consider whether they can practice in a targeted manner. If they do not accept it, they can continue to start a game match based on other game modes, which is more in line with the user's thinking habits and improves the user experience.

[0185] As one possible implementation, if at least two users form a virtual team, one of the users can select a game mode and invite teammates to start a game in that game mode, as detailed in G1.

[0186] G1: In response to a trigger action for the seventh game mode among multiple game modes, start a game match in the seventh game mode for the target account and send invitation messages to teammate accounts.

[0187] In this embodiment of the application, two users are used as an example: the user holding the target account and the user holding the teammate's account. The target account and the teammate's account form a virtual team.

[0188] The seventh game mode is one of multiple game modes included in the target game application. It may be the same as or different from the first or second game mode. The invitation message is used to invite teammates to start a game match according to the seventh game mode. This application embodiment does not specifically limit the form of the invitation message, which may be voice, text, image, etc., and those skilled in the art can set it according to actual needs.

[0189] Therefore, if at least two users form a virtual team, one of the users can select a game mode and invite their teammates to start a game in that game mode. This not only allows members of the virtual team to continue playing the next game, but also ensures their willingness to play, thus increasing the user's game time while maintaining a good user experience.

[0190] The embodiments of this application can determine the first game mode not only based on game data, but also by introducing other factors. The following will illustrate two methods.

[0191] Method 1: Introduce the expected stay time.

[0192] In other words, based on the target account's game data and expected dwell time in the target game application, a first game mode suitable for the target account is determined from multiple game modes. The expected dwell time is the amount of time the user may spend playing the target game application during this login session. This application does not specifically limit the method for obtaining the expected dwell time; one method is described below as an example, see H1-H2.

[0193] H1: Displays game duration prompts.

[0194] The game duration prompt is used to enter the expected duration of the login session for the target account.

[0195] This application does not specifically limit the display method of the game duration prompt. It can be displayed as text on the game preparation interface or through pop-up windows or other means.

[0196] H2: In response to input based on game duration prompts, obtain the estimated play duration.

[0197] Users can input the expected duration of their current game session based on game duration prompts. This allows the computer device to obtain the expected duration and, combined with game data, calculate and recommend the most suitable first game mode for the user.

[0198] Therefore, by introducing a game mode recommendation system based on the expected playtime, which is based on game data, the recommended game mode not only better matches the user's gaming habits and gaming status, but also matches the user's current game duration. For example, if there are only ten minutes of playtime, an entertainment mode can be recommended; if there are two hours, a ranked mode can be recommended. In other words, the game mode is recommended dynamically and according to the user's needs, so the user is more likely to accept the recommended game mode, thus improving the user experience.

[0199] Method 2: Introduce user mood types.

[0200] In other words, based on the target account's game data and mood type within the target game application, a first game mode suitable for the target account is determined from multiple game modes. The mood type describes the user's mood during this login to the target game application. This application does not specifically limit the method of obtaining the mood type; one method is described below as an example, see I1-I2.

[0201] I1: Displays mood type suggestions.

[0202] The mood type prompt is used to indicate the mood type when logging into the target game application with the target account.

[0203] This application does not specifically limit the display method of mood type prompts. The text can be displayed on the game preparation interface or in the form of pop-ups.

[0204] I2: Responds to input actions that suggest a mood type and retrieves the current mood type.

[0205] Users can input their mood type for the target game application they are logging into, based on mood type prompts. This allows the computer device to obtain the mood type and then combine it with game data to calculate and recommend the most suitable first game mode for the user.

[0206] Therefore, by incorporating mood type into the game mode recommendations based on game data, the recommended game modes not only better match the user's gaming habits and state, but also reflect the user's current mood. For example, recommending an entertainment mode when the user is in a bad mood, or a ranked mode when the user is in a good mood. This dynamic and user-demand-based recommendation of game modes increases the likelihood of the user accepting the recommended mode and improves the user experience.

[0207] As one possible implementation, if a user accepts the recommended game mode but finds they don't like it after playing for a while, this application provides a way to switch game modes during a game to improve the user experience, see J1-J4.

[0208] J1: In response to a trigger action for the first game mode, start a game match for the target account in the first game mode.

[0209] Once the user accepts the recommended first game mode, a game will be started for the target account according to the first game mode.

[0210] J2: Display mode switching control.

[0211] When a game is started for the target account in the first game mode, a mode switching control is displayed. This mode switching control is used to switch game modes.

[0212] J3: If, during a game in the first game mode, a partial game mode is displayed in response to a trigger action on the mode switching control.

[0213] Some game modes are the remaining game modes after removing the first game mode from multiple game modes. If a user wants to switch game modes during a game played in the first game mode, they can trigger an operation on the mode switching control. In response to this operation, some of the remaining game modes will be displayed for the user to switch between.

[0214] J4: In response to a trigger action for the eighth game mode in certain game modes, convert a game match played in the first game mode into a game match played in the eighth game mode.

[0215] Among them, the game matches played according to the eighth game mode support both the first game mode and the eighth game mode. The first game mode and the eighth game mode are different game modes, and the eighth game mode is one of the game modes.

[0216] If a user selects the eighth game mode from the game modes, in response to the trigger operation for the eighth game mode, the game match played in the first game mode will be converted to a game match played in the eighth game mode. Furthermore, in this embodiment, to ensure that previously initiated game matches played in the first game mode can continue normally (e.g., not becoming unplayable due to the target account leaving), the converted game match can support not only the eighth game mode the target account wants to play, but also the aforementioned first game mode. This satisfies the target account's needs without disrupting the original game matches.

[0217] Therefore, if a user accepts the recommended game mode but finds they don't like it after playing for a while, they can switch to another game mode within the current game. The switched game mode supports both the previous and the new game mode, thus satisfying the user's preferences without disrupting the gaming experience of other users. Moreover, compared to exiting a game and starting a new one, switching game modes directly within the game is convenient, quick, and provides a better user experience.

[0218] After introducing the game mode recommendation method provided by the embodiments of this application from the perspective of visualization, the following section introduces the game mode recommendation method provided by the embodiments of this application from the perspective of backend technology.

[0219] See Figure 10 This figure is a flowchart illustrating a game mode recommendation method provided in an embodiment of this application. For ease of description, the following embodiments use the aforementioned server as the executing entity of this game mode recommendation method. Figure 10 As shown, the recommended methods for this game mode include S1001-S1003.

[0220] S1001: Obtain game data for the target account.

[0221] The target account is the account used by the first user to log in to the target game application, and the first user is the object that uses the target game application.

[0222] Game data refers to data used to describe the game situation, and may include the aforementioned game match data and game session data. This application does not specifically limit the timeliness of the game data; it can be real-time generated game data to achieve intelligent game mode recommendations based on the user's real-time situation, or it can be game data generated within a preset time period to improve the accuracy of game mode recommendations. For example, although it is all data for the target account, user A may be playing at time A, and user B may be playing at time B, thus enabling accurate recommendations based on game data from different time periods.

[0223] As one possible implementation, when a user logs into the target game application using the target account and enters the game preparation interface, the target game application system (hereinafter referred to as the system) calls the user data application programming interface (API) to retrieve the game data of the target account. The data source for the game data can be a game database or a real-time log system, etc., and this application does not specifically limit it in this regard.

[0224] For example, if the game preparation screen is a team-up screen, after a user enters the team-up screen, the system can retrieve game data since the current login through the user data API, such as win / loss records, duration, score, and whether a new mode has been played. Conversely, if the game preparation screen is a results screen, after a user enters the results screen, the system can retrieve the current game and historical data, which can be achieved through an event-driven architecture, such as a game event bus.

[0225] S1002: Based on the game data of the target account, determine the first game mode suitable for the target account from multiple game modes.

[0226] The target game application includes multiple game modes, each with different game mechanics. Consequently, the effort users invest varies across these modes. For example, the entertainment mode prioritizes fun, with wins and losses being inconsequential, allowing for casual play and relaxation; ranked mode focuses on improving performance, requiring a high level of concentration to win. Based on the target account's game data within the target game application, a primary game mode is determined from among the multiple modes. This primary game mode is not only more suitable for the target account but also allows for adjustments to the difficulty of subsequent virtual matches by switching game modes, thereby enhancing the user experience.

[0227] Therefore, by recommending different game modes to users, we can not only adjust the difficulty of the game through different game modes, but also promote the exposure of different game modes, increase the probability of users trying new game modes, improve the user experience and recognition of the target game application, and thus improve the user retention rate.

[0228] It should be noted that the embodiments of this application select a suitable game mode from multiple game modes included in the target game application based on the game data generated by the user in the target game application. For example, the game data generated by the first user through the target account in the target game application is used to determine the game mode suitable for the first user from multiple game modes. Therefore, the game mode determined based on the user's game data is not only more suitable for the user, increasing the probability that the user will start a game using the recommended game mode, but also allows the user to learn more about various game modes and the target game application, increasing user stickiness and improving user retention.

[0229] Game data refers to data used to describe game activity. This application does not specifically limit the timeliness of the game data; it can be real-time generated game data to enable intelligent game mode recommendations based on the user's real-time activity, or it can be game data generated within a preset time period to improve the accuracy of game mode recommendations. For example, although the data is all for the target account, user A might be playing at time A, and user B might be playing at time B, thus enabling precise recommendations based on game data from different time periods.

[0230] This application does not specifically limit the method of determining the first game mode based on game data. The following will use three methods as examples for explanation, see K1-K2, L1-L2 and M1-M2.

[0231] S1003: Recommend the first game mode to the target account.

[0232] After determining the first game mode suitable for the target account, the server sends the first game mode to the target account so that the computer device logged in through the target account can display the first game mode.

[0233] As can be seen from the above technical solution, this application no longer secretly adjusts the difficulty of game matches through the matchmaking mechanism, but rather adjusts the game modes. Different game modes correspond to different game mechanics, requiring different levels of user effort, meaning different game modes correspond to different game difficulties. This achieves the goal of adjusting the difficulty of game matches by adjusting the game modes. Furthermore, the game modes recommended to users are determined based on the user's game data in the target game application, better aligning with the user's gaming habits and game state. This dynamic recommendation of game modes increases the probability of users accepting the recommended mode, improving user experience. In addition, the adjusted game mode is displayed to the user, allowing them to decide whether to choose the recommended game mode for the next game, rather than passively accepting the requirement to start the game according to the recommended mode, further enhancing user experience. Moreover, displaying the recommended game mode on the team-up interface or results screen serves as a guide, preventing monotonous game mode selection that leads to a rigid experience and loss of novelty, and promoting the exposure of different game modes, increasing users' motivation to play new modes. As a result, by offering a variety of game modes that are more suitable for users, the game effectively extends the user's playtime and improves user retention.

[0234] This application does not specifically limit the method of determining the first game mode based on game data. The following describes three methods as examples.

[0235] Method 1: Determined based on game data.

[0236] K1: Determine the game status of the target account based on its historical game data.

[0237] K2: Based on the target account's game status, determine the first game mode suitable for the target account from multiple game modes.

[0238] Historical match data refers to data generated by an account through game matches, such as win rate, game duration, and single-game rating. This application does not make specific limitations on this.

[0239] If the game data includes historical match data, then the first game mode determined based on the historical match data can be the game mode applicable to the target account, which is determined based on the target account's game status among multiple game modes. The target account's game status is determined based on the target account's historical match data.

[0240] In other words, the game status of a target account can be determined based on historical match data, and then the recommended primary game mode can be chosen based on that status. Therefore, the game status determined by historical match data is more consistent with the user's actual situation, and the recommended game mode better meets the user's needs. This increases the probability of the user choosing the recommended game mode, extends the user's playtime, and improves user retention and overall user experience.

[0241] The following explanation uses the game preparation screen as an example to illustrate the team formation interface.

[0242] For example, the context analysis engine (implemented as a rules engine) can apply preset rules to match rules, determine the corresponding game state based on the matched rules, and then determine the corresponding first game mode. The following explanation uses four types of rules as examples.

[0243] Rule 1: Losing 3 games in a row → is judged as "suffering a losing streak". At this time, the game status is in a low state, and the first game mode is entertainment mode.

[0244] Rule 2: Ranked matches lasting more than 2 hours are considered "high-intensity matches". If the player is in a fatigued state, the first game mode will be entertainment mode.

[0245] Rule 3: If the score in the previous non-ranked game is greater than the threshold (e.g., 80 points), it is judged as "outstanding performance". At this time, the game status is at its peak, and the first game mode is ranked mode.

[0246] Rule 4: If a new mode is detected and the player has not played it, it is judged as "new mode". At this time, the game status is not full game mode, and the first game mode is the game mode that the target account has not experienced.

[0247] As one possible implementation, the system can render a recommendation bubble above the game mode selection entry point via a front-end API. The recommendation bubble includes an icon and text for the first game mode to facilitate user interaction.

[0248] Furthermore, different display effects can be achieved based on the user's role in the virtual team. The following explanation uses team members and team leader as examples.

[0249] (1) Team Leader: Not only does it display a recommendation bubble, but it also displays a toggle control based on the recommendation information. When the user performs a trigger operation on the toggle control, the game mode switching API is called to directly change the game mode of the virtual team.

[0250] (2) Team members: Only the recommended bubble can be displayed. When a user performs a trigger operation on the recommended bubble, the message service is triggered, such as sending suggestions to the team chat using real-time communication methods such as WebSocket (a protocol used to create real-time, bidirectional communication channels in web applications).

[0251] As one possible implementation, if data is missing, the system could revert to the default recommendation (such as the recently played mode) and log the exception to facilitate subsequent analysis of the reasons for the missing data.

[0252] See Figure 11 The figure is a flowchart of a first game mode displayed in the team interface according to an embodiment of this application.

[0253] S1101: The target account enters the team-up interface.

[0254] S1102: The server invokes the context analysis engine, and the context analysis engine starts.

[0255] S1103: The context analysis engine applies preset rules to match rules and determines the corresponding game state based on the matched rules.

[0256] S1104: The context analysis engine determines the corresponding first game mode.

[0257] S1105: The server generates a recommended data package.

[0258] The data required to display the first game mode will be encapsulated in a recommended data packet and sent to the terminal device.

[0259] S1106: The terminal device calls the UI rendering engine to render based on the recommended data package.

[0260] S1107: The terminal device displays a recommendation bubble.

[0261] S1108: If the target account is the account of the leader of the virtual team, it is a recommended bubble binding opinion switching event.

[0262] This allows the team leader to not only display the recommendation bubble, but also a toggle control based on that recommendation information.

[0263] The following explanation uses the game preparation screen as the settlement screen as an example.

[0264] For example, the context analysis engine (implemented as a rules engine) can apply preset rules to match rules, determine the corresponding game state based on the matched rules, and then determine the corresponding first game mode. The rules can be found in the four types of rules mentioned above, and will not be repeated here.

[0265] As one possible implementation, after determining the first game mode, the system maps it to a persistent entry point. For example, the front-end dynamically binds React components (independent, reusable blocks of code that can accept arbitrary input like JavaScript functions and return React elements describing what should be seen on the screen) to render recommendations and shortcut controls next to the corresponding mode entry point, such as... Figure 5 As shown.

[0266] Furthermore, if a user performs a trigger operation on one of the shortcut controls, the matching service API can be called to start the matching queue for that mode. Simultaneously, a navigation event to return to the team lobby will be triggered.

[0267] As one possible implementation, if the context analysis engine times out (e.g., more than 500ms), the system displays the default entry (without a recommendation) to ensure a smooth experience.

[0268] See Figure 12 The figure is a flowchart of a first game mode displayed on the settlement interface according to an embodiment of this application.

[0269] S1201: The target account enters the team interface.

[0270] S1202: The server invokes the context analysis engine, and the context analysis engine starts.

[0271] For example, the event bus obtains game data for the current game and game data for historical games.

[0272] S1203: The context analysis engine applies preset rules to match rules and determines the corresponding game state based on the matched rules.

[0273] S1204: The context analysis engine determines the corresponding first game mode.

[0274] S1205: The server binds the first game mode to the corresponding game mode entry.

[0275] S1206: Rendering recommendations and shortcut controls for terminal devices.

[0276] S1207: The user performs a trigger operation on the shortcut control.

[0277] S1208: System call to the matching service API.

[0278] S1209: Start game mode matchmaking.

[0279] S1210: Navigate back to the team interface.

[0280] Method 2: Determined based on abnormal game data.

[0281] L1: Determine the abnormal status of the target account based on its abnormal game data.

[0282] L2: Based on the abnormal status of the target account, determine the first game mode suitable for the target account from multiple game modes.

[0283] Abnormal match data refers to strange data generated during a game match, such as being constantly affected by a certain virtual skill of a certain virtual object, using a certain virtual skill of a certain virtual object incorrectly, having a low number of virtual objects "killed" in this match, or data that does not match the game level of the target account.

[0284] If the game data includes abnormal match data, the first game mode is determined based on the abnormal match data. This can be a game mode that is applicable to the target account, determined based on the abnormal status of the target account among multiple game modes. The abnormal status of the target account is determined based on the abnormal match data of the target account.

[0285] In other words, the abnormal state of a target account can be determined based on abnormal game data, and then the recommended first game mode for that account can be determined based on this abnormal state. Thus, the abnormal state identified based on abnormal game data can pinpoint areas where the user needs improvement, and the recommended game mode can help the user improve in a targeted manner, better meeting the user's needs for game matches. This increases the probability of the user choosing the recommended game mode, increases the user's playtime, and improves user retention and user experience.

[0286] For example, by performing anomaly detection on abnormal game data and determining the abnormal states included in the abnormal game data based on the judgment criteria, the first game mode can be determined, as shown in Table 1.

[0287] Table 1

[0288] Abnormal state Judgment criteria First Game Mode Unable to cope with the virtual skills of the first virtual object The number of times the impact exceeds the threshold. Training mode for virtual skills of the first virtual object Virtual skills that do not use a second virtual object The number of times the virtual skill of the second virtual object cannot be released normally exceeds the threshold; the skill is released but fails to hit other virtual objects; the number of times the virtual skill of the second virtual object is released in a virtual match is less than the threshold. Training mode for virtual skills of a second virtual object Hit rate below the hit rate threshold Hit rate less than or equal to hit rate threshold Training modes for shooting The controlled virtual object's kill rate at the first location is greater than or equal to the first kill threshold. The probability of being killed by other virtual objects at a certain location in the virtual scene is greater than or equal to the first kill threshold. Training modes for attack and defense in virtual scenarios The kill rate in the second position is less than the second kill threshold. The probability of killing other virtual objects at a certain location in a virtual scene is less than the second kill threshold. Training modes for attack and defense in virtual scenarios Battle record less than the battle record threshold KDA is less than the performance threshold Training mode for team battles

[0289] As one possible approach, if multiple abnormal states are identified through abnormal game data, one of these abnormal states can be selected to determine the corresponding first game mode, i.e., one mode can be chosen for display, thus avoiding information overload.

[0290] Furthermore, after determining the first game mode, it can be mapped to corresponding bubble text and image data and then sent to the terminal device. Upon receiving the bubble text and image data, the terminal device creates a floating bubble component, such as through a gradient animation. As a possible implementation, if the first sub-game mode determined based on abnormal match data is displayed first, followed by the second sub-game mode determined based on match data, this can be achieved by automatically destroying the bubble component after a 3-second countdown after displaying the bubble component corresponding to the first sub-game mode, such as through a setTimeout mechanism (which allows functions to be postponed to a certain time interval). After the user performs a trigger operation on the bubble component, they enter the corresponding training mode.

[0291] As one possible implementation, after a user performs a trigger operation on the bubble component, entering the corresponding training mode can be achieved by routing the click event to the training system, such as parameterized jump or loading the virtual scene of the corresponding practice mode.

[0292] See Figure 13A and Figure 13B This is a flowchart of a first game mode based on abnormal game data display provided in an embodiment of this application.

[0293] S1301: Data Acquisition.

[0294] Specifically, the required data can be obtained from the corresponding data source through the match end event. The data source can be virtual object skill hit statistics, virtual skill release logs, hit rate data streams, death heatmaps, KDA calculation services, etc. For example, it can be determined from the virtual object skill hit statistics that the number of times a virtual object controlled by the target account was affected by the first virtual object is greater than a threshold.

[0295] S1302: Abnormal state analysis.

[0296] Based on the judgment criteria in Table 1, the abnormal states included in the abnormal game data are determined.

[0297] S1303: Recommendation Decision.

[0298] Specifically, the first game mode can be determined based on the abnormal state, thereby determining whether multiple first game modes should be recommended to the target account. If so, a first game mode is randomly selected and a recommendation data packet is generated; otherwise, a recommendation data packet is generated based on the unique first game mode determined. The recommendation data packet is then sent to the terminal device.

[0299] S1304: UI presentation.

[0300] Specifically, recommendation data packets can be pushed via WebSocket. Then, floating bubbles are created based on these recommendation data packets, and the terminal device displays the recommendation text and shortcut controls based on the floating bubbles.

[0301] If there is a first sub-game mode and a second sub-game mode, the bubble corresponding to the first sub-game mode can be displayed first. After a 3-second countdown, the bubble corresponding to the first sub-game mode is removed, and the bubble corresponding to the second sub-game mode is displayed.

[0302] S1305: Behavioral Response.

[0303] Specifically, if a user performs a trigger operation on a shortcut control, the training mode type can be parsed, routed to the corresponding training system, and the corresponding customized virtual scene can be loaded.

[0304] As one possible implementation, game mode recommendations and anomaly detection after a game will be judged and displayed simultaneously, with the overall technical process as follows: Figure 14 As shown, the UI hierarchy of the anomaly detection recommendation bubble is higher than that of the game mode recommendation entry. For example, if a player simultaneously meets the game mode recommendation's losing streak scenario and the hero training scenario based on anomaly data, the hero training bubble will be displayed for 3 seconds first, and the losing streak recommendation entertainment mode entry will be revealed below the bubble when it shrinks.

[0305] See Figure 14 The figure is a flowchart of a first game mode provided in an embodiment of this application.

[0306] S1401: The settlement system requests game mode recommendations from the recommendation engine.

[0307] S1402: The recommendation engine retrieves game data from the data warehouse.

[0308] S1403: The data warehouse sends game data to the recommendation engine.

[0309] S1404: The recommendation engine requests the anomaly detection service to determine the anomaly status.

[0310] S1405: The anomaly detection service sends an anomaly status to the recommendation engine.

[0311] S1406: The recommendation engine determines the first game mode based on the abnormal state and sends the first game mode to the settlement system.

[0312] S1407: The settlement system renders the recommendation interface through the UI engine.

[0313] S1408: The UI engine sends a diagnostic report and the first game mode to the user client.

[0314] Method 3: Randomly determined.

[0315] M1: Based on the target account's game data, determine multiple pending game modes applicable to the target account from multiple game modes.

[0316] M2: Determine the first game mode from multiple pending game modes according to preset rules.

[0317] The pending game modes are a subset of game modes selected from multiple game modes, which can be recommended to the target account. This can be achieved using either method one (based on game match data) or method two (based on abnormal match data), or other methods, to determine multiple pending game modes suitable for the target account based on the target account's game data. This application does not specifically limit this approach.

[0318] The preset rule is a pre-defined rule used to select one of several pending game modes as the first game mode. For example, it could be randomly selected from multiple pending game modes. Alternatively, it could be based on a pending game mode frequently used by the user, etc. This application does not specifically limit this.

[0319] As one possible approach, if the target game application has a game mode that involves playing in teams, then the game mode can be switched for virtual teams through in-team communication.

[0320] Specifically, if the target account is the account of the virtual team leader, then in response to a trigger action for the third game mode among multiple game modes, a game match in the third game mode will be started for the virtual team. If a recommendation message for the fifth game mode recommended by teammates and a toggle control for the recommendation message are displayed, then in response to a trigger action for the toggle control, a game match in the fifth game mode will be started for the virtual team.

[0321] The following example illustrates the underlying implementation of the above process.

[0322] 1. Data initialization (UI preparation): When the player opens the quick phrase panel, the system retrieves and loads the game mode list from the game configuration service, and can use the front-end component library to render it as an icon block.

[0323] 2. Interaction processing: When a user clicks the game mode icon (such as the "Ranked Mode" icon), the system captures the event, calls the message generation service, and maps the game mode identifier to predefined text, such as "I want to play Ranked Mode".

[0324] 3. Message Sending (Communication Logic): Recommended messages are pushed to the team chat system via a real-time message queue. The push target is all teammates in the virtual team, and the message format can be structured, including metadata such as game mode identifiers, text, and toggle controls.

[0325] 4. Team Leader Processing (Access Control): After receiving the message, the system verifies the team leader's permissions. Specifically, the front-end parses the message and displays the switching control. When the team leader clicks the button, the mode switching API (requiring permission verification) is called to directly update the virtual team's game mode.

[0326] 5. Team member handling: If a team member receives a recommendation message but has no switching control, this can be achieved through UI degradation or other methods.

[0327] See Figure 15 The figure is a schematic diagram of an in-team recommendation message provided in an embodiment of this application.

[0328] S1501: Users can trigger actions on the game mode icon via the quick phrase panel.

[0329] S1502: The quick phrase panel generates a recommendation message and sends the recommendation message to the message service.

[0330] The mode message includes the text of the recommended game mode and the game mode's identifier.

[0331] S1503: The messaging service will send a recommendation message to the team chat system.

[0332] S1504: The team chat system sends recommendation messages to the team leader's API.

[0333] S1505: The Captain API displays rendered messages through the Captain's shortcut phrase panel.

[0334] The rendered message includes a recommendation message and a toggle control.

[0335] S1506: The team leader performs a trigger operation on the switching control.

[0336] S1507: Quick phrase panel call mode switching API.

[0337] S1508: The Captain API changes the game mode of the virtual team through the game service.

[0338] S1509: The game mode change was successfully displayed on the user side in the virtual team.

[0339] It should be noted that only the recommended messages are displayed on the team member side; the switching control is not shown.

[0340] Therefore, this application increases users' willingness to play other game modes by recommending different game modes on various game preparation interfaces (allowing users to select game modes through multiple touchpoints), and by using methods such as situational judgment and teammate communication suggestions. Furthermore, it improves the user's gaming experience by using abnormal match data detection to provide targeted practice for users. It can achieve at least the following effects:

[0341] 1. Improve retention intention: Alleviate user frustration and improve retention rate through contextualized recommendations (e.g., guide users to entertainment mode when they receive negative feedback).

[0342] 2. Enhanced Novelty: The dynamic guidance mechanism increases the rate of trying new game modes and extends the game's life cycle.

[0343] 3. Skill Enhancement: The abnormal game data-driven training mode can help users make targeted improvements and enhance their sense of accomplishment.

[0344] 4. Social Collaboration: Quick chat in the team-up interface promotes teamwork and increases discussion of game modes and the willingness to form teams.

[0345] In addition to the game mode recommendation method described above, this application also provides a corresponding game mode recommendation device so that the above game mode recommendation method can be applied and implemented in practice.

[0346] See Figure 16 This figure is a schematic diagram of one of the structural features of a game mode recommendation device provided in an embodiment of this application. Figure 16 As shown, the game mode recommendation device 1600 includes: a login unit 1601 and a display unit 1602;

[0347] The login unit 1601 is used to log in to the target game application using the target account;

[0348] The display unit 1602 is used to display a first game mode recommended to the target account on the game preparation interface of the target game application. The first game mode is a game mode suitable for the target account, determined from multiple game modes based on the game data of the target account in the target game application. Different game modes correspond to different game mechanisms.

[0349] As can be seen from the above technical solution, this application no longer adjusts the difficulty of game matches covertly through the matchmaking mechanism, but rather adjusts the game modes. Different game modes correspond to different game mechanics, requiring different levels of user effort, meaning different game modes correspond to different game difficulties. This allows for adjusting the difficulty of game matches by adjusting the game mode. Furthermore, the game modes recommended to users are determined based on the user's game data within the target game application, better aligning with the user's gaming habits and game state. This dynamic recommendation of game modes increases the likelihood of users accepting the recommended mode, improving user experience. In addition, the adjusted game mode is displayed to the user, allowing them to decide whether to choose the recommended game mode for the next game, rather than passively accepting the recommended mode, further enhancing user experience. Moreover, displaying the recommended game mode on game preparation screens such as the team formation interface or the results screen serves as a guide, promoting the exposure of different game modes and increasing users' motivation to play new modes. Therefore, by offering a variety of game modes more suitable for users, the application effectively extends user playtime and improves user retention.

[0350] As one possible implementation, the display unit 1602 is specifically used for:

[0351] The game preparation interface of the target game application displays the multiple game modes, and highlights the first game mode;

[0352] If a trigger operation is performed for the second game mode among the plurality of game modes, a game match in the second game mode is started for the target account.

[0353] As one possible implementation, if the second game mode is a different game mode from the first game mode, then the display unit 1602 is specifically used for:

[0354] If a trigger operation is performed for the second game mode, a game match in the second game mode is started for the target account, and the game difficulty is adjusted for the target account according to the target account's game data during the game match.

[0355] As one possible implementation, the game mode recommendation device 1600 further includes an activation unit for:

[0356] If the target account is the account of the captain of the virtual team, then in response to the trigger operation for the third game mode among the multiple game modes, a game match in the third game mode is started for the virtual team;

[0357] If the target account is the account of a member in the virtual team, then in response to the triggering operation for the fourth game mode among the multiple game modes, the fourth game mode is recommended to the account of the captain in the virtual team.

[0358] As one possible implementation, the game mode recommendation device 1600 further includes an activation unit for:

[0359] If the target account is the account of the captain of the virtual team, a recommendation message for the fifth game mode and a switching control for the recommendation message are displayed. The recommendation message comes from the account of a member of the virtual team.

[0360] In response to a trigger operation on the switching control, a game match is initiated for the virtual team according to the fifth game mode.

[0361] As one possible implementation, the game mode recommendation device 1600 further includes a recommendation unit for:

[0362] In response to a trigger operation for the sixth game mode among the plurality of game modes, a request message for recommending the sixth game mode is sent to the accounts of each other member in the virtual team to which the target account is located, wherein the other members are members in the virtual team to which the target account is located, excluding the member corresponding to the target account;

[0363] If more than a certain number of accounts in the virtual team agree to the request message, then a game match will be started for the virtual team according to the sixth game mode.

[0364] As one possible implementation, if the game data includes historical match data, then the first game mode is the game mode applicable to the target account, determined based on the game status of the target account, among the multiple game modes, and the game status of the target account is determined based on the historical match data of the target account.

[0365] As one possible implementation, if the game status of the target account is determined to be in a slump or fatigue state based on the historical game data of the target account, then the first game mode is entertainment mode.

[0366] If, based on the historical match data of the target account, it is determined that the game status of the target account is in a peak state, then the first game mode is ranked mode.

[0367] If, based on the target account's historical match data, it is determined that the target account's game state is a non-full game mode, then the first game mode is a game mode that the target account has not experienced, and the non-full game mode is a game mode that the target account has not experienced among the multiple game modes.

[0368] As one possible implementation, if the game state of the target account is determined to be in non-full game mode based on the target account's historical game data, then the display unit 1602 is further configured to:

[0369] The system displays a preview of a target game match recommended to the target account. The preview is a schematic representation of a game match based on a game mode that the target account has not experienced.

[0370] As one possible implementation, if the game data includes abnormal match data, then the first game mode is the game mode applicable to the target account that is determined based on the abnormal state of the target account among the multiple game modes, and the abnormal state of the target account is determined based on the abnormal match data of the target account.

[0371] As one possible implementation, if based on the abnormal game data of the target account, it is determined that the abnormal state of the target account is unable to cope with the virtual skills of the first virtual object, then the first game mode is a training mode for the virtual skills of the first virtual object.

[0372] If, based on the abnormal game data of the target account, it is determined that the abnormal state of the target account is that it will not use the virtual skills of the second virtual object, then the first game mode is a training mode for the virtual skills of the second virtual object.

[0373] If, based on the abnormal game data of the target account, it is determined that the abnormal state of the target account is that the hit rate is lower than the hit rate threshold, then the first game mode is a training mode for shooting.

[0374] If, based on the abnormal game data of the target account, it is determined that the abnormal state of the target account is that the kill rate of the controlled target virtual object in the first position is greater than or equal to the first kill threshold, or the kill rate in the second position is less than the second kill threshold, then the first game mode is a training mode for attack and defense in a virtual scene.

[0375] If, based on the abnormal match data of the target account, it is determined that the abnormal state of the target account is that the score is less than the score threshold, then the first game mode is the training mode for team battles.

[0376] As one possible implementation, if the game data includes historical match data and abnormal match data, then the display unit 1602 is specifically used for:

[0377] The game preparation interface displays a first sub-game mode recommended to the target account. The first sub-game mode is a game mode that is determined based on the abnormal state of the target account among the multiple game modes and is applicable to the target account. The abnormal state of the target account is determined based on the abnormal game data of the target account.

[0378] After the first sub-game mode displays a preset duration, a second sub-game mode recommended to the target account is displayed on the game preparation interface. The second sub-game mode is a game mode that is determined based on the game status of the target account among the multiple game modes and is applicable to the target account. The game status of the target account is determined based on the historical game data of the target account. The first game mode includes the first sub-game mode and the second sub-game mode.

[0379] As one possible implementation, if the target account and teammate accounts form a virtual team, the game mode recommendation device 1600 further includes an activation unit for:

[0380] In response to a trigger operation for the seventh game mode among the multiple game modes, a game match in accordance with the seventh game mode is started for the target account, and an invitation message is sent to the teammate account to invite the teammate account to start a game match in accordance with the seventh game mode.

[0381] As one possible implementation, if the first game mode is a game mode suitable for the target account, determined from multiple game modes based on the target account's game data and expected dwell time in the target game application, then the game mode recommendation device 1600 further includes an acquisition unit, used for:

[0382] The game duration prompt is displayed, and the game duration prompt is used to input the expected duration of the target account's current login session;

[0383] In response to an input operation based on the game duration prompt, the estimated play duration is obtained.

[0384] As one possible implementation, if the first game mode is a game mode suitable for the target account, determined from multiple game modes based on the target account's game data and current mood type in the target game application, then the game mode recommendation device 1600 further includes an acquisition unit for:

[0385] Display mood type prompt, which is used to input the mood type when the target account logs into the target game application;

[0386] In response to an input operation that prompts for the mood type, the current mood type is obtained.

[0387] As one possible implementation, the game mode recommendation device 1600 further includes a conversion unit for:

[0388] In response to a trigger operation for the first game mode, a game match in accordance with the first game mode is started for the target account;

[0389] Display mode switching control;

[0390] If, during a game played in accordance with the first game mode, a trigger operation is performed on the mode switching control, then a partial game mode is displayed, wherein the partial game mode is the game mode in which the first game mode is removed from the multiple game modes;

[0391] In response to a trigger operation for the eighth game mode in the aforementioned game modes, a game match played according to the first game mode is converted into a game match played according to the eighth game mode. The game match played according to the eighth game mode supports both the first game mode and the eighth game mode, and the first game mode and the eighth game mode are different game modes.

[0392] See Figure 17 This figure is a second schematic diagram of a game mode recommendation device provided in an embodiment of this application. Figure 17 As shown, the game mode recommendation device 1700 includes: an acquisition unit 1701, a determination unit 1702, and a recommendation unit 1703;

[0393] The acquisition unit 1701 is used to acquire the game data of the target account;

[0394] The determining unit 1702 is used to determine a first game mode suitable for the target account from multiple game modes based on the game data of the target account, wherein the battle mechanism of different game modes is different;

[0395] The recommendation unit 1703 is used to recommend the first game mode to the target account.

[0396] As can be seen from the above technical solution, this application no longer adjusts the difficulty of game matches covertly through the matchmaking mechanism, but rather adjusts the game modes. Different game modes correspond to different game mechanics, requiring different levels of user effort, meaning different game modes correspond to different game difficulties. This allows for adjusting the difficulty of game matches by adjusting the game mode. Furthermore, the game modes recommended to users are determined based on the user's game data within the target game application, better aligning with the user's gaming habits and game state. This dynamic recommendation of game modes increases the likelihood of users accepting the recommended mode, improving user experience. In addition, the adjusted game mode is displayed to the user, allowing them to decide whether to choose the recommended game mode for the next game, rather than passively accepting the recommended mode, further enhancing user experience. Moreover, displaying the recommended game mode on game preparation screens such as the team formation interface or the results screen serves as a guide, promoting the exposure of different game modes and increasing users' motivation to play new modes. Therefore, by offering a variety of game modes more suitable for users, the application effectively extends user playtime and improves user retention.

[0397] As one possible implementation, if the target account's game data includes historical match data, then the determining unit 1702 is specifically used for:

[0398] The game status of the target account is determined based on the target account's historical game data;

[0399] Based on the game status of the target account, a first game mode suitable for the target account is determined from the plurality of game modes.

[0400] As one possible implementation, if the target account's game data includes historical match data, then the determining unit 1702 is specifically used for:

[0401] Based on the abnormal game data of the target account, determine the abnormal status of the target account;

[0402] Based on the abnormal status of the target account, a first game mode suitable for the target account is determined from the plurality of game modes.

[0403] As one possible implementation, the determining unit 1702 is specifically used for:

[0404] Based on the game data of the target account, determine a number of pending game modes suitable for the target account from the multiple game modes;

[0405] The first game mode is determined from the plurality of pending game modes according to preset rules.

[0406] This application also provides a computer device, which can be a server or a terminal device. The computer device provided in this application will be described below from a hardware implementation perspective. Figure 18 The diagram shown is a schematic of the server's structure. Figure 19 The diagram shown is a structural schematic of the terminal device.

[0407] See Figure 18 This figure is a schematic diagram of a server structure provided in an embodiment of this application. The server 1800 can vary considerably due to different configurations or performance, and may include one or more processors 1822, such as a central processing unit (CPU), memory 1832, and one or more storage media 1830 (e.g., one or more mass storage devices) for application programs 1842 or data 1844. The memory 1832 and storage media 1830 can be temporary or persistent storage. The program stored in the storage media 1830 may include one or more modules (not shown in the figure), each module may include a series of instruction operations on the server. Furthermore, the processor 1822 may be configured to communicate with the storage media 1830 and execute the series of instruction operations in the storage media 1830 on the server 1800.

[0408] Server 1800 may also include one or more power supplies 1826, one or more wired or wireless network interfaces 1850, one or more input / output interfaces 1858, and / or one or more operating systems 1841, such as Windows Server. TM Mac OS X TM Unix TM Linux TM FreeBSD TM etc.

[0409] The steps performed by the server in the above embodiments can be based on this Figure 18 The server structure shown.

[0410] The processor 1822 is used to perform the following steps:

[0411] Log in to the target game application using the target account;

[0412] On the game preparation screen of the target game application, a first game mode is recommended to the target account. The first game mode is a game mode that is suitable for the target account, determined from multiple game modes based on the target account's game data in the target game application. Different game modes correspond to different game mechanics.

[0413] Or perform the following steps:

[0414] Obtain game data from the target account;

[0415] Based on the game data of the target account, a first game mode suitable for the target account is determined from multiple game modes, and the battle mechanism of different game modes is different;

[0416] The first game mode is recommended to the target account.

[0417] Optionally, the processor 1822 may also execute method steps of any specific implementation of the recommended game mode method in the embodiments of this application.

[0418] See Figure 19 This figure is a schematic diagram of the structure of a terminal device provided in an embodiment of this application. The description will be based on a smartphone as an example. Figure 19 The diagram shown is a partial structural block diagram of the smartphone, which includes: a radio frequency (RF) circuit 1910, a memory 1920, an input unit 1930, a display unit 1940, a sensor 1950, an audio circuit 1960, a Wi-Fi module 1970, a processor 1980, and a power supply 1990, among other components. Those skilled in the art will understand that... Figure 19 The smartphone structure shown does not constitute a limitation on smartphones and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0419] The following is combined with Figure 19 A detailed introduction to the various components of a smartphone:

[0420] The RF circuit 1910 can be used to receive and transmit signals during information transmission or calls. In particular, it receives downlink information from the base station and processes it with the processor 1980; in addition, it transmits uplink data to the base station.

[0421] The memory 1920 can be used to store software programs and modules, and the processor 1980 runs the software programs and modules stored in the memory 1920 to realize various functions and data processing of the smartphone.

[0422] Input unit 1930 can be used to receive input numeric or character information, and to generate key signal inputs related to user settings and function control of the smartphone. Specifically, input unit 1930 may include touch panel 1931 and other input devices 1932. Touch panel 1931, also known as a touch screen, can collect touch operations from the user on or near it and drive corresponding connected devices according to a pre-set program. In addition to touch panel 1931, input unit 1930 may also include other input devices 1932. Specifically, other input devices 1932 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), trackball, mouse, joystick, etc.

[0423] The display unit 1940 can be used to display information input by the user or information provided to the user, as well as various menus of the smartphone. The display unit 1940 may include a display panel 1941, which may optionally be configured as a liquid crystal display (LCD), an organic light-emitting diode (OLED), or other similar form.

[0424] Smartphones may also include at least one sensor 1950, such as a light sensor, a motion sensor, and other sensors. Other sensors that smartphones may also be equipped with, such as gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be detailed here.

[0425] Audio circuitry 1960, speaker 1961, and microphone 1962 provide an audio interface between the user and the smartphone. Audio circuitry 1960 converts received audio data into electrical signals and transmits them to speaker 1961, where speaker 1961 converts them into sound signals for output. On the other hand, microphone 1962 converts collected sound signals into electrical signals, which are received by audio circuitry 1960, converted into audio data, and then processed by processor 1980 before being transmitted via RF circuitry 1910 to, for example, another smartphone, or the audio data can be output to memory 1920 for further processing.

[0426] The processor 1980 is the control center of the smartphone, connecting various parts of the smartphone via various interfaces and lines. It performs various functions and processes data by running or executing software programs and / or modules stored in the memory 1920, and by calling data stored in the memory 1920. Optionally, the processor 1980 may include one or more processing units.

[0427] The smartphone also includes a power supply 1990 (such as a battery) that supplies power to various components. Preferably, the power supply can be logically connected to the processor 1980 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.

[0428] Although not shown, smartphones may also include a camera, Bluetooth module, etc., which will not be described in detail here.

[0429] In this embodiment of the application, the memory 1920 included in the smartphone can store computer programs and transmit the computer programs to the processor.

[0430] The processor 1980 included in the smartphone can execute the recommended method for the game mode provided in the above embodiments according to the instructions in the computer program.

[0431] This application also provides a computer-readable storage medium for storing a computer program for executing the recommended method for game modes provided in the above embodiments.

[0432] On the other hand, embodiments of this application provide a computer program product including a computer program, which, when run on a computer device, causes the computer device to perform a recommended method for game modes provided in various optional implementations of the above aspects.

[0433] Those skilled in the art will understand that all or part of the steps of the above method embodiments can be implemented by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When the program is executed, it performs the steps of the above method embodiments. The aforementioned storage medium can be at least one of the following media: read-only memory (ROM), RAM, magnetic disk or optical disk, and other media that can store computer programs.

[0434] The terms “first,” “second,” “third,” “fourth,” etc., as used in this application (if applicable), are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that embodiments of the application described herein can be implemented, for example, in orders other than those illustrated or described herein. Furthermore, the terms “comprising” and “corresponding,” and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0435] In the embodiments of this application, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0436] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects detailed in this application.

[0437] The terminology used in this application is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. The singular forms “a,” “the,” and “the” used herein are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used herein refers to and includes any or all possible combinations of one or more of the associated listed items. Depending on the context, the word “if,” as used herein, can be interpreted as “when,” “in response to a determination,” or “when…”.

[0438] It should be noted that the various embodiments in this specification are described in a progressive manner, and the same or similar parts between the various embodiments can be referred to mutually. Each embodiment focuses on describing the differences from other embodiments. In particular, for the device and system embodiments, since they are basically similar to the method embodiments, the description is relatively simple, and the relevant parts can be referred to the description of the method embodiments. The device and system embodiments described above are merely illustrative. The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of the modules can be selected to achieve the purpose of the solution in this embodiment according to actual needs. Those skilled in the art can understand and implement this without creative effort.

[0439] The above description is merely one specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Based on the implementation methods provided in the above aspects, this application can also be further combined to provide more implementation methods.

Claims

1. A method for recommending game modes, characterized in that, The method includes: Log in to the target game application using the target account; On the game preparation screen of the target game application, a first game mode is recommended to the target account. The first game mode is a game mode that is suitable for the target account, determined from multiple game modes based on the target account's game data in the target game application. Different game modes correspond to different game mechanics.

2. The method according to claim 1, characterized in that, The game preparation interface of the target game application displays a first game mode recommended to the target account, including: The game preparation interface of the target game application displays the multiple game modes, and highlights the first game mode; If a trigger operation is performed for the second game mode among the plurality of game modes, a game match in the second game mode is started for the target account.

3. The method according to claim 2, characterized in that, If the second game mode is a different game mode from the first game mode, then the step of responding to a trigger operation for the second game mode among the plurality of game modes, and starting a game match in the second game mode for the target account, includes: If a trigger operation is performed for the second game mode, a game match in the second game mode is started for the target account, and the game difficulty is adjusted for the target account according to the target account's game data during the game match.

4. The method according to claim 1, characterized in that, The method further includes: If the target account is the account of the captain of the virtual team, then in response to the trigger operation for the third game mode among the multiple game modes, a game match in the third game mode is started for the virtual team; If the target account is the account of a member in the virtual team, then in response to the triggering operation for the fourth game mode among the multiple game modes, the fourth game mode is recommended to the account of the captain in the virtual team.

5. The method according to claim 4, characterized in that, If the target account is the account of the leader of a virtual team, the method further includes: Displays a recommendation message for the fifth game mode and a toggle control for the recommendation message, the recommendation message being from the accounts of the members in the virtual team; In response to a trigger operation on the switching control, a game match is initiated for the virtual team according to the fifth game mode.

6. The method according to claim 1, characterized in that, The method further includes: In response to a trigger operation for the sixth game mode among the plurality of game modes, a request message for recommending the sixth game mode is sent to the accounts of each other member in the virtual team to which the target account is located, wherein the other members are members in the virtual team to which the target account is located, excluding the member corresponding to the target account; If more than a certain number of accounts in the virtual team agree to the request message, then a game match will be started for the virtual team according to the sixth game mode.

7. The method according to claim 1, characterized in that, If the game data includes historical match data, then the first game mode is the game mode applicable to the target account, determined based on the game status of the target account, among the multiple game modes, and the game status of the target account is determined based on the historical match data of the target account.

8. The method according to claim 7, characterized in that, If, based on the historical game data of the target account, it is determined that the target account's game status is in a slump or fatigue state, then the first game mode is entertainment mode. If, based on the historical match data of the target account, it is determined that the game status of the target account is in a peak state, then the first game mode is ranked mode. If, based on the target account's historical match data, it is determined that the target account's game state is a non-full game mode, then the first game mode is a game mode that the target account has not experienced, and the non-full game mode is a game mode that the target account has not experienced among the multiple game modes.

9. The method according to claim 8, characterized in that, If, based on the target account's historical match data, it is determined that the target account's game state is not in full-game mode, then the method further includes: The system displays a preview of a target game match recommended to the target account. The preview is a schematic representation of a game match based on a game mode that the target account has not experienced.

10. The method according to claim 1, characterized in that, If the game data includes abnormal match data, then the first game mode is the game mode applicable to the target account that is determined based on the abnormal state of the target account among the multiple game modes, and the abnormal state of the target account is determined based on the abnormal match data of the target account.

11. The method according to claim 10, characterized in that, If, based on the abnormal game data of the target account, it is determined that the abnormal state of the target account is that it is unable to cope with the virtual skills of the first virtual object, then the first game mode is a training mode for the virtual skills of the first virtual object. If, based on the abnormal game data of the target account, it is determined that the abnormal state of the target account is that it will not use the virtual skills of the second virtual object, then the first game mode is a training mode for the virtual skills of the second virtual object. If, based on the abnormal game data of the target account, it is determined that the abnormal state of the target account is that the hit rate is lower than the hit rate threshold, then the first game mode is a training mode for shooting. If, based on the abnormal game data of the target account, it is determined that the abnormal state of the target account is that the kill rate of the controlled target virtual object in the first position is greater than or equal to the first kill threshold, or the kill rate in the second position is less than the second kill threshold, then the first game mode is a training mode for attack and defense in a virtual scene. If, based on the abnormal match data of the target account, it is determined that the abnormal state of the target account is that the score is less than the score threshold, then the first game mode is the training mode for team battles.

12. The method according to claim 1, characterized in that, If the game data includes historical match data and abnormal match data, then on the settlement interface of the target game application, a first game mode recommended to the target account will be displayed, including: The game preparation interface displays a first sub-game mode recommended to the target account. The first sub-game mode is a game mode that is determined based on the abnormal state of the target account among the multiple game modes and is applicable to the target account. The abnormal state of the target account is determined based on the abnormal game data of the target account. After the first sub-game mode displays a preset duration, a second sub-game mode recommended to the target account is displayed on the game preparation interface. The second sub-game mode is a game mode that is determined based on the game status of the target account among the multiple game modes and is applicable to the target account. The game status of the target account is determined based on the historical game data of the target account. The first game mode includes the first sub-game mode and the second sub-game mode.

13. The method according to claim 1, characterized in that, If the target account and teammate accounts form a virtual team, the method further includes: In response to a trigger operation for the seventh game mode among the multiple game modes, a game match in accordance with the seventh game mode is started for the target account, and an invitation message is sent to the teammate account to invite the teammate account to start a game match in accordance with the seventh game mode.

14. The method according to claim 1, characterized in that, If the first game mode is a game mode suitable for the target account, determined from multiple game modes based on the target account's game data and expected dwell time in the target game application, then the method further includes: The game duration prompt is displayed, and the game duration prompt is used to input the expected duration of the target account's current login session; In response to an input operation based on the game duration prompt, the estimated play duration is obtained.

15. The method according to claim 1, characterized in that, If the first game mode is a game mode suitable for the target account, determined from multiple game modes based on the target account's game data and current mood type in the target game application, then the method further includes: Display mood type prompt, which is used to input the mood type when the target account logs into the target game application; In response to an input operation that prompts for the mood type, the current mood type is obtained.

16. The method according to claim 1, characterized in that, The method further includes: In response to a trigger operation for the first game mode, a game match in accordance with the first game mode is started for the target account; Display mode switching control; If, during a game played in accordance with the first game mode, a trigger operation is performed on the mode switching control, then a partial game mode is displayed, wherein the partial game mode is the game mode in which the first game mode is removed from the multiple game modes; In response to a trigger operation for the eighth game mode in the aforementioned game modes, a game match played according to the first game mode is converted into a game match played according to the eighth game mode. The game match played according to the eighth game mode supports both the first game mode and the eighth game mode, and the first game mode and the eighth game mode are different game modes.

17. A method for recommending game modes, characterized in that, The method includes: Obtain game data from the target account; Based on the game data of the target account, a first game mode suitable for the target account is determined from multiple game modes, and the battle mechanism of different game modes is different; The first game mode is recommended to the target account.

18. The method according to claim 17, characterized in that, If the target account's game data includes historical match data, then determining a first game mode suitable for the target account from multiple game modes based on the target account's game data includes: The game status of the target account is determined based on the target account's historical game data; Based on the game status of the target account, a first game mode suitable for the target account is determined from the plurality of game modes.

19. The method according to claim 17, characterized in that, If the target account's game data includes historical match data, then determining a first game mode suitable for the target account from multiple game modes based on the target account's game data includes: Based on the abnormal game data of the target account, determine the abnormal status of the target account; Based on the abnormal status of the target account, a first game mode suitable for the target account is determined from the plurality of game modes.

20. The method according to claim 17, characterized in that, The step of determining a first game mode suitable for the target account from multiple game modes based on the target account's game data includes: Based on the game data of the target account, determine a number of pending game modes suitable for the target account from the multiple game modes; The first game mode is determined from the plurality of pending game modes according to preset rules.

21. A game mode recommendation device, characterized in that, The device includes: a login unit and a display unit; The login unit is used to log in to the target game application using the target account; The display unit is used to display a first game mode recommended to the target account on the game preparation interface of the target game application. The first game mode is a game mode suitable for the target account, determined from multiple game modes based on the game data of the target account in the target game application. Different game modes correspond to different game mechanisms.

22. A game mode recommendation device, characterized in that, The device includes: an acquisition unit, a determination unit, and a recommendation unit; The acquisition unit is used to acquire the game data of the target account; The determining unit is used to determine a first game mode suitable for the target account from multiple game modes based on the game data of the target account, wherein the battle mechanism of different game modes is different; The recommendation unit is used to recommend the first game mode to the target account.

23. A computer device, characterized in that, The computer device includes a processor and memory: The memory is used to store computer programs and to transfer the computer programs to the processor; The processor is configured to perform the method according to any one of claims 1-16, or the method according to any one of claims 17-20, according to the computer program.

24. A computer-readable storage medium, characterized in that, The computer-readable storage medium is used to store a computer program for performing the method according to any one of claims 1-16, or for performing the method according to any one of claims 17-20.

25. A computer program product comprising a computer program, characterized in that, When it is run on a computer device, it causes the computer device to perform the method of any one of claims 1-16, or the method of any one of claims 17-20.