Method and device for recommending friends in game and electronic equipment
By evaluating the interaction revenue data between game accounts after a game ends, friend recommendation information is provided to the first game account, which solves the problem of insufficient accuracy of friend recommendations in existing technologies and improves the friend conversion success rate.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-12-22
- Publication Date
- 2026-03-31
AI Technical Summary
In existing technologies, friend recommendations based on game account behavior after a game session are not very accurate, resulting in a low friend conversion rate.
After a game ends, data on the interaction and benefits between game accounts during the game, such as damage blocking, healing, and item provision, is collected, and friend recommendation information is provided to the first game account based on preset conditions.
It improves the accuracy and conversion rate of friend recommendations by evaluating the interaction and level of attention between game accounts to recommend friends that are more in line with the user's interests.
Smart Images

Figure CN121754891A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, and in particular to a method, apparatus, and electronic device for recommending friends in games. Background Technology
[0002] After a game ends, the performance of each game account is usually tallied, including metrics such as healing output, damage mitigation, and assists. The game accounts with the best performance are displayed on the match results page, and friend recommendations are made based on this performance; for example, high-performing game accounts are recommended as friends. However, this method of recommending friends has poor accuracy, resulting in a low friend conversion rate. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide a method, device and electronic device for recommending friends in games, so as to improve the accuracy of recommended friends and increase the success rate of friend conversion.
[0004] In a first aspect, embodiments of the present invention provide a friend recommendation method in a game, which provides a graphical user interface through a terminal device, the terminal device being logged into a first game account; the method includes: in response to the end of a game match in which the first game account participated, obtaining a second game account that provided revenue to the first game account during the game match, and revenue data provided by the second game account to the first game account; in response to the revenue data reaching a preset condition, providing friend recommendation information for the second game account to the first game account.
[0005] Secondly, embodiments of the present invention provide a friend recommendation device in a game, which provides a graphical user interface through a terminal device, the terminal device being logged into a first game account; the device includes: a revenue acquisition module, used to acquire, in response to the end of a game match in which the first game account participated, a second game account that provided revenue to the first game account during the game match, and revenue data provided by the second game account to the first game account; and a friend recommendation module, used to provide friend recommendation information for the second game account to the first game account in response to the revenue data reaching a preset condition.
[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the friend recommendation method in the above-mentioned game.
[0007] Fourthly, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the friend recommendation method in the aforementioned game.
[0008] The embodiments of the present invention bring the following beneficial effects: The aforementioned friend recommendation method, device, and electronic device in the game provide a graphical user interface through a terminal device, which is logged into a first game account; in response to the end of a game match in which the first game account participated, the system obtains the second game account that provided revenue to the first game account during the game match, as well as the revenue data provided by the second game account to the first game account; in response to the revenue data reaching a preset condition, the system provides friend recommendation information for the second game account to the first game account.
[0009] In the above method, since the second game account provides revenue to the first game account in the game, and the revenue data meets the preset conditions, it can be understood that the second game account and the first game account have interacted in the game, and the amount of interaction is large. Therefore, the second game account is recommended to the first game account as a friend. The first game account has a high interest in the recommended friend, and the accuracy of the friend recommendation is high, thus improving the friend conversion success rate.
[0010] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.
[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0013] Figure 1 A flowchart illustrating a friend recommendation method in a game, as provided in an embodiment of the present invention; Figure 2 This is a schematic diagram of the damage-blocking skill of the second character provided in an embodiment of the present invention; Figure 3 A schematic diagram illustrating a blocking skill used by a second character to block damage skills, provided in an embodiment of the present invention; Figure 4 This is a schematic diagram of friend recommendation information provided in an embodiment of the present invention; Figure 5A schematic diagram of a friend recommendation device in a game provided by an embodiment of the present invention; Figure 6 This is a schematic diagram of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0014] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0015] In related technologies, the match results page typically displays the game account that performed best in specific aspects of the game, such as the account with the highest healing output or the account with the highest damage mitigation. These best-performing game accounts are then recommended as friends to other game accounts within the match.
[0016] During their research, the inventors discovered that the above methods only track the overall performance of game accounts during matches, reflecting the individual player's skill level. However, whether game accounts become friends depends primarily on their interaction with each other. Since the overall performance of game accounts during matches does not reflect this interaction, the accuracy of friend recommendations is poor, users have low interest in recommended friends, and consequently, the friend conversion rate is low.
[0017] Based on this, the friend recommendation method, device and electronic device provided by the embodiments of the present invention can be applied to various games, such as game matches in which multiple game accounts participate.
[0018] In one embodiment of this disclosure, the friend recommendation method in a game can run on a local terminal device or a server. When the friend recommendation method in a game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0019] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and operation of the friend recommendation method in the game are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device through the network, and finally, the client device decodes and outputs the game screen.
[0020] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0021] In one possible implementation, this invention provides a friend recommendation method in a game, providing a graphical user interface (GUI) through a terminal device. The terminal device can be either a local terminal device (as mentioned above) or a client device within the aforementioned cloud interaction system. The terminal device is logged into a first game account. The GUI can display out-of-game pages for the first game account after logging in, such as the main game page, sub-pages of various subsystems, etc.; the GUI can also display in-game pages for matches played by the first game account.
[0022] like Figure 1 As shown, the friend recommendation method in this game includes the following steps: Step S102: In response to the end of the game in which the first game account participated, obtain the second game account that provided revenue to the first game account during the game, and the revenue data provided by the second game account to the first game account. A game match involves multiple game accounts. In addition to the first game account mentioned above, there is at least one other game account in the game match. In one example, the game match includes two teams, and each team includes multiple game accounts. The aforementioned second game account can include one or more game accounts; that is, any game account that provides benefits to the first game account is a second game account.
[0023] The benefits provided by the second game account to the first game account can include damage blocking, healing, and game items. When the second game account provides benefits to the first game account, specific benefit data also needs to be recorded, such as damage blocking parameters, healing parameters, and benefit parameters corresponding to game items; this benefit data indicates the amount or size of benefits provided by the second game account to the first game account.
[0024] In practice, during a game, the system can start tracking the revenue provided by the second game account to the first game account, as well as the revenue provided by that second game account to the first game account. Alternatively, after the game ends, the system can track the revenue provided by the second game account to the first game account, as well as the revenue provided by that second game account to the first game account. Furthermore, the system can also track the revenue provided by the second game account to other game accounts, as well as the total revenue provided to other game accounts.
[0025] In step S104, in response to the revenue data reaching the preset conditions, friend recommendation information for the second game account is provided to the first game account.
[0026] In one approach, a threshold can be pre-set for revenue data. When the revenue data provided by the second game account to the first game account reaches this threshold, friend recommendation information for the second game account is provided to the first game account. In another approach, the ratio of the revenue data provided by the second game account to the first game account to the total revenue data provided by the second game account to other game accounts can be calculated. When this ratio reaches a preset ratio threshold, friend recommendation information for the second game account is provided to the first game account.
[0027] In a game, multiple second game accounts may provide benefits to the first game account. In this case, for each second game account, it can be determined whether the benefit data provided by the second game account to the first game account meets the preset conditions, and the friend recommendation information of the second game account that provides benefit data to the first game account that meets the preset conditions can be determined.
[0028] The aforementioned friend recommendation information may include the account name, account avatar, account level, etc. of the second game account. It may also provide a friend add control for the second game account. By triggering the friend add control, a friend request is sent to the second game account. When the second game account confirms the friend request, the second game account and the first game account establish a friend relationship and become friends with each other.
[0029] The friend recommendation method in the above game provides a graphical user interface through a terminal device, where a first game account is logged in. In response to the end of a game match in which the first game account participated, the system obtains the data of a second game account that provided revenue to the first game account during the game match, as well as the revenue data provided by the second game account to the first game account. In response to the revenue data reaching a preset condition, the system provides friend recommendation information for the second game account to the first game account.
[0030] In the above method, since the second game account provides revenue to the first game account in the game, and the revenue data meets the preset conditions, it can be understood that the second game account and the first game account have interacted in the game, and the amount of interaction is large. Therefore, the second game account is recommended to the first game account as a friend. The first game account has a high interest in the recommended friend, and the accuracy of the friend recommendation is high, thus improving the friend conversion success rate.
[0031] In one implementation, in response to a damage skill generated during a game, it is determined that a first character controlled by a first game account is within the skill's release range, and a second character controlled by a second game account provides damage blocking parameters of the damage skill to the first character, thus determining that the second game account provides benefits to the first game account; wherein, the benefit data provided by the second game account to the first game account includes: the damage blocking parameters of the damage skill provided by the second character to the first character.
[0032] This damaging skill can be released by a game character controlled by a game account, for example, by a third character controlled by a third game account other than the first and second game accounts. The damaging skill can also be released by NPCs (Non-Player Characters) in the game scene, or by game items placed in the game scene, such as timed bomb items, automatic shooting items, etc.
[0033] When a damage skill is an area-of-effect attack skill, the skill's release range is an area of a specified size, such as a circular area with a radius of 3 meters, a square area with a side length of 2 meters, etc.; when a damage skill is a target attack skill, the skill's release range is a path of a specified length, such as a shooting skill, where the skill's release range is a 5-meter path starting from the shooting item.
[0034] When the first character controlled by the first game account is within the skill's range, the first character would normally be damaged by the skill, such as having reduced health or HP. However, due to the damage blocking parameter provided by the second character controlled by the second game account, the first character can avoid being damaged by the skill or have the damage reduced. Therefore, it is determined that the second game account has provided a benefit to the first game account.
[0035] Specifically, when the second character provides damage blocking parameters for a damage skill to the first character, the method could be that the second character itself blocks the damage skill, the second character releases a damage blocking item or blocking skill, or the second character releases a protective item or protective skill targeting the first character, etc.
[0036] The aforementioned damage blocking parameter can be determined based on the first damage parameter of the damage skill originally received by the first character, and the second damage parameter of the damage skill actually received by the first character; for example, the difference between the first damage parameter and the second damage parameter can be used as the damage blocking parameter; this damage blocking parameter can be understood as the damage parameter that the second character takes on behalf of the first character.
[0037] For example, if the first damage parameter of the skill that the first character originally received is 100, and the second damage parameter of the skill that the first character actually received is 0, then the damage blocking parameter is 100; as another example, if the first damage parameter of the skill that the first character originally received is 100, and the second damage parameter of the skill that the first character actually received is 20, then the damage blocking parameter is 80.
[0038] Specifically, in response to damage skills generated during a game, the movement path of the skill target of the damage skill is determined; in response to the first character controlled by the first game account being located on the movement path of the skill target, the first character being located within the skill release range of the damage skill is determined.
[0039] The target of a damage skill can be a bullet fired, a knife thrown, etc. After a damage skill is generated, the skill target moves along the skill target's movement path. The starting point of the skill target's movement path is the location where the damage skill is generated. The damage skill has a preset path length. Once the release direction of the damage skill is determined, the skill target's movement path can be determined in the game scene.
[0040] The first character controlled by the first game account is located within the skill's movement path. For example, the first character could be located at the end of the skill's movement path, or on the path between the start and end points of the skill's movement path. When the first character controlled by the first game account is located within the skill's movement path, that is, within the skill's release range, it can be understood that the first character would originally be damaged by the skill.
[0041] exist Figure 2 In the example, the damage skill is released by a third character, whose location is the location where the damage skill is generated. Skill object movement path 1 and skill object movement path 2 together form the complete skill object movement path of the damage skill.
[0042] In one implementation, in response to a damage skill generated during a game, if a second character controlled by a second game account is within the skill's release range and the second character is located between the damage skill's generation location and the first character controlled by a first game account, the second character is determined to provide the first character with damage blocking parameters for the damage skill.
[0043] The aforementioned embodiment has determined that the first character is within the skill release range of the damage skill. Under this premise, if the second character is also within the skill release range, and the second character is located between the location where the damage skill is generated and the first character controlled by the first game account, then the second character can block at least part of the damage generated by the damage skill for the first character.
[0044] like Figure 2 In this scenario, both the first and second characters are located on the movement path of the damage skill's target. The second character is located between the first character and the location where the damage skill is generated (i.e., the third character who releases the damage skill). This can be understood as the second character being closer to the location where the damage skill is generated than the first character, and the second character being hit by the skill target before the first character. In this case, the second character blocks at least part of the damage from the damage skill for the first character.
[0045] Specifically, if the second character is hit by the skill target but the first character is not, the damage blocking parameter provided by the second character to the first character is equal to the total damage parameter generated by the skill, which is the original damage parameter received by the first character. If the second character and the first character are hit by the skill target one after the other, the damage blocking parameter provided by the second character to the first character is equal to the difference between the total damage parameter generated by the skill and the actual damage parameter received by the first character.
[0046] In another implementation, in response to a damage skill generated during a game, and a second character controlled by a second game account releases a blocking skill, if the blocking skill's effective location is within the skill release range of the damage skill, and the effective location is between the damage skill's generating location and the first character controlled by the first game account, then the second character is determined to provide the damage blocking parameters of the damage skill to the first character.
[0047] The aforementioned embodiment has determined that the first character is within the skill release range of the damaging skill. Under this premise, if the skill activation location of the blocking skill released by the second character is within the skill release range of the damaging skill, and the skill activation location is between the generation location of the damaging skill and the first character controlled by the first game account, then the blocking skill released by the second character can block at least part of the damage generated by the damaging skill for the first character.
[0048] like Figure 3 In the game, the blocking skills released by the first and second characters both take effect at locations along the movement path of the damage skill's target. Furthermore, the skill's effective location is between the first character and the damage skill's generation location (i.e., the third character who released the damage skill). This can be understood as the skill's effective location being closer to the damage skill's generation location than the first character's. In this case, the blocking skill can block at least a portion of the damage from the damage skill for the first character.
[0049] Specifically, if the blocking skill completely blocks the target of the damaging skill, the second character provides the first character with the damage blocking parameter of the damaging skill, which is equal to the total damage parameter generated by the damaging skill, i.e., the damage parameter originally received by the first character; if the blocking skill does not block the target of the damaging skill, the first character is still hit by the skill target, and the second character provides the first character with the damage blocking parameter of the damaging skill, which is equal to the difference between the total damage parameter generated by the damaging skill and the actual damage parameter received by the first character.
[0050] In the above method, when the second character blocks damage for the first character, the damage blocking parameter provided by the second character to the first character is the benefit data. When recommending friends based on this damage blocking parameter, the game account corresponding to the first character has a higher interest in the game account corresponding to the second character, thus improving the accuracy of friend recommendations and thus increasing the friend conversion success rate.
[0051] In other implementations, the second character controlled by the second game account releases a healing skill to the first character controlled by the first game account, thus determining that the second game account provides benefits to the first game account; wherein, the benefit data provided by the second game account to the first game account includes: the healing parameters provided by the second character to the first character.
[0052] When the second character casts a healing skill on the first character, the first character's health points, HP, and other parameters increase, meaning the second game account provides benefits to the first game account; the healing parameters provided by the second character to the first character are equal to the increase in the first character's health points or HP.
[0053] Another method involves responding to a second character controlled by a second game account providing game items to a first character controlled by a first game account, thereby determining that the second game account provides benefits to the first game account; wherein, the benefit data provided by the second game account to the first game account includes: the item benefit parameters corresponding to the game items.
[0054] When a second character provides game items to a first character, it can increase the first character's attack power, defense power, etc.; game items can be attack items, defensive items, medicines, etc. The corresponding item benefit parameters can be determined based on the type and quantity of the game item.
[0055] In the above method, when the second character releases healing skills or provides items to the first character, the second character provides benefits to the first character. When recommending friends based on the corresponding benefit data, the game account corresponding to the first character has a higher friend interest in the game account corresponding to the second character, thus improving the accuracy of friend recommendations and thus increasing the friend conversion success rate.
[0056] In one implementation, the level of attention a second game account pays to a first game account is determined based on revenue data; when the level of attention reaches a preset threshold, friend recommendation information for the second game account is provided to the first game account.
[0057] Understandably, the larger the revenue data, the more revenue the second game account provides to the first game account, and the greater the attention the second game account pays to the first game account. In actual implementation, the revenue data can be subjected to specified calculations, such as ratio calculations or parameter multiplication, to obtain the attention level corresponding to that revenue data; this attention level can be expressed as a decimal or percentage; for example, the aforementioned preset threshold is 30%, when the attention level reaches 30%, friend recommendation information for the second game account is provided to the first game account.
[0058] Specifically, the total revenue data generated by the second game account in the game is obtained; the total revenue data includes the sum of revenue data provided by the second game account to game accounts other than the second game account; based on the ratio of the revenue data provided by the second game account to the first game account to the total revenue data, the degree of attention of the second game account to the first game account is determined.
[0059] The total revenue data is the sum of the revenue data provided by the second game account to all game accounts in the game. The total revenue data includes the revenue data provided by the second game account to the aforementioned first game account, as well as the revenue data provided by the second game account to game accounts other than the first game account.
[0060] The ratio of the revenue data provided by the second game account to the first game account to the total revenue data can be used to determine the degree of attention the second game account pays to the first game account; alternatively, the degree of attention the second game account pays to the first game account can be obtained by multiplying the ratio of the revenue data provided by the second game account to the first game account to the total revenue data by a preset parameter.
[0061] In the above method, revenue data is converted into attention level. When the attention level reaches a preset threshold, friend recommendation information for the second game account is provided to the first game account. Attention level can more uniformly indicate the level of interaction between users, further improving the accuracy of friend recommendations and thus increasing the friend conversion success rate.
[0062] In other methods, the aforementioned revenue data includes: a second character controlled by a second game account providing damage blocking parameters of a damage skill to a first character controlled by a first game account; if the second character is located between the damage skill's generation location and the first character controlled by the first game account, a first level of attention is determined based on the damage blocking parameters; if the second character controlled by the second game account releases a blocking skill, and the blocking skill's activation location is located between the damage skill's generation location and the first character controlled by the first game account, a second level of attention is determined based on the damage blocking parameters; wherein, the second level of attention is greater than the first level of attention.
[0063] When a second character provides damage blocking parameters to a first character, the specific method by which the second character provides these parameters affects the level of attention. Specifically, when the second character is located between the location where the damage skill spawns and the first character controlled by the first game account, the second character is essentially blocking damage for the first character. This blocking could be active or passive; that is, the second character happens to be positioned between the damage skill's spawn location and the first character when the damage skill spawns, without intentionally moving there to block damage. When the second character passively blocks damage for the first character, their actual level of attention to the first character is not high. Therefore, when the second character is located between the damage skill's spawn location and the first character controlled by the first game account, the level of attention determined based on the damage blocking parameters is relatively low.
[0064] In actual implementation, when the second character is located between the location where the damage skill is generated and the first character controlled by the first game account, the damage blocking parameter is multiplied by a lower parameter, resulting in a lower level of attention.
[0065] When a second character controlled by a second game account releases a blocking skill, and the skill's effective location is between the damage skill's spawn location and the first character controlled by the first game account, the second character is actively blocking damage for the first character. Since the second character is actively blocking damage for the first character, their actual attention to the first character is higher. Therefore, when a second character controlled by a second game account releases a blocking skill, and the skill's effective location is between the damage skill's spawn location and the first character controlled by the first game account, the second character's level of attention, determined based on the damage blocking parameters, is higher.
[0066] In actual implementation, when the second character controlled by the second game account releases a blocking skill, and the skill's effective location is between the damage skill's generation location and the first character controlled by the first game account, the damage blocking parameter is multiplied by a higher parameter, resulting in a higher second level of attention, which is higher than the aforementioned first level of attention.
[0067] In the above method, when the second character provides damage blocking parameters to the first character, the specific way the second character provides the damage blocking parameters to the first character will affect the level of attention. When the second character actively provides damage blocking parameters to the first character, it will have a higher level of attention. This method can more reasonably assess the degree of interaction between users, further improve the accuracy of recommending friends, and thus improve the friend conversion success rate.
[0068] In actual implementation, the aforementioned revenue data includes multiple parameters such as damage blocking parameters, healing parameters, and item revenue parameters provided by the second character controlled by the second game account to the first character controlled by the first game account; for each type of revenue data, the attention parameters of the second game account to the first game account are determined based on the revenue data; and the degree of attention of the second game account to the first game account is determined based on the attention parameters corresponding to multiple revenue data.
[0069] When a second game account provides various revenue data to a first game account, a focus parameter is calculated for each type of revenue data. Specifically, for the damage blocking parameter, the total damage blocking parameter generated by the second game account in the game is obtained. The total damage blocking parameter includes the sum of damage blocking parameters provided by the second game account to game accounts other than the second game account. Based on the ratio of the damage blocking parameters provided by the second game account to the first game account to the total damage blocking parameter, the focus parameter of the second game account on the first game account is determined.
[0070] Regarding the treatment parameters, the total treatment parameters generated by the second game account in the game are obtained; wherein, the total treatment parameters include: the sum of treatment parameters provided by the second game account to game accounts other than the second game account; based on the ratio of the treatment parameters provided by the second game account to the first game account to the total treatment parameters, the attention parameters of the second game account to the first game account are determined.
[0071] Regarding the item revenue parameters, obtain the total item revenue parameters generated by the second game account in the game; wherein, the total item revenue parameters include: the sum of item revenue parameters provided by the second game account to game accounts other than the second game account; based on the ratio of the item revenue parameters provided by the second game account to the first game account to the total item revenue parameters, determine the attention parameters of the second game account to the first game account.
[0072] After obtaining the attention parameters for various revenue data, the attention parameters corresponding to the various revenue data are weighted and summed to obtain the attention level of the second game account to the first game account.
[0073] In the above method, when the second game account provides multiple benefits to the first game account, the interaction level between the second game account and the first game account is comprehensively evaluated by the level of attention, which further improves the accuracy of friend recommendations and thus increases the friend conversion success rate.
[0074] In one implementation, in response to a friend display command, the system displays the friend accounts of the first game account and friend recommendation information for the second game account. This friend display command can be generated using a friend display control, such as... Figure 4 For example, a friend display control is provided on the game's main interface. Clicking this control displays the friend accounts of the first game account, as well as friend recommendations for the second game account. Additionally, friend display commands can also be generated by triggering corresponding keyboard shortcuts.
[0075] The second game account, as a recommended friend of the first game account, is displayed in the recommended friend's friend group. The recommended friend information for the second game account can include its name, avatar, and current status; the current status can include whether it's in a team, online, or offline. Displaying the recommended friend along with the main game account guides users to establish a friendship with that recommended friend, increasing the friend conversion rate.
[0076] Furthermore, the system displays the level of attention the second game account has towards the first game account. Figure 4In the example, the second game account's attention level towards the first game account is 40%. By displaying the attention level, the user is prompted that the recommended friend has a high level of attention and interaction with them, further guiding the user to establish a friendship with the recommended friend and improving the friend conversion success rate.
[0077] In one implementation, in response to the revenue data reaching a preset condition, friend recommendation information for the second game account is provided to the first game account within a preset friend period. This friend period can be calculated from the end of the game match, or from the moment the friend recommendation information for the second game account is provided to the first game account after the game ends. The length of the friend period can be a preset value, or it can be determined based on the amount of revenue data provided by the second game account to the first game account, or the degree of attention the second game account pays to the first game account.
[0078] During the friend period, when the graphical user interface displays the friends of the first game account, the friend recommendation information of the second game account is also displayed. When the friend period expires, and the second game account and the first game account have not established a friend relationship within the friend period, when the graphical user interface displays the friends of the first game account, the friend recommendation information of the second game account will no longer be displayed.
[0079] Specifically, the duration of the friendship period for the second game account is determined based on the level of attention the second game account has towards the first game account. Understandably, the higher the level of attention, the longer the friendship period; for example, a 40% attention level results in a 24-hour friendship period, while a 60% attention level results in a 36-hour friendship period.
[0080] exist Figure 4 In the example, a countdown timer is used to indicate the remaining time for the friend's game session. The second game account, as the recommended friend, disappears after 20:45.
[0081] By setting a time limit for recommended friends, you can avoid excessive interference from recommended friends and improve user experience.
[0082] In one implementation, in response to the revenue data reaching a preset condition, after providing friend recommendation information for the second game account to the first game account, the permissions of the first game account's friend accounts are set for the second game account.
[0083] In this embodiment, when the earnings data of the second game account to the first game account reach a preset condition, the second game account not only recommends the first game account as a friend, but also grants the second game account the permission to be a friend account of the first game account. For example, the second game account can receive friend gifts from the first game account, form a team with the first game account, and chat with the first game account.
[0084] Understandably, there is a friend recommendation period for the second game account. During this period, the second game account has the same permissions as the first game account's friend account. If the friend period expires and the second game account has not established a friend relationship with the first game account, the second game account will no longer have the same permissions as the first game account's friend account. For example, it will not be able to receive gifts from the first game account or form a team with the first game account.
[0085] Specifically, after setting permissions for the first game account's friend accounts for the second game account, in response to friend interaction commands, the account information of the second game account is provided on the friend interaction page corresponding to the friend interaction command; or, a team invitation control corresponding to the second game account is provided; wherein, the team invitation control is used to send team invitation information to the second game account.
[0086] Friend interaction commands can be specific to friends, such as gift-giving commands or chat commands. These commands can be generated using corresponding friend interaction controls or by triggering corresponding keyboard shortcuts. The friend interaction page corresponds to the friend interaction command; when the command is a gift-giving command, the interaction page is the gift-giving page; when the command is a chat command, the interaction page is the chat page.
[0087] The friend interaction page provides the account information of the second game account, such as the account avatar and account name of the second game account. The account information can be triggered. By triggering the account information of the second game account, the first game account can interact with the second game account as a friend, such as sending gifts and chatting.
[0088] In addition, when the second game account sets the permissions of the first game account's friend account, it also provides a team invitation control for the second game account. By triggering the team invitation control, the first game account sends a team invitation message to the second game account. After the second game account confirms the team invitation message, the first game account and the second game account team up.
[0089] exist Figure 4In the example, the team invitation control can be displayed in association with the name of the second game account. At the same time, a friend request control is also displayed in association. When the friend request control is triggered, a friend request is sent to the second game account. After the second game account confirms the friend request, the second game account and the first game account establish a friend relationship.
[0090] In the above method, when the second game account is used as a recommended friend, the permissions of the first game account's friend account are set for the second game account. The first game account and the second game account can interact as friends, thereby increasing the interaction between the first game account and the recommended friend and further improving the friend conversion success rate.
[0091] See Figure 5 The diagram illustrates a friend recommendation device in a game, which provides a graphical user interface via a terminal device logged into a first game account; the device includes: The revenue acquisition module 50 is used to, in response to the end of a game in which the first game account participates, acquire the revenue data of the second game account that provided revenue to the first game account during the game, as well as the revenue data provided by the second game account to the first game account. The friend recommendation module 52 is used to provide friend recommendation information for the second game account to the first game account in response to the earnings data reaching the preset conditions.
[0092] The friend recommendation device in the aforementioned game provides a graphical user interface through a terminal device, which is logged into a first game account. In response to the end of a game match in which the first game account participated, it obtains the second game account that provided revenue to the first game account during the game match, as well as the revenue data provided by the second game account to the first game account. In response to the revenue data reaching a preset condition, it provides friend recommendation information for the second game account to the first game account.
[0093] In the above method, since the second game account provides revenue to the first game account in the game, and the revenue data meets the preset conditions, it can be understood that the second game account and the first game account have interacted in the game, and the amount of interaction is large. Therefore, the second game account is recommended to the first game account as a friend. The first game account has a high interest in the recommended friend, and the accuracy of the friend recommendation is high, thus improving the friend conversion success rate.
[0094] The aforementioned revenue acquisition module is used to: respond to damage skills generated during a game match, determine that the first character controlled by the first game account is within the skill release range of the damage skill, and determine the revenue provided by the second game account to the first game account by the second character controlled by the second game account, based on the damage blocking parameters of the damage skill provided by the second character to the first character; wherein, the revenue data provided by the second game account to the first game account includes: the damage blocking parameters of the damage skill provided by the second character to the first character.
[0095] The aforementioned revenue-generating module is used to: respond to damage skills generated during a game match and determine the movement path of the damage skill's target; and respond to the first character controlled by the first game account being located on the skill target's movement path and determining that the first character is within the skill's release range.
[0096] The aforementioned revenue acquisition module is used to: respond to damage skills generated during a game match, and if the second character controlled by the second game account is within the skill release range of the damage skill, and the second character is located between the damage skill's generation location and the first character controlled by the first game account, determine that the second character provides the damage blocking parameters of the damage skill to the first character.
[0097] The aforementioned revenue acquisition module is used to: respond to a damage skill generated during a game match, and if the second character controlled by the second game account releases a blocking skill, and if the blocking skill's effective location is within the skill release range of the damage skill, and the effective location is between the damage skill's generation location and the first character controlled by the first game account, determine that the second character provides the damage blocking parameters of the damage skill to the first character.
[0098] The aforementioned friend recommendation module is used to: determine the level of attention a second game account has towards a first game account based on revenue data; and, in response to a preset threshold for the level of attention, provide the first game account with friend recommendation information for the second game account.
[0099] The aforementioned friend recommendation module is used to: obtain the total revenue data generated by the second game account in game matches; wherein, the total revenue data includes: the total revenue data provided by the second game account to game accounts other than the second game account; and determine the degree of attention the second game account pays to the first game account based on the ratio of the revenue data provided by the second game account to the first game account to the total revenue data.
[0100] The aforementioned device also includes a recommendation display module, used to: in response to a friend display command, display the friend accounts of the first game account, and friend recommendation information for the second game account.
[0101] The aforementioned device also includes a attention display module, used to: display the level of attention that the second game account has for the first game account in relation to the second game account.
[0102] The aforementioned device also includes a time limit control module, used to: in response to the revenue data reaching a preset condition, provide friend recommendation information for the second game account to the first game account within a preset friend time limit.
[0103] The aforementioned device also includes a term determination module, used to: determine the term length of the friend period corresponding to the second game account based on the degree of attention the second game account pays to the first game account.
[0104] The aforementioned device also includes a permission setting module, used to: set permissions for the friend accounts of the first game account for the second game account.
[0105] The aforementioned device further includes an interaction module, used to: in response to a friend interaction command, provide account information of the second game account on the friend interaction page corresponding to the friend interaction command; or, provide a team invitation control corresponding to the second game account; wherein the team invitation control is used to: send team invitation information to the second game account.
[0106] The aforementioned revenue data includes: a second character controlled by a second game account providing damage blocking parameters of a damage skill to a first character controlled by a first game account; the aforementioned friend recommendation module is used to: determine a first level of attention based on the damage blocking parameters if the second character is located between the damage skill's generation location and the first character controlled by the first game account; determine a second level of attention based on the damage blocking parameters if the second character controlled by the second game account releases a blocking skill, and the blocking skill's activation location is located between the damage skill's generation location and the first character controlled by the first game account; wherein, the second level of attention is greater than the first level of attention.
[0107] The aforementioned revenue acquisition module is used to: respond to a second character controlled by a second game account releasing a healing skill to a first character controlled by a first game account, and determine the revenue provided by the second game account to the first game account; wherein, the revenue data provided by the second game account to the first game account includes: the healing parameters provided by the second character to the first character.
[0108] The aforementioned revenue acquisition module is used to: respond to a second character controlled by a second game account providing game items to a first character controlled by a first game account, and determine that the second game account provides revenue to the first game account; wherein, the revenue data provided by the second game account to the first game account includes: the item revenue parameters corresponding to the game items.
[0109] The aforementioned revenue data includes several of the following: damage blocking parameters, healing parameters, and item revenue parameters provided by the second character controlled by the second game account to the first character controlled by the first game account; the aforementioned friend recommendation module is used to: determine the attention parameters of the second game account to the first game account based on the revenue data for each type of revenue data; and determine the degree of attention of the second game account to the first game account based on the attention parameters corresponding to multiple types of revenue data.
[0110] This embodiment also provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement the friend recommendation method in the aforementioned game. This electronic device can be a server or a terminal device.
[0111] See Figure 6 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer-executable instructions that can be executed by the processor 100. The processor 100 executes the computer-executable instructions to implement the friend recommendation method in the game described above.
[0112] Furthermore, Figure 6 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0113] The memory 101 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 6 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0114] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0115] The processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations in the friend recommendation method of the aforementioned game: A friend recommendation method in a game, providing a graphical user interface through a terminal device, wherein the terminal device is logged into a first game account; the method includes: in response to the end of a game match in which the first game account participated, obtaining a second game account that provided income to the first game account during the game match, and income data provided by the second game account to the first game account; in response to the income data reaching a preset condition, providing friend recommendation information for the second game account to the first game account.
[0116] The steps described above for obtaining the second game account that provides benefits to the first game account during a game match, and the benefit data provided by the second game account to the first game account, include: responding to a damage skill generated during the game match, determining that the first character controlled by the first game account is within the skill release range of the damage skill, and determining that the second game account provides the damage blocking parameters of the damage skill to the first character, thus determining that the second game account provides benefits to the first game account; wherein, the benefit data provided by the second game account to the first game account includes: the damage blocking parameters of the damage skill provided by the second character to the first character.
[0117] The steps described above for responding to a damage skill generated during a game match and determining that the first character controlled by the first game account is within the skill release range of the damage skill include: responding to a damage skill generated during a game match and determining the movement path of the damage skill's target; responding to the first character controlled by the first game account being within the skill target's movement path and determining that the first character is within the skill release range of the damage skill.
[0118] The steps described above for responding to a damage skill generated during a game match and determining the damage blocking parameters that the second character controlled by the second game account provides to the first character for the damage skill include: responding to a damage skill generated during a game match, if the second character controlled by the second game account is within the skill release range of the damage skill, and the second character is located between the location where the damage skill is generated and the first character controlled by the first game account, determining the damage blocking parameters that the second character provides to the first character for the damage skill.
[0119] The steps described above for responding to a damage skill generated during a game match and determining the damage blocking parameters that the second character controlled by the second game account provides to the first character for the damage skill include: responding to a damage skill generated during a game match, and the second character controlled by the second game account releasing a blocking skill; if the blocking skill's effective location is within the skill release range of the damage skill, and the effective location is between the damage skill's generated location and the first character controlled by the first game account, determining that the second character provides the damage blocking parameters of the damage skill to the first character.
[0120] The steps described above, which involve providing friend recommendation information for the second game account to the first game account in response to the revenue data reaching a preset condition, include: determining the degree of attention the second game account pays to the first game account based on the revenue data; and providing friend recommendation information for the second game account to the first game account in response to the degree of attention reaching a preset threshold.
[0121] The steps described above for determining the degree of attention of the second game account to the first game account based on revenue data include: obtaining the total revenue data generated by the second game account in game matches; wherein, the total revenue data includes: the sum of revenue data provided by the second game account to game accounts other than the second game account; and determining the degree of attention of the second game account to the first game account based on the ratio of the revenue data provided by the second game account to the first game account to the total revenue data.
[0122] After the above steps of providing friend recommendation information for the second game account to the first game account in response to the revenue data reaching the preset conditions, the method further includes: in response to the friend display instruction, displaying the friend accounts of the first game account and the friend recommendation information for the second game account.
[0123] The above methods also include: displaying the level of attention the second game account has towards the first game account when the second game account is associated with it.
[0124] The above method also includes: in response to the revenue data reaching preset conditions, providing friend recommendation information for the second game account to the first game account within a preset friend period.
[0125] Before the step of providing friend recommendation information for the second game account to the first game account within a preset friend period in response to the revenue data reaching a preset condition, the method further includes: determining the length of the friend period corresponding to the second game account based on the degree of attention the second game account pays to the first game account.
[0126] After the above steps of providing friend recommendation information for the second game account to the first game account in response to the revenue data reaching the preset conditions, the method further includes: setting permissions for the first game account's friend accounts for the second game account.
[0127] Following the steps described above for setting permissions for the first game account's friend accounts on the second game account, the method further includes: responding to a friend interaction command by providing the account information of the second game account on the friend interaction page corresponding to the friend interaction command; or providing a team invitation control corresponding to the second game account; wherein the team invitation control is used to send team invitation information to the second game account.
[0128] The aforementioned revenue data includes: damage blocking parameters of a damage skill provided by a second character controlled by a second game account to a first character controlled by a first game account; the step of determining the degree of attention of the second game account to the first game account based on the revenue data includes: if the second character is located between the location where the damage skill is generated and the first character controlled by the first game account, determining a first degree of attention based on the damage blocking parameters; if the second character controlled by the second game account releases a blocking skill, and the skill activation location of the blocking skill is located between the location where the damage skill is generated and the first character controlled by the first game account, determining a second degree of attention based on the damage blocking parameters; wherein, the second degree of attention is greater than the first degree of attention.
[0129] The steps described above for obtaining the second game account that provides benefits to the first game account during a game match, and the benefit data provided by the second game account to the first game account, include: responding to the second character controlled by the second game account releasing a healing skill to the first character controlled by the first game account, and determining that the second game account provides benefits to the first game account; wherein, the benefit data provided by the second game account to the first game account includes: the healing parameters provided by the second character to the first character.
[0130] The steps described above for obtaining the second game account that provides benefits to the first game account during a game match, and the benefit data provided by the second game account to the first game account, include: responding to the second character controlled by the second game account providing game items to the first character controlled by the first game account, and determining that the second game account provides benefits to the first game account; wherein, the benefit data provided by the second game account to the first game account includes: the item benefit parameters corresponding to the game items.
[0131] The aforementioned revenue data includes multiple parameters such as damage blocking parameters, healing parameters, and item revenue parameters provided by a second character controlled by a second game account to a first character controlled by a first game account. The step of determining the degree of attention of the second game account to the first game account based on the revenue data includes: for each type of revenue data, determining the attention parameters of the second game account to the first game account based on the revenue data; and determining the degree of attention of the second game account to the first game account based on the attention parameters corresponding to multiple types of revenue data.
[0132] In the above method, since the second game account provides revenue to the first game account in the game, and the revenue data meets the preset conditions, it can be understood that the second game account and the first game account have interacted in the game, and the amount of interaction is large. Therefore, the second game account is recommended to the first game account as a friend. The first game account has a high interest in the recommended friend, and the accuracy of the friend recommendation is high, thus improving the friend conversion success rate.
[0133] This embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the friend recommendation method in the above-mentioned game.
[0134] The computer-executable instructions stored in the aforementioned computer-readable storage medium can, by executing the aforementioned computer-executable instructions, perform the following operations in the friend recommendation method of the aforementioned game: A friend recommendation method in a game, providing a graphical user interface through a terminal device, wherein the terminal device is logged into a first game account; the method includes: in response to the end of a game match in which the first game account participated, obtaining a second game account that provided income to the first game account during the game match, and income data provided by the second game account to the first game account; in response to the income data reaching a preset condition, providing friend recommendation information for the second game account to the first game account.
[0135] The steps described above for obtaining the second game account that provides benefits to the first game account during a game match, and the benefit data provided by the second game account to the first game account, include: responding to a damage skill generated during the game match, determining that the first character controlled by the first game account is within the skill release range of the damage skill, and determining that the second game account provides the damage blocking parameters of the damage skill to the first character, thus determining that the second game account provides benefits to the first game account; wherein, the benefit data provided by the second game account to the first game account includes: the damage blocking parameters of the damage skill provided by the second character to the first character.
[0136] The steps described above for responding to a damage skill generated during a game match and determining that the first character controlled by the first game account is within the skill release range of the damage skill include: responding to a damage skill generated during a game match and determining the movement path of the damage skill's target; responding to the first character controlled by the first game account being within the skill target's movement path and determining that the first character is within the skill release range of the damage skill.
[0137] The steps described above for responding to a damage skill generated during a game match and determining the damage blocking parameters that the second character controlled by the second game account provides to the first character for the damage skill include: responding to a damage skill generated during a game match, if the second character controlled by the second game account is within the skill release range of the damage skill, and the second character is located between the location where the damage skill is generated and the first character controlled by the first game account, determining the damage blocking parameters that the second character provides to the first character for the damage skill.
[0138] The steps described above for responding to a damage skill generated during a game match and determining the damage blocking parameters that the second character controlled by the second game account provides to the first character for the damage skill include: responding to a damage skill generated during a game match, and the second character controlled by the second game account releasing a blocking skill; if the blocking skill's effective location is within the skill release range of the damage skill, and the effective location is between the damage skill's generated location and the first character controlled by the first game account, determining that the second character provides the damage blocking parameters of the damage skill to the first character.
[0139] The steps described above, which involve providing friend recommendation information for the second game account to the first game account in response to the revenue data reaching a preset condition, include: determining the degree of attention the second game account pays to the first game account based on the revenue data; and providing friend recommendation information for the second game account to the first game account in response to the degree of attention reaching a preset threshold.
[0140] The steps described above for determining the degree of attention of the second game account to the first game account based on revenue data include: obtaining the total revenue data generated by the second game account in game matches; wherein, the total revenue data includes: the sum of revenue data provided by the second game account to game accounts other than the second game account; and determining the degree of attention of the second game account to the first game account based on the ratio of the revenue data provided by the second game account to the first game account to the total revenue data.
[0141] After the above steps of providing friend recommendation information for the second game account to the first game account in response to the revenue data reaching the preset conditions, the method further includes: in response to the friend display instruction, displaying the friend accounts of the first game account and the friend recommendation information for the second game account.
[0142] The above methods also include: displaying the level of attention the second game account has towards the first game account when the second game account is associated with it.
[0143] The above method also includes: in response to the revenue data reaching preset conditions, providing friend recommendation information for the second game account to the first game account within a preset friend period.
[0144] Before the step of providing friend recommendation information for the second game account to the first game account within a preset friend period in response to the revenue data reaching a preset condition, the method further includes: determining the length of the friend period corresponding to the second game account based on the degree of attention the second game account pays to the first game account.
[0145] After the above steps of providing friend recommendation information for the second game account to the first game account in response to the revenue data reaching the preset conditions, the method further includes: setting permissions for the first game account's friend accounts for the second game account.
[0146] Following the steps described above for setting permissions for the first game account's friend accounts on the second game account, the method further includes: responding to a friend interaction command by providing the account information of the second game account on the friend interaction page corresponding to the friend interaction command; or providing a team invitation control corresponding to the second game account; wherein the team invitation control is used to send team invitation information to the second game account.
[0147] The aforementioned revenue data includes: damage blocking parameters of a damage skill provided by a second character controlled by a second game account to a first character controlled by a first game account; the step of determining the degree of attention of the second game account to the first game account based on the revenue data includes: if the second character is located between the location where the damage skill is generated and the first character controlled by the first game account, determining a first degree of attention based on the damage blocking parameters; if the second character controlled by the second game account releases a blocking skill, and the skill activation location of the blocking skill is located between the location where the damage skill is generated and the first character controlled by the first game account, determining a second degree of attention based on the damage blocking parameters; wherein, the second degree of attention is greater than the first degree of attention.
[0148] The steps described above for obtaining the second game account that provides benefits to the first game account during a game match, and the benefit data provided by the second game account to the first game account, include: responding to the second character controlled by the second game account releasing a healing skill to the first character controlled by the first game account, and determining that the second game account provides benefits to the first game account; wherein, the benefit data provided by the second game account to the first game account includes: the healing parameters provided by the second character to the first character.
[0149] The steps described above for obtaining the second game account that provides benefits to the first game account during a game match, and the benefit data provided by the second game account to the first game account, include: responding to the second character controlled by the second game account providing game items to the first character controlled by the first game account, and determining that the second game account provides benefits to the first game account; wherein, the benefit data provided by the second game account to the first game account includes: the item benefit parameters corresponding to the game items.
[0150] The aforementioned revenue data includes multiple parameters such as damage blocking parameters, healing parameters, and item revenue parameters provided by a second character controlled by a second game account to a first character controlled by a first game account. The step of determining the degree of attention of the second game account to the first game account based on the revenue data includes: for each type of revenue data, determining the attention parameters of the second game account to the first game account based on the revenue data; and determining the degree of attention of the second game account to the first game account based on the attention parameters corresponding to multiple types of revenue data.
[0151] In the above method, since the second game account provides revenue to the first game account in the game, and the revenue data meets the preset conditions, it can be understood that the second game account and the first game account have interacted in the game, and the amount of interaction is large. Therefore, the second game account is recommended to the first game account as a friend. The first game account has a high interest in the recommended friend, and the accuracy of the friend recommendation is high, thus improving the friend conversion success rate.
[0152] The computer program products of the friend recommendation method, apparatus and electronic device in the game provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0153] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0154] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.
[0155] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0156] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0157] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A friend recommendation method in a game, a graphical user interface is provided by a terminal device, the terminal device logs in a first game account; the method comprises: in response to the end of a game session in which the first game account participates, obtaining a second game account that provides a benefit to the first game account in the game session, and benefit data provided by the second game account to the first game account; in response to the benefit data meeting a preset condition, providing friend recommendation information for the second game account to the first game account. 2.The method of claim 1, wherein the step of obtaining a second game account that provides a benefit to the first game account in the game session, and benefit data provided by the second game account to the first game account, comprises: in response to a damage skill being generated in the game session, determining that a first character controlled by the first game account is located in a skill release range of the damage skill, and determining that a second character controlled by the second game account provides a damage blocking parameter of the damage skill to the first character, the second game account provides a benefit to the first game account; wherein the benefit data provided by the second game account to the first game account comprises the damage blocking parameter of the damage skill provided by the second character to the first character. 3.The method of claim 2, wherein the step of determining that a first character controlled by the first game account is located in a skill release range of the damage skill in response to a damage skill being generated in the game session, comprises: in response to a damage skill being generated in the game session, determining a moving path of a skill object of the damage skill; in response to the first character controlled by the first game account being located in the moving path of the skill object, determining that the first character is located in the skill release range of the damage skill. 4.The method of claim 2, wherein the step of determining that a second character controlled by the second game account provides a damage blocking parameter of the damage skill to the first character in response to a damage skill being generated in the game session, comprises: in response to a damage skill being generated in the game session, if the second character controlled by the second game account is located in a skill release range of the damage skill, and the second character is located between a generation position of the damage skill and a first character controlled by the first game account, determining that the second character provides a damage blocking parameter of the damage skill to the first character. 5.The method of claim 2, wherein the step of determining that a second character controlled by the second game account provides a damage blocking parameter of the damage skill to the first character in response to a damage skill being generated in the game session, comprises: In response to a damage skill being generated in the game match, and a second character controlled by the second game account releasing a blocking skill, if a skill effective position of the blocking skill is located in a skill release range of the damage skill, and the skill effective position is located between a generation position of the damage skill and the first character controlled by the first game account, it is determined that the second character provides a damage blocking parameter of the damage skill to the first character.
6. The method of claim 1, in response to the benefit data meeting a preset condition, the step of providing the first game account with the friend recommendation information for the second game account, comprising: determining a degree of attention of the second game account to the first game account based on the benefit data; in response to the degree of attention meeting a preset degree threshold, providing the first game account with the friend recommendation information for the second game account.
7. The method of claim 6, the step of determining the degree of attention of the second game account to the first game account based on the benefit data, comprising: obtaining total benefit data generated by the second game account in the game match; wherein the total benefit data comprises a sum of benefit data provided by the second game account to game accounts other than the second game account; determining the degree of attention of the second game account to the first game account based on a ratio of the benefit data provided by the second game account to the first game account to the total benefit data.
8. The method of claim 1, after the step of providing the first game account with the friend recommendation information for the second game account in response to the benefit data meeting a preset condition, the method further comprising: in response to a friend display instruction, displaying a friend account of the first game account and the friend recommendation information for the second game account.
9. The method of claim 8, further comprising: displaying the degree of attention of the second game account to the first game account in association with the second game account.
10. The method of claim 1, further comprising: in response to the benefit data meeting a preset condition, providing the first game account with the friend recommendation information for the second game account within a preset friend period.
11. The method of claim 10, before the step of providing the first game account with the friend recommendation information for the second game account within a preset friend period in response to the benefit data meeting a preset condition, the method further comprising: determining a length of the friend period corresponding to the second game account based on the degree of attention of the second game account to the first game account.
12. The method of claim 1, after the step of providing the first game account with the friend recommendation information for the second game account in response to the benefit data meeting a preset condition, the method further comprising: setting a permission of the friend account of the first game account for the second game account.
13. The method of claim 12, after the step of setting the permission of the first game account's friend account for the second game account, the method further comprises: in response to a friend interaction instruction, providing account information of the second game account on a friend interaction page corresponding to the friend interaction instruction; or providing a team-up invitation control corresponding to the second game account; wherein the team-up invitation control is used to send team-up invitation information to the second game account. the second character controlled by the second game account provides a damage blocking parameter of a damage skill to the first character controlled by the first game account; 14. The method of claim 6, the yield data comprising: the step of determining the attention degree of the second game account to the first game account based on the income data comprises: if the second character is located between the generation position of the damage skill and the first character controlled by the first game account, determining a first attention degree based on the damage blocking parameter; if the second character controlled by the second game account releases a blocking skill, and the skill effective position of the blocking skill is located between the generation position of the damage skill and the first character controlled by the first game account, determining a second attention degree based on the damage blocking parameter; wherein the second attention degree is greater than the first attention degree.
15. The method of claim 1, the step of obtaining the second game account that provides income to the first game account in the game match, and income data provided by the second game account to the first game account comprises: in response to the second character controlled by the second game account releasing a healing skill to the first character controlled by the first game account, determining that the second game account provides income to the first game account; wherein the income data provided by the second game account to the first game account comprises a healing parameter provided by the second character to the first character.
16. The method of claim 1, the step of obtaining the second game account that provides income to the first game account in the game match, and income data provided by the second game account to the first game account comprises: in response to the second character controlled by the second game account providing a game prop to the first character controlled by the first game account, determining that the second game account provides income to the first game account; wherein the income data provided by the second game account to the first game account comprises a prop income parameter corresponding to the game prop.
17. The method of claim 6, the income data comprises one or more of the following: a damage blocking parameter, a healing parameter, and a prop income parameter provided by the second character controlled by the second game account to the first character controlled by the first game account; the step of determining the attention degree of the second game account to the first game account based on the income data comprises: for each of the income data, determining an attention parameter of the second game account to the first game account based on the income data; determine a degree of attention of the second game account to the first game account based on a plurality of attention parameters corresponding to the benefit data. 18.A friend recommendation apparatus in a game, providing a graphical user interface through a terminal device, the terminal device being logged in with a first game account; the apparatus comprising: a benefit obtaining module, configured to, in response to a game session in which the first game account participates being ended, obtain a second game account providing a benefit to the first game account in the game session and benefit data provided by the second game account to the first game account; a friend recommendation module, configured to, in response to the benefit data reaching a preset condition, provide friend recommendation information for the second game account to the first game account. 19.An electronic device comprising a processor and a memory, the memory storing computer executable instructions executable by the processor, the processor executing the computer executable instructions to implement the friend recommendation method in a game according to any one of claims 1-17. 20.A computer readable storage medium storing computer executable instructions, the computer executable instructions, when invoked and executed by a processor, causing the processor to implement the friend recommendation method in a game according to any one of claims 1-17.