Game interaction control method and device and electronic equipment
By working together between terminal devices and the server, dynamic matching is performed based on the number of wins and losses of game objects, which solves the problems of cumbersome processes and high time costs in existing competitions, and achieves efficient matchmaking and a simplified competition experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-12-12
- Publication Date
- 2026-04-03
AI Technical Summary
The existing tournament format requires the complete match process to be announced in advance, and the organizers to determine the two teams before each round. This results in participating players having to wait for a long time, which is time-consuming. The tournament match-making process is also cumbersome, and it is difficult for teams to assemble their members.
Through the collaborative work of terminal devices and servers, dynamic matching is performed based on the number of wins and losses of game opponents. The server matches players with opponents from a matching pool that matches the battle data, and ends the participation in the event when preset conditions are met, thus simplifying the event process.
It improves matchmaking efficiency and fairness, reduces players' time costs, simplifies tournament setup, and enhances the player's gaming experience.
Smart Images

Figure CN121775446A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game interaction technology, and in particular to a game interaction control method, device and electronic device. Background Technology
[0002] Currently, the mainstream advancement mechanisms in esports gaming events are double-elimination tournaments and Swiss-system tournaments. In a double-elimination tournament, participating teams must go through multiple rounds of matches in the winners' and losers' brackets. After two losses, the team is eliminated, and the winners of the winners' and losers' brackets compete for a spot in the finals. In a Swiss-system tournament, opponents are matched based on the previous round's results, and rankings are determined by accumulating points over a fixed number of rounds. This system is suitable for tournaments with a large number of participating teams. However, both of these systems require the complete match schedule to be announced in advance. Before each round, the organizers determine the opposing teams, and the two teams then negotiate the start time themselves. This results in participating players needing to wait for extended periods, leading to high time costs. Furthermore, the tournament scheduling process is cumbersome, and assembling teams is difficult. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide a game interaction control method, device and electronic device to improve the matchmaking efficiency of multi-round game events.
[0004] In a first aspect, embodiments of the present invention provide a game interaction control method, which provides a graphical user interface through a terminal device. The method includes: in response to a start command for the current game match in a target event, sending a game matching request to a server, wherein the game matching request carries first battle data associated with a first object, the first battle data including: the number of wins and / or the number of losses in the game; the target event includes multiple rounds of game matches; receiving matching data returned by the server, and displaying, at least in the graphical user interface, a second object that will play against the first object, wherein the second object is determined by the server from a target matching pool, the target matching pool including: at least one game object whose battle data matches the first battle data, the battle data including: the number of wins and / or the number of losses in the game; and in response to the first battle data meeting preset conditions, controlling the first object to end its participation in the target event.
[0005] Secondly, embodiments of the present invention also provide a game interaction control method, which is applied to a server. The method includes: in response to the start time of the current game match in a target event, acquiring a game matching request sent by a terminal device for the current game match, wherein the game matching request carries first battle data associated with a first object, the first battle data including: the number of wins and / or the number of losses in the game; the target event includes multiple rounds of game matches; determining matching data from a target matching pool and returning the matching data to the terminal device, so that the terminal device displays, at least in the graphical user interface provided by the terminal device, a second object that will play against the first object, based on the matching data; wherein the target matching pool includes: at least one game object whose battle data matches the first battle data, the battle data including: the number of wins and / or the number of losses in the game; listening to the first battle data, and when the first battle data is detected to meet preset conditions, controlling the first object to end its participation in the target event.
[0006] Thirdly, embodiments of the present invention also provide a game interaction control device that provides a graphical user interface through a terminal device. The device includes: a request sending module, configured to send a game matching request to a server in response to a start command for a current game match in a target event, wherein the game matching request carries first battle data associated with a first object, the first battle data including: the number of wins and / or the number of losses in the match; the target event includes multiple rounds of game matches; a data receiving module, configured to receive matching data returned by the server and, based on the matching data, display at least in the graphical user interface a second object that will battle against the first object, wherein the second object is determined by the server from a target matching pool, the target matching pool including: at least one game object whose battle data matches the first battle data, the battle data including: the number of wins and / or the number of losses in the match; and an event ending module, configured to control the first object to end its participation in the target event in response to the first battle data meeting preset conditions.
[0007] Fourthly, embodiments of the present invention also provide a game interaction control device, which is disposed on a server. The device includes: a request acquisition module, used to acquire a game matching request sent by a terminal device for the current game match in response to the start time of the current game match in the target event, wherein the game matching request carries first battle data associated with a first object, the first battle data including: the number of wins and / or the number of losses in the game; the target event includes multiple rounds of game matches; a data matching module, used to determine matching data from a target matching pool and return the matching data to the terminal device, so that the terminal device displays a second object that will fight against the first object in the graphical user interface provided by the terminal device based on the matching data; wherein the target matching pool includes: at least one game object whose battle data matches the first battle data, the battle data including: the number of wins and / or the number of losses in the game; and a data monitoring module, used to monitor the first battle data and, when the first battle data is detected to meet preset conditions, control the first object to stop participating in the target event.
[0008] Fifthly, embodiments of the present invention also provide an electronic device, which includes a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-described game interaction control method.
[0009] In a sixth aspect, embodiments of the present invention also provide a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the aforementioned game interaction control method.
[0010] The embodiments disclosed herein bring the following beneficial effects: This disclosure provides a game interaction control method, device, and electronic device. First, in response to a start command for a current game match in a target event, a game matching request is sent to a server. The game matching request carries first battle data associated with a first object, including the number of wins and / or losses in the match. The target event comprises multiple rounds of game matches. Then, matching data returned by the server is received, and based on the matching data, a second object that will battle against the first object is displayed in at least the graphical user interface. The second object is determined by the server from a target matching pool, which includes at least one game object whose battle data matches the first battle data, including the number of wins and / or losses in the match. Then, in response to the first battle data meeting preset conditions, the first object is controlled to terminate its participation in the target event. In this method, at the start of a game match, the server matches the first object with a battle object from a matching pool where the battle data matches, improving the efficiency and rationality of matchmaking and enhancing the player's gaming experience.
[0011] 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.
[0012] 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
[0013] 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.
[0014] Figure 1 A flowchart of a game interaction control method provided in an embodiment of the present invention; Figure 2 This is a schematic diagram of a game settlement interface provided in an embodiment of the present invention; Figure 3 This is a schematic diagram showing another game settlement interface provided in an embodiment of the present invention; Figure 4 This is a schematic diagram showing the display of the first control provided in an embodiment of the present invention; Figure 5 A schematic diagram of a reward preview interface provided in an embodiment of the present invention. Figure 6 A flowchart of another game interaction control method provided in an embodiment of the present invention; Figure 7 This is a schematic diagram of the structure of a game interaction control device provided in an embodiment of the present invention; Figure 8 This is a schematic diagram of another game interaction control device provided in an embodiment of the present invention; Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0015] 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.
[0016] In related technologies, both double-elimination and Swiss-system tournaments require the complete match process to be announced in advance. Before each round, the organizer determines the opposing teams, who then negotiate the start time themselves. Rewards are usually distributed only after the tournament ends based on the final rankings. Some tournaments include the reward system on the rules page, but it is not linked to the real-time progress of the tournament. Therefore, the existing tournament systems suffer from high rule complexity, high learning costs for users, cumbersome match-making processes in online tournaments, and difficulty in assembling teams.
[0017] Based on this, the game interaction control method, device and system provided by the embodiments of the present invention can be applied to the battle scenarios of various game competitions.
[0018] In one embodiment of this disclosure, the game interaction control method can run on a local terminal device or a server. When the game interaction control method 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 execution of game interaction control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located 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 via 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, embodiments of the present invention provide a game interaction control method that provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. Figure 1 As shown, the method includes the following specific steps: Step S102: In response to the start command for the current game match in the target event, a game match request is sent to the server. The game match request carries the first battle data associated with the first object. The first battle data includes: the number of game wins and / or the number of game losses. The target event includes multiple rounds of game matches.
[0022] In practice, the terminal device can provide a graphical user interface related to the target event by running a game program. The target event includes multiple rounds of game matches, each with a different start time and a fixed start time. For example, each round of game matches can be played at 10:00 AM every day, or a round of game matches can be played at preset intervals.
[0023] In practical applications, the target event is initiated by the event organizer, who can customize the core parameters related to the target event. These core parameters include, but are not limited to: the total number of rounds in the event, the maximum number of wins, the maximum number of losses, and the virtual resource rewards for winning each round. Specifically, the sum of the maximum number of wins and the maximum number of losses can equal the total number of rounds in the event.
[0024] When the start conditions for the current game match in the target event are met, a start command for the current game match is triggered via the terminal device, and a game matchmaking request is sent to the server via the terminal device. This game matchmaking request carries first battle data associated with the first object. This first battle data may include only the number of wins, only the number of losses, or both. Specifically, the number of wins indicates the number of games the first object has won in the target event, and the number of losses indicates the number of games the first object has lost in the target event.
[0025] The aforementioned first object includes: a game object controlled via a terminal device, or a first game team; wherein the first game team includes at least one game object controlled via a terminal device. Specifically, the game matches in the target event may include individual battles, in which case the first object is a game object controlled via a terminal device, and this first object needs to engage in game battles with other game objects; the game matches in the target event may also include team battles, in which case the first object is a first game team including game objects controlled via terminal devices, and this first game team includes multiple game objects, and the first game team needs to engage in game battles with other game teams.
[0026] In an optional embodiment, the aforementioned match start condition can be that the current time is the start time of the current game match in the target event, or that the first object meets the match start condition and the current time is the start time of the current game match in the target event. The match start condition here can be that the first object is in a match preparation state, or that the number of game objects contained in the first object is the target number, or that the number of game objects in the first object that are in a match preparation state is the target number, etc.
[0027] In one specific embodiment, the first object can be controlled to enter the battle preparation state in the following manner: in response to a preparation command for the current game match, the first object is controlled to enter the battle preparation state. This preparation command can be generated when the terminal device controls the first object to enter the battle room corresponding to the current game match, or it can be generated when the terminal device triggers a preparation control displayed in the graphical user interface.
[0028] Step S104: Receive matching data returned by the server, and display, at least in the graphical user interface, a second object that will fight against the first object, based on the matching data. The second object is determined by the server from a target matching pool, which includes at least one game object whose battle data matches the first battle data. The battle data includes the number of wins and / or the number of losses in a match.
[0029] When the server receives a game matchmaking request from the terminal device, it matches a second target from the target matchmaking pool to battle the first target. This matched second target is then returned to the terminal device as matchmaking data. The terminal device then displays this second target in the graphical user interface based on the matchmaking data. The target matchmaking pool can include at least one game target whose matchmaking data is identical to the first target's matchmaking data, and it can also include at least one game target whose matchmaking data differs from the first target's matchmaking data by a preset number of times (e.g., 1 or 2 times).
[0030] Since the second opponent in the first match is matched from the target match pool, the match data of the second opponent matches the match data of the first opponent. This allows game opponents with similar battle records to play against each other, increasing the intensity of the game and the uncertainty of the game's outcome, which helps to enhance the player's interest in the game.
[0031] Step S106: In response to the first battle data meeting the preset conditions, control the first object to end participation in the target event.
[0032] In practical implementation, the aforementioned preset conditions can be determined according to R&D needs. For example, the preset condition could be that the number of wins in a game reaches the first threshold (equivalent to the upper limit of the number of wins mentioned above), or the preset condition could be that the number of losses in a game reaches the second threshold (equivalent to the upper limit of the number of losses mentioned above). Here, the first threshold can be set to 7 or 6 times, and the second threshold can be set to 2 or 3 times, etc.
[0033] When the first battle data corresponding to the first object meets the preset conditions, the first object will end its participation in the target event, that is, the first object wins the target event or is eliminated by the target event.
[0034] The present invention provides a game interaction control method in which, at the start of a game, the server matches a player with a matchmaking pool that matches the player's matchmaking data. This improves the efficiency and rationality of matchmaking and helps to enhance the player's gaming experience.
[0035] The following examples describe a method for ending participation in a target event.
[0036] Specifically, the aforementioned preset conditions include: the number of wins in a match reaches a first threshold, or the number of losses in a match reaches a second threshold; based on this, the specific process of controlling the first object to end its participation in the target event in response to the first match data meeting the preset conditions may include: controlling the first object to end its participation in the target event in response to the first object's number of wins in a match reaching a first threshold, or in response to the first object's number of losses in a match reaching a second threshold.
[0037] The server will monitor the first match data corresponding to the first object in real time. When the number of wins of the first object reaches the first threshold, or when the number of losses of the first object reaches the second threshold, the server will control the first object to stop participating in the target event.
[0038] In practical applications, if the number of wins by the first target player reaches the first threshold, the first target player will win the target event; if the number of losses by the first target player reaches the second threshold, the first target player will be eliminated.
[0039] In an optional embodiment, when the first object finishes participating in the target event, virtual resource rewards are distributed to the first object based on the number of game wins achieved by the first object in the target event; wherein, the number of game wins is positively correlated with the virtual resource rewards.
[0040] In practice, the aforementioned virtual resource rewards may include, but are not limited to, virtual coins, game items, or game skills. The more matches the first object wins in the target event, the higher the value or the greater the quantity of virtual resource rewards it receives. For example, if the first object wins one match at the end of the target event, it will receive 1000 coins; if it wins two matches, it will receive 2000 coins and some game items; if it wins three matches, it will receive 5000 coins and some game items. The virtual resource rewards gradually increase with the number of wins.
[0041] In one optional embodiment, if the first object ends its participation in the target event and the number of wins achieved by the first object in the target event is zero, the first object will not receive any virtual resource rewards, or will only receive a small number of virtual resource rewards, in order to encourage the first object to continue participating in subsequent game events.
[0042] The following examples are used to describe the game settlement method.
[0043] Specifically, in response to the end of the current game match, the first battle data is updated according to the result of the current game match, and the game settlement interface generated based on the updated first battle data is displayed in the graphical user interface; the game settlement interface displays the result of the current game match, the updated first battle data, and the virtual resource rewards corresponding to the updated first battle data.
[0044] In practical implementation, the aforementioned battle results are used to indicate whether the first object has won the current game. If it has won, the word "Victory" will be displayed on the game results screen; if it has not won, the word "Defeat" will be displayed on the game results screen. Since the number of wins is positively correlated with the virtual resource rewards, it is necessary to determine the virtual resource rewards that the first object can currently obtain based on the number of wins in the updated first battle data.
[0045] like Figure 2 The image shown is a schematic diagram of a game settlement interface provided in an embodiment of the present invention. Figure 2 The screen displayed shows the match results screen when the first object wins the current game. The match results screen displays the word "Victory" to indicate the result of the match victory. The "Full Name of the Match" displayed below the result indicates the full name of the object corresponding to the first object. Figure 2 The cumulative wins and cumulative losses are used to indicate the first match data after the first object is updated. Among them, the cumulative wins indicate the number of matches won by the first object in the target event and the first-time threshold. Figure 2 The threshold for the first player to win is 10 matches, and the minimum number of wins is 6 matches. The first player needs to win 4 more matches to win the target event and receive the final virtual resource reward. The cumulative number of losses indicates the first player's total number of losses in the target event and the second threshold. Figure 2 The threshold for the second round is 3 times, and the number of game losses is 2 times. If the first target loses one more game, they will be eliminated from the target event. Figure 2 The rewards already received are used to indicate virtual resource rewards corresponding to the updated first battle data.
[0046] like Figure 3The diagram shown is a schematic representation of another game settlement interface provided in an embodiment of the present invention. Figure 3 The screen displayed shows the match results when the first player loses a match in the current game. The match results screen displays the word "Failure" to indicate the result of the match loss.
[0047] In an optional embodiment, a first control is displayed in the game settlement interface. The display position and style of the first control in the game settlement interface can be determined according to development needs, such as... Figure 4 The diagram shown is a display schematic of a first control provided in an embodiment of the present invention. Figure 4 The control displayed at the mouse cursor position, showing "Preview Next Win Reward," is the first control. This first control is used to preview the virtual resource reward corresponding to the first object with the current number of wins in the game, as well as the virtual resource reward corresponding to the number of wins. Figure 4 The first target in the target event has won 3 games and lost 2 games.
[0048] Based on the above description, in response to a trigger command for the first control, the system controls the display of a reward preview interface in the graphical user interface; wherein, the reward preview interface is used to display various match win count requirements and virtual resource rewards corresponding to each of the various match win count requirements; the system controls the display of a first identifier at the match win count requirements that the first object has achieved. This first identifier can be a triangle identifier, a text identifier, or other identifier.
[0049] like Figure 5 The diagram shown is a display schematic of a reward preview interface provided in an embodiment of the present invention. The reward preview interface displays various requirements for the number of game wins and the corresponding virtual resource rewards for each requirement. A "met" indicator (equivalent to the aforementioned first indicator) is displayed at the first target's achieved game win requirement (6 game wins).
[0050] In an optional embodiment, the first control can also be displayed on the competition page. The competition page not only displays the first control, but also the start time of the next round of the current game and the preparation control. Players can adjust the first object to the preparation state by triggering the preparation control.
[0051] In an optional embodiment, in response to the end of the current game match and the first object's participation in the target event not having ended, the start time of the next round of the current game match in the target event is displayed in the graphical user interface. That is, the start time of the next round of the current game match can be displayed on the participation page, or it can be displayed on the match results page, such as... Figure 3The "Next match time 2025 / 09 / 21 11:00PM" indicates the start time of the next round of the game.
[0052] In practical applications, the start time of each game round in the target tournament is fixed, and each participant can only join one game round. This method eliminates the need for tournament organizers to set the start time for each round, simplifying the setup process for the target tournament.
[0053] If the first object does not participate in the current game when the start time of the current game is reached, the first object is directly judged to have lost in the current game.
[0054] In the above method, players only need to participate in the battle before the start time of the game. After each round of the game, the results of the battle, the number of wins in the current game, and the virtual resource rewards achieved are fed back in real time through a graphical UI, forming a closed-loop competition experience of "simplified rules - efficient matchmaking - transparent rewards".
[0055] In one alternative approach, the first object includes: a game object controlled by a terminal device, or a first game team; wherein the first game team includes at least a game object controlled by a terminal device.
[0056] If the first object is the first game team; before sending a game match request to the server in response to the start instruction for the current game match in the target event, in response to the team formation instruction, a team creation request is sent to the server to create the first game team containing game objects controlled by the terminal device; after the first game team is created, in response to the registration instruction for the target event, an event registration request for the first game team is sent to the server; upon receiving the registration success instruction returned by the server, the first game team is controlled to participate in the target event.
[0057] In practice, the target tournament requires participation in game matches in the form of game teams. Therefore, before participating in the target tournament, a first game team containing game objects controlled by a terminal device needs to be created. After the first game team is created, the registration control or designated button displayed in the graphical user interface is triggered by the terminal device to generate a registration instruction, and a participation registration request for the first game team is sent to the server. When it is determined that the first game team meets the participation registration requirements, a registration success instruction is returned for the first game team, so that the first game team enters the tournament stage of the target tournament to participate in multiple rounds of game matches in the target tournament.
[0058] Corresponding to the above method embodiments, this invention also provides another game interaction control method, which is applied to the server side, such as... Figure 6 As shown, the method includes the following specific steps: Step S602: In response to the arrival of the start time of the current game match in the target event, obtain the game match request sent by the terminal device for the current game match, wherein the game match request carries the first battle data associated with the first object, the first battle data includes: the number of game wins and / or the number of game losses; the target event includes multiple rounds of game matches.
[0059] When the start time of the current game match in the target event is reached, the terminal device sends a game matchmaking request for the current game match. This game matchmaking request carries the first battle data associated with the first object. The first object includes: a game object controlled by the terminal device, or a first game team; wherein the first game team includes at least a game object controlled by the terminal device.
[0060] Step S604: Determine matching data from the target matching pool and return the matching data to the terminal device, so that the terminal device displays, at least in the graphical user interface provided by the terminal device, a second object that will fight against the first object; wherein, the target matching pool includes: at least one game object whose battle data matches the first battle data, and the battle data includes: the number of wins and / or the number of losses.
[0061] Step S606: Listen to the first battle data, and when the first battle data meets the preset conditions, control the first object to stop participating in the target event.
[0062] In practical implementation, the server can monitor the battle data of each game object participating in the target event in real time, and control the game object to terminate its participation in the target event when the battle data of a certain game object meets preset conditions. These preset conditions could be, for example, reaching a first threshold for the number of wins, or a second threshold for the number of losses.
[0063] The present invention provides a game interaction control method in which, at the start of a game, the server matches a player with a matchmaking pool that matches the player's matchmaking data. This improves the efficiency and rationality of matchmaking and helps to enhance the player's gaming experience.
[0064] The following examples are used to describe the data matching method.
[0065] Specifically, in response to the start time of the current game match in the target event, game objects with the same battle data among the multiple game objects participating in the target event are divided into the same match pool, resulting in multiple match pools.
[0066] In the specific implementation, when the start time of the current game match in the target event is reached, the server will obtain the battle data corresponding to multiple game objects participating in the target event, and divide the game objects with the same battle data into the same match pool to obtain multiple match pools, so that each match pool includes at least one game object, and the game objects contained in the same match pool have the same battle data.
[0067] In an optional embodiment, the specific process of dividing game objects with the same battle data among multiple game objects participating in the target event into the same match pool to obtain multiple match pools may include: determining multiple game teams participating in the target event; wherein, each game team includes at least one game object, and the game objects in the same game team have the same battle data; for multiple game teams, detecting whether the current game team meets the battle conditions, and if so, dividing the current game team into the match pool with the second battle data according to the second battle data corresponding to the current game team.
[0068] In practical implementation, when the target event is participated in by game teams, each game team can include one or more game objects, and the game objects within the same game team have the same battle data. When generating the matchmaking pool on the server side, it is necessary to check whether each game team participating in the target event meets the battle conditions. If so, based on the second battle data corresponding to that game team, the game team is assigned to a matchmaking pool whose battle data is the same as the second battle data. This method can match game teams that meet the battle conditions into the matchmaking pool, thereby avoiding invalid matchmaking issues and improving matchmaking efficiency.
[0069] The aforementioned battle conditions include: the target number of game objects in the current game team that are in a battle preparation state. This target number can be determined according to the tournament rules; for example, the target number could be 6 or 8. Specifically, the number of game objects in a participating team can be greater than or equal to the target number. When a team finishes participating in the target tournament, the team will equally share the virtual resource rewards achieved.
[0070] Based on the above description, if a second object is to be matched from the target matching pool to fight against the first object, the first object needs to meet the battle conditions, that is, the first object is a game object controlled by a terminal device in a game preparation state, or the first object is a first game team that meets the battle conditions; wherein, the first game team includes game objects controlled by a terminal device in a game preparation state.
[0071] In practical implementation, if the target event is an individual match, the first object is considered to meet the match conditions if it is in a pre-match preparation state. If the target event is a team match, the first object is the first game team, which includes the target number of game objects in a pre-match preparation state.
[0072] In an optional embodiment, when the start time of the current game is reached, if the first object does not meet the battle conditions, it is determined that the first object has lost the battle in the current game, and the first battle data is updated based on the result of the loss in the current game, resulting in updated first battle data. Specifically, when the start time of the current game is reached, if the first object does not meet the battle conditions, it is directly determined that the first object has lost the battle, and the number of losses for the first object is increased.
[0073] In an optional embodiment, the specific process of determining matching data from the target matching pool described above may include: obtaining a first target matching pool from multiple matching pools whose battle data is the same as the first battle data, and matching a second object from the first target matching pool to play against the first object; if no second object to play against the first object is matched from the first target matching pool, obtaining a second target matching pool from multiple matching pools whose battle data differs from the first battle data by a preset number of times, and matching a second object from the second target matching pool to play against the first object; and determining the matched second object to play against the first object as the matching data.
[0074] In practice, the above-mentioned identical battle data can mean the same number of wins, the same number of losses, or both the same number of wins and losses.
[0075] For example, if the same battle data means the same number of wins, when determining the matching data from the target match pool, the server first retrieves the first target match pool from multiple match pools, where the number of wins matches the first object is the same. Then, it matches the second object to play against the first object from the first target match pool. If no second object is matched, the scope of the target match pool needs to be automatically expanded to match pools where the number of wins matches the first object differs by one, and the second object to play against the first object is matched from that match pool. If no second object is matched yet, the scope of the target match pool needs to be automatically expanded to match pools where the number of wins matches the first object differs by two, and the second object to play against the first object is matched from that match pool. This process continues until a second object is matched.
[0076] The above method abandons the traditional complex round arrangement logic of the competition system and replaces the fixed schedule with "win and lose threshold" to reduce the cost of understanding the rules.
[0077] Corresponding to Figure 1 The method embodiment shown in this invention also provides a game interaction control device that provides a graphical user interface through a terminal device, such as... Figure 7 As shown, the device includes: The request sending module 60 is used to send a game matching request to the server in response to the start command for the current game match in the target event. The game matching request carries the first battle data associated with the first object. The first battle data includes: the number of game wins and / or the number of game losses. The target event includes multiple rounds of game matches.
[0078] The data receiving module 61 is used to receive matching data returned by the server and display, at least in the graphical user interface, a second object that will fight against the first object, based on the matching data. The second object is determined by the server from the target matching pool, which includes at least one game object whose battle data matches the first battle data. The battle data includes the number of wins and / or the number of losses in a match.
[0079] The tournament end module 62 is used to control the first object to end its participation in the target tournament in response to the first battle data meeting the preset conditions.
[0080] The aforementioned game interaction control device, at the start of a game, will match the first player with a matchmaking opponent from a pool that matches the player's battle data, improving the efficiency and rationality of matchmaking and helping to enhance the player's gaming experience.
[0081] Furthermore, the aforementioned preset conditions include: the number of wins in a match reaching the first threshold, or the number of losses in a match reaching the second threshold; based on this, the aforementioned event end module 62 is also used to: in response to the first object's number of wins in a match reaching the first threshold, or in response to the first object's number of losses in a match reaching the second threshold, control the first object to end its participation in the target event.
[0082] Furthermore, the aforementioned device also includes a reward distribution module, used to: when the first object finishes participating in the target event, control the distribution of virtual resource rewards to the first object based on the number of game wins achieved by the first object in the target event; wherein, the number of game wins is positively correlated with the virtual resource rewards.
[0083] Furthermore, the aforementioned device also includes a game settlement module, configured to: update the first battle data according to the game result of the current game in response to the end of the current game, and display the game settlement interface generated based on the updated first battle data in the graphical user interface; and display the game result of the current game, the updated first battle data, and the virtual resource rewards corresponding to the updated first battle data in the game settlement interface.
[0084] Furthermore, the aforementioned game settlement interface displays a first control. Based on this, the aforementioned device also includes a reward display module, used to: respond to a trigger command for the first control and control the display of a reward preview interface in the graphical user interface; wherein, the reward preview interface is used to display various game win count requirements and virtual resource rewards corresponding to the various game win count requirements; and control the display of a first identifier at the game win count requirements that the first object has achieved.
[0085] Furthermore, the aforementioned first object includes: a game object controlled through a terminal device, or a first game team; wherein the first game team includes at least a game object controlled through a terminal device.
[0086] Furthermore, the aforementioned device also includes a time display module, used to: in response to the end of the current game match and the first object not having finished participating in the target event, display the start time of the next round of the game match in the target event in the graphical user interface.
[0087] Furthermore, the start time of each game in the aforementioned target tournament is a fixed time, and each player participating in the target tournament can only participate in each game round once.
[0088] Furthermore, if the first object is a first game team; the above-mentioned device also includes a tournament registration module, used to: before sending a game match request to the server in response to a start command for the current game match in the target tournament, send a team creation request to the server in response to a team formation command to create a first game team containing game objects controlled by the terminal device; after the first game team is created, send a tournament registration request for the first game team to the server in response to a registration command for the target tournament; receive a registration success command returned by the server, and control the first game team to participate in the target tournament.
[0089] Furthermore, the aforementioned device also includes a battle preparation module, which, in response to a preparation command for the current game match, controls the first object to enter a battle preparation state before sending a game match request to the server in response to a start command for the current game match in the target event.
[0090] The game interaction control device provided in this embodiment of the invention has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.
[0091] Corresponding to Figure 6 The method embodiment shown in this invention also provides another game interaction control device, which is set on the server side, such as... Figure 8 As shown, the device includes: The request acquisition module 70 is used to acquire the game matching request sent by the terminal device for the current game match in response to the game start time of the current game match in the target event. The game matching request carries the first battle data associated with the first object. The first battle data includes: the number of game wins and / or the number of game losses. The target event includes multiple rounds of game matches.
[0092] The data matching module 71 is used to determine matching data from the target matching pool and return the matching data to the terminal device, so that the terminal device can display, at least in the graphical user interface provided by the terminal device, a second object that will fight against the first object; wherein, the target matching pool includes: at least one game object whose battle data matches the first battle data, and the battle data includes: the number of wins and / or the number of losses.
[0093] The data monitoring module 72 is used to monitor the first battle data, and when the first battle data meets the preset conditions, it controls the first object to stop participating in the target event.
[0094] The aforementioned game interaction control device, at the start of a game, will match the first player with a matchmaking opponent from a pool that matches the player's battle data, improving the efficiency and rationality of matchmaking and helping to enhance the player's gaming experience.
[0095] Furthermore, the aforementioned device also includes a match pool partitioning module, used to: in response to the start time of the current game match in the target event, partition game objects with the same battle data among multiple game objects participating in the target event into the same match pool, thereby obtaining multiple match pools.
[0096] Furthermore, the aforementioned match pool division module is also used to: determine multiple game teams participating in the target event; wherein, each game team includes at least one game object, and the game objects in the same game team have the same battle data; for multiple game teams, detect whether the current game team meets the battle conditions, and if so, divide the current game team into the match pool with the second battle data according to the second battle data corresponding to the current game team.
[0097] Furthermore, the aforementioned battle conditions include: the target number of game objects in the current game team that are in a battle preparation state.
[0098] Furthermore, the first object mentioned above is a game object controlled by a terminal device that is in a state of preparation for a game, or the first object is a first game team that meets the conditions for a game; wherein, the first game team includes game objects controlled by a terminal device that are in a state of preparation for a game.
[0099] Furthermore, the aforementioned device also includes a data update module, used to: when the start time of the current game match is reached, if the first object does not meet the battle conditions, determine that the first object has lost the battle in the current game match, and update the first battle data based on the result of the battle loss in the current game match, so as to obtain the updated first battle data.
[0100] Furthermore, the aforementioned data matching module 71 is configured to: obtain a first target matching pool from multiple matching pools whose battle data is the same as the first battle data, and match a second object from the first target matching pool to play against the first object; if no second object to play against the first object is matched from the first target matching pool, obtain a second target matching pool from multiple matching pools whose battle data differs from the first battle data by a preset number of times, and match a second object from the second target matching pool to play against the first object; and determine the matched second object to play against the first object as the matching data.
[0101] The game interaction control device provided in this embodiment of the invention has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.
[0102] 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, and the processor executes the computer-executable instructions to implement the above-described game interaction control method. This electronic device can be a server or a terminal device.
[0103] See Figure 9 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 above-described game interaction control method.
[0104] Specifically, the game interaction control method, provided through a graphical user interface on a terminal device, includes: in response to a start command for the current game match in a target event, sending a game match request to a server, wherein the game match request carries first battle data associated with a first object, the first battle data including: the number of wins and / or the number of losses in the game; the target event includes multiple rounds of game matches; receiving match data returned by the server, and displaying, at least in the graphical user interface, a second object that will play against the first object, wherein the second object is determined by the server from a target match pool, the target match pool including: at least one game object whose battle data matches the first battle data, the battle data including: the number of wins and / or the number of losses in the game; and in response to the first battle data meeting preset conditions, controlling the first object to end its participation in the target event.
[0105] In an optional embodiment, the preset conditions include: the number of wins in a match reaches a first threshold, or the number of losses in a match reaches a second threshold; based on this, the step of controlling the first object to end its participation in the target event in response to the first battle data meeting the preset conditions includes: controlling the first object to end its participation in the target event in response to the first object's number of wins in a match reaching a first threshold, or in response to the first object's number of losses in a match reaching a second threshold.
[0106] In an optional embodiment, the method further includes: when the first object finishes participating in the target event, controlling the distribution of virtual resource rewards to the first object based on the number of game wins achieved by the first object in the target event; wherein the number of game wins is positively correlated with the virtual resource rewards.
[0107] In an optional embodiment, the method further includes: in response to the end of the current game, updating the first battle data according to the result of the current game, and displaying a game settlement interface generated based on the updated first battle data in the graphical user interface; displaying the result of the current game, the updated first battle data, and the virtual resource reward corresponding to the updated first battle data in the game settlement interface.
[0108] In an optional embodiment, the game settlement interface displays a first control. Based on this, the method further includes: responding to a trigger command for the first control and controlling the display of a reward preview interface in the graphical user interface; wherein the reward preview interface is used to display multiple game win count requirements and virtual resource rewards corresponding to the multiple game win count requirements; and controlling the display of a first identifier at the game win count requirements that the first object has achieved.
[0109] In an optional embodiment, the first object includes: a game object controlled by a terminal device, or a first game team; wherein the first game team includes at least a game object controlled by a terminal device.
[0110] In an optional embodiment, the method further includes: in response to the end of the current game match and the first object not having finished participating in the target event, displaying the start time of the next round of the game match in the target event in the graphical user interface.
[0111] In an optional embodiment, the start time of each game in the target tournament is a fixed time, and each game participant can only participate once per game.
[0112] In an optional embodiment, if the first object is a first game team; before the step of sending a game match request to the server in response to the start instruction for the current game match in the target event, the method further includes: in response to the team formation instruction, sending a team creation request to the server to create a first game team containing game objects controlled by a terminal device; after the first game team is created, in response to the registration instruction for the target event, sending an event registration request for the first game team to the server; receiving a registration success instruction returned by the server, and controlling the first game team to participate in the target event.
[0113] In an optional embodiment, before sending a game match request to the server in response to a start command for the current game match in the target event, the method further includes: controlling the first object to enter a game preparation state in response to a preparation command for the current game match.
[0114] In one optional embodiment, this invention provides another game interaction control method applied to a server. The method includes: in response to the start time of a current game match in a target event, acquiring a game matchmaking request sent by a terminal device for the current game match, wherein the game matchmaking request carries first battle data associated with a first object, the first battle data including: the number of wins and / or the number of losses in the match; the target event includes multiple rounds of game matches; determining matchmaking data from a target matchmaking pool and returning the matchmaking data to the terminal device, so that the terminal device displays, at least in its graphical user interface, a second object that will battle against the first object; wherein the target matchmaking pool includes: at least one game object whose battle data matches the first battle data, the battle data including: the number of wins and / or the number of losses in the match; monitoring the first battle data, and when the first battle data is detected to meet preset conditions, controlling the first object to terminate its participation in the target event.
[0115] In an optional embodiment, the method further includes: in response to the arrival of the start time of the current game match in the target event, classifying game objects with the same battle data among the multiple game objects participating in the target event into the same match pool to obtain multiple match pools.
[0116] In an optional embodiment, the step of grouping game objects with the same battle data among multiple game objects participating in the target event into the same match pool to obtain multiple match pools includes: determining multiple game teams participating in the target event; wherein, each game team includes at least one game object, and the game objects in the same game team have the same battle data; for multiple game teams, detecting whether the current game team meets the battle conditions, and if so, grouping the current game team into the match pool with the second battle data according to the second battle data corresponding to the current game team.
[0117] In an optional embodiment, the above-mentioned battle conditions include: the number of game objects in the current game team that are in a battle preparation state is the target number.
[0118] In an optional embodiment, the first object is a game object controlled by a terminal device that is in a game preparation state, or the first object is a first game team that meets the game conditions; wherein, the first game team includes game objects controlled by a terminal device that are in a game preparation state.
[0119] In an optional embodiment, the method further includes: when the start time of the current game match is reached, if the first object does not meet the battle conditions, it is determined that the first object has lost the battle in the current game match, and based on the result of the battle loss in the current game match, the first battle data is updated to obtain the updated first battle data.
[0120] In an optional embodiment, the step of determining matching data from the target matching pool includes: obtaining a first target matching pool from multiple matching pools whose battle data is the same as the first battle data, and matching a second object that plays against the first object from the first target matching pool; if no second object that plays against the first object is matched from the first target matching pool, obtaining a second target matching pool whose battle data differs from the first battle data by a preset number of times from multiple matching pools, and matching a second object that plays against the first object from the second target matching pool; and determining the matched second object that plays against the first object as the matching data.
[0121] The aforementioned game interaction control method, at the start of a game, the server will match the first player with a matchmaking opponent from a pool that matches the battle data, improving the efficiency and rationality of matchmaking and helping to enhance the player's gaming experience.
[0122] Furthermore, Figure 9 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.
[0123] 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 9 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.
[0124] 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 mature 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 in memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0125] 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 above-described game interaction control method.
[0126] 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 aforementioned game interaction control method: Specifically, the game interaction control method, provided through a graphical user interface on a terminal device, includes: in response to a start command for the current game match in a target event, sending a game match request to a server, wherein the game match request carries first battle data associated with a first object, the first battle data including: the number of wins and / or the number of losses in the game; the target event includes multiple rounds of game matches; receiving match data returned by the server, and displaying, at least in the graphical user interface, a second object that will play against the first object, wherein the second object is determined by the server from a target match pool, the target match pool including: at least one game object whose battle data matches the first battle data, the battle data including: the number of wins and / or the number of losses in the game; and in response to the first battle data meeting preset conditions, controlling the first object to end its participation in the target event.
[0127] In an optional embodiment, the preset conditions include: the number of wins in a match reaches a first threshold, or the number of losses in a match reaches a second threshold; based on this, the step of controlling the first object to end its participation in the target event in response to the first battle data meeting the preset conditions includes: controlling the first object to end its participation in the target event in response to the first object's number of wins in a match reaching a first threshold, or in response to the first object's number of losses in a match reaching a second threshold.
[0128] In an optional embodiment, the method further includes: when the first object finishes participating in the target event, controlling the distribution of virtual resource rewards to the first object based on the number of game wins achieved by the first object in the target event; wherein the number of game wins is positively correlated with the virtual resource rewards.
[0129] In an optional embodiment, the method further includes: in response to the end of the current game, updating the first battle data according to the result of the current game, and displaying a game settlement interface generated based on the updated first battle data in the graphical user interface; displaying the result of the current game, the updated first battle data, and the virtual resource reward corresponding to the updated first battle data in the game settlement interface.
[0130] In an optional embodiment, the game settlement interface displays a first control. Based on this, the method further includes: responding to a trigger command for the first control and controlling the display of a reward preview interface in the graphical user interface; wherein the reward preview interface is used to display multiple game win count requirements and virtual resource rewards corresponding to the multiple game win count requirements; and controlling the display of a first identifier at the game win count requirements that the first object has achieved.
[0131] In an optional embodiment, the first object includes: a game object controlled by a terminal device, or a first game team; wherein the first game team includes at least a game object controlled by a terminal device.
[0132] In an optional embodiment, the method further includes: in response to the end of the current game match and the first object not having finished participating in the target event, displaying the start time of the next round of the game match in the target event in the graphical user interface.
[0133] In an optional embodiment, the start time of each game in the target tournament is a fixed time, and each game participant can only participate once per game.
[0134] In an optional embodiment, if the first object is a first game team; before the step of sending a game match request to the server in response to the start instruction for the current game match in the target event, the method further includes: in response to the team formation instruction, sending a team creation request to the server to create a first game team containing game objects controlled by a terminal device; after the first game team is created, in response to the registration instruction for the target event, sending an event registration request for the first game team to the server; receiving a registration success instruction returned by the server, and controlling the first game team to participate in the target event.
[0135] In an optional embodiment, before sending a game match request to the server in response to a start command for the current game match in the target event, the method further includes: controlling the first object to enter a game preparation state in response to a preparation command for the current game match.
[0136] In one optional embodiment, this invention provides another game interaction control method applied to a server. The method includes: in response to the start time of a current game match in a target event, acquiring a game matchmaking request sent by a terminal device for the current game match, wherein the game matchmaking request carries first battle data associated with a first object, the first battle data including: the number of wins and / or the number of losses in the match; the target event includes multiple rounds of game matches; determining matchmaking data from a target matchmaking pool and returning the matchmaking data to the terminal device, so that the terminal device displays, at least in its graphical user interface, a second object that will battle against the first object; wherein the target matchmaking pool includes: at least one game object whose battle data matches the first battle data, the battle data including: the number of wins and / or the number of losses in the match; monitoring the first battle data, and when the first battle data is detected to meet preset conditions, controlling the first object to terminate its participation in the target event.
[0137] In an optional embodiment, the method further includes: in response to the arrival of the start time of the current game match in the target event, classifying game objects with the same battle data among the multiple game objects participating in the target event into the same match pool to obtain multiple match pools.
[0138] In an optional embodiment, the step of grouping game objects with the same battle data among multiple game objects participating in the target event into the same match pool to obtain multiple match pools includes: determining multiple game teams participating in the target event; wherein, each game team includes at least one game object, and the game objects in the same game team have the same battle data; for multiple game teams, detecting whether the current game team meets the battle conditions, and if so, grouping the current game team into the match pool with the second battle data according to the second battle data corresponding to the current game team.
[0139] In an optional embodiment, the above-mentioned battle conditions include: the number of game objects in the current game team that are in a battle preparation state is the target number.
[0140] In an optional embodiment, the first object is a game object controlled by a terminal device that is in a game preparation state, or the first object is a first game team that meets the game conditions; wherein, the first game team includes game objects controlled by a terminal device that are in a game preparation state.
[0141] In an optional embodiment, the method further includes: when the start time of the current game match is reached, if the first object does not meet the battle conditions, it is determined that the first object has lost the battle in the current game match, and based on the result of the battle loss in the current game match, the first battle data is updated to obtain the updated first battle data.
[0142] In an optional embodiment, the step of determining matching data from the target matching pool includes: obtaining a first target matching pool from multiple matching pools whose battle data is the same as the first battle data, and matching a second object that plays against the first object from the first target matching pool; if no second object that plays against the first object is matched from the first target matching pool, obtaining a second target matching pool whose battle data differs from the first battle data by a preset number of times from multiple matching pools, and matching a second object that plays against the first object from the second target matching pool; and determining the matched second object that plays against the first object as the matching data.
[0143] The aforementioned game interaction control method, at the start of a game, the server will match the first player with a matchmaking opponent from a pool that matches the battle data, improving the efficiency and rationality of matchmaking and helping to enhance the player's gaming experience.
[0144] The computer program products of the game interaction control method, device and electronic device 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.
[0145] 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.
[0146] 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.
[0147] 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.
[0148] 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.
[0149] 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 game interaction control method, characterized in that, The method of providing a graphical user interface via a terminal device includes: In response to a start command for the current game match in the target event, a game match request is sent to the server, wherein the game match request carries first battle data associated with the first object, the first battle data including: number of wins and / or number of losses; the target event includes multiple rounds of game matches; The server receives matching data returned by the server and displays, at least in the graphical user interface, a second object that will fight against the first object, based on the matching data. The second object is determined by the server from a target matching pool, which includes at least one game object whose battle data matches the first battle data. The battle data includes the number of wins and / or the number of losses in a match. In response to the first battle data meeting preset conditions, the first object is controlled to stop participating in the target event.
2. The method according to claim 1, characterized in that, The preset conditions include: the number of wins in a game reaches the first threshold, or the number of losses in a game reaches the second threshold; The step of controlling the first object to terminate its participation in the target event in response to the first battle data meeting preset conditions includes: In response to the first object's number of wins reaching the first threshold, or in response to the first object's number of losses reaching the second threshold, the first object is controlled to terminate its participation in the target event.
3. The method according to claim 2, characterized in that, The method further includes: When the first object finishes participating in the target event, virtual resource rewards are distributed to the first object based on the number of wins achieved by the first object in the target event. The number of wins in a match is positively correlated with the virtual resource rewards.
4. The method according to claim 3, characterized in that, The method further includes: In response to the end of the current game match, the first battle data is updated according to the result of the current game match, and the game settlement interface generated based on the updated first battle data is displayed in the graphical user interface; The match results interface displays the current game match results, the updated first match data, and the virtual resource rewards corresponding to the updated first match data.
5. The method according to claim 4, characterized in that, The game settlement interface displays a first control, and the method further includes: In response to a trigger command for the first control, the system controls the display of a reward preview interface in the graphical user interface; wherein, the reward preview interface is used to display various game win count requirements and virtual resource rewards corresponding to the various game win count requirements; The system displays a first indicator at the point where the first object has achieved the required number of game wins.
6. The method according to any one of claims 1-5, characterized in that, The first object includes: a game object controlled by the terminal device, or a first game team; wherein the first game team includes at least a game object controlled by the terminal device.
7. The method according to claim 6, characterized in that, The method further includes: In response to the end of the current game match and the first object not having finished participating in the target event, the start time of the next round of the current game match in the target event is displayed in the graphical user interface.
8. The method according to claim 7, characterized in that, The start time of each game in the target tournament is a fixed time, and each player can only participate in each game round once.
9. The method according to claim 6, characterized in that, If the first object is the first game team; Before the step of sending a game matchmaking request to the server in response to a start command for the current game match in the target event, the method further includes: In response to a team formation command, a team creation request is sent to the server to create a first game team containing game objects controlled by the terminal device; After the first game team is created, in response to the registration instruction for the target event, a registration request for the first game team is sent to the server. Upon receiving the registration success instruction returned by the server, control the first game team to participate in the target event.
10. The method according to claim 1, characterized in that, Before the step of sending a game matchmaking request to the server in response to the start command for the current game match in the target event, the method further includes: In response to a preparation command for the current game match, the first object is controlled to enter a game preparation state.
11. A game interaction control method, characterized in that, The method is applied to the server side, and the method includes: In response to the start time of the current game match in the target event, a game matchmaking request for the current game match is obtained from the terminal device. The game matchmaking request carries first battle data associated with the first object. The first battle data includes: the number of wins and / or the number of losses in the game. The target event includes multiple rounds of game matches. Matching data is determined from a target matching pool and returned to the terminal device so that the terminal device displays, at least in the graphical user interface provided by the terminal device, a second object that will fight against the first object; wherein, the target matching pool includes at least one game object whose battle data matches the first battle data, and the battle data includes: the number of wins and / or the number of losses in a match; Monitor the first battle data, and when the first battle data meets the preset conditions, control the first object to stop participating in the target event.
12. The method according to claim 11, characterized in that, The method further includes: In response to the start time of the current game match in the target event, game objects with the same battle data among the multiple game objects participating in the target event are divided into the same match pool, resulting in multiple match pools.
13. The method according to claim 12, characterized in that, The step of grouping game objects with identical battle data among multiple game objects participating in the target event into the same matchmaking pool to obtain multiple matchmaking pools includes: Identify multiple game teams participating in the target event; wherein each game team includes at least one game object, and the game objects in the same game team have the same battle data; For the multiple game teams, it is checked whether the current game team meets the battle conditions. If so, the current game team is assigned to the matching pool where the battle data is the second battle data, based on the second battle data corresponding to the current game team.
14. The method according to claim 13, characterized in that, The battle conditions include: the number of game objects in the current game team that are in a battle preparation state is the target number.
15. The method according to claim 14, characterized in that, The first object is a game object controlled by the terminal device that is in a game preparation state, or the first object is a first game team that meets the game conditions; wherein, the first game team includes game objects controlled by the terminal device that are in a game preparation state.
16. The method according to claim 15, characterized in that, The method further includes: When the start time of the current game match is reached, if the first object does not meet the battle conditions, it is determined that the first object has lost the battle in the current game match, and the first battle data is updated based on the result of the loss in the current game match, so as to obtain the updated first battle data.
17. The method according to claim 12, characterized in that, The step of determining matching data from the target matching pool includes: Obtain a first target match pool from the plurality of match pools whose battle data is the same as the first battle data, and match a second object from the first target match pool to play against the first object; If no second object is found from the first target matching pool to fight against the first object, a second target matching pool is obtained from the plurality of matching pools where the battle data differs from the first battle data by a preset number of times, and a second object is found from the second target matching pool to fight against the first object. The second object that matches the first object is identified as the matching data.
18. A game interaction control device, characterized in that, The apparatus provides a graphical user interface via a terminal device, comprising: The request sending module is used to send a game match request to the server in response to the start command for the current game match in the target event. The game match request carries first battle data associated with the first object. The first battle data includes: the number of wins and / or the number of losses in the game. The target event includes multiple rounds of game matches. A data receiving module is used to receive matching data returned by the server and display, at least in the graphical user interface, a second object that will fight against the first object, based on the matching data. The second object is determined by the server from a target matching pool, which includes at least one game object whose battle data matches the first battle data. The battle data includes the number of wins and / or the number of losses in a match. The event end module is used to control the first object to end its participation in the target event in response to the first battle data meeting preset conditions.
19. A game interaction control device, characterized in that, The device is located on the server side, and the device includes: The request acquisition module is used to acquire a game matchmaking request sent by the terminal device for the current game match in response to the arrival of the game start time of the current game match in the target event. The game matchmaking request carries first battle data associated with the first object. The first battle data includes: the number of game wins and / or the number of game losses. The target event includes multiple rounds of game matches. A data matching module is used to determine matching data from a target matching pool and return the matching data to the terminal device, so that the terminal device displays, at least in the graphical user interface provided by the terminal device, a second object that will fight against the first object; wherein, the target matching pool includes at least one game object whose battle data matches the first battle data, and the battle data includes: the number of wins and / or the number of losses in a match; The data monitoring module is used to monitor the first battle data, and when the first battle data meets the preset conditions, it controls the first object to stop participating in the target event.
20. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the game interaction control method according to any one of claims 1-17.
21. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the game interaction control method according to any one of claims 1-17.