Information processing method, program product and electronic device
By using a personalized recommendation method for gift packs, the problem of how the percentage discount on gift packs in the game store could not accurately reflect their actual value was solved. This enabled players to quickly find high-value gift packs, improving the efficiency of purchasing decisions and user satisfaction.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2026-01-20
- Publication Date
- 2026-05-19
AI Technical Summary
In existing game stores, the percentage discount displayed for bundled sales cannot be personalized to measure the actual value of the bundle to individual players, making it difficult for players to calculate cost-effectiveness, cumbersome decision-making process, and affecting payment conversion rate.
This invention provides an information processing method that, by determining the target sorting method and target items, provides personalized recommendations for gift packs and displays the sorted gift pack set, including cost-effectiveness sorting, personalized recommendation sorting based on user historical behavior, and sorting based on user attribute data for potential improvement, to help users quickly find high-cost-effective gift packs.
It improved the efficiency of players' purchasing decisions, increased the accuracy and efficiency of purchasing gift packs, and enhanced user satisfaction and willingness to pay.
Smart Images

Figure CN122066484A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to information processing methods, program products, and electronic devices. Background Technology
[0002] In existing game stores, bundled sales often use a percentage discount to display value, helping players assess cost-effectiveness. However, this generic discount cannot personalize the actual value of the bundle to an individual player, and with numerous bundles and complex item combinations, players find it difficult to calculate cost-effectiveness, making the decision-making process cumbersome and impacting conversion rates. Summary of the Invention
[0003] This disclosure provides information processing methods, program products, and electronic devices to at least partially solve the aforementioned problems existing in the related technologies.
[0004] According to a first aspect of this disclosure, an information processing method is provided, comprising: determining a target sorting method; determining at least one target item; sorting gift packs in a gift pack set according to the sorting method and the at least one target item to obtain a sorted gift pack set; and displaying the sorted gift pack set.
[0005] According to a second aspect of this disclosure, a computer program product is provided, including a computer program that, when executed by a processor, implements the method of the first aspect described above and its possible implementations.
[0006] According to a third aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the method of the first aspect and possible implementations thereof by executing the executable instructions.
[0007] An information processing method in at least one embodiment of this disclosure includes: determining a target sorting method; determining at least one target item; sorting gift packs in a gift pack set according to the sorting method and the at least one target item to obtain a sorted gift pack set; and displaying the sorted gift pack set. This allows for personalized recommendations and sorting of gift packs based on the user's selected target item and sorting method, helping users quickly find high-value gift packs and improving purchasing decision efficiency. Attached Figure Description
[0008] Figure 1 A schematic diagram of a system architecture is shown in one exemplary embodiment of this disclosure; Figure 2 A flowchart illustrating an information processing method in one exemplary embodiment of this disclosure is shown; Figure 3A schematic diagram of a graphical user interface in one exemplary embodiment of the present disclosure is shown; Figure 4 A schematic diagram of a graphical user interface in one exemplary embodiment of the present disclosure is shown; Figure 5a A schematic diagram of a graphical user interface in one exemplary embodiment of the present disclosure is shown; Figure 5b A schematic diagram of a graphical user interface in one exemplary embodiment of the present disclosure is shown; Figure 5c A schematic diagram of a graphical user interface in one exemplary embodiment of the present disclosure is shown; Figure 6 A schematic diagram of the structure of an electronic device is shown in one exemplary embodiment of the present disclosure. Detailed Implementation
[0009] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.
[0010] To enable those skilled in the art to better understand the present disclosure, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present disclosure.
[0011] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0012] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0013] Figure 1 A system architecture diagram of the operating environment of this exemplary embodiment is shown. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, etc., and has a display function capable of displaying a graphical user interface, which may include the operating system interface or the application interface. An application, such as a game program, is installed on the terminal device 110. The server 120 generally refers to the backend system providing the game service in this exemplary embodiment; it may be a single server or a cluster of multiple servers. For example, a game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The method in one exemplary embodiment of this disclosure can be executed by any one or more of the terminal device 110 and the server 120.
[0014] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming can be a game mode based on cloud computing. In the cloud gaming operation mode, the game program's execution entity and the game screen presentation entity are separated. The storage and execution of the game's control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing the game, the user operates the cloud gaming client 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 cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0015] In one implementation, the method described above can be implemented by the terminal device 110 alone. For example, without deploying the server 120, the terminal device 110 can run the application in a standalone environment to implement the game function and execute the method described above.
[0016] According to one embodiment of this disclosure, an information processing method is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.
[0017] According to one embodiment of the information processing method of this disclosure, such as Figure 2 As shown, the method may include the following steps: Step S210: Determine the target sorting method; Step S230: Identify at least one target item; Step S250: Sort the gift packs in the gift pack set according to the sorting method and at least one target item to obtain the sorted gift pack set; Step S270: Display the sorted gift pack collection.
[0018] This allows the system to personalize and sort gift pack recommendations based on the user's chosen target item and sorting method, helping users quickly find high-value gift packs and improving purchasing decision efficiency. For example, if a user selects "Item A" as their target item and chooses a sorting method, the system will rearrange the gift packs in the store according to that sorting method and the target item, and then display the sorted gift pack list to the user, enabling them to easily identify high-value options.
[0019] Optionally, the target item sorting method can be a cost-effectiveness sorting method. This method sorts the gift packs based on the price or unit price of the selected target item within the pack. Specifically, the system calculates the unit price of the target item in each gift pack, for example, by dividing the total price of the gift pack by the number of target items, or by directly comparing the individual selling prices of the target items. Then, the gift packs are arranged from lowest to highest unit price, prioritizing the gift packs with the highest cost-effectiveness. This method helps users intuitively identify which gift packs are most economical when acquiring specific items, eliminating the need for manual price comparisons. In an optional implementation, a weighted calculation of multiple target items can be further considered, for example, assigning different weights based on the user's selection order, thereby comprehensively evaluating the cost-effectiveness of the gift packs. In this way, the cost-effectiveness sorting method directly responds to users' focus on cost-effectiveness, improving the efficiency of purchasing decisions.
[0020] Optionally, the target item sorting method can be a personalized recommendation sorting method based on user's historical behavior. This method not only considers the user's selected target item but also combines user historical behavior data, such as frequently participated paid systems or activities, to determine related items. The system analyzes user's historical behavior to identify commonly used or related item types and uses these related items as secondary sorting criteria. During sorting, bundles that contain both the target item and related items are prioritized and arranged according to cost-effectiveness. Simultaneously, the interface can display the system ranking related to user historical behavior, enhancing transparency. This approach makes the sorting results more aligned with users' personal habits and preferences, providing customized bundle recommendations and improving user satisfaction and purchase intention.
[0021] Optionally, the target sorting method can be based on the potential for improvement in user attribute data, such as sorting by combat power. This method focuses on aspects of the user's current attributes that can be improved, such as character combat power and skill levels. The system analyzes user attribute data to determine which development items have significant room for improvement and identifies corresponding related items. During sorting, the system prioritizes the user's selected target items and combines these related items to rank the gift packs based on their cost-effectiveness. Simultaneously, the interface can display the percentage of potential improvement for each development item, guiding users to focus on their weaknesses. This approach helps users specifically address their shortcomings, optimize resource allocation, and make gift pack purchases more aligned with character growth needs, enhancing the gaming experience and the value of paid content.
[0022] Optionally, you can first determine the target sorting method and then determine at least one target item, or you can first determine at least one target item and then determine the target sorting method.
[0023] Optionally, the target item can be an in-game consumable or resource item, such as Enhancement Stone A or gold coins. Alternatively, the target item can be a key item related to the user's character's growth, such as equipment fragments or skill books. These items often affect character combat power or unlock features, and users may choose them based on current needs, such as replenishing specific resources. Alternatively, the target item can be a rare or limited-time item, such as event-exclusive items. Since these items have limited acquisition methods, users may prioritize packages containing them.
[0024] In an optional implementation, determining the target sorting method includes: determining the target sorting method from candidate sorting methods based on a sorting selection operation. This allows users to flexibly choose the sorting logic of gift packs according to their personal preferences or needs, thereby more effectively locating gift packs that meet their requirements. For example, the gift pack display interface can provide a sorting method selection control with options such as "cost-effectiveness," "personalized recommendations," and "combat power enhancement"; when a user clicks on an option, the system determines the currently used target sorting method from these candidate methods based on that click operation.
[0025] The sorting selection operation is an interactive behavior where the user chooses a sorting method, triggering the system to determine the target sorting method. Optionally, the sorting selection operation can be triggered by a specific control in the graphical user interface. This control can be in the form of a button, drop-down menu, or tab, and can be integrated into the gift pack display area, such as the top of the interface or sidebar. The user triggers this control through interaction methods such as clicking, touching, or hovering with their finger or mouse, thereby activating the sorting method selection function. After detecting this operation, the system will display or switch available candidate sorting methods for the user to further select. This makes switching sorting methods intuitive and easy to access, reduces the user's operation path, and allows users to quickly enter the personalized recommendation sorting process without having to search for related functions in complex settings menus, improving interaction efficiency and the smoothness of the user experience.
[0026] Optionally, the sorting selection operation can include a multi-level selection process. The user first triggers a main sorting selection control, and the system responds by displaying a list or panel containing multiple candidate sorting methods. The user then makes a secondary selection in this list, such as clicking on an item in the list, to finally determine the target sorting method. During this process, the system can provide a brief description or preview of each sorting method in real time to assist the user in making a decision.
[0027] Optionally, the target sorting method can also be determined by the system. The system can select a default sorting method as the target sorting method if no sorting selection operation is received from the user. For example, the system's default sorting method can be used as the target sorting method. Figure 3 The graphical user interface 300 shown can display the first sorting method 310 by default. If no sorting selection operation is received from the user, the first sorting method is determined as the target sorting method. Optionally, the interface can also display candidate items 320 and a control 330 for triggering the display of candidate sorting methods. Optionally, by triggering the control 330, the following can be displayed: Figure 4 The menu window 410 shown contains a candidate panel with candidate items, which contains candidate items to choose from.
[0028] The candidate sorting method is a collection of pre-defined sorting logics for various gift packs. Optionally, the candidate sorting method can include logic based on item unit price, which sorts gift packs according to the calculated unit price of the target item selected by the user within the pack. The system calculates the unit price of the target item in each gift pack in the background; a lower unit price generally indicates a higher cost-effectiveness for acquiring that item. This transforms complex cost-effectiveness assessments into intuitive sorting results, helping users quickly identify the gift pack with the lowest cost of acquiring a specific item, suitable for scenarios where users have clear goals and pursue efficient resource acquisition. Optionally, the candidate sorting method can include logic based on user historical behavior, which is linked to the user's historical behavioral data, such as the frequency of playing specific systems or activities. The system analyzes this data to identify the gameplay systems most frequently encountered by the user and their associated items, using these associated items as auxiliary or secondary weighting factors in the sorting. During sorting, gift packs that contain not only the user's manually selected target item but also these associated items may receive a higher sorting position. This method makes the ranking results more personalized, reflecting users' long-term interests and habits, and recommending gift pack combinations that better match their gameplay, thereby improving the relevance of the recommendations and user satisfaction. Optionally, the candidate ranking method can include logic based on user attribute analysis and improvement potential. This is based on analyzing the gap between the user's current character's attribute values and potential upper limits in each development dimension. The system calculates the percentage of improvement potential for each development item and uses items associated with development items with greater improvement potential as important ranking reference factors. When ranking gift packs, in addition to considering manually selected target items, it also prioritizes gift packs that can effectively compensate for the user's attribute weaknesses. This method focuses on the user's growth needs and can help users efficiently compensate for attribute weaknesses and optimize resource allocation through gift pack recommendations, making it suitable for scenarios where users pursue comprehensive character ability improvement.
[0029] In an optional implementation, the candidate sorting method includes a first sorting method. When the target sorting method is the first sorting method, the gift packs in the gift pack set are sorted according to the sorting method and at least one target item to obtain a sorted gift pack set. This includes sorting the gift packs in the gift pack set according to the price of at least one target item within the gift pack. This allows for direct sorting based on the specific price of the selected item within the gift pack, helping users quickly identify and prioritize gift packs with lower unit prices, thereby simplifying the price comparison process and improving the efficiency of purchase decisions.
[0030] For example, a user selects virtual item A as the target item from the candidate items and specifies the first sorting method. The system calculates the price of item A in each gift pack. For example, if the unit price of item A in gift pack X is 10 yuan and the unit price in gift pack Y is 15 yuan, then the system will arrange gift pack X before gift pack Y to form a gift pack list in ascending order of price for the user to browse.
[0031] The first sorting method is a way to sort gift packs based on the price of the items, which helps users quickly find gift packs with high cost performance.
[0032] Optionally, the first sorting method can be implemented as a cost-effectiveness sorting mode. In this mode, the system directly sorts the items selected by the user in the gift pack based on their price information. For example, it compares the unit price of the same item in different gift packs. The lower the unit price, the higher the corresponding gift pack is ranked. This intuitively presents the cost-effectiveness of the gift pack for the item. Users can quickly find the most economical choice without manually calculating or comparing prices across gift packs, effectively improving the efficiency of browsing the store and the conversion rate of paid purchases.
[0033] Optionally, when the first sorting method is applied to multi-objective prop scenarios, different weights can be assigned according to the order in which the user selects the props. For example, if the user selects prop A first and then prop B, the system will prioritize the unit price of prop A for sorting. When the unit prices of prop A are similar, the system will then refer to the unit price of prop B, or calculate the comprehensive unit price of multiple props for sorting. This satisfies the user's need for a refined evaluation of the cost-effectiveness of composite props, making the sorting results more in line with personal preferences.
[0034] In an optional implementation, the candidate sorting method includes a first sorting method. When the target sorting method is the first sorting method, the gift packs in the gift pack set are sorted according to the sorting method and at least one target item to obtain a sorted gift pack set. This includes: determining the unit price information of at least one target item in each gift pack based on the price of the gift packs in the gift pack set and the quantity of at least one target item in the corresponding gift pack; and sorting the gift packs in the gift pack set according to the unit price information to obtain the sorted gift pack set. In this way, by calculating and explicitly sorting based on unit price information, the cost-effectiveness of the gift pack for acquiring the selected specific item can be directly and objectively reflected, helping users quickly identify the most cost-effective gift pack option without having to perform calculations themselves, thus optimizing the decision-making process.
[0035] For example, the user specifies "Gem A" as the target item in the selection interface. The system iterates through the collection of gift packs in the store. For each gift pack containing "Gem A", the system divides the price of the gift pack by the number of "Gem A" in the gift pack to calculate the unit price of each "Gem A" in each gift pack. For example, the unit price of gift pack A is 5 game coins / gem, the unit price of gift pack B is 8 game coins / gem, 5 yuan / gem, and so on. Figure 5a The unit price information shown is 510. Next, the system reorders all gift packs containing this item from lowest to highest based on the calculated unit price, and displays the sorted results on the screen. Users can thus clearly see that purchasing gift pack A to obtain "A Gem" offers the highest cost-effectiveness, without needing to compare the total price of the gift packs and the items they contain.
[0036] In an optional implementation, displaying the sorted gift pack set includes: displaying the sorted gift pack set, and displaying the price information of the target item in the gift pack. For example, after a player selects "Enhancement Stone A" as the target item in the store, the interface will rearrange all gift packs containing this item based on cost-effectiveness. In addition to displaying the usual gift pack image and total price, the interface will also prominently display "1.2 yuan / each" or "Unit price: 5 gold coins" next to the "Enhancement Stone A" item icon, clearly informing the player of the price data for obtaining a single "Enhancement Stone A" in this gift pack, assisting them in making the most cost-effective choice.
[0037] Optionally, the price information can be a unit price. For example, if a gift pack priced at 60 yuan contains 10 target items A, then the unit price information for item A in this gift pack is "6 yuan / item". Optionally, the price information can also be a discount percentage. For example, if the standard unit price of item B in the store is 10 yuan, but in a certain gift pack, after calculating its allocated cost, the equivalent unit price is 7 yuan, then the gift pack can display a "70% off" discount percentage for item B.
[0038] In an optional implementation, the candidate sorting method includes a second sorting method. When the target sorting method is the second sorting method, the gift packs in the gift pack set are sorted according to the sorting method and at least one target item to obtain a sorted gift pack set. This includes: determining at least one associated item based on user historical behavior data; and sorting the gift packs in the gift pack set according to at least one target item and at least one associated item to obtain a sorted gift pack set. For example, a player selects "Advanced Enhancement Stone A" as the target item in the store interface and chooses the "Personalized Recommendation" sorting mode. The system retrieves the player's historical behavior data and analyzes it to find that the player's participation frequency and resource consumption in the "Equipment Refinement System" in the past month are much higher than in other systems, thus identifying "Refinement Protection Charm" as an associated item strongly related to this system. Subsequently, the system comprehensively considers the unit price of "Advanced Enhancement Stone A" in the gift pack, as well as whether it contains "Refinement Protection Charm" and its unit price, and re-sorts all gift packs. Ultimately, bundles containing both a low-priced "Advanced Enhancement Stone A" and a "Refining Protection Charm" will receive higher sorting priority and be presented to players. This allows for the inclusion of related items that are more likely to align with users' long-term interests or habits into the bundle evaluation system, achieving a more personalized bundle recommendation ranking that truly "represents each user." This effectively improves the fit between bundles and individual user needs, thereby increasing willingness to pay and conversion rates.
[0039] User history behavior data refers to information data that records users' past operations, interactions, or consumption behaviors in the virtual environment. It is used to analyze users' interests and behavioral patterns and serves as a basis for determining related items.
[0040] Optionally, user historical behavior data can include the frequency and depth of user interactions within specific game systems or functional modules. For example, the system can record and statistically analyze the daily login frequency, task completion volume, and resource investment time of players in different development systems such as character leveling, skill research, and equipment forging. This frequency data can quantify players' subjective inclination towards a particular system; systems with high-frequency interaction often indicate players' current core gameplay goals or long-term interests. By performing weighted calculations and trend analysis on this time-series data, one or more core gameplay systems that players are most interested in can be identified. Furthermore, the key virtual items that these systems rely on or produce can be defined as potential related items, providing a data foundation for subsequent personalized recommendation and ranking of gift packs.
[0041] Optionally, user historical behavior data can also include specific records of user spending on various payment or resource expenditures. This involves detailed data such as the number of times players use virtual currency to purchase items, the number of draws in random gameplay such as gacha or synthesis, and the consumption of repeatedly challenging dungeons to complete specific events. By analyzing the distribution and concentration of these consumption behaviors, the system can determine the key areas of player resource allocation. For example, if data shows that a player has recently used most of their diamond resources to draw fragments of a specific hero, it indicates that developing that hero is a pressing need for the player, and items related to that hero's breakthrough and star-up are highly correlated. This correlation judgment based on consumption behavior allows gift pack recommendations to closely match players' real-time resource planning and spending intentions.
[0042] Optionally, user historical behavior data can also include users' historical feedback information on the store or other recommended content. For example, the system can track the duration of a player's browsing of various gift packs, the number of times they clicked on details, and their final purchase records. It can also collect data on players manually adding items to their wishlists, collecting them, or sharing specific products. These active or passive feedback traces collectively constitute a behavioral graph reflecting a player's product preferences. By analyzing these graphs using machine learning and artificial intelligence models, item association rules can be uncovered; for example, a player who purchases item A is highly likely to need item B as well. Utilizing this data-driven association discovery, the accuracy of recommendations can be further improved during sorting based on related items that the user may not have explicitly selected but is highly likely to be interested in.
[0043] Here, "related items" refers to virtual items logically related to user interests or behavioral patterns, derived from analysis of historical user behavior data. Optionally, related items can be core outputs or essential consumables corresponding to frequently interacted systems. After identifying the gameplay systems players play most often, the system defines crucial items within those systems as related items. For example, if a player focuses on the "pet training" system, key development materials such as "XX Pills" for improving pet aptitude and "Skill Books" for learning skills, even if not manually selected by the player, can be considered related items. When sorting gift packs, packs containing both the target item and such related items receive bonus points. This ensures that the sorting results not only satisfy players' pursuit of cost-effectiveness for specific items but also consider their resource replenishment needs for their main gameplay direction.
[0044] Optionally, the sorting process can be based on the combined unit price information of the target item and related items in the gift pack. The system first calculates the unit price of the target item and each related item in each gift pack. Then, according to a preset sorting mode, different weight coefficients are assigned to the unit prices of different categories of items for weighted summation. For example, in the "personalized recommendation" mode, the weight of related items may be dynamically adjusted based on the historical interaction frequency of their corresponding systems. Finally, the system sorts the gift packs from low to high based on the weighted combined unit price calculated for each gift pack. The lower the combined unit price, the higher the cost-effectiveness of the gift pack in meeting the user's personalized needs, and the higher the ranking. This processing method quantifies multi-dimensional needs into comparable values, achieving objective sorting under complex preferences. Optionally, the sorting process can also use the user's selection order of target items as a dynamic weighting factor. The system records the order in which the user selects multiple target items and converts this order into weight values; for example, the item selected first has the highest weight. When combining related items for comprehensive sorting later, the unit price information of high-weight target items in the gift pack will have a greater impact on the final sorting result. For example, even if two gift packs have similar overall unit prices, the pack with the lower unit price of the high-weight target item will receive a better ranking. Simultaneously, the weight of related items can be fine-tuned based on the strength of their association with the high-weight target item or their importance in the user's historical behavior. This dynamic weighting mechanism makes the ranking more responsive to the user's immediate and explicit expression of primary and secondary needs, achieving a fusion of static data and dynamic intent in the ranking process.
[0045] In an optional implementation, the method further includes displaying information corresponding to the user's historical behavior data. For example, when a user selects a sorting mode based on historical behavior data, a leaderboard can be displayed on one side of the interface. This leaderboard lists several game systems or activity types that the user has frequently participated in in the past, and may include numerical values for the number of times or frequency of participation, thereby transforming abstract behavioral data into visual reference information.
[0046] In this way, by displaying information corresponding to users' historical behavior data, users can intuitively understand their own historical behavior patterns or preference rankings, thereby enhancing their understanding and trust in the gift package ranking results and assisting them in making more accurate purchasing decisions based on their personal historical activities.
[0047] Among them, the displayed information is a visual representation associated with the user's historical behavior data, used to show the user their historical behavior patterns or the ranking of related systems.
[0048] Optionally, the displayed information can be specifically presented as a sorted list of various behavioral systems or activities within the user's historical behavior data. For example, such as... Figure 5bAs shown, in the graphical user interface, this information can be presented as a vertically arranged list of 520 items. Each item in the list corresponds to a specific game system, gameplay module, or activity type. Each item typically includes the identifier name of the system or activity and is associated with a quantitative indicator representing the user's historical participation level, such as the number of participations, cumulative duration, or amount of resources consumed. This sorted list is arranged in descending order according to the quantitative indicator, clearly showing users the areas they have most frequently encountered or most deeply engaged in based on their historical behavior. This display method transforms internally calculated behavioral data into externally visible ranking information, allowing users to immediately understand their behavioral preferences. Furthermore, each item in the list can also be mapped to related items used in the gift pack ranking, such as labeling common item icons within the system name next to it, thereby establishing a logical connection between the user's historical behavior, related items, and the current gift pack recommendation, helping users understand the personalized basis behind the ranking.
[0049] Optionally, the displayed information can be presented in a hierarchical or grouped structure. For example, the information can first categorize user historical behavior data into several main behavioral dimensions, such as character development, dungeon challenge, or social interaction. Under each main dimension, specific activities or system items are further listed, accompanied by corresponding engagement data. This structured presentation helps users systematically identify their investment distribution across different game aspects, rather than simply obtaining a flat ranking. It provides richer contextual information, allowing users to understand why certain gift packs are prioritized—because these packs contain items closely related to their high engagement dimensions. Furthermore, the presentation can incorporate visual enhancements, such as using progress bars of different colors or lengths to visually compare engagement differences between different dimensions or systems, or using icon size variations to indicate importance. This not only conveys the data but also helps users quickly grasp key information through visual guidance, reducing the cognitive load of information interpretation.
[0050] In an optional implementation, the candidate sorting method includes a third sorting method. When the target sorting method is the third sorting method, the gift packs in the gift pack set are sorted according to the sorting method and at least one target item to obtain a sorted gift pack set. This includes: determining the sorting information of the potential for improvement in the user attribute data and the corresponding at least one associated item based on the user attribute data; and sorting the gift packs in the gift pack set according to at least one target item and at least one associated item to obtain a sorted gift pack set. For example, the user specifies Weapon Enhancement Stone A as the target item in the selection interface and switches to the combat power improvement sorting method. The system calculates the potential for improvement of each training item based on the user character's current equipment enhancement level, skill level, and other attribute data, and determines the enhancement protection charm B corresponding to the equipment enhancement system with the largest potential for improvement or the top-ranked potential for improvement as the associated item. Subsequently, the system combines the unit price information of Weapon Enhancement Stone A and Enhancement Protection Charm B to sort all gift packs by cost-effectiveness, prioritizing the display of gift packs containing these items and with lower unit prices. Figure 5c The example shown is a sorting information 530 of potential improvement space in user attribute data. This allows players to quickly find gift packs that help fill gaps in their character development based on their own potential for improvement, thus optimizing their purchasing decisions.
[0051] Among them, user attribute data refers to information related to the growth status of player characters, which is used to assess their potential for improvement in various development directions and dimensions.
[0052] Optionally, user attribute data can include the character's current basic attribute values, such as attack power, defense power, and health points. These basic attributes directly reflect the character's combat power level. The system can calculate the potential for improvement in each attribute dimension by comparing these attributes with those of similar characters on the server or preset target values (e.g., maximum level values). For example, if a character's attack power is significantly lower than the average level of players of the same level, then attack power-related training items are considered to have significant room for improvement. The system can identify the attribute directions that users most need to strengthen, and thus prioritize recommending gift packs containing corresponding attribute-boosting items in the gift pack ranking. In addition, basic attribute data is usually collected in real time through the game's backend to ensure the timeliness of the evaluation.
[0053] Optionally, user attribute data can also include specific development information such as the character's equipment enhancement level, the grade of socketed gems, and the skill tree unlocking progress. This information provides a more detailed description of the character's investment in a specific system and their growth bottlenecks. By analyzing this data, the system can determine which equipment slots have not yet been enhanced to the maximum level, which gem types have not yet been socketed with high-level gems, and which key skills have not yet been learned or upgraded. For example, if a character's weapon enhancement level is only level 5, while the common server level is level 10, then the weapon enhancement system is identified as a development area with significant room for improvement. This data is used to associate weapon enhancement-related items, such as Enhancement Stone A and Protection Charms, and to give these associated items higher weight in the gift pack ranking. Furthermore, the system can perform horizontal comparisons of multiple development projects, ranking them according to the percentage difference between the current progress and the maximum progress of each project, thereby quantifying the urgency of improving each project.
[0054] Among them, the ranking information of potential for improvement refers to an ordered list of the potential for improvement of each training item calculated based on user attribute data.
[0055] Optionally, the ranking information for potential improvement can be generated by calculating the percentage difference between the current state and the ideal or average state of each training item. For example, for the equipment enhancement system, the potential improvement can be defined as (maximum enhancement level - current enhancement level) / maximum enhancement level * 100%. The system performs a similar calculation on all training items and then sorts them from highest to lowest percentage, generating an ordered list. This list clearly indicates which aspects the user character needs to invest the most resources in, allowing subsequent gift pack ranking to focus on these high-priority areas. Furthermore, standardization can be applied during the calculation process to eliminate the influence of different training item values. For example, when converting the attack power value difference into a percentage, the standard attack power range for that level range should be referenced. After generating the ranking information, the system can cache it and update it periodically to ensure timely adjustments when user attributes change. This ranking information is not only used for selecting related items but can also be visualized in the user interface, helping users intuitively understand their combat strength weaknesses and enhancing their understanding and trust in the ranking results. Optionally, the ranking information for potential improvement can also be corrected by combining the weight coefficients of the training items. Different training items may contribute differently to a character's overall combat power, so the system can pre-set or dynamically adjust the weight of each training item. For example, weapon enhancement may have a greater impact on attack power than accessory enhancement, so the percentage increase potential of the weapon enhancement system will be multiplied by a higher weighting coefficient. After weighted calculation, the system generates a ranking list that better reflects the efficiency of combat power improvement, ensuring that recommended packs prioritize the training direction with the most significant combat power improvement. The weighting coefficient can be dynamically optimized based on game balance data, player community feedback, or machine learning models. For example, by analyzing a large amount of player data, the system can learn that in a specific version, skill upgrades have a higher weight in improving PVE completion efficiency, and thus adjust the ranking information accordingly. This weighted mechanism makes the assessment of potential improvement no longer a simple comparison of differences, but rather based on strategic considerations, making the pack ranking more aligned with the actual value orientation in the game and improving the effectiveness of recommendations.
[0056] Optionally, in one example, the third sorting method first uses one or more target items manually selected by the user as the primary weight for sorting. These target items represent the user's explicit purchase intent. Secondly, the system automatically identifies one or more related items based on the user's attribute data and the ranking information of potential upgrades (e.g., upgradeable items). Related items are typically associated with the upgrade potential, or the top three or four upgrade options, and can compensate for weaknesses in the user's character's combat power. Then, the system combines the unit price information of the target items and related items to calculate the average unit price or total cost-effectiveness of these items in each bundle, and sorts the bundles from highest to lowest cost-effectiveness. The unit price calculation can be based on the ratio of the total bundle price to the number of items. For bundles that bundle multiple items, the system can use a weighted average or prioritize calculating the unit price of specific items. During the sorting process, the system can also filter based on thresholds, such as only displaying bundles with cost-effectiveness above a certain level, to streamline the results. This method combines user subjective preferences with objective combat power analysis, ensuring that the sorting results respect user choices while guiding them to make more effective combat power investments.
[0057] Optionally, in the third sorting method, the weighting of target items and related items can be customized. In one example, the target item is assigned a fixed weight, while the weight of related items is positively correlated with the percentage improvement potential of their corresponding training items. For example, if the improvement potential of a training item is 80%, then the weight coefficient of its related items in the cost-effectiveness calculation is 0.8. Through this weighting allocation, the gift pack sorting not only respects the user's subjective choice but also objectively reflects the system's assessment of the user's combat power improvement needs, making the sorting results more balanced and practical. The weighting configuration strategy can also be adjusted according to different sorting modes. For example, in the combat power improvement mode, the weight of related items may generally be higher than that of target items to emphasize the importance of addressing weaknesses. The system allows users to customize the weight ratio through the settings interface to meet personalized needs. In addition, the weighting algorithm can consider the rarity or difficulty of obtaining items; for related items that are difficult to obtain through other means, their weight can be appropriately increased. This flexible weighting mechanism enhances the adaptability and accuracy of the third sorting method, ensuring that reasonable sorting results are produced in different user scenarios.
[0058] In an optional implementation, the gift packs in the gift pack set are sorted according to the sorting method and at least one target item to obtain a sorted gift pack set. This includes: determining the weight of each target item based on the order in which they are selected; and sorting the gift packs in the gift pack set according to the sorting method, target items, and weights to obtain the sorted gift pack set. In this way, by using a weighting mechanism based on selection order, the gift pack sorting better reflects the user's preference priority for specific items, thereby providing more accurate personalized recommendations and improving the efficiency of users finding high-value gift packs.
[0059] For example, if a player clicks on item A and item B in sequence on the item selection screen, the system will assign a higher weight to item A and a lower weight to item B based on the click order. Subsequently, when sorting the gift packs according to the cost-effectiveness ranking method, the unit price information of item A in the gift pack will have a greater ranking influence due to its higher weight. This will cause gift packs containing low-priced item A to be displayed first, while gift packs containing both low-priced items A and B will have a greater ranking advantage, thus helping players quickly locate high-cost-effective gift packs that match their preferred order.
[0060] The selection order refers to the sequence in which a user selects multiple virtual items, used to determine the weight of each virtual item in the sorting process. Optionally, the selection order can be reflected in the sequence of clicks or touches on virtual items in the graphical user interface. For example, in an item selection panel, if a user selects item A, item B, and item C sequentially through consecutive clicks, the system records this click sequence as the selection order. Optionally, the selection order can be determined by weighting the time intervals between user operations. For example, while recording the click sequence, the system monitors the time difference between two adjacent selection operations; a short time difference indicates a strong correlation between the consecutively selected items, suggesting they may belong to the same need category; a long time difference may indicate the user is switching between different need dimensions. Optionally, the selection order can also be determined through drag-and-drop sorting or list rearrangement operations. For example, if a user adjusts the order of items in the candidate item list by dragging, this order is then recorded by the system. Optionally, the weights can be determined using a linear decreasing model, assigning decreasing weight values based on the order of selection. For example, the first selected item might have a weight of 1.0, the second 0.8, the third 0.6, and so on. Alternatively, the weights can be allocated using a non-linear function, such as exponential decay or a stepwise variation, to emphasize the priority of items selected earlier. For example, using an exponential decay function, the first item might have a weight of 1.0, the second 0.5, and the third 0.25, making items selected earlier have significantly higher weights than those selected later. This allocation method is suitable for scenarios where user needs are highly concentrated on a few items, significantly amplifying the ranking influence of core items and ensuring that the ranking results closely align with the user's most pressing needs. The system can automatically select appropriate weight functions based on user history or scenario settings to adapt to different personalized recommendation ranking strategies. Non-linear weights can also be adjusted by combining item rarity or user level, giving high-value items extra attention in the ranking.
[0061] Optionally, the weights can be dynamically adjusted, based not only on the selection order but also on subsequent user interactions or contextual information. For example, after the sorting results are displayed, if a user focuses on a particular gift pack or adds it to their cart, the system can infer that the user has a high interest in certain items within that gift pack, and thus adjust the weights of those items in real time. Furthermore, in "personalized recommendation" or "power boost" modes, the weights can be integrated with user behavior data or attribute data to form composite weights. This dynamic weighting mechanism allows the sorting to adapt to real-time user feedback and changing scenarios, improving the adaptability and accuracy of recommendations. The system must ensure the smoothness of weight adjustments, avoiding drastic fluctuations in the sorting results, and provide weight visualization options to help users understand the logic behind the sorting.
[0062] In an optional implementation, determining at least one target item includes: in response to an item selection operation, determining at least one target item from a set of candidate items. For example, when browsing the store, if a player wants to focus on a package containing specific enhancement materials, and selects "Advanced Enhancement Stone A" and "XX Scroll" from the list, the system responds to this selection operation and determines these two items as at least one target item for the current sorting.
[0063] The candidate item set is a predefined list of items from which users can select their target item. Optionally, the candidate item set can be displayed and filtered based on the product structure of the in-game store. For example, the system can pre-analyze all the unique salable items included in all the current gift packs in the store, deduplicate them, and form a full item pool as the candidate set. Furthermore, this set can be filtered based on the user's current game progress, character level, or specific tasks completed, displaying only items that the user has the authority to obtain or that are relevant to their current stage, thereby avoiding invalid options and improving the accuracy of selection and user experience. The set can be presented using category tags, such as categorizing by item function into "Equipment Enhancement," "Skill Upgrade," and "Appearance Decoration," for easy user location. Optionally, the candidate item set can also be set as an interactive list that supports real-time search and expanded loading. A search box can be integrated into the candidate panel, allowing users to directly enter item name keywords for filtering, to meet the search needs when there are a large number of items. In addition, considering the interface space, only frequently used or recommended items may be displayed initially. There are "View More" or "Scroll to Load More" options at the bottom of the panel. Clicking these options will load a more complete list of items asynchronously.
[0064] In an optional implementation, determining at least one target item includes: displaying a candidate panel containing at least one candidate item in response to a triggering operation of the sorting control; and determining at least one target item in response to a selection operation of at least one candidate item in the candidate panel. This allows users to conveniently access the candidate panel and select a target item by triggering the sorting control, simplifying the process of determining the target item and improving operational efficiency.
[0065] The sorting control is an interactive control in the user interface used to trigger the display of a candidate panel for item selection. Optionally, the sorting control can be represented as a button or icon, located in a specific area of the graphical user interface, such as the top of the store page or near the gift pack list. Users trigger the control by clicking, touching, or hovering, thereby activating the display of the candidate panel. This allows users to quickly access candidate items without navigating to other interfaces, reducing operation steps and improving the smoothness of interaction. The triggering operation of the sorting control can be configured as a single click, or it can support different interaction methods such as long press or double click to adapt to different user habits and device characteristics. The appearance and feedback mechanism of the control, such as highlight status or tooltips, can further guide user operation and ensure accurate communication of the triggering intent.
[0066] Optionally, the sorting control can be associated with a sorting function, such as serving as an entry point for cost-effectiveness sorting, personalized recommendation sorting, or combat power enhancement sorting. When this control is triggered, not only is a candidate panel displayed, but items in the candidate panel can also be pre-filtered or sorted according to the currently selected sorting method. For example, in cost-effectiveness sorting mode, the candidate panel triggered by the sorting control may prioritize displaying items with lower unit prices; in personalized recommendation mode, it may display items related to the user's historical behavior. This association enhances the control's contextual awareness, making item selection more personalized. The control itself may integrate text labels or icons to intuitively indicate its associated sorting mode, helping users understand its function before triggering it.
[0067] Optionally, candidate items in the candidate panel can be displayed or filtered according to different dimensions, such as grouping or sorting by item type, rarity, price, or relevance to the current sorting method. The panel may provide a search box, filter options, or tabs to allow users to quickly locate the desired items. For example, in a cost-effectiveness sorting scenario, the panel can default to sorting items in ascending order of unit price; in a personalized recommendation scenario, it can highlight frequently used system-related items. This flexibility ensures that the candidate panel can adapt to diverse user needs and usage scenarios. The panel's content updates can respond in real time to changes in external data, such as item inventory or user preferences, ensuring that the displayed candidate items are always relevant.
[0068] In an optional implementation, displaying the price information of the target item in the gift pack includes: in the graphical user interface of the sorted gift pack set, displaying the unit price information of the target item in the display area of the gift pack containing the target item. For example, when a user selects "Experience Potion" as the target item, in the gift pack list interface of the mall, each gift pack containing "Experience Potion" will have its corresponding display card clearly marked with the unit price information "10 Gold Coins / Potion" next to the item icon, allowing the user to immediately evaluate which gift pack is more cost-effective in obtaining the item.
[0069] In an optional implementation, displaying information corresponding to user historical behavior data includes: displaying sorting information of at least one behavior system corresponding to at least one associated item in the graphical user interface. For example, when a user selects the "Personalized Recommendation" sorting method, the right side of the interface will display the sorting of behavior systems corresponding to the user's historical behavior data, such as ranking the game systems the player participates in most frequently at the top and linking them to the sorting of related item packs. This allows users to intuitively see the system sorting related to their historical behavior, enhancing their understanding of recommended packs.
[0070] Among them, the behavior system refers to the activity module in which users operate or participate in the game, and is used to associate user's historical behavior data to generate personalized recommendation ranking information.
[0071] Optionally, behavioral systems can include in-game pay-to-win systems. These systems typically involve modules where players improve character attributes by consuming resources, such as equipment enhancement and skill upgrades. User historical behavior data may record the number of times players participate in these systems or the resources they invest. Optionally, behavioral systems can also include periodic in-game events or dungeons. For example, frequently participated team dungeons or limited-time events often yield specific items or resources. User historical behavior data records the frequency and depth of player participation in these events. By extracting activity systems associated with target items and sorting them by participation level, player activity patterns can be incorporated into gift pack recommendations. Optionally, behavioral systems can also refer to in-game progression or development systems. These systems allow players to improve character or equipment attributes through a series of actions, such as pet training and mount upgrades. User historical behavior data may reflect player progress and investment in different development systems. By identifying development systems that players have not yet fully developed or frequently used, and displaying them in a sorted manner, items from those systems can be emphasized when recommending gift packs.
[0072] In an optional implementation, the method further includes displaying sorting information on the potential for improvement in user attribute data. For example, when a user selects a sorting mode related to character combat power enhancement, a list can be displayed on one side of the interface. This list arranges the user's various attributes or training items in descending order of their potential for improvement, such as "Critical Hit Rate: Potential for Improvement 35%" or "Defense: Potential for Improvement 20%". This allows users to intuitively understand the distribution of their potential for improvement and helps them select gift packs based on their attribute enhancement needs.
[0073] In an optional implementation, displaying the sorting information of potential improvement in user attribute data includes: displaying the potential improvement information of at least one training item in the graphical user interface. For example, one side of the graphical user interface may display a list, where each item corresponds to a training item, such as "Equipment Enhancement," "Skill Upgrade," or "Pet Training," and each training item is accompanied by a percentage information such as "Potential Improvement: 30%" to visually demonstrate the player's growth potential in that area.
[0074] Development options refer to the various dimensions or systems in a game used to enhance a player character's combat abilities. Their purpose is to identify specific areas where the player currently has potential for improvement. Optionally, development options can involve the growth of a character's basic attributes, such as attack power, defense, or health. Optionally, development options can include equipment-related enhancement systems, such as weapon refinement, armor forging, or accessory enchanting. Each equipment enhancement system represents an independent and in-depth development direction, with its potential for improvement depending on the player's current equipment enhancement level, quality, and available enhancement materials. Optionally, development options can also point to the character's skill system, including active skill levels, passive skill unlocks, or special talent tree progress. The skill system is an important part of character development; different skill combinations and levels directly affect combat strategies and effects.
[0075] In an optional implementation, the gift packs in the gift pack set are sorted according to at least one target item and at least one associated item to obtain a sorted gift pack set. This includes: sorting the gift packs in the gift pack set according to the unit price information of at least one target item and at least one associated item. In a possible example, the user manually selects item A as the target item, and the system automatically determines item B and item C as associated items based on the user's historical behavior data. Subsequently, the system calculates the unit price information of items A, B, and C in each gift pack in the gift pack set. For example, the unit price of item A in each gift pack is X yuan / item, item B is Y yuan / item, and item C is Z yuan / item. The system integrates this unit price information to sort all gift packs, prioritizing the gift pack with the lowest overall unit price to be displayed to the user, allowing the user to quickly find the gift pack containing the required and associated items and with the best overall cost-effectiveness without having to calculate it themselves.
[0076] Optionally, the overall unit price ranking can be reflected by calculating the weighted sum of the unit prices of multiple items within a gift pack. The system first identifies the target and related items that need to be ranked and evaluated. Then, for each gift pack in the set, it queries or calculates the price of each item within that pack, i.e., the unit price information. Next, the system assigns a weight coefficient to each item; this weight can be set equally by default or differentiated based on the user's selection order or importance. Finally, the system multiplies the unit price of each item by its corresponding weight and sums them to obtain the overall unit price value of the gift pack. Based on this value, all gift packs are ranked in ascending order, with gift packs having lower overall unit prices ranking higher. Optionally, the overall unit price ranking can be further refined to consider adjustments based on item scarcity or utility value. Building upon the basic weighted sum of unit prices, the system can adjust the ranking based on item scarcity factors or utility value coefficients for the user's character. For example, for rarer items in the game or those crucial for boosting combat power, their unit price information can be multiplied by an adjustment factor greater than 1 during the comprehensive calculation. This gives higher priority to bundles containing such items during sorting, even if their original unit price is slightly higher. This adjustment ensures that the sorting results not only reflect absolute price costs but also align with the actual value of the items and the potential needs of users, making the cost-effectiveness assessment more comprehensive and personalized.
[0077] The unit price information of associated items refers to the individual price data of items in the gift pack that are related to the user's potential needs and are automatically determined by the system based on user data. Optionally, the determination of the unit price information of associated items can be based on the analysis of the user's historical behavior data. The system analyzes the user's past game operation records, such as frequently participated dungeons, frequently used skills, or repeatedly purchased item types, and extracts frequently occurring items as candidates for associated items. For each candidate associated item, the system checks whether it exists in the gift pack set and calculates its unit price, for example, by dividing the total price of the gift pack by the quantity of the item in the gift pack. These calculated unit prices of associated items are listed together with the unit prices of the target items manually selected by the user, forming the input parameters of the ranking algorithm, so that the ranking result is not only based on the user's explicit intention, but also incorporates the implicit preferences of their behavioral habits.
[0078] In an optional implementation, the information processing method further includes: after displaying the sorted gift pack set, updating the sorted gift pack set in response to an adjustment operation on at least one target item. This allows users to select a target item and view the initial sorting, then adjust the selection of the target item in real time according to changes in their needs. The system then dynamically updates the gift pack sorting results, providing a flexible and iterative gift pack filtering experience and enhancing the user's sense of control and exploration in the gift pack selection process.
[0079] In a specific example, after viewing the list of gift packs sorted based on the currently selected "Enhancement Stone A" and "Gold Coins" items, a user can add "Diamonds" as a target item by using the item selection control if they wish to further consider the cost-effectiveness of gift packs containing "Diamonds". In response to this adjustment, the system recalculates the overall sorting of gift packs containing "Enhancement Stone A", "Gold Coins", and "Diamonds", and immediately updates the displayed list of new gift pack sets, allowing the user to explore the optimal gift pack selection under different item combinations without leaving the current view.
[0080] Optionally, the update process is automatically triggered upon detecting an adjustment operation, requiring no additional user confirmation. The system determines interface interaction events in real time, and once a valid target item adjustment is detected, it immediately invokes the sorting module. This module takes the updated target item set as input, combines it with the currently effective sorting method, re-traverses all gift packs in the gift pack set, performs sorting logic such as unit price calculation, weight matching, or correlation analysis, and generates a new gift pack sequence. Optionally, the updated sorting results are presented to the user by refreshing the graphical user interface content. Specifically, the system passes the newly calculated gift pack sequence data to the interface rendering engine, which rearranges the visual order of each gift pack card in the gift pack display area according to the new sequence. At the same time, auxiliary information related to sorting, such as the unit price tags of target items and the ranking list of related systems, will also be updated and displayed synchronously according to the new sequence. The entire refresh process strives to maintain the stability of the interface layout, changing only the order and values of content elements, so that users can clearly perceive the changes. For example, the gift pack list will undergo smooth scrolling or rearrangement animations, and the unit price tag numbers will be updated accordingly, but the overall structure of the interface and the position of controls remain unchanged. This presentation method intuitively reflects the impact of the adjustment operation, helping users quickly understand the specific role of different target item selections in evaluating the cost-effectiveness of the gift pack, and assisting them in making the final purchase decision.
[0081] In an optional implementation, the method further includes: after displaying the sorted set of gift packages, updating the sorted set of gift packages in response to a switch operation on the target sorting method. This allows users to dynamically adjust the sorting perspective in real time. After viewing the initial sorting results, if they are dissatisfied with the current sorting method or wish to evaluate the gift packages from other dimensions, they can easily switch and immediately obtain the updated sorted list. This enables more efficient exploration and comparison of recommendation results under different sorting logics, improving interactive flexibility and decision-making efficiency.
[0082] For example, after viewing the gift pack list sorted by "cost-effectiveness," a user can click the sorting method switch control on the interface to change the sorting method from "cost-effectiveness" to "personalized recommendation." The system responds to this switch by recalculating the sorting weight of the gift packs based on the rules corresponding to "personalized recommendation," such as combining the user's historical behavior data, and immediately refreshes the interface to display the gift pack set sorted according to the new rules. The entire process eliminates the need for the user to reselect target items, enabling rapid iteration and comparison of sorting strategies.
[0083] Optionally, the switching operation can be an interaction with a specific control in the graphical user interface. For example, at the top or side of the interface displaying the sorted gift pack collection, there are often labels or drop-down menus representing different sorting modes, such as "Cost-Effectiveness," "Personalized Recommendation," and "Combat Power Boost." Users can switch the target sorting method by clicking, touching, or dragging to select another inactive sorting mode label. This operation, as a clear user instruction, can have the same or different input point as the initial sorting method selection area, but it is triggered after the initial sorting results are presented. Its purpose is to change the core sorting algorithm and weighting criteria based on the existing selected target items, thereby guiding the system into a new round of sorting, generating and presenting a gift pack list that conforms to the new rules. Optionally, when an update is performed in response to a switching operation, the system's internal processing logic involves the re-execution of multiple steps or parameter adjustments. First, the system determines a new target sorting method based on the switching operation, replacing the previously used sorting method. Subsequently, the system retrieves at least one target item currently identified by the user; this item information usually remains unchanged before and after the switch. Next, the system recalculates and evaluates each gift pack in the gift pack set according to the complete sorting rules corresponding to the newly determined target sorting method. For example, if the focus shifts from "cost-effectiveness" to "combat power enhancement," the calculation focus will change from simply the unit price of items to a comprehensive consideration of the sorting information on potential improvement in user attribute data and related items. Finally, the system re-sorts all gift packs based on the new calculation results, generates and renders the updated sorted gift pack set, and replaces the original display content.
[0084] Exemplary embodiments of this disclosure also provide a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the methods described above.
[0085] In one implementation, the computer program product can be a tangible product containing a computer program, such as a computer-readable storage medium storing the computer program. The readable storage medium can be a storage medium based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, including but not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be implemented as a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.
[0086] In one implementation, the computer program product can be an intangible product containing a computer program. For example, the computer program product can be implemented as a virtual digital product, such as an executable file, installation package, or other digital file storing the computer program.
[0087] Computer program code can be written in one or more programming languages. Programming languages include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package, or partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device through any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., through an internet connection provided by a mobile network operator).
[0088] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic radiation, and infrared radiation. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, the processor of the electronic device to execute) the method steps of various exemplary embodiments of this disclosure, such as: determining at least one target item; sorting the gift packs in the gift pack set according to the sorting method and the at least one target item to obtain a sorted gift pack set; and displaying the sorted gift pack set.
[0089] Exemplary embodiments of this disclosure also provide an electronic device. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as a computer program. The processor executes the executable instructions to perform the method steps of various exemplary embodiments of this disclosure. Furthermore, the electronic device may also include a display for displaying a graphical user interface.
[0090] The following is for reference. Figure 6 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 6 The electronic device 600 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.
[0091] like Figure 6 As shown, the electronic device 600 may include: a processor 610, a memory 620, a bus 630, an I / O (input / output) interface 640, a network adapter 650, and a display 660.
[0092] Memory 620 may include volatile memory, such as RAM 621 and cache unit 622, and may also include non-volatile memory, such as ROM 623. Memory 620 may also include one or more program modules 624, such program modules 624 including, but not limited to: operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 624 may include the modules in the above-described device.
[0093] The processor 610 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).
[0094] The processor 610 can be used to execute executable instructions stored in the memory 620 to perform the methods described above in this disclosure, such as performing the following method steps: determining at least one target item; sorting the gift packs in the gift pack set according to the sorting method and the at least one target item to obtain a sorted gift pack set; and displaying the sorted gift pack set.
[0095] Bus 630 is used to connect different components of electronic device 600 and may include a data bus, an address bus and a control bus.
[0096] Electronic device 600 can communicate with one or more external devices 700 (such as keyboard, mouse, external controller, etc.) through I / O interface 640.
[0097] Electronic device 600 can communicate with one or more networks via network adapter 650. For example, network adapter 650 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 650 can communicate with other modules of electronic device 600 via bus 630.
[0098] Electronic device 600 can display a graphical user interface, such as virtual scenes or virtual characters, through display 660.
[0099] although Figure 6 Other hardware and / or software modules may also be configured in the electronic device 600, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.
[0100] As can be seen from the above, the technical solutions disclosed herein can be implemented as methods, apparatus, systems, computer program products, storage media, electronic devices, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be referred to as "circuit," "module," or "system," respectively.
[0101] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims. It should include any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.
Claims
1. An information processing method, characterized in that, The method includes: Determine the target sorting method; Identify at least one target item; Based on the sorting method and the at least one target item, the gift packs in the gift pack set are sorted to obtain a sorted gift pack set. Display the sorted collection of gift packages.
2. The method according to claim 1, characterized in that, The method for determining the target sorting includes: Based on the sorting selection operation, the target sorting method is determined from the candidate sorting methods.
3. The method according to claim 2, characterized in that, The candidate sorting method includes a first sorting method. When the target sorting method is the first sorting method, the process of sorting the gift packs in the gift pack set according to the sorting method and the at least one target item to obtain a sorted gift pack set includes: Based on the price of the at least one target item in the gift pack, the gift packs in the gift pack set are sorted to obtain a sorted gift pack set.
4. The method according to claim 2, characterized in that, The candidate sorting method includes a first sorting method. When the target sorting method is the first sorting method, the process of sorting the gift packs in the gift pack set according to the sorting method and the at least one target item to obtain a sorted gift pack set includes: Based on the price of the gift packs in the gift pack set and the quantity of the at least one target item in the corresponding gift pack, determine the unit price information of the at least one target item in each gift pack; The gift packs in the gift pack set are sorted according to the unit price information to obtain the sorted gift pack set.
5. The method according to any one of claims 3 or 4, characterized in that, The process of displaying the sorted gift pack set includes: displaying the sorted gift pack set, and displaying the price information of the target item in the gift pack.
6. The method according to claim 2, characterized in that, The candidate sorting method includes a second sorting method. When the target sorting method is the second sorting method, the process of sorting the gift packs in the gift pack set according to the sorting method and the at least one target item to obtain a sorted gift pack set includes: Based on the user's historical behavior data, identify at least one associated item; Based on the at least one target item and the at least one associated item, the gift packs in the gift pack set are sorted to obtain the sorted gift pack set.
7. The method according to claim 6, characterized in that, The method further includes: Display information corresponding to the user's historical behavior data.
8. The method according to claim 2, characterized in that, The candidate sorting method includes a third sorting method. When the target sorting method is the third sorting method, the process of sorting the gift packs in the gift pack set according to the sorting method and the at least one target item to obtain a sorted gift pack set includes: Based on user attribute data, determine the sorting information of the potential for improvement in the user attribute data and at least one corresponding associated item; Based on the at least one target item and the at least one associated item, the gift packs in the gift pack set are sorted to obtain the sorted gift pack set.
9. The method according to claim 1, characterized in that, The step of sorting the gift packs in the gift pack set according to the sorting method and the at least one target item to obtain a sorted gift pack set includes: The weight of each virtual item is determined according to the order in which they are selected. Based on the sorting method, the at least one target item, and the weight, the gift packs in the gift pack set are sorted to obtain the sorted gift pack set.
10. The method according to claim 1, characterized in that, The determination of at least one target item includes: In response to the item selection operation, the at least one target item is determined from the candidate item set.
11. The method according to claim 1, characterized in that, The determination of at least one target item includes: In response to a triggering action on the sorting control, a candidate panel containing at least one candidate item is displayed; In response to the selection operation of at least one candidate item in the candidate panel, the at least one target item is determined.
12. The method according to claim 5, characterized in that, The display of the price information of the target item in the gift pack includes: In the graphical user interface of the sorted gift pack set, the unit price information of the target item is displayed in the gift pack display area containing the target item.
13. The method according to claim 7, characterized in that, The display information corresponding to the user's historical behavior data includes: The graphical user interface displays sorting information for at least one behavior system corresponding to the at least one associated prop.
14. The method according to claim 8, characterized in that, The method further includes: Displays the sorting information of the available improvement space in the user attribute data.
15. The method according to claim 14, characterized in that, The process of displaying the sorting information of the potential for improvement in the user attribute data includes: The graphical user interface displays information on the potential for improvement of at least one culture item.
16. The method according to claim 6 or 8, characterized in that, The step of sorting the gift packs in the gift pack set according to the at least one target item and the at least one associated item to obtain the sorted gift pack set includes: Based on the unit price information of the at least one target item and the unit price information of the at least one associated item, the gift packs in the gift pack set are sorted to obtain the sorted gift pack set.
17. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 16.
18. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 16 by executing the executable instructions.