Virtual resource processing method, apparatus and electronic device
Patent Information
- Application Number
- CN202610543177.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-04-22
- Publication Date
- 2026-08-18
AI Technical Summary
在对局结算时,如果玩家个人获得的虚拟资源归个人所有,会降低团队之间的协作性,甚至造成团队内部的资源争夺;如果玩家个人获得的虚拟资源在团队内平均分配或随机分配,又会降低玩家的行为积极性
Smart Images

Figure CN122582594A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, and in particular to a virtual resource processing method, apparatus, and electronic device. Background Technology
[0002] In team-based cooperative games, multiple players team up to participate in matches. Players can acquire virtual resources during the game. At the end of the match, if the virtual resources acquired by each player remain solely theirs, it reduces teamwork and may even lead to resource disputes within the team. Conversely, if the virtual resources are distributed equally or randomly within the team, it reduces player motivation. Therefore, current team-based cooperative games suffer from resource allocation conflicts, impacting player experience and engagement, and hindering the full utilization of system resources. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide a virtual resource processing method, apparatus and electronic device to alleviate the contradiction of team resource allocation, improve the player's game experience and participation, and improve the utilization rate of system resources.
[0004] In a first aspect, embodiments of the present invention provide a virtual resource processing method, the method comprising: in response to the end of a current game match, displaying virtual resources to be settled on a graphical user interface of a terminal device corresponding to multiple game accounts, wherein the virtual resources include: personal resources, multiple game accounts belonging to the same team, and the virtual resources being obtained by the game accounts from the game match; determining the allocation probability of a first game account associated with the personal resources as a first allocation probability and the allocation probability of a second game account other than the first game account as a second allocation probability, wherein the first allocation probability is greater than the second allocation probability; and allocating and settling the virtual resources to be settled displayed on the graphical user interface among the multiple game accounts based on the first allocation probability and the second allocation probability.
[0005] Secondly, embodiments of the present invention provide a virtual resource processing device, comprising: a resource display module, configured to display virtual resources to be settled on a graphical user interface of a terminal device corresponding to multiple game accounts in response to the end of a current game, wherein the virtual resources include: personal resources, multiple game accounts belonging to the same team, and the virtual resources being obtained by the game accounts from the game; a probability determination module, configured to determine the allocation probability of a first game account associated with the personal resources as a first allocation probability and the allocation probability of a second game account other than the first game account as a second allocation probability, wherein the first allocation probability is greater than the second allocation probability; and a resource allocation module, configured to allocate and settle the virtual resources to be settled displayed on the graphical user interface among the multiple game accounts based on the first allocation probability and the second allocation probability.
[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-described virtual resource processing method.
[0007] Fourthly, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the above-described virtual resource processing method.
[0008] The embodiments of the present invention bring the following beneficial effects: The aforementioned virtual resource processing method, apparatus, and electronic device, in response to the end of a current game match, display virtual resources to be settled on the graphical user interface of multiple game account-corresponding terminal devices. The virtual resources include personal resources, the multiple game accounts belong to the same team, and the virtual resources are obtained by the game accounts from the game match. The method further determines the allocation probability of a first game account associated with the personal resources as a first allocation probability and the allocation probability of a second game account other than the first game account as a second allocation probability, wherein the first allocation probability is greater than the second allocation probability. Finally, the virtual resources to be settled displayed on the graphical user interface are allocated and settled among the multiple game accounts based on the first allocation probability and the second allocation probability.
[0009] In the above method, the resource acquirer has a higher probability of being allocated the resource compared to others. This method ensures teamwork while not affecting the enthusiasm of individual players, alleviates the conflict of resource allocation within the team, improves the player's game experience and participation, and increases the utilization rate of system resources.
[0010] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.
[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0013] Figure 1 A flowchart illustrating a virtual resource processing method provided in an embodiment of the present invention; Figure 2 This is a schematic diagram illustrating resource viewing for team and personal luggage provided in an embodiment of the present invention. Figure 3 A schematic diagram of the first region, the second region, and the object movement region provided in an embodiment of the present invention; Figure 4 A schematic diagram of the movement path provided in an embodiment of the present invention; Figure 5 This is a schematic diagram of the resource allocation results for a first game account provided in an embodiment of the present invention; Figure 6 This is a schematic diagram of the third area when allocating team resources according to an embodiment of the present invention; Figure 7 This is a schematic diagram of a virtual resource processing device provided in an embodiment of the present invention; Figure 8 This is a schematic diagram of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0014] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0015] Current team-based collaborative games suffer from resource allocation conflicts, which affect players' gaming experience and participation, and hinder the full utilization of system resources. Based on this, the present invention provides a method, device, and electronic device for settling virtual resources, which can be applied to team-based games, such as search and attack games, multiplayer competitive games, etc.
[0016] In one embodiment of this disclosure, the virtual resource processing method can run on a local terminal device or a server. When the virtual resource processing 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 client devices.
[0017] 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 virtual resource processing 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.
[0018] 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.
[0019] In one possible implementation, embodiments of the present invention provide a virtual resource processing method that provides a graphical user interface (GUI) through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device within the aforementioned cloud interaction system. This GUI can display the game's match results page.
[0020] like Figure 1 As shown, the virtual resource processing method includes the following steps: Step S102: In response to the end of the current game match, the virtual resources to be settled are displayed on the graphical user interface of the terminal devices corresponding to multiple game accounts. The virtual resources include: personal resources, multiple game accounts belong to the same team, and the virtual resources are obtained by the game accounts from the game match. Each game session involves at least one team. Taking a search-attack-retreat game as an example, a game session includes multiple teams, each consisting of multiple game accounts. The virtual characters controlled by the game accounts are located in the game session's scene. The virtual characters can search for virtual resources in the game session's scene, and can also fight against NPCs (Non-Player Characters) or other virtual characters in the game session's scene, obtaining virtual resources upon victory.
[0021] After a virtual character acquires virtual resources, those resources are linked to and saved with the corresponding game account, becoming the account's personal resources. These personal resources can be stored in containers such as the virtual character's backpack, inventory, or safe. Personal resources can include game items, gold coins, medicines, equipment, skins, and other similar items.
[0022] Teams can also act collectively, searching for virtual resources within the game environment or engaging in battles with other teams to acquire them. Specifically, the team leader can control the team, enabling them to move, search, and initiate battles. The game ends when the designated time has elapsed or all teams have left the game environment. After the game ends, resource settlements can be performed for each team. The settlement page displays the previously unsettled virtual resources.
[0023] Step S104: Determine the allocation probability of the first game account associated with the personal resources as the first allocation probability and the allocation probability of the second game account other than the first game account as the second allocation probability, wherein the first allocation probability is greater than the second allocation probability. This embodiment aims to alleviate resource allocation conflicts within a team by allocating resources among its members. Specifically, multiple game accounts can be treated as the first game account, and resource settlement can be performed on the first game account. As can be seen from the aforementioned steps, the personal resources of the first game account, i.e., the virtual resources obtained by the virtual character controlled by the first game account in the game, are therefore allocated more probably by the first game account than by the second game account in order to balance the resource allocation between individuals and the team as a whole.
[0024] The first and second allocation probabilities mentioned above can be preset. For example, the first allocation probability of the first game account is 60%, and the second allocation probability of the second game account is 40%. When there are multiple second game accounts, the first allocation probability of the first game account can be set to be greater than the second allocation probability of any second game account. For example, the first allocation probability of the first game account is 60%, and there are two second game accounts, with the second allocation probability of each second game account being 20%.
[0025] Alternatively, when there are multiple second game accounts, the first allocation probability of the first game account is greater than or equal to the sum of the second allocation probabilities of the multiple second game accounts; for example, the first allocation probability of the first game account is 50%, and the sum of the second allocation probabilities of the multiple second game accounts is 50%; if there are two second game accounts, then the second allocation probability of each second game account is 25%.
[0026] Step S106: The virtual resources to be settled displayed on the graphical user interface are allocated and settled among multiple game accounts based on the first allocation probability and the second allocation probability.
[0027] When the first game account is associated with multiple personal resources, each personal resource can be randomly allocated and settled between the first game account and the second game account according to the aforementioned first allocation probability. For example, for personal resource A, the first game account has a 60% probability of being allocated it, and the other second game accounts have a 40% probability of being allocated it.
[0028] The above-described virtual resource processing method, in response to the end of the current game match, displays virtual resources to be settled on the graphical user interface of the terminal devices corresponding to multiple game accounts. The virtual resources include: personal resources, where the multiple game accounts belong to the same team, and the virtual resources are obtained by the game accounts from the game match; the allocation probability of the first game account associated with the personal resources is determined as a first allocation probability, and the allocation probability of a second game account other than the first game account is determined as a second allocation probability, wherein the first allocation probability is greater than the second allocation probability; the virtual resources to be settled displayed on the graphical user interface are allocated and settled among the multiple game accounts based on the first allocation probability and the second allocation probability.
[0029] In the above method, the resource acquirer has a higher probability of being allocated the resource compared to others. This method ensures teamwork while not affecting the enthusiasm of individual players, alleviates the conflict of resource allocation within the team, improves the player's game experience and participation, and increases the utilization rate of system resources.
[0030] In one implementation, the aforementioned virtual resources also include: team resources; these team resources can be understood as virtual resources shared by all game accounts within the team; for example, virtual resources obtained when the team collectively searches for resources, or virtual resources obtained after the team participates in and wins a battle.
[0031] Once the team enters the game scene, when the team acts collectively, the virtual character corresponding to the game account of the team leader moves in the game scene, and the virtual character corresponding to the game account of the team member moves with the team leader. The virtual character of the team member is not controlled by the team member's game account. During this process, the virtual resources searched by the team, or the game resources obtained after participating in the battle and winning, are the aforementioned team resources.
[0032] The game account of a team member can also switch to a temporary detached state. In the temporary detached state, the game account of a team member can control the corresponding virtual character to move, thereby performing actions such as searching and fighting independently. During this process, the virtual resources obtained by the game account through searching, or the virtual resources obtained after winning a battle, are the aforementioned personal resources.
[0033] The allocation probability of multiple game accounts associated with team resources is determined as the third allocation probability; the virtual resources to be settled displayed on the graphical user interface are allocated and settled among multiple game accounts based on the first allocation probability, the second allocation probability, and the third allocation probability.
[0034] The aforementioned team resources are virtual resources shared by all game accounts within the team. In one approach, the third allocation probability is the same for all game accounts. That is, team resources are randomly allocated among multiple game accounts in the team. For example, if the team includes 5 game accounts, then the third allocation probability for each game account is 20%. In another approach, the third allocation probability for each game account is determined based on parameters such as the account level and contribution in the game. For example, game accounts with higher account levels have a higher third allocation probability, and game accounts with higher contribution levels have a higher third allocation probability, etc.
[0035] Specifically, for personal resources of the first game account, allocation and settlement are conducted among multiple game accounts based on a first allocation probability and a second allocation probability; for team resources, allocation and settlement are conducted among multiple game accounts based on a third allocation probability. That is, for personal resources, the game account corresponding to that personal resource has a higher probability of receiving it; for team resources, when the third allocation probability is the same for all game accounts, each game account has an equal probability of being allocated team resources. This improves the fairness and rationality of resource allocation, promotes teamwork, and simultaneously increases the motivation of individual players.
[0036] In one implementation, a first region corresponding to a first game account and a second region corresponding to a second game account are displayed in a graphical user interface; wherein the size of the first region corresponds to a first allocation probability, and the size of the second region corresponds to a second allocation probability.
[0037] During resource settlement, each game account in the team can be settled sequentially according to a preset order. After each game account has been settled, the team's resources are then settled. Specifically, the area corresponding to each game account in the team can be displayed, with the area corresponding to the first game account being the first area, and the area corresponding to the second game account being the second area. As can be seen from the aforementioned embodiments, when allocating personal resources to game accounts and allocating team resources, each game account in the team has a probability of being allocated resources. Therefore, the graphical user interface displays the area corresponding to each game account.
[0038] The size of a region can be positively correlated with the allocation probability of a game account; that is, the higher the allocation probability, the larger the region. For example, when allocating personal resources to the first game account, the first allocation probability of the first game account is greater than the second allocation probability of the second game account. Therefore, the first region corresponding to the first game account is larger than the second region corresponding to the second game account, so that the first game account has a higher probability of being allocated its personal resources. Similarly, when allocating team resources, if the third allocation probability is the same for all game accounts, then the region size for each game account will be the same.
[0039] Determine the first target resource to be allocated from the personal resources of the first game account, display the first resource object corresponding to the first target resource, and control the movement of the first resource object; in response to the first resource object arriving at the first area, allocate the first target resource corresponding to the first resource object to the first game account; or, in response to the first resource object arriving at the second area, allocate the first target resource corresponding to the first resource object to the second game account.
[0040] When allocating personal resources for the first game account, if there are multiple personal resources, each resource can be designated as the first target resource and allocated accordingly. The first resource object corresponding to the first target resource can be its resource icon, resource name, etc.
[0041] In this embodiment, the first target resource corresponding to the first resource object is allocated based on the first or second region that the resource object moves to. The larger the region, the greater the probability that the first resource object will arrive in that region, and the greater the probability that the game account corresponding to that region will be allocated the first target resource corresponding to that resource object.
[0042] The movement of the first resource object can be precipitous, parabolic, or random. Taking precipitous movement as an example, the first resource object falls from a high position, while the first and second areas are at lower positions. If the first resource object eventually reaches the first area, the corresponding first target resource is allocated to the first game account. If the first resource object eventually reaches the second area, the corresponding first target resource is allocated to the second game account corresponding to that second area. It should be noted that the areas corresponding to different game accounts do not overlap.
[0043] Specifically, the graphical user interface also displays an object movement area, which includes multiple movement paths. Among the multiple movement paths, the number of movement paths whose endpoints are located in the first area corresponds to a first allocation probability, and the number of movement paths whose endpoints are located in the second area corresponds to a second allocation probability. A first target path is randomly determined from the multiple movement paths, and the first resource object is controlled to move along the first target path.
[0044] Multiple movement paths are different from each other, but there may be some overlap between them. It can be understood that the higher the allocation probability of the game account corresponding to the first or second region, the more movement paths will have their destination in that region. For example, if there are 10 movement paths in total, and the first allocation probability of the first game account is 50%, then there are 5 movement paths with their destination in the first region corresponding to the first game account. If there are 5 second game accounts, and the second allocation probability of each second game account is 10%, then there is 1 movement path with its destination in the second region corresponding to the second game account.
[0045] For each first target resource, a target path is randomly determined from multiple movement paths, and the first resource object is controlled to move along the target path. It can be understood that the more movement paths there are in the path corresponding to the first region or the second region, the higher the probability that the first resource object will reach that region.
[0046] For team resources, a third region corresponding to the game account is displayed in the graphical user interface; the size of the third region corresponds to the third allocation probability; when the third allocation probabilities of all game accounts are the same, the size of the third region corresponding to each game account is also the same. A second target resource to be allocated is determined from the team resources, and the second resource object corresponding to the second target resource is displayed. The movement of the second resource object is controlled; when the second resource object arrives at the third region, the target game account corresponding to the third region arrived at by the second resource object is determined, and the target resource corresponding to the second resource object is allocated to the target game account.
[0047] When allocating team resources, if there are multiple team resources, each resource can be designated as a secondary target resource and allocated accordingly. The secondary resource object corresponding to the secondary target resource can be its resource icon, resource name, etc.
[0048] In this embodiment, the second resource object is moved to a third area, and the second target resource corresponding to the second resource object is allocated. The movement of the second resource object can be descent, parabolic, or random. Taking descent as an example, the second resource object falls from a high place, and the third area is located at a low place; the second resource object eventually reaches one of the third areas, and the second target resource corresponding to that second resource object is allocated to the game account corresponding to that third area. It should be noted that the third areas corresponding to different game accounts do not overlap.
[0049] Specifically, the graphical user interface also displays an object movement area, which includes multiple movement paths. Among these multiple movement paths, the number of movement paths whose endpoints are located in the third area corresponds to the third allocation probability. A second target path is randomly determined from the multiple movement paths, and the second resource object is controlled to move along the second target path.
[0050] Multiple movement paths are distinct from each other, but some overlap is possible. When the third probability is the same, the number of movement paths whose endpoints are located in each third region is the same. For example, if there are 4 game accounts in the team, and the third allocation probability for each game account is 25%, and the total number of movement paths is 10, then the number of movement paths whose endpoints are located in the third region corresponding to each game account is 2. For each second target resource, a target path is randomly selected from the multiple movement paths, and the second resource object is controlled to move along that target path.
[0051] The above methods, which allocate resources by moving resource objects, increase the fun of resource allocation, which is conducive to increasing player interaction within the team and thus improving game stickiness.
[0052] In a specific interaction example, Figure 2 The image shows the scene of the game during a match, displayed in the graphical user interface. The scene shows the virtual characters controlled by each game account in the team. By triggering the inventory control, you can view the team's current virtual resources. The team inventory includes team resources, and the personal inventory includes the personal resources of each game account.
[0053] like Figure 3In this example, taking account 1, resource 4 is the first target resource. A first resource object for resource 4 is generated. This first resource object can be generated at the top of the object's movement area, and its specific horizontal position can be randomly determined. Multiple obstruction points are set within the object's movement area, and a movement path is formed between these obstruction points. For example... Figure 4 As shown, during the movement of the first resource object, after colliding with an obstacle point, the first resource object will change its direction of movement; when the first resource object moves to the bottom of the object's movement area, it reaches the first area, as shown. Figure 4 In this scenario, since the first area of account 1 is larger, the first resource object is more likely to be moved to the first area of account 1, and the first target resource corresponding to the first resource object is allocated to account 1.
[0054] like Figure 5 In the process, Account 1 has three personal resources, which were allocated one by one as the primary target resource, and all have been allocated. Specifically, Resources 4 and 5 were allocated to Account 1, and Resource 6 was allocated to Account 2. The allocation of personal resources in Account 2 and Account 3 will continue in the future.
[0055] like Figure 6 In the middle, after the individual resources are allocated, the team resources are allocated. Before the team resources are allocated, the size of the area corresponding to the game account is updated. Since the third allocation probability is the same for the game account, the size of the third area corresponding to the game account is also the same.
[0056] In one implementation, based on the game result of the game account, at least a portion of the virtual resources allocated to the game account are saved to the game account. The game result includes a successful game or a failed game; in a "search, attack, retreat" game, the result includes a successful retreat or a failed retreat. The game result affects the virtual resources ultimately obtained by the game account. For example, if the game result is a successful game or a successful retreat, all the virtual resources allocated to the game account are saved to the game account; if the game result is a failed game or a failed retreat, the game account does not obtain all the allocated virtual resources; for example, 60% of the allocated virtual resources are saved to the game account.
[0057] Specifically, if the virtual character corresponding to the game account fails to complete a game match, a portion of the virtual resources allocated to the game account will be deducted, and the remaining virtual resources will be saved to the game account.
[0058] The quantity of virtual resources deducted, and which specific virtual resources are deducted, can be determined randomly; alternatively, the deduction quantity can be predetermined, for example, 50%, where 50% of the virtual resources allocated to the game account are randomly deducted; or, the deduction can be based on the value of the virtual resources, for example, prioritizing the deduction of lower-value virtual resources. The remaining virtual resources constitute the final virtual resources received by the game account.
[0059] In another approach, if the virtual character corresponding to the game account fails to complete the game, resources to be deducted are determined from the virtual resources allocated to the game account; in response to the resource exchange instruction for the resources to be deducted, the specified resources of the game account are consumed to exchange for the resources to be deducted; and the virtual resources allocated to the game account are saved to the game account.
[0060] The resources to be deducted can be displayed in the graphical user interface corresponding to the game account. Users can choose to exchange all or part of the resources to be deducted. When selecting resources to be deducted, the graphical user interface will display the specified resources required to consume the selected resource, such as 500 gold coins. By triggering the resource exchange control on the graphical user interface, a resource exchange instruction for the selected resource to be deducted can be generated. The resource to be deducted will no longer be deducted but will be retained. At the same time, the specified resources in the game account will be consumed to exchange for the resource to be deducted.
[0061] In the above methods, providing a resource recovery mechanism when resources are deducted helps improve resource utilization and enhances the user's resource collection experience.
[0062] In one implementation, the current game scene is displayed in the graphical user interface, and the virtual character corresponding to the game account is controlled to move within the game scene. When the virtual character is in a temporarily offline state, it can move under the control of the terminal device logged into the game account. The virtual character can search for resources in the object scene or engage in individual battles, and obtain resources after winning the battle.
[0063] Specifically, in response to a virtual character's command to acquire a first virtual resource, the first virtual resource is set as a personal resource for the game account. This first virtual resource can be placed in the game scene, and the virtual character interacts with it. For example, clicking on the first virtual resource generates the aforementioned command to acquire it, and the first virtual resource can be placed in the virtual character's personal resource container. Alternatively, resource items, such as gift boxes or treasure chests, can be placed in the game scene. The virtual character interacts with these resource items; for example, clicking on the resource item opens it, displaying the virtual resources contained within it on the graphical user interface. All or some of these virtual resources can be selected as the aforementioned first virtual resource. Clicking on the first virtual resource or the resource acquisition control generates the aforementioned command to acquire it, and the first virtual resource can be placed in the virtual character's personal resource container.
[0064] In another approach, in response to a single-player battle command targeting a virtual character, and if the virtual character wins the battle, the reward resources corresponding to the single-player battle command are set as personal resources for the game account.
[0065] The single-player battle command can be issued by the aforementioned virtual character to a virtual character corresponding to another game account, or it can be issued to an NPC character in the game scene. Taking an NPC character as an example, when a virtual character and an NPC character enter a battle state, in turn-based combat, the virtual character and the NPC character take turns attacking. After the battle ends, if the virtual character wins, they will receive reward resources, which will be placed in the virtual character's personal resource container. If the virtual character loses, some resources may be deducted from the game account's personal resources as a penalty.
[0066] It should be noted that when a virtual character is in a temporarily detached state in the game scene, that is, acting alone, it may only search for resources, that is, acquire the first virtual resource mentioned above, or it may only engage in battles and obtain reward resources after winning the battles, or it may both search for resources and engage in battles, acquiring personal resources through multiple means.
[0067] Additionally, teams can also take collective actions. When the virtual characters in a team are not in a temporarily absent state, the team leader can control the team's actions. Responding to the team's command to acquire a second virtual resource, the second virtual resource is set as the team's resource; this second virtual resource can be the same as the aforementioned first virtual resource, or it can be a virtual resource specifically designed for the team.
[0068] The second virtual resource can be placed in the game scene. Teams can interact with the second virtual resource; for example, if the team leader's game account clicks on the second virtual resource, the aforementioned acquisition command for the second virtual resource will be generated, and the second virtual resource can be placed in the team's resource container. Alternatively, resource items, such as warehouses or large treasure chests, can be placed in the game scene. Teams can interact with these resource items; for example, clicking on the resource item will open it, displaying the virtual resources contained within the resource item in the graphical user interface. Teams can select all or some of these virtual resources as the aforementioned second virtual resource. Clicking on the second virtual resource or the resource acquisition control will generate the aforementioned acquisition command for the second virtual resource, and the second virtual resource can be placed in the team's resource container.
[0069] In another approach, if a team responds to a team battle command and the team wins the battle, the reward resources from the team battle command are set as the team's team resources.
[0070] The team's battle commands can be issued by the aforementioned virtual character to virtual characters corresponding to other game accounts, or they can be issued to NPC characters in the game scene. Taking NPC characters as an example, when a virtual character and an NPC character enter a battle state, in a turn-based battle, the virtual character and the NPC character take turns attacking. After the battle ends, if the virtual character wins, they will receive reward resources, which will be placed in the virtual character's personal resource container. If the virtual character loses, some resources may be deducted from the game account's personal resources as a penalty.
[0071] It should be noted that when a virtual character is in a temporarily detached state in the game scene, that is, acting alone, it may only search for resources, that is, acquire the first virtual resource mentioned above, or it may only engage in battles and obtain reward resources after winning the battles, or it may both search for resources and engage in battles, acquiring personal resources through multiple means.
[0072] See Figure 7 The diagram shows a virtual resource processing device, which includes: The resource display module 70 is used to display the virtual resources to be settled on the graphical user interface of the terminal devices corresponding to multiple game accounts in response to the end of the current game. The virtual resources include: personal resources, virtual resources obtained by the game accounts from the game when multiple game accounts belong to the same team. The probability determination module 72 is used to determine the allocation probability of the first game account associated with the personal resource as the first allocation probability and the allocation probability of the second game account other than the first game account as the second allocation probability, wherein the first allocation probability is greater than the second allocation probability. The resource allocation module 74 is used to allocate and settle the virtual resources to be settled displayed on the graphical user interface among multiple game accounts based on a first allocation probability and a second allocation probability.
[0073] The aforementioned virtual resource processing device, in response to the end of a current game match, displays virtual resources to be settled on the graphical user interface of multiple game account-related terminal devices. These virtual resources include personal resources, where the multiple game accounts belong to the same team, and the virtual resources are obtained by the game account from the game match. The device determines a first allocation probability for a first game account associated with the personal resources and a second allocation probability for a second game account other than the first game account, wherein the first allocation probability is greater than the second allocation probability. The device then allocates and settles the virtual resources to be settled displayed on the graphical user interface among the multiple game accounts based on the first allocation probability and the second allocation probability.
[0074] In the above method, the resource acquirer has a higher probability of being allocated the resource compared to others. This method ensures teamwork while not affecting the enthusiasm of individual players, alleviates the conflict of resource allocation within the team, improves the player's game experience and participation, and increases the utilization rate of system resources.
[0075] The aforementioned virtual resources also include: team resources; the aforementioned resource allocation module is used to: determine the allocation probability of multiple game accounts associated with team resources as a third allocation probability; and allocate and settle the virtual resources to be settled displayed on the graphical user interface among multiple game accounts based on the first allocation probability, the second allocation probability, and the third allocation probability.
[0076] The aforementioned resource allocation module is used to: allocate and settle personal resources of the first game account among multiple game accounts based on a first allocation probability and a second allocation probability; and allocate and settle team resources among multiple game accounts based on a third allocation probability.
[0077] When there are multiple second game accounts, the first allocation probability of the first game account is greater than or equal to the sum of the second allocation probabilities of the multiple second game accounts.
[0078] The resource allocation module described above is used to: display a first area corresponding to a first game account and a second area corresponding to a second game account in a graphical user interface; wherein the size of the first area corresponds to a first allocation probability, and the size of the second area corresponds to a second allocation probability; determine a first target resource to be allocated from the personal resources of the first game account, display a first resource object corresponding to the first target resource, and control the movement of the first resource object; in response to the first resource object arriving in the first area, allocate the first target resource corresponding to the first resource object to the first game account; or, in response to the first resource object arriving in the second area, allocate the first target resource corresponding to the first resource object to the second game account.
[0079] The graphical user interface also displays an object movement area, which includes multiple movement paths. Among the multiple movement paths, the number of movement paths whose endpoints are located in the first area corresponds to a first allocation probability, and the number of movement paths whose endpoints are located in the second area corresponds to a second allocation probability. The resource allocation module is used to: randomly determine a first target path from the multiple movement paths and control the first resource object to move along the first target path.
[0080] The resource allocation module described above is used to: display the third area corresponding to the game account in the graphical user interface; wherein the size of the third area corresponds to the third allocation probability; determine the second target resource to be allocated from the team resources, display the second resource object corresponding to the second target resource, and control the movement of the second resource object; respond to the second resource object arriving in the third area, determine the target game account corresponding to the third area arrived by the second resource object, and allocate the target resource corresponding to the second resource object to the target game account.
[0081] The graphical user interface also displays an object movement area, which includes multiple movement paths. Among these multiple movement paths, the number of movement paths whose endpoints are located in the third area corresponds to the third allocation probability. The resource allocation module is used to: randomly determine a second target path from the multiple movement paths and control the second resource object to move along the second target path.
[0082] The aforementioned device also includes a resource storage module for: saving at least a portion of the virtual resources allocated to the game account to the game account based on the game results of the game account.
[0083] The aforementioned resource saving module is used to: in response to a virtual character corresponding to a game account failing to complete a game match, deduct a portion of the virtual resources allocated to the game account, and save the remaining virtual resources to the game account.
[0084] The aforementioned resource storage module is used to: determine the resources to be deducted from the virtual resources allocated to the game account when the virtual character corresponding to the game account fails to complete the game; respond to the resource exchange instruction for the resources to be deducted, consume the specified resources of the game account to exchange for the resources to be deducted; and save the virtual resources allocated to the game account to the game account.
[0085] The aforementioned device also includes a personal resource acquisition module, used for: displaying the game scene of the current game on the graphical user interface, controlling the virtual character corresponding to the game account to move in the game scene; responding to the virtual character's acquisition instruction for a first virtual resource, setting the first virtual resource as the game account's personal resource; and / or, responding to a single-player battle instruction for a virtual character, and if the virtual character wins the battle, setting the reward resource corresponding to the single-player battle instruction as the game account's personal resource.
[0086] The aforementioned device further includes a team resource acquisition module, configured to: in response to a team's acquisition instruction for a second virtual resource, set the second virtual resource as the team's team resource; and / or, in response to a team battle instruction for the team, and if the team wins the battle, set the reward resource of the team battle instruction as the team resource.
[0087] 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 virtual resource processing method. This electronic device can be a server or a terminal device.
[0088] See Figure 8 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 virtual resource processing method described above.
[0089] Furthermore, Figure 8 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.
[0090] 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 8 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.
[0091] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0092] The processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations in the aforementioned virtual resource processing method: A method for processing virtual resources includes: in response to the end of a current game match, displaying virtual resources to be settled on a graphical user interface of a terminal device corresponding to multiple game accounts, wherein the virtual resources include: personal resources, multiple game accounts belonging to the same team, and the virtual resources being obtained by the game accounts from the game match; determining the allocation probability of a first game account associated with the personal resources as a first allocation probability and the allocation probability of a second game account other than the first game account as a second allocation probability, wherein the first allocation probability is greater than the second allocation probability; and allocating and settling the virtual resources to be settled displayed on the graphical user interface among the multiple game accounts based on the first allocation probability and the second allocation probability.
[0093] The aforementioned virtual resources also include: team resources; the allocation and settlement of the virtual resources to be settled displayed on the graphical user interface among multiple game accounts based on a first allocation probability and a second allocation probability includes: determining the allocation probability of the multiple game accounts associated with the team resources as a third allocation probability; and allocating and settling the virtual resources to be settled displayed on the graphical user interface among multiple game accounts based on the first allocation probability, the second allocation probability, and the third allocation probability.
[0094] The above-mentioned allocation and settlement of virtual resources to be settled displayed on the graphical user interface among multiple game accounts based on a first allocation probability, a second allocation probability, and a third allocation probability includes: for personal resources of the first game account, allocation and settlement among multiple game accounts based on the first allocation probability and the second allocation probability; for team resources, allocation and settlement among multiple game accounts based on the third allocation probability.
[0095] When there are multiple second game accounts, the first allocation probability of the first game account is greater than or equal to the sum of the second allocation probabilities of the multiple second game accounts.
[0096] The above-mentioned allocation and settlement of virtual resources to be settled displayed on the graphical user interface among multiple game accounts based on a first allocation probability and a second allocation probability includes: displaying a first area corresponding to a first game account and a second area corresponding to a second game account on the graphical user interface; wherein, the size of the first area corresponds to the first allocation probability, and the size of the second area corresponds to the second allocation probability; determining a first target resource to be allocated from the personal resources of the first game account, displaying a first resource object corresponding to the first target resource, and controlling the movement of the first resource object; in response to the first resource object arriving at the first area, allocating the first target resource corresponding to the first resource object to the first game account; or, in response to the first resource object arriving at the second area, allocating the first target resource corresponding to the first resource object to the second game account.
[0097] The graphical user interface described above also displays an object movement area, which includes multiple movement paths. Among the multiple movement paths, the number of movement paths whose endpoints are located in the first area corresponds to a first allocation probability, and the number of movement paths whose endpoints are located in the second area corresponds to a second allocation probability. Controlling the movement of the first resource object includes: randomly determining a first target path from the multiple movement paths, and controlling the first resource object to move along the first target path.
[0098] The above-mentioned allocation and settlement of team resources among multiple game accounts based on a third allocation probability includes: displaying a third area corresponding to the game account in a graphical user interface; wherein the size of the third area corresponds to the third allocation probability; determining a second target resource to be allocated from the team resources, displaying a second resource object corresponding to the second target resource, and controlling the movement of the second resource object; responding to the second resource object arriving in the third area, determining the target game account corresponding to the third area arrived by the second resource object, and allocating the target resource corresponding to the second resource object to the target game account.
[0099] The graphical user interface described above also displays an object movement area, which includes multiple movement paths. Among these multiple movement paths, the number of movement paths whose endpoints are located in the third area corresponds to the third allocation probability. Controlling the movement of the second resource object includes: randomly determining a second target path from the multiple movement paths, and controlling the second resource object to move along the second target path.
[0100] After allocating and settling the virtual resources to be settled displayed on the graphical user interface among multiple game accounts based on the first allocation probability and the second allocation probability, the method further includes: saving at least a portion of the virtual resources allocated to the game account to the game account based on the game results of the game account.
[0101] The above-mentioned method of saving at least a portion of the virtual resources allocated to the game account based on the game account's match results includes: in response to the virtual character corresponding to the game account failing to successfully complete the game match, deducting a portion of the virtual resources allocated to the game account, and saving the remaining virtual resources to the game account.
[0102] The above-mentioned method of saving at least a portion of the virtual resources allocated to the game account based on the game account's match results includes: in response to the virtual character corresponding to the game account failing to complete the game match, determining the resources to be deducted from the virtual resources allocated to the game account; in response to a resource exchange instruction for the resources to be deducted, consuming the specified resources of the game account to exchange for the resources to be deducted; and saving the virtual resources allocated to the game account to the game account.
[0103] Before the above-mentioned response to the end of the current game match and the display of the virtual resources to be settled on the graphical user interface of the terminal devices corresponding to multiple game accounts, the method further includes: displaying the game scene of the current game match in the graphical user interface, controlling the virtual character corresponding to the game account to move in the game scene; responding to the virtual character's instruction to acquire the first virtual resource, setting the first virtual resource as the personal resource of the game account; and / or, responding to the single-player battle instruction for the virtual character, and if the virtual character wins the battle, setting the reward resource corresponding to the single-player battle instruction as the personal resource of the game account.
[0104] Before the current game ends and the virtual resources to be settled are displayed on the graphical user interface of the terminal devices corresponding to multiple game accounts, the above-mentioned response method further includes: responding to the team's acquisition instruction for the second virtual resource and setting the second virtual resource as the team's team resource; and / or, responding to the team's team battle instruction and, if the team wins the battle, setting the reward resource of the team battle instruction as the team's team resource.
[0105] In the above method, the resource acquirer has a higher probability of being allocated the resource compared to others. This method ensures teamwork while not affecting the enthusiasm of individual players, alleviates the conflict of resource allocation within the team, improves the player's game experience and participation, and increases the utilization rate of system resources.
[0106] This embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the above-described virtual resource processing method.
[0107] 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 virtual resource processing method: A method for processing virtual resources includes: in response to the end of a current game match, displaying virtual resources to be settled on a graphical user interface of a terminal device corresponding to multiple game accounts, wherein the virtual resources include: personal resources, multiple game accounts belonging to the same team, and the virtual resources being obtained by the game accounts from the game match; determining the allocation probability of a first game account associated with the personal resources as a first allocation probability and the allocation probability of a second game account other than the first game account as a second allocation probability, wherein the first allocation probability is greater than the second allocation probability; and allocating and settling the virtual resources to be settled displayed on the graphical user interface among the multiple game accounts based on the first allocation probability and the second allocation probability.
[0108] The aforementioned virtual resources also include: team resources; the allocation and settlement of the virtual resources to be settled displayed on the graphical user interface among multiple game accounts based on a first allocation probability and a second allocation probability includes: determining the allocation probability of the multiple game accounts associated with the team resources as a third allocation probability; and allocating and settling the virtual resources to be settled displayed on the graphical user interface among multiple game accounts based on the first allocation probability, the second allocation probability, and the third allocation probability.
[0109] The above-mentioned allocation and settlement of virtual resources to be settled displayed on the graphical user interface among multiple game accounts based on a first allocation probability, a second allocation probability, and a third allocation probability includes: for personal resources of the first game account, allocation and settlement among multiple game accounts based on the first allocation probability and the second allocation probability; for team resources, allocation and settlement among multiple game accounts based on the third allocation probability.
[0110] When there are multiple second game accounts, the first allocation probability of the first game account is greater than or equal to the sum of the second allocation probabilities of the multiple second game accounts.
[0111] The above-mentioned allocation and settlement of virtual resources to be settled displayed on the graphical user interface among multiple game accounts based on a first allocation probability and a second allocation probability includes: displaying a first area corresponding to a first game account and a second area corresponding to a second game account on the graphical user interface; wherein, the size of the first area corresponds to the first allocation probability, and the size of the second area corresponds to the second allocation probability; determining a first target resource to be allocated from the personal resources of the first game account, displaying a first resource object corresponding to the first target resource, and controlling the movement of the first resource object; in response to the first resource object arriving at the first area, allocating the first target resource corresponding to the first resource object to the first game account; or, in response to the first resource object arriving at the second area, allocating the first target resource corresponding to the first resource object to the second game account.
[0112] The graphical user interface described above also displays an object movement area, which includes multiple movement paths. Among the multiple movement paths, the number of movement paths whose endpoints are located in the first area corresponds to a first allocation probability, and the number of movement paths whose endpoints are located in the second area corresponds to a second allocation probability. Controlling the movement of the first resource object includes: randomly determining a first target path from the multiple movement paths, and controlling the first resource object to move along the first target path.
[0113] The above-mentioned allocation and settlement of team resources among multiple game accounts based on a third allocation probability includes: displaying a third area corresponding to the game account in a graphical user interface; wherein the size of the third area corresponds to the third allocation probability; determining a second target resource to be allocated from the team resources, displaying a second resource object corresponding to the second target resource, and controlling the movement of the second resource object; responding to the second resource object arriving in the third area, determining the target game account corresponding to the third area arrived by the second resource object, and allocating the target resource corresponding to the second resource object to the target game account.
[0114] The graphical user interface described above also displays an object movement area, which includes multiple movement paths. Among these multiple movement paths, the number of movement paths whose endpoints are located in the third area corresponds to the third allocation probability. Controlling the movement of the second resource object includes: randomly determining a second target path from the multiple movement paths, and controlling the second resource object to move along the second target path.
[0115] After allocating and settling the virtual resources to be settled displayed on the graphical user interface among multiple game accounts based on the first allocation probability and the second allocation probability, the method further includes: saving at least a portion of the virtual resources allocated to the game account to the game account based on the game results of the game account.
[0116] The above-mentioned method of saving at least a portion of the virtual resources allocated to the game account based on the game account's match results includes: in response to the virtual character corresponding to the game account failing to successfully complete the game match, deducting a portion of the virtual resources allocated to the game account, and saving the remaining virtual resources to the game account.
[0117] The above-mentioned method of saving at least a portion of the virtual resources allocated to the game account based on the game account's match results includes: in response to the virtual character corresponding to the game account failing to complete the game match, determining the resources to be deducted from the virtual resources allocated to the game account; in response to a resource exchange instruction for the resources to be deducted, consuming the specified resources of the game account to exchange for the resources to be deducted; and saving the virtual resources allocated to the game account to the game account.
[0118] Before the above-mentioned response to the end of the current game match and the display of the virtual resources to be settled on the graphical user interface of the terminal devices corresponding to multiple game accounts, the method further includes: displaying the game scene of the current game match in the graphical user interface, controlling the virtual character corresponding to the game account to move in the game scene; responding to the virtual character's instruction to acquire the first virtual resource, setting the first virtual resource as the personal resource of the game account; and / or, responding to the single-player battle instruction for the virtual character, and if the virtual character wins the battle, setting the reward resource corresponding to the single-player battle instruction as the personal resource of the game account.
[0119] Before the current game ends and the virtual resources to be settled are displayed on the graphical user interface of the terminal devices corresponding to multiple game accounts, the above-mentioned response method further includes: responding to the team's acquisition instruction for the second virtual resource and setting the second virtual resource as the team's team resource; and / or, responding to the team's team battle instruction and, if the team wins the battle, setting the reward resource of the team battle instruction as the team's team resource.
[0120] In the above method, the resource acquirer has a higher probability of being allocated the resource compared to others. This method ensures teamwork while not affecting the enthusiasm of individual players, alleviates the conflict of resource allocation within the team, improves the player's game experience and participation, and increases the utilization rate of system resources.
[0121] The computer program products of the virtual resource processing method, apparatus 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.
[0122] 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.
[0123] 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.
[0124] 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.
[0125] 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.
[0126] 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 method for processing virtual resources, characterized in that, The method includes: In response to the end of the current game, virtual resources to be settled are displayed on the graphical user interface of the terminal devices corresponding to multiple game accounts. The virtual resources include personal resources, the multiple game accounts belong to the same team, and the virtual resources are obtained by the game accounts from the game. The allocation probability of the first game account associated with the personal resource is determined as the first allocation probability, and the allocation probability of the second game account other than the first game account is determined as the second allocation probability, wherein the first allocation probability is greater than the second allocation probability; The virtual resources to be settled, displayed on the graphical user interface, are allocated and settled among the multiple game accounts based on the first allocation probability and the second allocation probability.
2. The method according to claim 1, characterized in that, The virtual resources also include: team resources; the process of allocating and settling the virtual resources to be settled displayed on the graphical user interface among the multiple game accounts based on the first allocation probability and the second allocation probability includes: The allocation probability of the multiple game accounts associated with the team resources is determined as the third allocation probability; The virtual resources to be settled, displayed on the graphical user interface, are allocated and settled among the multiple game accounts based on the first allocation probability, the second allocation probability, and the third allocation probability.
3. The method according to claim 2, characterized in that, The virtual resources to be settled, displayed on the graphical user interface, are allocated and settled among the multiple game accounts based on the first allocation probability, the second allocation probability, and the third allocation probability, including: For the personal resources of the first game account, the allocation and settlement are carried out among the multiple game accounts based on the first allocation probability and the second allocation probability. For the team resources, the allocation and settlement are carried out among the multiple game accounts based on the third allocation probability.
4. The method according to claim 1, characterized in that, When the second game account includes multiple accounts, the first allocation probability of the first game account is greater than or equal to the sum of the second allocation probabilities of the multiple second game accounts.
5. The method according to claim 1, characterized in that, The virtual resources to be settled, displayed on the graphical user interface, are allocated and settled among the multiple game accounts based on the first allocation probability and the second allocation probability, including: The graphical user interface displays a first area corresponding to the first game account and a second area corresponding to the second game account; wherein, the size of the first area corresponds to the first allocation probability, and the size of the second area corresponds to the second allocation probability; Determine the first target resource to be allocated from the personal resources of the first game account, display the first resource object corresponding to the first target resource, and control the movement of the first resource object; In response to the arrival of the first resource object in the first region, the first target resource corresponding to the first resource object is allocated to the first game account; or, in response to the arrival of the first resource object in the second region, the first target resource corresponding to the first resource object is allocated to the second game account.
6. The method according to claim 5, characterized in that, The graphical user interface also displays an object movement area, which includes multiple movement paths. Among the multiple movement paths, the number of movement paths whose endpoints are located in the first area corresponds to the first allocation probability, and the number of movement paths whose endpoints are located in the second area corresponds to the second allocation probability. The step of controlling the movement of the first resource object includes: randomly determining a first target path from a plurality of movement paths, and controlling the first resource object to move along the first target path.
7. The method according to claim 3, characterized in that, For the team resources, the allocation and settlement among the multiple game accounts is performed based on the third allocation probability, including: The graphical user interface displays a third region corresponding to the game account; wherein the size of the third region corresponds to the third allocation probability; Determine the second target resource to be allocated from the team resources, display the second resource object corresponding to the second target resource, and control the movement of the second resource object; In response to the arrival of the second resource object in the third region, the target game account corresponding to the third region where the second resource object arrived is determined, and the target resource corresponding to the second resource object is allocated to the target game account.
8. The method according to claim 7, characterized in that, The graphical user interface also displays an object movement area, which includes multiple movement paths. The number of movement paths whose endpoints are located in the third area corresponds to the third allocation probability. The control of the movement of the second resource object includes: randomly determining a second target path from a plurality of movement paths, and controlling the second resource object to move along the second target path.
9. The method according to claim 1, characterized in that, After allocating and settling the virtual resources to be settled displayed on the graphical user interface among the multiple game accounts based on the first allocation probability and the second allocation probability, the method further includes: Based on the game results of the game account, at least a portion of the virtual resources allocated to the game account are saved to the game account.
10. The method according to claim 9, characterized in that, Based on the game results of the game account, at least a portion of the virtual resources allocated to the game account are saved to the game account, including: If the virtual character corresponding to the game account fails to complete the game, a portion of the virtual resources allocated to the game account will be deducted, and the remaining virtual resources will be saved to the game account.
11. The method according to claim 9, characterized in that, Based on the game results of the game account, at least a portion of the virtual resources allocated to the game account are saved to the game account, including: If the virtual character corresponding to the game account fails to complete the game match, resources to be deducted are determined from the virtual resources allocated to the game account. In response to a resource exchange instruction for the resource to be deducted, the specified resources of the game account are consumed to exchange for the resource to be deducted; Save the virtual resources allocated to the game account to the game account.
12. The method according to claim 1, characterized in that, In response to the end of the current game session, before displaying the virtual resources to be settled on the graphical user interface of the terminal devices corresponding to multiple game accounts, the method further includes: The graphical user interface displays the current game scene and controls the virtual character corresponding to the game account to move within the game scene; In response to the virtual character's instruction to acquire the first virtual resource, the first virtual resource is set as the personal resource of the game account; And / or, in response to a single-player battle command for the virtual character, and if the virtual character wins the battle, the reward resources corresponding to the single-player battle command are set as the personal resources of the game account.
13. The method according to claim 2, characterized in that, In response to the end of the current game session, before displaying the virtual resources to be settled on the graphical user interface of the terminal devices corresponding to multiple game accounts, the method further includes: In response to the team's instruction to acquire the second virtual resource, the second virtual resource is set as the team's team resource; And / or, in response to a team battle command for the team, and if the team wins the battle, set the reward resources of the team battle command as the team resources of the team.
14. A virtual resource processing device, characterized in that, The device includes: The resource display module is used to display virtual resources to be settled on the graphical user interface of the terminal devices corresponding to multiple game accounts in response to the end of the current game. The virtual resources include personal resources, the multiple game accounts belong to the same team, and the virtual resources are obtained by the game accounts from the game. The probability determination module is used to determine the allocation probability of the first game account associated with the personal resource as a first allocation probability and the allocation probability of the second game account other than the first game account as a second allocation probability, wherein the first allocation probability is greater than the second allocation probability. The resource allocation module is used to allocate and settle the virtual resources to be settled displayed on the graphical user interface among the multiple game accounts based on the first allocation probability and the second allocation probability.
15. An electronic device, characterized in that, The 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 virtual resource processing method according to any one of claims 1-13.
16. 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 virtual resource processing method according to any one of claims 1-13.