In-game resource acquisition dynamic management method and device

CN122894730APending Publication Date: 2026-10-13GUANGZHOU YIWAN NETWORK TECH CO LTD
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Patent Information

Application Number
CN202610944436.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-06-29
Publication Date
2026-10-13

AI Technical Summary

Technical Problem

部分游戏提供了自动作业按钮,点击后由游戏内角色自行完成打捞,但资源产出仍然随机,玩家无法对打捞目标进行定向配置

Benefits of technology

[0065]1、基于各目标对象的物资需求信息及预设的产能信息确定满足需求状态的最短时长,并据此结合奖励值计算单位时间收益、生成第一满足序列,能够以可量化的数据指标自动确定资源获取的处理优先级,无需逐项人工估算,降低了优先级决策环节的数据处理量与处理时延。

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Abstract

The application discloses an in-game resource acquisition dynamic management and control method and system, and belongs to the technical field of computer game data processing. The method comprises the following steps: acquiring the demand state of at least one target object and preset production capacity information, and determining the unit time income of each target object; generating a first satisfaction sequence according to the unit time income; acquiring raw material inventory data, removing the first target object that can be satisfied by the inventory raw material in sequence, obtaining a second satisfaction sequence and recording the remaining inventory data; acquiring a current transport capacity value, determining first target configuration data based on the second satisfaction sequence and the current transport capacity value, and generating corresponding first raw materials in a resource pool. Through unit time income sorting, inventory pre-allocation removal and transport capacity constraint screening based on raw material gaps, the application realizes automatic generation and dynamic adjustment of resource acquisition plans, reduces invalid salvage and transport capacity waste, and improves the matching efficiency of resource acquisition and demand satisfaction.
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Description

Technical Field

[0001] This invention relates to the field of computer game data processing technology, specifically to a method and apparatus for dynamic management and control of in-game resource acquisition. Background Technology

[0002] In simulation or survival games that include resource acquisition gameplay such as scavenging and salvage, players obtain basic resources such as wood, scrap metal, and plastic through salvage operations. These basic resources are then used as raw materials in virtual production facilities to produce supplies such as cloth, fresh water, and tools. The supplies are then delivered to target objects in the game to meet their needs, thereby earning game rewards.

[0003] In existing technologies, salvage operations typically operate in a random resource generation mode. After a player initiates a salvage operation, the system randomly generates various resources from a preset resource pool until the salvage vehicle is full or its operational endurance is exhausted, at which point it automatically returns. Some games provide an automatic operation button, which allows the in-game character to complete the salvage operation automatically, but the resource output is still random, and players cannot configure the salvage target.

[0004] The aforementioned random output mode has the following problems in actual operation: At the information acquisition level, the salvage operation interface typically does not display the matching status between current resource inventory and target object demand. Players need to manually switch to the warehouse interface or demand interface to check inventory balance and demand gap, making the operation cumbersome and preventing the acquisition of complete supply and demand data as a basis for decision-making during the salvage planning stage. At the priority judgment level, when there are multiple target objects to be satisfied, the system does not provide a comprehensive quantitative indicator based on production time and reward returns. Players cannot efficiently identify which demand to prioritize to obtain the highest return per unit time, and resource allocation relies on experience estimation rather than data-driven calculation. At the inventory linkage level, the generation of the salvage plan does not pre-allocate existing resources in the inventory to the unsatisfied demands, resulting in the salvage plan potentially including resources that can already be satisfied by inventory, causing wasted capacity and duplicate acquisition. At the strategic foresight level, the existing solution only formulates the salvage plan based on the resource gap at the current moment, without considering the continuous consumption of resources during the salvage operation. After the salvage return, some resources may have been exhausted, and the supply and demand gap cannot be effectively closed. At the operational control level, once the salvage operation is started, it is impossible to pause and adjust the resource acquisition strategy based on the real-time acquisition situation, nor can the operation be terminated in advance after the target resources have been acquired. It is necessary to wait until the cargo hold is full or the remaining capacity is exhausted, resulting in ineffective operation time and waste of computing resources.

[0005] In summary, the existing resource acquisition methods suffer from technical problems such as fragmented supply and demand information, lack of priority judgment, disconnect between inventory and salvage plans, lack of foresight in salvage strategies, and rigid operating mechanisms, resulting in low data processing efficiency and insufficient accuracy in supply and demand matching. Summary of the Invention

[0006] To overcome the shortcomings of the existing technology, this application provides a method and apparatus for dynamic management of in-game resource acquisition, which can automatically generate accurate salvage plans based on resource inventory and demand gaps, avoid blind salvage and waste of transportation capacity, and improve the matching efficiency of resource acquisition and demand satisfaction.

[0007] To achieve the above objectives, the technical solution adopted by the present invention is as follows:

[0008] Firstly, a method for dynamic management of in-game resource acquisition includes the following steps:

[0009] Obtain the demand status and preset capacity information of at least one target object, and determine the unit time revenue of each target object;

[0010] Based on the unit time benefit of each target object, generate the first satisfaction sequence based on the target object;

[0011] Obtain raw material inventory data, and remove the first target object from the first satisfying sequence according to the order of the first satisfying sequence to obtain the second satisfying sequence; the raw materials are used for production supplies, and the first target object is a target object whose needs can be met by the inventory raw materials;

[0012] Obtain the current transport capacity value, determine the first target configuration data based on the second satisfying sequence and the current transport capacity value, and generate a number of first raw materials in the resource pool from the player's perspective according to the first target configuration data. The first target configuration data includes the types of raw materials to be obtained and the corresponding target acquisition quantities. The current transport capacity value refers to the upper limit of the total amount of raw materials that this resource acquisition operation can carry.

[0013] Optionally, it also includes:

[0014] Obtain the consumption rate of the raw material within a preset historical time period;

[0015] Based on the consumption rate and the preset future time period, calculate the expected consumption of the raw materials within the future time period;

[0016] If the current transport capacity value is greater than the first transport capacity value required by the first target configuration data, then according to the order of the consumption rate, the raw materials that the current transport capacity value can carry are selected from the expected consumption amount to determine the second target configuration data; and according to the second target configuration data, several second raw materials are generated in the resource pool from the player's perspective.

[0017] Optionally, the first target configuration data and the second target configuration data constitute target configuration data, and after obtaining the target configuration data, the method further includes:

[0018] In response to the received job start command, the resource acquisition job is executed sequentially according to the first target configuration data and the second target configuration data;

[0019] During the execution of the resource acquisition operation, the completion progress of the target configuration data is displayed.

[0020] Optionally, after determining the target configuration data, the following may also be included:

[0021] Obtain resource distribution data for each of the multiple salvage areas, wherein the resource distribution data indicates the refresh probability of different types of resources in each area;

[0022] The types and quantities of raw materials to be acquired in the target configuration data are matched with the resource distribution data of each salvage area, and the salvage area with the highest matching degree is determined as the target salvage area. The matching degree is determined based on the overlap between the types of raw materials to be acquired and the refresh probability.

[0023] Optionally, the process of determining the unit-time benefit for each target object includes:

[0024] Based on the material demand information in the demand status, determine the types of supplies required and the corresponding demand quantities.

[0025] Based on the preset production capacity information, the production time corresponding to each type of supply is determined;

[0026] With the goal of parallel operation of virtual facilities that produce various supplies, the maximum value of the production time corresponding to various supplies in the target object is determined as the shortest time to meet the needs of the target object.

[0027] The unit time benefit of the target object is calculated based on the shortest duration and the reward value in the demand state.

[0028] Optionally, generating the first satisfying sequence consisting of all target objects includes:

[0029] According to the order of the unit time revenue from high to low, the target objects are sorted to form the first satisfying sequence;

[0030] When at least two target objects have the same unit time benefit, they are sorted in descending order of the reward value;

[0031] When at least two target objects have the same unit time benefit and reward value, they are sorted in order of the release time of the demand status from earliest to latest.

[0032] Optionally, the step of removing the first target object from the first satisfying sequence according to the order of the first satisfying sequence to obtain the second satisfying sequence includes:

[0033] According to the order of the first satisfying sequence, the material demand information of each target object is obtained in turn to determine all the supplies required by the current target object;

[0034] Based on the preset production formula, all supplies are reverse-engineered into the required types of raw materials and their corresponding quantities. The production formula specifies the consumption relationship and quantity correspondence between various supplies and required raw materials.

[0035] Determine whether the quantities of each type of raw material in the raw material inventory data are all greater than or equal to the quantities of the corresponding raw materials required by the current target object;

[0036] If so, the current target object is determined as the first target object, removed from the first satisfying sequence, and the amount of raw materials allocated to the current target object is deducted from the raw material inventory data, and the next target object in the first satisfying sequence is processed.

[0037] If not, the current target object is added to the second satisfaction sequence, and the next target object in the first satisfaction sequence is processed.

[0038] Optionally, determining the first target configuration data based on the second satisfying sequence and the current capacity value includes:

[0039] Obtain the remaining inventory data, which is the remaining quantity of the raw material inventory data after deducting the quantity of raw materials allocated to each first target object;

[0040] According to the order of the second satisfying sequence, obtain the types of raw materials required for each target object and the corresponding demand quantity in sequence;

[0041] Based on the remaining inventory data, calculate the raw material shortage for the current target object;

[0042] Determine whether the remaining amount of the current transport capacity is greater than or equal to the transport capacity occupied by the raw material shortage;

[0043] If so, the raw material shortage will be included in the first target configuration data, and the corresponding transport capacity value will be deducted from the current transport capacity value, as well as the amount of raw materials allocated to the current target object will be deducted from the remaining inventory data;

[0044] If not, skip the current target object and process the next target object in the second satisfaction sequence until the second satisfaction sequence is completed or the remaining amount of the current transport capacity is insufficient to accommodate the raw material gap of any remaining target object;

[0045] The types of raw materials and their corresponding demand quantities, after processing, are determined as the first target configuration data.

[0046] Optionally, it also includes:

[0047] In response to the received adjustment command, a configuration adjustment interface is displayed, and adjustment data is received through the configuration adjustment interface;

[0048] Obtain the quantity of raw materials acquired in this operation, and update the raw material inventory data and the second satisfying sequence;

[0049] Based on the updated second satisfaction sequence, the current remaining transport capacity value, and the adjustment data, the third target configuration data is obtained, and the third raw material generated in the resource pool from the player's perspective is updated according to the third target configuration data.

[0050] Optionally, it also includes:

[0051] During the execution of resource acquisition operations, it is continuously monitored whether the preset operation termination conditions are met. The operation termination conditions include at least one of the following: receiving an input early return instruction, monitoring that the acquired raw materials have reached the target configuration data, monitoring that the remaining transport capacity value is zero, and monitoring that the preset operation endurance parameters are exhausted.

[0052] The current resource acquisition job is terminated when any of the job termination conditions are met.

[0053] Optionally, it also includes:

[0054] Receive interactive operation instructions for the virtual facility and initiate auxiliary tasks associated with the virtual facility;

[0055] The system acquires operational performance data in the auxiliary task, and adjusts the production rate parameter of the virtual facility within a preset time period based on the operational performance data. The production rate parameter is one of the parameters in the capacity information.

[0056] Secondly, a dynamic management device for in-game resource acquisition includes:

[0057] The revenue determination module is used to obtain the demand status and preset capacity information of at least one target object, and determine the revenue per unit time for each target object.

[0058] The first sequence generation module is used to generate a first satisfying sequence based on the unit time benefit of each target object.

[0059] The second sequence generation module is used to acquire raw material inventory data, and according to the order of the first satisfying sequence, remove the first target object from the first satisfying sequence to obtain the second satisfying sequence; the first target object is a target object whose demand can be met by the inventory raw materials.

[0060] The target configuration module is used to obtain the current transport capacity value, determine the first target configuration data based on the second satisfaction sequence and the current transport capacity value, and generate a number of first raw materials in the resource pool from the player's perspective according to the first target configuration data. The first target configuration data includes the types of raw materials to be obtained and the corresponding target acquisition quantities; the current transport capacity value refers to the upper limit of the total amount of raw materials that this resource acquisition operation can carry.

[0061] The job execution module is used to execute the resource acquisition job corresponding to the target configuration data in response to the received job start command.

[0062] Thirdly, this application also provides an electronic device, including a processor and a memory, wherein a computer program is stored in the memory, and when the computer program is executed by the processor, it implements the steps of the above-described dynamic management method for acquiring in-game resources.

[0063] Fourthly, this application also provides a computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, implements the steps of the above-described dynamic management method for acquiring in-game resources.

[0064] By employing the above technical solutions, the beneficial effects of the present invention are as follows:

[0065] 1. Based on the material demand information of each target object and the preset production capacity information, determine the shortest time to meet the demand, and calculate the unit time benefit and generate the first satisfaction sequence according to the reward value. It can automatically determine the processing priority of resource acquisition with quantifiable data indicators, without the need for manual estimation of each item, thus reducing the data processing volume and processing latency in the priority decision-making process.

[0066] 2. Before generating the resource acquisition plan, the inventory of each target object is pre-allocated according to the first satisfaction sequence based on the raw material inventory data. The first target object whose demand can be met by the inventory raw materials is removed. This avoids including the demand that can be met in the resource acquisition plan, eliminates duplicate acquisition, reduces the ineffective occupation of transportation capacity, and improves the matching accuracy between resource allocation and demand.

[0067] 3. Based on the consumption rate in historical time periods, predict the expected consumption in future time periods, and generate second target configuration data when the current transport capacity is greater than the first transport capacity. This makes the resource acquisition plan take into account the continuous consumption of raw materials from the end of this operation to the execution of the next operation, and improves the accuracy of closing the supply and demand gap.

[0068] 4. It supports responding to adjustment instructions during job execution, updating inventory data and the second satisfaction sequence based on the acquired quantity and recalculating the target configuration data, and terminating the job in advance when the preset job termination conditions are met, thus avoiding the waste of invalid job time and computing resources and improving the real-time performance and flexibility of resource acquisition job management.

[0069] To make the above and other 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

[0070] To more clearly illustrate the technical solutions in the embodiments of the present invention or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0071] Figure 1 This is a schematic diagram of the dynamic management and control method for in-game resource acquisition in this embodiment of the application;

[0072] Figure 2 This is a schematic diagram of the in-game resource acquisition dynamic control device in this embodiment of the application;

[0073] Figure 3 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention.

[0074] Attached reference numerals: 10, Profit determination module; 20, First sequence generation module; 30, Second sequence generation module; 40, Target configuration module; 50, Job execution module. Detailed Implementation

[0075] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0076] In the description of this application, the terms "first," "second," etc., are used only for descriptive purposes and to distinguish similar objects; there is no order between them, nor should they be construed as indicating or implying relative importance. Furthermore, unless otherwise stated, "multiple" means two or more.

[0077] It should be noted that the "target object" mentioned in this application refers to an object in the game whose needs need to be met, such as residents who place orders, tasks to be completed, or construction projects; the "supplies" mentioned in this application refer to items produced by virtual production facilities using raw materials that can be used to meet the needs of the target object, such as food, fresh water, and tools; the "raw materials" mentioned in this application refer to basic resources obtained through resource acquisition operations (such as scavenging, salvage, and gathering), such as wood, scrap metal, and plastic. The method of this application can be applied to various simulation management or survival games that include resource acquisition, production, and demand fulfillment gameplay. It is understood that the method of the embodiments of this application can run on various terminal devices. As an example, the terminal device can be an electronic device with a graphical user interface, such as a smartphone, tablet, personal computer, or game console. For ease of explanation, the following description will be combined with an ocean survival game and a personal computer will be used as an exemplary operating environment, but this does not constitute a limitation on the scope of application of this application.

[0078] In this exemplary scenario, the game features a "Survivor Camp" that periodically issues demand orders (i.e., target objects). Players control salvage boats to travel to different sea areas (i.e., resource gathering areas) to collect raw materials. These materials are then processed into supplies using virtual facilities within the base (such as water purifiers, workbenches, and sewing machines). Finally, the orders are delivered to earn rewards. For example, there are currently three pending orders: Order A requires 2 units of "fresh water" and awards 100 gold coins; Order B requires 1 unit of "fresh water" and 1 "tool" and awards 120 gold coins; Order C requires 3 units of "fresh water" and awards 150 gold coins. The base's production capacity is as follows: the water purifier takes 10 minutes to produce 1 unit of "fresh water," and the workbench takes 12 minutes to produce 1 "tool." All facilities can operate in parallel.

[0079] Example 1: Dynamic Management Method for In-Game Resource Acquisition

[0080] See Figure 1 As shown in the figure, this embodiment provides a method for dynamic management and control of in-game resource acquisition, applied to a terminal device. The method includes the following steps.

[0081] Step S110: Obtain the demand status and preset capacity information of at least one target object, and determine the unit time revenue of each target object.

[0082] The demand status includes the types and quantities of supplies required by the target object, as well as the reward value that can be obtained after fulfilling the demand. The production capacity information includes at least the production time or production rate of different supplies produced by each virtual facility.

[0083] Step S120: Generate the first satisfaction sequence based on the target object according to the unit time benefit of each target object.

[0084] Step S130: Obtain raw material inventory data, and remove the first target object from the first satisfying sequence according to the order of the first satisfying sequence to obtain the second satisfying sequence; the raw materials are used for production supplies, and the first target object is a target object whose needs can be met by the inventory raw materials.

[0085] Step S140: Obtain the current transport capacity value, determine the first target configuration data based on the second satisfaction sequence and the current transport capacity value, and generate a number of first raw materials in the resource pool from the player's perspective according to the first target configuration data. The first target configuration data includes the types of raw materials to be obtained and the corresponding target acquisition quantities. The current transport capacity value refers to the upper limit of the total amount of raw materials that this resource acquisition operation can carry.

[0086] Using the above method, the resource acquisition plan in the game no longer relies on players' experience estimations or random output. Instead, it can be data-driven and comprehensively optimized based on the return efficiency of orders to be fulfilled, current inventory of raw materials, and transportation capacity limits. Compared to the random output or simple replenishment methods in existing technologies, this embodiment introduces "unit-time benefit" for priority ranking, allowing players to prioritize the raw materials needed for high-return orders. At the same time, it adopts an "inventory pre-allocation" operation to identify and eliminate orders that can be fulfilled by inventory, avoiding waste of transportation capacity. The final generated resource acquisition plan points to orders with real raw material shortages, thereby eliminating the information gap between supply and demand at the data processing level and improving the matching efficiency of resource acquisition and demand fulfillment.

[0087] The relevant terms and steps involved in this embodiment are described in detail below.

[0088] The unit-time benefit is a quantitative indicator that measures the rate of return for fulfilling the time required to satisfy a target, used to identify high-priority needs. In this embodiment, assuming that all virtual facilities can run in parallel, the total production time of the supply with the longest production time among all supplies required by the target is determined as the theoretical shortest time to satisfy the target's needs. Then, the ratio of the target's reward value to the theoretical shortest time is determined as its unit-time benefit. A higher unit-time benefit indicates that, under ideal production conditions, prioritizing the completion of this target will bring a higher return to the player per unit of time.

[0089] In an exemplary embodiment, determining the unit-time benefit of the target object specifically includes the following steps:

[0090] Step S111: Based on the material demand information in the demand status, determine the required types of supplies and the corresponding demand quantities.

[0091] Step S112: Based on the preset production capacity information, determine the production time corresponding to each type of supply.

[0092] Step S113: With the goal of parallel operation of virtual facilities that produce various supplies, the maximum value of the production time corresponding to various supplies in the target object is determined as the shortest time to meet the needs of the target object.

[0093] Step S114: Calculate the unit time benefit of the target object based on the shortest duration and the reward value in the demand state.

[0094] Let's take orders A, B, and C above as examples for illustration:

[0095] Order A requires 2 units of "fresh water". It takes 10 minutes for the water purifier to produce 1 unit of fresh water. Therefore, the total production time for 2 units of fresh water is 20 minutes. Since only one type of supply is involved, the theoretical shortest time is 20 minutes. The unit time income is 100 gold coins ÷ 20 minutes = 5 gold coins / minute.

[0096] Order B requires 1 "fresh water" and 1 "tool". Fresh water takes 10 minutes to produce and tool takes 12 minutes to produce. Since the water purifier and tool station can run in parallel, the theoretical shortest time to complete order B is the maximum of the two, i.e., max(10 minutes, 12 minutes) = 12 minutes. The unit time income is 120 gold coins ÷ 12 minutes = 10 gold coins / minute.

[0097] Order C requires 3 "fresh water" items. Theoretically, the shortest duration is 30 minutes, and the unit time income is 150 gold coins ÷ 30 minutes = 5 gold coins / minute.

[0098] Based on the above calculations, the unit time benefit of order B (10 gold coins / minute) is higher than that of orders A and C (both 5 gold coins / minute). Therefore, when generating the first satisfying sequence, order B will be ranked before orders A and C and will be given priority as the target object for salvage material configuration.

[0099] It should be noted that the aforementioned "theoretical minimum time" is calculated based on the ideal assumption that each virtual facility can immediately begin production from the current moment. Its purpose is to provide a unified, fair, and comparable priority benchmark for all target objects, rather than a simulation or prediction of the actual production process. In actual gameplay, virtual facilities may be waiting in queues due to performing other production tasks, resulting in actual completion times longer than the theoretical minimum time. However, this does not affect the validity of the relative priority ranking among the target objects.

[0100] In an optional implementation, generating the first satisfying sequence consisting of all target objects includes:

[0101] According to the order of the unit time revenue from high to low, the target objects are sorted to form the first satisfying sequence;

[0102] When at least two target objects have the same unit time benefit, they are sorted in descending order of the reward value;

[0103] When at least two target objects have the same unit time benefit and reward value, they are sorted in order of the release time of the demand status from earliest to latest.

[0104] Taking orders A, B, and C as examples, their unit-time earnings are as follows: Order B earns 10 gold coins / minute, while orders A and C both earn 5 gold coins / minute. Therefore, order B has the highest unit-time earnings and ranks first in the first satisfying sequence. Orders A and C have the same unit-time earnings, so we compare their reward values: order A has a reward value of 100 gold coins, while order C has a reward value of 150 gold coins. Order C's reward value is greater than order A's, therefore order C ranks before order A. The final generated first satisfying sequence is: [order B, order C, order A].

[0105] In another example scenario, if there are orders D and E, both with the same unit-time revenue and reward value, but order D was released earlier than order E, then order D is ranked before order E. Through this multi-level ranking rule, it is ensured that the first satisfying sequence has a definite and unique order in all kinds of marginal cases, avoiding decision uncertainty caused by ranking ambiguity.

[0106] The raw material inventory data records the current storage quantity of various raw materials in the warehouse, such as the real-time inventory of basic resources like timber, scrap metal, and plastics. This raw material inventory data can be obtained by calling the inventory query interface of the game's data module. As an example, the game's data module maintains a raw material inventory data table in real time, recording the unique identifier, name, current storage quantity, and warehouse storage limit for each raw material. When players obtain new raw materials through scavenging or salvage, the data module increases the storage quantity of the corresponding raw material; when virtual facilities consume raw material production supplies, the data module deducts the storage quantity of the corresponding raw material. During this step, the system sends an inventory query request to the data module, which returns the current raw material inventory data for subsequent pre-allocation judgment.

[0107] The first target object refers to the target object whose required supplies can be produced by consuming existing raw materials under the current inventory conditions without the need for additional resource acquisition operations.

[0108] It's important to note that before finalizing the resource acquisition plan, the system pre-allocates existing raw materials in inventory to the highest-priority target objects according to their first priority sequence. If a target object has sufficient reserves of all the necessary raw materials in its inventory, it indicates that the target object is ready for production and does not require any salvage operations; therefore, it is removed from the pending sequence. This pre-allocation process effectively avoids wasting resources, as players do not need to acquire raw materials for targets that can already be completed.

[0109] In an exemplary embodiment, the first target object is eliminated according to the order of the first satisfying sequence to obtain the second satisfying sequence, specifically including the following steps:

[0110] Step S131: According to the order of the first satisfying sequence, obtain the material demand information of each target object in sequence, and determine all the supplies required by the current target object.

[0111] Specifically, the system starts with the first target object in the first satisfaction sequence, reads the material demand information from its demand status, and obtains the types of supplies required by the target object and the required quantity of each supply. For example, the material demand information for order B is: fresh water ×1, tools ×1.

[0112] Step S132: Based on the preset production formula, all supplies are reverse-engineered into the required types of raw materials and the corresponding demand quantities.

[0113] The production formula specifies the consumption relationship and quantity correspondence between various supplies and required raw materials. The reverse disassembly process refers to the system reading each type of supply and its quantity required by the target object, querying the raw material consumption list corresponding to that supply in the production formula, multiplying the demand of each supply by the consumption of each corresponding raw material per unit, and then summarizing and merging them by raw material type to obtain the total demand of the target object for all types of raw materials.

[0114] As an example, suppose the production recipe in the game is configured as follows: producing 1 unit of "Fresh Water" consumes 1 unit of "Plastic"; producing 1 unit of "Tool" consumes 2 units of "Scrap Metal" and 1 unit of "Wood". It is understood that the above recipe is merely an example, and in actual gameplay, any combination and quantity of raw materials can be configured according to design requirements.

[0115] Based on the above production formula, the system reverse-engineers all the supplies required by the target object into raw material requirements. Taking order B as an example: 1 unit of fresh water requires 1 unit of plastic; 1 tool requires 2 units of scrap metal and 1 unit of wood. Therefore, the total raw material requirements for order B are: plastic × 1, scrap metal × 2, and wood × 1.

[0116] Step S133: Determine whether the quantities of various raw materials in the raw material inventory data are all greater than or equal to the quantities of the corresponding raw materials required by the current target object; if yes, proceed to step S134; if no, proceed to step S135.

[0117] Step S134: Determine the current target object as the first target object, remove it from the first satisfying sequence, and deduct the amount of raw materials allocated to the current target object from the raw material inventory data.

[0118] The purpose of deducting the corresponding quantity from the raw material inventory data is to ensure that the inventory data used when evaluating the next target object can accurately reflect the status of the allocated raw materials, and to avoid the same batch of raw materials being repeatedly allocated to multiple target objects.

[0119] Step S135: Add the current target object to the second satisfaction sequence.

[0120] Step S136: Determine whether there are any unprocessed target objects in the first satisfying sequence; if yes, return to step S131 and continue processing the next target object; if no, complete the elimination process and output the second satisfying sequence.

[0121] It should be noted that for target objects included in the second satisfaction sequence, there may be situations where some raw materials in the current inventory have already been satisfied. For example, a target object needs 3 plastics and 2 scrap metals, but the current inventory (after deducting the raw materials allocated to the first target object) still has 1 scrap metal. In this case, the actual scrap metal shortage for the target object is only 1, not 2. Therefore, when outputting the second satisfaction sequence, the system simultaneously records the remaining quantity of each type of raw material in the current inventory, denoted as "remaining inventory data," for use in subsequent step S140 when determining the shortage calculation when determining the first target configuration data. The remaining inventory data refers to the quantity of each type of raw material remaining after deducting the raw materials allocated to each of the first target objects from the original raw material inventory data.

[0122] For ease of understanding, the following explanation will be based on the above orders A, B, and C, as well as the example inventory data.

[0123] Assume the current raw material inventory is: Plastic × 2, Scrap Metal × 1, Wood × 2. The first satisfying sequence is: [Order B, Order C, Order A]. The replenishment requirements for each order and the raw material requirements after formula breakdown are as follows:

[0124] Order B: Fresh water ×1, tools ×1 → Plastic ×1, scrap metal ×2, wood ×1;

[0125] Order C: Freshwater x3 → Plastic x3;

[0126] Order A: Freshwater x2 → Plastic x2.

[0127] The system processes data according to the order of the first satisfied sequence:

[0128] Processing Order B: Order B requires 1 unit of plastic, 2 units of scrap metal, and 1 unit of timber. Current inventory: 2 units of plastic (≥1, satisfied), 1 unit of scrap metal (<2, not satisfied). Due to insufficient scrap metal inventory, Order B cannot be satisfied with the existing inventory; therefore, Order B is placed in the second satisfaction sequence. Inventory is not reduced.

[0129] Processing Order C: Order C requires 3 plastics. Current inventory: 2 plastics (< 3, not sufficient). Insufficient inventory, add Order C to the second fulfillment sequence.

[0130] Processing Order A: Order A requires 2 units of plastic. Current inventory: 2 units of plastic (≥2, satisfied). All raw material requirements for Order A can be met by the inventory; therefore, Order A is designated as the first target and removed from the first satisfaction sequence. Simultaneously, 2 units of plastic are deducted from the inventory, leaving the plastic inventory at 0.

[0131] All target objects have been processed. The final result is:

[0132] First target (already removed): Order A.

[0133] The second satisfying sequence is: [Order B, Order C].

[0134] The remaining inventory data is: plastic × 0, scrap metal × 1, and wood × 2.

[0135] It should be noted that the aforementioned inventory deduction operation is a simulated allocation performed during the planning phase. Its purpose is to accurately identify which target objects have genuine raw material shortages and require resource acquisition operations. In the actual game, the raw materials in the warehouse will not be locked or frozen as a result, and players can still use them for other purposes. Once the resource acquisition operation is completed, the newly acquired raw materials will be used together with the unallocated inventory raw materials to support the production of supplies.

[0136] Through the aforementioned inventory pre-allocation process, the system identified that order A was ready for production and did not require any salvage operations. Orders B and C, however, were placed in the second satisfaction sequence due to raw material shortages, and proceeded to the subsequent target configuration data determination stage. This process improved the accuracy of resource acquisition planning, allowing limited transportation capacity to be focused on raw materials where shortages existed.

[0137] The current carrying capacity refers to the maximum amount of raw materials that can be carried in this resource acquisition operation. In an exemplary ocean survival game, players can build and dispatch one or more salvage ships to perform salvage operations. Each salvage ship has a preset cargo hold capacity (i.e., the number of cargo hold slots). The current carrying capacity is the sum of the cargo hold capacities of all salvage ships in this voyage. For example, if a player currently has two salvage ships, each with a cargo hold capacity of 10 slots, then the current carrying capacity is 20, meaning that this salvage operation can acquire a maximum of 20 units of raw materials. The current carrying capacity can be obtained by calling the vehicle status query interface in the game data module. The game data module maintains the current status (idle / operating / under repair) and cargo hold capacity parameters of each salvage ship in real time. It should be noted that the current carrying capacity is a dynamically variable value. Players can increase the carrying capacity limit by building new ships, upgrading cargo holds, unlocking new slots, etc., thereby carrying more raw materials back in a single resource acquisition operation. Understandably, the higher the current transport capacity, the more target objects a single resource acquisition operation can cover, and the increase in transport capacity will directly translate into an increase in salvage efficiency.

[0138] After obtaining the second satisfaction sequence and the current capacity value, the system needs to filter and package the raw materials required by each target object in the second satisfaction sequence under the capacity constraint to generate the target configuration data for this resource acquisition operation. Since the current capacity value is usually limited, and the total raw material demand of all target objects in the second satisfaction sequence may exceed the capacity limit, it is necessary to allocate the limited capacity to the target objects that are ranked higher and have higher returns per unit time according to the priority order of the second satisfaction sequence.

[0139] In an exemplary embodiment, determining the first target configuration data based on the second satisfaction sequence and the current capacity value specifically includes the following steps:

[0140] Step S141: Obtain the remaining inventory data, which is the remaining quantity of the raw material inventory data after deducting the quantity of raw materials allocated to each first target object.

[0141] Specifically, the system reads the remaining inventory data synchronously recorded in step S130 when the second satisfying sequence is output. This remaining inventory data reflects the actual available quantity of each type of raw material after deducting the raw materials pre-allocated to each first target object from the original raw material inventory. For example, continuing the previous example, after completing the inventory deduction for order A, the remaining inventory data is: plastic × 0, scrap metal × 1, and wood × 2.

[0142] Step S142: According to the order of the second satisfying sequence, obtain the types of raw materials required for each target object and the corresponding demand quantity in sequence.

[0143] Specifically, the system starts with the first target object in the second satisfying sequence and reads its raw material demand data obtained through reverse decomposition in step S132. This raw material demand data has already been calculated in the inventory pre-allocation stage and can be directly reused here. For example, continuing the previous example, the second satisfying sequence is [Order B, Order C], where the raw material demand for Order B is: plastic ×1, scrap metal ×2, and wood ×1; and the raw material demand for Order C is: plastic ×3.

[0144] Step S143: Based on the remaining inventory data, calculate the raw material gap for the current target object.

[0145] Specifically, for each raw material required by the current target object, the system subtracts the available quantity of that raw material from the remaining inventory data from the raw material demand calculated in step S132 to obtain the shortage quantity of that raw material. If the shortage quantity is positive, it indicates that the inventory of that raw material is insufficient and needs to be obtained through retrieval; if the shortage quantity is zero or negative, it indicates that the inventory of that raw material is sufficient or in surplus and does not need to be retrieved. The shortage quantities of each raw material are summarized to obtain the raw material shortage list of the current target object. This raw material shortage list only retains the types of raw materials with positive shortage quantities and their shortage quantities.

[0146] For example, continuing from the previous example, the remaining inventory data is: Plastic × 0, Scrap Metal × 1, Timber × 2. For order B, its raw material requirements are Plastic × 1, Scrap Metal × 2, Timber × 1; comparing with the remaining inventory data: Plastic demand 1, inventory 0, gap 1; Scrap Metal demand 2, inventory 1, gap 1; Timber demand 1, inventory 2, gap 0 (already satisfied). Therefore, the raw material gap list for order B is: Plastic × 1, Scrap Metal × 1.

[0147] Step S144: Determine whether the remaining amount of the current transport capacity is greater than or equal to the transport capacity occupied by the raw material shortage.

[0148] The capacity utilization for each raw material is typically calculated as "1 unit of raw material occupies 1 unit of transportation capacity". The transportation capacity utilization for the raw material shortage is determined based on the raw material shortage list calculated in step S143, and is equal to the sum of the shortage quantities of each raw material for the target object. Taking order B as an example, its raw material shortage list consists of 1 unit of plastic and 1 unit of scrap metal, totaling 2 units of transportation capacity. Order C's raw material requirement is 3 units of plastic, and after comparing with the remaining inventory data, its raw material shortage list is 3 units of plastic, totaling 3 units of transportation capacity.

[0149] If the judgment result is yes, that is, the current remaining transportation capacity is sufficient to cover the entire raw material shortage of the target object, then proceed to step S145; if the judgment result is no, that is, the current remaining transportation capacity is insufficient to cover the entire raw material shortage of the target object, then proceed to step S146.

[0150] Step S145: The raw material shortage of the current target object is included in the first target configuration data, and the corresponding transportation capacity value is deducted from the current transportation capacity value, and the quantity of raw materials allocated to the current target object is deducted from the remaining inventory data.

[0151] "Included in the first target configuration data" means adding the types of raw materials and their corresponding shortage quantities from the current target object's raw material shortage list to the first target configuration data for aggregation. If the same type of raw material already exists in the first target configuration data, the demand quantity is added to the existing record; otherwise, the raw material type and its demand quantity are added. After deducting the corresponding transport capacity value, the remaining transport capacity value is used to process the next target object.

[0152] The specific operation of "deducting the amount of raw materials allocated to the current target from the remaining inventory data" is as follows: For each type of raw material in the raw material shortage list of the current target, the available quantity of that raw material in the remaining inventory data is subtracted from the shortage quantity in the raw material shortage list. Simultaneously, for raw materials for which the current target has available inventory in the remaining inventory data (i.e., raw materials with a shortage of zero or a negative quantity), the system deducts the actual inventory consumed by the target (i.e., the difference between the raw material demand and the shortage quantity) from the remaining inventory data. This deduction operation ensures that the remaining inventory data used when evaluating subsequent target targets accurately reflects the status of the allocated raw materials, preventing the same batch of raw materials from being repeatedly allocated to multiple target targets.

[0153] Step S146: Skip the current target object and process the next target object in the second satisfying sequence.

[0154] It should be noted that when the remaining transport capacity is insufficient to meet the entire raw material shortage of the current target object, the system will not split and include only a portion of the target object's raw material needs, but will instead skip the entire target object. This is because, in this embodiment, the target object is treated as a complete demand unit, and all of its required supplies must be delivered to receive the reward. If only a portion of the raw materials are obtained, the target object's supplies still cannot be fully produced, failing to meet the demand and obtain the reward, and instead consuming transport capacity that could be used to meet the needs of other complete target objects. Therefore, including or skipping the entire target object as the smallest unit maximizes the utilization efficiency of transport resources.

[0155] Step S147: Determine whether the termination condition is met; if not, return to step S142 and continue processing the next target object; if yes, complete the filtering process and execute step S148.

[0156] The termination conditions include at least one of the following: all target objects in the second satisfaction sequence have been processed; the remaining amount of the current transport capacity is insufficient to cover the raw material gap of any remaining target object in the second satisfaction sequence. Specifically, the second termination condition is determined as follows: the system obtains all unprocessed target objects in the second satisfaction sequence, calculates their raw material gap lists based on the current remaining inventory data according to the method in step S141, and takes the minimum transport capacity value of each raw material gap list; if the current remaining transport capacity value is less than this minimum value, it indicates that the remaining transport capacity is insufficient to fully cover the raw material gap of any remaining target object, triggering the termination condition. When any termination condition is met, the system stops traversing and enters the summarization stage.

[0157] Step S148: The types of raw materials and their corresponding demand quantities that have been processed are determined as the first target configuration data.

[0158] The first target configuration data is a structured raw material acquisition list, which clearly lists the types of raw materials required for this resource acquisition operation, the target quantity of each raw material, and the expected target objects that these raw materials serve. This configuration data will serve as the basis for subsequently generating raw materials in the resource pool, displaying salvage targets, and guiding the execution of salvage operations.

[0159] To facilitate understanding, the following explanation uses the example above as a reference. Following the result of step S130, the second satisfying sequence is [Order B, Order C], and the remaining inventory data is: Plastic × 0, Scrap Metal × 1, Timber × 2. The raw material requirements and raw material gaps for each order are as follows:

[0160] Order B: Raw material requirements are 1 unit of plastic, 2 units of scrap metal, and 1 unit of timber. Comparison with remaining inventory data: Plastic shortage = 1 - 0 = 1; Scrap metal shortage = 2 - 1 = 1; Timber shortage = 1 - 2 = -1 (i.e., inventory is sufficient, no need to retrieve timber). Therefore, the raw material shortage list for Order B is: 1 unit of plastic and 1 unit of scrap metal, totaling 2 transport units.

[0161] Order C: Raw material requirement is 3 units of plastic. Comparison with remaining inventory data: Plastic shortage = 3 - 0 = 3. Therefore, the raw material shortage list for Order C is: 3 units of plastic, totaling 3 transport units.

[0162] Assume the current capacity is 5. The system processes data according to the order of the second satisfying sequence:

[0163] Processing Order B: The raw material shortage list for Order B occupies a total of 2 transport capacity units. The current remaining transport capacity is 5, 5≥2, so the judgment result is yes. Add the raw material shortage (plastic × 1, scrap metal × 1) for Order B to the first target configuration data. Deduct 2 from the current transport capacity value, leaving a remaining transport capacity value of 3. Simultaneously, deduct the raw material inventory consumed by Order B from the remaining inventory data: Scrap metal inventory 1 was used by Order B (scrap metal demand 2, shortage 1, actual consumed inventory 1), leaving a scrap metal inventory of 0; Timber inventory 2 was used by Order B (timber demand 1, shortage 0, actual consumed inventory 1), leaving a timber inventory of 1. The updated remaining inventory data is: Plastic × 0, Scrap Metal × 0, Timber × 1.

[0164] Processing Order C: The raw material shortage list for Order C occupies a total of 3 transport capacity units. The current remaining transport capacity is 3, 3≥3, so the judgment result is yes. Add the raw material shortage (plastic × 3) for Order C to the first target configuration data and accumulate it to the existing records. Deduct 3 from the current transport capacity value, leaving a remaining transport capacity value of 0. Simultaneously, deduct the inventory raw materials consumed by Order C from the remaining inventory data: plastic inventory is 0, and since Order C relies entirely on salvage, no inventory deduction is needed.

[0165] The second sequence processing is complete. The final target configuration data is: 4 plastics and 1 scrap metal, which can be expected to complete orders B and C.

[0166] Compared to the previous solution (where the first target configuration data was 4 units of plastic, 2 units of scrap metal, and 1 unit of timber, with redundancy in scrap metal and timber), this solution reduces the transportation capacity requirement for order B from 4 units to 2 units by deducting existing raw materials from inventory, thus freeing up an additional 2 units of transportation capacity. While the freed capacity in this example allows both solutions to complete orders B and C, the first target configuration data (4 units of plastic and 1 unit of scrap metal) in this solution is more accurate, avoiding redundant salvage of 1 unit of scrap metal and 1 unit of timber, saving salvage operation time and potential additional management costs due to redundant resources occupying warehouse space. In scenarios with tighter transportation capacity or more abundant remaining inventory, this gap calculation method can include target objects that were previously skipped due to insufficient transportation capacity, thereby achieving higher overall returns and realizing the optimization goal of "prioritizing high-yield orders when transportation capacity is limited."

[0167] Through the above process, under the constraint of transportation capacity, the system filters resources by target object and prioritizes them according to the order of returns per unit time. It then generates the first target configuration data for this resource acquisition operation based on the raw material shortage rather than the full amount of raw materials. This configuration data provides players with clear and quantifiable salvage targets, guiding them to acquire raw materials strategically in subsequent resource acquisition operations. This efficiently meets the needs of high-return target objects, improving overall game efficiency.

[0168] After obtaining the first target configuration data, the system generates several first raw materials in the resource pool from the player's perspective, based on the first target configuration data. The resource pool is a virtual scene where the player can currently perform resource acquisition operations (such as a salvage area interface). Various types of raw materials can be randomly refreshed and generated in this resource pool for the player to pick up or salvage.

[0169] It should be noted that in this embodiment, the refresh method of raw materials in the resource pool remains random, meaning that various types of raw materials may appear on the sea surface simultaneously. Based on this, the system introduces the concept of "first raw material" to classify and identify the refreshed raw materials.

[0170] The first raw material refers to a raw material whose type belongs to the required raw material type specified in the first target configuration data, and whose current quantity obtained has not yet reached the target quantity for that type of raw material. In other words, the first raw material is the portion of randomly refreshed raw materials that are related to the current salvage target and that the player still needs to collect. In contrast, raw materials refreshed in the resource pool whose type does not belong to the first target configuration data, or whose type has already reached the target quantity, can be called non-target raw materials.

[0171] In one optional implementation, the system differentiates the first raw material and the non-target raw materials to allow players to quickly identify the target material in the resource pool. The differentiated display may include at least one of the following methods: adding a highlighted outline, marked arrows, special lighting effects, or other visual identifiers to the first raw material; graying out the non-target raw materials, reducing their transparency, or displaying a "non-target" mark; or listing the current quantities of the first and non-target raw materials in the information bar of the resource pool interface. Through this differentiated display, players do not need to memorize the specific details of the target configuration data; they can intuitively identify the target raw materials that should be prioritized from a large amount of random resources, reducing the operational burden and improving salvage efficiency.

[0172] In another alternative implementation, the system does not differentiate the first raw material; that is, all raw materials in the resource pool have the same appearance, and players must judge and select them themselves based on the target configuration data information on the interface. This approach retains greater exploration and operational freedom, making it suitable for game designs that pursue a hardcore experience.

[0173] In another optional implementation, the system can moderately increase the refresh probability of the first raw material based on random refresh. That is, when generating raw materials in the resource pool, raw materials belonging to the specified types in the first target configuration data are given a higher random weight, making them appear more frequently than other types. This method improves the availability of target resources without completely eliminating randomness, and is a compromise between completely random and targeted delivery.

[0174] By defining the first raw material as described above and using optional differentiated display or probability adjustment methods, this embodiment maintains the randomness and fun of resource acquisition gameplay while solving the problem of blind salvage caused by information deficiency in the prior art. This allows players to carry out targeted operations in randomly refreshed resource pools, balancing gameplay fun and operational efficiency.

[0175] In an optional implementation, to further improve the completeness of the resource acquisition plan, after determining the first target configuration data, the system can also predict future demand based on historical consumption data and generate a second target configuration data, assuming there is surplus capacity. This process specifically includes the following steps:

[0176] Step S210: Obtain the consumption rate of the raw material within a preset historical time period.

[0177] The preset historical time period can be N game days, N game weeks, or a number of recent resource acquisition cycles within the game. The consumption rate refers to the average quantity of various raw materials consumed by the virtual facility per unit time. As an example, the game's data module continuously records logs of raw material consumption for each virtual facility production, including the type of raw material consumed, the quantity consumed, and the consumption timestamp. The system can query the raw material consumption logs for the past 7 game days, calculate the total consumption by raw material type, and divide by the time period length to obtain the average daily consumption rate for each raw material. For example, the average daily consumption rate for plastic is 6 units / day, for scrap metal it is 4 units / day, and for wood it is 3 units / day.

[0178] Step S220: Based on the consumption rate and the preset future time period, calculate the expected consumption of the raw materials within the future time period.

[0179] The preset future time period can be a fixed duration preset by the system. The formula for calculating the expected consumption is: Expected consumption = Consumption rate × Length of future time period. For example, if the preset future time period is 1 game day, the expected consumption of plastic is 6 units, waste metal is 4 units, and wood is 3 units.

[0180] Step S230: If the current transport capacity value is greater than the first transport capacity value required by the first target configuration data, then select the raw materials that the current transport capacity value can carry from the expected consumption amount according to the order of the consumption rate, and determine the second target configuration data.

[0181] Specifically, the system first calculates the total demand for all raw materials in the first target configuration data, denoted as the first transport capacity value. The current transport capacity value is subtracted from the first transport capacity value to obtain the remaining transport capacity value. If the remaining transport capacity value is greater than zero, it indicates that the salvage vessel still has spare cargo hold space, which can be used to pre-stock raw materials needed for future production. At this time, the system selects raw materials from the expected consumption amount in descending order of consumption rate (i.e., raw materials consumed more frequently are replenished first), until the remaining transport capacity value is exhausted or all raw materials in the expected consumption amount have been selected. The selected raw material types and corresponding quantities constitute the second target configuration data. It should be noted that "in order of consumption rate" here is an exemplary priority strategy. In another implementation, selection can also be based on other rules such as the scarcity of raw materials or the proportion of storage limits; this application does not impose any restrictions on this.

[0182] The first target configuration data and the second target configuration data together constitute the target configuration data. In subsequent resource acquisition operations, the raw materials corresponding to the first target configuration data are acquired with priority over the raw materials corresponding to the second target configuration data.

[0183] Continuing with the previous example, let's assume the current transport capacity is 10, the first target configuration data is: 4 units of plastic and 1 unit of scrap metal, the first transport capacity is 5, and the remaining transport capacity is 5. The consumption rate is ranked as follows: plastic (6 units / day) > scrap metal (4 units / day) > wood (3 units / day). The system selects from the expected consumption in this order: first, plastic is selected, and with 5 units of remaining transport capacity, the selection quantity of plastic can be set to 5. When the remaining transport capacity is exhausted, the determined second target configuration data is: 5 units of plastic. The final target configuration data includes: the first target configuration data (4 units of plastic and 1 unit of scrap metal) and the second target configuration data (5 units of plastic), totaling 9 units of plastic and 1 unit of scrap metal.

[0184] Through the above process, after satisfying the current high-return demand, the system fully utilizes the remaining capacity of the salvage ships to reserve raw materials in advance for future production consumption, generating independent secondary target configuration data. This approach reduces production interruptions and player waiting time caused by future raw material shortages, enhancing the long-term planning value of resource acquisition operations.

[0185] After the target configuration data is determined, the player can initiate a resource acquisition task. In one optional implementation, in response to the received task initiation command, the system executes the resource acquisition task sequentially according to the first target configuration data and the second target configuration data.

[0186] Specifically, if the target configuration data only contains the first target configuration data (i.e., the second target configuration data has not been generated), the system executes the resource acquisition operation corresponding to the first target configuration data, acquiring the corresponding type and quantity of raw materials from the resource pool according to the instructions of the first target configuration data. If the target configuration data contains both the first and second target configuration data, the system prioritizes executing the resource acquisition operation corresponding to the first target configuration data. After all the raw materials specified in the first target configuration data have been acquired, the system then executes the resource acquisition operation corresponding to the second target configuration data. This priority arrangement ensures that the raw material needs of current high-return orders are met first, and future reserve raw materials will only be picked up when there is surplus transportation capacity.

[0187] During the execution of the resource acquisition operation, the system displays the completion progress of the target configuration data on a graphical user interface. The completion progress may include: a comparison of the quantity of each raw material acquired with the target quantity (e.g., displayed as a progress bar showing "Plastics 3 / 9"), the overall completion percentage, and the current remaining transport capacity. When the target configuration data includes both first and second target configuration data, the completion progress can display the completion status of each separately, allowing players to clearly understand the progress of current order demands and future reserves. By displaying the completion progress in real time, players can understand the current operation's progress at any time, providing a basis for decision-making regarding potential dynamic adjustments.

[0188] In an optional implementation, to improve the efficiency of acquiring the target raw material, the system can also recommend the optimal salvage area after determining the target configuration data. This process specifically includes the following steps:

[0189] Step S310: Obtain resource distribution data for each of the multiple salvage areas, wherein the resource distribution data indicates the refresh probability of different types of resources in each area.

[0190] In an exemplary ocean survival game, the game world features multiple sea areas where salvage operations can be conducted (e.g., Sea Area A, Sea Area B, and Sea Area C), each with different resource distributions. As an example, in Sea Area A, the spawn probability for plastic is 70%, for scrap metal 20%, and for wood 10%; in Sea Area B, the spawn probability for scrap metal is 60%, for plastic 25%, and for wood 15%; in Sea Area C, all resources are evenly distributed, with a spawn probability of approximately 33% for each resource. This resource distribution data can be preset in the game configuration table and read by the system when needed.

[0191] Step S320: Match the types and quantities of raw materials to be obtained in the target configuration data with the resource distribution data of each salvage area, and determine the salvage area with the highest matching degree as the target salvage area.

[0192] The matching degree is determined based on the overlap between the types of raw materials to be acquired and the refresh probabilities. As an example calculation method, for each salvage area, the system calculates the weighted sum of the demand for each raw material in the target configuration data and the refresh probability of that raw material in that area, as the matching degree score for that area. The higher the demand and refresh probability of a raw material combination, the higher its score. The system compares the matching degree scores of each area, determines the area with the highest score as the target salvage area, and can provide recommendations to the player on the graphical user interface (e.g., highlighting the recommended area, displaying a "Recommended" label, etc.).

[0193] Continuing with the previous example, let's take the target configuration data as an example. It includes the first target configuration data (plastic x4, scrap metal x1) and the second target configuration data (plastic x5), requiring a total of 9 plastic and 1 scrap metal. Plastic has the highest demand (9 units), therefore, sea area A (70%), with the highest plastic spawn probability, will receive the highest matching score and be recommended as the target salvage area. If the target configuration data is mainly scrap metal, then sea area B will be prioritized. Through intelligent regional matching, players can select the optimal work location without manually comparing the resource distribution of each area, further shortening the acquisition time of target resources and improving salvage efficiency.

[0194] During resource acquisition operations, players may wish to adjust their salvage strategies based on real-time conditions. In one optional implementation, this solution provides a dynamic configuration adjustment function during the operation. This process specifically includes the following steps:

[0195] Step S410: In response to the received adjustment command, display the configuration adjustment interface and receive adjustment data through the configuration adjustment interface.

[0196] The salvage operation interface includes an "Adjust" control. Clicking this control generates an adjustment command. In response, the system pauses the salvage logic, the salvage vessel stops collecting materials, the operation timer stops, and a configuration adjustment interface is displayed on the graphical user interface. This interface shows the acquired quantity and remaining target quantity of various materials in the current target configuration data, as well as the current remaining transport capacity. Players can use this interface to readjust the material acquisition priority, modify the target acquisition quantity, or add or delete the types of materials to be acquired. The system receives adjustment data input by the player.

[0197] Step S420: Obtain the quantity of raw materials acquired in this operation, and update the raw material inventory data and the second satisfying sequence.

[0198] The system retrieves a list of raw materials retrieved so far in this operation and treats them as resources already in storage (or about to be stored). Based on this, the system performs two update operations: First, it merges the retrieved raw material quantities with the original inventory data to update the new raw material inventory data; second, based on the updated inventory data, it re-executes the inventory pre-allocation removal operation in step S130 on the second satisfaction sequence, removing those target objects that can now be satisfied due to increased inventory from the sequence, resulting in an updated second satisfaction sequence. This update process ensures that the data used for subsequent replanning accurately reflects the supply and demand changes brought about by the operation's progress.

[0199] Step S430: Based on the updated second satisfaction sequence, the current remaining capacity value, and the adjustment data, obtain the third target configuration data.

[0200] The current remaining transport capacity is the original transport capacity minus the total amount of raw materials acquired. Based on the updated second satisfaction sequence, the current remaining transport capacity, and incorporating any player-inputted adjustment data (if any), the system generates the third target configuration data according to a transport constraint filtering logic similar to step S140. It should be noted that when re-executing the transport constraint filtering, the system also uses a raw material shortage-based calculation method, calculating the raw material shortage for each target object based on the updated raw material inventory data, and allocating transport capacity accordingly. The third target configuration data will serve as the basis for the execution of the remaining stages of this operation.

[0201] Step S440: Based on the third target configuration data, update the resource pool generated in the player's perspective to generate the third raw material.

[0202] The system redefines the classification identifiers of each raw material in the resource pool based on the third-target configuration data. At this point, the third raw material refers to a raw material whose type belongs to the required raw material type specified in the third-target configuration data, and whose current quantity acquired has not yet reached the target acquisition quantity for that type of raw material. The system can update the differentiated display in the resource pool according to the third-target configuration data, allowing players to intuitively identify new salvage targets.

[0203] Step S450: In response to the received job continuation instruction, continue to execute the resource acquisition job according to the third target configuration data.

[0204] After the player completes the adjustments, clicking the "Continue Operation" control will restore the salvage logic execution according to the newly generated third target configuration data. Through this dynamic adjustment function, players can flexibly adjust their salvage strategy without waiting for the operation to complete or forcibly returning, avoiding wasted resources due to initial judgment errors or new demands arising in the game, thus improving the flexibility and efficiency of resource acquisition operations.

[0205] During the resource acquisition operation, the system continuously monitors the termination conditions to allow players to flexibly control when the operation ends. In one optional implementation, the termination conditions include at least one of the following:

[0206] (1) Received an early return command. An "early return" control is provided on the salvage operation interface. Players can click this control at any time during the operation to actively trigger the early return command. In response to this command, the system immediately terminates the current resource acquisition operation.

[0207] (2) Monitoring the acquisition of raw materials to reach the target configuration data. During the operation, the system compares the quantity of acquired raw materials with the target acquisition quantity of each raw material in the target configuration data in real time. When all types of raw materials in the target configuration data have reached or exceeded their target acquisition quantity, that is, the salvage target has been fully achieved, the system automatically triggers the termination condition. Optionally, before automatic termination, the system can first pop up a prompt message (such as "The salvage target has been fully achieved, do you want to return?"), and the operation will be terminated after the player confirms.

[0208] (3) The remaining carrying capacity is zero. When all the cargo holds of the salvage vessel are filled with raw materials and the remaining carrying capacity is zero, the system will automatically trigger the termination condition, and the salvage vessel will be unable to continue to pick up new raw materials.

[0209] (4) Monitoring until the preset operational endurance parameters are exhausted. The operational endurance parameters may be the salvage vessel's oxygen cylinder reserves, fuel levels, crew stamina, etc., depending on the game design. When the endurance parameters are exhausted, the salvage vessel must return, and the system will automatically trigger the termination condition.

[0210] When any of the aforementioned operation termination conditions are detected, the system terminates the current resource acquisition operation, the salvage vessel returns to the base with all acquired raw materials, the raw materials are stored in the warehouse, and the inventory data is updated.

[0211] The "early return" and "automatic termination upon target achievement" functions provided in this embodiment enable players to end the operation immediately after retrieving the target, reducing ineffective operation time and improving operational efficiency and gaming experience.

[0212] To further enhance the flexibility of resource supply and the player's ability to actively intervene, in an optional implementation, this solution also provides a supplementary function to temporarily improve the production efficiency of virtual facilities through auxiliary tasks. This process specifically includes the following steps:

[0213] Step S510: Receive interactive operation instructions for the virtual facility and start the auxiliary task associated with the virtual facility.

[0214] In the game scenario, players can enter virtual facility buildings within the base (such as the water treatment plant where the water purifier is located, the tool manufacturing workshop where the workbench is located, etc.) and perform specific interactive operations on the virtual facilities (such as clicking on the facility itself, clicking the "Accelerate Production" button, etc.). In response to this interactive operation command, the system initiates an auxiliary task associated with the virtual facility. The auxiliary task can be a preset mini-game, such as a fast-click game, a match-3 game, a rhythm reaction game, etc. The specific form of the auxiliary task can be flexibly set according to the game type and design style, and this application does not limit it in this regard.

[0215] Step S520: Obtain the operation performance data in the auxiliary task, and adjust the production rate parameter of the virtual facility within a preset time period based on the operation performance data.

[0216] Player performance in auxiliary tasks (e.g., score, completion time, accuracy) is collected by the system as performance data. The system then converts this performance data into adjustments to production rate and their duration based on preset mapping rules. For example, a player achieving a "Perfect" rating in a mini-game will have their corresponding virtual facility's production rate increased by 50% for 10 minutes; a "Good" rating will see a 30% increase for 8 minutes; and a "Pass" rating will result in a 10% increase for 5 minutes. This production rate parameter is one component of the production capacity information, and its adjustment directly affects the time required for the virtual facility to produce supplies—an increased production rate means a shorter production time per unit.

[0217] Through these auxiliary tasks, players can shorten production time by actively participating in mini-games while waiting for factory production, compensating for the insufficient default output rate of the virtual facilities and reducing passive waiting time. At the same time, this method directly links player skill with production efficiency, increasing the game's interactivity and fun.

[0218] Example 2: In-game resource acquisition dynamic control device

[0219] This application also provides a dynamic management system for in-game resource acquisition, based on the same inventive concept as the above method embodiments. Each module in this system executes the corresponding steps in the above method embodiments, and its specific implementation process has been described in detail above and will not be repeated here. The system includes:

[0220] The revenue determination module 10 is used to obtain the demand status and preset capacity information of at least one target object, and determine the unit time revenue of each target object.

[0221] The first sequence generation module 20 is used to generate a first satisfaction sequence based on the target object according to the unit time benefit of each target object.

[0222] The second sequence generation module 30 is used to acquire raw material inventory data, and according to the order of the first satisfying sequence, remove the first target object in the first satisfying sequence to obtain the second satisfying sequence; the first target object is a target object whose demand can be met by the inventory raw materials.

[0223] The target configuration module 40 is used to obtain the current transport capacity value, determine the first target configuration data based on the second satisfaction sequence and the current transport capacity value, and generate a number of first raw materials in the resource pool from the player's perspective according to the first target configuration data. The first target configuration data includes the types of raw materials to be obtained and the corresponding target acquisition quantities. The current transport capacity value refers to the upper limit of the total amount of raw materials that can be carried in this resource acquisition operation.

[0224] The job execution module 50 is used to execute the resource acquisition job corresponding to the target configuration data in response to the received job start command. This module is also used to monitor job termination conditions, respond to pause and adjustment commands, and display job completion progress during job execution, and to perform the relevant operations of dynamic adjustment, termination control and progress display mentioned above.

[0225] It is understood that the above division of modules is only a logical functional division. In actual implementation, the functions of each module can be integrated into one or more processing units, or the functions of a certain module can be further divided into multiple sub-modules. This application does not impose any restrictions on this.

[0226] The in-game resource acquisition dynamic management method and system provided in this application embodiment organically combines multiple technical aspects, including unit-time revenue ranking, inventory pre-allocation and elimination, capacity constraint screening based on raw material shortages, future consumption prediction and second-target configuration data generation, regional intelligent matching, dynamic job adjustment and third-target configuration data generation, flexible termination control, and auxiliary task production enhancement. This constructs a complete closed-loop solution from demand analysis to plan generation, from job execution to dynamic management, and from production acceleration to result feedback. This solution solves the problems of information asymmetry, rigid resource acquisition methods, inflexible job strategies, and low resource supply-demand matching in existing scavenging and salvage gameplay, thereby improving the game's interactive experience and player operation efficiency.

[0227] Example 3: Electronic device and computer-readable storage medium

[0228] This application also provides an electronic device, which includes a processor and a memory. The memory stores a computer program, and when the computer program is executed by the processor, it implements the steps of the dynamic management method for acquiring in-game resources described in the aforementioned embodiment 1.

[0229] Specifically, the electronic device includes, but is not limited to, at least one of the following device forms: server (e.g., game server, cloud server), terminal device (e.g., personal computer, smartphone, tablet), embedded device, dedicated gaming device (e.g., game console), etc. Further, in an exemplary embodiment, the electronic device can also be implemented in a distributed or virtualized manner, including but not limited to: distributed system (e.g., server cluster with multiple service nodes working collaboratively), virtualized runtime environment (e.g., container, virtual machine), cloud-native service (e.g., microservice architecture deployed based on container orchestration platform), serverless function computing service, edge computing node, etc.; in the distributed or virtualized implementation, the memory and the processor can be physically located on different device nodes, and collaboratively complete the execution of the computer program through network communication, which is not limited in this application.

[0230] The processor may be implemented in various forms, including but not limited to: a central processing unit (CPU), a graphics processing unit (GPU), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), a neural network processor (NPU), a tensor processor (TPU), etc., and the number of processors may be one or more. The memory may be implemented in various forms, including but not limited to: volatile memory (e.g., random access memory, RAM), non-volatile memory (e.g., read-only memory, flash memory), magnetic memory (e.g., hard disk), optical memory (e.g., optical disc), and any combination of the above types of memory. The electronic device may further include other conventional components, such as input devices (e.g., keyboard, mouse, touchscreen), output devices (e.g., display screen, speaker), network communication interfaces, etc. The components of the electronic device may be connected via a bus or other means. This application does not limit the specific structural form of the electronic device.

[0231] This application also provides a computer-readable storage medium storing a computer program. When executed by a processor, the computer program implements the steps of the game resource acquisition dynamic management method described in Embodiment 1. Specific implementations of the computer-readable storage medium include, but are not limited to: magnetic storage media (e.g., hard disks, magnetic tapes), optical storage media (e.g., CD-ROMs, DVDs), semiconductor storage media (e.g., flash memory, solid-state drives (SSDs), random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), cloud storage media, etc. It should be understood that the computer-readable storage medium described in this application does not include non-permanent, transient computer-readable signals (e.g., modulated data signals, carrier waves).

[0232] Those skilled in the art will understand that all or part of the processes of the methods described in the above embodiments can be implemented by a computer program instructing related hardware. The computer program can be stored in a computer-readable storage medium, and when executed, it can include the processes of the embodiments of the methods described above. The storage medium can be a magnetic disk, optical disk, read-only memory, or random access memory, etc.

[0233] The above description is merely a specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. A method for dynamic management and control of in-game resource acquisition, characterized in that, Includes the following steps: Obtain the demand status and preset capacity information of at least one target object, and determine the unit time revenue of each target object; Based on the unit time benefit of each target object, generate the first satisfying sequence consisting of all target objects; Obtain raw material inventory data, and remove the first target object from the first satisfying sequence according to the order of the first satisfying sequence to obtain the second satisfying sequence; the raw materials are used for production supplies, and the first target object is a target object whose needs can be met by the inventory raw materials; Obtain the current transport capacity value, determine the first target configuration data based on the second satisfying sequence and the current transport capacity value, and generate a number of first raw materials in the resource pool from the player's perspective according to the first target configuration data. The first target configuration data includes the types of raw materials to be obtained and the corresponding target acquisition quantities. The current transport capacity value refers to the upper limit of the total amount of raw materials that this resource acquisition operation can carry.

2. The method according to claim 1, characterized in that, Also includes: Obtain the consumption rate of the raw material within a preset historical time period; Based on the consumption rate and the preset future time period, calculate the expected consumption of the raw materials within the future time period; If the current transport capacity value is greater than the first transport capacity value required by the first target configuration data, then according to the order of the consumption rate, the raw materials that the current transport capacity value can carry are selected from the expected consumption amount to determine the second target configuration data; and according to the second target configuration data, several second raw materials are generated in the resource pool from the player's perspective.

3. The method according to claim 2, characterized in that, The first target configuration data and the second target configuration data constitute the target configuration data. After obtaining the target configuration data, the following is also included: In response to the received job start command, the resource acquisition job is executed sequentially according to the first target configuration data and the second target configuration data; During the execution of the resource acquisition operation, the completion progress of the target configuration data is displayed.

4. The method according to claim 1, characterized in that, After determining the target configuration data, the following is also included: Obtain resource distribution data for each of the multiple salvage areas, wherein the resource distribution data indicates the refresh probability of different types of resources in each area; The types and quantities of raw materials to be acquired in the target configuration data are matched with the resource distribution data of each salvage area, and the salvage area with the highest matching degree is determined as the target salvage area. The matching degree is determined based on the overlap between the types of raw materials to be acquired and the refresh probability.

5. The method according to claim 1, characterized in that, The process of determining the unit-time benefit for each target object includes: Based on the material demand information in the demand status, determine the types of supplies required and the corresponding demand quantities. Based on the preset production capacity information, the production time corresponding to each type of supply is determined; With the goal of parallel operation of virtual facilities that produce various supplies, the maximum value of the production time corresponding to various supplies in the target object is determined as the shortest time to meet the needs of the target object. The unit time benefit of the target object is calculated based on the shortest duration and the reward value in the demand state.

6. The method according to claim 1, characterized in that, The generation of the first satisfying sequence consisting of all target objects includes: According to the order of the unit time revenue from high to low, the target objects are sorted to form the first satisfying sequence; When at least two target objects have the same unit time benefit, they are sorted in descending order of the reward value; When at least two target objects have the same unit time benefit and reward value, they are sorted in order of the release time of the demand status from earliest to latest.

7. The method according to claim 1, characterized in that, The step of removing the first target object from the first satisfying sequence according to the order of the first satisfying sequence to obtain the second satisfying sequence includes: According to the order of the first satisfying sequence, the material demand information of each target object is obtained in turn to determine all the supplies required by the current target object; Based on the preset production formula, all supplies are reverse-engineered into the required types of raw materials and their corresponding quantities. The production formula specifies the consumption relationship and quantity correspondence between various supplies and required raw materials. Determine whether the quantities of each type of raw material in the raw material inventory data are all greater than or equal to the quantities of the corresponding raw materials required by the current target object; If so, the current target object is determined as the first target object, removed from the first satisfying sequence, and the amount of raw materials allocated to the current target object is deducted from the raw material inventory data, and the next target object in the first satisfying sequence is processed. If not, the current target object is added to the second satisfaction sequence, and the next target object in the first satisfaction sequence is processed.

8. The method according to claim 1, characterized in that, The step of determining the first target configuration data based on the second satisfying sequence and the current capacity value includes: Obtain the remaining inventory data, which is the remaining quantity of the raw material inventory data after deducting the quantity of raw materials allocated to each first target object; According to the order of the second satisfying sequence, obtain the types of raw materials required for each target object and the corresponding demand quantity in sequence; Based on the remaining inventory data, calculate the raw material shortage for the current target object; Determine whether the remaining amount of the current transport capacity is greater than or equal to the transport capacity occupied by the raw material shortage; If so, the raw material shortage will be included in the first target configuration data, and the corresponding transport capacity value will be deducted from the current transport capacity value, as well as the amount of raw materials allocated to the current target object will be deducted from the remaining inventory data; If not, skip the current target object and process the next target object in the second satisfaction sequence until the second satisfaction sequence is completed or the remaining amount of the current transport capacity is insufficient to accommodate the raw material gap of any remaining target object; The types of raw materials and their corresponding demand quantities, after processing, are determined as the first target configuration data.

9. The method according to claim 1, characterized in that, Also includes: In response to the received adjustment command, a configuration adjustment interface is displayed, and adjustment data is received through the configuration adjustment interface; Obtain the quantity of raw materials acquired in this operation, and update the raw material inventory data and the second satisfying sequence; Based on the updated second satisfaction sequence, the current remaining transport capacity value, and the adjustment data, the third target configuration data is obtained, and the third raw material generated in the resource pool from the player's perspective is updated according to the third target configuration data.

10. The method according to claim 1, characterized in that, Also includes: During the execution of resource acquisition operations, it is continuously monitored whether the preset operation termination conditions are met. The operation termination conditions include at least one of the following: receiving an input early return instruction, monitoring that the acquired raw materials have reached the target configuration data, monitoring that the remaining transport capacity value is zero, and monitoring that the preset operation endurance parameters are exhausted. The current resource acquisition job is terminated when any of the job termination conditions are met.

11. The method according to claim 1, characterized in that, Also includes: Receive interactive operation instructions for the virtual facility and initiate auxiliary tasks associated with the virtual facility; The system acquires operational performance data in the auxiliary task, and adjusts the production rate parameter of the virtual facility within a preset time period based on the operational performance data. The production rate parameter is one of the parameters in the capacity information.

12. A dynamic management and control device for in-game resource acquisition, characterized in that, include: The revenue determination module is used to obtain the demand status and preset capacity information of at least one target object, and determine the revenue per unit time for each target object. The first sequence generation module is used to generate a first satisfying sequence based on the unit time benefit of each target object. The second sequence generation module is used to acquire raw material inventory data, and according to the order of the first satisfying sequence, remove the first target object from the first satisfying sequence to obtain the second satisfying sequence; the first target object is a target object whose demand can be met by the inventory raw materials. The target configuration module is used to obtain the current transport capacity value, determine the first target configuration data based on the second satisfaction sequence and the current transport capacity value, and generate a number of first raw materials in the resource pool from the player's perspective according to the first target configuration data. The first target configuration data includes the types of raw materials to be obtained and the corresponding target acquisition quantities; the current transport capacity value refers to the upper limit of the total amount of raw materials that this resource acquisition operation can carry. The job execution module is used to execute the resource acquisition job corresponding to the target configuration data in response to the received job start command.