Game management method, device, equipment, and computer program

The game management method addresses the issue of uniform resource allocation by allowing users to accelerate resource acquisition based on their game level, enhancing engagement and flexibility in game management.

JP7715455B2Active Publication Date: 2025-07-30TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2024521028
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2021-12-10
Filing Date
2022-10-09
Publication Date
2025-07-30
Estimated Expiration
2042-10-09

AI Technical Summary

Technical Problem

Existing game management systems reward users with a uniform number of resources regardless of their game levels, leading to a mismatch and reduced flexibility in resource allocation.

Method used

A game management method that displays content indicating the number of times a first resource can be accelerated based on the user's current game level, allowing additional acquisition of the resource during a specified period, enhancing the user's game level.

Benefits of technology

This approach improves the matching of resource allocation to user skill levels, increasing engagement and flexibility in game management by providing personalized resource acquisition opportunities.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The present application discloses a game management method, an apparatus, a device, and a computer-readable storage medium, which belong to the field of network technology. The method includes a step (201) of displaying a game interface of a target game, in which a first content is displayed on the game interface when an operation time of the target game belongs to a first period and the target game is in a rank match mode, the first content is used to indicate a base number of times that acquisition of a first resource can be accelerated in the first period, and accelerating acquisition of the first resource refers to participating in the target game to acquire the first resource and then additionally acquiring the first resource when participating in the target game in the first period, and a step (202) of displaying a second content in response to receiving a selection command for the first content, the second content including a first additional quantity of the first resource that can be additionally acquired by exercising the base number of times once in the first period, the first additional quantity being determined based on a current game level of a user, and the first additional quantity being used to change the game level of the user.
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Description

[Technical Field]

[0001] TECHNICAL FIELD Embodiments of the present application relate to the field of network technology, and in particular to a game management method, device, apparatus, and computer-readable storage medium.

[0002] This application claims priority to a Chinese patent application filed with the China Patent Office on December 10, 2021, bearing application number 2021115098892 and entitled "Game management method, device, equipment, and computer-readable storage medium," the entire contents of which are incorporated herein by reference. [Background technology]

[0003] With the rapid development of network technology, multiplayer online play network games are becoming more and more popular among users, such as multiplayer online battle arena games (MOBA).

[0004] In the related art, when managing a game, there is a reward mechanism at a predetermined time of a game season (hereinafter simply referred to as a "season"), and if a user plays the game within a predetermined time, the user may be rewarded with a certain number of resources, such as experience points.

[0005] However, in the above game management method, the number of resources obtained by users with different game levels playing the game is the same, which results in a relatively low matching degree between the determined number of resources and the user, and reduces the flexibility of game management. Summary of the Invention [Means for solving the problem]

[0006] The embodiments of the present application provide a game management method, device, apparatus, and computer-readable storage medium.

[0007] In one aspect, an embodiment of the present application provides a game management method, executed by a terminal device, the method comprising: a step of displaying a game interface of a target game, wherein when an operation time of the target game belongs to a first period and the target game is in a rank match mode, a first content is displayed on the game interface, the first content is used to indicate a basic number of times that acquisition of a first resource can be accelerated in the first period, and accelerating the acquisition of the first resource means that after participating in the target game and acquiring the first resource, the first resource can be additionally acquired when participating in the target game in the first period; and a step of displaying second content in response to receiving a selection command for the first content, the second content including a first additional quantity of the first resource that can be additionally acquired by exercising the basic number of times once during the first period, the first additional quantity being determined based on the user's current game level, and the first additional quantity being used to change the user's game level.

[0008] In another aspect, embodiments of the present application provide a game management device, the device comprising: a display module used to display a game interface of a target game, wherein when an operation time of the target game belongs to a first period and the target game is in a rank match mode, a first content is displayed on the game interface, the first content is used to indicate a basic number of times that acquisition of a first resource can be accelerated in the first period, and the acceleration of acquisition of the first resource refers to participating in the target game to acquire the first resource, and then, when participating in the target game in the first period, additionally acquiring the first resource; The display module is further used to display second content in response to receiving a selection command for the first content. The second content includes a first additional quantity of the first resource that can be additionally obtained by exercising the basic number of times once during the first period. The first additional quantity is determined based on the user's current game level, and the first additional quantity is used to change the user's game level.

[0009] In another aspect, an embodiment of the present application provides an electronic device, which includes one or more processors and a memory. At least one computer-readable instruction is stored in the memory. The at least one computer-readable instruction is loaded and executed by the one or more processors to implement any of the game management methods on the electronic device.

[0010] In another aspect, one or more computer-readable storage media are further provided. At least one computer-readable instruction is stored in the computer-readable storage media. The at least one computer-readable instruction is loaded and executed by one or more processors to implement any of the game management methods on a computer.

[0011] In another aspect, a computer program product is further provided. At least one computer-readable instruction is stored in the computer program product. The at least one computer-readable instruction is loaded and executed by one or more processors to implement any one of the game management methods on a computer.

[0012] Details of one or more embodiments of the present application are proposed in the following drawings and descriptions. Other features, objectives, and advantages of the present application will become apparent from the specification, drawings, and claims.

[0013] To more clearly explain the technical means in the embodiments of this application, the drawings necessary for describing the embodiments are briefly introduced below. Obviously, the drawings in the following description are merely some embodiments of this application, and those skilled in the art can obtain other drawings according to these drawings on the premise that no creative labor is required.

Brief Description of the Drawings

[0014] [Figure 1] It is a schematic diagram of the implementation environment of the game management method provided by the embodiment of this application. [Figure 2] It is a flowchart of the game management method provided by the embodiment of this application. [Diagram 3] It is a schematic diagram of the display of the game interface provided by the embodiment of this application. [Figure 4] It is a schematic diagram of the display of another game interface provided by the embodiment of this application. [Figure 5] It is a schematic diagram of the display of the first page provided by the embodiment of this application. [Figure 6] It is a schematic diagram of the display of the second content provided by the embodiment of this application. [Figure 7] It is a schematic diagram of the structure of the game management device provided by the embodiment of this application. [Figure 8] It is a schematic diagram of the structure of the terminal device provided by the embodiment of this application. [Figure 9] It is a schematic diagram of the structure of the server provided by the embodiment of this application.

Modes for Carrying Out the Invention

[0015] To make the purpose, technical means, and advantages of this application clearer, the embodiments of this application will be described in more detail below in conjunction with the drawings.

[0016] For ease of understanding, first, the interpretations of some nouns related to the embodiments of this application are shown.

[0017] Virtual scene: A scene provided (or displayed) when an application program operates on a terminal device. The virtual scene refers to a scene created for virtual objects to act. The virtual scene may be a two-dimensional virtual scene, a 2.5-dimensional virtual scene, a three-dimensional virtual scene, or the like. The virtual scene may be a simulation scene of the real world, a semi-simulation and semi-fictional scene of the real world, or even a purely fictional scene. Exemplarily, the virtual scene in the embodiments of the present application is a three-dimensional virtual scene.

[0018] Virtual object: A virtual object refers to an object that can act in a virtual scene. The object that can act may be a virtual character, a virtual animal, an anime character, etc. The interaction object can be operated and controlled by an external member or by tapping the touch display screen to operate the virtual object. Each virtual object has its own shape and volume in the virtual scene and occupies a part of the control in the virtual scene. Exemplarily, when the virtual scene is a three-dimensional virtual scene, the virtual object is a three-dimensional solid model created based on skeletal animation technology.

[0019] Multiplayer Online Battle Arena Games (MOBA): A type of game where players can choose their favorite characters from various types of characters and play against each other in two opposing teams (usually 5 vs. 5). The victory condition is to break through the defense line and destroy the building defended by the enemy.

[0020] Ranked match: A game mode in MOBA games. By playing this mode, players can obtain a rank honor certificate. Usually, it is the main goal for players to pursue growth in MOBA games.

[0021] Rank in Ranked Matches: It is an expression of a player's individual gaming ability that can be improved by playing Ranked Matches. An increase in rank can give the player a sense of achievement. Conversely, it can give the player a sense of frustration.

[0022] Season Journey: It is a set of system modules exclusively attached to the Ranked Match mode. Its main purpose is to help reduce the player's sense of frustration due to rank downgrades and increase the player's participation in the Ranked Match mode by increasing the goal of pursuing growth in the Ranked mode.

[0023] Journey Value: It is an item that enhances the growth level of the Season Journey and is obtained by playing the Ranked Match mode.

[0024] Rank Coin: It is a special reward tool in the Season Journey and can be used to purchase specific items in the Rank Shop.

[0025] Happy Weekend: It is a limited-time activity regularly launched for the Season Journey. When players participate in this activity, they can obtain additional Journey Values and Rank Coins. Use additional rewards to enhance the players' enthusiasm for participating in this activity and regularly and within a limited period form fixed habits for players.

[0026] Figure 1 is a schematic diagram of the implementation environment of the game management method provided by the embodiment of the present application. As shown in Figure 1, the implementation environment includes a terminal device 101 and a server 102.

[0027] Here, an application program capable of providing a virtual scene is installed and operating on the terminal device 101. The terminal device 101 is used to execute the game management method provided by the embodiment of the present application.

[0028] The embodiments of the present application do not limit the type of application program that can provide a virtual scene. Exemplarily, an application program that can provide a virtual scene refers to a game type of application program. For example, it includes Third-Person Shooting (TPS) games, First-Person Shooting (FPS) games, Multiplayer Online Battle Arena (MOBA) games, and multiplayer gun battle survival games, etc. In an exemplary embodiment, the game application program related to the embodiments of the present application is a game type of application program based on frame synchronization. That is, the game management method provided by the embodiments of the present application can be applied to game type of application programs based on frame synchronization.

[0029] Of course, in addition to game type of application programs, the application program that can provide a virtual scene may also be other types of application programs. For example, it may be a Virtual Reality (VR) type of application program, an Augmented Reality (AR) type of application program, a 3D map program, a military simulation program, a social type of application program, and an interactive entertainment type of application program, etc.

[0030] Server 102 is used to provide background services to the application program that can provide a virtual scene installed on terminal device 101. In one possible implementation form, server 102 undertakes the main computing tasks, and terminal device 101 undertakes the secondary computing tasks. Or, server 102 undertakes the secondary computing tasks, and terminal device 101 undertakes the main computing tasks. Further or, a distributed computing architecture is adopted between both terminal device 101 and server 102 to perform collaborative computing.

[0031] In one possible implementation, the terminal device 101 is a kind of electronic device product that conducts human-computer interaction with users in one or more ways such as a keyboard, touchpad, touch screen, remote control, voice interaction, or handwriting device. For example, it can be a PC (Personal Computer), mobile phone, smartphone, PDA (Personal Digital Assistant), wearable device, PPC (Pocket PC), tablet computer, smart in-vehicle infotainment, smart TV, smart speaker, etc. The server 102 can be a single server, a server cluster composed of multiple server units, or even a cloud computing service center. The terminal device 101 and the server 102 establish a communication connection through a wired network or a wireless network.

[0032] As can be understood by those skilled in the art, the above-mentioned terminal device 101 and server 102 are merely illustrative. Other conventional or potentially emerging terminal devices or servers should be included within the protection scope of this application if they can be applied to this application, and are hereby incorporated by reference.

[0033] Based on the implementation environment shown in FIG. 1 above, the embodiments of this application provide a game management method. Taking the flowchart of the game management method provided by the embodiments of this application shown in FIG. 2 as an example, this method may be executed by the terminal device 101 in FIG. 1. As shown in FIG. 2, the method provided by the embodiments of this application includes the following steps.

[0034] In step 201, when the game interface of the target game is displayed, the operation time of the target game belongs to the first period, and the target game is in the ranked match mode, the first content is displayed on the game interface. The first content is used to indicate the basic number of times (the basic number of times that can be exercised) that can accelerate the acquisition of the first resource in the first period. Accelerating the acquisition of the first resource means that when participating in the target game to acquire the first resource and then participating in the target game in the first period, the first resource can be additionally acquired.

[0035] In an exemplary embodiment of the present application, a target game capable of providing a virtual scene is installed and operating on a terminal device. The target game may be any type of game, and the embodiments of the present application do not limit this. Exemplarily, the target game in the embodiments of the present application is a MOBA game.

[0036] If multiple application programs are displayed on the display interface of the terminal device, the types of individual application programs may or may not be the same, and the embodiments of the present application do not limit this either. When responding to the user's selection of a target game among the multiple displayed application programs, the terminal device receives a selection command for the target game and operates the target game. The target game includes multiple types of game modes. For example, the target game includes modes such as a matching mode and a ranked match mode. When the operating time of the target game belongs to the first period and the target game is in the ranked match mode, the number of games the user has already played in the third period is determined. In response to the number of games already played being less than the target number, the game interface of the target game is displayed, and the first content is displayed on the game interface. In this way, by setting to display the first content on the game interface when the number of games already played is less than the target number, the display resources of the system can be saved.

[0037] Here, the first period is set by the developer of the target game, and the length of the first period is also determined by the developer of the target game. Exemplarily, the length of the first period is 48 hours, and the first period is from 00:00 on Saturday to 24:00 on Sunday every week. The start time of the third period coincides with the start time of the first period, and the end time of the third period is the operating time. The target number is determined based on the basic number of times the user can accelerate the acquisition of the first resource in the first period and the additional number of times (the additional number of times that can be exercised) the user can accelerate the acquisition of the first resource in the first period.

[0038] Exemplarily, when the user operates the target game at 10:00 on Saturday, the operating time is 10:00 on Saturday, and the third period is from 00:00 on Saturday to 10:00 on Saturday.

[0039] In one embodiment, the target number of times is the sum of the basic number of times that a user can accelerate the acquisition of the first resource in the first period and the additional number of times that the user can accelerate the acquisition of the first resource in the first period.

[0040] Exemplarily, if the basic number of times that a user can accelerate the acquisition of the first resource in the first period is 3 times and the additional number of times that the user can accelerate the acquisition of the first resource in the first period is 2 times, then the target number of times is 5 times.

[0041] In a possible implementation form, when determining the target number of times when the user has the remaining number of game times to accelerate the acquisition of the first resource in the previous first period, it is necessary to further consider the remaining number of game times that the user accelerated the acquisition of the first resource in the previous first period. That is, the target number of times is the sum of the basic number of times that a user can accelerate the acquisition of the first resource in the first period, the additional number of times that the user can accelerate the acquisition of the first resource in the first period, and the remaining number of game times that the user accelerated the acquisition of the first resource in the previous first period.

[0042] Exemplarily, if the basic number of times that a user can accelerate the acquisition of the first resource in the first period is 3 times, the additional number of times that the user can accelerate the acquisition of the first resource in the first period is 2 times, and the remaining number of game times that the user accelerated the acquisition of the first resource in the previous first period is 1 time, then the target number of times is 6 times.

[0043] As shown in FIG. 3, it is a display schematic diagram of the game interface provided by the embodiment of the present application. In FIG. 3, "Happy weekend supports you and provides 3 bonus games!" is the first content. Here, 3 is the basic number of times that a user can accelerate the acquisition of the first resource in the first period. That is, the number of times that the user can participate in the target game in the first period and additionally acquire the first resource is 3 times.

[0044] Here, the basic number of times a user can accelerate the acquisition of the first resource in the first period may be a fixed value, that is, regardless of the user's current game level, the basic number of times a user can accelerate the acquisition of the first resource in the first period may all be the same. For example, when the user's current game level is Gold, the basic number of times the user can accelerate the acquisition of the first resource in the first period is 3 times. Even when the user's current game level is Challenger, the basic number of times the user can accelerate the acquisition of the first resource in the first period is also 3 times.

[0045] In one embodiment, the basic number of times a user can accelerate the acquisition of the first resource in the first period may be determined based on the user's performance in the previous game cycle (for example, the previous season journey). That is, obtain the user's cycle points in the previous game cycle, and based on the user's cycle points in the previous game cycle, determine the basic number of times the user can accelerate the acquisition of the first resource in the first period within this game cycle. Exemplarily, the user's cycle points in the previous game cycle are proportional to the basic number of times the user can accelerate the acquisition of the first resource in the first period within this game cycle. That is, the higher the user's cycle points in the previous game cycle, the more times the user can accelerate the acquisition of the first resource in the first period within this game cycle.

[0046] In one embodiment, the basic number of times that a user can accelerate the acquisition of the first resource in the first period may further be determined based on the user's current game level. For example, the basic number of times that a user can accelerate the acquisition of the first resource in the first period may be proportional to the user's current game level. That is, the higher the user's current game level, the more the basic number of times that the user can accelerate the acquisition of the first resource in the first period; conversely, the lower the user's current game level, the fewer the basic number of times that the user can accelerate the acquisition of the first resource in the first period. Of course, the basic number of times that a user can accelerate the acquisition of the first resource in the first period may also be inversely proportional to the user's current game level, and the embodiments of the present application do not limit this.

[0047] As shown in Table 1 below, it is a form of the correspondence between the current game level provided by the embodiments of the present application and the basic number of times that the acquisition of the first resource can be accelerated in the first period.

[0048]

Table 1

[0049] In Table 1 above, when the user's current game level is Gold, the basic number of times that the user can accelerate the acquisition of the first resource in the first period is 1 time. When the user's current game level is Platinum, the basic number of times that the user can accelerate the acquisition of the first resource in the first period is 2 times. When the user's current game level is other, the basic number of times that the user can accelerate the acquisition of the first resource in the first period is shown in Table 1 above.

[0050] Table 1 above is only an example of the correspondence between the current game level provided by the embodiments of the present application and the basic number of times that the acquisition of the first resource can be accelerated in the first period, and the present application does not limit this.

[0051] In one embodiment, third content may be further displayed, and the third content is used to indicate the additional number of times that can accelerate the acquisition of the first resource in the first period. The additional number of times is determined based on the game behavior data in the second period, and the second period is earlier than the first period. Here, the second period is set by the developer of the target game, and the length of the second period is also determined by the developer of the target game. Exemplarily, the second period is from 00:00 on Monday to 24:00 on Friday every week. By displaying the third content in the game interface, the user can easily and quickly understand the additional number of times that can accelerate the acquisition of the first resource in the first period, thereby improving the interaction efficiency.

[0052] It should be noted that the third content and the first content may be displayed on the same page or on two pages, and the embodiments of the present application do not limit this. When the third content and the first content are displayed on the same page, the third content and the first content may be displayed simultaneously, or the first content may be displayed first, and after receiving the user's selection command for the first content, the third content may be displayed. Further, the third content may be displayed first, and after receiving the user's selection command for the third content, the first content may be displayed. The embodiments of the present application do not limit the display order of the first content and the third content. The embodiments of the present application only take the case where the first content and the third content are simultaneously displayed on one page as an example for explanation.

[0053] "Because your performance this week is excellent, a special reward is given! An additional 1 time is added to the existing number of reward times!" shown in the game interface in FIG. 3 is the third content. Here, 1 is the additional number of times that the user can accelerate the acquisition of the first resource in the first period, that is, based on the basic number of times, the number of times that the user can participate in the target game in the first period and additionally acquire the first resource is 1 time.

[0054] In one embodiment, in the game interface shown in FIG. 3, a first control 301, a second control 302, a third control 303, and a fourth control 304 may be further displayed. Here, the first control 301 is used to display the object image of the virtual object included in the target game, the second control 302 is used to display the logo image of the activity (for example, Happy Weekend) held in the target game, the third control 303 is used to display the additional number of times that the user can accelerate the acquisition of the first resource in the first period, and the fourth control 304 is used to display the prompt information. When the additional number of times that the user can accelerate the acquisition of the first resource in the first period is 0, the third control is not displayed. Of course, other controls may be further displayed in the game interface shown in FIG. 3, and the embodiments of the present application are not limited thereto.

[0055] In a possible implementation form, before displaying the third content, it is also necessary to first determine the additional number of times that the user can accelerate the acquisition of the first resource in the first period. The process by which the terminal device determines the additional number of times that the user can accelerate the acquisition of the first resource in the first period includes, but is not limited to, the following two types.

[0056] Determination method 1: The terminal device acquires the game behavior data of the user in the second period. Based on the game behavior data of the user in the second period, the game points of the user in the second period are determined. Based on the game points of the user in the second period, the additional number of times the user can accelerate the acquisition of the first resource in the first period is determined. By determining the game points of the user in the second period according to the game behavior data of the user in the second period and being able to improve the accuracy of the game points, based on the more accurate game points of the user in the second period, determining the additional number of times the user can accelerate the acquisition of the first resource in the first period can further improve the flexibility of game management by improving the accuracy of the additional number of times to accelerate the acquisition of the first resource.

[0057] In a possible implementation form, the method for acquiring the game behavior data of the user in the second period includes, but is not limited to, the following two types. The first type: The terminal device sends an acquisition request to the server, and the acquisition request includes the user identifier of the user and the second period, and the acquisition request is used to acquire the game behavior data of the user in the second period. In the server, the game behavior data of each user in each period is stored. After receiving the acquisition request, the server analyzes the acquisition request to obtain the user identifier of the user and the second period. Based on the user identifier of the user, all the game behavior data of the user is acquired. Further, the game behavior data of the user in the second period is acquired from all the game behavior data of the user. The server sends the game behavior data of the user in the second period to the terminal device, and the terminal device thereby acquires the game behavior data of the user in the second period.

[0058] The second type: In the terminal device, the game behavior data of the user in each period is stored. The terminal device acquires the game behavior data of the user in the second period from its own storage space.

[0059] Here, the game behavior data includes at least one of game victory, game defeat, game level up, and the number of days of game login. Of course, the game behavior data may further include other things, and the embodiments of the present application do not limit this. Exemplarily, if a user logs in to the game every day from Monday to Wednesday among Monday to Friday, the number of days of the user's game login from Monday to Friday is 3 times.

[0060] Based on the user's game behavior data in the second period, the process of determining the user's game points in the second period includes the following. Obtain point parameters corresponding to various game behavior data respectively. Based on the number of action times corresponding to various game behavior data of the user in the second period and the point parameters corresponding to various game behavior data respectively, determine the user's game points in the second period. By comprehensively considering the number of action times corresponding to various game behavior data of the user in the second period and the point parameters corresponding to various game behavior data respectively, the accuracy of the game points can be improved.

[0061] As shown in Table 2 below, it is the form of the correspondence relationship between the game behavior data and the point parameters provided by the embodiments of the present application.

[0062]

Table 2

[0063] As is clear from Table 2 above, when the game action data is a game victory, the corresponding point parameter is +5. When the game action data is a game defeat, the corresponding point parameter is +15. The reason why the point parameter corresponding to a game defeat is higher than the point parameter corresponding to a game victory is to comfort the user who has lost in the game. When the game action data is a game level upgrade, the corresponding point parameter is -30. Since the sense of achievement of the user due to the game level upgrade already far exceeds the sense of growth of the user, here the user is not rewarded with more points, and the possibility that the user may have a stronger sense of frustration later is avoided. When the game action data is the number of game login days, the corresponding point parameter is +10.

[0064] The above Table 2 is only an example of the correspondence between the game action data and the point parameters provided by the embodiments of the present application, and is not limited thereto.

[0065] Based on the number of action times corresponding to various game action data of the user in the second period and the point parameters corresponding to various game action data respectively, the game points S of the user in the second period are determined according to the following formula (1).

[0066] S = A * α + B * β + C * γ + D * θ (1)

[0067] In the above formula (1), A is the number of game victories of the user in the second period, α is the point parameter corresponding to a game victory, B is the number of game defeats of the user in the second period, β is the point parameter corresponding to a game defeat, C is the number of game level upgrades of the user in the second period, γ is the point parameter corresponding to a game level upgrade, D is the number of game login days of the user in the second period, and θ is the point parameter corresponding to a game login.

[0068] Exemplarily, the number of times the user won the game in the second period is 10, the number of times the user lost the game is 3, the number of times the user upgraded the game level is 1, and the number of days the user logged in to the game is 5. Based on the above Table 2 and the above formula (1), the game points of the user in the second period are determined as follows.

[0069] S = 10 * 5 + 3 * 15 + 1 * (-30) + 5 * 10 = 115

[0070] Determination method 2: The terminal device sends a point acquisition request to the server. The point acquisition request includes the user identifier of the user. The point acquisition request is used to acquire the game points of the user in the second period. The terminal device receives the game points of the user in the second period returned by the server.

[0071] Here, after the server receives the point acquisition request, the process of acquiring the game points of the user in the second period based on the point acquisition request includes the following. The server analyzes the point acquisition request to obtain the user identifier of the user. Based on the user identifier of the user, the game behavior data of the user in the second period is acquired. Based on the number of times of each game behavior corresponding to the various game behavior data of the user in the second period and the point parameters corresponding to the various game behavior data respectively, the game points of the user in the second period are determined.

[0072] After the server determines the game points of the user in the second period, the server sends the game points of the user in the second period to the terminal device, whereby the terminal device acquires the game points of the user in the second period.

[0073] It should be noted that any one of the above determination methods may be adopted to determine the game points of the user in the second period. Furthermore, other methods may be adopted to determine the game points of the user in the second period. The embodiments of the present application do not limit this.

[0074] In one possible implementation, after determining the user's game points in the second period, based on the user's game points in the second period, the process of determining the additional number of times the user can accelerate the acquisition of the first resource in the first period includes the following. Determine the target point range where the user's game points in the second period exist. Based on the pre-stored correspondence between the point range and the number of times, the number of times corresponding to the target point range is set as the additional number of times the user can accelerate the acquisition of the first resource in the first period. By determining the additional number of times the user can accelerate the acquisition of the first resource in the first period based on the pre-stored correspondence between the point range and the number of times, the calculation efficiency of the additional number of times to accelerate the acquisition of the first resource can be improved.

[0075] The correspondence between the point range and the number of times is stored in the terminal device. The terminal device determines the target point range where the user's game points in the second period exist based on the user's game points in the second period, and further sets the number of times corresponding to the target point range as the additional number of times the user can accelerate the acquisition of the first resource in the first period. Based on the user's game behavior data in the second period, in order to determine the additional number of times the user can accelerate the acquisition of the first resource in the first period, the determination of the additional number of times the user can accelerate the acquisition of the first resource in the first period is relatively flexible and more fair. By actively rewarding the user's game behavior data in the second period, the user can additionally acquire the first resource more times in the first period, thus forming a positive feedback loop. And the user's game behavior data in the second period is converted into the additional number of times the user can accelerate the acquisition of the first resource in the first period. Since the user can acquire a larger quantity of the first resource with more additional times, the user will choose to generate more game behavior data in the second period, which can promote the user's enthusiasm for playing the game.

[0076] Exemplarily, as shown in Table 3 below, it is a form of the correspondence relationship between the point interval and the number of times provided by the embodiments of the present application.

[0077]

Table 3

[0078] As is clear from Table 3 above, when the point interval is (0, 100), the corresponding number of times is 0 times, and when the point interval is [100, 200), the corresponding number of times is 1 time. The number of times corresponding when the point interval is other is shown in Table 3 above.

[0079] It should be noted that Table 3 above is only an example of the correspondence relationship between the point interval and the number of times provided by the embodiments of the present application, and is not limited thereto.

[0080] Exemplarily, the user's game point in the second period is 115, and based on Table 3 above, it is determined that the target point interval is [100, 200). Therefore, the number of additional times corresponding to the target point interval [100, 200) is set as the number of additional times that the user can accelerate the acquisition of the first resource in the first period. That is, the number of additional times that the user can accelerate the acquisition of the first resource in the first period is 1 time.

[0081] After determining the user's game points in the second period, it is further necessary to determine the third content based on the user's game points in the second period. This process includes the following. Obtain a plurality of candidate contents, and one candidate content corresponds to one point interval. Based on the user's game points in the second period, determine the content to be selected from among the plurality of candidate contents. The user's game points in the second period are located in the point interval corresponding to the content to be selected. Determine the third content from among the content to be selected. Determining the content to be selected from among the plurality of candidate contents according to the user's game points in the second period can improve the accuracy of the content to be selected, thereby further enhancing the flexibility of game management.

[0082] In one embodiment, the methods for determining the third content from among the content to be selected include, but are not limited to, the following five types.

[0083] Method 1: Randomly determine one content to be selected from among the content to be selected as the third content.

[0084] Method 2: One content to be selected corresponds to a win-loss times relationship, and the win-loss times relationship is the magnitude relationship between the number of wins and the number of losses. Determine the user's win-loss times relationship in the second period. Determine the target content to be selected from among the content to be selected, and use the target content to be selected as the third content. The win-loss times relationship corresponding to the target content to be selected is consistent with the user's win-loss times relationship in the second period. By judging whether the win-loss times relationship corresponding to the content to be selected is consistent with the user's win-loss times relationship in the second period, the third content can be quickly and accurately determined from among the content to be selected, and the display efficiency of the third content can be improved.

[0085] In the terminal device, the correspondence relationship among the point interval, the win-loss count relationship, and the candidate content is stored. The target point interval in which the user's game points in the second period exist is determined, and the candidate content corresponding to the target point interval is set as the content to be selected. Further, the win-loss count relationship of the user in the second period is determined. Among the content to be selected, the content to be selected whose win-loss count relationship matches the win-loss count relationship of the user in the second period is set as the third content.

[0086] As shown in Table 4 below, it is the form of the correspondence relationship among the point interval, the win-loss count relationship, and the candidate content provided by the embodiment of the present application.

[0087]

Table 4

[0088] As is clear from Table 4 above, when the point interval is [100, 200) and the number of wins is greater than the number of losses, the corresponding candidate content is "Since your performance this week is excellent, a special reward will be given! One additional reward will be added to the existing number of rewards!". When the point interval is other and the relationship between the number of wins and the number of losses is other, the corresponding candidate content is shown in Table 4 above in detail.

[0089] Exemplarily, the user's game points in the second period are 115 points, that is, the user's game points in the second period are located in the point interval [100, 200). Therefore, three candidate contents corresponding to the point interval [100, 200) are determined as the contents to be selected from among the plurality of candidate contents. Since the number of the user's game victories in the second period is 10 and the number of game defeats is 3, it is determined that the number of the user's game victories in the second period is greater than the number of game defeats. In this case, among the three contents to be selected, the content to be selected corresponding to the case where the number of game victories is greater than the number of game defeats is set as the third content. The third content is, that is, "Because your performance this week is excellent, a special reward is given! One time is additionally added to the existing number of reward times!"

[0090] Method 3: One content to be selected corresponds to one number of game level promotions. Determine the number of the user's game level promotions in the second period. Among the contents to be selected, the content to be selected whose number of game level promotions matches the number of the user's game level promotions in the second period is set as the third content.

[0091] In the terminal device, the correspondence relationship between the point interval, the number of game level promotions, and the candidate content is stored. Determine the target point interval where the user's game points in the second period exist, and set the candidate content corresponding to the target point interval as the content to be selected. Further, determine the number of the user's game level promotions in the second period. Among the contents to be selected, the content to be selected whose number of game level promotions matches the number of the user's game level promotions in the second period is set as the third content.

[0092] Exemplarily, it is determined that the target point interval where the user's game points exist in the second period is [100, 200), and candidate content 1, candidate content 2, and candidate content 3 corresponding to the target point interval [100, 200) are set as the content to be selected. It is determined that the number of times the user's game level has been upgraded in the second period is 2 times. The number of times the game level has been upgraded corresponding to candidate content 1 is 1 time, the number of times the game level has been upgraded corresponding to candidate content 2 is 2 times, and the number of times the game level has been upgraded corresponding to candidate content 3 is 3 times. Since the number of times the game level has been upgraded corresponding to candidate content 2 matches the number of times the user's game level has been upgraded in the second period, candidate content 2 is set as the third content.

[0093] Method 4: One piece of content to be selected corresponds to one game login days. Determine the user's game login days in the second period. Among the content to be selected, the content to be selected whose game login days match the user's game login days in the second period is set as the third content.

[0094] In the terminal device, the correspondence relationship between the point interval, the game login days, and the candidate content is stored. Determine the target point interval where the user's game points exist in the second period, and set the candidate content corresponding to the target point interval as the content to be selected. Further, determine the user's game login days in the second period. Among the content to be selected, the content to be selected whose game login days match the user's game login days in the second period is set as the third content.

[0095] Exemplarily, it is determined that the target point interval where the user's game points exist in the second period is [100, 200), and candidate content 1, candidate content 2, and candidate content 3 corresponding to the target point interval [100, 200) are set as the content to be selected. It is determined that the number of days the user logged in to the game in the second period is 3 days. The number of days the user logged in to the game corresponding to candidate content 1 is 1 day, the number of days the user logged in to the game corresponding to candidate content 2 is 2 days, and the number of days the user logged in to the game corresponding to candidate content 3 is 3 days. Since the number of days the user logged in to the game corresponding to candidate content 3 matches the number of days the user logged in to the game in the second period, candidate content 3 is set as the third content.

[0096] Method 5: The terminal device receives the third content sent from the server.

[0097] The terminal device sends a content acquisition request to the server. The content acquisition request includes the user identifier of the user. The content acquisition request is used to acquire the third content. After receiving the content acquisition request, the server analyzes the content acquisition request to obtain the user identifier of the user, and further acquires the third content based on the user identifier of the user. The process by which the server acquires the third content is similar to the process by which the terminal device acquires the third content in the above Methods 1 to 4, and will not be described in detail here again. The server sends the acquired third content to the terminal device, and the terminal device thereby acquires the third content.

[0098] In one possible implementation, if the operation time of the target game is not within the first period, or the operation time of the target game is within the first period, the target game is not in the ranked match mode, or the operation time of the target game is within the first period, the target game is in the ranked match mode, and in response to the number of game times for accelerating the acquisition of the first resource that the user has already exercised in the third period being equal to or more than the target number, neither the first content nor the third content is displayed on the game interface. As shown in FIG. 4, it is a display schematic diagram of another game interface provided by the embodiment of the present application. In the game interface shown in FIG. 4, not only is the first content not displayed, but also the third content is not displayed. In the game interface shown in FIG. 4, the object image of the virtual object included in the target game is displayed.

[0099] In step 202, in response to receiving a selection command for the first content, the second content is displayed. The second content includes the first additional quantity of the first resource that can be additionally acquired by exercising the basic number once in the first period. The first additional quantity is determined based on the user's current game level, and the first additional quantity is used to change the user's game level.

[0100] In one possible implementation, in response to receiving a selection command for the first content, the first page is displayed, and at least one of time information and count information is displayed on the first page. Here, the time information is used to indicate the time when it is possible to exercise the remaining number of times to accelerate the acquisition of the first resource, and the time information is determined based on the current time and the end time of the first period. The count information includes the target number of times that the acquisition of the first resource can be accelerated during the first period, and the remaining number of times that the acquisition of the first resource can be accelerated at the time when the number of times can be exercised. The remaining number of times is the difference value between the target number of times that the acquisition of the first resource can be accelerated during the first period and the number of game times that have already been exercised during the first period to accelerate the acquisition of the first resource. In response to receiving a selection command for the first page, the second content is displayed. By displaying at least one of the time information and the count information on the first page, the richness of information display can be enhanced. By triggering the display of the second content on the first page, the flexibility of display and the richness of interaction can be further enhanced.

[0101] As shown in FIG. 5, it is a display schematic diagram of the first page provided by the embodiment of the present application. The 3 / 4 displayed in FIG. 5 is used to represent that the target number of times that the acquisition of the first resource can be accelerated during the first period is 4 times, and the remaining number of times that the acquisition of the first resource can be accelerated at the time when the number of times can be exercised is 3 times. 09:59:06 is used to represent that the time when it is possible to exercise the remaining number of times to accelerate the acquisition of the first resource is 9 hours 59 minutes and 6 seconds.

[0102] On the first page, the user's game level may be further displayed. For example, it is "Level 3" as shown in Figure 5. The user's game level is determined based on the quantity of the first resources that the user has already obtained. By displaying the user's game level on the first page, the user can easily and quickly understand their current game level, thereby enhancing the interaction efficiency.

[0103] In one possible implementation, the second content includes a first additional quantity of the first resources that can be additionally obtained by exercising the basic number of times once during the first period. The first additional quantity is determined based on the user's current game level, and the first additional quantity is used to change the user's game level. Exemplarily, the first resource is a journey value. When the user exercises the basic number of times once during the first period, the user can additionally obtain the first resources of the first additional quantity, which can promote the user to acquire good game habits and enable the user to participate in the game on time during the first period. Furthermore, the user can obtain a larger quantity of the first resources, and can further accelerate the upgrade of the user's game level, thereby making the game management more efficient.

[0104] The following Table 5 is a form of the correspondence relationship between the game level and the first additional quantity provided by the embodiments of the present application.

[0105]

Table 5

[0106] As is clear from Table 5 above, when the game level is gold, the corresponding first additional quantity is 6, that is, when the user's game level is gold, the additional number of the first resources that the user can obtain by exercising the basic number of times once during the first period is 6. When the game level is other, the corresponding first additional quantity is shown in Table 5 above.

[0107] As a point that needs to be explained, Table 5 above is merely an example of the correspondence between the game levels provided by the embodiments of the present application and the first additional quantity, and is not used for limitation in this regard.

[0108] The determined first additional quantity is associated with the user's game level. That is, based on the user's game level, in order to customize the first additional quantity for the user, the first additional quantity of the first resource that users of all game levels can participate in the game and obtain, and the labor and time that each user needs to spend are matched, and the determined first additional quantity is more fair.

[0109] In one embodiment, the second content further includes a second additional quantity of the second resource that can be additionally obtained by exercising the basic number of times once during the first period. The second resource is used to obtain virtual resources. Exemplarily, the second resource is a rank coin. Here, the second additional quantity may be a fixed value, that is, the second additional quantity has nothing to do with the user's current game level. The second additional quantity may further be determined based on the user's current game level. When the second additional quantity is a fixed value, the second additional quantity is determined by the developer of the target game. The developer of the target game may further adjust the second additional quantity, and the embodiments of the present application do not limit this. When the second additional quantity is determined based on the user's current game level, in the terminal device, the correspondence between the game level and the second additional quantity is stored. The terminal device obtains the user's current game level. Based on the user's current game level and the correspondence between the game level and the second additional quantity, the second additional quantity of the second resource that the user can additionally obtain by exercising the basic number of times once during the first period is determined. By displaying the second additional quantity of the second resource that can be additionally obtained by exercising the basic number of times once during the first period, the user can be better encouraged to participate in the target game, so that the flexibility of game management can be further enhanced.

[0110] Exemplarily, if the user's current game level is gold and the second additional quantity corresponding to gold is 20, the additional number of the second resource that the user can additionally obtain by exercising the basic number once in the first period is 20.

[0111] In one embodiment, the fourth content may be further displayed, and the fourth content includes the first basic quantity of the first resource that can be obtained by participating in the target game. Here, the first basic quantity may be a fixed value, and the first basic quantity may further be determined based on the user's current game level. When responding to the first basic quantity being a fixed value, the first basic quantity is determined by the developer of the target game. The developer of the target game may further adjust the first basic quantity, and the embodiments of the present application do not limit this. When responding to the first basic quantity being determined based on the user's current game level, the determination process of the first basic quantity is similar to the determination process of the second additional quantity described above. By displaying the first basic quantity of the first resource that can be obtained by participating in the target game, the user can be effectively encouraged to participate in the target game, so that the game management efficiency can be further improved.

[0112] Exemplarily, if the user's current game level is gold and the first basic quantity corresponding to gold is 6, the first basic quantity of the first resource that the user can obtain by participating in the target game is 6.

[0113] In one embodiment, the fourth content may further include a second basic quantity of the second resource that can be obtained by participating in the target game. Here, the second basic quantity may be a fixed value, and the second basic quantity may further be determined based on the user's current game level. When responding to the second basic quantity being a fixed value, the second basic quantity is determined by the developer of the target game. The developer of the target game may further adjust the second basic quantity, and the embodiments of the present application do not limit this. When responding to the second basic quantity being determined based on the user's current game level, the determination process of the second basic quantity is similar to the determination process of the second additional quantity described above. By displaying the second basic quantity of the second resource that can be obtained by participating in the target game, the user can be effectively encouraged to participate in the target game, so that the game management efficiency can be further improved.

[0114] Exemplarily, if the user's current game level is gold and the second basic quantity corresponding to gold is 10, the second basic quantity of the second resource that the user can obtain by participating in the target game is 10.

[0115] It should be noted that the second content and the fourth content may be displayed on one page or on two pages, and the embodiments of the present application do not limit this. When the second content and the fourth content are displayed on one page, the second content and the fourth content may be displayed simultaneously, or the second content may be displayed first, and after receiving a selection command for the second content, the fourth content may be displayed. Further, the fourth content may be displayed first, and after receiving a selection command for the fourth content, the second content may be displayed. The embodiments of the present application do not limit the display order of the second content and the fourth content either. The embodiments of the present application are only exemplarily described by taking the case where the second content and the fourth content are simultaneously displayed on one page as an example.

[0116] As shown in FIG. 6, it is a display schematic diagram of the second content provided by the embodiment of the present application. In FIG. 6, the content displayed in control 601 is the second content, and the content displayed in control 602 is the fourth content. As is clear from the content displayed in control 601 and control 602 shown in FIG. 6, the first additional quantity of the first resource (journey value) that the user can additionally obtain by exercising the basic number of times once in the first period is 10, and the first basic quantity of the first resource (journey value) that the user can obtain by participating in the target game is 6. The second additional quantity of the second resource (rank coin) that the user can additionally obtain by exercising the basic number of times once in the first period is 20, and the second basic quantity of the second resource (rank coin) that the user can obtain by participating in the target game is 10. That is, when the user participates in the target game by exercising the basic number of times once in the first period, the quantity of the first resource (journey value) that can be obtained is 16, and the quantity of the second resource (rank coin) is 30.

[0117] In FIG. 6, control 603, control 604, control 605, control 606, control 607, control 608, control 609, and control 610 are further displayed. Here, control 603 is used to obtain virtual resources. In response to a selection command by the user to control 603, at least one acquirable virtual resource is displayed, whereby the user exercises the second resource already acquired to obtain a virtual resource. Control 604 is used to indicate the quantity of the second resource already acquired by the user. Control 605 is the date. Control 606 is the user's message list. Control 607 is the user's friend list. Control 608 is used to indicate the target number of times (4) that the user can accelerate the acquisition of the first resource in the first period, the remaining number of times (3) that the user can accelerate the acquisition of the first resource within the time information, and the time (09:59:06) when the remaining number of times can be exercised. Control 609 is a detailed description of the additional reward, and control 610 is a detailed description of the basic reward.

[0118] It should be noted that the user may additionally acquire the first resource by exercising the additional number of times once in the first period. The quantity of the first resource that the user can additionally acquire by exercising the additional number of times once in the first period may or may not be the same as the first additional quantity of the first resource that the user can additionally acquire by exercising the basic number of times once in the first period. The embodiments of the present application do not limit this. The user may additionally acquire the second resource by exercising the additional number of times once in the first period. The quantity of the second resource that the user can additionally acquire by exercising the additional number of times once in the first period may or may not be the same as the second additional quantity of the second resource that the user can additionally acquire by exercising the basic number of times once in the first period. The embodiments of the present application do not limit this.

[0119] In one possible implementation, in response to the user participating in the target game by exercising the basic number of times once during the first period or the user participating in the target game by exercising the additional number of times once during the first period, when the user enters the game, the first additional quantity and the first basic quantity of the first resource, and the second additional quantity and the second basic quantity of the second resource may be added for the user. When the user ends the game, the first additional quantity and the first basic quantity of the first resource, and the second additional quantity and the second basic quantity of the second resource may be added for the user. The embodiments of the present application do not limit the time points for adding the first resource and the second resource.

[0120] When determining the first additional quantity of the first resource, by considering the user's current game level, the matching degree between the determined first additional quantity and the user is relatively high, the determination of the resource quantity is relatively flexible, and the game management process becomes relatively flexible. And by determining the first additional quantity based on the user's current game level, the determined first additional quantity is also more fair. In addition, since the determined first additional quantity can further change the user's game level, the determined first additional quantity is associated with the user's game level, and the flexibility of game management can be further improved.

[0121] As shown in FIG. 7, it is a structural schematic diagram of the game management device provided by the embodiment of the present application. As shown in FIG. 7, the device includes a display module 701.

[0122] The display module 701 is used to display the game interface of the target game. When the operation time of the target game belongs to the first period and the target game is in the ranked match mode, the first content is displayed on the game interface. The first content is used to indicate the basic number of times that can accelerate the acquisition of the first resource in the first period. Accelerating the acquisition of the first resource means that when participating in the target game to obtain the first resource and then participating in the target game in the first period, the first resource can be additionally obtained. The display module 701 is further used to display the second content in response to receiving a selection command for the first content. The second content includes the first additional quantity of the first resource that can be additionally obtained by exercising the basic number of times once in the first period. The first additional quantity is determined based on the user's current game level, and the first additional quantity is used to change the user's game level.

[0123] In a possible implementation form, the display module 701 is further used to display the third content. The third content is used to indicate the additional number of times that can accelerate the acquisition of the first resource in the first period. The additional number of times is determined based on the game behavior data in the second period, and the second period is earlier than the first period.

[0124] In a possible implementation form, the device further includes an acquisition module used to acquire the user's game behavior data in the second period, and a determination module used to determine the user's game points in the second period based on the user's game behavior data in the second period, and to determine the additional number of times that the user can accelerate the acquisition of the first resource in the first period based on the user's game points in the second period.

[0125] In one possible implementation, the determination module is used to obtain point parameters corresponding to various game action data respectively, and determine the game points of the user in the second period based on the number of action times corresponding to the various game action data of the user in the second period and the point parameters corresponding to the various game action data respectively.

[0126] In one possible implementation, the determination module is used to determine a target point interval where the game points of the user in the second period exist, and set the number of times corresponding to the target point interval as the additional number of times that the user can accelerate the acquisition of the first resource in the first period.

[0127] In one possible implementation, the acquisition module is further used to acquire a plurality of candidate contents, and one candidate content corresponds to one point interval. The determination module is further used to determine the content to be selected from among the plurality of candidate contents based on the game points of the user in the second period, where the game points of the user in the second period are located in the point interval corresponding to the content to be selected, and to determine the third content from among the content to be selected.

[0128] In one possible implementation, one content to be selected corresponds to a win-loss number relationship. The determination module is used to determine the win-loss number relationship of the user in the second period, and set the content to be selected whose win-loss number relationship matches the win-loss number relationship of the user in the second period as the third content.

[0129] In one possible implementation, the acquisition module is used to acquire the number of game times that the user has already exercised in the third period. The start time of the third period is the same as the start time of the first period, and the end time of the third period is the operation time. The display module 701 is used to display the game interface of the target game in response to the number of games already played being less than the target number of times. The target number of times is determined based on the basic number of times that can accelerate the acquisition of the first resource in the first period and the additional number of times that can accelerate the acquisition of the first resource in the first period.

[0130] In one possible implementation, the display module 701 is used to display the first page in response to receiving a selection command for the first content, where at least one of time information and number-of-times information is displayed on the first page. The time information is used to indicate the time during which the remaining number of times to accelerate the acquisition of the first resource can be exercised, and the time information is determined based on the current time and the end time of the first period. The number-of-times information includes the target number of times that can accelerate the acquisition of the first resource in the first period and the remaining number of times that can accelerate the acquisition of the first resource during the time when the number of times can be exercised. It is also used to display the second content in response to receiving a selection command for the first page.

[0131] In one possible implementation, the user's game level is further displayed on the first page, and the game level is determined based on the quantity of the first resource that the user has already acquired.

[0132] In one possible implementation, the display module 701 is further used to display the fourth content, and the fourth content includes the first basic quantity of the first resource that can be obtained by participating in the target game.

[0133] In one possible implementation, the fourth content further includes the second basic quantity of the second resource that can be obtained by participating in the target game, and the second resource is used to obtain virtual resources.

[0134] In one possible implementation, the second content further includes a second additional quantity of a second resource that can be additionally obtained by exercising the basic number once during the first period.

[0135] When determining the first additional quantity of the first resource, by considering the user's current game level, the degree of matching between the determined first additional quantity and the user is relatively high, the determination of the resource quantity is relatively flexible, and furthermore, the game management process becomes relatively flexible. And by determining the first additional quantity based on the user's current game level, the determined first additional quantity is also more fair. In addition, since the determined first additional quantity can further change the user's game level, the determined first additional quantity is associated with the user's game level, and the flexibility of game management can be further improved.

[0136] It should be understood that when the above-provided device realizes its functions, the division by the above functional modules is only described as an example, but in actual applications, the above functions can be assigned to different functional modules according to needs to be completed. That is, by dividing the internal structure of the device into different functional modules, all or part of the functions described above can be completed. In addition, the device provided in the above embodiment belongs to the same inventive concept as the method embodiment, and its specific implementation process can be referred to the method embodiment in detail, so it will not be described in detail here again.

[0137] FIG. 8 shows a structural block diagram of a terminal device 800 provided by an exemplary embodiment of the present application.

[0138] Generally, the terminal device 800 includes a processor 801 and a memory 802.

[0139] Processor 801 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 801 can be implemented by adopting at least one type of hardware form among DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 801 may include a main processor and a coprocessor. The main processor is a processor used to process data in the wake state and is also called a CPU (Central Processing Unit). The coprocessor is a low-power processor used to process data in the standby state. In some embodiments, a GPU (Graphics Processing Unit) may be integrated into Processor 801, and the GPU is used to be responsible for rendering and drawing the content that needs to be displayed on the display screen. In some embodiments, Processor 801 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process the computational operations related to machine learning.

[0140] Memory 802 may include one or more computer-readable storage media, and the computer-readable storage media may be non-transitory. Memory 802 may further include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage media in Memory 802 is used to store at least one instruction, and the at least one instruction is used to realize the game management method provided by the embodiment of the method in the present application when being executed by Processor 801.

[0141] In some embodiments, the terminal device 800 further includes a selectable peripheral device interface 803 and at least one peripheral device. The processor 801, the memory 802, and the peripheral device interface 803 may be connected by a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 803 by a bus, signal lines, or a circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 804, a display screen 805, a camera component 806, an audio circuit 807, a positioning component 808, and a power supply 809.

[0142] As can be understood by those skilled in the art, the structure shown in FIG. 8 does not constitute a limitation to the terminal device 800, and may include more or fewer components than those shown, or combine certain components, or adopt different component arrangements.

[0143] FIG. 9 is a schematic structural diagram of a server provided by an embodiment of the present application. Since the server 900 may have different configurations or performances, relatively large differences may occur. The server 900 may include one or more central processing units (CPUs) 901 and one or more memories 902. Here, at least one computer-readable instruction is stored in the one or more memories 902. By being loaded and executed by the one or more processors 901, the game management method provided by each of the above method embodiments is realized. Of course, the server 900 may further include components such as a wired or wireless network interface, a keyboard, and an input / output interface, so as to perform input / output. The server 900 may further include other components used to realize the functions of the device, which will not be described in detail here.

[0144] In an exemplary embodiment, a computer-readable storage medium is further provided, and in the storage medium, at least one computer-readable instruction is stored, and the at least one computer-readable instruction is loaded and executed by a processor to enable a computer to implement any one of the above game management methods.

[0145] In one embodiment, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, or the like.

[0146] In an exemplary embodiment, a computer program, or a computer program product, is further provided, and in the computer program, or the computer program product, at least one computer-readable instruction is stored, and the at least one computer-readable instruction is loaded and executed by a processor to enable a computer to implement any one of the above game management methods.

[0147] It should be understood that as used herein, "a plurality" refers to two or more. "And / or" describes the relationship between related objects and indicates that three types of relationships can exist. For example, A and / or B can represent three cases: A exists alone, A and B exist simultaneously, and B exists alone. The character " / " generally indicates that the related objects before and after are in an "or" relationship.

[0148] The numbers of the embodiments of the present application are for description purposes only and do not represent the superiority or inferiority of the embodiments.

[0149] The above is only an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the principles of the present application should all be included within the protection scope of the present application.

Description of Reference Numerals

[0150] 101 Terminal device 102 Server 301 First control 302 Second control 303 Third control 304 Fourth control 701 Display module 800 Terminal device 801 Processor 802 Memory 803 Peripheral device interface 804 Radio frequency circuit 805 Display screen 806 Camera component 807 Audio circuit 808 Positioning component 809 Power supply 900 Server 901 Processor 902 Memory

Claims

1. A game management method executed by a terminal device, the method comprising: displaying a game interface of a target game, wherein when the operation time of the target game belongs to a first period and the target game is in a ranked match mode, first content is displayed on the game interface, and the first content is used to indicate a basic number of times that can accelerate the acquisition of a first resource in the first period, and accelerating the acquisition of the first resource means that when participating in the target game to acquire the first resource and then participating in the target game in the first period, the first resource can be additionally acquired; a step; responding to receiving a selection command for the first content, displaying second content, wherein the second content includes a first additional quantity of the first resource that can be additionally acquired by exercising the basic number of times once in the first period, the first additional quantity is determined based on the user's current game level, and the first additional quantity is used to change the user's game level; a step; a game management method characterized by comprising.

2. The method further comprises: displaying third content, wherein the third content is used to indicate an additional number of times that can accelerate the acquisition of a first resource in the first period, the additional number of times is determined based on game behavior data in a second period, and the start date and time of the second period is earlier than the start date and time of the first period; a step; the method according to claim 1.

3. The method further comprises: acquiring the user's game behavior data in the second period; determining the user's game points in the second period based on the user's game behavior data in the second period; determining an additional number of times that the user can accelerate the acquisition of a first resource in the first period based on the user's game points in the second period; a method according to claim 2.

4. The step of determining the user's game points in the second period based on the user's game behavior data in the second period comprises: The step of obtaining point parameters corresponding to various game behavior data respectively; Based on the number of times of behavior corresponding to various game behavior data of the user in the second period respectively, and the point parameters corresponding to various game behavior data respectively, the step of determining the game points of the user in the second period, The method according to claim 3, characterized by including:

5. Based on the game points of the user in the second period, the step of determining the additional number of times that the user can accelerate the acquisition of the first resource in the first period is: The step of determining the target point interval where the game points of the user in the second period exist; Based on the pre-stored correspondence between the point interval and the number of times, the step of setting the number of times corresponding to the target point interval as the additional number of times that the user can accelerate the acquisition of the first resource in the first period, The method according to claim 3, characterized by including:

6. The method includes: The step of obtaining a plurality of candidate contents, wherein one candidate content corresponds to one point interval; Based on the game points of the user in the second period, the step of determining the content to be selected from among the plurality of candidate contents, wherein the game points of the user in the second period are located in the point interval corresponding to the content to be selected; The method according to claim 2, further including the step of determining the third content from among the content to be selected.

7. One content to be selected corresponds to one win-loss relationship, and the win-loss relationship is the magnitude relationship between the number of wins and the number of losses; The step of determining the third content from among the content to be selected is: The step of determining the win-loss relationship of the user in the second period; A step of determining target selection target content from among the content of the selection target, and setting the target selection target content as the third content, wherein a win / loss count relationship corresponding to the target selection target content matches a win / loss count relationship of the user in the second period, the method according to claim 6, characterized by including the step.

8. The step of displaying a game interface of a target game includes a step of obtaining the number of games already played by the user in a third period, wherein a start time of the third period matches a start time of the first period, and an end time of the third period is the operation time, and a step of displaying the game interface of the target game in response to the number of games already played being less than a target number, wherein the target number is determined based on the basic number capable of accelerating acquisition of a first resource in the first period and an additional number capable of accelerating acquisition of the first resource in the first period, the method according to claim 1, characterized by including the step.

9. The step of displaying second content in response to receiving a selection command for the first content includes a step of displaying a first page in response to receiving a selection command for the first content, wherein at least one of time information and count information is displayed on the first page, the time information is used to indicate a time during which the remaining number of times of accelerating acquisition of a first resource can be exercised, the time information is determined based on the current time and an end time of the first period, and the count information includes a target number of times capable of accelerating acquisition of the first resource in the first period and the remaining number of times capable of accelerating acquisition of the first resource during the time during which the exercise is possible, and a step of displaying the second content in response to receiving a selection command for the first page, the method according to claim 1, characterized by including the step.

10. The method according to claim 9, characterized in that the game level of the user is further displayed on the first page, and the game level is determined based on the quantity of the first resource already acquired by the user.

11. The method further includes a step of displaying fourth content, where the fourth content includes a first basic quantity of the first resource that can be obtained by participating in the target game, the method according to claim 1, characterized in that.

12. The fourth content further includes a second basic quantity of a second resource that can be obtained by participating in the target game, and the second resource is used to obtain virtual resources, the method according to claim 11, characterized in that.

13. The second content further includes a second additional quantity of the second resource that can be additionally obtained by exercising the basic number of times once in the first period, the method according to claim 1, characterized in that.

14. A game management device, the device includes a display module used to display a game interface of a target game. When the operation time of the target game belongs to a first period and the target game is in a ranked match mode, first content is displayed on the game interface. The first content is used to indicate a basic number of times that can accelerate the acquisition of a first resource in the first period. Accelerating the acquisition of the first resource means that when participating in the target game to obtain the first resource and then participating in the target game in the first period, the first resource can be additionally obtained, including a display module. The display module is further used to display second content in response to receiving a selection command for the first content. The second content includes a first additional quantity of the first resource that can be additionally obtained by exercising the basic number of times once in the first period. The first additional quantity is determined based on the user's current game level, and the first additional quantity is used to change the user's game level, a game management device characterized in that.

15. An electronic device, comprising one or more processors and a memory, wherein at least one computer-readable instruction is stored in the memory, and the at least one computer-readable instruction is loaded and executed by the one or more processors to implement the game management method according to any one of claims 1 to 13 in the electronic device. An electronic device characterized by this.

16. A computer program, characterized in that the computer program causes a computer to implement the game management method according to any one of claims 1 to 13.

Citation Information

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