User matching method, user matching device, electronic device, and computer program

The user matching method in virtual games automatically selects and invites suitable teammates based on predefined criteria, addressing inefficiencies in manual team formation by improving timeliness and accuracy, thereby enhancing the user experience.

JP7768605B2Active Publication Date: 2025-11-12TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2024514491
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2021-12-28
Filing Date
2022-11-30
Publication Date
2025-11-12
Estimated Expiration
2042-11-30

AI Technical Summary

Technical Problem

Existing team formation methods in virtual games require players to manually browse through friend lists to select and invite users, which is inefficient and reduces the intelligence and ease of use of the virtual game system.

Method used

A user matching method that automatically selects target accounts based on predetermined matching conditions, such as login status, game progress status, and matching degree, and displays invitation interfaces to invite these accounts to join a player team, reducing the need for manual selection.

Benefits of technology

This method improves the intelligence and ease of use by automating the team formation process, ensuring timely and accurate selection of suitable teammates based on predefined criteria, enhancing the user experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A user matching method, device, electronic device, and storage medium are disclosed. The method includes the steps of: displaying a team formation interface for a player team of a virtual game (S21), where the player team includes at least two accounts that jointly participate in the virtual game; acquiring at least one target account among at least one second account, the account information of which satisfies a predetermined matching condition (S22), where the account information includes at least one of a login status, a game progress status, and a matching degree with the first account (S22); displaying at least one invitation interface in response to the determination of the at least one target account (S23), where the invitation interface recommends the first account to invite the target account to the player team (S23), where each invitation interface corresponds to one of the at least one target account (S23); and, in response to the invitation interface being triggered, sending invitation information for inviting the target account to the player team to the target account corresponding to the invitation interface, thereby allowing the target account and the first account to jointly participate in the virtual game (S24).
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Description

[Technical Field]

[0001] This application claims priority from a Chinese patent application filed with the China Patent Office on December 2, 2021, bearing application number 202111467722.4 and entitled "Team formation matching method, storage medium, and electronic device," and a Chinese patent application filed with the China Patent Office on December 28, 2021, bearing application number 202111631120.8 and entitled "Team formation matching method, storage medium, and electronic device," the entire contents of which are incorporated herein by reference.

[0002] The present application relates to the field of computers, and more particularly to a user matching method, device, electronic device, and storage medium. [Background technology]

[0003] In recent years, team-based virtual games have been developing more and more rapidly because the teamwork model can better motivate players to participate. In teamwork, multiple accounts are often required to form a team. Currently, when forming a team, a player user typically browses users with whom he or she has a relationship (e.g., a friend list in a game platform), selects one or more users from the list, and sends them a team-forming invitation. Summary of the Invention [Problem to be solved by the invention]

[0004] The embodiments of the present application provide a user matching method, device, storage medium, and electronic device to solve at least one technical problem that exists when users form teams in the prior art. [Means for solving the problem]

[0005] According to an aspect of an embodiment of the present application, there is provided a user matching method, the method including: displaying a team formation interface for a player team of a virtual game, the player team being one of at least two player teams competing against each other; determining, in response to a first account joining the player team, at least one target account from among at least one second account, the at least one target account whose account information meets a predetermined matching condition, the account information including at least one of a login status, a game progress status, and a matching degree with the first account; displaying, in response to the determination of the at least one target account, at least one invitation interface corresponding to the at least one target account; and, in response to the invitation interface being triggered, sending invitation information to the target account corresponding to the invitation interface to invite the target account to join the player team, thereby allowing the target account and the first account to jointly participate in the virtual game.

[0006] According to another aspect of an embodiment of the present application, there is further provided a user matching device, including: a first display unit that displays a team formation interface for a player team of a virtual game, the player team being one of at least two player teams competing against each other; a first determination unit that determines, in response to a first account joining the player team, at least one target account from at least one second account, the account information of which satisfies a predetermined matching condition, the account information including at least one of a login status, a game progress status, and a matching degree with the first account; a second display unit that displays, in response to the determination of the at least one target account, at least one invitation interface corresponding to the at least one target account; and an invitation unit that, in response to the invitation interface being triggered, sends invitation information to the target account corresponding to the invitation interface to invite the target account to join the player team, thereby allowing the target account and the first account to jointly participate in the virtual game.

[0007] According to another aspect of an embodiment of the present application, there is provided a computer program product or computer program including computer instructions stored in a computer-readable storage medium, the computer instructions being read by a processor of a computing device from the computer-readable storage medium, and the processor executing the computer instructions causing the computing device to perform the user matching method as described above.

[0008] According to another aspect of the present invention, there is further provided an electronic device including a memory, a processor, and a computer program stored in the memory and executable by the processor, the computer program causing the processor to execute the above-described user matching method. [Effects of the Invention]

[0009] In an embodiment of the present application, when a user joins a player team, the electronic device selects target accounts suitable for teaming with the user based on predetermined matching conditions and provides them to the user through an invitation interface, and the user operates the invitation interface to directly invite the corresponding target accounts to the player team. This automatic user matching method reduces the need for the user to manually browse through friend lists to select and invite, and improves the intelligence and ease of use of the virtual game system. [Brief explanation of the drawings]

[0010] The drawings described herein are intended to provide a further understanding of the present application and constitute a part of the present application. The schematic examples and the description thereof are intended to aid in the interpretation of the present application and are not to be construed as an undue limitation of the present application. [Figure 1] 1 is a schematic diagram of an application environment of a user matching method according to an embodiment of the present application; [Figure 2A] 1 is a schematic flowchart of a user matching method according to an embodiment of the present application; [Figure 2B] 1 is a schematic diagram of a user matching device according to an embodiment of the present application; [Figure 2C] 1 is a flow diagram of a user matching method according to an embodiment of the present application; [Figure 3] FIG. 1 is a schematic diagram of a user matching method according to an embodiment of the present application. [Figure 4] FIG. 10 is a schematic diagram of another user matching method according to an embodiment of the present application; [Figure 5] FIG. 10 is a schematic diagram of another user matching method according to an embodiment of the present application; [Figure 6] FIG. 10 is a schematic diagram of another user matching method according to an embodiment of the present application; [Figure 7] FIG. 10 is a schematic diagram of another user matching method according to an embodiment of the present application; [Figure 8] FIG. 10 is a schematic diagram of another user matching method according to an embodiment of the present application; [Figure 9] FIG. 10 is a schematic diagram of another user matching method according to an embodiment of the present application; [Figure 10] FIG. 10 is a schematic diagram of another user matching method according to an embodiment of the present application; [Figure 11] 1 is a schematic diagram of a user matching device according to an embodiment of the present application; [Figure 12] 1 is a schematic diagram illustrating a configuration of an electronic device according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0011] In order to help those skilled in the art understand the present invention better, the present invention will be described in detail below with reference to the drawings of the present invention. It is clear that the described embodiments are only some of the embodiments of the present invention, and not all of the embodiments. All other embodiments that those skilled in the art can obtain from the embodiments of the present invention without creative efforts should fall within the scope of protection of the present invention.

[0012] As should be understood, terms such as "first," "second," and the like in the present specification, claims, and drawings are used to distinguish between similar objects and are not necessarily used to describe a particular order or priority. It should be understood that terms so used are interchangeable where appropriate, such that the embodiments of the present invention described herein can be practiced in orders other than those illustrated or described herein. Also, the terms "comprises," "comprises," and any variations thereof are intended to cover a non-exclusive inclusion. For example, a process, method, system, product, or apparatus comprising a series of steps or units is not necessarily limited to the explicitly listed steps or units, but may include other steps or units not explicitly listed or that are inherent to the process, method, product, or apparatus.

[0013] According to one aspect of the embodiments of the present application, a user matching method is provided. In one embodiment, the user matching method may be applied to an environment such as, but not limited to, that shown in FIG. 1. The environment may include, but is not limited to, a user device 102, a network 110, and a server 112. The user device 102 may include, but is not limited to, a display 108, a processor 106, and a memory 104. As shown in FIG. 1, the user matching method of each embodiment may include the following steps:

[0014] In step S102, the user device 102 acquires account information of multiple related accounts (second accounts) that have friend relationships (association relationships) with the user account (first account), for example, the account information of multiple accounts listed in a friend list. Each account corresponds to a current account status (in game, online, offline, etc.), and the account information may include, but is not limited to, the account status.

[0015] In steps S104 to S106, the user device 102 transmits the account information to the server 112 via the network 110.

[0016] In step S108, the server 112 searches the database 114 for team formation invitation conditions corresponding to the account information, and performs a matching process between each account information and the team formation invitation conditions using the processing engine 116 to determine a target account from among multiple related accounts whose account information satisfies the team formation invitation conditions, and generates team formation invitation information that matches the target account.

[0017] In steps S110 to S112, the server 112 transmits the team formation invitation information to the user device 102 via the network 110, and the processor 106 of the user device 102 displays the team formation invitation information on the display 108 and stores the team formation invitation information in the memory 104.

[0018] In addition to the example shown in FIG. 1 , the above steps may be performed independently by the user device 102. That is, the user device 102 performs steps such as determining a target account whose account information meets the team formation invitation conditions from among multiple related accounts, and generating team formation invitation information that matches the target account. This reduces the processing stress on the server. The user device 102 may include, but is not limited to, a mobile device (e.g., a mobile phone), a laptop, a desktop computer, an in-vehicle device, etc. The present application does not limit the specific implementation of the user device 102.

[0019] 1, some of the above steps may be performed by the server 112. For example, a trigger signal, such as a user account being present in the target team, received by the user device 102 triggers the execution of the method. Therefore, in the description herein, the electronic device that executes the method of each embodiment may refer to a user device, a server, or any other appropriate device.

[0020] 2A is a schematic flowchart of a user matching method of an embodiment of the present application. As shown in FIG. 2A, the method may include the following steps:

[0021] In step S21, a team formation interface for a player team of the virtual game is displayed.

[0022] The player team includes at least two accounts that jointly participate in the virtual game. The team formation interface is an interface for displaying members participating in the player team and (selectable) available seats at the stage when players assemble before the start of a game.

[0023] In step S22, at least one target account whose account information satisfies a predetermined matching condition is obtained from the at least one second account.

[0024] Here, the account information includes at least one of a login status, a game progress status, and a matching degree with the first account. The matching degree with the first account refers to a matching degree between a certain account and the first account from the viewpoint of a certain predetermined information (also called target information).

[0025] In some embodiments, acquiring the target account may be performed in response to a first account being present in the player team. The presence of a first account in the player team refers to the first account becoming a member of the player team. The presence of a first account in the player team may include, for example, the first account creating and becoming a member of the player team, or the first account joining a player team created by another account. In some other embodiments, acquiring the target account may be performed in response to determining that the player team has at least one vacant seat.

[0026] In step S23, in response to determining the at least one target account, display at least one invitation interface corresponding to the at least one target account, the invitation interface recommending to the first account that the target account be invited to the player team.

[0027] In some embodiments, when the invitation interface is displayed, text information may be displayed to indicate to the user of the first account that the system recommends inviting the target account to the player team to which the user belongs.

[0028] In step S24, in response to the invitation interface being triggered, invitation information for inviting a target account corresponding to the invitation interface to join the player team is sent to the target account, thereby allowing the target account and the first account to jointly participate in the virtual game.

[0029] When the method is performed by a user equipment, the implementation of some steps may require the participation of a server. For example, when determining a target account, the user equipment may send information about a first account (and optional predetermined matching conditions) to the server and query the server for target accounts that satisfy the matching conditions. Also, for example, when sending invitation information to the target account, the user equipment may send information about the target account to the server and send the invitation information to the target account via the server.

[0030] When the method is performed by a server, the implementation of some steps may require the participation of a user device. For example, a team formation interface may be displayed by the user device. Also, for example, when an invitation interface is triggered, the user device sends the trigger event to the server.

[0031] 2B is a schematic diagram of a user matching device according to an embodiment of the present application. The device may be implemented by an electronic device. As shown in FIG. 2B, the device includes: a first display unit 21 for displaying a team formation interface for a player team of a virtual game, the player team including at least two accounts that jointly participate in the virtual game; a first determination unit (22) for determining at least one target account among the at least one second account, the account information of which satisfies a predetermined matching condition, the account information including at least one of a login status, a game progress status, and a matching degree with the first account; a second display unit 23 that displays at least one invitation interface corresponding to the at least one target account in response to determining the at least one target account, the invitation interface recommending to the first account that the target account join the player team; and The virtual game may also include an invitation unit 24 that, in response to the invitation interface being triggered, sends invitation information to a target account corresponding to the invitation interface to invite the target account to the player team, thereby allowing the target account and the first account to jointly participate in the virtual game.

[0032] In this way, when a user joins a player team, the electronic device selects target accounts suitable for teaming with the user based on predetermined matching conditions and provides them to the user via an invitation interface, and the user operates the invitation interface to directly invite the corresponding target accounts to the player team. This automatic user matching method reduces the need for the user to manually browse through friend lists to select and invite users, thereby improving the intelligence and ease of use of the virtual game system.

[0033] Below, the configuration of each embodiment will be explained using an example in which the virtual game is a certain virtual game (also referred to as a target virtual game in this specification), the first account joins a certain player team (also referred to as a target team in this specification), and the invitation interface is team formation invitation information.

[0034] In one embodiment, as shown in FIG. 2C, the user matching method includes: Step S202 of displaying a first account that exists on a target team of a target virtual game (i.e., a certain virtual game); Step S204 of acquiring account information of at least one second account in the virtual game, where the account information includes at least one of a login status, a game progress status, and a target information matching degree with the first account (i.e., a matching degree with the first account from the viewpoint of certain information); determining a target account from the at least one second account based on the account information in step S206; The method includes a step S208 of displaying team formation invitation information matched to the target account, the team formation invitation information being intended to suggest to the first account that the target account be invited to join the target team (i.e., the player team in which the first account is participating) to jointly participate in a virtual game.

[0035] In this embodiment, the user matching method may be applied to a game application in which a virtual game is installed, but is not limited to this. Here, the game application may include, but is not limited to, all games in which a player performs a long-distance attack using firearms, such as a first-person shooter game or a third-person shooter game. Here, the game application may be a multiplayer online battle arena (MOBA) game or a single-player game (SPG). It should be noted that the type of the game application may include, but is not limited to, at least one of a two-dimensional (2D) game application, a three-dimensional (3D) game application, a virtual reality (VR) game application, an augmented reality (AR) game application, and a mixed reality (MR) game application. The above is merely an example. However, this embodiment is not limited to this.

[0036] In some embodiments, the game application may, but is not limited to, log in to a shooting application running on a game client such that the first account controls a virtual control object. That is, a player logs in to a shooting application running on a game client via an account to control a virtual control object. A game screen of a shooting game and other non-game interfaces (e.g., a team formation interface, a preparation interface, etc.) are displayed on a display of a mobile terminal on which a client running the shooting application is located.

[0037] In this embodiment, when it is determined that a first account is present in one of the player teams, account information of at least one second account in the virtual game is obtained. This may be understood as, but is not limited to, obtaining account information of at least one second account when the first account enters a team formation state. Here, the timing of obtaining account information of at least one second account may include, but is not limited to, the time when the first account enters a team formation state, within a predetermined time after the first account enters a team formation state, or when the first account obtains an account team formation request actively triggered by the first account after entering a team formation state.

[0038] In this embodiment, there may be, but is not limited to, an association relationship between the first account and the second account. Here, the association relationship may be understood as a relationship in which the accounts are associated with each other by some kind of virtual element, such as, but not limited to, a friend relationship (they are friends in a virtual game or other scenario), a region relationship (they are located in the same region), or a team relationship (they are on the same team or group).

[0039] In this embodiment, the account information includes at least one of a login status, a game progress status, and a matching degree with the first account. Here, the login status may be, but is not limited to, a state in which the account is logged in to the virtual game. The game progress status may be, but is not limited to, an execution state of the account in the virtual game (e.g., online, offline, in game, etc.). The matching degree with the first account may be, but is not limited to, a matching degree between the account and the first account in terms of target information (e.g., friendship, whether there is a connection between configured resources, whether there is a correlation between past operation data of the accounts, etc.).

[0040] In this embodiment, the target account is at least one second account whose account information satisfies the team formation invitation conditions (i.e., predetermined matching conditions). For example, if the account information of second account A and second account C does not meet the team formation invitation conditions, but the account information of second account B meets the team formation invitation conditions, second account B is determined to be the target account.

[0041] In this embodiment, the team formation invitation condition may be, but is not limited to, a predetermined matching condition in the account information dimension. For example, if the account information matching condition is preset to "5 to 8," when it is determined that second account A's account information is "3," it is further determined that second account A does not meet the team formation invitation condition because "3" does not match "5 to 8." Conversely, when it is determined that second account B's account information is "6," it is further determined that second account B meets the team formation invitation condition because "6" matches "5 to 8."

[0042] Furthermore, in this embodiment, the account information including at least one of the login status, game progress status, and degree of matching with the first account means that the account information may be, but is not limited to, one-dimensional information or multi-dimensional information, and further, if the account information is multi-dimensional information, the corresponding team formation invitation conditions may also include, but are not limited to, multi-dimensional team formation invitation conditions. For example, assuming that the account information includes the login status and game progress status, the team formation invitation conditions may be, but are not limited to, two types of invitation conditions preset for the login status and game progress status, respectively, or one type of comprehensive invitation condition preset for information integrating the login status and game progress status.

[0043] In this embodiment, in the process of displaying the team formation invitation information that matches the target account, a triggerable virtual button may be provided on the interface where the team formation invitation information exists, but is not limited to this. When the virtual button is triggered, a team formation invitation instruction may be obtained, but is not limited to this. Here, the team formation invitation instruction may be, but is not limited to this, an invitation request for joining a player team to jointly participate in a virtual game may be sent to the client where the target account is located.

[0044] In this embodiment, when the team formation invitation information includes multiple types or multiple invitation information, the multiple types or multiple invitation information are sorted and displayed according to the account information. In other words, when multiple target accounts exist, the team formation invitation information that matches the target accounts is sorted and displayed according to the sort information attached to the account information. Here, the sort information for different dimensions of account information may represent different sorting rules, but is not limited to this. For example, in the dimension of login status, the sorting rule may include, but is not limited to, displaying the logged-in status with priority given to the first logged-in status. Also, for example, in the dimension of game progress status, the sorting rule may include, but is not limited to, sorting and displaying in the following order: idle status priority > non-idle (also called occupied) status priority > offline status priority. Also, for example, in the dimension of matchability with the first account, the sorting rule may include, but is not limited to, displaying the higher the matchability.

[0045] In some embodiments, determining a target account from among at least one second account based on account information may include, but is not limited to, determining as the target account a second account from among the at least one second account whose account information matches the account information of the first account to a user matching condition, or may include, but is not limited to, determining as the target account a second account from among the at least one second account whose account information matches the overall account information of all accounts in the player team to a user matching condition. In other words, the basis for determining the target account may include, but is not limited to, the matching status with other accounts in the player team in addition to the matching status with the first account.

[0046] Further examples will be given. For example, suppose a player team (assuming a five-person team) in which a first account currently exists includes accounts a, b, and c. The first account's preferred game position is "mage," account a's preferred game position is "jungler," account b's preferred game position is "support," and account c's preferred game position is "marksman." The optimal position combination for a known five-person team is mage, support, jungler, marksman, and top. Therefore, the game position most lacking in the current player team is "top." In other words, the game position that best matches the current player team is "top." Furthermore, it is necessary to determine a target account whose preferred game position is "top" from at least one second account. Furthermore, by using the account information of all accounts in the player team as the basis for acquiring the target account, the rationality of user matching for the player team is improved. Furthermore, only after acquiring a player team with a reasonable lineup can players start the virtual game more quickly. In this way, the effect of improving the execution efficiency of the virtual game is also achieved.

[0047] It should be noted that whether the account information satisfies the team formation invitation conditions is used to determine which related accounts are eligible for invitation, further helping players efficiently and accurately form more comprehensive account teams. Furthermore, limiting the account information to at least one of three dimensions, namely, login status, game progress status, and matching degree with the first account, fully meets the particularities of the virtual game scenario, recommends optimal teammates to the user in the current team formation scenario, and improves the user experience.

[0048] Further, an example will be given. For example, as shown in FIG. 3, a team formation interface for a player team 302 is displayed. Here, the team formation interface includes a first account 304 that occupies one seat in the player team 302 and two vacant seats in the player team 302. As shown in FIG. 3(a), it is assumed that account information of at least one second account 306 (accounts in the friend list, e.g., account a, account b, account c, etc.) that is related to the first account 304 is acquired. Here, the account information includes at least one of login status, game progress status, and degree of match with the first account. Furthermore, based on the account information, a target account (e.g., account b) is determined from the at least one second account 306 (e.g., account b is online and meets the team formation invitation conditions). Furthermore, as shown in FIG. 3(b), team formation invitation information 308 that matches the target account is displayed. Here, the team formation invitation information 308 is intended to present to the first account 304 that account b should be invited to join the player team 302 in which the first account 304 exists, and to have the two participate jointly in a virtual game.

[0049] In an embodiment provided herein, a first account in a player team of a virtual game is displayed, account information of at least one second account in the virtual game is obtained, a target account is determined from the at least one second account based on the account information, and team formation invitation information matching the target account is displayed, where the account information includes at least one of a login status, a game progress status, and a matching degree with the first account, the account information of the target account satisfies a team formation invitation condition, and the team formation invitation information is intended to prompt the first account to invite the target account to join the player team to jointly participate in the virtual game. By utilizing whether the account information satisfies the team formation invitation condition, it is possible to determine which related account is an invited account, thereby achieving the purpose of helping players perform user matching in a timely and accurate manner, and achieving the technical effect of optimizing the timeliness of user matching.

[0050] In one configuration, when the account information includes a login state, determining a target account from among the at least one second account based on the account information includes: The method includes determining, from among the at least one second account, a target account whose login status is offline when the first account is not in the player team and whose login status is online when the first account is in the player team.

[0051] For clarity, when the account information includes a login status, determining whether the account information satisfies the team formation invitation conditions may be understood as determining whether the time when the login status becomes offline occurs before the time when the first account joins the player team and whether the time when the login status becomes online occurs after the time when the first account joins the player team. The technical logic may be as follows, but is not limited to: After the first account joins the player team, it briefly or thoroughly browses all online second accounts available for team formation invitations, but offline second accounts that are not available for team formation invitations are often ignored and may be understood as accounts located outside the first account's line of sight. However, after browsing all online second accounts available for team formation invitations, one or more second accounts that have just logged in may appear. In this case, the second accounts that have just logged in are accounts that are outside the first account's line of sight. In order to avoid a decrease in the comprehensiveness of team formation for accounts due to being out of line of sight, in this embodiment, when a first account within the line of sight (offline) joins a player team, a second account that is away from the line of sight (for example, has just come online) is determined as a target account and is preferentially recommended for invitation. This allows the second account located within the line of sight of the first account to be included in the list of accounts that are preferentially recommended for team formation invitations, avoiding the occurrence of a problem in which the second account cannot be invited to team formation in a timely manner due to being located within the line of sight of the first account.

[0052] An example will be further described. Based on the scenario shown in FIG. 3, the main interface of the virtual game is subsequently displayed, as shown in FIG. 4. Here, the main interface further displays a first account 304 logged in to the virtual game and a friend list associated with the first account 304. The friend list displays multiple second accounts 306, such as account a, account b, and account c. As shown in FIG. 4(a), the current process states of account a, account b, and account c are "in game," "offline," and "offline," respectively. Furthermore, as shown in FIG. 4(b), the first account 304 existing in the player team 302 is displayed. Assume that after the first account 304 joins the player team 302, the process state of account b is adjusted to "online." This indicates that account b logged in to the virtual game after the first account 304 joined the player team 302. Based on this, account b is determined as the target account, and team formation invitation information 308 is displayed, as shown in FIG. 4(c).

[0053] In the embodiment provided in the present application, a target account is determined from at least one second account, which is logged in offline when the first account is not in the player team and is logged in online when the first account is in the player team, thereby achieving the purpose of including the second account located out of the line of sight of the first account in a list of accounts that are preferentially recommended for team formation invitations, and achieving the effect of improving the timeliness of team formation for accounts.

[0054] In one configuration, after displaying the team formation invitation information that matches the target account, the above method: The method further includes hiding the team-forming invitation information if operation information for the team-forming invitation information is not acquired within the target time, where hiding may refer to ceasing display.

[0055] In this embodiment, as shown in FIG. 3(b), the team formation invitation information 308 further displays at least one virtual button, for example, a virtual button "INVITE" and a virtual button "X". Here, the virtual button "INVITE" may be set as a trigger for a team formation invitation instruction (inviting account b to the player team 302), but is not limited to this. The virtual button "X" may be set as a trigger for an information close instruction (closing the team formation invitation information 308). If no operation information is acquired from the at least one virtual button within the target time, the team formation invitation information 308 is hidden / closed. Here, hiding the team formation invitation information 308 may be understood as hiding it in a smaller display area but displaying an icon corresponding to the team formation invitation information 308, but is not limited to this.

[0056] It should be noted that, although the login state dimension can prevent a second account located outside the line of sight of a first account from being invited in a timely manner, it is not possible to guarantee that a second account located outside the line of sight of a first account is necessarily the target of the first account's request. Furthermore, if operation information regarding the team formation invitation information is not obtained within the target time, this indicates that the first account does not want to invite the second account. This hides the team formation invitation information, thereby reducing the impact of the team formation invitation information on the first account.

[0057] In one configuration, when the account information includes a game progress state, determining a target account from among the at least one second account based on the account information includes: A step S1 of determining at least one candidate account whose game progress state is occupied from among at least one second account; Step S2 of obtaining an idle remaining time (also called occupied remaining time) corresponding to each of the at least one candidate account; and a step S3 of determining a target account from among the at least one candidate account, the target account having an occupancy remaining time equal to or less than a first threshold.

[0058] In this embodiment, the remaining occupancy time is the cumulative time from the current time to the end time of the occupancy state, and if the remaining occupancy time is a null value, the corresponding candidate account is set to an idle state.

[0059] In this embodiment, the game progress status may indicate the status of an account in a virtual game, for example, but is not limited to, an online status (logged in to the virtual game) or an offline status (not logged in to the virtual game). The online status may be further subdivided into an occupied status (participating in the process of one virtual game match) and an idle status (not participating in the process of any virtual game match).

[0060] It should be noted that while online second accounts are often the target of a user's (first account's) invitation, the conditions for team formation invitations often include the requirement that the invitee be idle. Furthermore, occupied second accounts are likely to be placed out of the line of sight of the first account. One or more second accounts may currently be in an occupied state, but the occupied state may soon end. Furthermore, in this case, the second accounts may not be invited in a timely manner, causing them to be placed out of the line of sight of the first account, thereby reducing the comprehensiveness of the account's team formation. To avoid the comprehensiveness of the account's team formation being reduced due to being out of line of sight, in this embodiment, the second accounts that are out of line of sight (occupied) and have a short remaining time in the occupied state are determined as target accounts and are prioritized for invitation recommendation. This allows a second account that is located outside the line of sight of the first account to be included in the list of accounts that are given priority for team formation invitations, avoiding the occurrence of a problem where a second account cannot be invited to team formation in a timely manner due to being located outside the line of sight of the first account.

[0061] An example will be described. Based on the scenario shown in FIG. 3, the main interface of the virtual game is subsequently displayed, as shown in FIG. 5. Here, the main interface further displays a first account 304 logged in to the virtual game and a friend list associated with the first account 304. The friend list displays multiple second accounts 306, such as account a, account b, and account c. As shown in FIG. 5(a), the current process states of account a, account b, and account c are in game, online, and offline, respectively. Furthermore, as shown in FIG. 5(b), the first account 304 that is part of the player team 302 is displayed. Assume that after the first account 304 joins the player team 302, the game process of account a will soon end. Based on this, account a is determined as the target account, and team formation invitation information 502 is displayed, stating, "Your friend's account a will soon end the game. Would you like to invite them?" as shown in FIG. 5(c).

[0062] In the embodiment provided in the present application, at least one candidate account whose game progress status is in an occupied state is determined from at least one second account, the remaining occupied time corresponding to each of the at least one candidate account is obtained, and a target account whose remaining occupied time is equal to or less than a first threshold is determined from the at least one candidate account, thereby achieving the purpose of including the second account located out of the line of sight of the first account in the list of accounts that are preferentially recommended for team formation invitations, and realizing the effect of improving the comprehensiveness of team formation among accounts.

[0063] In one configuration, the step of displaying the team formation invitation information includes: When the team formation invitation information includes at least two pieces of invitation information, the step of sorting and displaying the at least two pieces of invitation information according to the remaining occupancy time corresponding to the target accounts matched with each of the at least two pieces of invitation information is included.

[0064] In this embodiment, the remaining occupancy time may be displayed in a clear and intuitive manner, such as, but not limited to, a progress bar, a countdown, etc., to provide information on the time when the target account will soon finish the virtual game of the current match.

[0065] Explained below, when the team formation invitation information includes at least two invitation information, the at least two invitation information are sorted and displayed according to the remaining occupancy time corresponding to the target accounts matched with each of the at least two invitation information.

[0066] Further examples will be described. For example, as shown in FIG. 6 , the interface of a player team 602 displays a first account 604 in the player team 602 and a friend list associated with the first account 604. The friend list also displays multiple second accounts 606, such as account a, account b, and account c. As shown in FIG. 6(a), both account a and account b are in a game (occupied state), and their remaining times are displayed in the form of progress bars (black indicates completed game progress, white indicates incomplete game progress). Furthermore, assuming that the remaining occupancy times (white progress portions) of account a and account b both satisfy the team formation invitation conditions, since the remaining occupancy time of account a is shorter than the remaining occupancy time of account b, the team formation invitation 608 that matches account a is displayed preferentially, as shown in FIG. 6(b). In some embodiments, after the team formation invitation 608 that matches account a is hidden or closed, the team formation invitation that matches account b, which next satisfies the team formation invitation conditions, is displayed in order. Alternatively, in some embodiments, the team formation invitation information 608 that matches account a and the team formation invitation information that matches account b are displayed simultaneously, but the information display range of the team formation invitation information 608 that matches account a is larger than the information display range of the team formation invitation information that matches account b.

[0067] In the embodiment provided in the present application, when the team formation invitation information includes at least two pieces of invitation information, the at least two pieces of invitation information are sorted and displayed according to the remaining occupancy time corresponding to the target accounts that match each of the at least two pieces of invitation information, thereby achieving the purpose of preferentially displaying more valuable invitation information and realizing the effect of improving the display efficiency of the invitation information.

[0068] In one configuration, when the account information includes a degree of match with the first account, determining a target account from among the at least one second account based on the account information includes: The method includes a step of determining a target account from at least one second account whose resource information matching degree with the first account is equal to or greater than a second threshold, where the resource information matching degree indicates the degree of matching between virtual resources matched to the multiple accounts, and the matching degree includes the resource information matching degree.

[0069] In this embodiment, the virtual resources may be, for example, a virtual character operated by an account, or a virtual subordinate object belonging to the virtual character, or a resource applicable to the virtual game process, such as a virtual item, virtual attribute, or virtual skill that can be used or set in the virtual game, but are not limited to these.

[0070] In this embodiment, the virtual resources matched to an account may be, but are not limited to, virtual resources that an account actively or passively matches in multiple situations, such as virtual resources that an account can set in a certain interface and match itself, or virtual resources that the system assigns to an account based on the account's past operation information.

[0071] In this embodiment, the matching relationship between virtual resources may be, but is not limited to, that set by the account or that set by the system based on big data feedback. For example, if the matching degree between virtual resource A and virtual resource B is 50%, and further, if a first account matches virtual resource A and a second account matches virtual resource B, the virtual resource matching degree between the first account and the second account may be, but is not limited to, 50%.

[0072] It should be noted that in this embodiment, optimal team formation targets for accounts are automatically selected. Consideration is given to how to accurately determine the degree of cooperation between accounts and select optimal team formation targets for accounts based on the degree of cooperation. The degree of cooperation may include two aspects. One is the operation habits of the account, i.e., the user himself / herself, and the other is the degree of matching between virtual resources provided in the virtual game. Operation habits tend to be subjective and make it difficult to make accurate judgments. The degree of matching between virtual resources exists objectively and can serve as a basis for accurate judgments of the degree of cooperation between accounts. As can be seen from this, compared to a user manually determining whether another user's operation habits match his / her own, determining whether virtual resources match is more stable and conforms to the technical logic of improving the comprehensiveness of account team formation.

[0073] In one configuration, the step of obtaining account information for at least one second account in the virtual game includes: A step S1 of acquiring a first virtual resource currently set by a first account and acquiring a second virtual resource currently set by each of at least one second account; Step S2: calculating the matching degree between each second virtual resource and the first virtual resource to obtain multiple resource information matching degrees; or A step S1 of acquiring a first target virtual resource based on past operation information of a first account and acquiring a second target virtual resource based on past operation information of a second account; Step S2: respectively calculating the matching degree between each second target virtual resource and the first target virtual resource to obtain a plurality of resource information matching degrees; or Step S1: acquiring a first target virtual resource based on past operation information of a first account, and acquiring a second virtual resource currently set by each of at least one second account; Step S2: respectively calculating the matching degree between each second virtual resource and the first target virtual resource to obtain a plurality of resource information matching degrees; or Step S1 of acquiring a first virtual resource currently set by a first account and acquiring a second target virtual resource based on past operation information of a second account; The method includes a step S2 of respectively calculating the matching degree between each second target virtual resource and the first virtual resource to obtain a plurality of resource information matching degrees.

[0074] In this embodiment, the method for obtaining virtual resources may include, but is not limited to, obtaining virtual resources currently set by an account and obtaining target virtual resources habitually set by an account based on the account's past operation information. Furthermore, in the process of calculating the matching degree between the first account and the second account, multiple types of calculations can be performed using the virtual resources and the target virtual resources, thereby obtaining more diverse calculation results, i.e., more diverse resource information matching degrees.

[0075] In one configuration, when the account information includes a degree of match with the first account, determining a target account from among the at least one second account based on the account information includes: The method includes a step of determining a target account from at least one second account whose interaction information matching degree with the first account is equal to or greater than a third threshold, where the interaction information matching degree indicates the degree of matching between the interaction relationships matched with the multiple accounts, and the matching degree includes the interaction information matching degree.

[0076] In this embodiment, the interaction relationship may indicate a relationship that is fed back during the interaction process, but is not limited to this. For example, frequent interactions (such as chats and gift exchanges) between two accounts can be used to increase the degree of interaction information matching between the two accounts.

[0077] It should be noted that the interaction relationship can often embody information on whether interactions occur frequently between accounts. When interactions occur frequently between accounts, the account may be understood as a target that other accounts preferentially invite to form a team, but this is not intended to be limiting. Alternatively, the interaction relationship may be understood as a relationship on whether accounts frequently form teams and participate in virtual games. In this case, automatically suggesting an invitation to an account that frequently forms teams and participates in virtual games can naturally improve the comprehensiveness of team formation among accounts.

[0078] In an embodiment provided herein, a target account having an interaction information matching degree with the first account equal to or greater than a third threshold is determined from at least one second account. Here, the interaction information matching degree indicates the degree of matching between the interaction relationships matched among multiple accounts, and the matching degree includes the interaction information matching degree. This achieves the effect of improving the comprehensiveness of account team formation.

[0079] In one configuration, when the account information includes at least two of a login status, a game progress status, and a matching degree, the step of displaying team formation invitation information includes: When the team formation invitation information includes at least two pieces of invitation information, the step of sorting and displaying the at least two pieces of invitation information according to the degree of interaction information matching with each of the at least two pieces of invitation information is included.

[0080] It should be noted that when account information contains multi-dimensional information, it is necessary to clarify the display priority of the invitation information to prevent display conflicts that may adversely affect the presentation of team formation invitations for the account to the user.

[0081] Further explanation will be given below with an example. For example, as shown in Fig. 7, it is assumed that the account information of the second account 702 and the second account 704 (assumed to include three-dimensional information such as login status, game progress status, and matching degree) has been acquired. Here, the account information of the second account 702 and the second account 704 satisfies the team formation invitation conditions in terms of both login status and game progress status. Furthermore, the interaction information matching degree between the second account 702 and the second account 704 is used as the sorting basis, and invitation information that matches the second account 704 with a higher interaction information matching degree ("5" is greater than "3") is preferentially displayed.

[0082] In the embodiment provided in the present application, when the team formation invitation information includes at least two pieces of invitation information, the at least two pieces of invitation information are sorted and displayed according to the matching degree of the interaction information that matches each of the at least two pieces of invitation information, thereby achieving the effect of improving the display efficiency of the invitation information.

[0083] In one configuration, the step of displaying the team formation invitation information includes: When the team formation invitation information includes at least two pieces of invitation information and the account information includes a matching degree, the step of sorting and displaying the at least two pieces of invitation information according to the matching degree with each of the at least two pieces of invitation information is included.

[0084] It should be noted that since there are clearly high and low levels of matching, if the team formation invitation information includes at least two pieces of invitation information and the account information includes a matching level, the at least two pieces of invitation information are sorted and displayed according to the matching level that matches each of the at least two pieces of invitation information.

[0085] Further explanation will be given using an example. For example, assume that the matching degree between the second account 802 and the second account 804 has been acquired as shown in Fig. 8. Here, the matching degrees of the second account 802 and the second account 804 both satisfy the team formation invitation conditions. Furthermore, using the matching degree between the second account 802 and the second account 804 as the sorting basis, invitation information that matches the second account 804 with a higher matching degree ("5" is greater than "3") is preferentially displayed.

[0086] In the embodiment provided in the present application, when the team formation invitation information includes at least two pieces of invitation information and the account information includes a matching degree, the at least two pieces of invitation information are sorted and displayed according to the matching degree with each of the at least two pieces of invitation information, thereby achieving the effect of improving the display efficiency of the invitation information.

[0087] In one configuration, the steps to display team formation invitation information that matches the target account are: If there is at least one vacant seat on the player team, displaying team formation invitation information is included.

[0088] In some embodiments, the embodiment hides the team-building invitation information if there are no open seats on the player's team, and displays the team-building invitation information if there is at least one open seat on the player's team.

[0089] 3, if there is currently at least one vacant seat in the player team 302, the team formation invitation information 308 is displayed. In other words, if there is currently no vacant seat in the player team 302, even if a target account is acquired, the invitation information matching the target account is not displayed.

[0090] In the embodiment provided in the present application, when there is at least one vacant seat in the player team, the team formation invitation information is displayed, thereby achieving the purpose of reducing the probability of irrational elements in team formation due to the display of the team formation invitation information, and achieving the effect of improving the integrity of the team formation method of the account.

[0091] In one configuration, when the account information includes a matching degree with the first account, the method includes: A step S1 of acquiring second attribute information of a virtual character operated by at least one second account in a virtual game; and a step S2 of determining a target account from at least one second account based on the first attribute information, wherein a matching degree between the second attribute information of a virtual character operated by the target account in the virtual game and the first attribute information of a virtual character operated by the first account in the virtual game reaches a fourth threshold, and the matching degree includes a matching degree between the first attribute information and the second attribute information.

[0092] In some embodiments, the virtual game may be, but is not limited to, a virtual game in which account users must jointly participate by controlling one or more virtual characters. Accordingly, in the process of jointly participating in the virtual game, the attribute information of the multiple virtual characters may be, but is not limited to, combined or linked. This can improve the efficiency of completing the virtual game and can also increase the willingness of account users to cooperate.

[0093] In some embodiments, in this embodiment, the attribute information of the virtual character may be understood as attribute information that the virtual character has and that can affect the virtual game process, such as, but not limited to, the skill attribute information, card attribute information, level attribute information, battle attribute information, and occupation attribute information of the virtual character.

[0094] Further explanation will be given with an example. An example will be given in which the attribute information is battle attribute information. Assuming that the battle attribute information (first attribute information) of a virtual character operated by a first account in a virtual game has a strong attack attribute and a weak defense attribute, it is necessary to match the first account with battle attribute information (second attribute information) having a strong defense attribute so that the two characters can support each other and form a cooperation.

[0095] Further explanation will be given by way of example. An example will be given in which the attribute information is occupational attribute information. Assuming that the occupational attribute information (first attribute information) of a virtual character operated by a first account in a virtual game is mage, the first account should be matched with a second account corresponding to a virtual character to be operated that has an occupation (second attribute information) other than mage.

[0096] In an embodiment provided herein, second attribute information of a virtual character operated by at least one second account in a virtual game is acquired, and a target account is determined from the at least one second account based on the first attribute information. Here, a matching degree between the second attribute information of the virtual character operated by the target account in the virtual game and the first attribute information of the virtual character operated by the first account in the virtual game reaches a fourth threshold, and the matching degree includes a matching degree between the first attribute information and the second attribute information. This achieves the effect of improving the matching degree when operating a virtual character to participate in a virtual game.

[0097] In one implementation, for ease of understanding, the above user matching method is applied to a shooting game scenario and explained by way of example.

[0098] With the socialization of games, especially in large-scale shooting games, more and more players are inclined to play games with friends. However, for various reasons, such as time issues or problems during game matches, players who want to form a team to play together cannot coordinate well. Therefore, this application proposes several smart invitation methods to solve the problem of players not being able to invite teammates in a timely manner.

[0099] In this embodiment, several problems of team formation invitations are solved mainly in three ways. For example, the function of automatically suggesting an invitation when a friend logs in, the function of automatically suggesting an invitation when a friend's match is about to end, and the function of suggesting a team formation invitation when an optimal match is made. Since there are many skills in the game and some skill combinations can have a stronger effect, if a certain skill combination is frequently used between two friend players, the system will automatically suggest that the two friends actively invite each other, allowing them to have a stronger effect.

[0100] In some embodiments, in most cases, when a player wants to form a team and play a game, they create a room, check which friends are online in their friend list, and then invite them. However, it is not possible for the player to check their friend list at any time to see which friends are online and then invite them. Therefore, a situation may be missed where a player is not logged in when creating a room, but a new friend logs in after a while. For this reason, when a player has already created a private game room and the player's friend logs in, a threshold match prompt may pop up to suggest inviting the friend to the private game room. In this way, the player can immediately know that their friend is online and can immediately invite them, and the invited friend can immediately join the team and play in the game.

[0101] To further illustrate, let's take an example: When player A's friend logs in, the server can find out and then notify the player. At this time, a dialog box will pop up locally to ask the player whether to invite player A or not.

[0102] In some embodiments, a friend match end invitation prompt may be added to this embodiment, but is not limited to this. That is, when there are tens of seconds remaining in the friend's match, a pop-up window will be displayed to notify the player whether or not to invite the friend. After clicking to confirm in the pop-up window, the friend may not have left the current match at this time, so the invitation will not be sent to the player immediately. Instead, when the friend player returns to the matching interface, the invitation will be pushed to the friend, and the friend can then click to confirm.

[0103] To further illustrate with an example, when a player's friend A is about to finish playing a match, if the server detects that the player is in a room created by the player and there are not enough team members, the server will notify the player that the friend A is about to finish playing a match, and the system will automatically pop up a window to notify the player.

[0104] In some embodiments, players may use various chip skill weapons. Because each skill weapon has its own unique characteristics, each player chooses the skill weapon chip that they are most comfortable with. However, some chip skill combinations may have greater effects or stronger power. For example, consider the skill combination of two chips, such as an airborne chip and a time chip. The specific role of the airborne chip is to bounce the player into the air and then fly to another location using a wingsuit. This allows the player to charge at the enemy, but may result in falling into a dangerous location. Therefore, it is combined with a time chip to return the player to their position five seconds earlier. At this time, the player may be in the early stages of bouncing and can use the wingsuit to fly back to their teammates. The combination of these two chips allows the player to quickly charge and then quickly return to their own base.

[0105] For this reason, players want to team up with friends whose skills match their own, so if a friend has been using a certain skill for a long time and the player has equipped a skill that can be used in combination with it, the system will intelligently suggest it.

[0106] In some embodiments, a relationship table of possible matching combinations between skills is created in advance, as shown in Table (1) below.

[0107] [Table 1]

[0108] When a player updates their equipment, the current equipment relationships between friends are obtained, and when a matching combination is obtained, it is sent to the player to invite them.

[0109] Further, an example will be given to explain: As shown in Figure 9, when the above user matching method is applied to a shooting game scenario, the specific steps are as follows:

[0110] In step S902, the players are located in the team formation room.

[0111] In step S904, it is determined whether the friend is logged in. If the friend is logged in, step S906 is executed, and if the friend is not logged in, step S902 is executed.

[0112] In step S906, a dialogue box is displayed asking whether or not to invite a friend who has logged in.

[0113] In step S908, it is determined whether an operation triggered by a dialog box has been acquired. If an operation triggered by a dialog box has been acquired, step S910 is executed; if an operation triggered by a dialog box has not been acquired, step S906 is executed.

[0114] In step S910, a message is displayed indicating that the friend is entering the team formation room.

[0115] It should be noted that the above step is a determination of whether or not the player is logged in, but may also include, but is not limited to, other aspects such as a determination of whether or not the match is about to end, a determination of whether or not the player is equipped with skills that match the player, etc. (e.g., the steps below). However, these three types of steps should not be understood as being serial, and may be executed in parallel, but are not limited to this. Specific details are as follows:

[0116] In step S912, it is determined whether the friend will finish the game soon, and if the friend will finish the game soon, step S914 is executed; if the friend will not finish the game soon, step S902 is executed.

[0117] In step S914, it is notified that the friend will soon finish the match, and a dialogue box is displayed asking whether or not to invite the friend.

[0118] In step S916, it is determined whether an operation triggered by a dialog box has been acquired. If an operation triggered by a dialog box has been acquired, step S918 is executed; if an operation triggered by a dialog box has not been acquired, step S914 is executed.

[0119] In step S918, a message is displayed indicating that the friend will enter the team formation room.

[0120] In step S920, it is determined whether the friend is equipped with a skill that matches the player, and if the friend is equipped with a skill that matches the player, step S922 is executed, and if the friend is not equipped with a skill that matches the player, step S902 is executed.

[0121] In step S922, it is indicated that the friend is equipped with a skill that matches the player, and a dialogue box is displayed asking whether or not to invite the friend.

[0122] In step S924, it is determined whether an operation triggered by a dialog box has been acquired. If an operation triggered by a dialog box has been acquired, step S926 is executed; if an operation triggered by a dialog box has not been acquired, step S922 is executed.

[0123] In step S926, a message is displayed indicating that the friend will enter the team formation room.

[0124] Further explanation will be given with an example. The communication process between the clients (client A and client B) and the server is as shown in FIG.

[0125] In step S1, the login information of client A is reported to the server.

[0126] In step S2, the login information is sent to the client where A's friend B is located, and a pop-up window is displayed indicating that A can be invited.

[0127] In step S3, client B receives an instruction for B to invite A.

[0128] In step S4, the information is sent to client A.

[0129] In step S5, client A returns information indicating whether or not A will accept B's invitation.

[0130] In step S6, the invitation result is returned to client B.

[0131] In step S7, client A reports the information on A's updated equipment.

[0132] In step S8, the server obtains that A's equipment is compatible with B's, and transmits the compatibility information to B to help B decide whether to invite A.

[0133] As can be understood, in specific embodiments of the present application, with respect to data related to user information, the application of the above examples of the present application to specific products or technologies requires user permission or consent, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries or regions.

[0134] For ease of explanation, each of the above-described method embodiments is expressed as a combination of a series of operations, but those skilled in the art should know that the present application is not limited by the order of the operations described, since some steps can be performed in other orders or simultaneously. Next, those skilled in the art should also know that all of the embodiments described in the specification belong to preferred embodiments, and that such operations and modules are not necessarily required for the present application.

[0135] According to another aspect of the embodiment of the present application, there is further provided a user matching device for implementing the above user matching method. As shown in FIG. 11, the device comprises: a first display unit 1102 for displaying a first account present on a player team of the virtual game; A first obtaining unit 1104 obtains account information of at least one second account in the virtual game, where the account information includes at least one of a login status, a game progress status, and a matching degree with the first account; a first determining unit 1106 for determining a target account from among the at least one second account based on the account information; and a second display unit 1108 that displays team formation invitation information matched to the target account, the team formation invitation information being for presenting to the first account an invitation to the target account to join a player team and jointly participate in a virtual game.

[0136] In this embodiment, the user matching device may be applied to a game application in which a virtual game is installed, but is not limited to this. Here, the game application may include, but is not limited to, all games in which a player performs a long-distance attack using firearms, such as a first-person shooting game or a third-person shooting game. Here, the game application may be a multiplayer online battle arena (MOBA) game or a single-player game (SPG). It should be noted that the type of the game application may include, but is not limited to, at least one of a two-dimensional (2D) game application, a three-dimensional (3D) game application, a virtual reality (VR) game application, an augmented reality (AR) game application, and a mixed reality (MR) game application. The above is merely an example. However, this embodiment is not limited to this.

[0137] In some embodiments, the game application may, but is not limited to, log in to a shooting application running on a game client such that the first account controls a virtual control object. That is, a player logs in to a shooting application running on a game client via an account to control a virtual control object. A game screen of a shooting game and other non-game interfaces (e.g., a team formation interface, a preparation interface, etc.) are displayed on a display of a mobile terminal on which a client running the shooting application is located.

[0138] In this embodiment, when it is determined that a first account is present in one of the player teams, account information of at least one second account in the virtual game is obtained. This may be understood as, but is not limited to, obtaining account information of at least one second account when the first account enters a team formation state. Here, the timing of obtaining account information of at least one second account may include, but is not limited to, the time when the first account enters a team formation state, within a predetermined time after the first account enters a team formation state, or when the first account obtains an account team formation request actively triggered by the first account after entering a team formation state.

[0139] In this embodiment, the related relationship may be understood as a relationship in which accounts are associated with each other by some kind of virtual element, such as, but not limited to, a friend relationship (being friends with each other in a virtual game or other scenario), a region relationship (being located in the same region), or a team relationship (being on the same team or group).

[0140] In this embodiment, the account information includes at least one of a login status, a game progress status, and a matching degree with the first account. Here, the login status may be, but is not limited to, a state in which the account is logged in to the virtual game. The game progress status may be, but is not limited to, an execution state of the account in the virtual game (e.g., online, offline, in game, etc.). The matching degree with the first account may be, but is not limited to, a matching degree between the account and the first account in terms of target information (e.g., friendship, whether there is a connection between configured resources, whether there is a correlation between past operation data of the accounts, etc.).

[0141] In this embodiment, the target account is at least one second account whose account information satisfies the team formation invitation conditions. For example, if the account information of second account A and second account C does not satisfy the team formation invitation conditions, but the account information of second account B does satisfy the team formation invitation conditions, second account B is determined to be the target account.

[0142] In this embodiment, the team formation invitation condition may be, but is not limited to, a predetermined matching condition in the account information dimension. For example, if the account information matching condition is preset to "5 to 8," when it is determined that second account A's account information is "3," it is further determined that second account A does not meet the team formation invitation condition because "3" does not match "5 to 8." Conversely, when it is determined that second account B's account information is "6," it is further determined that second account B meets the team formation invitation condition because "6" matches "5 to 8."

[0143] Furthermore, in this embodiment, the account information including at least one of the login status, game progress status, and degree of matching with the first account means that the account information may be, but is not limited to, one-dimensional information or multi-dimensional information, and further, if the account information is multi-dimensional information, the corresponding team formation invitation conditions may also include, but are not limited to, multi-dimensional team formation invitation conditions. For example, assuming that the account information includes the login status and game progress status, the team formation invitation conditions may be, but are not limited to, two types of invitation conditions preset for the login status and game progress status, respectively, or one type of comprehensive invitation condition preset for information integrating the login status and game progress status.

[0144] In this embodiment, in the process of displaying the team formation invitation information that matches the target account, a triggerable virtual button may be provided on the interface where the team formation invitation information exists, but is not limited to this. When the virtual button is triggered, a team formation invitation instruction may be obtained, but is not limited to this. Here, the team formation invitation instruction may be, but is not limited to this, an invitation request for joining a player team to jointly participate in a virtual game may be sent to the client where the target account is located.

[0145] In this embodiment, when the team formation invitation information includes multiple types or multiple invitation information, the multiple types or multiple invitation information are sorted and displayed according to the account information. In other words, when multiple target accounts exist, the team formation invitation information that matches the target accounts is sorted and displayed according to the sort information attached to the account information. Here, the sort information for different dimensions of account information may represent different sorting rules, but is not limited to this. For example, in the dimension of login status, the sorting rule may include, but is not limited to, displaying the logged-in status with priority to the first logged-in status. For example, in the dimension of game progress status, the sorting rule may include, but is not limited to, sorting and displaying in the order of idle status priority > occupied status priority > offline status priority. For example, in the dimension of matchability with the first account, the sorting rule may include, but is not limited to, displaying the higher / lower the matchability.

[0146] In some embodiments, determining a target account from among at least one second account based on account information may include, but is not limited to, determining as the target account a second account from among the at least one second account whose account information matches the account information of the first account to a user matching condition, or may include, but is not limited to, determining as the target account a second account from among the at least one second account whose account information matches the overall account information of all accounts in the player team to a user matching condition. In other words, the basis for determining the target account may include, but is not limited to, the matching status with other accounts in the player team in addition to the matching status with the first account.

[0147] It should be noted that whether the account information satisfies the team formation invitation conditions is used to determine which related accounts are eligible for invitation, further helping players efficiently and accurately form more comprehensive account teams. Furthermore, limiting the account information to at least one of three dimensions, namely, login status, game progress status, and matching degree with the first account, fully meets the particularities of the virtual game scenario, recommends optimal teammates to the user in the current team formation scenario, and improves the user experience.

[0148] For a specific example, please refer to the example of the user matching method described above, and the description of this example will be omitted here.

[0149] In an embodiment provided herein, a first account in a player team of a virtual game is displayed, account information of at least one second account in the virtual game is obtained, a target account is determined from the at least one second account based on the account information, and team formation invitation information matching the target account is displayed, where the account information includes at least one of a login status, a game progress status, and a matching degree with the first account, and the team formation invitation information is for suggesting to the first account to invite the target account to join the player team to jointly participate in the virtual game. By using whether the account information satisfies the team formation invitation conditions, it is possible to determine which related accounts are invitee accounts, thereby achieving the purpose of efficiently and accurately helping players form more comprehensive account teams, and achieving the technical effect of improving the comprehensiveness of account team formation.

[0150] In one configuration, the first determining unit 1106: The system includes a first determination module that, when the account information includes a login state, determines, from among at least one second account, a target account whose login state is offline when the first account is not in the player team and whose login state is online when the first account is in the player team.

[0151] For a specific example, please refer to the example of the user matching method described above, and the description of this example will be omitted here.

[0152] In one configuration, the apparatus comprises: The system further includes a hiding module that hides the team formation invitation information if operation information on the team formation invitation information is not acquired within a target time after displaying the team formation invitation information that matches the target account.

[0153] For a specific example, please refer to the example of the user matching method described above, and the description of this example will be omitted here.

[0154] In one configuration, the first determining unit 1106: a second determination module that, when the account information includes a game progress state, determines at least one candidate account whose game progress state is in an occupied state from among at least one second account; a first acquisition module that acquires remaining occupied time corresponding to each of at least one candidate account when the account information includes a game progress state; and a third determination module that, when the account information includes a game progress state, determines a target account from among at least one candidate account whose remaining occupied time is equal to or less than a first threshold.

[0155] For a specific example, please refer to the example of the user matching method described above, and the description of this example will be omitted here.

[0156] In one configuration, the second display unit 1108 includes: When the team formation invitation information includes at least two pieces of invitation information, a first display module is included which sorts and displays the at least two pieces of invitation information according to the remaining occupancy time corresponding to the target accounts matched with each of the at least two pieces of invitation information.

[0157] For a specific example, please refer to the example of the user matching method described above, and the description of this example will be omitted here.

[0158] In one configuration, the first determining unit 1106: and a fourth determination module for, when the account information includes a matching degree with the first account, determining a target account from at least one second account whose resource information matching degree with the first account is equal to or greater than a second threshold, wherein the resource information matching degree is for indicating the degree of matching between virtual resources matched with the multiple accounts, and the matching degree includes the resource information matching degree.

[0159] For a specific example, please refer to the example of the user matching method described above, and the description of this example will be omitted here.

[0160] In one configuration, the first acquisition unit 1104: a second acquisition module for acquiring a first virtual resource currently configured by the first account and for acquiring a second virtual resource currently configured by each of at least one second account; and a first calculation module for respectively calculating the matching degree between each second virtual resource and the first virtual resource to obtain a plurality of resource information matching degrees.

[0161] For a specific example, please refer to the example of the user matching method described above, and the description of this example will be omitted here.

[0162] In one configuration, the first acquisition unit 1104: a second acquisition module for acquiring a first target virtual resource based on the past operation information of the first account and acquiring a second target virtual resource based on the past operation information of the second account; and a second calculation module for respectively calculating the matching degree between each second target virtual resource and the first target virtual resource to obtain a plurality of resource information matching degrees.

[0163] For a specific example, please refer to the example of the user matching method described above, and the description of this example will be omitted here.

[0164] In one configuration, the first determining unit 1106: and a fifth determination module for determining, when the account information includes a matching degree with the first account, from at least one second account, a target account whose interaction information matching degree with the first account is equal to or greater than a third threshold, where the interaction information matching degree is for indicating the degree of matching between interaction relationships matched with a plurality of accounts, and the matching degree includes the interaction information matching degree.

[0165] For a specific example, please refer to the example of the user matching method described above, and the description of this example will be omitted here.

[0166] In one configuration, the second display unit 1108 includes: The system includes a second display module that, when the account information includes at least two of the login status, game progress status, and matching degree, and the team formation invitation information includes at least two pieces of invitation information, sorts and displays the at least two pieces of invitation information according to the interaction information matching degree that matches each of the at least two pieces of invitation information.

[0167] For a specific example, please refer to the example of the user matching method described above, and the description of this example will be omitted here.

[0168] In one configuration, the second display unit 1108 includes: The device includes a third display module that, when the team formation invitation information includes at least two pieces of invitation information and the account information includes a matching degree, sorts and displays the at least two pieces of invitation information according to the matching degree of each of the at least two pieces of invitation information.

[0169] For a specific example, please refer to the example of the user matching method described above, and the description of this example will be omitted here.

[0170] In one configuration, the second display unit 1108 includes: and a fourth display module that displays team formation invitation information if there is at least one vacant seat on the player team.

[0171] For a specific example, please refer to the example of the user matching method described above, and the description of this example will be omitted here.

[0172] In one configuration, the apparatus comprises: a second acquisition unit that acquires second attribute information of a virtual character operated by at least one second account in a virtual game when the account information includes a matching degree with the first account; and a second determination unit that determines a target account from at least one second account based on the first attribute information when the account information includes a matching degree with the first account, wherein the matching degree between the second attribute information of a virtual character operated by the target account in the virtual game and the first attribute information of a virtual character operated by the first account in the virtual game reaches a fourth threshold, and the matching degree includes a matching degree between the first attribute information and the second attribute information.

[0173] For a specific example, please refer to the example of the user matching method described above, and the description of this example will be omitted here.

[0174] According to another aspect of the present invention, there is further provided an electronic device for implementing the above-described user matching method. As shown in Fig. 12, the electronic device includes a memory 1202 and a processor 1204. A computer program is stored in the memory 1202, and the processor 1204 is configured to execute the steps of any one of the above-described method embodiments by the computer program.

[0175] In this embodiment, the electronic device may be located in at least one network device among a plurality of network devices of a computer network.

[0176] In this embodiment, the processor may be configured by a computer program to perform the following steps:

[0177] Step S1 of displaying a first account present on a target team of a virtual game; Step S2 of acquiring account information of at least one second account in the virtual game, the account information including at least one of a login status, a game progress status, and a matching degree with the first account; a step S3 of determining a target account from among the at least one second account based on the account information; Step S4: displaying team formation invitation information matched to the target account, the team formation invitation information being for presenting the first account with an invitation to join the target account into a player team to jointly participate in a virtual game; As will be understood by those skilled in the art, the configuration shown in FIG. 12 is merely schematic, and the electronic device may be a terminal device such as a smartphone (e.g., an Android smartphone, an iOS smartphone, etc.), a tablet computer, a palmtop computer, a mobile internet device (MID), a PAD, etc. FIG. 12 does not limit the configuration of the electronic device. For example, the electronic device may include more or fewer components (e.g., a network interface, etc.) than those shown in FIG. 12, or may be arranged differently from those shown in FIG. 12.

[0178] The memory 1202 can be used to store software programs and modules, such as program instructions / modules corresponding to the user matching method and device of the present application. The processor 1204 executes the software programs and modules stored in the memory 1202 to perform various functional applications and data processing, i.e., to implement the above-described user matching method. The memory 1202 may include high-speed random access memory or non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 1202 may further include memory located remotely from the processor 1204, which may be connected to the terminal via a network. Examples of such networks include, but are not limited to, the Internet, a corporate intranet, a local area network, a mobile communication network, and combinations thereof. The memory 1202 may be used to store information such as, but not limited to, account information, team formation invitation conditions, and team formation invitation information. 12, the memory 1202 may include, but is not limited to, a first display unit 1102, a first acquisition unit 1104, a first determination unit 1106, and a second display unit 1108 in the user matching device, and may further include, but is not limited to, other module units in the user matching device, and descriptions thereof will be omitted in this example.

[0179] The transmission device 1206 transmits and receives data over a network. Specific examples of the network may include a wired network and a wireless network. In one example, the transmission device 1206 includes a network interface controller (NIC) that can be connected to other network devices and routers via a network cable, thereby communicating with the Internet or a local area network. In one example, the transmission device 1206 is a radio frequency (RF) module used to communicate with the Internet wirelessly.

[0180] The electronic device further includes a display 1208 that displays information such as the account information, team formation invitation conditions, and team formation invitation information, and a connection bus 1210 that connects the modular components of the electronic device.

[0181] In another embodiment, the terminal device or server may be a node of a distributed system. Here, the distributed system may be a blockchain system. The blockchain system may be a distributed system in which the plurality of nodes are connected via network communication. Here, the nodes may form a peer-to-peer (P2P) network, and any type of computing device, such as a server or a terminal, may become a node of the blockchain system by joining the peer-to-peer network.

[0182] According to one aspect of the present application, a computer program product is provided that includes computer programs / instructions, the computer programs / instructions including program code for performing the methods illustrated in the flowcharts. In such an embodiment, the computer program may be downloaded and installed from a network via a communication unit and / or installed from a removable medium. When executed by a central processing unit, the computer program causes various functions provided in the embodiments of the present application to be performed.

[0183] The numbers of the above-mentioned embodiments of the present application are for illustrative purposes only and do not indicate the superiority or inferiority of the embodiments.

[0184] It should be noted that the computer system of the electronic device is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of the present application.

[0185] The computer system includes a central processing unit (CPU), which can perform various appropriate operations and processes based on programs stored in a read-only memory (ROM) or programs loaded from a storage unit into a random access memory (RAM). The random access memory also stores various programs and data necessary for system operation. The central processing unit, the read-only memory, and the random access memory are connected to one another via a bus. An input / output interface (I / O interface) is also connected to the bus.

[0186] The input / output interface is connected to an input unit including a keyboard, a mouse, etc., an output unit including, for example, a cathode ray tube (CRT), a liquid crystal display (LCD), etc., and a speaker, a storage unit including a hard disk, etc., and a communication unit including, for example, a network interface card such as a local area network card or a modem. The communication unit performs communication processing via a network such as the Internet. A driver is also connected to the input / output interface as needed. For example, removable media such as a magnetic disk, an optical disk, a magneto-optical disk, or a semiconductor memory may be attached to the driver as needed so that a computer program read from the removable media is installed in the storage unit as needed.

[0187] In particular, according to embodiments of the present application, the processes illustrated in the flowcharts of each method may be implemented as a computer software program. For example, embodiments of the present application include a computer program product including a computer program stored on a computer-readable medium, the computer program including program code for executing the methods illustrated in the flowcharts. In such embodiments, the computer program may be downloaded and installed from a network via a communication unit and / or installed from a removable medium. When executed by a central processing unit, the computer program causes the system of the present application to perform various functions defined therein.

[0188] According to one aspect of the present application, a computer-readable storage medium is provided, wherein a processor of a computing device reads the computer instructions from the computer-readable storage medium and, when executed by the processor, causes the computing device to perform the methods provided in the various optional implementations described above.

[0189] In this embodiment, the computer-readable storage medium may be configured to store a computer program for causing the computer to execute the following steps.

[0190] Step S1 of displaying a first account present on a target team of a virtual game; Step S2 of acquiring account information of at least one second account in the virtual game, the account information including at least one of a login status, a game progress status, and a matching degree with the first account; a step S3 of determining a target account from among the at least one second account based on the account information; Step S4: displaying team formation invitation information matched to the target account, the team formation invitation information being for presenting the first account with an invitation to join the target account into a player team to jointly participate in a virtual game; In this embodiment, as can be understood by those skilled in the art, all or part of the steps of each method in the above embodiment may be executed by instructing relevant hardware of the terminal device through a program. The program may be stored in a computer-readable storage medium. The storage medium may include a flash disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, an optical disk, etc.

[0191] The numbers of the above-mentioned embodiments of the present application are for illustrative purposes only and do not indicate the superiority or inferiority of the embodiments.

[0192] The integrated units in the above embodiments may be realized in the form of a software functional unit and stored in the above computer-readable storage medium when sold or used as an independent product. Based on this understanding, the configurations of the present application may essentially, in other words, the portion contributing to the prior art, or all or part of the configurations, be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for causing one or more computer devices (which may be personal computers, servers, network devices, etc.) to execute all or part of the steps of the methods described in each embodiment of the present application.

[0193] In the above embodiments of the present application, the description of each embodiment has its own focus, and for the parts not described in detail in one embodiment, reference can be made to the relevant descriptions of other embodiments.

[0194] In some embodiments provided herein, it should be understood that the displayed client may be implemented in other ways. The above-described device embodiments are merely schematic. For example, the division of the units is merely a logical division of functions, and other division methods may be used in actual implementation. For example, multiple units or components may be combined or incorporated into other systems, or some features may be ignored or not implemented. Furthermore, the shown or discussed mutual couplings, direct couplings, or communication connections may be via some interfaces, and the indirect couplings or communication connections of units or modules may be electrical or other types.

[0195] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units, i.e., they may be located in one place or distributed across multiple units on a network. Depending on actual needs, some or all of the units may be selected to achieve the objectives of the invention according to this embodiment.

[0196] Furthermore, the functional units in each embodiment of the present application may be integrated into one processing unit, each unit may exist physically as an individual unit, or two or more units may be integrated into one unit. The above-mentioned integrated units may be realized in the form of hardware or in the form of a software functional unit.

[0197] The components of the above-described embodiments may be combined in any manner. For the sake of brevity, not all possible combinations of the components of the above-described embodiments are described. However, combinations of these components should be considered within the scope described herein unless there is a contradiction.

[0198] The above is only a preferred embodiment of the present application. It should be noted that those skilled in the art can make some improvements and modifications without departing from the principle of the present application. These improvements and modifications should also be considered as part of the protection scope of the present application.

Claims

1. A user matching method executed by an electronic device, comprising: Displaying a team formation interface for a player team of the virtual game, the player team including at least a first account; determining at least one target account among the at least one second account, the account information of which satisfies a predetermined matching condition, wherein the account information includes at least one of a login status, a game progress status, and a matching degree with the first account; In response to determining the at least one target account, displaying at least one invitation interface corresponding to the at least one target account in a pop-up format, the invitation interface recommending to the first account that the target account join the player team; and In response to the invitation interface being triggered, sending invitation information to a target account corresponding to the invitation interface to invite the player team; A method comprising:

2. When the account information includes the login state, determining at least one target account whose account information meets a predetermined matching condition includes: determining the target account, the login status of which has changed from an offline state to an online state after the team formation interface is displayed, from among the at least one second account; The method of claim 1.

3. and stopping the display of the invitation interface when operation information on the invitation interface is not acquired within a predetermined time after the display of the at least one invitation interface. The method of claim 2.

4. When the account information includes the game progress state, determining at least one target account whose account information satisfies a predetermined matching condition includes: determining at least one candidate account from the at least one second account, the game progress state of which is in an occupied state; obtaining a remaining occupied time corresponding to each of the at least one candidate account; determining the target account from the at least one candidate account, the target account having the remaining occupancy time equal to or less than a first threshold value; The method of claim 1.

5. The step of displaying at least one invitation interface comprises: when there are at least two target accounts, sorting the invitation interfaces corresponding to the at least two target accounts according to the remaining occupancy times corresponding to the at least two target accounts, and displaying the invitation interfaces in the sorted order; The method of claim 4.

6. When the account information includes a matching degree with the first account, determining at least one target account whose account information meets a predetermined matching condition includes: determining the target account from the at least one second account, the target account having a resource information matching degree with the first account equal to or greater than a second threshold, wherein the resource information matching degree indicates a matching degree between virtual resources of a plurality of accounts; The method of claim 1.

7. obtaining a first virtual resource currently configured by the first account and obtaining a second virtual resource currently configured by each of the at least one second account; and calculating a matching degree between each of the second virtual resources and the first virtual resource to obtain a plurality of resource information matching degrees. The method of claim 6.

8. acquiring a first target virtual resource based on past operation information of the first account, and acquiring a second target virtual resource based on past operation information of the second account; and calculating a matching degree between each of the second target virtual resources and the first target virtual resource to obtain a plurality of resource information matching degrees. The method of claim 6.

9. The first target virtual resource and the second target virtual resource are selected from at least one of a virtual operation character, a virtual subordinate object belonging to the virtual operation character, a virtual item, a virtual attribute, and a virtual skill. The method of claim 8.

10. When the account information includes a matching degree with the first account, determining at least one target account whose account information meets a predetermined matching condition includes: determining the target account from the at least one second account, the target account having an interaction information matching degree with the first account equal to or greater than a third threshold, the interaction information matching degree indicating a degree of matching between interaction relationships between a plurality of accounts; The method of claim 1.

11. The step of displaying at least one invitation interface includes: When there are at least two target accounts and the account information includes the matching degree, sorting the at least two target accounts according to the matching degree of each of the at least two target accounts, and displaying invitation interfaces corresponding to the at least two target accounts in the sorted order; The method of claim 1.

12. The step of displaying at least one invitation interface includes: displaying the invitation interface if there is at least one vacant seat on the player team; The method of claim 1.

13. When the account information includes a matching degree with the first account, determining at least one target account whose account information meets a predetermined matching condition includes: acquiring first attribute information of a virtual character operated by the first account in the virtual game, and acquiring second attribute information of a virtual character operated by the at least one second account in the virtual game; determining, from the at least one second account based on the first attribute information, the target account whose matching degree between the second attribute information and the first attribute information reaches a fourth threshold; The method of claim 1.

14. A user matching device, a first display unit for displaying a team formation interface for a player team of a virtual game, the player team including at least a first account; a first determination unit for determining at least one target account among the at least one second account, the account information of which satisfies a predetermined matching condition, the account information including at least one of a login status, a game progress status, and a matching degree with the first account; a second display unit configured to display at least one invitation interface corresponding to the at least one target account in a pop-up format in response to the determination of the at least one target account, the invitation interface recommending to the first account that the target account join the player team; and an inviting unit that, in response to the invitation interface being triggered, sends invitation information to a target account corresponding to the invitation interface to invite the player team; An apparatus comprising:

15. 14. An electronic device comprising a memory and a processor, wherein the memory stores a computer program, and the processor is configured by the computer program to execute the method of any one of claims 1 to 13.

16. A computer program causing a computer to carry out the method according to any one of claims 1 to 13.

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