Display methods for game shops, display devices for game shops, computer equipment, and computer programs

The method and device for locking virtual pieces in Auto Chess games address the issue of missed purchases by prompting players to lock the game shop, ensuring desired pieces are acquired, enhancing performance and reducing resource consumption.

JP7896963B2Active Publication Date: 2026-07-29TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2023-09-18
Publication Date
2026-07-29

AI Technical Summary

Technical Problem

In Auto Chess games, players often miss out on desired virtual pieces due to the game shop automatically refreshing, making it difficult to immediately purchase them as the game nears its end, especially with increased information and actions.

Method used

A method and device that control the game shop to lock virtual pieces during specific conditions, displaying prompt information to suggest locking the shop, allowing players to perform the lock operation based on the information, even in the game's final stages.

Benefits of technology

Prevents players from missing out on desired virtual pieces by ensuring they can acquire them, improving match performance, shortening match time, and reducing computer resources consumed per match.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This application discloses a game shop display method, device, equipment, medium, and program product, belonging to the field of human-computer interaction. The game shop display method includes a step (310) of refreshing and displaying virtual pieces for sale in a game shop based on a refresh condition during a round-based chess game; a step (320) of controlling a first game account to participate in a game round of the round-based chess game with the purchased virtual pieces in response to a purchase operation and a game operation; and a step (330) of displaying, if the game shop satisfies a lock prompting condition, suggesting setting the game shop to a locked state, where the locked state refers to a state in which the game shop locks the virtual pieces for sale and does not refresh them within a lock time. With the above configuration, the suggestion information suggesting setting the game shop to a locked state is displayed, allowing a player to perform a lock operation based on the prompting information and avoid missing desired pieces.
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Description

Technical Field

[0001] This application claims priority based on a Chinese patent application filed on November 15, 2022, with application number 202211431437.1 and invention title "Display Method, Device, Equipment, Medium, and Program Product of Game Shop", and all of its contents are incorporated herein by reference.

[0002] Embodiments of this application relate to the field of human-computer interaction, and in particular, to a display method, device, equipment, medium, and program product of a game shop.

Background Art

[0003] Among various game types, there is an electronic strategic chess card game called Auto Chess. Its basic game rules are as follows. By a player extracting virtual pieces, combinations are selected from different types of virtual pieces and placed on their own board, and finally the game system automatically controls friendly virtual pieces to fight against the virtual pieces of the other side, and the player whose virtual pieces survive until the end wins.

[0004] In the process of virtual piece extraction in the Auto Chess game, the game shop automatically refreshes the virtual pieces round by round in a round-based manner and displays different types of virtual pieces from the previous round. However, it often happens that even when a desired virtual piece appears due to the refresh of the game shop, the player cannot purchase it immediately.

[0005] In this case, in the related art, a lock button is provided. By triggering the lock button, the player can KomakiA piece can be locked. In the next round, the player purchases the locked virtual piece. However, as the auto chess game nears its end, both the amount of information and actions the player takes increases, and the player may become interested in other information and forget to trigger the lock button, potentially missing out on a desired piece. [Overview of the project] [Problems that the invention aims to solve]

[0006] This application provides a display method, apparatus, equipment, medium, and program product for a game shop. Its configuration is as follows: [Means for solving the problem]

[0007] According to one embodiment of the present invention, a method for displaying a game shop that a terminal can execute is provided. This method is During a round-based chess game, the virtual pieces sold in the game shop are refreshed and displayed based on refresh conditions. The steps include controlling the first game account to participate in a round of a round-based chess game with the purchased virtual pieces in response to purchase and game operations, The steps include: displaying information to suggest setting a game shop to a locked state if the game shop meets the conditions for being locked; The "locked" state refers to a condition where a game shop locks the virtual pieces it sells during the lock period and does not refresh them.

[0008] According to another embodiment of the present invention, a display device for a game shop is provided. This device is A refresh module that refreshes and displays virtual pieces sold in the game shop based on refresh conditions during a round-based chess game, A control module that controls the first game account to participate in a round of a round-based chess game with purchased virtual pieces in response to purchase and game operations, A display module that displays suggestion information for suggesting setting a game shop to a locked state when the game shop meets the conditions for setting the game shop to a locked state, wherein the locked state refers to a state in which the game shop locks the virtual pieces it sells and does not refresh them within the locked time.

[0009] In another embodiment of the present invention, a computer device is provided comprising a processor and memory, the memory storing a computer program, and the computer program, when loaded and executed by the processor, realizes the game shop display method of each of the above embodiments.

[0010] In another embodiment of the present invention, a computer-readable storage medium storing at least one instruction is provided, which, when loaded and executed by a processor, enables the display method of the game shop according to each of the above embodiments.

[0011] According to another embodiment of the present invention, a computer program product (or computer program) including computer instructions is provided, the computer instructions are stored in a computer-readable storage medium, and the processor of the computer device reads the computer instructions from the computer-readable storage medium, and when the processor executes the computer instructions, it causes the computer device to execute the game shop display method of each of the above embodiments. [Effects of the Invention]

[0012] The configuration provided in the embodiments of this application may include the following beneficial effects.

[0013] When a game shop meets the conditions for locking, it displays prompt information suggesting that the game shop be locked, allowing the player to perform the lock operation based on the information provided. Even as the game approaches its endgame, with a large amount of information and actions to be performed, the player will not miss out on desired pieces.

[0014] Furthermore, when the first game account, controlled by the player, acquires the desired pieces, it is advantageous for improving the first game account's match performance, shortening the match time, and reducing the computer resources consumed per match. [Brief explanation of the drawing]

[0015] [Figure 1] A schematic diagram of a computer system provided in one exemplary embodiment of the present application is shown. [Figure 2] A schematic diagram of a display method for a game shop provided in one exemplary embodiment of the present invention is shown. [Figure 3] A flowchart of a display method for a game shop provided in one exemplary embodiment of the present invention is shown. [Figure 4] A flowchart of a display method for a game shop provided in one exemplary embodiment of the present invention is shown. [Figure 5] A flowchart of a display method for a game shop provided in one exemplary embodiment of the present invention is shown. [Figure 6] A flowchart of a display method for a game shop provided in one exemplary embodiment of the present invention is shown. [Figure 7] A flowchart of a display method for a game shop provided in one exemplary embodiment of the present invention is shown. [Figure 8] A schematic diagram of a display method for a game shop provided in one exemplary embodiment of the present invention is shown. [Figure 9] A schematic diagram of a display method for a game shop provided in one exemplary embodiment of the present invention is shown. [Figure 10]A schematic diagram of a method for displaying a game shop provided in one exemplary embodiment of the present application is shown. [Figure 11] A schematic diagram of a method for displaying a game shop provided in one exemplary embodiment of the present application is shown. [Figure 12] A block diagram of a display device for a game shop provided in one exemplary embodiment of the present application is shown. [Figure 13] A schematic diagram of the configuration of a computer device provided in one exemplary embodiment of the present application is shown.

Mode for Carrying Out the Invention

[0016] Some of the important terms in the present application are briefly introduced as follows.

[0017] Round-based chess game: It is one form of a chess game where the player and the opponent operate their respective virtual pieces in turn for each round to advance the game.

[0018] Auto chess game: It is a general term for an electronic strategy-based round-based chess card game. Its basic game rules are as follows. By the player extracting virtual pieces, a combination is selected from different types of virtual pieces and placed on their own board. Finally, the game system automatically controls the player's virtual pieces to fight against the other virtual pieces, and the player whose virtual pieces survive until the end wins this round. The loser of each round has a certain amount of hit points deducted. This process is repeated multiple times until only one of the multiple players survives.

[0019] Virtual piece: It refers to the piece placed on the board within the auto chess game, including combat virtual pieces and preparatory virtual pieces. Among them, the combat virtual piece is the virtual piece located in the combat area, and the preparatory virtual piece is the virtual piece located in the preparatory area.

[0020] Board: Refers to the area for preparing for and conducting matches in the match interface of an auto chess game, and may be any one of a 2D virtual board, a 2.5D virtual board, or a 3D virtual board. This application is not limited thereto. The board is divided into a combat area and a preparation area. The combat area contains several combat grids of the same size, for placing combat virtual pieces that will be used in a match, and the preparation area contains several preparation grids, for placing preparation virtual pieces, which do not participate in the match during the match but can be dragged to the combat area during the preparation phase.

[0021] As an example, in one possible embodiment, regarding the installation method of battle grids in a combat area, Combat Area The grid contains n (rows) x m (columns) battle grids, where n is an integer multiple of 2, and adjacent rows of battle grids may be aligned or misaligned. The battle area is also evenly divided into two parts, friendly battle area and enemy battle area, row by row. During the preparation phase, players can only place virtual pieces in their friendly battle area.

[0022] Gold Coins: These are the basic resources (virtual resources) used in the game to purchase virtual pieces and refresh the game shop. Each round, a fixed amount of base gold coins and 10% of the current gold coins (interest) are earned (interest cannot exceed 5, and there is no interest if the gold coins are less than 10). In case of consecutive wins or losses, additional gold coins are earned depending on the number of consecutive wins (losses).

[0023] Preparation Area: After a player acquires a virtual piece, the virtual piece remains in the preparation area. Players can sell, move, and hold virtual pieces in the preparation area, and there is a limit to the capacity of virtual pieces in the preparation area.

[0024] Star Upgrade: In Auto Chess, if there are N (N is a positive integer) identical virtual pieces in the combat area and preparation area, the virtual pieces are automatically combined into a virtual piece of a higher star rank. This process is called star upgrade. After star upgrade, the grid in the combat area and preparation area is unlocked, and the strength of the virtual piece increases significantly. For example, if you have three identical 1-star virtual pieces, they will automatically be upgraded to a 2-star virtual piece, and if you have three identical 2-star virtual pieces, they will automatically be upgraded to a 3-star virtual piece. The highest star rank for a virtual piece is 3 stars, and a total of nine 1-star virtual pieces are needed to upgrade one virtual piece to 3 stars. After star upgrade, the base attributes and skill strength of the virtual piece increase significantly. Players can purchase 1-star virtual pieces from the game shop, but they cannot directly purchase 2-star or 3-star virtual pieces.

[0025] Figure 1 shows a schematic diagram of a computer system 100 provided in one exemplary embodiment of the present application. This computer system 100 includes a terminal 110 and a server 120.

[0026] On terminal 110, a game client 111 that supports a virtual environment is installed and executed, and this game client 111 may be a multiplayer online battle program. When the game client 111 is executed on terminal 110, the object interface of the game client 111 is displayed on the screen of terminal 110. This game client 111 may be any one of the following: a virtual reality (VR) application program, an augmented reality (AR) program, a 3D map program, a virtual reality game, an augmented reality game, a first-person shooting (FPS) game, a third-person shooting (TPS) game, a multiplayer online battle arena (MOBA) game, or a strategic chess card game. In this embodiment, the case where this game client 111 is a strategic chess card game will be described as an example. Terminal 110 is the terminal used by object 112.

[0027] Terminal 110 can generally refer to one of several terminals, but in this embodiment, only terminal 110 will be described as an example. The type of device of terminal 110 includes at least one of the following: smartphone, wearable device, in-vehicle terminal, smart TV, tablet computer, e-book reader, MP3 player, MP4 player, laptop portable computer, and desktop computer.

[0028] Although Figure 1 shows only one terminal, in different embodiments, there may be multiple other terminals 130 accessing the server 120. Optionally, there may also be one or more other terminals 130 that correspond to developers, and these other terminals 130 have a game client development and editing platform that supports a virtual environment installed. Developers can edit and update the game client 111 on the other terminals 130 and transmit the updated game client 111 installation package to the server 120 via a wired or wireless network. Terminal 110 can download the game client installation package from the server 120 to update the game client.

[0029] Terminal 110 and other terminals 130 are connected to server 120 via a wireless or wired network.

[0030] Server 120 includes at least one of the following: one server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services to game clients that support a 3D virtual environment. Optionally, Server 120 handles primary computing tasks and Terminal 110 handles secondary computing tasks, or Server 120 handles secondary computing tasks and Terminal 110 handles primary computing tasks, or a distributed computing architecture is used between Server 120 and Terminal 110 for collaborative computing.

[0031] Optionally, the server 120 includes a processor 122, an object account database 123, a battle service module 124, and an input / output interface (I / O interface) 125 for objects. Here, the processor 122 loads instructions stored in the server 120 and processes data in the object account database 123 and the battle service module 124. The object account database 123 stores data for object accounts used by terminal 110 and other terminals 130, such as the object account's profile picture, the object account's nickname, the object account's combat power index, and the service area where the object account is located. The battle service module 124 provides multiple battle modes for object battles, such as a 1v1 battle mode, a 3v3 battle mode, a 5v5 battle mode, or a battle mode in which one or more objects form a faction, then multiple (three or more) factions battle each other, ranking and elimination are performed based on the results of the battles, and the final ranking is determined. The object-oriented I / O interface 125 establishes communication with terminal 110 and / or other terminals 130 via a wireless or wired network to exchange data.

[0032] Among the many types of network games, there is a strategic chess card game called Auto Chess. Its basic game rules are as follows: Players select combinations of different types of virtual pieces by extracting virtual pieces and placing them on their board. Finally, the game system automatically controls the battle between friendly virtual pieces and opposing virtual pieces, and the player whose virtual pieces survive until the end wins the round. Players who fail in each round have a certain number of hit points deducted. This process is repeated multiple times until only one player remains.

[0033] In the virtual piece extraction process of an auto chess game, players can increase the number of selectable virtual pieces by refreshing the game shop. However, even if a desired virtual piece appears after a refresh, it is often not immediately available for purchase. Since the game shop automatically refreshes at the end of each round, the method provided in this application reduces the likelihood of players missing out on desired virtual pieces by configuring how the game shop is displayed. As shown in Figure 2, Figure 2 shows a schematic diagram of the game shop display method provided in one exemplary embodiment of this application.

[0034] On terminal 110, a game client 111 that supports the virtual environment is installed and executed. Here, the game client 111 reads different game parameters in the game interface, which includes at least one of the following: a lock button 210, a game shop 220, the number of gold coins held 230, the number of gold coins required to purchase a single virtual piece 232, a preparation area 240, a time progress bar 250, and a setting key 260.

[0035] The state of the lock button 210 includes at least one of the following: unlocked state, lock indication state, and locked state. The lock button 210 in the unlocked state is represented as an unlocked lock-shaped button, the lock button 210 in the lock indication state is represented as a flashing unlocked lock-shaped button, and the lock button 210 in the locked state is represented as a locked lock-shaped button.

[0036] Game shop 220 includes a lock button 210 and virtual pieces that can be selected by the player, such as piece A, piece B, and piece C, and the number of virtual pieces that can be selected by the player is variable. For example, there are 6 virtual pieces that can be selected by the player, and these virtual pieces are piece A, piece B, piece C, piece D, piece E, and piece F.

[0037] The number of gold coins held, 230, is the exact number of gold coins the player currently possesses and is a specific integer value. The number of gold coins required to purchase a single virtual piece, 232, is a specific integer value, and the number of gold coins required to purchase different virtual pieces may be the same or different. For example, the number of gold coins held is 24, and the number of gold coins required to purchase piece A is 4.

[0038] Preparation Area 240 is an area for holding virtual pieces acquired by the player, and the player is in the preparation area 240 In this game, virtual pieces can be sold, moved, and held. The preparation area 240 has a limit on the number of positions, and above the preparation area 240 is the combat area 242, which is the area where virtual pieces fight. For example, the preparation area 240 currently has a limit of 8 positions, with 3 virtual pieces currently in place and 5 empty positions remaining.

[0039] The time progress bar 250 indicates the remaining time for the current phase. The game flow includes a combat phase, a preparation phase, and a buffer phase, followed by the combat phase, followed by the buffer phase, and then the preparation phase. During the preparation phase, the game shop 220 automatically refreshes and changes the virtual pieces available for player selection.

[0040] Because different players have different needs regarding how the game shop is displayed, adding a customization setting for how the game shop is displayed to the settings allows players to choose different display methods according to their needs. The setting key 260 includes a no-show mode 262, a show-only mode 264, and an auto-lock mode 266. Here, Mode 262 without presentation includes no presentation text and a selection button. Presentation-only mode 264 includes presentation-only text and a select button. Auto-lock mode 266 includes auto-lock text and a select button.

[0041] If the player does not require a lock prompt, select no prompt mode 262. If the terminal displays the lock button as a lock prompt, the terminal will display the lock button as unlocked. For example, if the player does not like the lock button prompt function, select no prompt mode 262. In this case, if the terminal displays the lock button as a lock prompt, the terminal will display the lock button as unlocked.

[0042] If the player only requires a lock notification, select notification-only mode 264, and the terminal displays the lock button as a lock notification state, the terminal will display the lock button as a lock notification state. For example, if the player requires assistance from the game system but does not require full control of the game shop lock function by the game system, select notification-only mode 264, and the terminal displays the lock button as a lock notification state, the terminal will display the lock button as a lock notification state.

[0043] If the player requires automatic locking, and the terminal displays the lock button as a lock prompt, the terminal will display the lock button as locked. For example, if the player is very unfamiliar with the game and requires complete control over the game shop lock function by the game system, and the terminal displays the lock button as locked, and the terminal displays the lock button as locked, the terminal will display the lock button as locked.

[0044] During gameplay, players may not be able to immediately purchase a desired virtual piece even if it appears after a refresh. Since the game shop automatically refreshes at the end of each round, the game client displays prompt information suggesting that the game shop be locked to prevent players from missing out on desired virtual pieces. To this end, the game client reads the number of recommended pieces in the game shop and the values ​​of the game parameters, and calculates whether the number of recommended pieces and the values ​​of the game parameters meet the conditions for a lock prompt.

[0045] During the game, players need to improve the combat power of their virtual pieces in order to defeat enemies and achieve victory. To improve combat power, players need to select recommended pieces. Recommended pieces include at least one of the following: virtual pieces owned by the player, virtual pieces that meet the star-up requirements, and virtual pieces that match the formation the player is using.

[0046] The game parameters are: • Number of virtual resources owned by the first game account • Number of virtual resources required to purchase all recommended pieces • Number of remaining positions in the preparation area • Remaining time in the battle phase It includes at least one of the following.

[0047] Here, virtual resources are resources used to purchase virtual pieces within a round-based chess game, the preparation area is the area where virtual pieces are stored, and the combat phase is one phase within one round of a round-based chess game.

[0048] If the game client identifies that the number of recommended pieces in the game shop meets the recommended conditions, for example, the game shop may have 2220 A pieces and 2240 E pieces, the preparation area may have 2222 A1 pieces and 2242 E1 pieces, and the battle area may have 2244 E2 pieces. A pieces 2220 and A1 pieces 2222 are different screen representations of the same type of virtual piece, while E pieces 2240, E1 pieces 2242, and E2 pieces 2244 are different screen representations of the same type of virtual piece but of different types. Therefore, A piece 2220 meets the conditions for being a recommended piece as a virtual piece owned by the player, and E piece 2240 meets the conditions for being a recommended piece as a virtual piece that meets the star-up conditions.

[0049] If there is a recommended piece in the game shop, the game client determines the state of the lock button 210 as the lock prompt state.

[0050] As described above, in the method provided in the embodiment of the present application, when the game shop meets the lock prompting conditions, prompting information is displayed to suggest setting the game shop to a locked state, allowing the player to perform the lock operation based on the prompting information. Even when a large amount of information and operations are required as the game approaches its endgame, the player will not miss out on desired pieces. Furthermore, the acquisition of desired pieces by the first game account controlled by the player is advantageous for improving the first game account's performance in the match, shortening the match time, and reducing the computer resources consumed per match.

[0051] Furthermore, the method provided in this embodiment allows players to select different game shop display methods (e.g., automatic lock or lock notification) according to their needs by adding a customization setting for how the game shop is displayed to the settings, thus satisfying the different player needs regarding the lock notification function.

[0052] Figure 3 shows a flowchart of a method for displaying a game shop provided in one exemplary embodiment of the present application. This method is performed by a terminal or game client. This method includes the following steps:

[0053] In step 310, during a round-based chess game, the virtual pieces sold in the game shop are refreshed and displayed based on refresh conditions.

[0054] In this embodiment, the basic rules of the round-based chess game are as follows: Players select combinations of different types of virtual pieces by extracting virtual pieces and placing them on their board. Finally, the game system automatically controls the battle between friendly virtual pieces and opposing virtual pieces, and the player whose virtual pieces survive until the end wins the round.

[0055] In some embodiments, the refresh condition includes a refresh condition in which the player manually refreshes the game shop, or a refresh condition in which the game client automatically refreshes the game shop. Manually refreshing the game shop includes the player clicking the refresh button in the game interface to refresh and display the virtual pieces sold in the game shop, provided that the player has sufficient virtual resources to refresh the game shop. Automatically refreshing the game shop by the game client includes the game client automatically refreshing the display of virtual pieces sold in the game shop at the end of a round, without the player needing to click the refresh button in the game interface.

[0056] In step 320, the first game account is controlled to participate in a round of a round-based chess game with the purchased virtual pieces in response to purchase and game operations.

[0057] The game client controls the player's primary game account to participate in rounds of a round-based chess game with the purchased virtual pieces, in response to the player's actions such as purchasing virtual pieces and performing game operations such as moving, selling, and upgrading virtual pieces.

[0058] In some embodiments, the game client obtains the number of recommended pieces and, based on the number of recommended pieces, determines whether the game shop meets the lock offering conditions. If the game shop meets the lock offering conditions, step 330 is performed; if the game shop does not meet the lock offering conditions, step 310 is performed during the preparation phase for the next round.

[0059] In some embodiments, the game client obtains the number of recommended pieces and the game parameters of the first game account, and determines whether the game shop meets the lock offering conditions based on the number of recommended pieces and the game parameters of the first game account. If the game shop meets the lock offering conditions, step 330 is performed; if the game shop does not meet the lock offering conditions, step 310 is performed.

[0060] In step 330, if the game shop meets the lock prompting conditions, prompting information is displayed to suggest setting the game shop to a locked state. The locked state refers to a state in which the game shop locks the virtual pieces it sells and does not refresh them during the lock time.

[0061] In a round-based chess game, even if a player's desired virtual piece appears after a refresh, they may not be able to purchase it immediately; that is, the game shop may have met the conditions for locking it in.

[0062] In some embodiments, the lock prompt is used to identify or predict a scenario in which a desired virtual piece appears after a refresh of the game shop, but the first game account lacks the virtual resources to purchase the virtual piece, and / or the lock prompt is used to identify or predict a scenario in which a desired virtual piece appears after a refresh of the game shop, but there is no position in the current preparation area to hold the desired virtual piece. To prevent the loss of the desired virtual piece, if the game shop satisfies the lock prompt, the game client displays prompt information suggesting that the game shop be set to a locked state.

[0063] As described above, in the method provided in this embodiment, when the game shop meets the lock prompting conditions, prompting information is displayed to suggest setting the game shop to a locked state, allowing the player to perform the lock operation based on the prompting information. Even when the game approaches its final stages and there is a large amount of information and operations to be performed, the player will not miss out on the desired piece.

[0064] An example of a method that comprehensively considers the recommended number of pieces and the game parameters of the first game account. Figure 4 shows a flowchart of a method for displaying a game shop provided in one exemplary embodiment of the present application. This method is performed by a terminal or game client. This method includes the following steps:

[0065] In step 310, during a round-based chess game, the virtual pieces sold in the game shop are refreshed and displayed based on refresh conditions.

[0066] In step 320, the first game account is controlled to participate in a round of a round-based chess game with the purchased virtual pieces in response to purchase and game operations.

[0067] In step 321, the number of recommended pieces X in the game shop and the game parameters of the first game account are read. The game parameters of the first game account include the number of virtual resources M owned by the first game account, the number of virtual resources m required to purchase all recommended pieces, the number of remaining positions Q in the preparation area, and the remaining time T in the combat phase.

[0068] Here, recommended pieces are virtual pieces that are recommended for purchase by the first game account within the game shop. Recommended pieces are virtual pieces that improve the combat power of the formation used by the first game account. • Virtual pieces owned by the first game account • A virtual piece that meets the rank-up conditions, where rank-up is the process of combining N identical virtual pieces (where N is a positive integer) into a higher-ranked virtual piece if the player possesses N identical virtual pieces in the game. • Virtual pieces that match the lineup used by the first game account. It includes at least one of the following.

[0069] Among the game parameters, virtual resources are resources used to purchase virtual pieces in a round-based chess game, the preparation area is the area where virtual pieces are stored, and the combat phase is one phase within one round of a round-based chess game.

[0070] Step 322 determines whether the number of recommended pieces in the game shop is less than the first threshold.

[0071] If the number of recommended pieces in the game shop is less than the first threshold, the lock offer condition is not met, and step 310 is executed. If the number of recommended pieces in the game shop is equal to or greater than the first threshold, the relationship between the number of virtual resources held by the first game account and the number of virtual resources required to purchase all recommended pieces is determined, and step 323 is executed.

[0072] Step 323 determines whether the number of virtual resources held by the first game account is less than the number of virtual resources required to purchase all recommended pieces.

[0073] If the number of virtual resources held by the first game account is less than the number of virtual resources required to purchase all recommended pieces, i.e., if it is not possible to purchase all recommended pieces, the lock presentation condition is met and step 330 is executed. If the number of virtual resources held by the first game account is equal to or greater than the number of virtual resources required to purchase all recommended pieces, i.e., if it is possible to purchase all recommended pieces, the lock presentation condition is not met and step 324 is executed.

[0074] For example, if the total number of virtual resources required to purchase all recommended pieces is 7, and the number of virtual resources held by the first game account is 5, which is less than 7, then an operation regarding the lock status will be performed on the game shop.

[0075] In step 324, it is determined whether the number of remaining positions in the preparation area is less than the second threshold.

[0076] If the number of remaining positions in the preparation area is less than the second threshold, the lock presentation condition is met, and step 330 is executed. If the number of remaining positions in the preparation area is equal to or greater than the second threshold, the lock presentation condition is not met, and step 325 is executed.

[0077] For example, if the second threshold is 1 and the number of remaining positions in the preparation area is 0 and less than 1, display suggestion information to propose setting the game shop to a locked state.

[0078] Step 325 determines whether the remaining time in the combat phase is less than the third threshold.

[0079] The game flow includes a preparation phase, a combat phase, and a buffer phase. After the preparation phase comes the combat phase, after the combat phase comes the buffer phase, and after the buffer phase comes the preparation phase. The remaining time for the combat phase is calculated by counting down from the time the preparation phase began. During the preparation phase, the game shop automatically refreshes, changing the virtual pieces available for player selection.

[0080] If the remaining time in the combat phase is less than the third threshold, i.e., approaching the buffer phase and the game shop will soon automatically refresh, the lock presentation condition is met and step 330 is executed. If the remaining time in the combat phase is greater than or equal to the third threshold, the lock presentation condition is not met and step 310 is executed.

[0081] For example, if the third threshold is 0 and the remaining time in the battle phase is -1 (less than 0), display suggestion information to propose setting the game shop to a locked state.

[0082] In some embodiments, if recommended pieces exist, the priority order of the steps—determining the relationship between the number of virtual resources held by the first game account and the number of virtual resources required to purchase all recommended pieces, determining the relationship between the number of remaining positions in the preparation area and the second threshold, and determining the relationship between the remaining time in the combat phase and the third threshold—may be adjusted, and no further explanation is provided here.

[0083] As described above, the method provided in this embodiment determines whether a recommended piece exists and, if so, displays suggestion information to set the game shop to a locked state, allowing the player to perform the lock operation based on the suggested information. Even as the game approaches its endgame, with a large amount of information and operations to be performed, the player will not miss out on the desired piece.

[0084] Furthermore, the method provided in this embodiment determines the relationship between the number of virtual resources held by the first game account and the number of virtual resources required to purchase all recommended pieces. If the number of virtual resources held by the first game account is less than the number of virtual resources required to purchase all recommended pieces, an operation related to the lock status is performed on the game shop. This allows the player to purchase the desired virtual pieces after fulfilling the purchase conditions, ensuring that they do not miss out on the desired virtual pieces.

[0085] Furthermore, in the method provided in this embodiment, the relationship between the number of remaining positions in the preparation area and the second threshold is determined, and if the number of remaining positions in the preparation area is less than the second threshold, an operation related to the lock state is performed on the game shop, so that after fulfilling the purchase conditions, the player can purchase the desired virtual piece without losing the desired virtual piece.

[0086] Furthermore, in the method provided in this embodiment, the relationship between the remaining time in the battle phase and a third threshold is determined, and if the remaining time in the battle phase is less than the third threshold, an operation related to the lock state is performed on the game shop, allowing the player to purchase the desired virtual piece after fulfilling the purchase conditions, without losing the desired virtual piece.

[0087] Figure 5 shows a flowchart of a method for displaying a game shop provided in one exemplary embodiment of the present application. This method is performed by a terminal or game client. This method includes the following steps:

[0088] In step 310, during a round-based chess game, the virtual pieces sold in the game shop are refreshed and displayed based on refresh conditions.

[0089] In step 320, the first game account is controlled to participate in a round of a round-based chess game with the purchased virtual pieces in response to purchase and game operations.

[0090] For information on how the game client identifies whether the recommended pieces in the game shop meet the lock presentation conditions, please refer to the relevant explanation in Figure 4. Further explanation is omitted here.

[0091] In step 332, if the recommended piece in the game shop meets the lock prompting conditions, a blinking lock button is displayed. The lock button, upon receiving a trigger operation, sets the game shop to a locked state.

[0092] The blinking state is a suggestion to lock the game shop.

[0093] If the game shop meets the conditions for a lock prompt, the game client displays prompt information, which suggests setting the game shop to a locked state in a different form. For example, the prompt information may be textual information suggesting locking the shop, a blinking lock button, a lock button in a state clearly different from the unlocked state, or audio information suggesting locking the shop.

[0094] For example, if the displayed information is a flashing lock button, the game client will indicate a flashing lock button if a recommended piece is present in the game shop.

[0095] The flashing parameters of the flashing state are related to the remaining time T of the combat phase, and the flashing parameters include at least one of the following: flashing frequency, flashing brightness, and flashing color.

[0096] The smaller the value of T, the higher the blinking frequency. For example, when T is 9 seconds, the blinking frequency is 2 Hz, and when T is 3 seconds, the blinking frequency is 10 Hz.

[0097] Alternatively, the smaller the value of T, the higher the flashing brightness. For example, when T is 9 seconds, the flashing brightness is 100 nits, and when T is 3 seconds, the flashing brightness is 200 nits.

[0098] Alternatively, the smaller the value of T, the different flashing colors displayed. For example, if T is 9 seconds, the flashing color is green, and if T is 3 seconds, the flashing color is red.

[0099] As described above, in the method provided in this embodiment, when a recommended piece in the game shop meets the lock notification conditions, a blinking lock button is displayed, and the blinking parameters of the blinking state are changed according to the remaining time in the battle phase, thereby notifying the player that the game shop is to be locked. This allows the player to purchase the desired virtual piece after meeting the purchase conditions, so as not to miss out on the desired virtual piece.

[0100] Figure 6 shows a flowchart of a method for displaying a game shop provided in one exemplary embodiment of the present application. This method is performed by a terminal or game client. This method includes the following steps:

[0101] In step 310, during a round-based chess game, the virtual pieces sold in the game shop are refreshed and displayed based on refresh conditions.

[0102] In step 320, the first game account is controlled to participate in a round of a round-based chess game with the purchased virtual pieces in response to purchase and game operations.

[0103] For information on how the game client identifies whether the recommended pieces in the game shop meet the lock presentation conditions, please refer to the relevant explanation in Figure 4. Further explanation is omitted here.

[0104] In step 334, if the recommended pieces in the game shop meet the automatic lock conditions, the game shop is automatically set to a locked state.

[0105] If the recommended pieces in the game shop meet the automatic lock conditions, the game client will automatically lock the game shop. During the lock period, the virtual pieces in the game shop will not be refreshed. For example, if recommended pieces exist in the game shop, the game client will automatically lock the game shop, and the recommended pieces and other virtual pieces in the game shop will not be refreshed. After the game client has automatically locked the game shop, if certain unlock conditions are met, the game client will unlock the game shop.

[0106] The unlock conditions are: • Players can manually unlock it. • The recommended pieces in the game shop do not meet the automatic locking conditions. - The lock time or lock rounds reach the fourth threshold. • The recommended pieces that will soon be refreshed have a higher recommendation rating than the existing recommended pieces. It includes at least one of the following.

[0107] Here, the recommendation level is the degree to which the game client recommends the use of that recommended piece. For example, an existing recommended piece is a virtual piece that the first game account owns one of, and a recommended piece that will soon be refreshed is a virtual piece that the first game account owns two of. In this case, the recommendation level of the recommended piece that will soon be refreshed is higher than that of the existing recommended piece.

[0108] As described above, in the method provided in this embodiment, when a recommended piece in the game shop meets the automatic locking conditions, the game client automatically locks the game shop, allowing the player to purchase the desired virtual piece after meeting the purchase conditions, ensuring that the desired virtual piece is not lost.

[0109] Furthermore, the method provided in this embodiment allows the game client to automatically unlock the game shop when certain unlocking conditions are met, thereby speeding up the game flow and shortening the overall game time for a single match.

[0110] Figure 7 shows a flowchart of a method for displaying a game shop provided in one exemplary embodiment of the present application. This method is performed by a terminal or game client. This method includes the following steps:

[0111] In step 710, the game client sends the game parameters of the first game account to the server.

[0112] The game parameters for the first game account include at least one of the following: the number of virtual pieces owned by the first game account, the number of virtual resources owned by the first game account, the number of virtual pieces owned by the opponent, the second game account, the current game round ranking in the overall game process, and the remaining time in the combat phase. Virtual pieces are abbreviated as pieces. For example, the first game account owns 5 virtual pieces, the number of virtual resources owned by the first game account is 20 gold coins, the number of virtual pieces owned by the opponent, the second game account is 8 virtual pieces, the number of virtual resources owned by the second game account is 10 gold coins, the current game round ranking in the overall game process is round 5, and the remaining time in the combat phase is 15 seconds.

[0113] In step 720, the game client receives recommended pieces as feedback from the server, and at least one of the recommended virtual pieces is one that the server predicted using a piece recommendation model based on game parameters.

[0114] The piece recommendation model was trained as follows:

[0115] The sample match parameters are obtained, which include the number of virtual pieces held by the first sample account at different times, the number of virtual resources held by the first sample account at different times, the number of virtual pieces held by the opponent, the second sample account at different times, the number of virtual resources held by the second sample account at different times, and the win / loss result.

[0116] For example, in the fifth round, the first sample account will have five virtual pieces: A1, A2, A3, A4, and A5. In the tenth round, it will have fifteen virtual pieces: A1, A2, A3, A4, A4, A5, A4 15 These are pieces. Sample Account 1 has 20 gold coins in the 5th round and 0 gold coins in the 10th round. The opponent, Sample Account 2, has 8 virtual pieces in the 5th round, consisting of B1, B2, B8, and 13 virtual pieces in the 10th round, consisting of B1, B2, B8, 13 These are pieces. Sample Account 2 has 12 gold coins in Round 5 and 2 gold coins in Round 10. Sample Account 2 wins in Round 5, and Sample Account 1 wins in Round 10.

[0117] If the first sample account is the winner, the match parameters corresponding to the first time step from the sample match parameters are input into the time series feature processing model to obtain the predicted virtual pieces to be purchased when the first sample account makes its next purchase after the first time step, where the first time step is any time in the sample match. For example, if the first sample account is the winner, the virtual pieces held by the first sample account corresponding to the first time step from the sample match parameters are two pieces, A1 and A2, and the number of virtual resources held is five gold coins. By inputting these match parameters into the time series feature processing model, it is obtained that the predicted virtual pieces to be purchased when the first sample account makes its next purchase after the first time step are A3 and A4.

[0118] The error loss is calculated between the predicted purchase price and the actual purchase price when the first sample account makes its next purchase after the first time step. For example, when the first sample account makes its next purchase after the first time step, the predicted purchase prices are A3 and A4, the actual purchase prices are A3 and A5, and the error loss is 50%.

[0119] A piece recommendation model is obtained by training a time-series feature processing model based on error loss. Exemplarily, a piece recommendation model is obtained by training a time-series feature processing model to reduce error loss to 5% or less.

[0120] As described above, the method provided in this embodiment trains a piece recommendation model based on the game parameters of a first game account to obtain a piece recommendation model that meets the requirements and improves the win rate of the first game account using the recommended pieces.

[0121] Next, we will introduce other training methods for the piece recommendation model.

[0122] In the embodiments of the present invention, the determination of whether or not a game shop offers a lock is based on the recommended piece predicted by a piece prediction model. State information of the first game account for the current round is input at the time of prediction. The state information includes at least one of the following: the type, number, and rank of the virtual pieces held by the first game account; the life value of the first game account; and the number of virtual resources held by the first game account.

[0123] Schematically, the first feature vector is obtained by inputting the type identifiers of the virtual pieces owned by the first game account into the first embedding layer, the second feature vector is obtained by inputting the number of virtual pieces of each type owned by the first game account into the second embedding layer, the third feature vector is obtained by inputting the ranks of the virtual pieces of each type owned by the first game account into the third embedding layer, the fourth feature vector is obtained by inputting the life value of the first game account into the fourth embedding layer, and the fifth feature vector is obtained by inputting the number of virtual resources owned by the first game account into the fifth embedding layer. By inputting the first to fifth feature vectors into a fully connected layer, a fully connected feature vector is obtained. This fully connected feature vector is then input into a decoder, which outputs the predicted recommended piece.

[0124] In the embodiment of this invention, the piece recommendation model predicts and outputs recommended pieces, and the game shop determines whether to display suggestion information to suggest setting the game shop to a locked state, based on whether the recommended pieces exist among the pieces currently for sale and the number of recommended pieces that exist, or more reference information. Next, the training process of the piece recommendation model will be introduced.

[0125] In the embodiment of this invention, a piece recommendation model is trained using a reinforcement learning framework. The reinforcement learning framework mainly consists of an agent, an environment, a state, an action, and a reward. When the agent performs an action, the environment transitions to a new state and provides a reward signal (positive or negative reward) for this new state. Subsequently, the agent performs a new action according to a certain strategy based on the new state and the reward fed back from the environment. The above process is a way in which the agent and the environment interact through state, action, and reward.

[0126] In the embodiment of this invention, past player match data is used as the training sample set when training the piece recommendation model.

[0127] We obtain multiple sets of match data from multiple sample game accounts, and these sets of match data correspond one-to-one with multiple sample game accounts, with each set of match data containing the relevant data for one match. We will explain this using the example of training a piece recommendation model with one set of match data from one sample game account as follows.

[0128] During the training process, for the j+1th round, in the preparation phase of the j+1th round, the state information of the sample game account after the jth round is input into the piece recommendation model, and the piece recommendation model predicts the recommended piece. The sample game account has two cases: one in which it purchases the recommended piece, and one in which it does not. The sample game account is controlled to execute the combat phase of the j+1th round, and the state information of the sample game account after the j+1th round is obtained. Based on the difference between the state information after the two rounds and the instruction information that the sample game account should or should not purchase the recommended piece in the j+1th round, the round loss for the j+1th round, i.e., the j+1th round loss, is constructed. One round includes a preparation phase and a combat phase. In the preparation phase, operations such as purchasing pieces are performed, and in the combat phase, virtual pieces engage in combat.

[0129] For example, in the case where a sample game account purchases a recommended piece, if the sample game account's hit points after the j+1th round of combat are higher than the sample game account's hit points before the j+1th round of combat, the sample game account is given a positive reward to encourage it to purchase the recommended piece.

[0130] For example, if a sample game account does not purchase the recommended pieces, and the sample game account's gold after the j+1th round of combat is higher than the sample game account's gold before the j+1th round of combat, the sample game account is given a positive reward to encourage it not to purchase the recommended pieces.

[0131] For example, if a sample game account purchases recommended pieces, and the fitness level of the sample game account's lineup after the purchase (the sample game account's lineup after the (j+1)th round) is higher than the fitness level of the sample game account's lineup before the purchase (the sample game account's lineup after the jth round), the sample game account will be given a positive reward to encourage it to purchase the recommended pieces. In the auto chess game, certain lineup combinations are pre-set, and these combinations can earn additional buff bonuses. The fitness level of a lineup refers to the progress towards achieving a specific lineup combination.

[0132] For example, if a sample game account does not purchase recommended pieces, and the degree of dispersion of the sample game account's lineup after the purchase (the lineup of the sample game account after the (j+1)th round) is higher than the degree of dispersion of the sample game account's lineup before the purchase (the lineup of the sample game account after the jth round), then the sample game account will be given a negative reward, and will not be encouraged to not purchase the recommended pieces. In the auto chess game, several specific lineup combinations are pre-set, and the degree of lineup dispersion refers to the number of specific lineup combinations that can be generated by combining them.

[0133] The above describes the process of generating a corresponding round loss for each round. During the training process, a complete set of data for one match is acquired. For multiple rounds, the piece recommendation model continuously predicts the recommended pieces and generates a round loss for each round. When generating the round loss for the final round, an additional match loss is generated. A weighting operation is performed on the multiple round losses and the match loss, and the model parameters of the piece recommendation model are updated based on the weighted multiple round losses and match loss.

[0134] Match loss is the loss generated based on the current win / loss record of the sample game account in the match. Schematically, if the sample game account wins, the match loss is 0, and if the sample game account loses, the match loss is 10.

[0135] As described above, a method for training the piece recommendation model is provided. In this case, the recommended pieces output by the trained piece recommendation model will not only help the game account achieve an ultimate victory, but will also take into account the advantage / disadvantage situation in each round, making them more accurate to the current round's situation.

[0136] Figure 8 shows a schematic diagram of a method for displaying a game shop provided in one exemplary embodiment of the present application. This method is performed by a terminal or game client, the game client including a representation layer 820 and a logic layer 830. This method includes the following steps:

[0137] In step 831, the player clicks the game shop refresh button, or the game shop refreshes automatically.

[0138] In Auto Chess, player 810 needs to improve the combat power of their virtual pieces in order to defeat opponents and win the game. According to the rules of Auto Chess, the higher the star rank of a virtual piece, the higher its combat power. Therefore, it is necessary to extract the same virtual piece from the game shop and increase its star rank. The game shop has multiple virtual pieces available for player selection each time, and player 810 needs to refresh the game shop to increase the number of virtual pieces available for selection. The game shop can be refreshed by clicking the game shop refresh button, or by the game shop automatically refreshing after the end of a round.

[0139] In step 832, the expression layer transmits the refresh signal.

[0140] When a player clicks the game shop refresh button, or when the game shop automatically refreshes, a refresh signal is generated, and the expression layer 820 transmits this refresh signal to the logic layer 830.

[0141] In step 833, the logic layer reads the value of the recommended number of pieces X and determines the relationship between the recommended number of pieces X and the first threshold S1.

[0142] Upon receiving a refresh signal, logic layer 830 reads the value for the recommended number of pieces. The recommended number of pieces includes at least one of the following: virtual pieces owned by the player, virtual pieces that meet the star-up conditions, and virtual pieces that match the formation used by the player.

[0143] The logic layer 830 determines the relationship between the value of the recommended number of pieces and the first threshold S1. If the recommended number of pieces is less than the first threshold, it executes step 834. If the recommended number of pieces is greater than or equal to the first threshold, it executes step 836.

[0144] In step 834, if the recommended number of frames is less than the first threshold, an unlocked signal is sent.

[0145] If the number of recommended frames is less than the first threshold, the logic layer 830 sends an unlocked signal to the representation layer 820. For example, if the first threshold S1 is 1, and the number of recommended frames is less than 1, that is, if there are no recommended frames, the logic layer 830 sends an unlocked signal to the representation layer 820.

[0146] For example, if, among the virtual pieces available for selection by the player in the game shop, there are no virtual pieces owned by the player, no virtual pieces that meet the star-up conditions, and no virtual pieces that match the lineup the player will be using, i.e., if the number of recommended pieces is 0, the logic layer 830 sends an unlocked signal to the representation layer 820.

[0147] In step 835, the display layer shows the lock button in an unlocked state.

[0148] The state of the lock button includes at least one of the following: unlocked state, locked indication state, and locked state. When the representation layer 820 receives an unlocked signal transmitted from the logic layer 830, it displays the lock button in the unlocked state, that is, it does not give the player an indication to lock the game shop.

[0149] In step 836, if the recommended number of pieces is equal to or greater than the first threshold, step 837 is executed.

[0150] To illustrate with an example where the first threshold S1 is 1, if the number of recommended pieces is 1 or more, that is, if recommended pieces exist, step 837 is executed. For example, as shown in Figure 2, the game shop has A piece 2220 and E piece 2240, the preparation area has A1 piece 2222 and E1 piece 2242, and the battle area has E2 piece 2244. A piece 2220 and A1 piece 2222 are different screen representations of the same type of virtual piece, while E piece 2240, E1 piece 2242, and E2 piece 2244 are different screen representations of the same type of virtual piece but of different types. Therefore, A piece 2220 satisfies the conditions to be a recommended piece as a virtual piece owned by the player, and E piece 2240 satisfies the conditions to be a recommended piece as a virtual piece that satisfies the star-up conditions. That is, if the number of recommended pieces is 2, step 837 is executed.

[0151] In step 837, the logic layer reads the number of gold coins M the player possesses and the number of gold coins m required to purchase all recommended pieces, and determines the relative size of M and m.

[0152] If there are recommended pieces, the logic layer 830 reads the number of gold coins the player possesses and the total number of gold coins required to purchase all the recommended pieces, and determines the relative size of the number of gold coins the player possesses and the total number of gold coins required to purchase all the recommended pieces.

[0153] If the amount of gold the player possesses is less than the amount of gold required to purchase all recommended pieces, step 838 is executed. If the amount of gold the player possesses is equal to or greater than the amount of gold required to purchase all recommended pieces, step 840 is executed.

[0154] In step 838, if the number of gold coins a player possesses is less than the total number of gold coins required to purchase all recommended pieces, a lock signal is sent.

[0155] If the number of gold coins a player possesses is less than the total number of gold coins required to purchase all recommended pieces, the logic layer 830 sends a lock suggestion signal to the representation layer 820.

[0156] There may be one or more recommended pieces. Exemplarily, as shown in Figure 9, Figure 9 shows a schematic diagram of a game shop display method provided in one exemplary embodiment of the present invention. The player has 1 gold coin, the cost of purchasing recommended piece A 2220 is 4 gold coins, the cost of purchasing recommended piece E 2240 is 2 gold coins, the cost of purchasing all recommended pieces is 6 gold coins, and the number of gold coins the player has is insufficient to purchase all recommended pieces, so the logic layer 830 sends a lock prompt signal to the representation layer 820.

[0157] In step 839, the display layer makes the lock button appear in the locked state.

[0158] When the display layer 820 receives a lock prompt signal transmitted from the logic layer 830, it displays the lock button in a locked state, that is, it prompts the player to lock the game shop.

[0159] In step 840, if the number of gold coins the player possesses is greater than or equal to the number of gold coins required to purchase all recommended pieces, then step 841 is executed.

[0160] Step 841 is performed if the amount of gold the player possesses is greater than or equal to the amount of gold required to purchase all recommended pieces, that is, if the amount of gold the player possesses is sufficient to purchase all recommended pieces. For example, if there are two recommended pieces, the amount of gold required to purchase recommended piece A is 4, the amount of gold required to purchase recommended piece E is 2, and the amount of gold the player possesses is 6, which is sufficient to purchase all recommended pieces, so step 841 is performed.

[0161] In step 841, the logic layer reads the value of the remaining number of positions Q in the preparation area and determines the relationship between Q and the second threshold S2.

[0162] If a recommended piece exists, the logic layer 830 reads the value of the number of remaining positions in the preparation area, determines the relationship between the number of remaining positions in the preparation area and the second threshold, and executes step 842 if the number of remaining positions in the preparation area is less than the second threshold, and executes step 844 if the number of remaining positions in the preparation area is greater than or equal to the second threshold.

[0163] In step 842, if the number of remaining positions in the preparation area is less than the second threshold, a lock prompt signal is sent.

[0164] To explain using the case where the second threshold S2 is 1 as an example, if the number of remaining positions in the preparation area is less than 1, that is, if there are no available positions in the preparation area, the logic layer 830 sends a lock indication signal to the representation layer 820.

[0165] Exemplary, as shown in Figure 10, Figure 10 shows a schematic diagram of a game shop display method provided in one exemplary embodiment of the present application. Having no remaining positions in the preparation area means that the number of remaining positions in the preparation area is 0. If there are virtual pieces in all positions in the preparation area, i.e., the number of remaining positions in the preparation area is 0, the logic layer 830 sends a lock indication signal to the representation layer 820.

[0166] In step 843, the display layer makes the lock button appear in the locked state.

[0167] When the display layer 820 receives a lock prompt signal transmitted from the logic layer 830, it displays the lock button in a locked state, that is, it prompts the player to lock the game shop.

[0168] In step 844, if the number of remaining positions in the preparation area is equal to or greater than the second threshold, step 845 is executed.

[0169] To illustrate with an example where the second threshold S2 is 1, step 845 is executed if the number of remaining positions in the preparation area is 1 or more, that is, if there are empty positions in the preparation area. For example, if there are 2 positions in the preparation area that do not contain virtual pieces, that is, if the number of remaining positions in the preparation area is 2, step 845 is executed.

[0170] In step 845, the logic layer reads the value of the remaining time T in the combat phase and determines the relative magnitude of T to the third threshold S3.

[0171] If a recommended piece exists, logic layer 830 reads the value of the remaining time T for the combat phase. The flow of the auto chess game includes a preparation phase, a combat phase, and a buffer phase, followed by the combat phase, followed by the buffer phase, and then the preparation phase. The remaining time T for the combat phase is calculated by counting down from the time the preparation phase began. The duration of the buffer phase is buffer time t. During the preparation phase, the game shop automatically refreshes and changes the virtual pieces available for player selection.

[0172] The logic layer 830 determines the relationship between the remaining combat time and the third threshold S3. If the remaining combat time is less than the third threshold, it executes step 846. If the remaining combat time is greater than or equal to the third threshold, it executes step 848.

[0173] In step 846, if the remaining time in the combat phase is less than the third threshold, a lock indication signal is sent.

[0174] To illustrate with an example where the third threshold S3 is 0, if the remaining time in the battle phase is less than 0, that is, if there is no time remaining in the battle phase and the virtual pieces in the game shop will soon be automatically refreshed, the logic layer 830 sends a lock prompt signal to the representation layer 820.

[0175] When T < 0, the buffer time t is (-T). Exemplarily, as shown in FIG. 11, FIG. 11 shows a schematic diagram of a display method of a game shop provided in one exemplary embodiment of the present application. What is shown in FIG. 11 is the buffer stage. At this time, the combat stage has ended, the buffer time t is 10 seconds, the remaining time of the combat stage is -5 seconds, there is no remaining time in the combat stage, the virtual pieces in the game shop will be automatically refreshed soon after 5 seconds, and the logic layer 830 sends a lock prompt signal to the presentation layer 820.

[0176] Optionally, the lock prompt state is among the flashing states with different flashing frequencies, the flashing states with different flashing luminances, the flashing states with different flashing colors 1 or includes a combination of two or more of them.

[0177]

[0176] Optionally, the lock prompt state is among the flashing states with different flashing frequencies, the flashing states with different flashing luminances, the flashing states with different flashing colors 1 or includes a combination of two or more of them.

[0177] When (-t) < T < 0, the smaller the value of T, the higher the flashing frequency. Exemplarily, when t is 10 seconds and T is -3 seconds, the flashing frequency is 2 Hz, and when T is -9 seconds, the flashing frequency is 10 Hz.

[0178] When (-t) < T < 0, the smaller the value of T, the higher the flashing luminance. Exemplarily, when t is 10 seconds and T is -3 seconds, the flashing luminance is 100 nits, and when T is -9 seconds, the flashing luminance is 200 nits.

[0179] When (-t) < T < 0, the smaller the value of T, the more it is displayed as a different flashing color. Exemplarily, when t is 10 seconds and T is -3 seconds, the flashing color is green, and when T is -9 seconds, the flashing color is red.

[0180] In step 847, the presentation layer displays the lock button in the lock prompt state.

[0181] When the presentation layer 820 receives the lock prompt signal sent from the logic layer 830, it displays the lock button in the lock prompt state, that is, gives the player a prompt to lock the game shop.

[0182] In step 848, if the remaining time in the combat phase is greater than or equal to the third threshold, a non-lock signal is sent.

[0183] To illustrate with an example where the third threshold S3 is 0, if the remaining time in the battle phase is 0 or greater, that is, if there is still time remaining in the battle phase and the virtual pieces in the game shop are not automatically refreshed, the logic layer 830 sends an unlocked signal to the representation layer 820. For example, if T is 10 seconds, there is still time remaining in the battle phase, the buffering phase has not yet been entered, and the virtual pieces in the game shop are not automatically refreshed, the logic layer 830 sends an unlocked signal to the representation layer 820.

[0184] In step 849, the display layer makes the lock button appear in the unlocked state.

[0185] When the display layer 820 receives the unlock signal transmitted from the logic layer 830, it displays the lock button in an unlocked state, that is, it does not give the player a prompt to lock the game shop.

[0186] In some embodiments, if recommended pieces exist, the priority order of the steps—determining the relationship between the number of gold coins the player possesses and the total number of gold coins required to purchase all recommended pieces, determining the relationship between the number of remaining positions in the preparation area and the second threshold, and determining the relationship between the remaining time in the combat phase and the third threshold—may be adjusted, and no further explanation is provided here.

[0187] As described above, the method provided in this embodiment determines whether a recommended piece exists and, if a recommended piece exists, gives the player an offer to lock the game shop, so that after fulfilling the purchase conditions, the player can purchase the desired virtual piece without missing out on the desired virtual piece.

[0188] Furthermore, the method provided in this embodiment determines the relationship between the number of virtual resources held by the first game account and the number of virtual resources required to purchase all recommended pieces. If the number of virtual resources held by the first game account is less than the number of virtual resources required to purchase all recommended pieces, the player is given an offer to lock the game shop, allowing the player to purchase the desired virtual pieces after fulfilling the purchase conditions, ensuring they do not miss out on the desired pieces.

[0189] Furthermore, the method provided in this embodiment determines the relationship between the number of remaining positions in the preparation area and a second threshold, and if the number of remaining positions in the preparation area is less than the second threshold, the player is given an offer to lock the game shop, so that after fulfilling the purchase conditions, the player can purchase the desired virtual piece without losing the desired virtual piece.

[0190] Furthermore, the method provided in this embodiment determines the relationship between the remaining time in the battle phase and a third threshold, and if the remaining time in the battle phase is less than the third threshold, the player is given an offer to lock the game shop, allowing the player to purchase the desired virtual piece after fulfilling the purchase conditions, so as not to miss out on the desired virtual piece.

[0191] Figure 12 shows a block diagram of a game shop display device provided in one exemplary embodiment of the present application. The device includes a refresh module 1210, a control module 1220, and a display module 1230.

[0192] The refresh module 1210 refreshes and displays the virtual pieces sold in the game shop during a round-based chess game, based on refresh conditions.

[0193] The control module 1220 controls the first game account to participate in a round of a round-based chess game with the purchased virtual pieces, in response to purchase and game operations.

[0194] The display module 1230 displays prompt information to suggest setting the game shop to a locked state when the game shop meets the lock prompt conditions. The locked state refers to a state in which the game shop locks the virtual pieces it sells and does not refresh them within the lock time.

[0195] In one optional design, the display module 1230 displays prompt information suggesting that the game shop be locked if the number of recommended pieces in the game shop meets the lock prompt condition. Here, recommended pieces are virtual pieces in the game shop that are recommended for purchase by the first game account.

[0196] In one optional design, the display module 1230 displays suggestion information to suggest setting the game shop to a locked state if the number of recommended pieces in the game shop and the game parameters of the first game account meet the lock suggestion conditions.

[0197] In one optional design, the game parameters include at least one of the following: the number of virtual resources held by the first game account, the number of virtual resources required to purchase all recommended pieces, the number of remaining positions in the preparation area, and the remaining time in the combat phase. Of these, virtual resources are the resources used to purchase virtual pieces in a round-based chess game, the preparation area is the area where virtual pieces are stored, and the combat phase is one phase within one round of a round-based chess game.

[0198] In one optional design, the display module 1230 includes a first display unit 1231, a second display unit 1232, a third display unit 1233, and a fourth display unit 1234.

[0199] The first display unit 1231 displays suggestion information to suggest setting the game shop to a locked state if the number of recommended pieces in the game shop is equal to or greater than a first threshold.

[0200] The second display unit 1232 displays suggestion information to suggest setting the game shop to a locked state if the number of recommended pieces in the game shop is equal to or greater than the first threshold, and the number of virtual resources held by the first game account is less than the number of virtual resources required to purchase all recommended pieces.

[0201] The third display unit 1233 displays suggestion information to suggest setting the game shop to a locked state if the number of recommended pieces in the game shop is equal to or greater than the first threshold, and the number of remaining positions in the preparation area is less than the second threshold.

[0202] The fourth display unit 1234 displays suggestion information to suggest setting the game shop to a locked state if the number of recommended pieces in the game shop is equal to or greater than the first threshold and the remaining time in the battle phase is less than the third threshold.

[0203] In one optional design, the display module 1230 further displays a blinking lock button, which, when triggered, sets the game shop to a locked state.

[0204] In one optional design, the flashing parameters of a flashing state are related to the remaining time T of the combat phase, and the flashing parameters include at least one of frequency, brightness, and color.

[0205] In one optional design, the display module 1230 also automatically sets the game shop to a locked state if the game shop meets the automatic lock conditions.

[0206] Figure 13 shows a schematic diagram of the configuration of a computer device 1300 provided in one exemplary embodiment of the present application. The computer device 1300 comprises a processor 1301 and memory 1302.

[0207] The processor 1301 may include one or more processing cores, for example, a 4-core processor, an 8-core processor, etc. The processor 1301 processes digital signals Processor (DSP: Digital Signal) Processor The processor may be implemented in the form of at least one hardware component from among a Field-Programmable Gate Array (FPGA) and a Programmable Logic Array (PLA). The processor 1301 may include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state and is also called a Central Processing Unit (CPU). The coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1301 may include a Graphics Processing Unit (GPU). The GPU is responsible for rendering and drawing content to be displayed on the display. In some embodiments, the processor 1301 may include an Artificial Intelligence (AI) processor for processing machine learning-related computational operations.

[0208] The memory 1302 may include one or more computer-readable storage media. These computer-readable storage media may be non-temporary. The memory 1302 may include high-speed random-access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-temporary computer-readable storage media in the memory 1302 stores at least one instruction. When executed by the processor 1301, this at least one instruction enables the display method of a game shop provided in embodiments of the method of the present application.

[0209] In some embodiments, Computer equipment1300 optionally further includes an input interface 1303 and an output interface 1304. The processor 1301, memory 1302, input interface 1303, and output interface 1304 may be connected via a bus or signal lines. Each peripheral device may be connected to the input interface 1303 and output interface 1304 via a bus, signal lines, or circuit board. The input interface 1303 and output interface 1304 may be used to connect at least one I / O (Input / Output) peripheral device to the processor 1301 and memory 1302. In some embodiments, the processor 1301, memory 1302, input interface 1303, and output interface 1304 are integrated on the same chip or circuit board. In some other embodiments, one or two of the processor 1301, memory 1302, input interface 1303, and output interface 1304 may be implemented on separate chips or circuit boards. The embodiments of this application are not limited thereto.

[0210] As a person skilled in the art will understand, the configuration shown above is: Computer equipment It is not limited to 1300, Computer equipment 1300 may contain more or fewer components than shown, or it may be a combination of some components, or it may employ a different arrangement of components.

[0211] In exemplary embodiments, a computer program product including computer instructions is further provided. The computer instructions are stored in a computer-readable storage medium. The processor of the computer equipment is 、 When the processor reads and executes the computer instruction from the computer-readable storage medium, it realizes the game shop display method provided in the embodiments of each of the above methods.

[0212] In exemplary embodiments, a computer-readable storage medium storing a computer program is further provided, which, when loaded and executed by a processor, implements the game shop display method provided in each embodiment of the above method. [Explanation of Symbols]

[0213] 100 Computer Systems 110 terminals 111 Game Client 112 objects 120 servers 122 processors 123 Object Account Database 124 Battle Service Module 125 I / O interfaces 130 devices 210 Lock button 220 Game Shops 230 gold coins 232 gold coins 240 Preparation Area 242 Combat Area 250-hour progress bar 260 setting keys 262 Mode 264 mode 266 Automatic lock mode 810 players 820 Expression layer 830 Logic Layers 1210 Refresh Module 1220 Control Module 1230 Display Module 1231 First display unit 1232 Second display unit 1233 Third Display Unit 1234 4th display unit 1300 Computer equipment 1300 servers 1301 Processor 1302 memory 1303 Input Interface 1304 Output Interface 2220 A piece 2222 A1 piece 2240 E Piece 2242 E1 piece 2244 E2 Piece

Claims

1. A method for displaying the game shop that the terminal performs, The steps include: during a round-based chess game, refreshing and displaying virtual pieces sold at the game shop based on refresh conditions; The steps include controlling a first game account to participate in a game round of the round-based chess game with the purchased virtual pieces in response to a purchase operation and a game operation, If the game shop meets the conditions for setting the game shop to a locked state, the step is to display information suggesting that the game shop be set to a locked state, The step includes displaying suggestion information to suggest setting the game shop to the locked state if the number of recommended pieces in the game shop satisfies the lock suggestion condition, The aforementioned recommended piece is a virtual piece that is recommended for purchase by the first game account within the game shop, and includes a step, The aforementioned locked state refers to a state in which the game shop locks the virtual pieces it sells during the lock time and does not refresh them. How to display information in a game shop.

2. If the number of recommended pieces in the game shop satisfies the lock notification conditions, the step of displaying notification information to suggest setting the game shop to the locked state is: The step includes displaying suggestion information to suggest setting the game shop to the locked state if the number of recommended pieces in the game shop and the game parameters of the first game account satisfy the lock suggestion conditions. The method for displaying a game shop as described in claim 1.

3. The aforementioned game parameters include: The number of virtual resources owned by the first game account, The number of virtual resources required to purchase all of the recommended pieces, The number of remaining positions in the preparation area, The remaining time in the combat phase, and at least one of the following are included, The virtual resource is a resource for purchasing the virtual pieces within the round-based chess game, the preparation area is an area for storing the virtual pieces, and the combat phase is a phase within one round of the round-based chess game. The method for displaying a game shop as described in claim 2.

4. If the number of recommended pieces in the game shop satisfies the lock notification conditions, the step of displaying notification information to suggest setting the game shop to the locked state is: If the number of recommended pieces in the game shop is equal to or greater than a first threshold, the step includes displaying suggestion information to suggest setting the game shop to the locked state, The method for displaying a game shop as described in claim 1.

5. If the number of recommended pieces in the game shop and the game parameters of the first game account satisfy the lock notification conditions, the step of displaying notification information to suggest setting the game shop to the locked state is: The process includes the step of displaying suggestion information to set the game shop to the locked state if the number of recommended pieces in the game shop is equal to or greater than a first threshold, and the number of virtual resources held by the first game account is less than the number of virtual resources required to purchase all of the recommended pieces. The method for displaying a game shop as described in claim 2.

6. If the number of recommended pieces in the game shop and the game parameters of the first game account satisfy the lock notification conditions, the step of displaying notification information to suggest setting the game shop to the locked state is: The process includes the step of displaying suggestion information to suggest setting the game shop to the locked state if the number of recommended pieces in the game shop is equal to or greater than a first threshold, and the number of remaining positions in the preparation area is less than a second threshold. The method for displaying a game shop as described in claim 2.

7. If the number of recommended pieces in the game shop and the game parameters of the first game account satisfy the lock notification conditions, the step of displaying notification information to suggest setting the game shop to the locked state is: The process includes the step of displaying suggestion information to suggest setting the game shop to the locked state if the number of recommended pieces in the game shop is equal to or greater than a first threshold and the remaining time in the battle phase is less than a third threshold. The method for displaying a game shop as described in claim 2.

8. The step of displaying information suggesting that the game shop be set to a locked state is, The step of displaying a blinking lock button, wherein the lock button, upon receiving a trigger operation, sets the game shop to the locked state, The method for displaying a game shop as described in claim 1.

9. The flashing parameters of the flashing state relate to the remaining time in the combat phase, and the flashing parameters include at least one of frequency, brightness, and color. The method for displaying a game shop as described in claim 8.

10. If the game shop meets the automatic locking conditions, the further step includes automatically setting the game shop to the locked state. The method for displaying a game shop as described in claim 1.

11. The recommended piece is, The virtual pieces owned by the aforementioned first game account, A virtual piece that meets the rank-up conditions, where rank-up is the process of combining N identical virtual pieces (where N is a positive integer) into a higher-ranked virtual piece when the game possesses N identical virtual pieces. A virtual piece that matches the formation used by the first game account, and at least one of the following: The method for displaying a game shop as described in claim 1.

12. The steps include: inputting the status information of the first game account in the current round into the piece recommendation model; The method further includes the step of obtaining the recommended piece by making a prediction using the aforementioned piece recommendation model, The state information includes at least one of the following: the type, number, and rank of the virtual pieces held by the first game account in the current round; the life value of the first game account; and the number of virtual resources held by the first game account. The method for displaying a game shop as described in claim 1.

13. A step of obtaining multiple sets of match data from multiple sample game accounts, wherein the multiple sets of match data correspond one-to-one with the multiple sample game accounts, and each set of match data includes the associated data for one match. The further step includes training the piece recommendation model on one of the sample game accounts from the plurality of sample game accounts based on the match data of the sample game account, The method for displaying a game shop as described in claim 12.

14. The step of training the piece recommendation model based on the match data of the sample game account is: For the j+1th round, the steps include inputting the state information of the sample game account after the end of the jth round into the piece recommendation model, and outputting the j+1th recommended piece using the piece recommendation model, The steps include obtaining the status information of the sample game account after the completion of the j+1 round, A step of generating the (j+1)th round loss based on the status information of the sample game account after the completion of the j-th round, the status information of the sample game account after the completion of the (j+1)th round, and instruction information indicating whether or not the sample game account purchased the (j+1)th recommended piece in the (j+1)th round. A step of generating multiple round losses for multiple rounds included in a single match, A step of generating one match loss for each match, wherein the match loss is a loss generated based on the win / loss status of the match in the sample game account, The step includes training the piece recommendation model based on the aforementioned multiple round losses and the aforementioned match losses, The method for displaying a game shop as described in claim 13.

15. A display device for a game shop, A refresh module that refreshes and displays virtual pieces sold in the game shop during a round-based chess game based on refresh conditions, A control module controls a first game account to participate in a round of the round-based chess game with the purchased virtual pieces in response to purchase and game operations, A display module that displays suggestion information for suggesting setting the game shop to a locked state when the game shop meets the lock suggestion conditions, wherein the number of recommended pieces in the game shop meets the lock suggestion conditions, the display module displays suggestion information for suggesting setting the game shop to the locked state, the recommended pieces are virtual pieces that the game shop recommends the first game account to purchase, and the locked state refers to a state in which the game shop locks the virtual pieces it sells and does not refresh them within the lock time, the display module includes A display device in a game shop.

16. A computer device comprising a processor and memory, wherein a computer program is stored in the memory, and when the computer program is loaded and executed by the processor, the computer device realizes the display method of a game shop described in any one of claims 1 to 14.

17. A computer program that causes a computer to execute the method of displaying a game shop as described in any one of claims 1 to 14.