Game matching method, game matching apparatus, storage medium and electronic device

Through geographical location-based client matching, using the matching interface to quickly form a team and jump to the original game scene or team, the problem of cumbersome matching operations of existing game are solved and the game experience and efficiency are improved.

WO2025156892A1PCT designated stage Publication Date: 2025-07-31NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2024/140730
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-01-24
Filing Date
2024-12-19
Publication Date
2025-07-31

AI Technical Summary

Technical Problem

The existing game matching operations are cumbersome, which increases the player's operation and time cost and reduces the gaming experience.

Method used

By matching the client's location information, players who meet the conditions can be quickly formed and jumped to the original game scene or team through the matching interface, simplifying the matching process.

Benefits of technology

Simplifies matching operations, improves the efficiency of matching into the game, reduces the amount of computing on the client or processor, and improves the player's gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A game matching method, a game matching apparatus, a storage medium, and an electronic device. The method comprises: in response to a first operation by a first client, on the basis of position information of the first client, acquiring information of at least one second client meeting a position association condition with the first client, the information of the second client comprising information of a second game character controlled by the second client (S210); controlling to display a matching interface, the matching interface comprising information of a first game character and the information of the second game character (S220); and in response to a second operation in the matching interface, inviting the second game character to enter a first game scene or a first game team, or controlling the first game character to enter a second game scene or a second game team. The present application achieves a geographic position-based matching function, and simplifies a matching operation process, thereby providing players with greater freedom of choice in subsequent game behaviors after matching.
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Description

Game matching method, game matching device, storage medium and electronic device

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application filed on January 24, 2024, with application number 202410102906.8, entitled “Game Matching Method, Game Matching Device, Storage Medium and Electronic Device”, the entire contents of which are incorporated herein by reference. Technical Field

[0003] The present disclosure relates to the field of computer and game technology, and in particular to a game matching method, a game matching device, a computer-readable storage medium, and an electronic device. Background Art

[0004] With the development of computer and internet technologies, games have become an important form of daily entertainment for people. Some games offer player matching features, such as automatically matching players who meet certain criteria to the same game, allowing them to quickly start the game.

[0005] However, game matching is a complex process. For example, players typically need to exit the current game, enter the matching interface through a specific portal on the main interface, select the desired play mode, and then begin the game after a successful match. This increases player operation and time costs, and reduces the gaming experience. Summary of the Invention

[0006] The present disclosure provides a game matching method, a game matching device, a computer-readable storage medium, and an electronic device, so as to at least to some extent solve the problem that game matching operations in related technologies are relatively complicated.

[0007] According to a first aspect of the present disclosure, a game matching method is provided, in which a graphical user interface for running a game program is displayed by a first client and a first game character is controlled; the method comprises: responding to a first operation of the first client, and based on the location information of the first client, obtaining information of at least one second client that satisfies a location association condition with the first client; the information of the second client comprises information of a second game character controlled by the second client; controlling the display of a matching interface, the matching interface comprising information of the first game character and information of the second game character; responding to a second operation in the matching interface, inviting the second game character to enter a first game scene or a first game team, or controlling the first game character to enter a second game scene or a second game team; the first game scene or the first game team is the game scene or the game team where the first game character is located before the matching interface is displayed, and the second game scene or the second game team is the game scene or the game team where the second game character is located before the matching interface is displayed.

[0008] According to a second aspect of the present disclosure, a game matching device is provided, which displays a graphical user interface for running a game program and controls a first game character through a first client; the device includes: a first operation response module, configured to execute a first operation in response to the first client, and based on the location information of the first client, obtain information of at least one second client that meets a location association condition with the first client; the information of the second client includes information of a second game character controlled by the second client; a matching interface display module, configured to execute control to display a matching interface, the matching interface includes information of the first game character and information of the second game character; a second operation response module, configured to execute a second operation in response to the matching interface, invite the second game character to enter a first game scene or a first game team, or control the first game character to enter a second game scene or a second game team; the first game scene or the first game team is the game scene or the game team where the first game character is located before the matching interface is displayed, and the second game scene or the second game team is the game scene or the game team where the second game character is located before the matching interface is displayed.

[0009] According to a third aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the game matching method of the first aspect and its possible implementation methods are implemented.

[0010] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the game matching method of the first aspect and its possible implementation methods by executing the executable instructions.

[0011] According to a fifth aspect of the present disclosure, a computer program product is provided, comprising a computer program, wherein when the computer program is executed by a processor, the game matching method of the first aspect and possible implementation thereof are implemented.

[0012] The technical solution disclosed in this disclosure has the following beneficial effects:

[0013] On the one hand, by utilizing the client's location information, the first client and the second client that meet the location association conditions are matched to the same matching interface, realizing a player matching function based on geographic location, which is particularly suitable for situations such as multiple players forming a team in offline scenarios. On the other hand, through the second operation in the matching interface, the first game character and the second game character can be quickly teamed up, and the game scene or game team originally located by the first game character or the second game character can be jumped to, thereby conveniently starting the game. Compared with related matching methods, this solution simplifies the matching operation process and provides more freedom of choice for subsequent game behaviors after matching with other players, thereby improving the efficiency of matching and entering the game, helping to reduce the computing power of the client or processor and enhance the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0014] FIG1 shows a system architecture diagram of one embodiment of the present exemplary embodiment;

[0015] FIG2 is a flowchart showing a game matching method according to an exemplary embodiment of the present invention;

[0016] FIG3A is a schematic diagram showing a position matching waiting interface according to the exemplary embodiment;

[0017] FIG3B is a schematic diagram showing a position matching waiting interface according to the exemplary embodiment;

[0018] FIG4A is a schematic diagram showing a first game character and a second game character performing a preset character animation according to one exemplary embodiment of the present invention;

[0019] FIG4B is a schematic diagram showing a first game character and a second game character performing a preset character animation according to one exemplary embodiment of the present invention;

[0020] FIG5 is a schematic diagram showing a matching interface according to an exemplary embodiment of the present invention;

[0021] FIG6A is a schematic diagram showing a first position matching control according to an exemplary embodiment of the present invention;

[0022] FIG6B is a schematic diagram showing a first position matching control according to the exemplary embodiment;

[0023] FIG7 shows a flow chart of one of the methods for starting the position matching function in this exemplary embodiment;

[0024] FIG8 is a schematic diagram showing a second position matching control according to one exemplary embodiment of the present invention;

[0025] FIG9 is a schematic diagram showing the structure of a game matching device according to this exemplary embodiment;

[0026] FIG. 10 is a schematic structural diagram of an electronic device according to the exemplary embodiment. DETAILED DESCRIPTION

[0027] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.

[0028] The accompanying drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art will appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or that other methods, components, devices, steps, etc. may be used to replace one or more specific details.

[0029] With the diversification of game types and gameplay, some games offer a variety of different gameplay modes. For example, in racing games, players can choose from 8-player racing, 16-player racing, team racing, and prop racing. In MOBA (Multiplayer Online Battle Arena) games, players can choose from 5v5, 1v1, and random skill modes. Alternatively, players can choose different gameplay modes by selecting different maps.

[0030] In the related art, game matching operations are relatively cumbersome. For example, if a player wants to play mode A by matching a team, he needs to enter the matching interface from the main interface (or related sub-interface), select mode A and perform relevant settings, and then start matching, or he needs to first enter the sub-interface of mode A, then enter the matching interface under mode A, and start matching after completing the relevant settings. If you are in a specific game state before matching, such as being in a certain game team or game room, you need to exit the current game state first. It can be seen that the entire matching process requires players to perform a large number of operations, which is relatively cumbersome and time-consuming, increases the computing power of the client or processor, and reduces game processing efficiency and player gaming experience. In addition, when multiple players in an offline scene play a team game (such as multiple players playing games together when they meet offline), they generally need to add friends to each other first, then set up a game room and select a gameplay mode, and invite friends, which is also a relatively cumbersome process.

[0031] In view of one or more of the above problems, exemplary embodiments of the present disclosure provide a game matching method.

[0032] Figure 1 illustrates the system architecture of the operating environment of this exemplary embodiment. As shown in Figure 1 , system architecture 100 may include a first client 110, a second client 120, and a server 130. The first and second clients 110, 120 are terminal devices that install and run game client programs. These terminal devices may be mobile phones, tablets, personal computers, smart wearable devices, game consoles, and other devices. They may have display capabilities and be capable of displaying graphical user interfaces (GUIs), which may include operating system interfaces or application interfaces. The first and second clients 110, 120 may be clients that log in to different game accounts. For example, the first client 110 logs in to a first game account and controls a first game character within the game, while the second client 120 logs in to a second game account and controls a second game character within the game. The server 130 generally refers to the backend system that provides the game services in this exemplary embodiment and may be a single server or a cluster of multiple servers. The server 130 is deployed with a game server program that performs server-side game data processing. The first and second clients 110, 120, and the server 130 may be connected via wired or wireless communication links for data transmission.

[0033] In one embodiment, the game matching method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud gaming, can be run within the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program execution entity and the game screen presentation entity are separated. The storage and execution of the in-game control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 130). The cloud gaming client (such as the aforementioned first client 110 or second client 120) is responsible for receiving and sending data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing a game or editing a game scene, the user operates the cloud gaming client to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud gaming client via the network. Finally, the cloud gaming client decodes and outputs the game screen.

[0034] The following describes the game matching method from the perspective of the first client. The first client can display a graphical user interface for running a game program and control a first game character. FIG2 shows an exemplary process of the game matching method, which may include the following steps S210 to S230:

[0035] Step S210, in response to a first operation of the first client, obtaining information of at least one second client that meets a location association condition with the first client based on the location information of the first client; the information of the second client includes information of a second game character controlled by the second client;

[0036] Step S220, controlling the display of a matching interface, the matching interface including information about the first game character and information about the second game character;

[0037] Step S230, in response to the second operation in the matching interface, invite the second game character to enter the first game scene or the first game team, or control the first game character to enter the second game scene or the second game team; the first game scene or the first game team is the game scene or game team where the first game character is located before the matching interface is displayed, and the second game scene or the second game team is the game scene or game team where the second game character is located before the matching interface is displayed.

[0038] Based on the method shown in Figure 2, on the one hand, the client's location information is used to match the first client and the second client that meet the location association conditions to the same matching interface, realizing a player matching function based on geographic location, which is particularly suitable for situations such as multiple players forming a team in an offline scene. On the other hand, the first game character and the second game character can be quickly teamed up through the second operation in the matching interface, and jump to the game scene or game team where the first game character or the second game character was originally located, thereby conveniently starting the game. Compared with related matching methods, this solution simplifies the matching operation process and provides more freedom of choice for subsequent game behaviors after matching with other players, thereby improving the efficiency of matching and entering the game, helping to reduce the computing power of the client or processor and improving the player's gaming experience.

[0039] Each step in Figure 2 is described in detail below.

[0040] In step S210, in response to the first operation of the first client, based on the location information of the first client, information of at least one second client that meets the location association condition with the first client is obtained; the information of the second client includes information of a second game character controlled by the second client.

[0041] In this exemplary embodiment, a location matching function is provided within the game, and multiple players that meet location association conditions (such as close distances) can be matched based on the client's location information. The first operation is an operation that triggers the activation of the location matching function. For example, a location matching control can be provided in one or more game interfaces, and the player's triggering operation of the location matching control is the first operation. The location association condition means that the multiple clients to be matched must meet a certain location relationship, such as the distance between any two clients is less than (or less than or equal to) a preset distance, all clients are in the same geographical area, etc. The location association condition can be determined based on specific circumstances (such as the number of players, the distribution of players), or the location association condition can be set by the player, such as the player can set a preset distance.

[0042] In one embodiment, a server can perform location matching between different clients. For example, in response to a first operation, a first client can send a location matching request to the server. Based on the first client's location information, the server searches for a second client that meets the location association criteria with the first client. If a second client is found, the server sends information about the second client back to the first client.

[0043] It should be noted that the first client needs to use the location matching function when the server is authorized to obtain its location information. The server can obtain the location information of the first client when authorized. Alternatively, the first client can respond to the first operation and send its location information to the server. The location information can be geographic location coordinate data based on GPS (Global Positioning System), Beidou Satellite Navigation System, etc.

[0044] In one embodiment, the obtaining of information of at least one second client that meets a location association condition with the first client may include the following steps:

[0045] The information of the second client fed back by the server is obtained when the server finds the second client whose distance from the first client is less than a preset distance based on the location information of the first client.

[0046] As mentioned above, the preset distance can be determined based on specific circumstances, or can be set by the player. For example, the preset distance can be 100m, 500m, 1km, 5km, etc. The server can calculate the distance between the first client and the other client based on their location information. If the distance is less than the preset distance, the other client is treated as the second client and the second client's information is fed back to the first client. This allows the first client to be matched with nearby players.

[0047] In one embodiment, location matching can be performed by the client. For example, the first client and other clients can perform point-to-point communication through wireless LAN, Bluetooth, near-field communication, etc. The first client can obtain the location information of other clients, and combine its own location information to find a second client that meets the location association conditions with itself, and obtain the information of the second client. Alternatively, other clients can obtain the location information of the first client and determine whether they meet the location association conditions with the first client. If so, the other client is the second client and can send its own information to the first client. Of course, this method usually requires that the first client is close to the other clients, can establish a point-to-point communication connection, and agree that the other party uses its own location information, etc. It is suitable for situations where multiple players team up to play games in offline scenarios.

[0048] In one embodiment, during the location matching process, the preset distance can be dynamically adjusted, such as the preset distance can be gradually increased. Exemplarily, the server (or the first client, other clients) searches for the second client within a first preset distance (such as 100 meters) based on the location information of the first client. If the second client is not found or the second client found does not reach the maximum number of matches, it continues to search for the second client within a second preset distance (such as 1000 meters), and then continues to search for the second client within a third preset distance (such as 5000 meters), and so on. The first client can obtain the information of these second clients based on the order in which the second clients are found. In this way, the first client is matched with the second client that is closer, such as different players in offline scenes can be matched first, and then matched with nearby players who are slightly farther away.

[0049] In one embodiment, the acquiring, based on the location information of the first client, information of at least one second client that meets a distance matching condition with the first client may include the following steps:

[0050] Based on the location information of the first client, information of at least one second client that meets the location association condition with the first client and has a location matching function enabled is obtained; wherein the second client turns on the location matching function in response to the first operation.

[0051] That is, when the first client and the second client meet the location association conditions and both have the location matching function enabled, they can be matched. For example, in response to the first operation, the first client sends a location matching request to the server. The server searches for a second client that meets the location association conditions with the first client among other clients that have the location matching function enabled and are waiting to be matched. Alternatively, if other clients have the location matching function enabled during the search process, the server can include these clients in the search range and further find the second client that meets the requirements. This ensures that the players of the matched first and second clients both have the willingness to be matched, avoiding matching with players who do not wish to be matched.

[0052] By performing location matching, a first client is matched with one or more second clients, and both the second client and the first client satisfy the location association condition. In one embodiment, the location association condition is also satisfied between different second clients. For example, the distance between the first client and any second client, or between any two second clients, is less than a preset distance.

[0053] The second client is used to control the second game character. The information of the second client obtained by the first client includes information of the second game character, such as the name, avatar, character image, game occupation, level, current game status, etc. of the second game character.

[0054] 2 , in step S220 , the control displays a matching interface, which includes information about the first game character and information about the second game character.

[0055] Among them, the matching interface displays the game character information of the client matched based on the location matching function. For example, in the case of matching the first client to the second client, the matching interface can be displayed on the first client and the second client, and the information of the first game character and the information of the second game character can be displayed in the matching interface so that the player can see the location matching result. The information displayed in the matching interface may include but is not limited to any one or more of the following: the name, avatar, character image, game occupation, level, current game status, distance from the player, etc. of the game character. The matching interface can be an independent interface or a sub-interface (such as a floating window or a mask) superimposed on the current game interface.

[0056] In one embodiment, the first client responds to the first operation by displaying a location matching waiting interface. Upon obtaining information about a second client, the first client displays a matching interface. The location matching waiting interface may display a waiting prompt, such as text similar to "Matching, Please Wait," or a waiting screen, to prompt the user to wait. If the user closes the matching waiting interface at this point, matching is terminated, and the location matching function is disabled. Upon obtaining a match with at least one second client, the first client obtains the second client's information, triggering the transition from the location matching waiting interface to the matching interface.

[0057] Figures 3A and 3B illustrate schematic diagrams of the location matching waiting interface. Referring to Figure 3A , the location matching waiting interface displays an animation effect of using a "radar" to search for nearby players, and presents relevant text information to prompt the player to wait. Referring to Figure 3B , when a nearby player (i.e., a second client) is matched, the "radar" may change color, prompting the player to continue waiting while the second client's information is obtained.

[0058] In one embodiment, the graphical user interface includes a first virtual scene, the first virtual scene includes a first game character, and the first game character is configured to perform game behaviors in the first virtual scene. The first virtual scene is the virtual scene where the first game character is originally located, such as the first game scene. For example, the first virtual scene can be a game square (or a town, an island, etc., that is, the scene where the game character is located after initially entering the game program), a game room (a scene provided by the game program where players form teams and can select a game map to play the game), etc. The first game character performs game behaviors in the first virtual scene, such as performing game behaviors under the control of the player, or performing automatic or default game behaviors (such as automatically performing actions such as shaking the head and looking around when the player is not operating).

[0059] The above control display matching interface may include the following steps:

[0060] Controlling the generation of a second virtual scene and displaying the second virtual scene in a graphical user interface;

[0061] Generate a first game character based on the information of the first game character, and generate a second game character based on the information of the second game character;

[0062] In the second virtual scene, the first game character and the second game character are controlled to execute preset character animations.

[0063] The matching interface can be presented through a virtual scene, which is the second virtual scene, such as a three-dimensional virtual scene with a preset background. In the second virtual scene, a first game character and a second game character are generated. Taking the generation of the first game character as an example, the model data of the first game character can be obtained based on the information of the first game character, and a virtual model of the first game character (such as a three-dimensional game character model) is generated. The virtual model represents the first game character. Alternatively, an image of the first virtual character (which can be a single-frame static image or a multi-frame dynamic image) can be displayed to represent the first virtual character.

[0064] After generating the first game character and the second game character, the first game character and the second game character can be controlled to execute a preset character animation. The preset character animation is used to reflect the result of matching the first game character and the second game character, such as an animation of the first game character and the second game character entering a second virtual scene, an animation of the first game character and the second game character greeting each other, etc. If the first game character and the second game character are represented by generating virtual models, the virtual model of the first game character and the virtual model of the second game character can be controlled to perform specific actions to present the preset character animation. If the first game character and the second game character are represented by images, the preset character animation can be presented by multiple frames of dynamic images (such as pre-made texture animation).

[0065] In one embodiment, after the first game character and the second game character are controlled to execute preset character animations, a matching interface including information about the first game character and information about the second game character may be displayed.

[0066] In one embodiment, the matching interface can be presented in the form of an overlay. For example, an overlay can be generated, displaying information about the first game character and the second game character, etc., to implement the matching interface. Alternatively, an overlay can be generated, displaying an image of the first game character and an image of the second game character, respectively representing the first game character and the second game character, to implement the matching interface. Alternatively, an overlay can be generated, and a second virtual scene can be generated. A virtual model of the first game character and a virtual model of the second game character can be generated in the second virtual scene. The display image in the overlay can be captured by a virtual camera in the second virtual scene, thereby obtaining a matching interface displaying the first game character and the second game character.

[0067] In one embodiment, the matching interface may have a certain degree of transparency (such as a mask usually has a certain degree of transparency), so that players can see the original game interface (such as the interface corresponding to the first game scene, the interface corresponding to the first game team) while seeing the matching interface.

[0068] In one embodiment, the player can switch between the matching interface and the original game interface. For example, a minimize control (or other control with similar functionality) is provided in the matching interface. The player clicks the minimize control to minimize the matching interface to an icon, etc., and the original game interface is then displayed. The player then clicks the minimized icon, etc., to redisplay the matching interface.

[0069] Figures 4A and 4B show animation diagrams of the first game character and the second game character performing preset character animations. Referring to Figure 4A, when the first game character and a second game character are matched, an animation of the first game character and the second game character falling into the matching interface together is displayed. Referring to Figure 4B, after falling to the ground, an animation of the first game character and the second game character greeting each other is played, and text information (such as the names of the first game character and the second game character, etc.) and controls (such as the "Scan" control and the "My QR Code" control) of the matching interface can be displayed. In this way, players can intuitively perceive that they have matched a nearby player through the location matching function.

[0070] In one embodiment, the above-mentioned control display matching interface may further include the following steps:

[0071] When the matching interface is displayed, if the information of the new second client is obtained, an animation of a new second game character controlled by the new second client entering the matching interface is displayed.

[0072] Exemplary, when a second client is matched, an animation of the first game character and the second game character controlled by the second client entering the matching interface is displayed, and the matching interface is displayed. After matching a second client, the server (or client) continues to search for other qualified clients. If a new second client is matched, the first client obtains the information of the new second client and displays an animation of the corresponding new second game character entering the matching interface, such as displaying an animation of the first game character and the matched second game character standing in the matching interface, and the new second game character falling into the matching interface. On the new second client, an animation of the new second game character entering the matching interface together with other characters (the first game character or the matched second game character) can be displayed.

[0073] In one embodiment, all second clients may be matched first (eg, a maximum number of second clients are matched), and then a matching interface including information about the first game character and information about all second game characters may be displayed.

[0074] Figure 5 shows a schematic diagram of a matching interface, which shows the character images, names, and other information of the first game character 501 (game character AAA), the second game characters 502 (game character BBB), 503 (game character CCC), 504 (game character DDD), and 505 (game character EEE).

[0075] In one embodiment, the above-mentioned control display matching interface may include the following steps:

[0076] The first game character is displayed at a preset position in the matching interface, and the second game characters corresponding to the second clients are arranged in the time sequence of obtaining the information of the second clients.

[0077] The preset position can be, for example, the center or leftmost position of the matching interface. The first game character is fixedly displayed at the preset position in the matching interface, making it easier for the player on the first client to see and identify the first game character. The chronological order in which the first client obtains information about the second clients can be considered the matching order for the second clients. For example, when searching for matching second clients, the server first finds one second client and sends its information to the first client. Then, it finds another second client and sends its information to the first client, so that the first client obtains information about each second client in the matching order. The second game characters corresponding to each second client can be arranged in the matching interface according to the chronological order in which they were obtained by the first client, for example, from left to right, with the second game characters with the earliest matching time positioned on the left. As shown in FIG5 , first game character 501 is fixedly positioned in the center, while second game characters 502, 503, 504, and 505 are arranged from left to right in the order in which they were matched.

[0078] In one embodiment, the second game characters corresponding to the second clients may be arranged in the matching interface in order of distance from the second clients to the first client from near to far.

[0079] In one embodiment, if the total number of first game characters and matched second game characters exceeds the maximum number of characters that can be accommodated on the matching interface, only the maximum number of first game characters and second game characters will be displayed on the matching interface. The player can control the switching of the first game characters and second game characters displayed on the matching interface, such as by operating a scroll control on the matching interface to scroll through different first game characters and second game characters on the matching interface. For example, the maximum number of matches is 9, i.e., the total number of first game characters plus the maximum number of matched second game characters is 10, while the maximum number of characters that can be accommodated on the matching interface is 5. Referring to FIG5 , when the first client initially displays the matching interface, the matching interface includes five game characters arranged in a row: a first game character 501 and four second game characters 502, 503, 504, and 505. The player can control the matching interface to scroll right, such as by clicking the right control on the right to scroll one grid. The second game character 502, originally on the leftmost side of the screen, is then moved off the screen, and the second game character originally located outside the right side of the screen enters the screen, thereby achieving screen scrolling.

[0080] Continuing with reference to Figure 2, in step S230, in response to the second operation in the matching interface, the second game character is invited to enter the first game scene or the first game team, or the first game character is controlled to enter the second game scene or the second game team; the first game scene or the first game team is the game scene or game team where the first game character is located before the matching interface is displayed, and the second game scene or the second game team is the game scene or game team where the second game character is located before the matching interface is displayed.

[0081] In this exemplary embodiment, the game scene may include a game plaza (or town, island), a game map (or instance), a home (referring to a virtual space belonging to a game character in the game, providing functions such as planting plants, constructing buildings, and placing furniture). Before the matching interface is displayed, that is, before the location matching function is enabled, the first game character may be in the first game scene or the first game team, and the second game character may be in the second game scene or the second game team. In other words, when the location matching function is enabled, the player does not need to exit the current game state first and can directly enable the location matching function from the first game scene or the first game team.

[0082] The second operation can be an operation of inviting others to form a team, which is used to invite the second game character to enter the first game scene or the first game team, or it can be an operation of requesting to enter the game scene or game team where others are, which is used to make the first game character enter the second game scene or the second game team. In this way, the location-based matching interface and different game play modes are connected. Players can quickly turn on the location matching function and enter the matching interface from different game play mode interfaces without returning to the main interface to turn on the matching function, nor do they need to enter a specific game play mode to turn on the matching function. In addition, you can quickly form a team in the matching interface and jump to the original game scene or game team, and then quickly start the game. The matching operation process is simplified.

[0083] In one embodiment, when the matching interface is displayed, the game matching method may further include the following steps:

[0084] One or more corresponding team-forming controls are provided according to the first game scene or first game team where the first game character is located before the matching interface is displayed, and / or the second game scene or second game team where the second game character is located.

[0085] Specifically, a teaming control can be provided for inviting a second game character to join the first game scene or the first game team based on the first game scene or the first game team. Alternatively, a teaming control can be provided for controlling the first game character to join the second game scene or the second game team based on the second game scene or the second game team. The second operation is an operation on the aforementioned teaming control and can be directly associated with the first game scene or the first game team, or the second game scene or the second game team. This allows players to quickly and easily select the appropriate teaming control and team up to jump to the corresponding game scene or team.

[0086] In one embodiment, providing corresponding team-forming controls based on the first game scene or first game team where the first game character is located before displaying the matching interface, and / or the second game scene or second game team where the second game character is located, may include the following steps:

[0087] If the second game character is in the second game team before the matching interface is displayed, providing a first teaming control for joining the second game team;

[0088] Accordingly, the above-mentioned response to the second operation in the matching interface, inviting the second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team, may include the following steps:

[0089] In response to the triggering operation on the first team control, the first game character is controlled to join the second game team.

[0090] As shown in FIG5 , the second game character 502 is originally in the second game team. After entering the matching interface, its original team status is maintained, and a corresponding first team control 506 is provided in the matching interface displayed by the first client. The player of the first client can trigger (e.g., click) the first team control 506 to control the first game character 501 to join the second game team. Of course, when controlling the first game character 501 to join the second game team, it can first send a join request to the creator of the second game team and then join after obtaining approval.

[0091] In one embodiment, the first team control may display information about the second game team, including but not limited to the team name, team information, game progress, etc. For example, as shown in FIG5 , the first team control 506 displays the number of players in the second game team (including the maximum number of players, 4, and the current number of players, 3). Furthermore, the avatar of each player in the team may be displayed.

[0092] In one embodiment, providing corresponding team-forming controls based on the first game scene or first game team where the first game character is located before displaying the matching interface, and / or the second game scene or second game team where the second game character is located, may include the following steps:

[0093] If the second game character is in the second game scene before the matching interface is displayed, providing a second team control for joining the second game scene;

[0094] Accordingly, the above-mentioned response to the second operation in the matching interface, inviting the second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team, may include the following steps:

[0095] In response to the triggering operation on the second team control, the first game character is controlled to join the second game scene.

[0096] As shown in Figure 5 , the second game character 503 is originally in room XXX (i.e., the second game scene). After entering the matching interface, it remains in room XXX. A corresponding second teaming control 507 is provided in the matching interface displayed by the first client. The player of the first client can trigger (e.g., click) the second teaming control 507 to control the first game character 501 to enter room XXX. Of course, when controlling the first game character 501 to enter room XXX, it can first send an entry request to the creator of room XXX and obtain approval before entering.

[0097] In one embodiment, the second team control may display information about the second game scene, including but not limited to the scene name (e.g., room name), team information, game progress, etc. For example, as shown in FIG5 , the second team control 507 displays the name of room XXX. Furthermore, the number of players who have entered room XXX, the maximum number of players that the room can accommodate, and the avatars of each player who has entered the room may also be displayed.

[0098] As shown in FIG5 , in addition to the first team control 506 and second team control 507 described above, other types of team controls may also be provided. For example, if the second game character 504 is originally in a home, upon entering the matchmaking interface, it remains in its original home state, and a corresponding second team control 508 is provided in the matchmaking interface displayed by the first client. The player on the first client can trigger (e.g., click) the second team control 508 to control the first game character 501 to enter the home of the second game character 504. Of course, when controlling the first game character 501 to enter the home, it can first send an entry request to the second game character 504 and obtain consent before entering. For another example, if the second game character 505 is originally in a party, upon entering the matchmaking interface, it remains in its original party state, and a corresponding second team control 509 is provided in the matchmaking interface displayed by the first client. The player on the first client can trigger (e.g., click) the second team control 509 to control the first game character 501 to enter the party. Of course, when controlling the first game character 501 to enter the queue, an entry request may be sent to the party creator first, and then the party creator may enter the queue after obtaining approval.

[0099] In one embodiment, after a first game character joins a second game team or a second game scene, the team information of the first game character can be displayed. For example, after the first game character joins the second game team, the number of members of the second game team is displayed above the first game character's head. Or, after the first game character joins a game room, the room name is displayed above the first game character's head. This helps players understand the current team status.

[0100] In one embodiment, when the matching interface is displayed, the game matching method may further include the following steps:

[0101] Provide third-party team controls;

[0102] Accordingly, the above-mentioned response to the second operation in the matching interface, inviting the second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team, may include the following steps:

[0103] In response to the triggering operation on the third team control, the second game character is invited to enter the first game scene or the first game team.

[0104] As shown in Figure 5 , the third team-up control 510 is used to invite other players to team up. A player on the first client can click the third team-up control 510 and select the second game character they want to invite. After confirming, they can invite the second game character to the first game scene or the first game team. Alternatively, the player can select one or more second game characters and click the third team-up control 510 to invite the selected second game characters to the first game scene or the first game team. Alternatively, after clicking the third team-up control 510, the player can send an invitation to all second game characters.

[0105] From the above, it can be seen that when multiple second clients are matched and the corresponding multiple second game characters are displayed in the matching interface, the player of the first client can flexibly choose which second game character to team up with without having to team up with all the matched second game characters. Different second game characters can also flexibly team up with each other, which is conducive to meeting the diverse game matching and teaming needs of different players.

[0106] In one embodiment, after responding to the second operation in the matching interface and inviting the second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team, the game matching method may further include the following steps:

[0107] In response to the first client closing the matching interface, the interface corresponding to the first game scene entered by the second game virtual character or the interface corresponding to the first game team entered is displayed through the graphical user interface; or in response to the first client closing the matching interface, the interface corresponding to the second game scene entered by the first game character or the interface corresponding to the second game team is displayed through the graphical user interface.

[0108] Among them, if the second game character is invited to enter the first game scene or the first game team in response to the second operation, the interface corresponding to the first game scene entered by the second game virtual character or the interface corresponding to the first game team entered can be displayed when the first client closes the matching interface, that is, quickly returning to the interface originally located by the first game character, and the game can be played in a team with the second game character. If the first game character is controlled to enter the second game scene or the second game team in response to the second operation, the interface corresponding to the second game scene entered by the first game virtual character or the interface corresponding to the second game team entered can be displayed when the first client closes the matching interface, that is, quickly jumping to the interface originally located by the second game character, and the game can be played in a team with the second game character.

[0109] It should be understood that the interface corresponding to the first game team or the second game team can be a sub-interface or window interface in the game. For example, the second game character is originally in the game square and is also in the second game team. If the player of the first client chooses to team up with the second game character and join the second game team in the matching interface, after closing the matching interface, the second game team (which may include member information of the second game team) can be displayed in the form of a sub-interface or window interface.

[0110] In one embodiment, the first client ends the current position matching after closing the matching interface. On the matching interface displayed by the second client, a screen showing the first game character being removed is displayed.

[0111] In one embodiment, the above-mentioned inviting the second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team, may include the following steps:

[0112] The graphical user interface is maintained to display the matching interface, and the second game character is invited to enter the first game scene or the first game team; or the graphical user interface is maintained to display the matching interface, and the first game character is controlled to enter the second game scene or the second game team.

[0113] That is to say, when responding to the second operation, the matching interface does not immediately jump to other interfaces, but the corresponding team formation is carried out while maintaining the display of the matching interface, and the team formation screen may not be directly displayed. When the first client subsequently closes the matching interface, it jumps to the corresponding interface. It can be seen that the matching interface is equivalent to the entrance to the interface connecting different game play modes. Players can flexibly choose the game play mode they want to play after matching the team in the game play mode they and other matched players originally belong to, and quickly enter the corresponding game play mode interface by teaming up with the corresponding game character. In addition, the matching interface can be maintained before the player actively closes the matching interface, so that the player can adjust the team situation based on the information and controls in the matching interface, such as changing the team player.

[0114] In one embodiment, when the first game character joins the second game team or the second game scene, the matching interface can be jumped to the interface corresponding to the second game team or the interface corresponding to the second game scene, and the current position matching is ended.

[0115] In one embodiment, if the first game character is in the first game team or the first game scene before the position matching function is turned on, when the first game character joins the second game team or the second game scene, it is possible to jump from the first game team or the first game scene to the second game team or the second game scene. For example, before the position matching function is turned on, the first game character is in the first game team or the first game scene, and the interface of the first game team or the first game scene is displayed. After the position matching function is turned on, the matching interface is displayed as a mask on the original interface. When the first game character joins the second game team or the second game scene, the interface of the original first game team or the first game scene can be switched to the interface of the second game team or the second game scene, and the matching interface can be closed, or the matching interface can continue to be displayed as a mask. The player can flexibly switch between the matching interface and the interface of the second game team or the second game scene.

[0116] In one embodiment, in response to the first operation of the first client, obtaining information of at least one second client that meets a location association condition with the first client based on the location information of the first client may include the following steps:

[0117] Providing first position matching controls;

[0118] In response to a triggering operation of the first location matching control by the first client, information of at least one second client that meets a distance matching condition with the first client is obtained based on the location information of the first client.

[0119] Among them, the first location matching control is a control for enabling the location matching function, and the player's triggering operation on the first location matching control is the above-mentioned first operation. The first location matching control can be provided in any game interface, or the first location matching control can be provided when a preset game interface is displayed, which is equivalent to providing an entrance to the location matching function in the preset game interface. The present disclosure does not limit the preset game interface, which can be determined according to actual needs. Referring to Figure 6A, the preset game interface can be a game friend interface, and a first location matching control 601 is provided in the game friend interface. In response to the triggering operation of the first location matching control 601, the location matching function is enabled, and step S210 is executed. Referring to Figure 6B, the preset game interface can be a matching room interface, and a first location matching control 602 is provided in the game friend interface. In response to the triggering operation of the first location matching control 602, the location matching function is enabled, and step S210 is executed.

[0120] In one embodiment, referring to FIG. 7 , in response to the first operation of the first client, obtaining information of at least one second client that meets a location association condition with the first client based on the location information of the first client may include the following steps S710 and S720:

[0121] Step S710: When detecting that the device motion data of the first client meets a preset condition, providing a second location matching control;

[0122] Step S720 : In response to the triggering operation of the second location matching control by the first client, information of at least one second client that meets a distance matching condition with the first client is obtained based on the location information of the first client.

[0123] Among them, the first client can be a terminal device such as a mobile phone or a tablet computer, and the device motion data can be obtained by sensing and analyzing inertial sensors such as gyroscopes, accelerometers, and magnetometers to characterize the movement of the device. The device motion data of the first client meets the preset conditions, which means that the player has made specific actions while holding the device, such as shaking, shaking up and down, etc. For example, the preset condition can be that the angular velocity data of the device rotating around the Z axis (such as the axis perpendicular to the display plane of the mobile phone) changes from positive to negative or from negative to positive more than three times. If the device motion data meets the preset conditions, it can indicate that the player is holding the device and making a shaking action.

[0124] When the device motion data meets the preset conditions, a second location matching control is triggered. The second location matching control is also used to enable the location matching function. The difference from the first location matching control may be that the two are displayed at different times. The player can trigger the second location matching control to enable the location matching function and execute step S210.

[0125] As can be seen above, players can shake their devices and perform specific actions, such as shaking them, so that the motion data of the first client's device meets the preset conditions, triggering the provision of a second location matching control, and then operating the second location matching control to enable the location matching function. When players need to use the location matching function, they can call out the second location matching control through specific actions such as shaking, without having to display the second location matching control all the time. This way, players will not see the second location matching control when they do not need to use the location matching function, which helps to ensure the simplicity of the game interface and avoids accidentally operating the second location matching control.

[0126] In one embodiment, when detecting that the device motion data of the first client meets a preset condition, providing the second location matching control may include the following steps:

[0127] When the first game character is in the third game scene, when it is detected that the device motion data of the first client meets a preset condition, a second position matching control is provided.

[0128] The third game scene allows for the invocation of the second location-matching control and the use of the location-matching function. The third game scene can be determined based on specific needs. For example, the third game scene may include a game town (or island), a home, etc. When the first game character is in the third game scene, the second location-matching control can be invoked through a specific action such as shaking. If the first game character is not in the third game scene, the second location-matching control cannot be invoked through a specific action such as shaking. This further prevents players from operating the game by mistake.

[0129] As shown in Figure 8, the third game scene includes a game town. When the first game character is in the game town, if the player shakes the device so that the motion data of the device meets the preset conditions, the second position matching control 801 is displayed. The player can further trigger the second position matching control 801 (such as clicking) to trigger the position matching function. Of course, the second position matching control 801 can also be removed by a specific operation (such as sliding up). Alternatively, within a certain period of time after the second position matching control 801 is displayed, if no operation on the second position matching control 801 is detected, the second position matching control 801 is automatically hidden or removed.

[0130] In one embodiment, when the matching interface is displayed, the game matching method may further include the following steps:

[0131] In response to a third operation in the matching interface, identifiable account information of the first game account of the first client is displayed.

[0132] The third operation triggers the display of account information. Identifiable account information includes, but is not limited to, account ID, QR code, barcode, etc. The matching interface may provide controls related to the third operation, such as the "My QR Code" control shown in Figure 5. When a player triggers (e.g., clicks) this control, the QR code of the first game account logged in on the first client is displayed. After the identifiable account information is displayed, other players in offline scenarios can find the first game account and add it as a friend by scanning the code, searching for the ID, and other operations.

[0133] In one embodiment, when the matching interface is displayed, the game matching method may further include the following steps:

[0134] In response to the fourth operation in the matching interface, a friend adding request is initiated to add the second game account of the second client as a game friend.

[0135] Among them, the fourth operation is the operation of requesting to add a friend. For example, a player can click on any game character in the matching interface and add a friend, or add a friend through the "one-click add friend" control shown in Figure 5. For example, after the player clicks the "one-click add friend" control, he selects the game character or game account information to be added, or the player clicks the "one-click add friend" control to add the game character after selecting the game character, or the player clicks the "one-click add friend" control to send a friend addition request to all second game accounts. Or the player clicks the "scan" control to scan the QR code of other players to add friends. In response to the fourth operation, a friend addition request is initiated to add the second game account as a game friend. After the second game account agrees, the first game account and the second game account are called game friends. In this way, adding friends is conveniently achieved through the matching interface.

[0136] In one embodiment, when the matching interface is displayed, the game matching method may further include the following steps:

[0137] When the second client closes the matching interface, control is performed to remove the second game character from the matching interface.

[0138] When the second client closes the matching interface, it means that it has turned off the location matching function. The second game character corresponding to the second client that closed the matching interface will be removed from the matching interfaces displayed by the first client and other matched second clients. Similarly, if the first client closes the matching interface, the first game character will be removed from the matching interfaces displayed by the second client.

[0139] In one embodiment, when the matching interface is displayed, the game matching method may further include the following steps:

[0140] When the second game character enters the preset game state, control is performed to remove the second game character from the matching interface.

[0141] Among them, the preset game state may be a game state that is not suitable for matching. The preset game state may be determined according to actual needs. For example, the preset game may be a game-in-progress state, etc. For example, if the second game character is in a certain game team or game room before the position matching function is turned on, after the position matching function is turned on and the matching interface is entered, the original game team or game room starts a game, then the second game character enters the game-in-progress state with the original game team or game room, and the position matching function is automatically turned off. The second game character may be removed from the matching interface displayed by the first client and other matched second clients. Similarly, if the first game character enters the preset game state, the first game character is removed from the matching interface displayed by the second client.

[0142] The exemplary embodiment of the present disclosure further provides a game matching device. In this case, a first client displays a graphical user interface for running a game program and controls a first game character. Referring to FIG. 9 , the game matching device 900 may include the following program modules:

[0143] A first operation response module 910 is configured to execute a first operation in response to a first client, and obtain information about at least one second client that satisfies a location association condition with the first client based on the location information of the first client; the information about the second client includes information about a second game character controlled by the second client;

[0144] A matching interface display module 920 is configured to control and display a matching interface including information about the first game character and information about the second game character;

[0145] The second operation response module 930 is configured to execute a second operation in response to the matching interface, inviting the second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team; the first game scene or the first game team is the game scene or game team where the first game character is located before the matching interface is displayed, and the second game scene or the second game team is the game scene or game team where the second game character is located before the matching interface is displayed.

[0146] In one embodiment, a graphical user interface includes a first virtual scene, the first virtual scene includes a first game character, and the first game character is configured to perform game behavior in the first virtual scene; controlling the display of a matching interface includes: controlling the generation of a second virtual scene and displaying the second virtual scene in the graphical user interface; generating the first game character based on information of the first game character, and generating the second game character based on information of the second game character; in the second virtual scene, controlling the first game character and the second game character to execute preset character animations.

[0147] In one embodiment, controlling the display of the matching interface further includes: when the matching interface is displayed, if information of a new second client is obtained, displaying an animation of a new second game character controlled by the new second client entering the matching interface.

[0148] In one embodiment, the second operation response module 930 is further configured to execute: in response to the second operation in the matching interface, after inviting the second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team, in response to the first client closing the matching interface, the interface corresponding to the first game scene entered by the second game virtual character or the interface corresponding to the first game team entered is displayed through a graphical user interface; or in response to the first client closing the matching interface, the interface corresponding to the second game scene entered by the first game character or the interface corresponding to the second game team entered is displayed through a graphical user interface.

[0149] In one embodiment, inviting a second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team, includes: maintaining the graphical user interface to display the matching interface, inviting the second game character to enter the first game scene or the first game team; or maintaining the graphical user interface to display the matching interface, controlling the first game character to enter the second game scene or the second game team.

[0150] In one embodiment, the matching interface display module 920 is further configured to perform: when displaying the matching interface, providing one or more corresponding team controls based on the first game scene or first game team where the first game character is located before the matching interface is displayed, and / or the second game scene or second game team where the second game character is located; wherein the second operation is an operation on the team controls.

[0151] In one embodiment, corresponding team controls are provided based on the first game scene or first game team where the first game character is located before the matching interface is displayed, and / or the second game scene or second game team where the second game character is located, including: if the second game character is in the second game team before the matching interface is displayed, providing a first team control for joining the second game team; in response to a second operation in the matching interface, inviting the second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team, including: in response to a triggering operation on the first team control, controlling the first game character to join the second game team.

[0152] In one embodiment, corresponding team controls are provided based on the first game scene or first game team where the first game character is located before the matching interface is displayed, and / or the second game scene or second game team where the second game character is located, including: if the second game character is in the second game scene before the matching interface is displayed, a second team control is provided for joining the second game scene; in response to a second operation in the matching interface, the second game character is invited to enter the first game scene or the first game team, or the first game character is controlled to enter the second game scene or the second game team, including: in response to a triggering operation on the second team control, the first game character is controlled to join the second game scene.

[0153] In one embodiment, the matching interface display module 920 is further configured to perform: providing a third team control when displaying the matching interface; inviting the second game character to enter the first game scene or the first game team in response to a second operation in the matching interface, or controlling the first game character to enter the second game scene or the second game team, including: inviting the second game character to enter the first game scene or the first game team in response to a triggering operation on the third team control.

[0154] In one embodiment, in response to a first operation of a first client, based on the location information of the first client, information of at least one second client that meets a location association condition with the first client is obtained, including: providing a first location matching control; in response to the first client triggering an operation on the first location matching control, based on the location information of the first client, information of at least one second client that meets a distance matching condition with the first client is obtained.

[0155] In one embodiment, providing a first position matching control includes: providing a first position matching control when a preset game interface is displayed.

[0156] In one embodiment, in response to a first operation of a first client, information of at least one second client that meets a location association condition with the first client is obtained based on the location information of the first client, including: providing a second location matching control when it is detected that the device motion data of the first client meets a preset condition; in response to the first client triggering an operation on the second location matching control, information of at least one second client that meets a distance matching condition with the first client is obtained based on the location information of the first client.

[0157] In one embodiment, when it is detected that the device motion data of the first client meets the preset conditions, a second position matching control is provided, including: when the first game character is in the third game scene, when it is detected that the device motion data of the first client meets the preset conditions, a second position matching control is provided.

[0158] In one embodiment, obtaining information of at least one second client that meets a location association condition with a first client includes: obtaining information of the second client fed back by the server when the server finds a second client whose distance from the first client is less than a preset distance based on the location information of the first client.

[0159] In one embodiment, based on the location information of the first client, information of at least one second client that meets the distance matching condition with the first client is obtained, including: based on the location information of the first client, information of at least one second client that meets the location association condition with the first client and has the location matching function turned on; wherein the second client turns on the location matching function in response to the first operation.

[0160] In one embodiment, controlling the display of the matching interface includes: displaying the first game character at a preset position in the matching interface, and arranging the second game characters corresponding to the second clients in the time sequence of obtaining the information of the second clients.

[0161] In one embodiment, the second operation response module 930 is further configured to execute: when the matching interface is displayed, in response to a third operation in the matching interface, display identifiable account information of the first game account of the first client.

[0162] In one embodiment, the second operation response module 930 is further configured to execute: when the matching interface is displayed, in response to the fourth operation in the matching interface, initiate a friend adding request for adding the second game account of the second client as a game friend.

[0163] In one embodiment, the matching interface display module 920 is further configured to execute: when the matching interface is displayed, if the second client closes the matching interface, control the removal of the second game character from the matching interface.

[0164] In one embodiment, the matching interface display module 920 is further configured to execute: when the matching interface is displayed, when the second game character enters a preset game state, controlling the removal of the second game character from the matching interface.

[0165] The specific details of each part of the above-mentioned device have been described in detail in the implementation method part. The undisclosed details can be found in the implementation method part, so they will not be repeated here.

[0166] The exemplary embodiments of the present disclosure also provide a computer-readable storage medium, which can be implemented in the form of a program product, which includes program code. When the program product is run on an electronic device, the program code is used to enable the electronic device to execute (more specifically, enable the processor of the electronic device to execute) the steps according to various exemplary embodiments of the present disclosure described in the above "Exemplary Method" section of this specification, such as the game matching method in this exemplary embodiment, which includes the following steps: in response to a first operation of a first client, based on the location information of the first client, obtaining information of at least one second client that meets a location association condition with the first client; the information of the second client includes information of a second game character controlled by the second client; controlling the display of a matching interface, the matching interface includes information of the first game character and information of the second game character; in response to a second operation in the matching interface, inviting the second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team; the first game scene or the first game team is the game scene or game team where the first game character is located before the matching interface is displayed, and the second game scene or the second game team is the game scene or game team where the second game character is located before the matching interface is displayed.

[0167] In one embodiment, a graphical user interface includes a first virtual scene, the first virtual scene includes a first game character, and the first game character is configured to perform game behavior in the first virtual scene; controlling the display of a matching interface includes: controlling the generation of a second virtual scene and displaying the second virtual scene in the graphical user interface; generating the first game character based on information of the first game character, and generating the second game character based on information of the second game character; in the second virtual scene, controlling the first game character and the second game character to execute preset character animations.

[0168] In one embodiment, controlling the display of the matching interface further includes: when the matching interface is displayed, if information of a new second client is obtained, displaying an animation of a new second game character controlled by the new second client entering the matching interface.

[0169] In one embodiment, in response to the second operation in the matching interface, after inviting the second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team, the method also includes: in response to the first client closing the matching interface, displaying the interface corresponding to the first game scene entered by the second game virtual character or the interface corresponding to the first game team entered through the graphical user interface; or in response to the first client closing the matching interface, displaying the interface corresponding to the second game scene entered by the first game character or the interface corresponding to the second game team entered through the graphical user interface.

[0170] In one embodiment, inviting a second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team, includes: maintaining the graphical user interface to display the matching interface, inviting the second game character to enter the first game scene or the first game team; or maintaining the graphical user interface to display the matching interface, controlling the first game character to enter the second game scene or the second game team.

[0171] In one embodiment, when displaying the matching interface, the method further includes: providing one or more corresponding team controls based on the first game scene or first game team where the first game character is located before the matching interface is displayed, and / or the second game scene or second game team where the second game character is located; wherein the second operation is an operation on the team controls.

[0172] In one embodiment, corresponding team controls are provided based on the first game scene or first game team where the first game character is located before the matching interface is displayed, and / or the second game scene or second game team where the second game character is located, including: if the second game character is in the second game team before the matching interface is displayed, providing a first team control for joining the second game team; in response to a second operation in the matching interface, inviting the second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team, including: in response to a triggering operation on the first team control, controlling the first game character to join the second game team.

[0173] In one embodiment, corresponding team controls are provided based on the first game scene or first game team where the first game character is located before the matching interface is displayed, and / or the second game scene or second game team where the second game character is located, including: if the second game character is in the second game scene before the matching interface is displayed, a second team control is provided for joining the second game scene; in response to a second operation in the matching interface, the second game character is invited to enter the first game scene or the first game team, or the first game character is controlled to enter the second game scene or the second game team, including: in response to a triggering operation on the second team control, the first game character is controlled to join the second game scene.

[0174] In one embodiment, when the matching interface is displayed, the method further includes: providing a third team control; in response to a second operation in the matching interface, inviting the second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team, including: responding to a triggering operation on the third team control, inviting the second game character to enter the first game scene or the first game team.

[0175] In one embodiment, in response to a first operation of a first client, based on the location information of the first client, information of at least one second client that meets a location association condition with the first client is obtained, including: providing a first location matching control; in response to the first client triggering an operation on the first location matching control, based on the location information of the first client, information of at least one second client that meets a distance matching condition with the first client is obtained.

[0176] In one embodiment, providing a first position matching control includes: providing a first position matching control when a preset game interface is displayed.

[0177] In one embodiment, in response to a first operation of a first client, information of at least one second client that meets a location association condition with the first client is obtained based on the location information of the first client, including: providing a second location matching control when it is detected that the device motion data of the first client meets a preset condition; in response to the first client triggering an operation on the second location matching control, information of at least one second client that meets a distance matching condition with the first client is obtained based on the location information of the first client.

[0178] In one embodiment, when it is detected that the device motion data of the first client meets the preset conditions, a second position matching control is provided, including: when the first game character is in the third game scene, when it is detected that the device motion data of the first client meets the preset conditions, a second position matching control is provided.

[0179] In one embodiment, obtaining information of at least one second client that meets a location association condition with a first client includes: obtaining information of the second client fed back by the server when the server finds a second client whose distance from the first client is less than a preset distance based on the location information of the first client.

[0180] In one embodiment, based on the location information of the first client, information of at least one second client that meets the distance matching condition with the first client is obtained, including: based on the location information of the first client, information of at least one second client that meets the location association condition with the first client and has the location matching function turned on; wherein the second client turns on the location matching function in response to the first operation.

[0181] In one embodiment, controlling the display of the matching interface includes: displaying the first game character at a preset position in the matching interface, and arranging the second game characters corresponding to the second clients in the time sequence of obtaining the information of the second clients.

[0182] In one embodiment, when the matching interface is displayed, the method further includes: displaying identifiable account information of the first game account of the first client in response to a third operation in the matching interface.

[0183] In one embodiment, when the matching interface is displayed, the method further includes: in response to a fourth operation in the matching interface, initiating a friend adding request for adding the second game account of the second client as a game friend.

[0184] In one embodiment, when the matching interface is displayed, the method further includes: when the second client closes the matching interface, controlling the removal of the second game character from the matching interface.

[0185] In one embodiment, when the matching interface is displayed, the method further includes: when the second game character enters a preset game state, controlling the removal of the second game character from the matching interface.

[0186] The above method is implemented based on a computer-readable storage medium. On the one hand, the client's location information is used to match the first client and the second client that meet the location association conditions to the same matching interface, realizing a player matching function based on geographic location, which is particularly suitable for situations such as multiple players forming a team in an offline scene. On the other hand, through the second operation in the matching interface, the first game character and the second game character can be quickly teamed up, and jump to the game scene or game team where the first game character or the second game character was originally located, thereby conveniently starting the game. Compared with related matching methods, this solution simplifies the matching operation process and provides more freedom of choice for subsequent game behaviors after matching with other players, thereby improving the efficiency of matching and entering the game, helping to reduce the computing power of the client or processor and improving the player's gaming experience.

[0187] In an alternative embodiment, the program product can be implemented as a portable compact disc read-only memory (CD-ROM) and includes program code, and can be run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited thereto. In this document, a readable storage medium can be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.

[0188] The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or component, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof.

[0189] A computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, which carries readable program code. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium that can transmit, propagate, or transfer a program for use by or in conjunction with an instruction execution system, apparatus, or device.

[0190] The program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.

[0191] Program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java, C++, and the like, as well as conventional procedural programming languages ​​such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a stand-alone software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device may be connected to the user computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0192] The exemplary embodiments of the present disclosure further provide an electronic device, which may be the first client, second client, or server described above. The electronic device may include a processor and a memory. The memory stores executable instructions for the processor, such as program code. The processor executes the executable instructions to perform the method of the exemplary embodiment. The electronic device may also include a display for displaying a graphical user interface.

[0193] 10 , an electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that the electronic device 1000 shown in FIG10 is merely an example and should not limit the functionality and scope of use of the embodiments of the present disclosure.

[0194] As shown in FIG. 10 , the electronic device 1000 may include a processor 1010 , a memory 1020 , a bus 1030 , an I / O (input / output) interface 1040 , a network adapter 1050 , and a display 1060 .

[0195] Memory 1020 may include volatile memory, such as RAM 1021 and cache unit 1022, and non-volatile memory, such as ROM 1023. Memory 1020 may also include one or more program modules 1024. Such program modules 1024 include, but are not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program modules 1024 may include the modules described above.

[0196] The processor 1010 may include one or more processing units, for example: the processor 1010 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.

[0197] Processor 1010 can be used to execute executable instructions stored in memory 1020, such as the game matching method in this exemplary embodiment, which includes the following steps: responding to a first operation of a first client, and based on the location information of the first client, obtaining information of at least one second client that meets the location association condition with the first client; the information of the second client includes information of a second game character controlled by the second client; controlling the display of a matching interface, the matching interface includes information of the first game character and information of the second game character; responding to a second operation in the matching interface, inviting the second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team; the first game scene or the first game team is the game scene or game team where the first game character is located before the matching interface is displayed, and the second game scene or the second game team is the game scene or game team where the second game character is located before the matching interface is displayed.

[0198] In one embodiment, a graphical user interface includes a first virtual scene, the first virtual scene includes a first game character, and the first game character is configured to perform game behavior in the first virtual scene; controlling the display of a matching interface includes: controlling the generation of a second virtual scene and displaying the second virtual scene in the graphical user interface; generating the first game character based on information of the first game character, and generating the second game character based on information of the second game character; in the second virtual scene, controlling the first game character and the second game character to execute preset character animations.

[0199] In one embodiment, controlling the display of the matching interface further includes: when the matching interface is displayed, if information of a new second client is obtained, displaying an animation of a new second game character controlled by the new second client entering the matching interface.

[0200] In one embodiment, in response to the second operation in the matching interface, after inviting the second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team, the method also includes: in response to the first client closing the matching interface, displaying the interface corresponding to the first game scene entered by the second game virtual character or the interface corresponding to the first game team entered through the graphical user interface; or in response to the first client closing the matching interface, displaying the interface corresponding to the second game scene entered by the first game character or the interface corresponding to the second game team entered through the graphical user interface.

[0201] In one embodiment, inviting a second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team, includes: maintaining the graphical user interface to display the matching interface, inviting the second game character to enter the first game scene or the first game team; or maintaining the graphical user interface to display the matching interface, controlling the first game character to enter the second game scene or the second game team.

[0202] In one embodiment, when displaying the matching interface, the method further includes: providing one or more corresponding team controls based on the first game scene or first game team where the first game character is located before the matching interface is displayed, and / or the second game scene or second game team where the second game character is located; wherein the second operation is an operation on the team controls.

[0203] In one embodiment, corresponding team controls are provided based on the first game scene or first game team where the first game character is located before the matching interface is displayed, and / or the second game scene or second game team where the second game character is located, including: if the second game character is in the second game team before the matching interface is displayed, providing a first team control for joining the second game team; in response to a second operation in the matching interface, inviting the second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team, including: in response to a triggering operation on the first team control, controlling the first game character to join the second game team.

[0204] In one embodiment, corresponding team controls are provided based on the first game scene or first game team where the first game character is located before the matching interface is displayed, and / or the second game scene or second game team where the second game character is located, including: if the second game character is in the second game scene before the matching interface is displayed, a second team control is provided for joining the second game scene; in response to a second operation in the matching interface, the second game character is invited to enter the first game scene or the first game team, or the first game character is controlled to enter the second game scene or the second game team, including: in response to a triggering operation on the second team control, the first game character is controlled to join the second game scene.

[0205] In one embodiment, when the matching interface is displayed, the method further includes: providing a third team control; in response to a second operation in the matching interface, inviting the second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team, including: responding to a triggering operation on the third team control, inviting the second game character to enter the first game scene or the first game team.

[0206] In one embodiment, in response to a first operation of a first client, based on the location information of the first client, information of at least one second client that meets a location association condition with the first client is obtained, including: providing a first location matching control; in response to the first client triggering an operation on the first location matching control, based on the location information of the first client, information of at least one second client that meets a distance matching condition with the first client is obtained.

[0207] In one embodiment, providing a first position matching control includes: providing a first position matching control when a preset game interface is displayed.

[0208] In one embodiment, in response to a first operation of a first client, information of at least one second client that meets a location association condition with the first client is obtained based on the location information of the first client, including: providing a second location matching control when it is detected that the device motion data of the first client meets a preset condition; in response to the first client triggering an operation on the second location matching control, information of at least one second client that meets a distance matching condition with the first client is obtained based on the location information of the first client.

[0209] In one embodiment, when it is detected that the device motion data of the first client meets the preset conditions, a second position matching control is provided, including: when the first game character is in the third game scene, when it is detected that the device motion data of the first client meets the preset conditions, a second position matching control is provided.

[0210] In one embodiment, obtaining information of at least one second client that meets a location association condition with a first client includes: obtaining information of the second client fed back by the server when the server finds a second client whose distance from the first client is less than a preset distance based on the location information of the first client.

[0211] In one embodiment, based on the location information of the first client, information of at least one second client that meets the distance matching condition with the first client is obtained, including: based on the location information of the first client, information of at least one second client that meets the location association condition with the first client and has the location matching function turned on; wherein the second client turns on the location matching function in response to the first operation.

[0212] In one embodiment, controlling the display of the matching interface includes: displaying the first game character at a preset position in the matching interface, and arranging the second game characters corresponding to the second clients in the time sequence of obtaining the information of the second clients.

[0213] In one embodiment, when the matching interface is displayed, the method further includes: displaying identifiable account information of the first game account of the first client in response to a third operation in the matching interface.

[0214] In one embodiment, when the matching interface is displayed, the method further includes: in response to a fourth operation in the matching interface, initiating a friend adding request for adding the second game account of the second client as a game friend.

[0215] In one embodiment, when the matching interface is displayed, the method further includes: when the second client closes the matching interface, controlling the removal of the second game character from the matching interface.

[0216] In one embodiment, when the matching interface is displayed, the method further includes: when the second game character enters a preset game state, controlling the removal of the second game character from the matching interface.

[0217] The above method is implemented based on the electronic device 1000. On the one hand, the location information of the client is used to match the first client and the second client that meet the location association conditions to the same matching interface, thereby realizing a player matching function based on geographic location, which is particularly suitable for situations such as multiple players forming a team in an offline scene. On the other hand, the first game character and the second game character can be quickly teamed up through the second operation in the matching interface, and jump to the game scene or game team where the first game character or the second game character was originally located, thereby conveniently starting the game. Compared with related matching methods, this solution simplifies the matching operation process and provides more freedom of choice for subsequent game behaviors after matching with other players, thereby improving the efficiency of matching and entering the game, which is conducive to reducing the computing power of the client or processor and improving the player's gaming experience.

[0218] The bus 1030 is used to realize the connection between different components of the electronic device 1000 and may include a data bus, an address bus, and a control bus.

[0219] The electronic device 1000 can communicate with one or more external devices 1100 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 1040 .

[0220] The electronic device 1000 can communicate with one or more networks via the network adapter 1050. For example, the network adapter 1050 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. The network adapter 1050 can communicate with other modules of the electronic device 1000 via the bus 1030.

[0221] The electronic device 1000 may display a graphical user interface, such as a matching interface, through the display 1060 .

[0222] Although not shown in FIG. 10 , other hardware and / or software modules may be provided in the electronic device 1000 , including but not limited to microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0223] It should be noted that although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be concretized in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be concretized.

[0224] It will be understood by those skilled in the art that various aspects of the present disclosure can be implemented as systems, methods or program products. Therefore, various aspects of the present disclosure can be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation method combining hardware and software aspects, which can be collectively referred to as "circuit", "module" or "system" here. After considering the specification and practicing the invention disclosed herein, those skilled in the art will easily think of other embodiments of the present disclosure. This application is intended to cover any variations, uses or adaptations of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The description and implementation methods are to be regarded as exemplary only, and the true scope and spirit of the present disclosure are indicated by the claims. It should be understood that the present disclosure is not limited to the precise structure described above and shown in the drawings, and various modifications and changes can be made without departing from its scope.

Claims

1. A game matching method, which displays a graphical user interface for running a game program through a first client and controls a first game character; the method includes: Responding to a first operation of the first client, based on the location information of the first client, obtaining information of at least one second client that meets the location association condition with the first client; The information of the second client includes information of a second game character controlled by the second client; Controlling the display of a matching interface, where the matching interface includes information of the first game character and information of the second game character; Responding to a second operation in the matching interface, inviting the second game character to enter a first game scene or a first game team, or controlling the first game character to enter a second game scene or a second game team; the first game scene or the first game team is the game scene or game team where the first game character is located before the matching interface is displayed, and the second game scene or the second game team is the game scene or game team where the second game character is located before the matching interface is displayed.

2. The method according to claim 1, wherein, The graphical user interface includes a first virtual scene, and the first virtual scene includes a first game character, and the first game character is configured to perform game actions in the first virtual scene; The controlling the display of the matching interface includes: Controlling the generation of a second virtual scene and displaying the second virtual scene in the graphical user interface; Generating a first game character based on the information of the first game character and generating a second game character based on the information of the second game character; In the second virtual scene, controlling the first game character and the second game character to perform preset character animations.

3. The method according to claim 2, wherein The controlling the display of the matching interface further includes: When the matching interface is being displayed, if information of a new second client is obtained, displaying an animation of a new second game character controlled by the new second client entering the matching interface.

4. The method according to claim 1, wherein After responding to the second operation in the matching interface, inviting the second game character to enter a first game scene or a first game team, or controlling the first game character to enter a second game scene or a second game team, the method further includes: Responding to the first client closing the matching interface, displaying, through the graphical user interface, the interface corresponding to the first game scene entered by the second game virtual character or the interface corresponding to the first game team entered; or responding to the first client closing the matching interface, displaying, through the graphical user interface, the interface corresponding to the second game scene entered by the first game character or the interface corresponding to the second game team entered.

5. The method according to claim 4, wherein, The inviting the second game character to enter a first game scene or a first game team, or controlling the first game character to enter a second game scene or a second game team includes: Maintaining the graphical user interface to display the matching interface and inviting the second game character to enter a first game scene or a first game team; or maintaining the graphical user interface to display the matching interface and controlling the first game character to enter a second game scene or a second game team.

6. The method according to claim 1, wherein, When the matching interface is being displayed, the method further includes: Providing one or more corresponding teaming controls according to the first game scene or the first game team where the first game character is located, and / or the second game scene or the second game team where the second game character is located, before the matching interface is displayed; wherein, the second operation is an operation on the teaming control.

7. The method according to claim 6, wherein, The providing of the corresponding teaming control according to the first game scene or the first game team where the first game character is located, and / or the second game scene or the second game team where the second game character is located, before the matching interface is displayed, includes: If the second game character is within a second game team before the matching interface is displayed, providing a first teaming control for joining the second game team; The responding to the second operation in the matching interface to invite the second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team, includes: Responding to the triggering operation on the first teaming control, and controlling the first game character to join the second game team.

8. The method according to claim 6, wherein The providing of the corresponding teaming control according to the first game scene or the first game team where the first game character is located, and / or the second game scene or the second game team where the second game character is located, before the matching interface is displayed, includes: If the second game character is within a second game scene before the matching interface is displayed, providing a second teaming control for joining the second game scene; The responding to the second operation in the matching interface to invite the second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team, includes: Responding to the triggering operation on the second teaming control, and controlling the first game character to join the second game scene.

9. The method according to claim 1, wherein, When the matching interface is being displayed, the method further includes: Providing a third teaming control; The responding to the second operation in the matching interface to invite the second game character to enter the first game scene or the first game team, or controlling the first game character to enter the second game scene or the second game team, includes: Responding to the triggering operation on the third teaming control, and inviting the second game character to enter the first game scene or the first game team.

10. The method according to claim 1, wherein, The responding to the first operation of the first client and obtaining information of at least one second client that meets the location association condition based on the location information of the first client, includes: Providing a first location matching control; Responding to the triggering operation of the first client on the first location matching control, and obtaining information of at least one second client that meets the distance matching condition based on the location information of the first client.

11. The method according to claim 10, wherein, The providing of the first location matching control includes: Providing the first location matching control when a preset game interface is being displayed.

12. The method according to claim 1, wherein, In response to a first operation of the first client, based on the location information of the first client, obtaining information of at least one second client that meets the location association condition with the first client, including: When it is detected that the device movement data of the first client meets a preset condition, providing a second location matching control; In response to a triggering operation of the first client on the second location matching control, based on the location information of the first client, obtaining information of at least one second client that meets the distance matching condition with the first client.

13. The method according to claim 12, wherein, The step of, when it is detected that the device movement data of the first client meets a preset condition, providing a second location matching control, includes: In the case where the first game character is in a third game scene, when it is detected that the device movement data of the first client meets a preset condition, providing a second location matching control.

14. The method according to claim 1, wherein The step of obtaining information of at least one second client that meets the location association condition with the first client, includes: Obtaining the information of the second client fed back by the server when the second client whose distance from the first client is less than a preset distance is found based on the location information of the first client.

15. The method according to claim 1, wherein The step of, based on the location information of the first client, obtaining information of at least one second client that meets the distance matching condition with the first client, includes: Based on the location information of the first client, obtaining information of at least one second client that meets the location association condition with the first client and has the location matching function enabled; wherein, the second client enables the location matching function in response to the first operation.

16. The method according to claim 1, wherein The step of controlling the display of the matching interface, includes: Displaying the first game character at a preset position in the matching interface, and arranging the second game characters corresponding to the respective second clients in the order of the time when the information of each second client is obtained.

17. The method according to claim 1, wherein In the case of displaying the matching interface, the method further includes: In response to a third operation in the matching interface, displaying the recognizable account information of the first game account of the first client.

18. The method according to claim 1, wherein, In the case of displaying the matching interface, the method further includes: In response to a fourth operation in the matching interface, initiating a friend addition request for adding the second game account of the second client as a game friend.

19. The method according to any one of claims 1 to 18, wherein, In the case of displaying the matching interface, the method further includes: When the second client closes the matching interface, controlling to remove the second game character from the matching interface.

20. The method according to any one of claims 1 to 18, wherein In the case of displaying the matching interface, the method further includes: When the second game character enters a preset game state, controlling to remove the second game character from the matching interface.

21. A game matching device, which displays a graphical user interface for running a game program through a first client and controls a first game character; the device includes: The first operation response module is configured to execute a first operation in response to the first client, and based on the location information of the first client, obtain information of at least one second client that meets the location association condition with the first client; the information of the second client includes information of a second game character controlled by the second client. The matching interface display module is configured to execute control to display a matching interface, and the matching interface includes information of the first game character and information of the second game character. The second operation response module is configured to execute a second operation in the matching interface, invite the second game character to enter a first game scene or a first game team, or control the first game character to enter a second game scene or a second game team; the first game scene or the first game team is the game scene or game team where the first game character is located before the matching interface is displayed, and the second game scene or the second game team is the game scene or game team where the second game character is located before the matching interface is displayed.

22. A computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the method according to any one of claims 1 to 20 is implemented.

23. An electronic device, comprising: a processor; a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method according to any one of claims 1 to 20 by executing the executable instructions.

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