Turn-based board game piece obtaining methods and apparatus, device and storage medium

By combining the game level of the game object and the information from the previous round in turn-based chess games, the probability of obtaining resource values ​​is adjusted, and the target resource values ​​are determined. This solves the problem of low matching degree between candidate chess pieces and game requirements, and improves the fun of obtaining chess pieces and the human-computer interaction rate.

WO2025232350A1PCT designated stage Publication Date: 2025-11-13TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2025/082939
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-05-09
Filing Date
2025-03-17
Publication Date
2025-11-13

AI Technical Summary

Technical Problem

In existing turn-based chess games, the method of acquiring chess pieces only considers the game level of the game object, which results in an incomplete determination of the target resource value, strong randomness, and low matching degree between candidate chess pieces and the game object's game needs.

Method used

In the i-th round of a turn-based board game, a request to acquire a piece is sent to the server. The server determines the resource value that can be unlocked at the game level and the acquisition probability based on the game object's object identifier and the battle information from the previous round. It then adjusts the acquisition probability of the resource value, displays the target resource value to the terminal device, and the game object selects and acquires the piece from the spare pieces.

Benefits of technology

It improves the matching accuracy and fun of acquiring chess pieces, enhances the game experience and human-computer interaction rate, and increases the game object's control over the game and the probability of acquiring desired chess pieces.

✦ Generated by Eureka AI based on patent content.

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Abstract

Turn-based board game piece obtaining methods, a turn-based board game piece obtaining apparatus, a device and a storage medium, belonging to the technical field of computers. A method comprises: during an i-th turn of a turn-based board game, sending a piece obtaining request to a server (1401); upon receiving a target resource value that is returned by the server on the basis of the piece obtaining request, displaying piece information of at least one spare piece, the target resource value being a resource value that is determined, on the basis of battle information of a game participant in the (i-1)-th turn, from amongst resource values that are unlockable at the game level of the game participant, and the resource values that are unlockable at the game level being determined on the basis of a participant identifier of the game participant (1402); and in response to a trigger operation for piece information of a first spare piece among the at least one spare piece, obtaining the first spare piece (1403). The methods, the apparatus, the device and the storage medium improve the matching degree between spare pieces and game demands of game participants, thus improving the human-computer interaction rate.
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Description

Methods, devices, equipment, and storage media for acquiring pieces in turn-based board games

[0001] This application claims priority to Chinese Patent Application No. 202410573108.3, filed on May 9, 2024, entitled “Method, Apparatus, Device and Storage Medium for Acquiring Pieces in Turn-Based Chess Games”, the entire contents of which are incorporated herein by reference. Technical Field

[0002] This application relates to the field of human-computer interaction technology, and in particular to a method, apparatus, device and storage medium for acquiring chess pieces in a turn-based chess game. Background Technology

[0003] Turn-based board games are a new type of board game where both players place their pieces on the board, and the game application automatically controls the pieces to battle and displays the result. Summary of the Invention

[0004] This application provides a method, apparatus, device, and storage medium for acquiring chess pieces in a turn-based board game, which can be used to improve the matching degree between the acquired chess pieces and the game requirements of the game objects, thereby increasing the human-computer interaction rate. The technical solution is as follows:

[0005] In a first aspect, embodiments of this application provide a method for acquiring chess pieces in a turn-based board game, the method being executed by a terminal device, the method comprising:

[0006] In the i-th round of a turn-based board game, a piece acquisition request is sent to the server. The piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1.

[0007] Upon receiving the target resource value returned by the server based on the chess piece acquisition request, the chess piece information of at least one backup chess piece is displayed, and the resource value of any backup chess piece is the target resource value; the target resource value is a resource value determined from the resource values ​​that can be unlocked by the game level of the game object based on the battle information of the game object in round i-1, and the resource values ​​that can be unlocked by the game level are determined according to the object identifier of the game object.

[0008] In response to a triggering operation for the piece information of the first backup piece among the at least one backup piece, the first backup piece is obtained.

[0009] Secondly, embodiments of this application provide a method for acquiring chess pieces in a turn-based board game, the method being executed by a server, the method comprising:

[0010] The receiving terminal device sends a piece acquisition request in round i, wherein the piece acquisition request includes the object identifier of the game object, and i is an integer greater than 1;

[0011] Based on the object identifier of the game object, determine the resource value that can be unlocked at the game level of the game object;

[0012] Based on the battle information of the game object in round i-1, determine the target resource value from the resource values ​​that can be unlocked at the game level;

[0013] The target resource value is sent to the terminal device. The target resource value is used by the terminal device to display the piece information of at least one backup piece so that the game object can obtain a piece from the at least one backup piece. The resource value of any backup piece is the target resource value.

[0014] Thirdly, embodiments of this application provide a piece acquisition device for a turn-based board game, the device comprising:

[0015] The sending module is used to send a piece acquisition request to the server in the i-th round of a turn-based chess game. The piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1.

[0016] The display module is used to display the chess piece information of at least one backup chess piece when the server returns the target resource value based on the chess piece acquisition request, wherein the resource value of any backup chess piece is the target resource value; the target resource value is a resource value determined from the resource values ​​that can be unlocked by the game level of the game object based on the battle information of the game object in round i-1, and the resource values ​​that can be unlocked by the game level are determined according to the object identifier of the game object.

[0017] The acquisition module is configured to acquire the first backup piece in response to a trigger operation that targets the piece information of the first backup piece among the at least one backup pieces.

[0018] Fourthly, embodiments of this application provide a piece acquisition device for a turn-based board game, the device comprising:

[0019] The receiving module is used to receive a chess piece acquisition request sent by the terminal device in the i-th round. The chess piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1.

[0020] The determination module is used to determine the resource value that can be unlocked at the game level of the game object based on the object identifier of the game object;

[0021] The determining module is further configured to determine the target resource value from the resource values ​​that can be unlocked at the game level based on the battle information of the game object in round i-1.

[0022] The sending module is used to send the target resource value to the terminal device. The target resource value is used by the terminal device to display the piece information of at least one backup piece, so that the game object can obtain a piece from the at least one backup piece. The resource value of any backup piece is the target resource value.

[0023] Fifthly, embodiments of this application provide a piece acquisition system for a turn-based board game, the system comprising a terminal device and a server;

[0024] The terminal device is used to send a piece acquisition request to the server in the i-th round of the turn-based chess game. The piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1.

[0025] The server is configured to receive the chess piece acquisition request; determine the resource value that can be unlocked at the game level of the game object based on the object identifier of the game object; determine the target resource value from the resource values ​​that can be unlocked at the game level based on the battle information of the game object in round i-1; and send the target resource value to the terminal device.

[0026] The terminal device is further configured to, upon receiving the target resource value, display the piece information of at least one backup piece, wherein the resource value of any backup piece is the target resource value; and, in response to a triggering operation on the piece information of the first backup piece among the at least one backup piece, acquire the first backup piece.

[0027] Sixthly, embodiments of this application provide a computer device, the computer device including a processor and a memory, the memory storing at least one piece of program code, the at least one piece of program code being loaded and executed by the processor, so that the computer device implements the piece acquisition method of any of the turn-based chess games described above.

[0028] In a seventh aspect, a non-volatile computer-readable storage medium is also provided, wherein at least one piece of program code is stored in the non-volatile computer-readable storage medium, the at least one piece of program code being loaded and executed by a processor to enable a computer to implement the piece acquisition method of any of the turn-based chess games described above.

[0029] Eighthly, a computer program or computer program product is also provided, wherein the computer program or computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement the piece acquisition method of any of the above-mentioned turn-based board games.

[0030] The technical solution provided in this application embodiment involves a game object acquiring a piece in round i. By sending a piece acquisition request to the server, the server determines the resource value unlockable at the game object's game level based on the game object's object identifier. Then, based on the game object's battle information in round i-1, the server identifies a target resource value from the unlockable resource values ​​and sends this target resource value to the terminal device. The terminal device then displays information about a backup piece with the target resource value, allowing the game object to select and acquire the desired piece from the backup pieces. This method considers not only the game object's game level but also its battle information from the previous round when determining the target resource value. Because the information is comprehensive, the determined target resource value better matches the game object's actual battle situation. Since the resource value of the backup piece is the target resource value, the subsequently acquired pieces have a higher matching degree with the game object's game needs, thereby increasing the probability of the game object acquiring the desired piece, enhancing the fun of piece acquisition, improving the game experience, and increasing the human-computer interaction rate.

[0031] Furthermore, since the target resource value returned by the server to the terminal device is determined from the unlockable resource value based on the game object's battle information in the previous round, the game object can influence the determination process of the target resource value by managing the battle information of the previous round. This can bring a certain degree of strategic fun to the game object, improve the game object's control over the game, further increase the probability that the game object can obtain the desired pieces in each round, and further improve the human-computer interaction rate. Attached Figure Description

[0032] Figure 1 is a structural block diagram of a computer system provided in an embodiment of this application;

[0033] Figure 2 is a flowchart of a method for acquiring chess pieces in a turn-based chess game according to an embodiment of this application;

[0034] Figure 3 is a schematic diagram showing the preparation page for the first round of a turn-based chess game according to an embodiment of this application;

[0035] Figure 4 is a schematic diagram showing a reference resource value provided in an embodiment of this application;

[0036] Figure 5 is a schematic diagram showing the chess piece information of a first chess piece according to an embodiment of this application;

[0037] Figure 6 is a schematic diagram of the display of a first prompt message provided in an embodiment of this application;

[0038] Figure 7 is a schematic diagram showing the preparation page of the i-th round of a turn-based chess game provided in an embodiment of this application;

[0039] Figure 8 is a schematic diagram showing the target resource value and the acquisition probability after adjusting each resource value, provided in an embodiment of this application.

[0040] Figure 9 is a schematic diagram showing another target resource value and the acquisition probability after adjusting each resource value, provided in an embodiment of this application.

[0041] Figure 10 is a schematic diagram showing another target resource value and the acquisition probability after adjusting each resource value, provided in an embodiment of this application.

[0042] Figure 11 is a schematic diagram showing the chess piece information of a spare chess piece according to an embodiment of this application;

[0043] Figure 12 is a schematic diagram of a third prompt message provided in an embodiment of this application;

[0044] Figure 13 is a flowchart of a method for acquiring chess pieces in a turn-based chess game according to an embodiment of this application;

[0045] Figure 14 is a flowchart of a method for acquiring chess pieces in a turn-based chess game according to an embodiment of this application;

[0046] Figure 15 is a flowchart of a method for acquiring chess pieces in a turn-based chess game according to an embodiment of this application;

[0047] Figure 16 is a schematic diagram of the structure of a piece acquisition device for a turn-based chess game provided in an embodiment of this application;

[0048] Figure 17 is a schematic diagram of the structure of a piece acquisition device for a turn-based chess game provided in an embodiment of this application;

[0049] Figure 18 is a schematic diagram of the structure of a terminal device provided in an embodiment of this application;

[0050] Figure 19 is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation

[0051] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0052] It should be noted that the terms "first," "second," etc., used in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such terms can be used interchangeably where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.

[0053] First, the terms used in the embodiments of this application will be introduced.

[0054] Turn-based board games: These are board games where "pieces" are pre-arranged before the game begins, and during the game, the pieces automatically engage in combat based on the pre-arranged layout. The "pieces" are usually represented by virtual characters, such as virtual heroes. During the game, these virtual characters automatically use various skills to fight. The game is typically turn-based; when all of a player's "pieces" are defeated (i.e., their virtual character health points drop to zero), that player loses the turn. In some embodiments, the virtual characters may also be referred to as virtual objects. In some embodiments, in addition to the "chess piece-type virtual characters" for the two sides, each side also has a player character representing the current user participating in the game. This player character cannot be moved to the battle area or the chess piece candidate area as a "chess piece." The player character also has health points (or life points), which decrease (in case of loss) or remain unchanged (in case of win) based on the outcome of each game. When a player character's health points reach zero, the user corresponding to that player character exits the game, and the remaining users continue the game. Optionally, turn-based chess games include auto chess. In some embodiments, users may also be referred to as players, game objects, etc.

[0055] Auto Chess: A multiplayer turn-based competitive game where players collect hero pieces in-game. For example, there are eight or six players, each occupying a section of the board. Two players then engage in one-on-one battles. Each round of a game consists of two phases: a preparation phase and a battle phase. In the preparation phase, players purchase hero pieces from the shop and arrange them on the board. In the battle phase, both players' lineups are locked, and the pieces automatically engage in combat until one side's pieces are all eliminated. The player whose pieces are all eliminated loses the round and loses health. The game continues, with new opponents being matched, until a player's health is ≤ (less than or equal to) 0, at which point they are eliminated. The last remaining player wins the game (first place).

[0056] Chessboard: refers to the area in the turn-based chess game interface used for preparing for and conducting the game. The chessboard can be any of the following: a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, or a three-dimensional virtual chessboard. This application does not limit the scope of the application.

[0057] Traditional auto chess boards are divided into a battle area and a piece candidate area. The battle area consists of several identical squares used to place pieces that will engage in combat during the game. The piece candidate area includes several candidate piece positions for placing candidate pieces that will not participate in the battle and can be dragged and placed into the battle area during the preparation phase. The chessboard area provided in this embodiment does not include the piece candidate area, but only the battle area.

[0058] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, illustratively, where n is an integer multiple of 2, and adjacent rows of chess squares are aligned, or adjacent rows of chess squares are staggered. Furthermore, the battle area is divided into two parts by rows: the player's battle area and the opponent's battle area. The participating users are located on the top and bottom sides of the battle interface, respectively, and during the preparation phase, users can only place chess pieces in their own battle area. In other embodiments, the battle area is divided into two parts by columns: the player's battle area and the opponent's battle area, respectively, and the participating users are located on the left and right sides or the top and bottom sides of the battle interface, respectively. The shape of the chess squares can be any of squares, rectangles, circles, or hexagons; this application does not limit the shape of the chess squares.

[0059] Cards: A common term in game genres, originating from board games. Unlike chess pieces where players directly manipulate pieces, cards convey game content on physical cards. Compared to pieces, cards are better suited for carrying textual descriptions, card attribute information, and key numerical values. "Cardization" refers to turning hero resources into card resources, making it easier for players to read and categorize card effects and convey more diverse information.

[0060] Energy: This is a resource in games. In this application, it can be defined as the resource that players use to play cards; playing a card requires consuming the corresponding amount of energy indicated on the card.

[0061] Equipment: In Auto Chess games, each piece can generally equip 3 pieces of equipment (or other quantities). Equipment provides heroes with attributes or effects such as attack power, defense, health, healing, penetration, and shields. Auto Chess games often include a jungle element where players defeat jungle monsters to obtain equipment dropped by them, which they then collect into their inventory. Individual pieces of equipment can also be combined to create higher-quality equipment.

[0062] Chess player: refers to a virtual character played by a player. Each chess player has different special abilities that help the player to play the game better. In some embodiments, chess players may also be referred to as chess player virtual characters, chess player roles, etc.

[0063] In related technologies, game objects can purchase pieces through a game shop in each round of a turn-based chess game. The system determines the target resource value that the game object can unlock based on its game level, and then displays candidate pieces with the target resource value in the game shop. The game object can then select the desired piece from the candidate pieces to purchase. For example, if the game object's game level is 1 and the target resource value is 1, then the game shop will display candidate pieces with a resource value of 1.

[0064] However, in the above-mentioned method of acquiring chess pieces, only the game level of the game object is considered when determining the target resource value. This makes the information considered when determining the target resource value not comprehensive enough, and the determined target resource value has a strong randomness. Consequently, the matching degree between the candidate chess pieces displayed in the game store and the game needs of the game object is low.

[0065] Figure 1 shows a structural block diagram of a computer system provided in an exemplary embodiment of this application. As shown in Figure 1, the computer system includes a terminal device 101 and a server 102. The terminal device 101 has a turn-based chess game installed and running, and game objects 103 are logged into the turn-based chess game. The method for acquiring chess pieces in the turn-based chess game provided in this embodiment can be executed by the terminal device 101, or it can be executed jointly by the terminal device 101 and the server 102; this embodiment does not limit this approach.

[0066] Server 102 provides background services for the turn-based board game installed on terminal device 101. In one possible implementation, server 102 undertakes the main computational work, and terminal device 101 undertakes the secondary computational work. Alternatively, server 102 undertakes the secondary computational work, and terminal device 101 undertakes the main computational work. Or, terminal device 101 and server 102 collaborate on computation using a distributed computing architecture.

[0067] Optionally, the terminal device 101 can be any electronic device product capable of human-computer interaction with the user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. For example, the terminal device 101 can be a smartphone, tablet computer, laptop computer, desktop computer, smart speaker, smartwatch, PC (Personal Computer), mobile phone, PDA (Personal Digital Assistant), wearable device, PPC (Pocket PC), smart car system, smart TV, etc.

[0068] Terminal device 101 can refer to one of a plurality of terminal devices. This embodiment uses terminal device 101 as an example. Those skilled in the art will know that the number of terminal devices 101 can be more or less. For example, there may be only one terminal device 101, or there may be dozens or hundreds of terminal devices 101, or more. This application embodiment does not limit the number or type of terminal devices 101.

[0069] Server 102 can be a single server, a server cluster consisting of multiple servers, or any of the following: a cloud computing platform or a virtualization center. This embodiment of the application does not limit this. Server 102 communicates directly or indirectly with terminal device 101 via wired or wireless communication. Server 102 has data receiving, data processing, and data sending functions. Of course, server 102 may also have other functions, which are not limited in this embodiment of the application.

[0070] In an exemplary embodiment of this application, terminal device 101 displays a preparation page 104 for the i-th round of a turn-based chess game based on the chess piece acquisition method provided in this embodiment. During the preparation phase of the i-th round, terminal device 101 sends a chess piece acquisition request to server 102. After receiving the chess piece acquisition request, server 102 determines the resource values ​​that can be unlocked at the game level of the game object and the acquisition probability of each resource value. Based on the game object's battle information in the (i-1)-th round, server 102 adjusts the acquisition probability of each resource value to obtain the adjusted acquisition probability of each resource value. Based on the adjusted acquisition probability of each resource value, server 102 determines the target resource value among the resource values ​​and then sends the target resource value to terminal device 101. After receiving the target resource value, the terminal device 101 displays the first page 105, which displays the target resource value. If the display duration of the target resource value is not less than the duration threshold, the terminal device 101 displays the second page 106, which displays the information of at least one backup piece. The resource value of each backup piece is the target resource value. In response to the trigger operation for the first backup piece, the terminal device 101 obtains the first backup piece, that is, the game object obtains the first backup piece.

[0071] Those skilled in the art should understand that the terminal device 101 and server 102 described above are merely illustrative examples. Other existing or future terminal devices or servers that are applicable to this application should also be included within the scope of protection of this application, and are hereby incorporated by reference.

[0072] This application provides a method for acquiring chess pieces in a turn-based board game. This method can be applied to the computer system shown in Figure 1. Taking the flowchart of the method for acquiring chess pieces in a turn-based board game provided by this application embodiment, shown in Figure 2, as an example, this method can be implemented through the interaction between the terminal device 101 and the server 102 in Figure 1. As shown in Figure 2, the method includes the following steps 201 to 217.

[0073] In step 201, the terminal device displays the preparation page for the first round of a turn-based board game.

[0074] In one possible implementation, a turn-based chess game is installed on the terminal device. For example, the turn-based chess game can be an auto-chess game. The terminal device's display interface shows relevant information about the turn-based chess game. This information can be the name of the turn-based chess game, its icon, or other information; this embodiment does not limit this.

[0075] When a game object wants to run a turn-based board game, it selects the relevant information. The terminal device receives this trigger and displays the game's homepage, which includes a start control used to begin a game. In response to the start control's trigger, the game enters its first round preparation phase, displaying the first round preparation page. The game object can acquire pieces on this page and determine which pieces to use in the first round of gameplay.

[0076] In one possible implementation, the preparation page for the first round of a turn-based board game includes a preparation area and a board area. The preparation area displays virtual objects corresponding to the pieces already owned by the game object. The game object can drag the virtual objects corresponding to the pieces in the preparation area to the board area, where the dragged virtual objects are displayed. These dragged virtual objects are the virtual objects that the game object needs to use during the first round of combat.

[0077] In some embodiments, the game level of the game object can also be displayed on the preparation page of the first round of a turn-based chess game, so that the game object can understand its own game level.

[0078] In some embodiments, the preparation page for the first round of a turn-based chess game may also display the value of the resources required to level up by one level. Resources are a type of game resource in turn-based chess games, such as diamonds, gold coins, etc.

[0079] In some embodiments, the preparation page for the first round of a turn-based chess game may also display the value of the resources already owned by the game object. The value of the resources already owned by the game object may be the value of the resources included in the game object's account in the turn-based chess game.

[0080] It should be noted that the preparation page for the first round of a turn-based chess game may also display other information, and this application embodiment does not limit this.

[0081] Figure 3 is a schematic diagram showing the preparation page for the first round of a turn-based chess game according to an embodiment of this application. In Figure 3, 301 represents the preparation area, and 302 represents the chessboard area. In Figure 3, "Level 1" in 303 represents the game level of the game object, and "2" in 303 represents the resource value required to upgrade one level. That is, 303 in Figure 3 indicates that upgrading the game object's game level from level 1 to level 2 requires 2 resources. "5" in 304 in Figure 3 represents the number of resources the game object already possesses; that is, 304 in Figure 3 indicates that the game object already possesses 5 resources.

[0082] In step 202, during the preparation phase of the first round of the turn-based board game, the terminal device sends a first acquisition request to the server.

[0083] In one possible implementation, during the preparation phase of each round in a turn-based board game, the game object can acquire new pieces for use in the corresponding round's combat phase. Optionally, during the preparation phase of the first round of the turn-based board game, provided that the display duration of the preparation page for the first round of the turn-based board game is not less than the target duration, the terminal device generates a first acquisition request and sends it to the server. The first acquisition request includes the object identifier of the game object.

[0084] For example, the target duration is set based on experience, or adjusted according to the implementation environment; this application embodiment does not limit this. For example, the target duration is 3 seconds. The object identifier of the game object is used to uniquely identify the game object. For example, the object identifier of the game object can be the game account of the game object in the turn-based chess game, or the game nickname of the game object in the turn-based chess game; this application embodiment does not limit this.

[0085] In one possible implementation, during the preparation phase of the first round in a turn-based board game, in response to the display of the first round's preparation page, the terminal device generates a first acquisition request and sends it to the server. That is, the first acquisition request is generated immediately after the first round's preparation page is displayed, to improve the efficiency of acquiring pieces during the first round's preparation phase.

[0086] In one possible implementation, during the preparation phase of the first round in a turn-based board game, a piece acquisition control is displayed on the preparation page. The terminal device responds to the triggering operation of the piece acquisition control, generates a first acquisition request, and sends the first acquisition request to the server. Generating the first acquisition request based on the game object's active triggering operation improves the matching degree between the process of generating the first acquisition request and the game object's needs.

[0087] In step 203, the server receives a first acquisition request and, based on the first acquisition request, determines the resource values ​​that can be unlocked at the game level of the game object and the acquisition probability of each resource value.

[0088] In one possible implementation, the server receives a first acquisition request sent by the terminal device, parses the request, and obtains the object identifier of the game object. The server stores the game level of each object and the correspondence between the object identifier and the game level. The server determines the game level of each game object based on its object identifier and the correspondence. The game level of each object is determined based on its performance in the turn-based chess game (e.g., battle results, the value of its resources). The rules for determining the game level of each object can be set by the developer of the turn-based chess game, and this embodiment does not limit this. It should be noted that as the performance of each object in the turn-based chess game changes, its game level may change continuously. The server stores the latest game level of each object. For example, the server determines the game level of the game object to be level 1.

[0089] The server also stores the correspondence between game levels and the resource values ​​that can be unlocked at each game level. Each game level may unlock one or more resource values. Different game levels may have the same or different number of unlockable resource values. At least one resource value will differ between different game levels. For example, the higher the game level, the larger the maximum unlockable resource value. Table 1 below shows a correspondence between game levels and the resource values ​​that can be unlocked at each game level, as provided in an embodiment of this application.

[0090] Table 1

[0091] As shown in Table 1 above, when the game level is 1 and 2, the unlockable resource values ​​are 1 and 2 respectively; when the game level is 3 and 4, the unlockable resource values ​​are 1, 2, and 3 respectively; when the game level is 5 and 6, the unlockable resource values ​​are 1, 2, 3, and 4 respectively; and when the game level is 7 and above, the unlockable resource values ​​are 1, 2, 3, 4, and 5 respectively.

[0092] For example, if the server determines that the game level of a game object is 1, then the resource values ​​that the game object can unlock at that game level are 1 resource value and 2 resource values.

[0093] Optionally, the server also stores the correspondence between the resource values ​​that can be unlocked at game levels and the probability of obtaining those resource values. For example, at game levels 1 and 2, the unlockable resource values ​​are 1 and 2, respectively, with a 60% probability of obtaining resource value 1 and a 40% probability of obtaining resource value 2. At game levels 3 and 4, the unlockable resource values ​​are 1, 2, and 3, respectively, with a 55% probability of obtaining resource value 1, a 38% probability of obtaining resource value 2, and a 7% probability of obtaining resource value 3. At game levels 5 and 6, the unlockable resource values ​​are 1, 2, 3, and 4, respectively, with a 50% probability of obtaining resource value 1, a 35% probability of obtaining resource value 2, a 10% probability of obtaining resource value 3, and a 5% probability of obtaining resource value 4. When the game level is 7 or above, the resource values ​​that can be unlocked are resource value 1, resource value 2, resource value 3, resource value 4 and resource value 5. The probability of obtaining resource value 1 is 40%, resource value 2 is 32%, resource value 3 is 12%, resource value 4 is 10%, and resource value 5 is 6%.

[0094] It should be noted that the sum of the probabilities of obtaining each resource value that can be unlocked at any game level is 1.

[0095] For example, the server determines that the game object's game level is 1, and the game object's game level can unlock resource values ​​of 1 resource value and 2 resource values, wherein the probability of obtaining resource value 1 is 60% and the probability of obtaining resource value 2 is 40%.

[0096] It should also be noted that the resource values ​​unlockable at any game level are set based on experience, or adjusted according to the implementation environment; this application embodiment does not limit this. Optionally, the resource values ​​unlockable at any game level are set by the developer of the turn-based board game. The probability of obtaining each resource value unlockable at any game level is set based on experience, or adjusted according to the implementation environment; this application embodiment does not limit this. Optionally, the probability of obtaining each resource value unlockable at any game level is set by the developer of the turn-based board game.

[0097] In step 204, the server determines a reference resource value from among the various resource values ​​based on the acquisition probability of each resource value.

[0098] In one possible implementation, after determining the acquisition probability of each resource value that can be unlocked by the game level in step 203 above, a reference resource value is determined among the resource values ​​based on the acquisition probability of each resource value.

[0099] The probability of obtaining any resource value refers to the probability that any resource value will be identified as a reference resource value. For example, if the probability of obtaining resource value 1 is 60%, it means that resource value 1 has a 60% chance of being identified as a reference resource value; if the probability of obtaining resource value 2 is 40%, it means that resource value 2 has a 40% chance of being identified as a reference resource value. The higher the probability of obtaining any resource value, the higher the probability that any resource value will be identified as a reference resource value; conversely, the lower the probability of obtaining any resource value, the lower the probability that any resource value will be identified as a reference resource value.

[0100] This application does not limit the process of determining a reference resource value from among the various resource values ​​based on the acquisition probability of each resource value, as long as it ensures that the probability of determining any resource value as the reference resource value is equal to the acquisition probability of that resource value. Optionally, an application for determining resource values ​​runs on the server. The server inputs each resource value and its acquisition probability into the application, and obtains the reference resource value based on the application's output. That is, the application's output is used as the reference resource value.

[0101] For example, the server determines a reference resource value of 1 among the various resource values ​​based on the acquisition probability of each resource value.

[0102] In step 205, the server sends reference resource values ​​to the terminal device.

[0103] In one possible implementation, after the server determines the reference resource value in step 204 above, the server sends the reference resource value to the terminal device so that the terminal device can display the reference resource value.

[0104] Optionally, after the server determines the acquisition probability of each resource value in step 203 above, the server can also send the acquisition probability of each resource value to the terminal device so that the terminal device can display the acquisition probability of each resource value, thereby enabling the game object to understand the acquisition probability of the resource values ​​that can be unlocked at its current game level.

[0105] It should be noted that the server may send the acquisition probability of each resource value to the terminal device at the same time as sending the reference resource value; alternatively, it may send the reference resource value to the terminal device first and then send the acquisition probability of each resource value; or it may send the acquisition probability of each resource value to the terminal device first and then send the reference resource value. This application embodiment does not limit the order in which the reference resource value and the acquisition probability of each resource value are sent.

[0106] In step 206, the terminal device receives the reference resource value and displays the reference resource value.

[0107] In one possible implementation, the terminal device receives and displays reference resource values ​​sent by the server. These reference resource values ​​indicate the resource values ​​of pieces that the game object can acquire in the first round. By displaying the reference resource values, the game object can know the resource values ​​of pieces that can be acquired in the first round.

[0108] Optionally, the process of displaying the reference resource values ​​includes: displaying a third page on the preparation page of the first round, wherein the reference resource values ​​are displayed on the third page. The position of the third page on the preparation page of the first round can be set based on experience or adjusted according to the implementation environment, and this embodiment does not limit this. For example, the position of the third page on the preparation page of the first round can be the center position, the top position, the bottom position, etc. on the preparation page of the first round.

[0109] Figure 4 is a schematic diagram showing a reference resource value according to an embodiment of this application. In the figure shown in Figure 4, a third page 401 is displayed on the preparation page of the first round, and the reference resource value 402 is displayed on the third page 401.

[0110] In one possible implementation, the terminal device can also receive and display the acquisition probabilities of each resource value sent by the server. This allows the game object to understand the acquisition probabilities of the resource values ​​that can be unlocked at its current game level. Optionally, the acquisition probabilities of each resource value can be displayed on a third page. Optionally, the acquisition probabilities of each resource value can be displayed on a different page from the third page in the preparation page of the first round; that is, the reference resource value and the acquisition probabilities of each resource value can be displayed on two different pages in the preparation page of the first round.

[0111] For example, taking the display of the acquisition probability of each resource value on the third page as an example, the acquisition probability of each resource value is displayed in 403 of 401 on the third page of Figure 4.

[0112] In step 207, if the display duration of the reference resource value is not less than the duration threshold, the terminal device displays the piece information of at least one first piece.

[0113] Since the reference resource values ​​are displayed on the third page, the display duration of the reference resource values ​​must be no less than a duration threshold, which means the display duration of the third page must be no less than the duration threshold. The duration threshold is set based on experience or adjusted according to the implementation environment; this embodiment does not limit its application. For example, the duration threshold is 3 seconds.

[0114] If the display duration of the third page is not less than a duration threshold, the terminal device cancels the display of the third page and displays the piece information of at least one first piece. The number of at least one first piece can be set based on experience or adjusted according to the implementation environment; this application embodiment does not limit this. The piece information of any first piece refers to the information associated with any piece. For example, the piece information includes, but is not limited to, the image of the virtual object corresponding to the piece, the name of the piece, the type of the virtual object corresponding to the piece, and the resource value of the piece. The resource value of any first piece is a reference resource value.

[0115] This application embodiment does not limit the display method of at least one first piece's information. Optionally, the terminal device displays a fourth page on the preparation page of the first round, and the fourth page displays the piece information of at least one first piece. For example, since the display area of ​​the fourth page is limited, it is necessary to limit the number of first pieces displayed on the fourth page; for example, the number of first pieces displayed on the fourth page should not exceed a target number. The target number is set based on experience or adjusted according to the implementation environment, and this application embodiment does not limit this. For example, the target number is 5. That is, for the case where the piece information of at least one first piece is displayed on the fourth page, the number of at least one first piece is not greater than the target number.

[0116] Figure 5 is a schematic diagram showing the display of chess piece information for a first chess piece according to an embodiment of this application. In Figure 5, a fourth page 501 is displayed on the preparation page for the first round, showing the chess piece information for five first chess pieces. The first first chess piece is named "Chess Piece W," the virtual object type corresponding to it is "Mage" or "Shapeshifter," and its resource value is 1. The chess piece information for the other first chess pieces is shown in Figure 5 and will not be described further here.

[0117] In one possible implementation, the piece information of at least one first piece needs to be obtained before displaying the piece information of at least one first piece. This application does not limit the method of obtaining the piece information of at least one first piece. Optionally, this application provides the following two methods for obtaining the piece information of at least one first piece.

[0118] Method 1: Receive at least one piece information for the first piece from the server.

[0119] In the first acquisition method, after the server determines the reference resource value in step 204 above, it determines at least one first piece based on the reference resource value, acquires the piece information of each first piece, and then sends the piece information of each first piece to the terminal device so that the terminal device can acquire the piece information of each first piece.

[0120] The process by which the server determines at least one first piece based on the reference resource value is similar to the process by which the terminal device determines at least one first piece based on the reference resource value in the second acquisition method described below. For details, please refer to the description of the second acquisition method below, which will not be elaborated here.

[0121] The method of determining the first piece by the server and sending the piece information to the terminal device can save terminal device resources and reduce the amount of computation on the terminal device because it eliminates the need for the terminal device to determine the first piece.

[0122] Method 2: The terminal device determines at least one first piece based on the reference resource value and obtains the piece information of at least one first piece.

[0123] In the second acquisition method, in step 206 above, after the terminal device receives the reference resource value sent by the server, it determines at least one first piece based on the reference resource value, and then obtains the piece information of at least one first piece.

[0124] For example, the process by which the terminal device determines at least one first piece based on a reference resource value includes: the terminal device selecting pieces among the candidate pieces whose resource value is equal to the reference resource value as first optional pieces, and determining at least one first piece from the first optional pieces. Optionally, a target number of first optional pieces are determined from the first optional pieces as at least one first piece.

[0125] The way in which the terminal device determines the backup pieces and their information helps reduce the computational burden on the server.

[0126] Optionally, after the terminal device displays the information of at least one first piece, the process further includes: the terminal device responding to a refresh operation by displaying the refreshed information of the pieces, where the resource values ​​of the refreshed pieces are reference resource values. The refresh operation is used to refresh at least one first piece. After displaying the information of at least one first piece, it also supports refreshing the displayed pieces based on the game object's refresh operation. This helps improve the matching degree between the displayed pieces and the game object's needs, thereby increasing the probability of the game object obtaining desired pieces, enhancing the fun of piece acquisition, and ultimately improving the game experience and human-computer interaction rate.

[0127] This application does not limit the type of refresh operation. For example, a refresh operation may refer to a trigger operation on a refresh control, a voice signal used to indicate refresh, or a gesture used to indicate refresh, etc.

[0128] For example, taking a fourth page displaying information about at least one first piece as an example, the fourth page also displays a refresh control used to refresh the displayed first piece. In this case, in response to the refresh operation, displaying the refreshed piece information may include: in response to a trigger operation on the refresh control, displaying the refreshed piece information on the fourth page, where the refreshed piece's resource value is a reference resource value.

[0129] In an exemplary embodiment, the number of refreshed pieces is the same as the number of at least one first piece. The refreshed pieces may be identical to or not identical to at least one first piece.

[0130] Before displaying the refreshed piece information on the fourth page, it is necessary to obtain the refreshed piece information first. The process of obtaining the refreshed piece information is similar to the process of obtaining the first piece information mentioned above. For details, please refer to the process of obtaining the first piece information mentioned above. This application embodiment will not be described again here.

[0131] For example, the refresh control may display the value of the resources required for the refresh, and in response to a trigger operation on the refresh control, the value of the resources required for the refresh is deducted from the game object's account.

[0132] For example, the fourth page 501 in Figure 5 displays a refresh control 502. The "2" displayed on the refresh control 502 indicates that 2 resources are required to refresh once. Therefore, in response to the trigger operation on the refresh control 502, 2 resources are deducted from the game object's account.

[0133] In step 208, in response to a triggering operation for piece information of a second piece among at least one first piece, the terminal device acquires the second piece.

[0134] After displaying the information of at least one first piece, the game object can choose one piece from the first pieces to purchase, that is, acquire a piece. The second piece can be any one of the at least one first piece.

[0135] Optionally, in response to a triggering operation for the piece information of the second piece among at least one first piece, the process by which the terminal device acquires the second piece is similar to the process by which the terminal device acquires the first backup piece in response to a triggering operation for the piece information of the first backup piece among at least one backup piece. For details, please refer to the process by which the terminal device acquires the first backup piece. This application embodiment will not be described in detail here.

[0136] Once the terminal device acquires the second piece, meaning the game object acquires the second piece, the game object can then select the piece to use in the first round's battle phase on the preparation page, thus entering the first round's battle phase. After the first round's battle phase ends, a first prompt message is displayed on the first round's battle page. This first prompt message indicates the game object's battle result in the first round, thus entering the second round's preparation phase. The first prompt message can be any content that can indicate the game object's battle result in the first round; this application embodiment does not limit this.

[0137] Figure 6 is a schematic diagram of the display of a first prompt message provided in an embodiment of this application. As shown in Figure 6, the first prompt message 601 is displayed on the battle page of the first round. The content of the first prompt message is "Battle Victory!", that is, the game object has won the battle in the first round.

[0138] In step 209, the terminal device displays the preparation page for the i-th round of the turn-based board game.

[0139] Where i is an integer greater than 1, that is, the preparation page for the i-th round of the turn-based chess game is the preparation page for the non-first round of the turn-based chess game.

[0140] In one possible implementation, the content displayed on the preparation page of the i-th round of the turn-based chess game is similar to the content displayed on the preparation page of the first round of the turn-based chess game in step 201 above, and will not be described again in this embodiment.

[0141] It should be noted that the game level of the game object displayed on the preparation page for each round is the game level the game object has during the preparation phase of each round, and the amount of resources the game object's account possesses displayed on the preparation page for each round is the amount of resources the game object's account possesses during the preparation phase of each round. The game object's game level and the amount of resources the game object's account possesses may change as the rounds of the turn-based board game progress. Therefore, the game level of the game object displayed on the preparation page for different rounds may be the same or different; the amount of resources the game object's account possesses displayed on the preparation page for different rounds may be the same or different.

[0142] Figure 7 is a schematic diagram showing the preparation page for the i-th round of a turn-based chess game according to an embodiment of this application. As shown in Figure 7, the game object's game level is 8, and the game object's account has 5 resources.

[0143] In step 210, during the preparation phase of the i-th round of the turn-based board game, the terminal device sends a piece acquisition request to the server.

[0144] In one possible implementation, during the preparation phase of the i-th round of a turn-based chess game, provided that the display duration of the preparation page for the i-th round of the turn-based chess game is not less than the target duration, the terminal device sends a chess piece acquisition request to the server, and the chess piece acquisition request includes the object identifier of the game object.

[0145] In one possible implementation, during the preparation phase of round i in a turn-based board game, in response to displaying the preparation page for round i, the terminal device generates a piece acquisition request and sends it to the server. That is, the piece acquisition request is generated immediately after displaying the preparation page for round i, to improve the efficiency of acquiring pieces during the preparation phase of round i.

[0146] In one possible implementation, during the preparation phase of round i in a turn-based board game, a piece acquisition control is displayed on the preparation page for round i. The terminal device responds to the triggering operation of the piece acquisition control, generates a piece acquisition request, and sends the request to the server. Generating the piece acquisition request based on the game object's active triggering operation improves the matching degree between the process of generating the piece acquisition request and the game object's needs.

[0147] In step 211, the server receives a chess piece acquisition request and, based on the request, determines the resource values ​​that can be unlocked at the game level of the game object and the acquisition probability of each resource value.

[0148] The server receives a chess piece acquisition request from the terminal device, parses the request to obtain the object identifier of the game object, determines the game level of the game object based on the object identifier, and then determines the resource values ​​that can be unlocked at the game level and the acquisition probability of each resource value. This process is similar to step 203 above and will not be described in detail here.

[0149] It should be noted that the game level of the game object determined in step 211 is the game level the game object possesses during the preparation phase of round i, and the game level of the game object determined in step 203 is the game level the game object possesses during the preparation phase of round i. The game level the game object possesses during the preparation phase of round i may be the same as or different from the game level the game object possesses during the preparation phase of round i. If the game level the game object possesses during the preparation phase of round i is the same as the game level the game object possesses during the preparation phase of round i, then the resource values ​​that can be unlocked by the game level determined in step 211 and the probability of obtaining each resource value are the same as the resource values ​​that can be unlocked by the game level determined in step 203. If the game level the game object possesses during the preparation phase of round i is different from the game level the game object possesses during the preparation phase of round i, then the resource values ​​that can be unlocked by the game level determined in step 211 and the probability of obtaining each resource value are different from the resource values ​​that can be unlocked by the game level determined in step 203.

[0150] For example, the server determines the game level of the game object based on the piece acquisition request to be level 8. The resource values ​​that can be unlocked at the game level of the game object are 1 resource value, 2 resource values, 3 resource values, 4 resource values ​​and 5 resource values. The acquisition probability of 1 resource value is 40%, the acquisition probability of 2 resource value is 32%, the acquisition probability of 3 resource value is 12%, the acquisition probability of 4 resource value is 10%, and the acquisition probability of 5 resource value is 6%.

[0151] In step 212, the server adjusts the acquisition probability of each resource value based on the battle information of the game object in round i-1, and obtains the adjusted acquisition probability of each resource value.

[0152] Since round i is not the first round, after determining the acquisition probability of each resource value, the acquisition probability of each resource value can be adjusted based on the battle information of the previous round (round i-1), thus obtaining the adjusted acquisition probability of each resource value. This allows the game object to control the acquisition probability of each resource value by manipulating the battle information of the previous round, thereby controlling the pieces that can be acquired. This improves the game experience for the player and increases the human-computer interaction rate.

[0153] In one possible implementation, the battle information of the game object in round i-1 includes the battle result of the game object in round i-1. The battle result of the game object in round i-1 can be either a victory or a defeat, and this application embodiment does not limit this.

[0154] The process of adjusting the acquisition probability of each resource value based on the battle information of the game object in round i-1, and obtaining the adjusted acquisition probability of each resource value, includes the following steps 1 to 3.

[0155] Step 1: Determine the first base value that matches the battle result of the game object in round i-1.

[0156] The first base value of the game object when it wins the battle in round i-1 can be the same as or different from the first base value of the game object when it loses the battle in round i-1. This application embodiment does not limit this.

[0157] For example, the initial base value of a game object is 1 when the outcome of the battle in round i-1 is either a victory or a defeat.

[0158] Step 2: Determine the second basic value based on the quantity of the first resource value and the first basic value.

[0159] The process of determining the second basic value based on the quantity of the first resource value and the first basic value includes: determining the product between the quantity of the first resource value and the first basic value to obtain the second basic value. For example, if the quantity of the first resource value is 4 and the first basic value is 1, then the second basic value is 4 * 1 = 4.

[0160] In this context, the first resource value is the resource value that is not the largest among all resource values. For example, if the resource values ​​include 1, 2, 3, 4, and 5, then the first resource values ​​are 1, 2, 3, and 4, and the number of first resource values ​​is 4. As another example, if the resource values ​​include 1, 2, and 3, then the first resource values ​​are 1 and 2, and the number of first resource values ​​is 2.

[0161] Step 3: Determine the adjusted acquisition probability of the first resource value based on the acquisition probability of the first resource value and the first base value; determine the adjusted acquisition probability of the second resource value based on the acquisition probability of the second resource value and the second base value.

[0162] The second resource value is the largest resource value among all resource values, and the first resource value is the resource value other than the second resource value among all resource values.

[0163] For example, the probability of obtaining the first resource value is reduced by a first base value to obtain the adjusted probability of obtaining the first resource value, and the probability of obtaining the second resource value is increased by a second base value to obtain the adjusted probability of obtaining the second resource value.

[0164] For example, taking a resource value consisting of 1, 2, 3, and 4 as the first resource value, and 5 as the second resource value, with a first base value of 1 and a second base value of 4 as an example: The probability of obtaining resource value 1 is 40%, and after adjustment, the probability of obtaining resource value 1 is 39% using the above method; the probability of obtaining resource value 2 is 32%, and after adjustment, the probability of obtaining resource value 2 is 31% using the above method; the probability of obtaining resource value 3 is 12%, and after adjustment, the probability of obtaining resource value 3 is 11% using the above method; the probability of obtaining resource value 4 is 10%, and after adjustment, the probability of obtaining resource value 4 is 9% using the above method; and the probability of obtaining resource value 5 is 6%, and after adjustment, the probability of obtaining resource value 5 is 10% using the above method.

[0165] It should be noted that the sum of the acquisition probability after the adjustment of the first resource value and the acquisition probability after the adjustment of the second resource value is the sum of the acquisition probabilities of each resource value.

[0166] Since the outcome of the battle in round i-1 reduces the probability of acquiring low-resource pieces and increases the probability of acquiring high-resource pieces—that is, it reduces the probability of acquiring low-resource pieces and increases the probability of acquiring high-resource pieces—the game object can increase the probability of acquiring high-resource pieces by manipulating the outcome of the battle in round i-1. This gives the game object a greater chance of acquiring high-resource pieces, resulting in a higher match between the pieces acquired subsequently and the game object's needs. Consequently, the game object can increase the probability of acquiring desired pieces, enhance the fun of acquiring pieces, improve the game experience, and increase the human-computer interaction rate.

[0167] In one possible implementation, the game object's battle information in round i-1 also includes a target number of consecutive wins, which is the number of times the game object achieves a consecutive victory in round i-1. That is, the game object's battle information in round i-1 also includes either the number of consecutive wins or the number of consecutive losses. If the game object wins in round i-1, then the battle information also includes the number of consecutive wins; if the game object loses in round i-1, then the battle information also includes the number of consecutive losses.

[0168] If the game object wins in round i-1, the target count is the number of consecutive wins; if the game object loses in round i-1, the target count is the number of consecutive losses.

[0169] If the battle information for a game object in round i-1 includes not only the battle result in round i-1 but also the target number of attempts, the acquisition probability of each resource value is adjusted based on the battle result and the target number of attempts in round i-1, resulting in the adjusted acquisition probability of each resource value. This process includes: determining the difference between the target number of attempts and the reference number of attempts when the target number of attempts is greater than the reference number of attempts; determining a first additional value based on the difference and a single additional value, matching the single additional value with the battle result of the game object in round i-1; determining a second additional value based on the quantity of the first resource value and the first additional value. The acquisition probability of the first resource value is reduced by a first base value to obtain an intermediate acquisition probability of the first resource value; the intermediate acquisition probability of the first resource value is reduced by the first additional value to obtain the adjusted acquisition probability of the first resource value; the acquisition probability of the second resource value is increased by a second base value to obtain an intermediate acquisition probability of the second resource value; the intermediate acquisition probability of the second resource value is increased by the second additional value to obtain the adjusted acquisition probability of the second resource value.

[0170] For example, the number of references is set based on experience or adjusted according to the implementation environment, and this application embodiment does not limit this. For example, the number of references is 3. Optionally, the single extra value when the game object loses in the (i-1)th round can be greater than the single extra value when the game object wins in the (i-1)th round. The reason for this setting is that the risk of consecutive losses is higher, and the game object needs to obtain pieces with high resource values. Pieces with high resource values ​​have stronger attributes and effects. Therefore, the game object can use pieces with high resource values ​​to achieve the thrill of turning the tide and make the game experience more interesting.

[0171] The single bonus value for a game object when it wins in round i-1 can be the same as or different from the single bonus value for a game object when it loses in round i-1. This embodiment of the application does not limit this. For example, the single bonus value for a game object when it wins in round i-1 is 1, and the single bonus value for a game object when it loses in round i-1 is 2.

[0172] Optionally, the process of determining the first additional value based on the difference in number of attempts and the additional value for a single attempt includes: determining the product between the difference in number of attempts and the additional value for a single attempt to obtain the first additional value. For example, if the difference in number of attempts is 2 and the additional value for a single attempt is 1, then the first additional value is 2*1=2.

[0173] Optionally, the process of determining the second additional value based on the quantity of the first resource value and the first additional value includes: determining the product between the quantity of the first resource value and the first additional value to obtain the second additional value. For example, if the quantity of the first resource value is 1 and the first additional value is 2, then the second additional value is 1*2=2.

[0174] Below, taking a game object at level 8 as an example, the resource values ​​that can be unlocked at this game object level are resource value 1, resource value 2, resource value 3, resource value 4, and resource value 5 (resource values ​​1, 2, 3, and 4 are the first resource values, and resource value 5 is the second resource value). The probability of obtaining resource value 1 is 40%, resource value 2 is 32%, resource value 3 is 12%, resource value 4 is 10%, and resource value 5 is 6%. Round i is the sixth round. The game object's battle information in round 5 includes that the game object won the battle in round 5, and that the game object had 5 consecutive wins in round 5. The first base value is 1, the second base value is 4, the first extra value is 2, and the second extra value is 8. The acquisition probabilities of each resource value are then adjusted through the above process, resulting in the following adjusted acquisition probabilities: 1. Resource value is 37%; 2. Resource value is 29%; 3. Resource value is 9%; 4. Resource value is 7%; and 5. Resource value is 18%.

[0175] Since consecutive wins or losses decrease the probability of acquiring low-resource pieces and increase the probability of acquiring high-resource pieces, meaning a decrease in the probability of acquiring low-resource pieces and an increase in the probability of acquiring high-resource pieces, players can increase the probability of acquiring high-resource pieces by strategically managing consecutive wins or losses. This increases the likelihood of acquiring high-resource pieces, leading to a higher match between the acquired pieces and the player's game needs. Consequently, it increases the probability of acquiring desired pieces, enhances the fun of piece acquisition, improves the player's gaming experience, and increases the human-computer interaction rate.

[0176] In step 213, the server determines the target resource value from among the various resource values ​​based on the adjusted acquisition probability of each resource value.

[0177] In one possible implementation, after the server determines the acquisition probability of each resource value after adjustment in step 212 above, the process of determining the target resource value among each resource value based on the acquisition probability of each resource value is similar to the process of determining the reference resource value among each resource value based on the acquisition probability of each resource value in step 204 above. The embodiments of this application will not be described in detail here.

[0178] The adjusted acquisition probability of any resource value refers to the probability that any resource value is determined to be the target resource value. This application does not limit the process of determining the target resource value from among the various resource values ​​based on the adjusted acquisition probabilities of each resource value, as long as it ensures that the probability of determining any resource value as the target resource value is equal to the adjusted acquisition probability of that resource value. Optionally, an application for determining resource values ​​runs on the server. The server inputs each resource value and its adjusted acquisition probability into the application, and obtains the target resource value based on the application's output. That is, the application's output is used as the target resource value. In other words, the target resource value is a resource value randomly determined from among the various resource values ​​based on the adjusted acquisition probabilities of the various resource values ​​that can be unlocked according to the game level of the game object.

[0179] For example, the target resource value determined by the server is 3 resource values.

[0180] In step 214, the server sends the target resource value to the terminal device.

[0181] After determining the target resource value in step 213 above, the server sends the target resource value to the terminal device so that the terminal device can display the target resource value.

[0182] Optionally, after determining the acquisition probability of each resource value after adjustment in step 212 above, the server can also send the acquisition probability of each resource value after adjustment to the terminal device so that the terminal device can display the acquisition probability of each resource value after adjustment, thereby enabling the game object to understand the acquisition probability of the resource values ​​that can be unlocked at its current game level.

[0183] In step 215, the terminal device receives the target resource value and displays the target resource value.

[0184] In one possible implementation, the terminal device receives and displays the target resource value sent by the server. This target resource value indicates the resource value of the pieces that the game object can acquire in round i. By displaying the target resource value, the game object can know the resource value of the pieces it can acquire in round i.

[0185] Optionally, the process of displaying the target resource value includes: displaying a first page on the preparation page of round i, the first page displaying the target resource value. The position of the first page on the preparation page of round i can be set based on experience or adjusted according to the implementation environment, and this embodiment does not limit this. For example, the position of the first page on the preparation page of round i can be the center, top, or bottom position on the preparation page of round i.

[0186] In one possible implementation, the terminal device can also receive and display the adjusted acquisition probabilities of each resource value sent by the server. This allows the game object to have some understanding of the probability of unlocking resource values ​​at its current game level. Optionally, the adjusted acquisition probabilities of each resource value are displayed on the first page. Optionally, the adjusted acquisition probabilities of each resource value are displayed on a different page in the preparation page of round i, that is, the target resource value and the adjusted acquisition probabilities of each resource value can be displayed on two different pages in the preparation page of round i.

[0187] It should be noted that since the target resource value is randomly determined from each resource value according to the adjusted acquisition probability of each resource value, the final target resource value may be different even if the adjusted acquisition probabilities of each resource value are the same; and the final target resource value may be the same even if the adjusted acquisition probabilities of each resource value are different.

[0188] Figure 8 is a schematic diagram showing the target resource value and the adjusted acquisition probability of each resource value according to an embodiment of this application. In Figure 8, the preparation page for the i-th round displays a first page 801, which displays the target resource value 802. Page 803 of the first page 801 in Figure 8 displays the adjusted acquisition probabilities of each resource value. The acquisition probability of resource value 1 is 37%, resource value 2 is 29%, resource value 3 is 9%, resource value 4 is 7%, and resource value 5 is 18%.

[0189] Figure 9 is a schematic diagram showing another target resource value and the adjusted acquisition probability of each resource value provided in an embodiment of this application. In Figure 9, the target resource value shown is resource value 3, and the acquisition probability of resource value 1 is 44%, resource value 2 is 34%, resource value 3 is 22%, resource value 4 is 0%, and resource value 5 is 0%.

[0190] Figure 10 is a schematic diagram showing another target resource value and the adjusted acquisition probability of each resource value provided in an embodiment of this application. The target resource value shown in Figure 10 is resource value 5, the acquisition probability of resource value 1 is 30%, the acquisition probability of resource value 2 is 20%, the acquisition probability of resource value 3 is 30%, the acquisition probability of resource value 4 is 12%, and the acquisition probability of resource value 5 is 8%.

[0191] In step 216, if the display duration of the target resource value is not less than the duration threshold, the terminal device displays the piece information of at least one spare piece.

[0192] Since the target resource value is displayed on the first page, the display duration of the target resource value is not less than a duration threshold, that is, the display duration of the first page is not less than a duration threshold. The duration threshold is set based on experience or adjusted according to the implementation environment, and this application embodiment does not limit it in this way. For example, the duration threshold is 3 seconds.

[0193] If the display duration of the first page is not less than a duration threshold, the terminal device cancels the display of the first page and displays the piece information of at least one backup piece. For example, the piece information includes, but is not limited to, the image of the virtual object corresponding to the piece, the piece name, the type of the virtual object corresponding to the piece, and the piece's resource value. The resource value of any backup piece is the target resource value.

[0194] In some embodiments, the spare piece can also be called the optional piece, that is, when the display duration of the target resource value is not less than the duration threshold, the terminal device displays the piece information of at least one optional piece.

[0195] This application embodiment does not limit the display method of the chess piece information of at least one reserve chess piece. Optionally, the terminal device displays a second page on the preparation page of the i-th round, and the second page displays the chess piece information of at least one reserve chess piece. For example, since the display area of ​​the second page is limited, it is necessary to limit the number of reserve chess pieces displayed on the second page. For example, the number of reserve chess pieces displayed on the second page is not greater than a target number. The target number is set based on experience or adjusted according to the implementation environment. This application embodiment does not limit this. For example, the target number is 5. That is, for the case where the chess piece information of at least one reserve chess piece is displayed on the second page, the number of at least one reserve chess piece is not greater than the target number.

[0196] Figure 11 is a schematic diagram showing the display of chess piece information for a backup chess piece according to an embodiment of this application. In Figure 11, a second page 1101 is displayed on the preparation page for the i-th round, showing the chess piece information for five backup chess pieces. The first backup chess piece is named "Chess Piece C," and the type of the virtual object corresponding to it is "Mage" or "Shapeshifter." The resource value of the first backup chess piece is 3. The chess piece information for the other backup chess pieces is shown in Figure 11 and will not be described further here.

[0197] In one possible implementation, before displaying the information of at least one backup piece, it is necessary to first obtain the information of at least one backup piece. This application embodiment does not limit the method for obtaining the information of at least one backup piece. Optionally, this application embodiment provides the following two methods for obtaining the information of at least one backup piece.

[0198] The first method involves receiving information about at least one spare piece from the server.

[0199] In the first acquisition method, after the server determines the target resource value in step 213 above, it determines at least one backup piece based on the target resource value, acquires the piece information of each backup piece, and then sends the piece information of each backup piece to the terminal device so that the terminal device can acquire the piece information of each backup piece.

[0200] The process by which the server determines at least one backup piece based on the target resource value is similar to the process by which the terminal device determines at least one backup piece based on the target resource value in the second acquisition method described below. For details, please refer to the description of the second acquisition method below, which will not be elaborated here.

[0201] The method of determining the backup pieces by the server and sending the backup piece information to the terminal device can save terminal device resources and reduce the amount of computation on the terminal device because it eliminates the need for the terminal device to determine the backup pieces.

[0202] The second method involves the terminal device determining at least one backup piece based on the target resource value and obtaining the piece information for each backup piece.

[0203] In the second acquisition method, in step 215 above, after the terminal device receives the target resource value sent by the server, it determines at least one backup piece based on the target resource value, and then obtains the piece information of at least one backup piece.

[0204] For example, the process by which the terminal device determines at least one backup piece based on a target resource value includes: the terminal device selecting pieces among the candidate pieces whose resource value equals the target resource value as second optional pieces, and determining at least one backup piece from the second optional pieces. Optionally, a target number of second optional pieces are determined from the second optional pieces as at least one backup piece.

[0205] The way in which the terminal device determines the backup pieces and their information helps reduce the computational burden on the server.

[0206] Optionally, after the terminal device displays the information of at least one backup piece, it further includes: in response to a refresh operation, displaying the refreshed information of the piece, wherein the resource value of the refreshed piece is the target resource value. The refresh operation is used to refresh at least one backup piece. After displaying the information of at least one backup piece, it also supports refreshing the displayed pieces based on the game object's refresh operation. This helps improve the matching degree between the displayed pieces and the game object's game requirements, thereby increasing the probability of the game object obtaining the desired piece, enhancing the fun of obtaining pieces, and ultimately improving the game experience and human-computer interaction rate.

[0207] This application does not limit the type of refresh operation. For example, a refresh operation may refer to a trigger operation on a refresh control, a voice signal used to indicate refresh, or a gesture used to indicate refresh, etc.

[0208] For example, taking a second page displaying information about at least one spare piece as an example, the second page also displays a refresh control used to refresh the displayed at least one spare piece. In this case, in response to the refresh operation, displaying the refreshed piece information may include: in response to a trigger operation on the refresh control, displaying the refreshed piece information on the second page, where the refreshed piece's resource value is the target resource value.

[0209] In an exemplary embodiment, the number of refreshed pieces is the same as the number of at least one spare piece. The refreshed pieces may be exactly the same as at least one spare piece, or they may not be exactly the same as at least one spare piece.

[0210] Before displaying the updated piece information on the second page, it is necessary to obtain the updated piece information first. The process of obtaining the updated piece information is similar to the process of obtaining the spare piece information described above. For details, please refer to the process of obtaining the spare piece information described above. This application embodiment will not be described again here.

[0211] For example, the refresh control may display the value of the resources required for the refresh, and in response to a trigger operation on the refresh control, the value of the resources required for the refresh is deducted from the game object's account.

[0212] For example, the second page 1101 in Figure 11 displays a refresh control 1102. The "2" displayed on the refresh control 1102 indicates that 2 resources are required to refresh once. Therefore, in response to the trigger operation on the refresh control 1102, 2 resources are deducted from the game object's account.

[0213] In step 217, in response to a triggering operation for the piece information of the first backup piece among at least one backup piece, the terminal device acquires the first backup piece.

[0214] After displaying the information of at least one reserve piece, the player can select the first reserve piece from the reserve pieces to purchase, that is, acquire the first reserve piece. The first reserve piece can be any one of the at least one reserve piece.

[0215] In some embodiments, the spare piece can also be called the optional piece, and the first spare piece can also be called the target piece. That is, in response to a triggering operation for the piece information of the target piece among at least one optional piece, the terminal device obtains the target piece.

[0216] Optionally, in response to a triggering operation targeting the piece information of the first backup piece among at least one backup piece, the process of obtaining the first backup piece includes: in response to a triggering operation targeting the piece information of the first backup piece among at least one backup piece, sending a piece distribution request to the server. The piece distribution request includes the object identifier of the game object and the piece information of the first backup piece. The piece distribution request is used by the server to deduct resources of the target resource value from the game object's account, and to distribute the first backup piece to the game object's account, provided that the value of resources included in the game object's account is not less than the target resource value. The server receives the piece distribution request, parses the piece distribution request to obtain the object identifier of the game object and the piece information of the first backup piece, determines the value of resources included in the game object's account based on the object identifier, determines the resource value of the first backup piece based on the piece information of the first backup piece, and, provided that the value of resources included in the game object's account is not less than the resource value of the first backup piece, deducts resources of the first backup piece (target resource value) from the game object's account and distributes the first backup piece to the game object's account, so that the game object obtains the first backup piece.

[0217] Based on the server's determination that the resource value in the game object's account is less than the resource value of the first backup piece, the server sends a second prompt message to the terminal device. This second prompt message indicates that the game object cannot acquire the first backup piece. The content of the second prompt message can be any content used to indicate that the game object cannot acquire the first backup piece; this embodiment does not limit this. After receiving the second prompt message, the terminal device displays it, thus informing the game object of its acquisition status regarding the first backup piece.

[0218] In an exemplary embodiment, the process of determining whether the value of resources included in the game object's account is less than the target resource value can be performed by the terminal device in addition to being executed by the server as described above. In this case, in response to a triggering operation for the piece information of the first backup piece among at least one backup piece, the process of obtaining the first backup piece includes: the terminal device responding to the triggering operation for the piece information of the first backup piece among at least one backup piece, and the value of resources included in the game object's account is not less than the target resource value, sending a piece distribution request to the server. The piece distribution request includes the object identifier of the game object and the piece information of the first backup piece. The piece distribution request is used by the server to deduct the target resource value from the game object's account and to distribute the first backup piece to the game object's account.

[0219] The server receives a piece distribution request, parses the request to obtain the object identifier of the game object and the piece information of the first backup piece. Based on the object identifier of the game object, it determines the value of resources included in the game object's account. Based on the piece information of the first backup piece, it determines the resource value of the first backup piece. Then, it deducts the resource value (target resource value) of the first backup piece from the game object's account and distributes the first backup piece to the game object's account so that the game object can obtain the first backup piece.

[0220] For example, the terminal device may also display a prompt message if the value of the resources included in the game object's account is less than the value of the first backup piece, the prompt message indicating that the game object cannot acquire the first backup piece.

[0221] Once the terminal device acquires the first reserve piece, which is also the game object's acquisition of the first reserve piece, the game object can then select the piece to use in the i-th round's battle phase on the preparation page, thus entering the i-th round's battle phase. After the i-th round's battle phase ends, a third prompt message is displayed on the i-th round's battle page. This third prompt message indicates the game object's battle information in the i-th round, and then the game directly enters the (i+1)-th round's preparation phase. The third prompt message can be any content that can indicate the game object's battle information in the i-th round; this application embodiment does not limit this.

[0222] Figure 12 is a schematic diagram of the display of a third prompt message provided in an embodiment of this application. As shown in Figure 12, the third prompt message 1201 is displayed on the battle page of the i-th round. The content of the third prompt message is "7 consecutive wins!", that is, the battle information of the game object in the i-th round is that the game object wins the battle in the i-th round, and the game object wins for the 7th time in the i-th round.

[0223] The above method involves the game object sending a piece acquisition request to the server when acquiring a piece in round i. The server, based on the game object's identifier, determines the resource value unlockable at the game object's game level. Then, based on the game object's battle information from round i-1, it identifies a target resource value from the unlockable resource values ​​and sends this target resource value to the terminal device. The terminal device then displays information about a backup piece with the target resource value, allowing the game object to select and acquire the desired piece from the backup. This method considers not only the game object's game level but also its battle information from the previous round when determining the target resource value. This comprehensive consideration ensures the determined target resource value better matches the game object's actual battle situation. Since the backup piece's resource value matches the target resource value, the subsequently acquired pieces have a higher match to the game object's needs, increasing the probability of acquiring desired pieces, enhancing the fun of piece acquisition, improving the game experience, and increasing human-computer interaction.

[0224] Furthermore, since the target resource value returned by the server to the terminal device is determined from the unlockable resource value based on the game object's battle information in the previous round, the game object can influence the determination process of the target resource value by managing the battle information of the previous round. This can bring a certain degree of strategic fun to the game object, improve the game object's control over the game, further increase the probability that the game object can obtain the desired pieces in each round, and further improve the human-computer interaction rate.

[0225] Figure 13 is a flowchart of a method for acquiring chess pieces in a turn-based chess game according to an embodiment of this application. The method can be executed by server 102 in the computer system shown in Figure 1. As shown in Figure 13, the method includes the following steps 1301 to 1304.

[0226] In step 1301, a piece acquisition request sent by the terminal device in the i-th round is received. The piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1.

[0227] In one possible implementation, the process of receiving the piece acquisition request sent by the terminal device in the i-th round has been described in step 211 above, and will not be repeated here.

[0228] In step 1302, the resource values ​​that can be unlocked at the game level of the game object are determined based on the object identifier of the game object.

[0229] In one possible implementation, the process of determining the resource values ​​that can be unlocked by the game object's game level based on the game object's object identifier has been described in step 211 above. Please refer to the content of step 211 for details, and it will not be repeated here.

[0230] In step 1303, the target resource value is determined from the resource values ​​that can be unlocked at the game level, based on the battle information of the game object in round i-1.

[0231] In one possible implementation, the process of determining the target resource value from the resource values ​​that can be unlocked at the game level based on the battle information of the game object in round i-1 has been described in steps 212 and 213 above. Please refer to the content of steps 212 and 213 for details, and will not be repeated here.

[0232] In step 1304, a target resource value is sent to the terminal device. The target resource value is used by the terminal device to display the piece information of at least one backup piece so that the game object can obtain a piece from at least one backup piece. The resource value of any backup piece is the target resource value.

[0233] In one possible implementation, the process of sending the target resource value to the terminal device has been described in step 214 above, and will not be repeated here.

[0234] The above method involves the game object sending a piece acquisition request to the server when acquiring a piece in round i. The server, based on the game object's identifier, determines the resource value unlockable at the game object's game level. Then, based on the game object's battle information from round i-1, it identifies a target resource value from the unlockable resource values ​​and sends this target resource value to the terminal device. The terminal device then displays information about a backup piece with the target resource value, allowing the game object to select and acquire the desired piece from the backup. This method considers not only the game object's game level but also its battle information from the previous round when determining the target resource value. This comprehensive consideration ensures the determined target resource value better matches the game object's actual battle situation. Since the backup piece's resource value matches the target resource value, the subsequently acquired pieces have a higher match to the game object's needs, increasing the probability of acquiring desired pieces, enhancing the fun of piece acquisition, improving the game experience, and increasing human-computer interaction.

[0235] Furthermore, since the target resource value returned by the server to the terminal device is determined from the unlockable resource value based on the game object's battle information in the previous round, the game object can influence the determination process of the target resource value by managing the battle information of the previous round. This can bring a certain degree of strategic fun to the game object, improve the game object's control over the game, further increase the probability that the game object can obtain the desired pieces in each round, and further improve the human-computer interaction rate.

[0236] Figure 14 is a flowchart of a method for acquiring chess pieces in a turn-based chess game according to an embodiment of this application. The method can be executed by the terminal device 101 in the computer system shown in Figure 1. As shown in Figure 14, the method includes the following steps 1401 to 1403.

[0237] In step 1401, during the i-th round of the turn-based chess game, a piece acquisition request is sent to the server. The piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1.

[0238] In one possible implementation, the process of sending a chess piece acquisition request to the server has been described in step 210 above, and will not be repeated here.

[0239] In step 1402, upon receiving the target resource value returned by the server based on the chess piece acquisition request, the chess piece information of at least one spare chess piece is displayed, and the resource value of any spare chess piece is the target resource value; the target resource value is the resource value determined based on the game object's battle information in round i-1, from the resource values ​​that can be unlocked at the game object's game level, and the resource values ​​that can be unlocked at the game level are determined based on the game object's object identifier.

[0240] In one possible implementation, the process of displaying the chess piece information of at least one spare chess piece upon receiving the target resource value returned by the server based on the chess piece acquisition request has been described in step 216 above, and will not be repeated here.

[0241] In step 1403, in response to a triggering operation for piece information of the first backup piece among at least one backup piece, the first backup piece is obtained.

[0242] In one possible implementation, the process of obtaining the first backup piece in response to a triggering operation for the piece information of the first backup piece among at least one backup piece has been described in step 217 above, and will not be repeated here.

[0243] The above method involves the game object sending a piece acquisition request to the server when acquiring a piece in round i. The server, based on the game object's identifier, determines the resource value unlockable at the game object's game level. Then, based on the game object's battle information from round i-1, it identifies a target resource value from the unlockable resource values ​​and sends this target resource value to the terminal device. The terminal device then displays information about a backup piece with the target resource value, allowing the game object to select and acquire the desired piece from the backup. This method considers not only the game object's game level but also its battle information from the previous round when determining the target resource value. This comprehensive consideration ensures the determined target resource value better matches the game object's actual battle situation. Since the backup piece's resource value matches the target resource value, the subsequently acquired pieces have a higher match to the game object's needs, increasing the probability of acquiring desired pieces, enhancing the fun of piece acquisition, improving the game experience, and increasing human-computer interaction.

[0244] Furthermore, since the target resource value returned by the server to the terminal device is determined from the unlockable resource value based on the game object's battle information in the previous round, the game object can influence the determination process of the target resource value by managing the battle information of the previous round. This can bring a certain degree of strategic fun to the game object, improve the game object's control over the game, further increase the probability that the game object can obtain the desired pieces in each round, and further improve the human-computer interaction rate.

[0245] Figure 15 is a flowchart of a method for acquiring chess pieces in a turn-based chess game provided in an embodiment of this application. As shown in Figure 15, the method includes the following steps.

[0246] 1. The terminal device sends a request to the server to obtain chess pieces.

[0247] 2. The server receives a request to acquire a chess piece, parses the request, and obtains the game level of the game object.

[0248] 3. The server determines the resource values ​​that can be unlocked at each game level and the probability of obtaining each resource value.

[0249] 4. The server retrieves the battle results of the game objects in the previous round.

[0250] 5. Based on the results of the previous round's battle, the server makes the first adjustment to the acquisition probability of each resource value, resulting in the acquisition probability of each resource value after the first adjustment.

[0251] 6. The server obtains the number of consecutive wins or consecutive losses of the game object.

[0252] 7. The server adjusts the acquisition probability of each resource value after the first adjustment based on the number of consecutive wins or losses of the game object, and obtains the acquisition probability of each resource value after the second adjustment.

[0253] 8. The server determines the target resource value from among the various resource values ​​based on the acquisition probability after the second adjustment of each resource value.

[0254] 9. The server determines at least one backup piece based on the target resource value.

[0255] 10. The server sends the target resource value and the piece information of at least one spare piece to the terminal device.

[0256] 11. The terminal device receives the target resource value and the piece information of at least one spare piece, and displays the target resource value.

[0257] 12. If the display duration of the target resource value is not less than the duration threshold, the terminal device displays the piece information of at least one spare piece.

[0258] 13. In response to a triggering operation targeting the piece information of the first backup piece among at least one backup piece, the terminal device acquires the first backup piece.

[0259] It should be noted that the above description only illustrates the method for acquiring pieces in turn-based chess games through interaction between the terminal device and the server, and the embodiments of this application are not limited to this. In some embodiments, the method for acquiring pieces in turn-based chess games can also be executed independently by the terminal device.

[0260] For example, the process of a terminal device executing a piece acquisition method for a turn-based chess game includes: in the i-th round of the turn-based chess game, the terminal device determines the resource value that can be unlocked at the game level of the game object; based on the game object's battle information in the (i-1)-th round, it determines the target resource value from the resource values ​​that can be unlocked at the game level; it displays the piece information of at least one spare piece, wherein the resource value of any spare piece is the target resource value; and in response to a triggering operation on the piece information of the first spare piece among the at least one spare piece, it acquires the first spare piece.

[0261] The implementation principle of the method for acquiring chess pieces in a turn-based chess game executed independently by a terminal device is the same as the implementation principle of the method for acquiring chess pieces in a turn-based chess game executed interactively by a terminal device and a server, as described above, and will not be repeated here.

[0262] Figure 16 is a schematic diagram of a piece acquisition device for a turn-based chess game provided in an embodiment of this application. As shown in Figure 16, the device includes the following components.

[0263] The sending module 1601 is used to send a piece acquisition request to the server in the i-th round of the turn-based chess game. The piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1.

[0264] Display module 1602 is used to display the chess piece information of at least one spare chess piece when receiving the target resource value returned by the server based on the chess piece acquisition request. The resource value of any spare chess piece is the target resource value. The target resource value is the resource value determined from the resource values ​​that can be unlocked by the game level of the game object based on the battle information of the game object in round i-1. The resource values ​​that can be unlocked by the game level are determined according to the object identifier of the game object.

[0265] The acquisition module 1603 is used to acquire the first backup piece in response to a trigger operation that targets the piece information of the first backup piece among at least one backup piece.

[0266] In one possible implementation, the display module 1602 is used to display the target resource value when the target resource value is received from the server. The target resource value is used to indicate the resource value of the piece that the game object can acquire in the i-th round. If the display duration of the target resource value is not less than the duration threshold, the piece information of at least one spare piece is displayed.

[0267] In one possible implementation, the display module 1602 is used to display a first page on the preparation page of the i-th round when the target resource value is received from the server, the first page displaying the target resource value; and if the display duration of the first page is not less than a duration threshold, to display a second page on the preparation page of the i-th round, the second page displaying the piece information of at least one spare piece.

[0268] In one possible implementation, the device further includes:

[0269] The receiving module is used to receive the adjusted acquisition probabilities of various resources that can be unlocked at game levels, returned by the server.

[0270] The display module 1602 is also used to display the acquisition probability of each resource value after adjustment.

[0271] In one possible implementation, the display module 1602 is also used to display the chess piece information after the refresh operation in response to the refresh operation. The resource value of the refreshed chess piece is the target resource value. The refresh operation is used to refresh at least one spare chess piece.

[0272] In one possible implementation, the device further includes:

[0273] The receiving module is used to receive the chess piece information of at least one spare chess piece returned by the server;

[0274] Alternatively, the device may also include:

[0275] The determination module is used to determine at least one backup piece from the candidate pieces based on the resource values ​​of the candidate pieces and the target resource values, and to obtain the piece information of at least one backup piece.

[0276] In one possible implementation, the acquisition module 1603 is used to respond to a trigger operation for the piece information of the first backup piece among at least one backup piece, and the value of the resources included in the game object's account is not less than the target resource value, and send a piece distribution request to the server. The piece distribution request includes the object identifier of the game object and the piece information of the first backup piece. The piece distribution request is used by the server to deduct the target resource value from the game object's account and to distribute the first backup piece to the game object's account.

[0277] In the aforementioned device, when a game player acquires a piece in round i, they send a piece acquisition request to the server. The server, based on the game player's object identifier, determines the resource value unlockable at the game player's game level. Then, based on the game player's battle information from round i-1, it identifies a target resource value from the unlockable resource values ​​and sends this target resource value to the terminal device. The terminal device then displays information about a backup piece with the target resource value, allowing the game player to select and acquire the desired piece from the backup pieces. In determining the target resource value, not only the game player's game level but also their battle information from the previous round is considered. This comprehensive consideration ensures that the determined target resource value better matches the game player's actual battle situation. Since the resource value of the backup piece is the target resource value, the subsequent acquisition of backup pieces has a high degree of matching with the game player's game needs, thereby increasing the probability of the game player acquiring their desired piece, enhancing the fun of piece acquisition, improving the game experience, and increasing the human-computer interaction rate.

[0278] Furthermore, since the target resource value returned by the server to the terminal device is determined from the unlockable resource value based on the game object's battle information in the previous round, the game object can influence the determination process of the target resource value by managing the battle information of the previous round. This can bring a certain degree of strategic fun to the game object, improve the game object's control over the game, further increase the probability that the game object can obtain the desired pieces in each round, and further improve the human-computer interaction rate.

[0279] Figure 17 is a schematic diagram of a piece acquisition device for a turn-based chess game provided in an embodiment of this application. As shown in Figure 17, the device includes the following components.

[0280] The receiving module 1701 is used to receive the chess piece acquisition request sent by the terminal device in the i-th round. The chess piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1.

[0281] The determination module 1702 is used to determine the resource value that can be unlocked at the game level of the game object based on the object identifier of the game object;

[0282] The determination module 1702 is also used to determine the target resource value from the resource values ​​that can be unlocked at the game level based on the battle information of the game object in round i-1.

[0283] The sending module 1703 is used to send a target resource value to the terminal device. The target resource value is used by the terminal device to display the piece information of at least one spare piece so that the game object can obtain a piece from at least one spare piece. The resource value of any spare piece is the target resource value.

[0284] In one possible implementation, module 1702 is used to determine the acquisition probability of each resource value that can be unlocked at the game level; adjust the acquisition probability of each resource value according to the battle information of the game object in round i-1 to obtain the adjusted acquisition probability of each resource value; and determine the target resource value among the resource values ​​according to the adjusted acquisition probability of each resource value.

[0285] In one possible implementation, the battle information of the game object in round i-1 includes the battle result of the game object in round i-1;

[0286] The determination module 1702 is used to determine a first basic value that matches the battle result of the game object in round i-1; determine a second basic value based on the quantity of the first resource value and the first basic value; determine the adjusted acquisition probability of the first resource value based on the acquisition probability of the first resource value and the first basic value; and determine the adjusted acquisition probability of the second resource value based on the acquisition probability of the second resource value and the second basic value. Wherein, the second resource value is the largest resource value among all resource values, and the first resource value is the resource value other than the second resource value among all resource values.

[0287] In one possible implementation, the determining module 1702 is used to reduce the acquisition probability of the first resource value by a first base value to obtain the acquisition probability of the first resource value after adjustment; and to increase the acquisition probability of the second resource value by a second base value to obtain the acquisition probability of the second resource value after adjustment.

[0288] In one possible implementation, the battle information of the game object in round i-1 also includes the target number of times, which is the number of times the game object continuously obtains the battle result of the game object in round i-1.

[0289] The determination module 1702 is further configured to: determine the difference between the target number and the reference number when the target number is greater than the reference number; determine a first additional value based on the difference and the single additional value; and determine a second additional value based on the quantity of the first resource value and the first additional value.

[0290] The determination module 1702 is used to reduce the acquisition probability of the first resource value by a first base value to obtain the intermediate acquisition probability of the first resource value; reduce the intermediate acquisition probability of the first resource value by a first additional value to obtain the adjusted acquisition probability of the first resource value; increase the acquisition probability of the second resource value by a second base value to obtain the intermediate acquisition probability of the second resource value; and increase the intermediate acquisition probability of the second resource value by a second additional value to obtain the adjusted acquisition probability of the second resource value.

[0291] In one possible implementation, the determining module 1702 is further configured to determine at least one backup piece among the candidate pieces based on the resource values ​​of the candidate pieces and the target resource values.

[0292] The sending module 1703 is also used to send chess piece information of at least one spare chess piece to the terminal device.

[0293] In one possible implementation, the sending module 1703 is also used to send the adjusted acquisition probabilities of each resource value to the terminal device.

[0294] In one possible implementation, the receiving module 1701 is further configured to receive a chess piece distribution request, which includes the object identifier of the game object and the chess piece information of the first reserve chess piece; deduct the target resource value from the game object's account; and distribute the first reserve chess piece to the game object's account.

[0295] In the aforementioned device, when a game player acquires a piece in round i, they send a piece acquisition request to the server. The server, based on the game player's object identifier, determines the resource value unlockable at the game player's game level. Then, based on the game player's battle information from round i-1, it identifies a target resource value from the unlockable resource values ​​and sends this target resource value to the terminal device. The terminal device then displays information about a backup piece with the target resource value, allowing the game player to select and acquire the desired piece from the backup pieces. In determining the target resource value, not only the game player's game level but also their battle information from the previous round is considered. This comprehensive consideration ensures that the determined target resource value better matches the game player's actual battle situation. Since the resource value of the backup piece is the target resource value, the subsequent acquisition of backup pieces has a high degree of matching with the game player's game needs, thereby increasing the probability of the game player acquiring their desired piece, enhancing the fun of piece acquisition, improving the game experience, and increasing the human-computer interaction rate.

[0296] Furthermore, since the target resource value returned by the server to the terminal device is determined from the unlockable resource value based on the game object's battle information in the previous round, the game object can influence the determination process of the target resource value by managing the battle information of the previous round. This can bring a certain degree of strategic fun to the game object, improve the game object's control over the game, further increase the probability that the game object can obtain the desired pieces in each round, and further improve the human-computer interaction rate.

[0297] It should be understood that the above-described apparatus is only illustrated by the division of the functional modules described above when implementing its functions. In practical applications, the functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and their specific implementation process can be found in the method embodiments, which will not be repeated here.

[0298] This application provides a piece acquisition system for a turn-based board game, the system including a terminal device and a server;

[0299] A terminal device is used to send a piece acquisition request to the server in the i-th round of a turn-based board game. The piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1.

[0300] The server is used to receive requests for acquiring game pieces; determine the resource values ​​that can be unlocked at the game level based on the game object's object identifier; determine the target resource value from the resource values ​​that can be unlocked at the game level based on the game object's battle information in round i-1; and send the target resource value to the terminal device.

[0301] The terminal device is also configured to, upon receiving a target resource value, display the piece information of at least one backup piece, wherein the resource value of any backup piece is the target resource value; and, in response to a triggering operation targeting the piece information of the first backup piece among the at least one backup piece, acquire the first backup piece.

[0302] In one possible implementation, the server determines the acquisition probability of each resource value that can be unlocked at the game level; adjusts the acquisition probability of each resource value based on the battle information of the game object in round i-1 to obtain the adjusted acquisition probability of each resource value; and determines the target resource value among the resource values ​​based on the adjusted acquisition probability of each resource value.

[0303] In one possible implementation, the game object's battle information in round i-1 includes the game object's battle result in round i-1; a server is used to determine a first basic value that matches the game object's battle result in round i-1; a second basic value is determined based on the quantity of the first resource value and the first basic value; the acquisition probability of the first resource value is determined based on the acquisition probability of the first resource value and the first basic value; the acquisition probability of the second resource value is determined based on the acquisition probability of the second resource value and the second basic value; wherein, the second resource value is the largest resource value among all resource values, and the first resource value is the resource value other than the second resource value among all resource values.

[0304] In one possible implementation, the server is configured to reduce the probability of obtaining a first resource value by a first base value to obtain an adjusted probability of obtaining the first resource value; and to increase the probability of obtaining a second resource value by a second base value to obtain an adjusted probability of obtaining the second resource value.

[0305] In one possible implementation, the game object's battle information in round i-1 also includes a target number of times, which is the number of times the game object consecutively obtains the battle result of the game object in round i-1; a server, used to determine the difference between the target number and the reference number when the target number is greater than the reference number; a first additional value is determined based on the difference in number and the single additional value; a second additional value is determined based on the quantity of the first resource value and the first additional value; the acquisition probability of the first resource value is reduced by a first base value to obtain an intermediate acquisition probability of the first resource value; the intermediate acquisition probability of the first resource value is reduced by the first additional value to obtain an adjusted acquisition probability of the first resource value; the acquisition probability of the second resource value is increased by a second base value to obtain an intermediate acquisition probability of the second resource value; the intermediate acquisition probability of the second resource value is increased by a second additional value to obtain an adjusted acquisition probability of the second resource value.

[0306] In one possible implementation, the server is further configured to determine at least one backup piece among the candidate pieces based on the resource values ​​of the candidate pieces and the target resource value; and send the piece information of the at least one backup piece to the terminal device.

[0307] The terminal device is also used to receive chess piece information of at least one spare chess piece returned by the server.

[0308] In one possible implementation, the server is also used to send the adjusted acquisition probabilities of each resource value to the terminal device;

[0309] The terminal device is also used to receive the adjusted acquisition probabilities of each resource value returned by the server; and to display the adjusted acquisition probabilities of each resource value.

[0310] In one possible implementation, the terminal device is configured to display the target resource value upon receiving the target resource value returned by the server, the target resource value indicating the resource value of the piece that the game object can acquire in round i; and to display the piece information of at least one spare piece if the display duration of the target resource value is not less than a duration threshold.

[0311] In one possible implementation, the terminal device is configured to, upon receiving the target resource value returned by the server, display a first page on the preparation page for the i-th round, the first page displaying the target resource value; and, if the display duration of the first page is not less than a duration threshold, display a second page on the preparation page for the i-th round, the second page displaying the piece information of at least one spare piece.

[0312] In one possible implementation, the terminal device is further configured to respond to a refresh operation by displaying the refreshed piece information, wherein the refreshed piece's resource value is the target resource value, and the refresh operation is used to refresh at least one spare piece.

[0313] In one possible implementation, the terminal device is further configured to determine at least one backup piece among the candidate pieces based on the resource values ​​of the candidate pieces and the target resource values, and obtain the piece information of at least one backup piece.

[0314] In one possible implementation, the terminal device is configured to respond to a triggering operation for the piece information of the first backup piece among at least one backup piece, and the value of the resources included in the account of the game object is not less than the target resource value, and send a piece distribution request to the server, the piece distribution request including the object identifier of the game object and the piece information of the first backup piece.

[0315] The server is also used to receive requests for issuing game pieces, deduct resources of the target resource value from the game object's account, and issue the first spare game piece to the game object's account.

[0316] The system and method embodiments provided in the above embodiments belong to the same concept, and their specific implementation process can be found in the method embodiments, which will not be repeated here.

[0317] Figure 18 shows a structural block diagram of a terminal device 1800 provided in an exemplary embodiment of this application. The terminal device 1800 can be any electronic device product capable of human-computer interaction with a user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. Examples include PCs (Personal Computers), mobile phones, smartphones, PDAs (Personal Digital Assistants), wearable devices, PPCs (Pocket PCs), tablet computers, smart car systems, smart TVs, smart speakers, and smartwatches.

[0318] Typically, terminal device 1800 includes a processor 1801 and a memory 1802.

[0319] Processor 1801 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1801 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1801 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1801 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1801 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0320] Memory 1802 may include one or more computer-readable storage media, which may be non-transitory. Memory 1802 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in memory 1802 is used to store at least one instruction, which is executed by processor 1801 to implement the piece acquisition method for a turn-based board game provided in the method embodiment shown in FIG. 14 of this application. In some embodiments, non-transitory may also be referred to as non-volatile.

[0321] In some embodiments, the terminal device 1800 may also optionally include a display screen 1805.

[0322] Display screen 1805 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 1805 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 1801 for processing. In this case, display screen 1805 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1805, disposed on the front panel of terminal device 1800; in other embodiments, there may be at least two display screens, disposed on different surfaces of terminal device 1800 or in a folded design; in still other embodiments, display screen 1805 may be a flexible display screen, disposed on a curved or folded surface of terminal device 1800. Furthermore, display screen 1805 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 1805 can be made of materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode). In some embodiments, chess piece information, target resource values, etc., are displayed on the display screen 1805.

[0323] Those skilled in the art will understand that the structure shown in FIG18 does not constitute a limitation on the terminal device 1800, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0324] Figure 19 is a schematic diagram of the server structure provided in an embodiment of this application. The server 1900 can vary considerably due to different configurations or performance. It may include one or more Central Processing Units (CPUs) 1901 and one or more memories 1902. The one or more memories 1902 store at least one piece of program code, which is loaded and executed by the one or more processors 1901 to implement the piece acquisition method for a turn-based board game provided in the method embodiment shown in Figure 13 of this application. Of course, the server 1900 may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server 1900 may also include other components for implementing device functions, which will not be elaborated here.

[0325] In an exemplary embodiment, a non-volatile computer-readable storage medium is also provided, which stores at least one piece of program code, which is loaded and executed by a processor to enable a computer to implement any of the above-described methods for acquiring pieces in a turn-based board game.

[0326] Optionally, the aforementioned non-volatile computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), magnetic tape, floppy disk, and optical data storage device, etc.

[0327] In an exemplary embodiment, a computer program or computer program product is also provided, which stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement any of the above-described methods for acquiring pieces in a turn-based board game.

[0328] It should be noted that all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application have been authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, information such as chess piece information, resource values, and the probability of obtaining resource values ​​involved in this application were obtained with full authorization.

[0329] It should be understood that "multiple" as used in this article refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.

[0330] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the principles of this application should be included within the protection scope of this application.

Claims

1. A method for acquiring chess pieces in a turn-based board game, wherein, The method is executed by a terminal device, and the method includes: In the i-th round of a turn-based board game, a piece acquisition request is sent to the server. The piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1. Upon receiving the target resource value returned by the server based on the chess piece acquisition request, the chess piece information of at least one backup chess piece is displayed, and the resource value of any backup chess piece is the target resource value; the target resource value is a resource value determined from the resource values ​​that can be unlocked by the game level of the game object based on the battle information of the game object in round i-1, and the resource values ​​that can be unlocked by the game level are determined according to the object identifier of the game object. In response to a triggering operation for the piece information of the first backup piece among the at least one backup piece, the first backup piece is obtained.

2. The method according to claim 1, wherein, Upon receiving the target resource value returned by the server, displaying the piece information of at least one backup piece includes: Upon receiving the target resource value returned by the server, the target resource value is displayed, which indicates the resource value of the piece that the game object can acquire in the i-th round; If the display duration of the target resource value is not less than the duration threshold, the piece information of the at least one backup piece is displayed.

3. The method according to claim 2, wherein, The step of displaying the target resource value upon receiving the target resource value returned by the server includes: Upon receiving the target resource value returned by the server, a first page is displayed on the preparation page of the i-th round, and the target resource value is displayed on the first page. When the display duration of the target resource value is not less than a duration threshold, displaying the piece information of the at least one backup piece includes: If the display duration of the first page is not less than the duration threshold, a second page is displayed on the preparation page of the i-th round, and the second page displays the piece information of the at least one backup piece.

4. The method according to any one of claims 1 to 3, wherein, The method further includes: Receive the adjusted acquisition probability of each resource value that can be unlocked at the game level, returned by the server; This displays the acquisition probability after adjusting the values ​​of each resource.

5. The method according to any one of claims 1 to 4, wherein, The method further includes: In response to a refresh operation, the refreshed piece information is displayed, wherein the refreshed piece resource value is the target resource value, and the refresh operation is used to refresh the at least one spare piece.

6. The method according to any one of claims 1 to 5, wherein, The method further includes: Receive the piece information of the at least one backup piece returned by the server; Alternatively, based on the resource values ​​of the candidate pieces and the target resource value, at least one backup piece is determined from the candidate pieces to obtain the piece information of the at least one backup piece.

7. The method according to any one of claims 1 to 6, wherein, The step of obtaining the first backup piece in response to a trigger operation for piece information of the first backup piece among the at least one backup piece includes: In response to a trigger operation targeting the piece information of the first backup piece among the at least one backup piece, and provided that the value of resources included in the game object's account is not less than the target resource value, a piece distribution request is sent to the server. The piece distribution request includes the object identifier of the game object and the piece information of the first backup piece. The piece distribution request is used by the server to deduct the target resource value from the game object's account and to distribute the first backup piece to the game object's account.

8. A method for acquiring chess pieces in a turn-based board game, wherein, The method is executed by the server, and the method includes: The receiving terminal device sends a piece acquisition request in round i, wherein the piece acquisition request includes the object identifier of the game object, and i is an integer greater than 1; Based on the object identifier of the game object, determine the resource value that can be unlocked at the game level of the game object; Based on the battle information of the game object in round i-1, determine the target resource value from the resource values ​​that can be unlocked at the game level; The target resource value is sent to the terminal device. The target resource value is used by the terminal device to display the piece information of at least one backup piece, so that the game object can obtain a piece from the at least one backup piece. The resource value of any backup piece is the target resource value.

9. The method according to claim 8, wherein, The step of determining the target resource value from the resource values ​​that can be unlocked at the game level based on the battle information of the game object in round i-1 includes: Determine the probability of obtaining each resource value that can be unlocked at the stated game level; Based on the battle information of the game object in round i-1, the acquisition probability of each resource value is adjusted to obtain the acquisition probability of each resource value after adjustment. Based on the adjusted acquisition probability of each resource value, the target resource value is determined among the various resource values.

10. The method according to claim 9, wherein, The battle information of the game object in round i-1 includes the battle result of the game object in round i-1; The step of adjusting the acquisition probability of each resource value based on the battle information of the game object in round i-1, to obtain the adjusted acquisition probability of each resource value, includes: Determine a first base value that matches the battle result of the game object in round i-1; The second basic value is determined based on the quantity of the first resource value and the first basic value; Based on the acquisition probability of the first resource value and the first base value, determine the acquisition probability of the adjusted first resource value; Based on the acquisition probability of the second resource value and the second base value, determine the acquisition probability of the adjusted second resource value; Wherein, the second resource value is the largest resource value among all the resource values, and the first resource value is the resource value other than the second resource value among all the resource values.

11. The method according to claim 10, wherein, The step of determining the adjusted acquisition probability of the first resource value based on the acquisition probability of the first resource value and the first base value includes: The probability of obtaining the first resource value is reduced by the first base value to obtain the adjusted probability of obtaining the first resource value. The step of determining the adjusted acquisition probability of the second resource value based on the acquisition probability of the second resource value and the second base value includes: The probability of obtaining the second resource value is increased by the second base value to obtain the adjusted probability of obtaining the second resource value.

12. The method according to claim 10, wherein, The battle information of the game object in round i-1 also includes the target number of times, which is the number of times the game object continuously obtains the battle result of the game object in round i-1; The method further includes: If the target number is greater than the reference number, the difference between the target number and the reference number is determined. The first additional value is determined based on the difference in the number of times and the additional value for a single instance; The second additional value is determined based on the quantity of the first resource value and the first additional value; The step of determining the adjusted acquisition probability of the first resource value based on the acquisition probability of the first resource value and the first base value includes: The probability of obtaining the first resource value is reduced by the first base value to obtain the intermediate probability of obtaining the first resource value; the intermediate probability of obtaining the first resource value is reduced by the first additional value to obtain the adjusted probability of obtaining the first resource value. The step of determining the adjusted acquisition probability of the second resource value based on the acquisition probability of the second resource value and the second base value includes: Increase the probability of obtaining the second resource value by the second base value to obtain the intermediate probability of obtaining the second resource value; increase the intermediate probability of obtaining the second resource value by the second additional value to obtain the adjusted probability of obtaining the second resource value.

13. The method according to any one of claims 8 to 12, wherein, The method further includes: Based on the resource values ​​of the candidate pieces and the target resource value, at least one backup piece is determined from the candidate pieces. The information of the at least one backup chess piece is sent to the terminal device.

14. The method according to any one of claims 9 to 12, wherein, The method further includes: The acquisition probability after adjusting the values ​​of each resource is sent to the terminal device.

15. The method according to any one of claims 8 to 14, wherein, The method further includes: Receive a chess piece distribution request, the chess piece distribution request including the object identifier of the game object and the chess piece information of the first reserve chess piece; The resources are deducted from the target resource value from the game object's account, and the first spare piece is issued to the game object's account.

16. A piece acquisition device for a turn-based board game, wherein, The device includes: The sending module is used to send a piece acquisition request to the server in the i-th round of a turn-based chess game. The piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1. The display module is used to display the chess piece information of at least one backup chess piece when the server returns the target resource value based on the chess piece acquisition request, wherein the resource value of any backup chess piece is the target resource value; the target resource value is a resource value determined from the resource values ​​that can be unlocked by the game level of the game object based on the battle information of the game object in round i-1, and the resource values ​​that can be unlocked by the game level are determined according to the object identifier of the game object. The acquisition module is configured to acquire the first backup piece in response to a trigger operation that targets the piece information of the first backup piece among the at least one backup pieces.

17. A piece acquisition device for a turn-based board game, wherein, The device includes: The receiving module is used to receive a chess piece acquisition request sent by the terminal device in the i-th round. The chess piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1. The determination module is used to determine the resource value that can be unlocked at the game level of the game object based on the object identifier of the game object; The determining module is further configured to determine the target resource value from the resource values ​​that can be unlocked at the game level based on the battle information of the game object in round i-1. The sending module is used to send the target resource value to the terminal device. The target resource value is used by the terminal device to display the piece information of at least one backup piece, so that the game object can obtain a piece from the at least one backup piece. The resource value of any backup piece is the target resource value.

18. A piece acquisition system for a turn-based board game, wherein, The system includes terminal devices and servers; The terminal device is used to send a piece acquisition request to the server in the i-th round of the turn-based chess game. The piece acquisition request includes the object identifier of the game object, where i is an integer greater than 1. The server is configured to receive the chess piece acquisition request; determine the resource value that can be unlocked at the game level of the game object based on the object identifier of the game object; determine the target resource value from the resource values ​​that can be unlocked at the game level based on the battle information of the game object in round i-1; and send the target resource value to the terminal device. The terminal device is further configured to, upon receiving the target resource value, display the piece information of at least one backup piece, wherein the resource value of any backup piece is the target resource value; and, in response to a triggering operation on the piece information of the first backup piece among the at least one backup piece, acquire the first backup piece.

19. A computer device, wherein, The computer device includes a processor and a memory, the memory storing at least one piece of program code, the at least one piece of program code being loaded and executed by the processor to enable the computer device to implement the piece acquisition method for a turn-based board game as described in any one of claims 1 to 15.

20. A non-volatile computer-readable storage medium, wherein, The non-volatile computer-readable storage medium stores at least one piece of program code, which is loaded and executed by a processor to enable a computer to implement the piece acquisition method for a turn-based board game as described in any one of claims 1 to 15.

21. A computer program product, wherein, The computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement the piece acquisition method for a turn-based board game as described in any one of claims 1 to 15.

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