Dynamic Virtual Reward Allocation in MOBA Teamfights
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Solution Overview
Problem
In multiplayer online battle arena games, the fixed reward system based on kill and assist quantities fails to accurately reflect the intensity of teamfights, leading to reduced player enthusiasm and increased server processing pressure.
Innovation Solution
A method to dynamically allocate virtual reward resources by obtaining behavior information of each virtual character during a teamfight, determining contribution information, and updating attribute information based on the contribution, allowing for flexible reward distribution that reflects the intensity of teamfights.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If fixed reward system based on kill and assist quantities is used, then reward distribution is simple, but it cannot reflect the intensity of teamfight and reduces player enthusiasm
Solution Approach 1:
The patent changes the parameters used for reward calculation from simple quantity-based metrics (kills, assists) to intensity-based metrics (damage dealt, damage received, healing provided, control time). This allows the reward system to reflect the actual intensity and contribution of each player in teamfights, resolving the contradiction between simplicity and accuracy.
2Productivity
If fixed reward system is used, then processing pressure on server is reduced, but player enthusiasm for participating in teamfight is affected
Solution Approach 1:
The patent pre-calculates and stores the mapping relationships between contribution metrics and reward resources before the game starts. During the game, the server only needs to query these pre-established mappings based on player performance data, rather than performing complex real-time calculations. This maintains server processing efficiency while enabling dynamic, contribution-based reward distribution that improves player participation.
3Ease of operation
If dynamic reward allocation based on behavior information is implemented, then player participation is enhanced, but server processing pressure increases
Solution Approach 1:
The patent extracts only the essential behavior information needed for reward calculation (damage dealt, damage received, healing, control time) from the comprehensive game data. By focusing on these key metrics and using pre-established mapping relationships, the system achieves dynamic reward allocation that enhances player participation without requiring the server to process all game events in real-time.
4Device complexity
If simple quantity-based reward system is used, then reward distribution is straightforward, but single battle lasts for a long time
Solution Approach 1:
The patent introduces dynamic reward allocation that adapts to the actual intensity and outcome of each teamfight. Rewards are adjusted based on real-time contribution metrics, making the reward system responsive to game dynamics. This creates a more engaging experience that encourages players to participate actively in teamfights, thereby reducing overall battle duration despite the increased complexity of the reward system.
Data Source
AI summary
A method for allocating virtual reward resources performed by an electronic device are provided. The method includes: obtaining behavior information of each virtual character in a target camp during a teamfight of a game, the target camp including at least one virtual character, the behavior information being a behavior applied by each virtual character in the target camp to a virtual object, and the virtual object being a virtual character in at least one of the target camp or an enemy camp; determining, according to the behavior information, contribution information achieved by each virtual character in the target camp during the teamfight; determining, according to the contribution information, a target virtual character and a target virtual reward resource corresponding to the target virtual character from at least one virtual character included in the target camp; and updating attribute information of the target virtual character according to the target virtual reward resource.


