CN111375202A - Hosting method and device in multiplayer battle game and server - Google Patents

Hosting method and device in multiplayer battle game and server Download PDF

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Publication number
CN111375202A
CN111375202A CN202010154768.XA CN202010154768A CN111375202A CN 111375202 A CN111375202 A CN 111375202A CN 202010154768 A CN202010154768 A CN 202010154768A CN 111375202 A CN111375202 A CN 111375202A
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China
Prior art keywords
hosting
task
mobile terminals
mobile terminal
game
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CN202010154768.XA
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Chinese (zh)
Inventor
汪汇川
高运
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Beijing ELEX Technology Co Ltd
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Beijing ELEX Technology Co Ltd
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Priority to CN202010154768.XA priority Critical patent/CN111375202A/en
Publication of CN111375202A publication Critical patent/CN111375202A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating players

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The invention belongs to the technical field of game hosting, and discloses a hosting method, a device and a server in a multiplayer battle game, wherein the hosting method comprises the following steps: s1, receiving a hosting request sent by a mobile terminal; s2, carrying out temporary hosting on the hosted object based on the hosting request, and acquiring N mobile terminals in a state to be combated; wherein, the managed object is a game character corresponding to the mobile terminal in step S1; s3, intelligently sequencing the N mobile terminals to be combated, and issuing hosting tasks to the N mobile terminals to be combated in sequence according to the sequencing order until the hosting tasks are received; wherein the hosting task is generated based on a hosting request; in conclusion, the computer hosting is converted into the artificial hosting in a task issuing mode, so that the hosting process is still operated and controlled by people, the continuous progress of the game can be ensured, the hosting operation is more flexible, and the game experience of the player is effectively improved.

Description

Hosting method and device in multiplayer battle game and server
Technical Field
The invention belongs to the technical field of game hosting, and particularly relates to a hosting method, a hosting device and a server in a multiplayer battle game.
Background
In the prior art, regarding game hosting, a hosting object is mostly controlled by a computer or a hosting device, and the computer or the hosting device is controlled based on a preset program, so that the existing hosting control mode is too limited and rigid; therefore, the prior hosting technology is difficult to be applied to more complex fighting games;
in the existing battle game, part of game players are influenced by the external environment inevitably, the game cannot be completed, and at the moment, if the players directly quit the game, the result of battle failure is probably caused, and the battle fairness and the game experience of other players are influenced.
In conclusion, the hosting mode which is novel and can be effectively suitable for the fighting games has good application prospect.
Disclosure of Invention
In view of the above, it is necessary to provide a hosting method, device and server capable of being intelligently applied to a battle game to solve the problems in the background art, so as to achieve the game effects of fair battle and intelligent hosting.
In order to achieve the purpose, the invention provides the following technical scheme:
a hosting method in a multiplayer battle game, wherein the multiplayer battle game is installed in a mobile terminal, the hosting method is applied to a hosting system, and the hosting method comprises the following steps:
s1, receiving a hosting request sent by a mobile terminal;
s2, carrying out temporary hosting on the hosted object based on the hosting request, and acquiring N mobile terminals in a state to be combated; wherein, the managed object is a game character corresponding to the mobile terminal in step S1;
s3, intelligently sequencing the N mobile terminals to be combated, and issuing hosting tasks to the N mobile terminals to be combated in sequence according to the sequencing order until the hosting tasks are received; wherein the hosting task is generated based on a hosting request.
Preferably, the temporary hosting in step S2 is unmanned intelligent hosting performed by a server.
In summary, compared with the prior art, the invention has the following beneficial effects:
(1) the computer hosting method is characterized in that the computer hosting is converted into artificial hosting in a task issuing mode, so that the hosting process is still operated and controlled by people, and compared with computer control, the hosting method can ensure the continuous game, enables the hosting operation to be more flexible, and can perform quantitative game control according to the actual game process, thereby effectively improving the game experience of players; in the manual trusteeship, only trusteeship of game character operation is carried out, so that the problem that the game account is stolen can be effectively avoided;
(2) in addition, temporary hosting of the server is set between sending of the hosting request and receiving of the hosting task, so that the phenomenon that the game is paused before artificial hosting is achieved is effectively avoided, and the continuity of the game is further guaranteed.
Preferably, regarding the intelligent sorting described in step S3, the steps are:
acquiring the match win-lose rate of N mobile terminals to be matched, and recording the match win-lose rate as Xn, wherein N is 1 … … N, and 1 … … N is the random label of the N mobile terminals to be matched so as to form a corresponding relation;
acquiring the fighting success and failure rate of the mobile terminal sending the hosting request, and recording as X;
calculating the absolute value of the difference between Xn and X, and sorting the absolute values from small to large;
and intelligently sequencing the N mobile terminals to be combated based on the absolute value sequencing and the corresponding relation between the Xn and the N mobile terminals to be combated.
(3) In conclusion, the success rate and the failure rate are utilized to carry out the optimized matching of the artificial trusteeship, so that the artificial trusteeship with equivalent strength is effectively formed, and the game experience in the whole fighting process is further improved.
Preferably, the hosting task includes a time limit received by the task, the duration of the time limit is formed based on a preset, and the duration of the time limit does not exceed 30 s.
(4) In conclusion, the issue time of the whole hosting task can be effectively limited, and the receiving efficiency of the hosting task is accelerated.
Further, when step S3 is executed:
if one of the mobile terminals to be combated receives the hosting task within the time limit, stopping issuing the current hosting task, and carrying out continuous fighting hosting on the hosting object by the mobile terminal receiving the hosting task; and if no mobile terminal to be combated receives the hosting task within the time limit, receiving the hosting task by the server, and carrying out continuous fighting hosting on the hosted object.
(5) In conclusion, the phenomenon that the game is interrupted or terminated when no person receives the hosting task is avoided, so that the continuity of the game and the experience of the player are guaranteed to the maximum extent.
More further, before performing step S1, a preset operation is further included to determine whether the managed task is automatically received: logging in a game; selecting whether to receive a hosting task; if yes, automatically receiving when the server sends out a hosting task; and if not, not receiving the sent hosting task of the server.
(6) In conclusion, the matching between the hosting task and the mobile terminal (game player) can be completed quickly, the time required for completing the artificial hosting is further shortened, and the success rate of the artificial hosting is effectively improved.
Preferably, in step S3, the generated hosting task includes a task completion reward, that is, after the hosting task is completed, the generated hosting task sends a corresponding reward to the mobile terminal that receives the hosting task; and the reward is a random reward.
(7) In conclusion, the game player is encouraged to receive the hosting task based on the task reward setting, so that the probability of manual operation in the hosting process is improved, and the problems of operation over-limitation and rigid existence in computer control are further avoided.
In order to achieve the purpose, the invention also provides the following technical scheme:
a hosting device in a multiplayer battle game, comprising: a receiving unit configured to receive a hosting request from the mobile terminal; the identification unit is used for identifying N mobile terminals currently in a state to be combated; the intelligent sequencing unit intelligently sequences the N mobile terminals to be combed; a processing unit that generates a hosting task based on the hosting request; the sending unit is used for sequentially sending the hosting tasks to the N mobile terminals to be combated according to the intelligent sequencing until the hosting tasks are received; the receiving unit is further configured to receive feedback from the mobile terminal after the hosting task is received.
Further, the intelligent sorting unit includes: the marking module carries out random marking on the N mobile terminals to be combated and establishes the corresponding relation between the marks and the mobile terminals; the computing module is used for computing the difference of the winning and losing rates between the N mobile terminals to be combated and the mobile terminal sending the hosting request and obtaining the absolute value of the difference of the winning and losing rates; and the sequencing module is used for sequencing the N mobile terminals to be combated based on the calculation result of the calculation module and the labeling result of the labeling module.
A game server comprising a transceiver, a storage, and a processor; wherein: the transceiver is used for realizing wireless communication connection between the server and the mobile terminal; the storage stores at least one executable code, the executable code is loaded and executed by the processor, and when executed, the executable code realizes the hosting method disclosed above.
Drawings
FIG. 1 is a flow chart of a hosting method provided by the present invention;
FIG. 2 is a flowchart illustrating intelligent ranking of mobile terminals to be combated in a hosting method;
fig. 3 is a block diagram of a hosting apparatus provided in the present invention.
Detailed Description
The technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
The invention provides a hosting method, a hosting device and a server in a multiplayer battle game, wherein the hosting method is applied to the server, the multiplayer battle game is installed in a mobile terminal, the mobile terminal and the server form wireless communication connection, and the mobile terminal can be mobile intelligent electronic equipment such as a smart phone, an IPAD (internet protocol ad), a notebook computer and the like.
Example 1
Referring to fig. 1, a flowchart of a hosting method in a multiplayer battle game according to the present embodiment is shown, which specifically includes the following steps:
s1, receiving a hosting request sent by a mobile terminal; specifically, the mobile terminal and the game character corresponding to the mobile terminal are all a.
As an implementation manner, the hosting request is sent to the server by the player through the mobile terminal, specifically, the hosting request can be sent based on the autonomous operation of the player, and can also be automatically sent based on the network disconnection of the mobile terminal or the unexpected quit of the game.
S2, carrying out temporary hosting on the hosted object a based on the hosting request, and acquiring N mobile terminals (1 … … N) in a state to be combated; wherein, the managed object is the game character a corresponding to the mobile terminal in the step S1; the temporary hosting is an unmanned intelligent hosting performed by the server.
S3, intelligently sequencing N mobile terminals (1 … … N) to be combated, and sequentially issuing hosting tasks to the N mobile terminals (1 … … N) to be combated according to the sequencing sequence until the hosting tasks are received; wherein the hosting task is generated based on the hosting request.
As an implementation, the step of S3 can be specifically detailed as:
n mobile terminals (1 … … N) are obtained through sorting;
generating a managed task a1 corresponding to the managed object a;
and issuing the hosting tasks a1 to the N mobile terminals (1 … … N) in sequence according to the sequencing order.
As a further possible implementation, the interpretation regarding the reception timeout is: the hosting task comprises a time limit received by the task, the duration of the time limit is formed based on the presetting, and the duration of the time limit does not exceed 30 s.
Specifically, when the hosting task is sent to the mobile terminal 1, the time limit is 25s, a dialog box whether to receive the hosting task is displayed in the mobile terminal 1, and the dialog box includes a manually clicked yes/no button and a simple introduction about the hosting task, such as a hosting reward, a current state of a hosting object, and the like; if the mobile terminal 1 clicks yes, the mobile terminal 1 receives the hosting task and stops issuing the hosting task a 1; if the mobile terminal 1 does not click any more than 25s or clicks "no", the managed task reception is considered to be failed, the managed task a1 (including the time limit of 25 s) is sent to the mobile terminal 2, and the managed task a1 is executed in sequence until the managed task a1 is received.
In this embodiment, let b be the mobile terminal receiving the hosting task, and 1 < b < N, at this time, the game player corresponding to the mobile terminal b performs the operation (continuous hosting for fighting) of the game character a (hosting object a), so as to complete the fighting in cooperation with other game players.
As another possible implementation manner, regarding the intelligent sorting in step S3, in conjunction with the flowchart shown in fig. 3, it can be seen that the sorting process is as follows:
acquiring the match win-lose rate of N mobile terminals to be matched, and recording the match win-lose rate as Xn, wherein N is 1 … … N, and 1 … … N is the random label of the N mobile terminals to be matched so as to form a corresponding relation;
acquiring the fighting success and failure rate of the mobile terminal sending the hosting request, and recording as X;
calculating the absolute value of the difference between Xn and X, and sorting the absolute values from small to large;
and intelligently sequencing the N mobile terminals to be combated based on the absolute value sequencing and the corresponding relation between the Xn and the N mobile terminals to be combated.
Specifically, based on the above sorting principle, it can be known that: the smaller the difference of the win-loss rate, the more forward the ranking; in the battle game, the win-loss rate can be used as a standard for measuring the strength of the game player; the success rate and the failure rate are similar, the fighting strength of the two players is similar, the players with similar strength are adopted for trusteeship control, the game influence caused by trusteeship can be avoided as far as possible, and the effect of improving the game experience is achieved.
Example 2
Based on embodiment 1, the hosting method provided by this embodiment includes the following steps:
s1, presetting whether a hosting task is automatically received: s11, logging in the multiplayer battle game by the mobile terminal; s12, selecting whether to receive a hosting task;
s2. repeat S1-S3 in example 1.
As for the preset selection in step S12, if yes, the preset selection is automatically received when the server sends out the hosting task; if not, the server sending the hosting task is not received;
the receiving of the hosting task in the embodiment can be specifically detailed as follows:
n mobile terminals (1 … … N) are obtained through sorting;
generating a managed task a1 corresponding to the managed object a;
screening the mobile terminals which are preset in a 'no' mode from the N mobile terminals (1 … … N), and deleting the mobile terminals from the sequence;
sequentially issuing managed tasks a1 to the rest mobile terminals according to the sequencing order;
if the preset condition is 'yes', the mobile terminal 1 automatically receives the hosting task a1 and stops continuously issuing the hosting task a 1; if the mobile terminal 1 does not perform the presetting, the same operation as that of embodiment 1 is performed, and when the mobile terminal 1 rejects the escrow task a1 or receives overtime, the escrow task a1 is issued to the next mobile terminal ranked in the mobile terminal 1, and the execution is performed in sequence until the escrow task a1 is received.
Example 3
In this embodiment, the hosting method refers to any one of embodiment 1 or embodiment 2, but this embodiment is used to explain that no mobile terminal receives the hosting task;
as an implementable manner, for embodiment 1, the hosting task may be rejected or overtime received for both mobile terminals (1 … … N); the number of identified mobile terminals (1 … … N) may also be 0;
as an implementable manner, for embodiment 2, on the basis of embodiment 1, it is also possible that both mobile terminals (1 … … N) are preset to be no (do not receive the issue hosting task of the server).
In summary, in the embodiment, the server receives the hosting task, so that the temporary hosting of the server is changed to the continuous fighting hosting.
The purpose is as follows: the phenomenon that the game is interrupted or terminated when no one receives the hosting task is avoided, so that the continuity of the game is guaranteed to the maximum extent, and the experience of the player is guaranteed.
Example 4
Referring to fig. 3, a block diagram of a hosting device in a multiplayer battle game according to the present embodiment is shown, so that the hosting device specifically includes:
a receiving unit 1 for receiving a hosting request from a mobile terminal;
the identification unit 2 is used for identifying N mobile terminals currently in a state of being combated;
the intelligent sequencing unit 3 intelligently sequences the N mobile terminals to be combed;
the processing unit 4 generates a hosting task based on the hosting request;
the sending unit 5 is used for sequentially sending the hosting tasks to the N mobile terminals to be combated according to the intelligent sequencing until the hosting tasks are received;
in addition, the receiving unit 1 is further configured to receive feedback from the mobile terminal after the hosting task is received.
Preferably, the intelligent sorting unit 3 specifically includes:
the marking module carries out random marking on the N mobile terminals to be combated and establishes the corresponding relation between the marks and the mobile terminals;
the computing module is used for computing the difference of the winning and losing rates between the N mobile terminals to be combated and the mobile terminal sending the hosting request and obtaining the absolute value of the difference of the winning and losing rates;
and the sequencing module is used for sequencing the N mobile terminals to be combed based on the calculation result of the calculation module and the labeling result of the labeling module.
In this embodiment, the execution is performed according to the hosting method disclosed in any one of embodiments 1 to 3.
Example 5
A game server comprising a transceiver, a storage, and a processor; wherein: the transceiver is used for realizing wireless communication connection between the server and the mobile terminal; the storage stores at least one executable code, the executable code is loaded and executed by the processor, and when executed, the executable code implements the hosting method disclosed in any one of embodiments 1 to 3.
Although embodiments of the present invention have been shown and described, it will be appreciated by those skilled in the art that changes, modifications, substitutions and alterations can be made in these embodiments without departing from the principles and spirit of the invention, the scope of which is defined in the appended claims and their equivalents.

Claims (10)

1. A hosting method in a multiplayer battle game is characterized in that the multiplayer battle game is installed in a mobile terminal, the hosting method is applied to a server, and the hosting method comprises the following steps:
s1, receiving a hosting request sent by a mobile terminal;
s2, carrying out temporary hosting on the hosted object based on the hosting request, and acquiring N mobile terminals in a state to be combated; wherein, the managed object is a game character corresponding to the mobile terminal in step S1;
s3, intelligently sequencing the N mobile terminals to be combated, and issuing hosting tasks to the N mobile terminals to be combated in sequence according to the sequencing order until the hosting tasks are received; wherein the hosting task is generated based on a hosting request.
2. The hosting method in the multiplayer battle game as claimed in claim 1, wherein regarding step S2, the temporary hosting is unmanned intelligent hosting executed by a server.
3. The hosting method in a multiplayer battle game as claimed in claim 1, wherein regarding the intelligent sorting in step S3, the steps are:
acquiring the match win-lose rate of N mobile terminals to be matched, and recording the match win-lose rate as Xn, wherein N is 1 … … N, and 1 … … N is the random label of the N mobile terminals to be matched so as to form a corresponding relation;
acquiring the fighting success and failure rate of the mobile terminal sending the hosting request, and recording as X;
calculating the absolute value of the difference between Xn and X, and sorting the absolute values from small to large;
and intelligently sequencing the N mobile terminals to be combated based on the absolute value sequencing and the corresponding relation between the Xn and the N mobile terminals to be combated.
4. The hosting method in the multiplayer battle game as claimed in claim 1, wherein the hosting task includes a time limit for task reception, the time limit is formed based on a preset time, and the time limit does not exceed 30 s.
5. The hosting method in the multiplayer battle game as claimed in claim 4, wherein in the step S3, if one of the mobile terminals to be battled receives the hosting task within the time limit, the current hosting task is stopped from being issued, and the mobile terminal receiving the hosting task performs continuous battle hosting of the hosting object.
6. The hosting method in the multiplayer battle game as claimed in claim 5, wherein before executing step S1, the method further comprises the following steps:
logging in a game; selecting whether to receive a hosting task; if yes, automatically receiving when the server sends out a hosting task; and if not, not receiving the sent hosting task of the server.
7. The hosting method in the multiplayer battle game as claimed in claim 4, wherein in step S3, if no mobile terminal to be battled receives the hosting task within the time limit, the server receives the hosting task and continuously hosts the battle for the hosted object.
8. The hosting method in a multiplayer battle game as claimed in claim 1, wherein the hosting task further comprises task completion rewards of:
after the hosting task is completed, sending corresponding rewards to the mobile terminal receiving the hosting task; and the reward is a random reward.
9. A hosting device in a multiplayer battle game, comprising:
a receiving unit configured to receive a hosting request from the mobile terminal;
the identification unit is used for identifying N mobile terminals currently in a state to be combated;
the intelligent sequencing unit intelligently sequences the N mobile terminals to be combed;
a processing unit that generates a hosting task based on the hosting request;
the sending unit is used for sequentially sending the hosting tasks to the N mobile terminals to be combated according to the intelligent sequencing until the hosting tasks are received;
the receiving unit is further configured to receive feedback from the mobile terminal after the hosting task is received.
10. A game server comprising a transceiver, a storage, and a processor; wherein:
the transceiver is used for realizing wireless communication connection between the server and the mobile terminal;
the storage stores at least one executable code, the executable code is loaded and executed by the processor, and when executed, the executable code implements the hosting method of any one of claims 1-8.
CN202010154768.XA 2020-03-08 2020-03-08 Hosting method and device in multiplayer battle game and server Pending CN111375202A (en)

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