CN113101673B - Live interaction processing method, device and server - Google Patents

Live interaction processing method, device and server Download PDF

Info

Publication number
CN113101673B
CN113101673B CN202110338939.9A CN202110338939A CN113101673B CN 113101673 B CN113101673 B CN 113101673B CN 202110338939 A CN202110338939 A CN 202110338939A CN 113101673 B CN113101673 B CN 113101673B
Authority
CN
China
Prior art keywords
client
target
game
live
answer
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
CN202110338939.9A
Other languages
Chinese (zh)
Other versions
CN113101673A (en
Inventor
周甜甜
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Beijing Dajia Internet Information Technology Co Ltd
Original Assignee
Beijing Dajia Internet Information Technology Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Beijing Dajia Internet Information Technology Co Ltd filed Critical Beijing Dajia Internet Information Technology Co Ltd
Priority to CN202110338939.9A priority Critical patent/CN113101673B/en
Publication of CN113101673A publication Critical patent/CN113101673A/en
Priority to PCT/CN2021/128482 priority patent/WO2022205901A1/en
Application granted granted Critical
Publication of CN113101673B publication Critical patent/CN113101673B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Classifications

    • 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
    • A63F13/85Providing additional services to players
    • A63F13/86Watching games played by other players
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0207Discounts or incentives, e.g. coupons or rebates
    • G06Q30/0236Incentive or reward received by requiring registration or ID from user
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/21Server components or server architectures
    • H04N21/218Source of audio or video content, e.g. local disk arrays
    • H04N21/2187Live feed
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4788Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/577Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for watching a game played by other players

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Strategic Management (AREA)
  • Finance (AREA)
  • Accounting & Taxation (AREA)
  • Development Economics (AREA)
  • Signal Processing (AREA)
  • Marketing (AREA)
  • Game Theory and Decision Science (AREA)
  • Databases & Information Systems (AREA)
  • Economics (AREA)
  • Entrepreneurship & Innovation (AREA)
  • Physics & Mathematics (AREA)
  • General Business, Economics & Management (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • User Interface Of Digital Computer (AREA)
  • Information Transfer Between Computers (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)

Abstract

The disclosure relates to a processing method, a device and a server for live broadcast interaction, which are used for at least solving the problem of poor interaction effect when a game class is live broadcast in the related technology. The processing method of live interaction comprises the following steps: pushing a target question to a second client for playing the live game initiated by the first client so as to enable the second client to display the target question, wherein the target question is used for indicating a game operation of a target step aiming at the first client to predict; before the first client performs the game operation of the target step, receiving an answer of the second client to the target question; after the first client executes the game operation of the target step, different feedback information is provided for the second client according to whether the answer is correct, so that the interactivity of the live game can be improved.

Description

Live interaction processing method, device and server
Technical Field
The disclosure relates to the field of network technologies, and in particular, to a method, a device and a server for processing live interaction.
Background
At present, when a user watches a game live broadcast by using a live broadcast platform, interaction can be performed in a live broadcast room by means of comment sending, barrages sending, gift brushing and the like. However, the interaction mode cannot improve the participation of the user in the game, the interaction mode is single, and the interaction feeling is weak when the user watches the live game.
Disclosure of Invention
The disclosure provides a processing method, a processing device and a server for live broadcast interaction, so as to at least solve the problem of poor interaction effect when a game class is live broadcast in the related technology. The technical scheme of the present disclosure is as follows:
according to a first aspect of an embodiment of the present disclosure, there is provided a method for processing live interaction, including:
pushing a target question to a second client for playing the live game initiated by the first client so as to enable the second client to display the target question, wherein the target question is used for indicating a game operation of a target step aiming at the first client to predict;
before the first client performs the game operation of the target step, receiving an answer of the second client to the target question;
after the first client performs the game operation of the target step, different feedback information is provided to the second client according to whether the answer is correct.
In one example, pushing the target question to a second client playing a live game initiated by the first client comprises:
acquiring a game progress situation of a first client;
and generating a target problem according to the game progress condition of the first client.
In one example, the step of obtaining a game progress status of the first client includes:
Acquiring a game live broadcast picture of a first client;
and executing image recognition on the live game picture to determine the progress condition of the game.
In one example, in a case where the game played by the first client is a chess game, the step of generating the target problem according to the game progress situation of the first client includes:
identifying the remaining chess and cards of the first client;
selecting a target chess and card from the remaining chess and cards to generate a target problem, wherein the target problem is used for predicting whether the first client will play the target chess and card in the next step.
In one example, before the step of pushing the target question to the second client playing the live game initiated by the first client, the method further comprises:
obtaining a limit time length set by a game operation of taking a game live by a first client as a target step, and obtaining a first preset time length;
determining a second preset time length according to the first preset time length, wherein the second preset time length is smaller than the first preset time length;
after the second preset time length is obtained, pushing prompt information to the first client so that the first client displays the prompt information, wherein the prompt information is used for prompting the first client to execute the game operation of the target step after the second preset time length;
Or after the second preset time period is obtained, controlling the first client to prohibit the game operation of the target step from being executed within the second preset time period.
In one example, the step of providing different feedback information to the second client based on whether the answer is correct includes:
and providing the virtual rewarding resource for the second client side under the condition that the answer of the second client side is correct.
In one example, in the event that the answer to the second client is correct, the method further comprises, prior to the step of providing the virtual rewards resource to the second client:
obtaining answers of all clients participating in answering the target questions;
and determining the quantity of the virtual rewarding resources provided for the second client according to the correct rate of the answers of all the clients answering the target questions.
In one example, the step of providing different feedback information to the second client based on whether the answer is correct includes:
obtaining answers of all clients aiming at all target questions in the game live broadcast process of the first client, and obtaining answer records;
according to the answer records, sequencing all clients according to the answer times and/or the answer accuracy;
judging whether to provide virtual rewarding resources for the second client according to the ordering result of the second client;
And providing corresponding feedback information for the second client according to the judging result.
According to a second aspect of the embodiments of the present disclosure, there is also provided another method for processing live interaction, including:
the second client receives a target problem pushed by the server under the condition of playing the live game started by the first client; wherein the target question is generated according to a game progress situation of the first client, and the target question is used for indicating a game operation of a target step of the first client to predict;
the second client sends an answer of the second client to the target question to the server;
the second client receives feedback information provided by the server after determining that the first client performs the game operation of the target step; and the feedback information corresponds to a judging result of whether the answer is correct or not.
In one example, after the step of receiving the server pushed target issue, the method further comprises:
the second client pops up a target control for displaying the target problem;
the step of sending, by the second client, an answer to the target question to the server includes: the second client receives input operation of the second client for the target control, wherein the input operation is used for indicating an answer of the second client for the target question; and the second client sends an answer of the second client to the target question to the server based on the input operation.
In one example, the target control includes a plurality of answer candidates, and the step of the second client receiving an input operation of the second client for the target control includes: and acquiring selection operations of the second client side for the answer candidates.
In one example, after the second client receives the input operation of the second client for the target control, or after the second client determines that the first client performs the game operation of the target step, the method further includes:
and the second client stops displaying the target control.
In one example, the step of the second client popping up a target control for displaying the target question includes: the second client displays a simulation operation interface which is the same as the operation interface of the first client;
the step of receiving, by the second client, an input operation of the second client for the target control includes: the second client receives the input operation for the simulated operation interface.
In one example, the step of the second client receiving feedback information provided by the server after determining that the first client performs the game operation of the target step includes:
And under the condition that the answer sent by the second client is correct, the second client receives the virtual rewarding resource provided by the server.
According to a third aspect of the embodiments of the present disclosure, there is further provided another method for processing live interaction, including:
the method comprises the steps that under the condition that a first client starts live game broadcasting, a game progress condition is sent to a server, wherein the game progress condition is used as a basis for generating a target problem by the server, the target problem is used for indicating a game operation of a target step of the first client to predict, and the target problem is used for being pushed to a second client;
the first client receives prompt information pushed by the server; the prompt message is used for prompting the first client to execute the game operation of the target step after a second preset time length, the second preset time length is smaller than a first preset time length, and the first preset time length is a limiting time length set by the game played by the first client as the game operation of the target step;
and the first client displays the prompt information.
According to a fourth aspect of the embodiments of the present disclosure, there is also provided another method for processing live interaction, including:
The method comprises the steps that under the condition that a first client starts live game broadcasting, a game progress condition is sent to a server, wherein the game progress condition is used as a basis for generating a target problem by the server, the target problem is used for indicating a game operation of a target step of the first client to predict, and the target problem is used for being pushed to a second client;
and the first client prohibits the game operation of the target step from being executed within a second preset time length based on the control of the server, wherein the second preset time length is smaller than a first preset time length, and the first preset time length is a limiting time length set by the game played by the first client for the game operation of the target step.
According to a fifth aspect of the embodiments of the present disclosure, there is provided a processing apparatus for live interaction, including:
a first pushing unit configured to perform pushing of a target question to a second client playing a live game initiated by the first client, so that the second client displays the target question, wherein the target question is used for indicating a game operation of a target step for the first client to predict;
a first receiving unit configured to receive an answer to a target question from a second client before the first client performs a game operation of the target step;
And the first feedback unit is configured to provide different feedback information for the second client according to whether the answer is correct or not after the first client executes the game operation of the target step.
In one example, the first pushing unit includes:
a first acquisition unit configured to perform acquisition of a game progress situation of a first client;
and a first generation unit configured to generate a target question according to a game progress situation of the first client.
In one example, the first acquisition unit includes:
a second acquisition unit configured to perform acquisition of a game live view of the first client;
and the first determining unit is configured to perform image recognition on the game live broadcast picture so as to determine the game progress condition.
In one example, in a case where the game played by the first client is a chess game, the first generating unit includes:
an identification unit configured to perform identification of remaining cards of the first client;
and a second generation unit configured to perform selection of a target board among the remaining boards to generate a target question, wherein the target question is used for predicting whether the first client will play the target board in the next step.
In one example, the apparatus further comprises:
the third obtaining unit is configured to obtain a limit duration set by a game operation of a target step of a game live broadcast by the first client before a target problem pushing step of the game live broadcast by the second client is performed on the game live broadcast initiated by the first client, so as to obtain a first preset duration;
the second determining unit is configured to determine a second preset time length according to the first preset time length, wherein the second preset time length is smaller than the first preset time length;
a second pushing unit or a first control unit; the second pushing unit is configured to perform pushing of the prompt information to the first client after the second preset time length is obtained, so that the first client displays the prompt information, wherein the prompt information is used for prompting the first client to execute the countdown information of the game operation of the target step; the first control unit is configured to execute the game operation for controlling the first client to prohibit execution of the target step within a second preset time period after the second preset time period is obtained, wherein the second preset time period is smaller than the first preset time period, and the first preset time period is a limiting time period set by the game played by the first client as the game operation of the target step.
In one example, the first feedback unit includes:
and a second feedback unit configured to perform providing the virtual bonus resource to the second client in case that the answer of the second client is correct.
In one example, the apparatus further comprises:
a fourth acquisition unit configured to perform acquisition of answers of all clients participating in answering the target question before providing the virtual bonus resource to the second client;
and a third determining unit configured to perform determination of the number of virtual bonus resources provided to the second client according to the correct rates of answers of all clients answering the target questions.
In one example, the first feedback unit includes:
a fifth obtaining unit configured to obtain answers to all target questions of all clients in the game live broadcast process of the first client, and obtain answer records;
the ordering unit is configured to perform ordering on all clients according to the answer times and/or the answer accuracy according to the answer records;
a judging unit configured to execute judgment as to whether to provide the virtual bonus resource to the second client according to the ordering result of the second client;
and the third feedback unit is configured to provide corresponding feedback information for the second client according to the judging result.
According to a sixth aspect of the embodiments of the present disclosure, there is also provided another processing apparatus for live interaction, including:
the first receiving unit is configured to receive a target problem pushed by the server under the condition that the second client plays the live game started by the first client; wherein the target question is generated according to a game progress situation of the first client, and the target question is used for indicating a game operation of a target step of the first client to predict;
a first transmitting unit configured to transmit an answer to the target question by the second client to the server through the second client;
a second receiving unit configured to receive, by the second client, feedback information provided by the server after determining that the first client performs the game operation of the target step; and the feedback information corresponds to a judging result of whether the answer is correct or not.
In one example, the apparatus further comprises: the display unit is configured to pop up a target control for displaying the target problem through the second client after the step of receiving the target problem pushed by the server;
The first transmitting unit includes: a third receiving unit configured to receive, by the second client, an input operation of the second client for the target control, where the input operation is used to instruct the second client to answer to the target question; and a second transmission unit configured to transmit an answer to the target question by the second client to the server based on the input operation.
In one example, the target control includes a plurality of answer candidates, and the third receiving unit includes: and the acquisition unit is configured to acquire the selection operation of the second client side for the answer candidates.
In one example, the apparatus further comprises:
the display unit is configured to stop displaying the target control after the second client receives the input operation of the second client on the target control or after the second client determines that the first client executes the game operation of the target step.
In one example, the display unit is further configured to display a simulated operation interface that is the same as the operation interface of the first client;
The first transmitting unit is further configured to receive the input operation for the analog operation interface.
In one example, the second receiving unit is further configured to receive a virtual rewards resource provided by the server if the answer sent by the second client is correct.
According to a seventh aspect of the embodiments of the present disclosure, there is also provided another processing apparatus for live interaction, including:
a sending unit configured to send a game progress situation to a server through a first client under the condition of starting a live game, wherein the game progress situation is used as a basis for generating a target problem by the server, the target problem is used for indicating a game operation of a target step for the first client to predict, and the target problem is used for being pushed to a second client;
the receiving unit is configured to receive prompt information pushed by the server; the prompt message is used for prompting the first client to execute the game operation of the target step after a second preset time length, the second preset time length is smaller than a first preset time length, and the first preset time length is a limiting time length set by the game played by the first client as the game operation of the target step;
And the display unit is configured to display the prompt information through the first client.
According to an eighth aspect of the embodiments of the present disclosure, there is further provided another processing apparatus for live interaction, including:
a sending unit configured to send a game progress situation to a server through a first client under the condition of starting a live game, wherein the game progress situation is used as a basis for generating a target problem by the server, the target problem is used for indicating a game operation of a target step for the first client to predict, and the target problem is used for being pushed to a second client;
and the control unit is configured to prohibit the game operation of the target step from being executed within a second preset time period based on the control of the server, wherein the second preset time period is smaller than a first preset time period, and the first preset time period is a limiting time period set by the game played by the first client for the game operation of the target step.
According to a ninth aspect of embodiments of the present disclosure, there is provided a server comprising:
a processor;
a memory for storing processor-executable instructions;
Wherein the processor is configured to execute instructions to implement a method of processing live interaction as provided by the first aspect, the second aspect, the third aspect, the fourth aspect and any one of the examples thereof.
According to a tenth aspect of embodiments of the present disclosure, there is provided a computer readable storage medium, which when executed by a processor of a server, enables the server to perform the method of processing live interaction as provided by the first aspect, the second aspect, the third aspect, the fourth aspect and any one of the examples thereof.
According to an eleventh aspect of embodiments of the present disclosure, there is provided a computer program product comprising a computer program/instruction which, when executed by a processor, implements a method of processing live interaction as provided by the first aspect, the second aspect, the third aspect, the fourth aspect and any one of the examples thereof.
The technical scheme provided by the embodiment of the disclosure at least brings the following beneficial effects:
by pushing the questions of the predicted game operation to the playing client for watching the live game, the answers of the playing client are obtained, and after the live game client executes the game operation, different information is fed back to the playing client according to whether the answers of the questions answered by the playing client are correct or not, so that the interactive experience of a user for watching the live game is improved, and the user viscosity is increased. The user watching live broadcast can actively predict the game operation of the host broadcast while watching live broadcast, so that the user watching live broadcast has more participation of the game, and the user watching live broadcast can correctly obtain different feedback according to the prediction, so that the enthusiasm of user answering is improved, and the live broadcast interaction effect is improved.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the disclosure and together with the description, serve to explain the principles of the disclosure and do not constitute an undue limitation on the disclosure.
FIG. 1 is a schematic architecture diagram of an application scenario illustrating a method of processing live interaction according to an exemplary embodiment;
FIG. 2 is a flow diagram illustrating a method of processing live interaction according to an exemplary embodiment;
FIG. 3 is a flow diagram illustrating a method of processing live interaction according to another exemplary embodiment;
FIG. 4 is an interface diagram illustrating a method of processing live interactions according to an example embodiment;
FIG. 5 is a block diagram of a processing device for live interaction, according to an example embodiment;
FIG. 6 is a block diagram of another processing device for live interaction, shown in accordance with an exemplary embodiment;
FIG. 7 is a block diagram of another processing device for live interaction, shown in accordance with an exemplary embodiment;
FIG. 8 is a block diagram of another processing device for live interaction, shown in accordance with an exemplary embodiment;
fig. 9 is a block diagram of a server, according to an example embodiment.
Detailed Description
In order to enable those skilled in the art to better understand the technical solutions of the present disclosure, the technical solutions of the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings.
It should be noted that the terms "first," "second," and the like in the description and claims of the present disclosure and in the foregoing figures are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used may be interchanged where appropriate such that the embodiments of the disclosure described herein may be capable of operation in sequences other than those illustrated or described herein. The implementations described in the following exemplary examples are not representative of all implementations consistent with the present disclosure. Rather, they are merely examples of apparatus and methods consistent with some aspects of the present disclosure as detailed in the accompanying claims.
The processing method for live interaction provided by the embodiment of the disclosure can be applied to a live game scene. In the architecture of the application scene of the live game, the system at least comprises a client for initiating the live game, a client for playing the live game and a server.
An architecture diagram of an exemplary application scenario is shown in fig. 1, where a first client initiating a live game may be running in a first terminal device 11 and a second client playing the live game may be running in a second terminal device 12.
The first terminal device 11 and the second terminal device 12 may be electronic devices such as computers, cellular phones, tablet computers, etc. configured with a display screen and an interactive input unit, and having information processing capability. The first terminal device 11 and the server 10 are connected through a network, and the second terminal device 12 and the server 10 are connected through the network. The network used for the communication connection according to the embodiments of the present disclosure may be a wireless network based on a communication standard, such as WiFi, an operator network (such as 2G, 5G, 4G, or 5G), or a combination thereof, or based on other existing communication manners, which are not limited in the embodiments of the present disclosure.
The server 10 may provide application services to corresponding clients (including a first client and a second client), and provide required services in response to requests of the corresponding clients. The server 10 may be a single server or may be a cluster of servers deployed by a plurality of servers, which is not limited by the embodiments of the present disclosure.
The first client may live the picture of the first terminal device 11 and the second client may play the game live. As an example, the first client and the second client may be different types of clients, e.g., the first client may be a client for providing live functionality and the second client may be a client for providing viewing live functionality; alternatively, in another example, the first client and the second client may also be the same type of client, in which case this type of client is capable of providing both live functionality and viewing live functionality.
In the application scenario shown in fig. 1, when a host wants to play a live game, a first client for live game in the first terminal device 11 may be opened, log in its ID (Identity document, identity) and then start live game. Wherein, each live broadcast can be configured with a unique ID after being started, so that the audience can find the live broadcast.
When the first client runs, the first client can capture the picture of the first terminal device 11 to obtain a live broadcast picture. For example, the screen may be a full screen of the first terminal device 11 or a running screen of a program/programs, and specifically, the range of the live screen may be determined according to the selection of the anchor. After the first client is running, the host may open the game program and select to live at least the frames of the game program, so that a viewer watching the live video may see the frames of the game program in the live video.
After the first client starts a live game, the live video captured by the first client is sent to the server 10. After the second client in the second terminal device 12 is opened, the user watching the live broadcast can look up the entry of the live broadcast by actively searching the anchor ID/live broadcast ID or by being pushed, for example, the entry may be a link between live broadcast provided in the form of a picture, and the user watching the live broadcast clicks the picture in the second terminal device 12, and then may enter a corresponding live broadcast room, and obtain the live broadcast picture of the first client through communication connection with the server 10.
The following describes a processing method of live interaction provided by the embodiment of the present disclosure based on an application scenario provided by the embodiment of the present disclosure.
Fig. 2 is a flowchart illustrating a method of processing live interaction, which may be performed by the server 10 shown in fig. 1, according to an exemplary embodiment, and may include the following steps 201 to 203.
In step 201, a target question is pushed to a second client playing a live game initiated by a first client, so that the second client displays the target question.
After the first client initiates the live game, the second client can play the live game initiated by the first client. After the second client plays the live game initiated by the first client, the target problem may be pushed to the second client.
Wherein the targeting issue is used to indicate a prediction of game operations for a targeting step of the first client. The target step may be one or more steps next to the game that the first client is playing. Illustratively, the first client is playing a player, and the game operation of the target step may be a next card-playing operation; alternatively, the first client is playing a MOBA (Multiplayer Online Battle Arena abbreviated as multiplayer online tactical game) game, and then the game operation of the target step may be the next selected combat route of the player of the first client, etc., and the embodiment of the present disclosure does not specifically limit the specific content of the target problem, and is only required to predict the game operation of the target step where the game play does not occur.
In one example, in performing step 201, a target question may be generated according to the game progress of the first client. Specifically, step 201 in this example, when pushing a target question to a second client playing a live game initiated by a first client, may include the following steps 2011 and 2012:
Step 2011, obtaining a game progress situation of a first client;
in step 2012, a target question is generated according to the game progress of the first client.
The game progress status is used to indicate the progress of the game, and may include, for example, a game operation record in which a game view of the first client has currently occurred in a game in which the first client plays, a game operation record in which other game views can be observed by a game view of the first client, and so on. For example, taking a fighting land game as an example, the game progress may include cards that have been dealt from the round.
The target problem is generated according to the game progress condition, so that the flexibility of the problem content can be improved, the expectation of a user on unknown operation is improved, and the game participation feeling of a live audience is increased.
The game progress situation may be identified by an image identification technology, or may be negotiated in advance with a server of a game in which the first client is live, where the current game progress situation of the first client is provided by the server that obtains the game during live.
Taking the example of identifying the game progress situation by the image recognition technology as an example, the step of acquiring the game progress situation of the first client in step 2011 may include the following steps 2111 and 2112:
Step 2111, obtaining a game live broadcast picture of a first client;
step 2112, image recognition is performed on the live game screen to determine the progress of the game.
That is, by acquiring a live game screen of the first client, image recognition is performed, for example, in a fighting game, a play of a card displayed in the current screen is recognized. The image recognition technology can be obtained through training in advance based on the existing image recognition model, and can be used for capturing some game pictures in advance, marking interesting target objects in the pictures manually, or can be used for providing interesting target image materials, identifying and comparing whether the target image materials appear in the game live broadcast picture, for example, images of all the playing surfaces can be stored in advance, and then comparing which playing surface is in the playing area in the game live broadcast picture.
By determining the game progress through image recognition, the accurate game progress can be obtained through analysis without external information.
The above description is used for exemplary purposes of how the game progress situation of the first client is obtained, and then, after step 2011 is performed, step 2012 may be performed to generate a target question based on the obtained game progress situation.
In one example, in executing step 2012, a plurality of game progress categories may be listed in advance for the game, a text corresponding to each game progress category may be preset, and then, after the game progress situation is acquired, a target problem corresponding to the game progress category may be determined by determining which game progress category the current game progress situation falls into. For example, it is possible to exhaustively list combinations of categories to which all player-operated characters belong in the MOBA-type game, and then, after identifying which combination to which all player-operated characters belong in the live game screen is acquired, find the corresponding problem.
In another example, in executing step 2012, a corresponding target question may also be generated immediately based on the current game progress situation. For example, for a chess game, an embodiment is further provided, and the step 2012 of generating the target problem according to the game progress situation of the first client may include the following steps 2121 and 2121:
step 2121, identifying the remaining chess and cards of the first client;
step 2122, selecting a target card from the remaining cards to generate a target question, wherein the target question is used to predict whether the first client will play the target card in the next step.
That is, the current chess and card remaining at the first client can be identified in the live game picture in an image identification mode. Then, a target playing card is selected from the remaining playing cards according to some preset selection rules, which may be, for example, selecting a larger playing card surface than the playing card surface of the last player. Further, a target question is generated based on the selected target cards, the content of the target question being to ask the anchor of the first client whether the target cards will be played next. Wherein, selecting target cards among the remaining cards may also be selecting no cards, and the target problem corresponds to asking the first client whether the cards will not be played next.
By selecting one of the remaining cards to ask the spectator if the spectator will play the card, the spectator's sense of interaction can be improved.
After the target question is generated, pushing the target question to the second client to enable the second client to display the target question. The manner of display may be to pop up the target control displaying the content with the target question at the second client.
In step 202, an answer to the target question from the second client is received before the first client performs the game operation of the target step.
After pushing the target question to the second client, before the first client performs the game operation of the target step, receiving an input operation of the second client, wherein the input operation of the second client is used for representing an answer of the second client to the target question.
For example, in the case of being displayed by the target control at the time of the target problem, the input operation of the second client may be an input operation for the target control. For example, the target control may be a barrage, the content of which is a target question, the user may pop up an input box after clicking on the barrage, and the user of the second client may enter a string of characters within the input box to answer. Alternatively, the target control may also include a plurality of answer candidates, and the user of the second client may select one answer candidate from the plurality of answer candidates. By setting a plurality of candidates, the operation of answering questions by the audience can be facilitated. The user may send an input operation for the target control through the second client to the server 10 through the network, so that the server 10 receives the input operation. The target control can be conveniently controlled to pop up and disappear through displaying the target problem by the target control, and the user experience is improved.
In another example, the target control may be the same simulated operation interface as the operation interface of the first client, such that the second client may receive input operations for the simulated operation interface. For example, a pendant may be popped up during the live play of the player at the first client, where the pendant is configured to display the same interface as the current playing operation interface of the first client, and may include the currently remaining playing surface of the first client, and buttons for playing cards, not playing cards, etc. Therefore, more immersive experience can be brought to users watching live broadcast, and convenience is brought to fast and clear how to input operation for live broadcast audiences.
If the game live of the first client has performed the game operation of the target step, then the answer to the target question is equivalent to being disclosed by the game live screen. Therefore, it is necessary to receive an input operation of the second client before the first client performs a game operation of the target step.
Illustratively, in order to perform step 202, after determining that the first client performs the game operation of the target step, the second client may be controlled to stop displaying the target control, or stop receiving the input operation of the second client for the target control, or record the input operation of the second client for the target control as an invalid operation, etc., where by the above-described exemplary embodiment, it may be achieved that the input operation of the second client is received before the game operation of the first client performs the target step.
In order to determine whether the first client has performed the game operation of the target step, an exemplary embodiment is to determine whether the game played by the first client has performed the game operation of the target step in a live game screen through an image recognition method.
For example, the target problem displayed by the target control of the second client is what card is played next by the host in the fighting game, and if the server 10 recognizes that the user has played in the live game screen of the first client, the target control of the second client may be controlled to stop displaying, so as to stop receiving the input operation of the second client for the target control.
For another example, in the MOBA game, a target question of what skill is the next updated skill of the host corresponding to the first client is pushed to the second client, and if it is identified in the live game screen of the first client that the user has performed the update of the skill, the second client may be controlled to stop displaying the target control for receiving the input answer operation.
Alternatively, in order to determine whether the first client has performed the game operation of the target step, another exemplary embodiment may be provided, and in particular, the server 10 may set a shortest period of time (a second preset period of time) for the game operation of the target step in advance. The shortest duration refers to that the first client can execute the game operation of the target step only after the second preset duration. Then, the server 10 may send a specific value of the second preset time period to the second client, so that the second client controls to stop receiving the input operation/stop displaying the target control after the time reaches the second preset time period, or the server 10 may send an instruction for controlling the second client to stop receiving the input operation/stop displaying the target control to the second client after the time reaches the second preset time period. By the implementation mode, the time for executing the target step by the anchor side can be determined, so that whether the problem is still displayed is determined, and the situation that the anchor side has executed the target step in the game and the audience side still asks for the target step is avoided.
In order to enable the host corresponding to the first client to perform the game operation of the target step after the second preset duration, before performing the step 201 of pushing the target problem to the second client playing the live game initiated by the first client, the following step 301 or step 302 may be performed:
step 301, pushing a prompt message to the first client, so that the first client displays the prompt message, where the prompt message is used to prompt the first client to execute the countdown information of the game operation of the target step, and the countdown duration is a second preset duration.
Step 302, controlling the first client to prohibit execution of the game operation of the target step within a second preset duration, where the second preset duration is less than the first preset duration, where the first preset duration is a limit duration set by the game played by the first client for the game operation of the target step, that is, in the game played by the first client, the longest operation duration of the game operation of the target step is the second preset duration. The specific manner of controlling the first client to prohibit the execution of the game operation within the second preset duration may be that the server 10 controls the terminal device running the first client and the game process to stop receiving the input operation of any interactive device within the second preset duration, or controls the first client to display a transparent layer on the top layer of the screen of the touch screen mobile phone to organize to receive any touch input, etc., which is not limited by the embodiment of the present disclosure, but is only used for exemplary illustration.
In step 203, after the first client performs the game operation of the target step, different feedback information is provided to the second client according to whether the answer is correct.
The method for determining the game operation of the target step performed by the first client is already described in detail in step 202, and will not be described here again. After determining that the first client performs the game operation of the target step, which is equivalent to obtaining a correct answer to the target question, different feedback information may be provided to the second client according to whether the answer of the second client is correct. For example, the second client may be notified whether it is responding correctly. Therefore, by providing different feedback information, the user watching the live broadcast can be stimulated to watch the live broadcast more intensively, the enthusiasm of the audience for answering the questions is improved, the atmosphere of the live broadcast room is driven, and the experience of the user watching the live broadcast is improved.
For example, in the event that the answer to the second client is correct, a virtual rewards resource may be provided to the second client. Such as virtual currency, coupons, special identification tags, and the like. Thus, in order to acquire the virtual rewarding resource, the user can obtain forward feedback when the answer is correct, so that the user can more positively participate in answering the questions.
In the case where the virtual bonus resources can be quantified, the number of virtual bonus resources provided to the second client may be determined according to the answer situations of all clients participating in answering the target question. Accordingly, before performing the step of providing the virtual bonus resource to the second client, the following steps 401 and 402 may also be performed:
step 401, obtaining answers of all clients participating in answering a target question;
step 402, determining the amount of virtual rewards resources provided to the second client according to the correct rate of the answers of all the clients answering the target questions.
For example, the same number of virtual rewards resources may be provided to all clients that answer the target question correctly, and the specific value of the number may be calculated according to a preset calculation rule, in an exemplary embodiment, the higher the accuracy of the target question, the lower the number of virtual rewards resources, and the lower the accuracy of the target question, the higher the number of virtual rewards resources. By providing different feedback information, a user watching live broadcast can be stimulated to watch live broadcast more intensively, the enthusiasm of audience to answer questions is improved, the atmosphere of a live broadcast room is driven, and accordingly the experience of watching live broadcast by the user is improved.
In another example, step 203 of providing different feedback information to the second client according to whether the answer is correct may include performing steps 2031-2034 as follows:
step 2031, obtaining answers to all target questions of all clients in the game live broadcast process of the first client, and obtaining answer records;
step 2032, sorting all clients according to the answer times and/or the answer accuracy according to the answer records;
step 2033, judging whether to provide virtual rewards resources for the second client according to the ordering result of the second client;
step 2034, providing corresponding feedback information to the second client according to the judgment result.
For example, in combination with the examples provided in steps 401 to 402 and steps 2031 to 2034, in one specific application scenario, a question predicting a game operation may be posed at each step of a game played on a first client, then, after each step of game operation is performed, an answer to the corresponding question is uncovered, so that the answer accuracy of the audience for each question may be counted, then, the number of tokens awarded by each question is determined, finally, after the game play is finished, the answer situation of all questions is counted, among all the audiences, the first three audiences having the highest answer accuracy to all the questions are determined, and the additional awards correspond to the number of tokens. Through sequencing the answer conditions of all audiences and corresponding feedback rewards, users watching live broadcast can be stimulated to watch live broadcast more intensively, the enthusiasm of the audiences for answering questions is improved, the atmosphere of a live broadcast room is driven, and therefore the experience of the users watching live broadcast is improved.
According to the processing method for live interaction, provided by the embodiment of the disclosure, the questions for predicting the game operation are pushed to the playing client for watching the live game, the answers of the playing client are obtained, and after the live client for watching the live game executes the game operation, different information is fed back to the playing client according to whether the answers of the questions of the playing client are correct or not, so that the interaction experience of a user for watching the live game is improved, and the user viscosity is increased. The user watching live broadcast can actively predict the game operation of the host broadcast while watching live broadcast, so that the user watching live broadcast has more participation of the game, and the user watching live broadcast can correctly obtain different feedback according to the prediction, so that the enthusiasm of user answering is improved, and the live broadcast interaction effect is improved.
An optional implementation manner of the live interaction processing method provided by the embodiment of the present disclosure is described below with reference to a specific application scenario.
In the prior art, when a host plays a live broadcast of a fighting land owner, the host usually outputs a live broadcast picture, and the playing cards of the host are visible to viewers in a live broadcast room, but the host plays what cards, how to play the cards, and often has no relation with the viewers. In this case, the audience of the living room is only the audience, but only the audience. In order to improve the interaction atmosphere of the live broadcasting room, the live broadcasting room can be driven by a host, and audience sends comments, barrages and the like to interact.
Based on the processing method for live interaction provided by the embodiment of the disclosure, in an exemplary implementation manner, a robot capable of automatically sending out a bullet screen can be arranged in a live broadcasting room, and further, when a player plays a card, the bullet screen can be sent out at a client side of a spectator, and the bullet screen is used for asking the player how to play the card next. After clicking on the barrage, the viewer may pop up a dialog box within which the viewer may enter a reply. After the dealer deals, it is determined whether the audience answers correctly based on the actual practice of dealing. Viewers with correct answers will be distributed with bonus coins. The method can ask questions for the operation of playing cards for multiple times, and after one live broadcast is finished, the live broadcast room is closed, so that the first three users with highest participation in the live broadcast can be calculated, and bonus coins can be additionally distributed. The issued bonus money can be fed back to the audience in a private way, specifically, can be fed back to an account of the audience for watching live broadcast, or can also be fed back to an account of the audience associated with the account for watching live broadcast, for example, a game account registered by a user through a mobile phone number for watching the live broadcast account.
On the basis, another exemplary embodiment is provided, besides asking questions by sending a barrage through a live broadcasting room robot, a hanging piece can be popped up at a client of a spectator when a main game is played each time and the main game is not played, the content of the hanging piece is the same simulated playing surface as the current playing surface of the main game, and a user can click the hanging piece to simulate playing to be used as an answer for predicting the playing of the main game by the user. For example, if audience A clicks on two 7's, then audience A predicts that the anchor's own wheel will be out of pair 7, or may click on the "not to go" button, then the anchor's own wheel will not be out of cards, etc. The server may collect all the operations of the viewers participating in the answer, and record the answers of all the viewers. The operation of the hanging member by the viewer is not really performed on the game played by the host, but is predicted.
Specifically, a flow of a processing method of live interaction in the application scenario is described with reference to fig. 3.
First, when a live broadcast is started, a live broadcast dedicated client may be used by the anchor. The client may obtain a picture on a mobile terminal device running the live client.
After the anchor is opened, a card countdown may be displayed on the anchor's mobile device, as shown in fig. 4. The play count-down in live broadcasting of the host is used for reminding the host that the play can be performed after the count-down is finished, so that reserved time can be provided for audience prediction of game operations of the host. The duration of the discard count-down set for the player to discard the discard is t1, and the player is usually limited to discard the discard by the player to discard the discard duration exceeding t 2. Then, t1 and t2 are related to t1 < t2, for example, t2 is 25 seconds, and t1 is set to 15 seconds.
After entering the live broadcasting room of the anchor, the audience can see the popped strong prompt in the live broadcasting room to remind the audience [ pay attention to the anchor and answer questions to get rewards ] so as to guide users in the live broadcasting room to participate in answering activities. The spectator can only see the playing surface of the main player in the live broadcasting room, and can not see the playing surfaces of other players.
In combination with the above example, multiple bouquets may be popped up in the spectator's client as the main player plays a card. The content of the barrage may be a problem. The server may generate a question after identifying the game progress after acquiring the live game screen, and push the question to the client of the audience through the barrage.
For example, after the server obtains the live game screen, it determines that the identity of the host is the owner, the card is played at home as the pair 6, and when the host plays, the remaining card surfaces in the host hand further include the pair 10, so the server may push multiple barrages in the live broadcasting room [ parent, you feel that the owner can not? Either? Problems such as the like. A user watching a live broadcast may click on the barrage and then pop up a dialog box where the audience may input an answer to answer, after 15 seconds, the barrage will stop being sent and after 15 seconds the host may play a card.
In the period of playing cards in the round of the main broadcasting, besides the bullet screen, a hanging piece can be ejected out, the hanging piece is used for displaying the simulated card surface identical to the current card surface of the main broadcasting, a spectator can operate the hanging piece to simulate the card playing operation, and after receiving the simulated card playing operation, a server obtains a prediction result of the spectator on the problem.
After the countdown time 15 seconds has ended, the dealer can play cards, and the bullet screen and the hanging parts disappear. After the game is played by the host, the server can determine the actual game operation of the host according to the captured game live broadcast picture, and further determine the user with correct answer. Users with correct answers can be rewarded with 10 virtual coins in the living room. And so on, every time a player plays a card, the problem may be ejected. After the live broadcast is finished, the user with the highest participation degree of the live broadcast can be additionally awarded with the game currency.
In the application scene, the processing method for live interaction provided by the embodiment of the invention can more actively and effectively drive the atmosphere of the live broadcasting room, improve the viscosity of the user and increase the competitiveness in the bidding products.
The embodiment of the present disclosure further provides another method for processing live interaction, which may be executed by the second terminal device 12 controlled by the second client, where the method may include the following steps:
step 601, receiving a target problem pushed by a server by a second client under the condition of playing a live game started by a first client; the target problem is generated according to the game progress condition of the first client, and is used for indicating the game operation of the target step aiming at the first client to predict;
Step 602, the second client sends an answer to the target question to the server;
step 603, the second client receives feedback information provided by the server after determining that the first client performs the game operation of the target step; the feedback information corresponds to a judgment result of whether the answer is correct or not.
In one example, after the step of receiving the target question pushed by the server in step 601, the method may further include:
step 604, the second client pops up a target control for displaying the target problem;
step 602 the step of the second client sending to the server an answer to the target question by the second client may comprise: step 6021, the second client receives an input operation of the second client for the target control, wherein the input operation is used for indicating an answer of the second client for the target question; in step 6022, the second client transmits an answer to the target question to the server based on the input operation.
In one example, where the target control includes a plurality of answer candidates, the step of receiving 6021 the input operation of the second client for the target control may include: step 6211, obtaining a selection operation of the second client for the answer candidates.
In one example, after performing step 6021 to receive an input operation of the second client for the target control, or after performing step 603 to determine that the second client performs the game operation of the target step, the method may further include:
in step 605, the second client stops displaying the target control.
In one example, step 604 the step of the second client popping up a target control for displaying the target question may include: step 6041, the second client displays the same simulated operation interface as the operation interface of the first client;
step 6021 the step of the second client receiving an input operation of the second client for the target control may include: in step 6212, the second client receives an input operation for the simulated operation interface.
In one example, the step of the second client receiving feedback information provided by the server after determining that the first client performs the game operation of the target step may include:
in step 6031, the second client receives the virtual rewarding resource provided by the server if the answer sent by the second client is correct.
In the above-mentioned embodiments of the method for processing live interaction by the second client, reference may be made to the description of the flow and the technical effects of the method for processing live interaction by the second client in the embodiments shown in fig. 2 to 4, which are not described in detail herein.
The embodiment of the present disclosure also provides another method for processing live interaction, which may be executed by the first client, and the method may include:
step 701, a first client sends a game progress condition to a server under the condition of starting a live game, wherein the game progress condition is used as a basis for generating a target problem by the server, the target problem is used for indicating a game operation of a target step aiming at the first client to predict, and the target problem is used for being pushed to a second client;
step 702, a first client receives a prompt message pushed by a server; the prompt information is used for prompting the first client to execute the game operation of the target step after a second preset time length, the second preset time length is smaller than the first preset time length, and the first preset time length is the limiting time length set by the game operation of the target step of the game live broadcast by the first client;
in step 703, the first client displays a prompt message.
In the above embodiments of the method for processing live interaction by the first client, reference may be made to the description of the flow and the technical effects of the method for processing live interaction by the first client in the embodiments shown in fig. 2 to 4, which are not described in detail herein.
The embodiment of the present disclosure also provides another method for processing live interaction, which may be executed by the first client, and the method may include:
step 801, a first client sends a game progress condition to a server under the condition of starting a live game, wherein the game progress condition is used as a basis for generating a target problem by the server, the target problem is used for indicating a game operation of a target step aiming at the first client to predict, and the target problem is used for being pushed to a second client;
step 802, the first client prohibits execution of the game operation of the target step within a second preset time period based on control of the server, wherein the second preset time period is smaller than the first preset time period, and the first preset time period is a limit time period set by the game played by the first client as the game operation of the target step.
In the above embodiments of the method for processing live interaction by the first client, reference may be made to the description of the flow and the technical effects of the method for processing live interaction by the first client in the embodiments shown in fig. 2 to 4, which are not described in detail herein.
Fig. 5 is a block diagram illustrating a processing device for live interaction according to an exemplary embodiment. Referring to fig. 5, the apparatus includes a first pushing unit 501, a first receiving unit 502, and a first feedback unit 503.
A first pushing unit 501 configured to perform pushing of a target question to a second client playing a live game initiated by the first client, so that the second client displays the target question, wherein the target question is used to instruct a game operation of a target step for the first client to predict;
a first receiving unit 502 configured to receive an answer to the target question from the second client before the first client performs the game operation of the target step;
the first feedback unit 503 is configured to provide different feedback information to the second client according to whether the answer is correct or not after the first client performs the game operation of the target step.
In one example, the first pushing unit 501 includes:
a first acquisition unit configured to perform acquisition of a game progress situation of a first client;
and a first generation unit configured to generate a target question according to a game progress situation of the first client.
In one example, the first acquisition unit includes:
a second acquisition unit configured to perform acquisition of a game live view of the first client;
and the first determining unit is configured to perform image recognition on the game live broadcast picture so as to determine the game progress condition.
In one example, in a case where the game played by the first client is a chess game, the first generating unit includes:
an identification unit configured to perform identification of remaining cards of the first client;
and a second generation unit configured to perform selection of a target board among the remaining boards to generate a target question, wherein the target question is used for predicting whether the first client will play the target board in the next step.
In one example, the apparatus may further include:
the third obtaining unit is configured to obtain a limit duration set by a game operation of a target step of a game live broadcast by the first client before a target problem pushing step of the game live broadcast by the second client is performed on the game live broadcast initiated by the first client, so as to obtain a first preset duration;
the second determining unit is configured to determine a second preset time length according to the first preset time length, wherein the second preset time length is smaller than the first preset time length;
a second pushing unit or a first control unit; the second pushing unit is configured to perform pushing of the prompt information to the first client after the second preset time length is obtained, so that the first client displays the prompt information, wherein the prompt information is used for prompting the first client to execute the countdown information of the game operation of the target step; the first control unit is configured to execute the game operation for controlling the first client to prohibit execution of the target step within a second preset time period after the second preset time period is obtained, wherein the second preset time period is smaller than the first preset time period, and the first preset time period is a limiting time period set by the game played by the first client as the game operation of the target step.
In one example, the first feedback unit 503 includes:
and a second feedback unit configured to perform providing the virtual bonus resource to the second client in case that the answer of the second client is correct.
In one example, the apparatus further comprises:
a fourth acquisition unit configured to perform acquisition of answers of all clients participating in answering the target question before providing the virtual bonus resource to the second client;
and a third determining unit configured to perform determination of the number of virtual bonus resources provided to the second client according to the correct rates of answers of all clients answering the target questions.
In one example, the first feedback unit 503 includes:
a fifth obtaining unit configured to obtain answers to all target questions of all clients in the game live broadcast process of the first client, and obtain answer records;
the ordering unit is configured to perform ordering on all clients according to the answer times and/or the answer accuracy according to the answer records;
a judging unit configured to execute judgment as to whether to provide the virtual bonus resource to the second client according to the ordering result of the second client;
and the third feedback unit is configured to provide corresponding feedback information for the second client according to the judging result.
The specific manner in which the various modules perform the operations and their advantageous effects have been described in detail in relation to the apparatus of the above embodiments, and will not be explained in detail here.
The embodiment of the present disclosure further provides another processing apparatus for live interaction, which may be configured at a second client, as shown in fig. 6, where the apparatus may include a first receiving unit 801, a second sending unit 802, and a second receiving unit 803, where:
the first receiving unit 801 is configured to receive, by the second client, a target problem pushed by the server when playing the live game started by the first client; the target problem is generated according to the game progress condition of the first client, and is used for indicating the game operation of the target step aiming at the first client to predict;
the first sending unit 802 is configured to send, to the server, an answer to the target question by the second client;
the second receiving unit 803 is configured to receive, by the second client, feedback information provided by the server after determining that the first client performs the game operation of the target step; the feedback information corresponds to a judgment result of whether the answer is correct or not.
In one example, the apparatus may further include: the display unit is configured to pop up a target control for displaying the target problem through the second client after the step of receiving the target problem pushed by the server;
accordingly, the first transmitting unit may include: the third receiving unit is configured to receive an input operation of the second client side for the target control through the second client side, wherein the input operation is used for indicating an answer of the second client side for the target question; and a second transmission unit configured to transmit an answer to the target question by the second client to the server based on the input operation.
In one example, the target control may include a plurality of answer candidates, and the third receiving unit may include: and the acquisition unit is configured to acquire the selection operation of the second client side for the answer candidates.
In one example, the apparatus may further include:
and the display unit is configured to stop displaying the target control after the second client receives the input operation of the second client on the target control or after the second client determines that the first client executes the game operation of the target step.
In one example, the display unit may be further configured to display the same simulated operation interface as the operation interface of the first client;
the first transmitting unit may be further configured to receive an input operation for the analog operation interface.
In one example, the second receiving unit may be further configured to receive the virtual rewards resource provided by the server in case the answer sent by the second client is correct.
The specific manner in which the various modules perform the operations and their advantageous effects have been described in detail in relation to the apparatus of the above embodiments, and will not be explained in detail here.
The embodiment of the present disclosure further provides another processing apparatus for live interaction, which may be configured in a first client, as shown in fig. 7, where the apparatus may include a sending unit 901, a receiving unit 902, and a display unit 903, where:
the sending unit 901 is configured to send a game progress situation to a server through a first client under the condition of starting a live game, wherein the game progress situation is used as a basis for generating a target problem by the server, the target problem is used for indicating a game operation of a target step for the first client to predict, and the target problem is used for being pushed to a second client;
The receiving unit 902 is configured to receive the prompt message pushed by the server; the prompt message is used for prompting the first client to execute the game operation of the target step after a second preset time length, the second preset time length is smaller than a first preset time length, and the first preset time length is a limiting time length set by the game played by the first client as the game operation of the target step;
the display unit 903 is configured to display the prompt information through the first client.
The specific manner in which the various modules perform the operations and their advantageous effects have been described in detail in relation to the apparatus of the above embodiments, and will not be explained in detail here.
The embodiment of the present disclosure further provides another processing apparatus for live interaction, which may be configured in a first client, as shown in fig. 8, and the apparatus may include a sending unit 1001 and a control unit 1002, where:
the sending unit 1001 is configured to send, by a first client, a game progress situation to a server when a live game is started, where the game progress situation is used as a basis for the server to generate a target problem for indicating that a game operation for a target step of the first client is to be predicted, and the target problem is to be pushed to a second client;
The control unit 1002 is configured to prohibit execution of the game operation of the target step within a second preset time period based on control of the server, where the second preset time period is smaller than a first preset time period, and the first preset time period is a limit time period set by the game played by the first client for the game operation of the target step.
The specific manner in which the various modules perform the operations and their advantageous effects have been described in detail in relation to the apparatus of the above embodiments, and will not be explained in detail here.
Based on the same inventive concept, the embodiment of the present disclosure further provides a server, which is specifically described in detail with reference to fig. 9.
Fig. 9 is a block diagram illustrating a structure of a server according to an exemplary embodiment.
As shown in fig. 9, the server is capable of implementing a structural diagram of an exemplary hardware architecture of the server according to the information processing method and the information processing apparatus in the embodiments of the present disclosure. The server may refer to the electronic device and the server in the embodiments of the present disclosure.
The server may include a processor 1201 and a memory 1202 storing computer program instructions.
In particular, the processor 1201 may include a Central Processing Unit (CPU), or an application specific integrated circuit (application specific integrated circuit, ASIC), or may be configured to implement one or more integrated circuits of embodiments of the present application.
Memory 1202 may include mass storage for information or instructions. By way of example, and not limitation, memory 1202 may include a Hard Disk Drive (HDD), floppy disk drive, flash memory, optical disk, magneto-optical disk, magnetic tape, or universal serial bus (universal serial bus, USB) drive, or a combination of two or more of these. Memory 1202 may include removable or non-removable (or fixed) media where appropriate. The memory 1202 may be internal or external to the integrated gateway device, where appropriate. In a particular embodiment, the memory 1202 is a non-volatile solid-state memory. In particular embodiments, memory 1202 includes Read Only Memory (ROM). The ROM may be mask programmed ROM, programmable ROM (PROM), erasable PROM (EPROM), electrically Erasable PROM (EEPROM), electrically rewritable ROM (EAROM), or flash memory, or a combination of two or more of these, where appropriate.
The processor 1201 executes the computer program instructions stored in the memory 1202 by reading and executing the following steps:
pushing a target question to a second client for playing the live game initiated by the first client so as to enable the second client to display the target question, wherein the target question is used for indicating a game operation of a target step aiming at the first client to predict;
before the first client executes the game operation of the target step, receiving the input operation of the second client to obtain an answer of the second client to the target question;
after the first client performs the game operation of the target step, different feedback information is provided to the second client according to whether the answer is correct.
In one example, the step of the processor 1201 executing the push target question to a second client playing a live game initiated by a first client includes:
acquiring a game progress situation of a first client;
and generating a target problem according to the game progress condition of the first client.
In one example, the step of obtaining a game progress status of the first client includes:
acquiring a game live broadcast picture of a first client;
and executing image recognition on the live game picture to determine the progress condition of the game.
In one example, where the game played by the first client is a chess game, the step of the processor 1201 executing the objective question according to the game progress status of the first client includes:
identifying the remaining chess and cards of the first client;
selecting a target chess and card from the remaining chess and cards to generate a target problem, wherein the target problem is used for predicting whether the first client will play the target chess and card in the next step.
In one example, before the step of pushing the target question to the second client playing the live game initiated by the first client, the processor 1201 further performs:
obtaining a limit time length set by a game operation of taking a game live by a first client as a target step, and obtaining a first preset time length;
determining a second preset time length according to the first preset time length, wherein the second preset time length is smaller than the first preset time length;
after the second preset time length is obtained, pushing prompt information to the first client so that the first client displays the prompt information, wherein the prompt information is used for prompting the first client to execute the game operation of the target step after the second preset time length;
or after the second preset time period is obtained, controlling the first client to prohibit the game operation of the target step from being executed within the second preset time period.
In one example, the step of the processor 1201 executing the push target question to a second client playing a live game initiated by a first client includes: controlling a second client to pop up a target control for displaying the target problem;
the step of receiving an input operation of the second client comprises: and receiving input operation of the second client side aiming at the target control.
In one example, where the target control includes a plurality of answer candidates, the step of processor 1201 performing the step of receiving an input operation of the second client for the target control includes: a selection of a second client for a plurality of answer candidates is received.
In one example, after receiving the input operation of the second client, or after the first client performs the game operation of the target step, the processor 1201 further performs:
and controlling the second client to stop displaying the target control.
In one example, the step of the processor 1201 executing the push target question to a second client playing a live game initiated by a first client includes: controlling the second client to display a simulation operation interface which is the same as the operation interface of the first client;
the step of the processor 1201 performing the receiving the input operation of the second client includes: and receiving input operation of the second client side aiming at the simulation operation interface.
In one example, the step of processor 1201 performing providing different feedback information to the second client based on whether the answer is correct includes:
and providing the virtual rewarding resource for the second client side under the condition that the answer of the second client side is correct.
In one example, where the answer of the second client is correct, the processor 1201 further performs, prior to the step of providing the virtual bonus resource to the second client:
obtaining answers of all clients participating in answering the target questions;
and determining the quantity of the virtual rewarding resources provided for the second client according to the correct rate of the answers of all the clients answering the target questions.
In one example, the step of processor 1201 performing providing different feedback information to the second client based on whether the answer is correct includes:
obtaining answers of all clients aiming at all target questions in the game live broadcast process of the first client, and obtaining answer records;
according to the answer records, sequencing all clients according to the answer times and/or the answer accuracy;
judging whether to provide virtual rewarding resources for the second client according to the ordering result of the second client;
and providing corresponding feedback information for the second client according to the judging result.
In one example, the server may also include a transceiver 1203 and a bus 1204. In which, as shown in fig. 9, the processor 1201, the memory 1202 and the transceiver 1203 are connected via a bus 1204 and communicate with each other.
Bus 1204 includes hardware, software, or both. By way of example, and not limitation, the buses may include an Accelerated Graphics Port (AGP) or other graphics bus, an Enhanced Industry Standard Architecture (EISA) bus, a Front Side Bus (FSB), a HyperTransport (HT) interconnect, an Industry Standard Architecture (ISA) bus, an infiniband interconnect, a Low Pin Count (LPC) bus, a memory bus, a micro channel architecture (MCa) bus, a Peripheral Control Interconnect (PCI) bus, a PCI-Express (PCI-X) bus, a Serial Advanced Technology Attachment (SATA) bus, a video electronics standards association local (VLB) bus, or other suitable bus, or a combination of two or more of the above. Bus 1003 may include one or more buses, where appropriate. Although embodiments of the present application describe and illustrate a particular bus, the present application contemplates any suitable bus or interconnect.
Based on the same inventive concept, the embodiments of the present disclosure also provide a computer-readable storage medium, which when instructions in the computer-readable storage medium are executed by a processor of a server, enable the server to perform a processing method of live interaction as provided by the embodiments of the present disclosure.
Based on the same inventive concept, the embodiments of the present disclosure further provide a computer program product, including a computer program/instruction, which when executed by a processor, implements the processing method for live interaction provided by the embodiments of the present disclosure.
Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. This application is intended to cover any adaptations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.
It is to be understood that the present disclosure is not limited to the precise arrangements and instrumentalities shown in the drawings, and that various modifications and changes may be effected without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims (33)

1. The processing method of live interaction is characterized by comprising the following steps:
pushing a target problem to a second client for playing a live game initiated by a first client so that the second client displays the target problem, wherein the target problem is used for indicating a game operation of a target step of the first client to predict;
Before the first client performs the game operation of the target step, receiving an answer of the second client to the target question;
after the first client executes the game operation of the target step, different feedback information is provided for the second client according to whether the answer is correct or not;
wherein, before the step of pushing the target question to the second client playing the live game initiated by the first client, the method further comprises:
acquiring a limit time length set by the game live by the first client for the game operation of the target step, and acquiring a first preset time length;
determining a second preset time length according to the first preset time length, wherein the second preset time length is smaller than the first preset time length;
after the second preset duration is obtained, pushing prompt information to the first client so that the first client displays the prompt information, wherein the prompt information is used for prompting the first client to execute the game operation of the target step after the second preset duration;
or after the second preset time period is obtained, controlling the first client to prohibit the game operation of the target step from being executed within the second preset time period.
2. The method for processing live interaction according to claim 1, wherein the step of pushing the target question to the second client playing the live game initiated by the first client includes:
acquiring the game progress condition of the first client;
and generating the target problem according to the game progress condition of the first client.
3. The method for processing live interaction according to claim 2, wherein the step of obtaining the game progress condition of the first client includes:
acquiring a game live broadcast picture of the first client;
and executing image recognition on the game live broadcast picture to determine the game progress condition.
4. The method for processing live interaction according to claim 3, wherein, in the case that the game played by the first client is a chess game, the step of generating the target problem according to the game progress of the first client includes:
identifying the remaining chess and cards of the first client;
selecting target cards from the remaining cards to generate the target questions, wherein the target questions are used for predicting whether the first client will play the target cards in the next step.
5. The method according to claim 1, wherein the step of providing different feedback information to the second client according to whether the answer is correct comprises:
and providing virtual rewarding resources for the second client side under the condition that the answer of the second client side is correct.
6. The method according to claim 5, wherein in case the answer of the second client is correct, before the step of providing virtual rewards resources to the second client, the method further comprises:
obtaining answers of all clients participating in answering the target questions;
and determining the quantity of the virtual rewarding resources provided for the second client according to the correct rate of the answers of all the clients answering the target questions.
7. The method according to claim 1, wherein the step of providing different feedback information to the second client according to whether the answer is correct comprises:
obtaining answers of all clients aiming at all target questions in the game live broadcast process of the first client, and obtaining answer records;
According to the answer records, ordering all clients according to the answer times and/or the answer accuracy;
judging whether to provide virtual rewarding resources for the second client according to the ordering result of the second client;
and providing corresponding feedback information for the second client according to the judging result.
8. The processing method of live interaction is characterized by comprising the following steps:
the second client receives a target problem pushed by the server under the condition of playing the live game started by the first client; wherein the target question is generated according to a game progress situation of the first client, and the target question is used for indicating a game operation of a target step of the first client to predict;
the second client sends an answer of the second client to the target question to the server;
the second client receives feedback information provided by the server after determining that the first client performs the game operation of the target step; the feedback information corresponds to a judging result of whether the answer is correct or not, the game operation of the target step is performed by the first client after a second preset time length according to the prompt information sent by the server, the second preset time length is smaller than a first preset time length, and the first preset time length is a limiting time length set by the game played by the first client for the game operation of the target step.
9. The method for processing live interaction according to claim 8, wherein after the step of receiving the target question pushed by the server, the method further comprises:
the second client pops up a target control for displaying the target problem;
the step of sending, by the second client, an answer to the target question to the server includes: the second client receives input operation of the second client for the target control, wherein the input operation is used for indicating an answer of the second client for the target question; and the second client sends an answer of the second client to the target question to the server based on the input operation.
10. The method for processing live interaction according to claim 9, wherein the target control includes a plurality of answer candidates, and the step of receiving, by the second client, an input operation of the second client with respect to the target control includes: and acquiring selection operations of the second client side for the answer candidates.
11. The method for processing live interaction according to claim 9, wherein after the second client receives the input operation of the second client for the target control, or after the second client determines that the first client performs the game operation of the target step, the method further comprises:
And the second client stops displaying the target control.
12. The method for processing live interaction according to claim 9, wherein the method further comprises the steps of,
the step of popping up the target control for displaying the target problem by the second client comprises the following steps: the second client displays a simulation operation interface which is the same as the operation interface of the first client;
the step of receiving, by the second client, an input operation of the second client for the target control includes: the second client receives the input operation for the simulated operation interface.
13. The method of processing live interaction of claim 8, wherein the step of the second client receiving feedback information provided by the server after determining that the first client performs the game operation of the target step comprises:
and under the condition that the answer sent by the second client is correct, the second client receives the virtual rewarding resource provided by the server.
14. The processing method of live interaction is characterized by comprising the following steps:
the method comprises the steps that under the condition that a first client starts live game broadcasting, a game progress condition is sent to a server, wherein the game progress condition is used as a basis for generating a target problem by the server, the target problem is used for indicating a game operation of a target step of the first client to predict, and the target problem is used for being pushed to a second client;
The first client receives prompt information pushed by the server; the prompt message is used for prompting the first client to execute the game operation of the target step after a second preset time length, the second preset time length is smaller than a first preset time length, and the first preset time length is a limiting time length set by the game played by the first client as the game operation of the target step;
and the first client displays the prompt information.
15. The processing method of live interaction is characterized by comprising the following steps:
the method comprises the steps that under the condition that a first client starts live game broadcasting, a game progress condition is sent to a server, wherein the game progress condition is used as a basis for generating a target problem by the server, the target problem is used for indicating a game operation of a target step of the first client to predict, and the target problem is used for being pushed to a second client;
and the first client prohibits the game operation of the target step from being executed within a second preset time length based on the control of the server, wherein the second preset time length is smaller than a first preset time length, and the first preset time length is a limiting time length set by the game played by the first client for the game operation of the target step.
16. A live interaction processing device, comprising:
a first pushing unit configured to perform pushing of a target question to a second client playing a live game initiated by a first client, so that the second client displays the target question, wherein the target question is used for indicating a game operation of a target step for the first client to predict;
a first receiving unit configured to receive an answer to the target question from the second client before the first client performs the game operation of the target step;
a first feedback unit configured to provide different feedback information to the second client according to whether the answer is correct or not after the first client performs the game operation of the target step;
the apparatus further comprises:
the third obtaining unit is configured to obtain a limit duration set by a game live-broadcast of the first client for a game operation of the target step before pushing the target problem step to a second client for playing the game live-broadcast initiated by the first client, so as to obtain a first preset duration;
a second determining unit configured to determine a second preset duration according to the first preset duration, wherein the second preset duration is smaller than the first preset duration;
A second pushing unit or a first control unit; the second pushing unit is configured to perform pushing prompt information to the first client after the second preset duration is obtained, so that the first client displays the prompt information, wherein the prompt information is used for prompting the first client to execute countdown information of the game operation of the target step; the first control unit is configured to execute, after the second preset duration is obtained, control the first client to prohibit execution of the game operation of the target step within the second preset duration, where the second preset duration is less than a first preset duration, and the first preset duration is a limit duration set by the game live by the first client for the game operation of the target step.
17. The live interaction processing device of claim 16, wherein the first pushing unit comprises:
a first acquisition unit configured to perform acquisition of a game progress situation of the first client;
a first generation unit configured to perform generation of the objective problem according to a game progress situation of the first client.
18. The processing device for live interaction according to claim 17, wherein the first obtaining unit comprises:
a second acquisition unit configured to perform acquisition of a game live-broadcast picture of the first client;
and the first determining unit is configured to perform image recognition on the game live broadcast picture so as to determine the game progress condition.
19. The apparatus according to claim 18, wherein in the case where the game played by the first client is a chess game, the first generating unit includes:
an identification unit configured to perform identification of remaining cards of the first client;
and the second generation unit is configured to select target cards from the remaining cards so as to generate the target questions, wherein the target questions are used for predicting whether the first client can play the target cards in the next step.
20. The live interaction processing device of claim 16, wherein the first feedback unit comprises:
and the second feedback unit is configured to execute the step of providing the virtual rewarding resource for the second client side under the condition that the answer of the second client side is correct.
21. The live interaction processing device of claim 20, wherein the device further comprises:
a fourth obtaining unit configured to perform obtaining answers of all clients participating in answering the target question before providing the virtual rewards resource to the second client;
and a third determining unit configured to determine the number of virtual bonus resources provided to the second client according to the correct rates of answers of all clients that answer the target question.
22. The live interaction processing device of claim 16, wherein the first feedback unit comprises:
a fifth obtaining unit, configured to obtain answers to all target questions of all clients in the game live broadcast process of the first client, so as to obtain answer records;
the ordering unit is configured to perform ordering on all clients according to the answer records and/or the answer accuracy;
a judging unit configured to execute judgment of whether to provide virtual bonus resources to the second client according to the ordering result of the second client;
and the third feedback unit is configured to provide corresponding feedback information for the second client according to the judging result.
23. A live interaction processing device, comprising:
the first receiving unit is configured to receive a target problem pushed by the server under the condition that the second client plays the live game started by the first client; wherein the target question is generated according to a game progress situation of the first client, and the target question is used for indicating a game operation of a target step of the first client to predict;
a first transmitting unit configured to transmit an answer to the target question by the second client to the server through the second client;
a second receiving unit configured to receive, by the second client, feedback information provided by the server after determining that the first client performs the game operation of the target step; the feedback information corresponds to a judging result of whether the answer is correct or not, the game operation of the target step is performed by the first client after a second preset time length according to the prompt information sent by the server, the second preset time length is smaller than a first preset time length, and the first preset time length is a limiting time length set by the game played by the first client for the game operation of the target step.
24. The apparatus for processing live interaction of claim 23,
the apparatus further comprises: the display unit is configured to pop up a target control for displaying the target problem through the second client after the step of receiving the target problem pushed by the server;
the first transmitting unit includes: a third receiving unit configured to receive, by the second client, an input operation of the second client for the target control, where the input operation is used to instruct the second client to answer to the target question; and a second transmission unit configured to transmit an answer to the target question by the second client to the server based on the input operation.
25. The apparatus for processing live interaction according to claim 24, wherein the target control includes a plurality of answer candidates, and the third receiving unit includes: and the acquisition unit is configured to acquire the selection operation of the second client side for the answer candidates.
26. The live interaction processing device of claim 24, wherein the device further comprises:
The display unit is configured to stop displaying the target control after the second client receives the input operation of the second client on the target control or after the second client determines that the first client executes the game operation of the target step.
27. The apparatus for processing live interaction of claim 24,
the display unit is further configured to display a simulated operation interface identical to the operation interface of the first client;
the first transmitting unit is further configured to receive the input operation for the analog operation interface.
28. The processing device for live interaction according to claim 23, wherein the second receiving unit is further configured to receive the virtual rewards resource provided by the server if the answer sent by the second client is correct.
29. A live interaction processing device, comprising:
a sending unit configured to send a game progress situation to a server through a first client under the condition of starting a live game, wherein the game progress situation is used as a basis for generating a target problem by the server, the target problem is used for indicating a game operation of a target step for the first client to predict, and the target problem is used for being pushed to a second client;
The receiving unit is configured to receive prompt information pushed by the server; the prompt message is used for prompting the first client to execute the game operation of the target step after a second preset time length, the second preset time length is smaller than a first preset time length, and the first preset time length is a limiting time length set by the game played by the first client as the game operation of the target step;
and the display unit is configured to display the prompt information through the first client.
30. A live interaction processing device, comprising:
a sending unit configured to send a game progress situation to a server through a first client under the condition of starting a live game, wherein the game progress situation is used as a basis for generating a target problem by the server, the target problem is used for indicating a game operation of a target step for the first client to predict, and the target problem is used for being pushed to a second client;
and the control unit is configured to prohibit the game operation of the target step from being executed within a second preset time period based on the control of the server, wherein the second preset time period is smaller than a first preset time period, and the first preset time period is a limiting time period set by the game played by the first client for the game operation of the target step.
31. A server, comprising:
a processor;
a memory for storing the processor-executable instructions;
wherein the processor is configured to execute the instructions to implement the method of processing live interaction of any of claims 1 to 15.
32. A computer readable storage medium, which when executed by a processor of a server, causes the server to perform the method of processing live interaction of any of claims 1 to 15.
33. A computer program product comprising computer programs/instructions which, when executed by a processor, implement the method of processing live interaction of any of claims 1-15.
CN202110338939.9A 2021-03-30 2021-03-30 Live interaction processing method, device and server Active CN113101673B (en)

Priority Applications (2)

Application Number Priority Date Filing Date Title
CN202110338939.9A CN113101673B (en) 2021-03-30 2021-03-30 Live interaction processing method, device and server
PCT/CN2021/128482 WO2022205901A1 (en) 2021-03-30 2021-11-03 Live interaction processing method and device

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202110338939.9A CN113101673B (en) 2021-03-30 2021-03-30 Live interaction processing method, device and server

Publications (2)

Publication Number Publication Date
CN113101673A CN113101673A (en) 2021-07-13
CN113101673B true CN113101673B (en) 2024-02-09

Family

ID=76713126

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202110338939.9A Active CN113101673B (en) 2021-03-30 2021-03-30 Live interaction processing method, device and server

Country Status (2)

Country Link
CN (1) CN113101673B (en)
WO (1) WO2022205901A1 (en)

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN113101673B (en) * 2021-03-30 2024-02-09 北京达佳互联信息技术有限公司 Live interaction processing method, device and server

Citations (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN105169697A (en) * 2015-07-28 2015-12-23 上海斐讯数据通信技术有限公司 Mahjong tile winning control method and system based on mobile terminal
CN106182006A (en) * 2016-08-09 2016-12-07 北京光年无限科技有限公司 Chess and card interaction data processing method and device towards intelligent robot
CN107454436A (en) * 2017-09-28 2017-12-08 广州酷狗计算机科技有限公司 Interactive approach, device, server and storage medium
CN108347650A (en) * 2018-01-29 2018-07-31 广州虎牙信息科技有限公司 A kind of method, apparatus, storage medium and the electronic equipment of determining interactive result
CN109286852A (en) * 2018-11-09 2019-01-29 广州酷狗计算机科技有限公司 The contest method and device of direct broadcasting room
CN110366023A (en) * 2019-06-10 2019-10-22 北京字节跳动网络技术有限公司 A kind of living broadcast interactive method, apparatus, medium and electronic equipment
CN110505491A (en) * 2019-07-16 2019-11-26 北京达佳互联信息技术有限公司 A kind of processing method of live streaming, device, electronic equipment and storage medium
CN111246225A (en) * 2019-12-25 2020-06-05 北京达佳互联信息技术有限公司 Information interaction method and device, electronic equipment and computer readable storage medium
CN111240544A (en) * 2020-01-06 2020-06-05 腾讯科技(深圳)有限公司 Data processing method, device and equipment for virtual scene and storage medium

Family Cites Families (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US7632186B2 (en) * 2005-11-21 2009-12-15 Microsoft Corporation Spectator mode for a game
US8579686B2 (en) * 2011-04-21 2013-11-12 The Predictor Llc Gaming event prediction system and method
WO2019193610A2 (en) * 2018-04-06 2019-10-10 Novi Digital Entertainment Private Limited Synchronization of online gaming environment with video streaming of a live event
CN110881144B (en) * 2018-09-05 2022-06-21 武汉斗鱼网络科技有限公司 Data processing method based on live broadcast platform and related equipment
CN112565798A (en) * 2020-10-28 2021-03-26 腾讯科技(深圳)有限公司 Live broadcast interaction realization method and computer readable storage medium
CN113101673B (en) * 2021-03-30 2024-02-09 北京达佳互联信息技术有限公司 Live interaction processing method, device and server

Patent Citations (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN105169697A (en) * 2015-07-28 2015-12-23 上海斐讯数据通信技术有限公司 Mahjong tile winning control method and system based on mobile terminal
CN106182006A (en) * 2016-08-09 2016-12-07 北京光年无限科技有限公司 Chess and card interaction data processing method and device towards intelligent robot
CN107454436A (en) * 2017-09-28 2017-12-08 广州酷狗计算机科技有限公司 Interactive approach, device, server and storage medium
CN108347650A (en) * 2018-01-29 2018-07-31 广州虎牙信息科技有限公司 A kind of method, apparatus, storage medium and the electronic equipment of determining interactive result
CN109286852A (en) * 2018-11-09 2019-01-29 广州酷狗计算机科技有限公司 The contest method and device of direct broadcasting room
CN110366023A (en) * 2019-06-10 2019-10-22 北京字节跳动网络技术有限公司 A kind of living broadcast interactive method, apparatus, medium and electronic equipment
CN110505491A (en) * 2019-07-16 2019-11-26 北京达佳互联信息技术有限公司 A kind of processing method of live streaming, device, electronic equipment and storage medium
CN111246225A (en) * 2019-12-25 2020-06-05 北京达佳互联信息技术有限公司 Information interaction method and device, electronic equipment and computer readable storage medium
CN111240544A (en) * 2020-01-06 2020-06-05 腾讯科技(深圳)有限公司 Data processing method, device and equipment for virtual scene and storage medium

Also Published As

Publication number Publication date
WO2022205901A1 (en) 2022-10-06
CN113101673A (en) 2021-07-13

Similar Documents

Publication Publication Date Title
US20200324203A1 (en) Interactive events platform
CN109068182B (en) Live broadcast room entering method, system, terminal and device for playing game based on live broadcast
CN113058270B (en) Live interaction method and device, storage medium and electronic equipment
US8413206B1 (en) Participating in television programs
CN102843599B (en) Interaction method and system of television program
CN111787015B (en) Game live broadcast interaction system, data processing method and device
CN113411624B (en) Game live broadcast interaction method and device, electronic equipment and storage medium
CN113382274B (en) Data processing method and device, electronic equipment and storage medium
CN109395383B (en) Game scoring method and device
CN107930129B (en) Communication method, medium, device and computing equipment based on virtual scene
CN111867693A (en) Transmission server, transmission system, transmission method, and program
US20140011594A1 (en) Electronic Social Trivia Game and Computer Application and Related Methods
CN113101673B (en) Live interaction processing method, device and server
CN111950670A (en) Virtual interaction task execution method and device, storage medium and electronic device
CN110267056B (en) Live broadcast method, device system and computer storage medium
CN111314785A (en) Interactive management method and device
CN114501047A (en) Virtual resource interaction method and device, storage medium and electronic device
KR102384182B1 (en) Method, apparatus and computer program for providing bidirectional interaction broadcasting service with viewer participation
CN110417728B (en) Online interaction method, device, medium and electronic equipment
CN113194321B (en) Interaction method and interaction device for live broadcast room, electronic equipment and storage medium
CN112957739A (en) Game live broadcast processing method, device and system
CN110855546A (en) Activity distribution method, device and equipment
JP6746151B1 (en) Betting acceptance device, betting acceptance method and program
KR101627032B1 (en) Method, systme for selection event in online game and recording medium for the same
US20230405472A1 (en) Coordinating a Multi-Player Game

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant