WO2021168619A1 - Information pushing method and apparatus, electronic device, and computer readable medium - Google Patents

Information pushing method and apparatus, electronic device, and computer readable medium Download PDF

Info

Publication number
WO2021168619A1
WO2021168619A1 PCT/CN2020/076461 CN2020076461W WO2021168619A1 WO 2021168619 A1 WO2021168619 A1 WO 2021168619A1 CN 2020076461 W CN2020076461 W CN 2020076461W WO 2021168619 A1 WO2021168619 A1 WO 2021168619A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
type
character
user
mode
Prior art date
Application number
PCT/CN2020/076461
Other languages
French (fr)
Chinese (zh)
Inventor
郭子亮
Original Assignee
深圳市欢太科技有限公司
Oppo广东移动通信有限公司
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 深圳市欢太科技有限公司, Oppo广东移动通信有限公司 filed Critical 深圳市欢太科技有限公司
Priority to CN202080092595.1A priority Critical patent/CN114945915A/en
Priority to PCT/CN2020/076461 priority patent/WO2021168619A1/en
Publication of WO2021168619A1 publication Critical patent/WO2021168619A1/en

Links

Images

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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/90Details of database functions independent of the retrieved data types
    • G06F16/95Retrieval from the web
    • G06F16/953Querying, e.g. by the use of web search engines
    • G06F16/9535Search customisation based on user profiles and personalisation

Definitions

  • This application relates to the field of information technology, and more specifically, to an information push method, device, electronic equipment, and computer-readable medium.
  • This application proposes an information push method, device, electronic equipment, and computer readable medium to improve the above-mentioned drawbacks.
  • an embodiment of the present application provides an information push method, including: acquiring a game mode that a user is interested in, the game mode being determined by game data generated by the user operating a target game application, the The game mode includes a player battle mode and a non-player battle mode; the game application to be pushed is determined according to the game mode; the game application to be pushed is pushed to the user.
  • an embodiment of the present application also provides an information pushing device, which includes: an acquiring unit, a determining unit, and a pushing unit.
  • the acquiring unit is configured to acquire the game mode that the user is interested in, the game mode being determined by the game data generated by the user operating the target game application, and the game mode includes a player-to-player battle mode and a non-player-to-player battle mode;
  • determining The unit is configured to determine the game application to be pushed according to the game mode;
  • the pushing unit is configured to push the game application to be pushed to the user.
  • an embodiment of the present application also provides an electronic device, including: one or more processors; a memory; one or more application programs, wherein the one or more application programs are stored in the memory And is configured to be executed by the one or more processors, and the one or more application programs are configured to execute the foregoing method.
  • the embodiments of the present application also provide a computer-readable medium, the readable storage medium storing a program code executable by a processor, and when the program code is executed by the processor, the processor Perform the above method.
  • the information push method, device, electronic equipment, and computer-readable medium provided in this application determine the user’s game mode in advance based on the game data generated by the user operating the target game application.
  • the game mode can reflect the user’s operation of the target game application. His interest is player versus non-player versus challenge, which can reflect the user's preference for interaction with other users or the challenge of in-game non-player versus battle.
  • the game application to be pushed is determined according to the game mode and pushed to the user, so that the pushed game application can be pushed according to the user's game data and mode preferences, not just according to the category, which improves the push of the game application The accuracy of the procedure.
  • FIG. 1 shows an application scenario diagram of an information push method and device provided by an embodiment of the present application
  • Figure 2 shows a download interface of a game application provided by an embodiment of the present application
  • Figure 3 shows a detailed interface of a game application provided by an embodiment of the present application
  • FIG. 4 shows a method flowchart of an information push method provided by an embodiment of the present application
  • FIG. 5 shows a schematic diagram of display content corresponding to a game application to be pushed provided by an embodiment of the present application
  • FIG. 6 shows a schematic diagram of display content corresponding to a game application to be pushed provided by another embodiment of the present application
  • FIG. 7 shows a method flowchart of an information push method provided by another embodiment of the present application.
  • FIG. 8 shows a method flowchart of an implementation manner of S720 in FIG. 7;
  • FIG. 9 shows a method flowchart of another implementation manner of S720 in FIG. 7;
  • FIG. 10 shows a method flowchart of an information pushing method provided by another embodiment of the present application.
  • FIG. 11 shows a method flowchart of an information push method provided by still another embodiment of the present application.
  • FIG. 12 shows a schematic diagram of a data collection system provided by an embodiment of the present application.
  • FIG. 13 shows a block diagram of a module of an information pushing device provided by an embodiment of the present application
  • FIG. 14 shows a block diagram of a module of an information pushing device provided by another embodiment of the present application.
  • FIG. 15 shows a block diagram of a module of an information pushing device provided by another embodiment of the present application.
  • FIG. 16 shows a block diagram of a module of an information pushing device provided by still another embodiment of the present application.
  • FIG. 17 shows a schematic diagram of an electronic device provided by an embodiment of the present application.
  • FIG. 18 is a storage unit for storing or carrying program code for implementing the information pushing method according to the embodiment of the present application according to an embodiment of the present application.
  • FIG. 1 shows an application scenario diagram of the information pushing method and device provided by the embodiments of the present application.
  • the electronic device 100 and the server 200 are located in a wireless network or a wired network, and the electronic device 100 and the server 200 perform data interaction.
  • the electronic device 100 may be a mobile terminal device, for example, it may include a smart phone, a tablet computer, an e-book reader, a laptop portable computer, a vehicle-mounted computer, a wearable mobile terminal, and so on.
  • the client is installed in the electronic device 100, for example, it may be an application installed in the electronic device 100.
  • the client is an application center client
  • the application center client is Service software
  • users can download new applications through the application center client, and can also update and start an installed application.
  • the user logs in through an account on the application center client, and all information corresponding to the account can be stored in the storage space of the server 200.
  • the server 200 may be a separate server, or a server cluster, and may be a local server or a cloud server.
  • the login account of the application center client is bound to the mobile terminal currently installed with the application center client, and the server can store relevant data of the application in the mobile terminal, for example, information such as the installed application and the version number of the application .
  • the application center client includes multiple interfaces, different interfaces display different content, and the types of different interfaces are not the same.
  • some of the interfaces are game application display interfaces, as shown in Figure 2, which shows the download interface of the game application on the client side of the application center.
  • the game application display interface there are generally multiple game applications and Some recommended content.
  • icon 1, icon 2, icon 3, and icon 4 in Figure 2 represent different game applications.
  • the detail interface of the corresponding game application program specifically, as shown in FIG. 3, shows the detail interface of the game application program corresponding to icon 1, which is the next level interface of the interface shown in FIG. 2.
  • the content displayed on this interface is the content corresponding to the application APP1.
  • “details” is the description of application APP1
  • “comments” are comments for APP1.
  • the "install” button at the bottom of the interface is used when the user operates , Install the application APP1 on the electronic device 100 corresponding to the client terminal of the application center.
  • the server 200 can collect the game data of the user in the user terminal.
  • the game data of the user for the game application installed in the user terminal can be collected by the server 200, and provide the user with the collected game data.
  • the terminal pushes the game application, and the application corresponding to the icon in the interface as shown in FIG. 2 is the game application pushed by the server for the user terminal.
  • the inventor found in research that in the existing solutions, when pushing games for users, it is basically based on the category of the game played by the user (first-level category, second-level category, third-level category, etc.) ) And pushed.
  • the game played by the user is chess and card games, and then the chess and card games will be pushed to the user, which is not accurate enough. Therefore, because the current technical solution is based on relatively coarse-grained game categories for related game push, it cannot describe which game users really like, which game under which game they like, which character they like, etc. As a result, the pushed games are not accurate enough, and the conversion rate of users' installation, download and use is low.
  • an embodiment of the present application provides an information push method applied to the above electronic device to improve the accuracy of pushing game applications to users and increase the conversion rate of users installing pushed game applications.
  • the method includes: S401 to S403.
  • S401 Acquire game modes that the user is interested in.
  • the game mode includes a player versus game mode and a non-player versus game mode.
  • the player-versus-player mode refers to the player-versus-player (PVP), that is, the interactive competition formed by players using game resources to attack each other.
  • the player battle mode may be a mode in which the player battles with other players in the game, and can receive rewards such as experience, game coins, points, etc. when the battle wins.
  • the non-player battle mode refers to a mode other than the player battle mode.
  • the non-player battle mode may be a story mode, a monster (BOSS) challenge mode, or a mission mode.
  • the non-player battle mode may be a player vs environment (PVE) mode, that is, in the game, the player challenges the NPC monsters and BOSS controlled by the game program.
  • PVE is sometimes called a player vs computer (PVC).
  • PVC player vs computer
  • players can swipe a copy or challenge a boss in the game.
  • the game mode is determined by the game data generated by the user operating the target game application.
  • the server can obtain game data generated when the user operates the game, and the game data can reflect the user's operation on the game.
  • user information the operation includes the data generated by the user operating the game, for example, the time and number of times to kill the boss, the time spent in different game scenes, the role of the game and the information corresponding to the role, through the game
  • the data can determine the user's operations in the game, and thus can determine the game mode that the user is interested in.
  • the specific implementation manner for determining the game mode that the user is interested in based on the game data can refer to the subsequent embodiments, which will not be repeated here.
  • the target game application program may be an application program installed in the user terminal, and its category is a game category.
  • the implementation manner for the server to obtain the target game application program may be as follows: The game data of the application and the game account are sent to the server, and the server stores the game data and the game account.
  • the target game application may be at least one of all game applications installed in the user terminal.
  • the target game application may be the game application that has been used the longest or most frequently by the user among all the game applications installed in the user terminal.
  • the target game application may be the most recently installed game application among all game applications installed in the user terminal.
  • S402 Determine the game application to be pushed according to the game mode.
  • the game mode that the user is interested in is a player battle mode, it means that the user is more interested in the gameplay of battles with other users, and some battle games can be used as game applications to be pushed.
  • the game mode that the user is interested in is a non-player battle mode, it means that the user is more interested in the game's plot, mission or copy and other gameplay, but has low interest in player battles, so you can put non-player games as pending
  • the game application specifically, a story-type game, for example, a role-playing game, can be used as a game application to be pushed.
  • the corresponding relationship between the game mode and the game type can be obtained in advance, and the game application to be pushed is determined according to the corresponding relationship.
  • the game application to be pushed is determined according to the corresponding relationship.
  • the push content may be determined according to the game application to be pushed, and the push content includes an identifier of the game application to be pushed.
  • the identifier of the game application to be pushed may include identity information such as the name and package name of the game application to be pushed.
  • the push content also includes description content of the game application to be pushed, and the description content is used to describe the game application to be pushed, and may be an introduction to the game application to be pushed.
  • the server determines the pushed content according to the game application to be pushed, sends the pushed content to the user terminal, and the user terminal displays the pushed content in a preset interface.
  • the preset interface may be a designated interface in the target game application.
  • the specified interface may be a loading interface, and the loading interface may be an interface when the game loads the specified data.
  • the loading interface may be the interface displayed when the game loads the copy.
  • the display content corresponding to the game application to be pushed is displayed on the loading interface.
  • the display content can be the content sent by the server, or generated by the user terminal or the target application based on the content sent by the server.
  • the display content includes the identifier of the game application to be pushed and the description content of the game application to be pushed.
  • the title of APP1 includes the identification of APP1.
  • the title may be the identification of APP1 or content related to the identification of APP1, for example, it may be a promotion title that includes the identification of APP1.
  • APP1 is a game application to be pushed.
  • the display content also includes the description content of APP1, and the description content may include content such as the introduction and comments of APP1, and the user can learn about APP1 through the description content.
  • the display content also includes a picture corresponding to APP1.
  • the picture can be a screenshot of the interface in APP1.
  • it can be a screenshot of a game or a promotional picture of APP1.
  • the picture in Figure 5 can be a dynamic picture.
  • a picture or a video, the dynamic picture or video may be a game animation in APP1 or a screen recording content for the APP1.
  • the game application to be pushed can be known through the display content displayed on the loading interface while waiting for the loading.
  • the preset interface may also be an interface of the aforementioned application center client.
  • the preset interface may be a push interface of a game application of the application center client.
  • the push interface of the game application may be a download interface of a game application of the application center client.
  • FIG. 6 there are multiple game application icons displayed on the push interface of the game application, and each icon corresponds to an install button, and the user can click the install button corresponding to a certain icon to install the application corresponding to the icon.
  • the display content corresponding to the game application to be pushed is displayed in the upper area of the push interface of the game application, that is, at the top of the page, that is, along the direction from the top to the bottom of the page.
  • the first content displayed is the game application to be pushed
  • the display content corresponding to the program is the game application to be pushed.
  • FIGS. 5 and 6 only show one game application, and the game application to be pushed may include multiple game applications, and the corresponding display content may be the display content corresponding to the multiple game applications.
  • an embodiment of the present application provides an information pushing method, which is applied to the above electronic device, and is used to improve the accuracy of pushing game applications to users and increase the conversion rate of users installing pushed game applications.
  • the method includes: S710 to S740.
  • S710 Acquire a game character corresponding to the user.
  • the game data includes game characters.
  • the game character is a game character corresponding to the game account established by the user in the target game application, and the user can operate the game character to participate in some game tasks.
  • the user’s game account is id12345, and its roles in the game include role 1, role 2, and role 3.
  • the role 1, role 2, and role 3 belong to the game account id12345, as the game account in the target game application Of assets can be manipulated by users.
  • the role in a card game, can be all card roles corresponding to the user's game account.
  • the game role in a role-playing game, can be a role created by the user.
  • each role corresponds to a profession , There are game skills, character attributes, task plots, etc. that are different from other occupations.
  • the game character corresponding to the user and the data corresponding to the character can be collected by the server, and the server stores the data corresponding to the character corresponding to the user's game account.
  • S720 Determine a game mode that the user is interested in according to the game role.
  • the game character corresponds to character data, and the character data includes character type, equipment information, character attributes, character popularity, and so on.
  • the character type can include the player battle type and the non-player battle type.
  • the player battle type indicates that the character is more suitable or more frequently used in player battles, that is, when the user is engaged in player battles, they are more frequent or more inclined Choose a game character whose character type is the player-versus-type.
  • the non-player battle type is a type other than the player battle type. In some embodiments, it can be understood as a non-player battle type if the character type is not a player battle type.
  • the non-player battle type indicates that the character is more suitable or more frequent. Is used in the non-player battle mode, that is, when the non-player battle is played, it is more frequent or more inclined to choose the role type as the non-player battle type of game characters.
  • the character attribute can be the attribute value corresponding to the game character.
  • the attribute value can include the game character’s strength, agility, intelligence, crit, crit damage, speed, effect resistance, effect hit, health value, defense value, attack power It is used to reflect the value of the ability value of the game character.
  • the equipment information may be the auxiliary attribute corresponding to the game item corresponding to the game character.
  • the equipment information user assists the enhancement of the ability value of the game character.
  • the attribute is that the critical strike is increased by 90%, then after the game character is equipped with the game item, the critical strike becomes 100%, that is, the critical strike in the character attribute is enhanced.
  • the character popularity may be the usage rate of the game character.
  • the usage rate may be determined based on the game character created by all game players. For example, it may be determined according to the online game time of the game character, or it may be determined according to the number of the game characters established by all users.
  • the character data corresponding to the game character can reflect which rest mode the user prefers to use the game character. Therefore, the game mode that the user is interested in can be determined according to the game character.
  • the S720 includes S721 to S723.
  • the role type of the game character can be set in the target game application, that is, the target game application can provide multiple characters for the user to choose, use and create, and each game character corresponds to one Role type.
  • the target game application can provide multiple characters for the user to choose, use and create, and each game character corresponds to one Role type.
  • the target game application can provide multiple characters for the user to choose, use and create, and each game character corresponds to one Role type.
  • the two type sets are respectively a first type set and a second type set, wherein all the game characters in the first type set are player battle types, and all the game characters in the second type set are non-player battle types.
  • the character type of the game character selected by the user in the first type set is a player battle type
  • the character type of the game character selected by the user in the second type set is a non-player battle type.
  • the character type of the game character can be determined.
  • the use rate of the game character in the player battle scene and the non-player battle scene can be used to determine the character type of the game character.
  • the player battle scene refers to the game scene in the player battle mode, in which the player operates the game character to compete with the game characters of other players.
  • the non-player battle scene can refer to the game scene in the non-player battle mode.
  • the player operates the game character to challenge the intelligent character controlled by the program in the game or complete a certain task plot of the game.
  • the intelligent character can It is an NPC or a BOSS.
  • the scene can correspond to a copy, that is, a scene where a game character challenges a copy.
  • the copy refers to the copy game scene opened by the target game application for game players.
  • the copy game scene is a copy scene of the original game scene.
  • the application will generate a corresponding separate area.
  • players to take risks There may be multiple players participating in the activity at the same time, but they are not in the same map or scene, but in multiple identical separate scenes, and do not interfere with each other.
  • the implementation manner of acquiring the character type of the game character may be to acquire the first usage rate of the game character in the player battle scene and the second usage rate in the non-player battle scene, according to the first usage rate and the first usage rate. Second, the usage rate determines the character type of the game character.
  • the first usage rate of the game character in the player battle scene may refer to the use frequency and use time length of the game character in the player battle scene, etc.
  • the first length of time spent by the player’s corresponding game account in the player’s battle scene can be obtained, and the total length of time the player has to operate the target game application can be obtained.
  • the usage rate specifically, the ratio of the first time length to the total time length may be used as the first usage rate.
  • the target game application may provide multiple initial game characters.
  • the initial game characters may include character 1, character 2, character 3, ..., where different initial game characters may correspond to different characters.
  • the initial character identification of each initial game character, and the initial game data such as the skills and initial character attributes of each initial game character are the same.
  • different initial game characters can be different professions such as warrior, mage, archer, etc.
  • the initial character attributes and skills of each profession are different.
  • the user can select at least one initial game character from multiple initial game characters as the game character, and assign a character identity information to the game character.
  • the character identity information can be It is consistent with the initial role identification, and therefore, the initial game role corresponding to the game role operated by the user can be determined through the role identity information.
  • the server can also push the initial game role for the user based on the user's request or the server's push strategy. After the user accepts the initial game role, a new game role is added to the user.
  • the target game application is a role-playing action game, and the target game application provides initial game characters of different professions such as warrior, mage, and archer.
  • the initial role identifications corresponding to warrior, mage, and archer are identification 1, identification 2 respectively. And logo 3.
  • the user selects the initial game role of warrior, and establishes his own game role, and the role identity information of the game role is "Warrior XX", the occupation of the game role is a warrior, and "Warrior XX” can be the nickname of the game role.
  • the nickname can be the default nickname or a user-defined name.
  • the game data generated by the user during the operation of the game character whose character identity information is "Warrior XX" can be collected by the server as a utilization rate that can reflect the initial game character of the fighter.
  • the implementation manner for the server to obtain the first usage rate of the user's game character in the player battle scene may be to determine the total use time length of all initial game characters corresponding to the target game application in the player battle scene, and determine the user's game character
  • the corresponding initial game character, as the target initial game character obtain the use time length of the target initial game character in the player battle scene, and obtain the first use rate according to the use time length and the total use time length.
  • it may be The ratio of the length of use time to the total length of use time is taken as the first usage rate.
  • the second usage rate of the user's game character in the non-player battle scene can also be obtained according to the above method.
  • the character type of the game character is determined according to the first usage rate and the second usage rate.
  • the first usage rate can characterize the usage rate or appearance rate of the game character in the player battle scene
  • the second usage rate can characterize the usage rate or appearance rate of the game character in the non-player battle scene. Therefore, pass the first usage rate.
  • the usage rate and the second usage rate can determine whether the game character is more likely to be used in a player battle scene or a non-player battle scene.
  • the first usage rate is greater than the second usage rate, determine that the character type of the game character is a player battle type; if the second usage rate is greater than the first usage rate, then determine the The role type of the game character is a non-player battle type.
  • the first usage rate and the second usage rate are both represented by numerical values. If the first usage rate is greater than the second usage rate, it means that the usage rate of the game character in the player battle scene is higher, and the player is more inclined to use the game character Participating in the player battle scene, it is determined that the character type of the game character is the player battle type. Similarly, if the first usage rate is less than the second usage rate, it means that the usage rate of the game character in the non-player battle scene is higher, and the player is more inclined to use the game character to participate in the non-player battle scene, then the game character is determined The character type of is a non-player battle type.
  • the character type of the game character is a player battle type and a non-player battle type, so that the game mode that the user is interested in can be determined as a player battle mode and a non-player battle mode.
  • the character type of the game character can be determined according to other character data, for example, according to the corresponding equipment information of the game character. Specifically, please See the subsequent examples.
  • a designated usage rate can be determined, and if the first usage rate is greater than the designated usage rate, it is determined that the character type of the game character is a player battle type; if the second usage rate is greater than the designated usage rate , It is determined that the character type of the game character is a non-player battle type.
  • the designated usage rate can be a preset value. The designated usage rate is used to measure the first usage rate and the second usage rate of the game character. Degree of interest.
  • the first usage rate is greater than the designated usage rate, it indicates that the first usage rate of the user using the game character in the player battle scene is relatively high, and the user has a higher interest in using the game character to participate in the player battle scene, then it can be determined
  • the role type of the game character is the player battle type.
  • the second usage rate is greater than the specified usage rate, it indicates that the second usage rate of the user using the game character in the non-player battle scene is relatively high, and the user has a higher interest in using the game character to participate in the non-player battle scene, then it can be determined
  • the role type of the game character is a non-player battle type.
  • the first usage rate and the second usage rate are both less than the specified usage rate, it indicates that the usage rate of the game character in the player battle scene and the non-player battle scene does not indicate that the user uses the game character to participate in the player battle scene and the non-player battle scene.
  • the degree of interest in the battle scene that is, the values of the first usage rate and the second usage rate are low, which cannot provide an effective reference.
  • the designated utilization rate may be a preset fixed value.
  • the designated utilization rate may be a value ranging from 20% to 50%, for example, it may be 30%.
  • the role type of the game character can be determined according to the aforementioned relationship between the first usage rate and the second usage rate, specifically, the first usage rate is determined.
  • the character type of the game character can also be determined according to the ability score of the game character in the player battle scene and the non-player battle scene, and then the implementation manner of obtaining the character type of the game character may be to obtain the The first ability score of the game character in the player battle scene and the second ability score in the non-player battle scene, and the character type of the game character is determined according to the first ability score and the second ability score.
  • the ability score is used to determine the expressiveness of the game character in the player battle scene and the non-player battle scene, that is, in a certain scene, the higher the ability score of the game character, the higher the expressiveness of the game character in the scene. Higher.
  • the ability score of the game character may be determined according to the output data of the game character in the scene.
  • the output data may include data dimensions that can evaluate the expressiveness of the game character, such as the winning rate, the damage value, the participation rate, the amount of treatment, and the like of the game character.
  • the first ability score includes the winning rate of the game character.
  • the output data that needs to be referred to for the second ability scoring is also different.
  • the second ability score may include the number of kills.
  • the second ability score may include the number of assists.
  • the second ability score may include the amount of damage taken. Therefore, pass
  • the first ability score can determine the ability and expressiveness of the game character in the player battle scene, so that it can be determined whether the game character is good at the player battle scene.
  • the output data that needs to be referred to for the second ability scoring is also different.
  • the second ability score may include the damage value.
  • the second ability score may include the amount of healing.
  • the second ability score may include the amount of damage. The second ability score can determine the ability and expressiveness of the game character in the non-player battle scene, so that it can be determined whether the game character is good at the non-player battle scene.
  • the ability score for determining the game character is determined according to the initial character identification of the initial game character corresponding to the game character. Specifically, the initial role identification of the initial game role corresponding to the user's game role is determined, and the server counts all output data of the game role established using the initial game role, and obtains the ability score of the initial game role according to the output data, as the user The ability of the game character to score.
  • the user's game role corresponds to a target initial role identification
  • the server counts the game roles corresponding to the target initial role identification among all users, and records them as the target game role, and counts the output data of each target game role. According to the output data of each target game character, the ability score of the target game character is obtained as the ability score of the user's game character.
  • each user creates a game role corresponding to the warrior.
  • the server counts the output data of each user's soldier, the game character, to obtain the above-mentioned first ability score and second ability score.
  • the game character has a high score in the player's ability in the scene, it can be estimated that the user is more inclined to use the game character to participate in the player battle scene. Therefore, the role type of the game character is set as the player battle type. If the game character has a higher ability score in the non-player battle scene, it can be estimated that the user is more inclined to use the game character to participate in the non-player battle scene, and the character type of the game character can be set as the player battle type.
  • a specified ability score can be set in the same way. If the first ability score is greater than the specified ability score, the role type of the game character is determined to be a player versus game. Type; if the second ability score is greater than the specified ability score, it is determined that the role type of the game character is a non-player battle type.
  • the first ability score and the second ability score are both less than the specified ability score, it indicates that the ability score of the game character in the player vs. non-player vs. scene does not indicate that the user uses the game character to participate in the player vs. non-player vs. scene
  • the interest level of the scene that is, the numerical value of the first ability score and the second ability score is low, which cannot provide an effective reference.
  • the role type of the game character can be determined according to the aforementioned relationship between the first ability score and the second ability score, specifically, the first ability score is determined.
  • the character type of the game character is the player versus player type and the non-player versus player type, so that the game mode that the user is interested in can be determined as the player versus player mode and the non-player versus player mode.
  • the character type of the game character can be determined according to other character data, for example, according to the corresponding equipment information of the game character. Specifically, please See the subsequent examples.
  • the game mode that the user is interested in can also be determined according to the equipment information of the game character.
  • the S720 includes S724 to S727.
  • the equipment currently worn by the game character may be acquired as the target equipment, and the equipment information of the target equipment may be acquired as the equipment information corresponding to the game character.
  • the use frequency of each equipment within a preset time period can be obtained, the target equipment can be determined according to the use frequency of each equipment, and the equipment information of the target equipment can be obtained as Equipment information corresponding to the game character.
  • the most frequently used equipment in a preset time period is used as the target equipment.
  • the preset time period may be a time period that is a certain length of time away from the current time point, for example, within a week outside the current time point.
  • the equipment information includes the description information of the equipment effect.
  • the description information can be text information used to describe the equipment effect.
  • the equipment effect is the effect that can improve the auxiliary attributes for the game character, that is, it has when the game character is not wearing the equipment.
  • wearing the equipment can change the attribute information of the game character in the basic attributes. For example, if the equipment effect is to increase the health value by 20%, the basic attribute is 1000 health. After wearing the equipment with the equipment effect, the health value of the game character becomes 1200.
  • the attribute type of the equipment information is determined to be the player battle type.
  • the battle keywords include keywords related to the effect of controlling the player, related to applying a debuff effect to the player, and related to resisting the control effect of the opponent player and increasing the survival rate. For example, “reduction”, “stun when inflicting damage”, “increase crit resistance” or “increase health.”
  • the game character wears the equipment with the equipment effect, it can increase the survival rate of the game character in the player battle scene and reduce the effect of being controlled by the opponent player.
  • the attribute type of the equipment information is determined to be the non-player battle type.
  • the non-competitive keywords include keywords related to output damage, related to healing, increase in health, and increased damage to non-player objects. For example, "increase attack value”, "increase critical strike rate” or "increase health value”.
  • the attribute type of the equipment information can also be determined according to the usage rate of the equipment information in the player versus non-player battle scene.
  • the equipment information may also include an equipment identifier, and the third usage rate of the equipment information in the player versus battle scene and the fourth usage rate in the non-player versus battle scene are acquired according to the equipment identifier.
  • the server obtains the equipment identifier corresponding to the equipment of the game character used by the user, and obtains the first length of time during which multiple players use the equipment corresponding to the equipment identifier in the player battle scene within a specified time period, and Obtain the first total time length of multiple players participating in the player battle scene in a specified time period, and obtain the third usage rate of the equipment information in the player battle scene according to the first use time length and the first total time length. Specifically, you can get The ratio of the first usage time length to the total time length is used as the third usage rate of the equipment information of the user's game character in the player battle scene.
  • Time length according to the first use time length and the second total time length to obtain the fourth use rate of the equipment information in the non-player battle scene, specifically, the ratio of the second use time length to the second total time length can be obtained as the user The fourth usage rate of the equipment information of the game character in the non-player battle scene.
  • the attribute type of the equipment information is determined according to the third usage rate and the fourth usage rate.
  • the aforementioned manner of determining the character type according to the first usage rate and the second usage rate may be referred to.
  • the attribute type of the game character is determined to be the player battle type, and if the fourth usage rate is greater than the third usage rate, then the The attribute type of the game character is the non-player battle type.
  • the attribute type of the equipment information can be determined through the specified attributes of the equipment.
  • the equipment information includes attribute information of the equipment, and the attribute information is used to change the basic attributes of the game character when the game character wears the equipment.
  • the basic attribute of the game character is the attribute value of the game character when the game character is not wearing equipment and no gain effect is added, the basic attribute and the initial game character's attributes and level For the initial game characters of the same level, the corresponding basic attributes of the game characters of different players are the same.
  • an implementation manner for obtaining the attribute type of the equipment information may be to determine whether the attribute information of the equipment includes a designated attribute, and the designated attribute is used to improve the ability value of the game character in the player battle scene ; If the designated attribute is included, the attribute type is determined to be a player battle type; if the designated attribute is not included, the attribute type is determined to be a non-player battle type.
  • the designated attribute is more suitable for player battle scenes, in other words, the designated attribute is set for improving the survival rate or winning rate of the game character in the player battle scene.
  • the specified attribute is toughness, which is used to reduce the critical damage or damage value that other game characters feel to the user’s game, but cannot reduce the critical damage or damage value of the NPC or BOSS to the game character, then if If the equipment has the specified attribute, it means that the user is more inclined to use the equipment with the specified attribute to participate in the player battle scene.
  • S730 Determine the game application to be pushed according to the game mode.
  • an embodiment of the present application provides an information pushing method, applied to the above electronic device, for improving the accuracy of pushing game applications to users and increasing the conversion rate of users installing pushed game applications.
  • the method includes: S1010 to S1040.
  • S1010 Acquire game scene information corresponding to the user.
  • the game scene information corresponding to the user may include progress information of the user in different game scenes of the target application.
  • the game scene includes a player battle scene and a non-player battle scene
  • the progress information in the player battle scene may be the player ranking of the user in the player battle scene, where the player rank refers to the user in the player battle scene Rank within all users.
  • the progress information in the non-player battle scene can be the user's game progress in the non-player battle scene. For example, if the non-player battle scene has N levels, the user has already cleared M levels in the non-player battle scene, then The user's game progress in the non-player battle scene is the ratio of M to N. The higher the ratio, the higher the user's game progress.
  • the game scene information includes the operation time of the player battle scene and the non-player battle scene.
  • the operation time of the player battle scene may be the time spent by the user in the player battle scene.
  • the operation time of the non-player battle scene may be the time spent by the user in the non-player battle scene.
  • S1020 Determine the game mode that the user is interested in according to the game scene information.
  • the game scene information corresponding to the user is progress information of the user in different game scenes of the target application, and the user's game mode is determined according to the progress information. Specifically, the player ranking of the user in the player battle scene and the game progress of the user in the non-player battle scene are obtained. It is judged whether the player's rank is less than the specified rank, and the first judgment result is obtained. It is judged whether the game progress is greater than the specified progress, and the second judgment result is obtained. Among them, the lower the player ranking, the stronger the user's expressiveness and ability in the player battle scene among all users.
  • the game mode that the user is interested in is determined to be the player battle mode, and if the second judgment result is that the game progress is greater than the specified progress, then the game that the user is interested in is determined
  • the mode is the non-player battle mode.
  • the designated ranking may be a ranking set based on actual use, for example, it may be 200, and the designated progress may also be a progress set based on actual use, for example, it may be 70%.
  • the game scene information is the operation time of the player battle scene and the non-player battle scene
  • the implementation manner of determining the user's game mode according to the game scene information is to obtain the operation time of the player battle scene and the operation time of the player battle scene.
  • the first proportion of the total operation time of the target game application, and the second proportion of the operation time of the non-player battle scene and the total operation time of the target game application is acquired, according to the first proportion And the second proportion information to determine the game mode that the user is interested in.
  • the first proportion indicates the proportion of the time spent by the user using the game character to participate in the player battle mode and the total time the user spends operating the target game application
  • the second proportion indicates the proportion of the user using the game character to participate in the non-player battle mode.
  • the ratio of the spent time to the total time of the user operating the target game application According to the size of the first ratio and the second ratio, it can be determined which mode the user prefers to participate in.
  • an implementation manner of determining the game mode of the user according to the first accounting ratio and the second accounting ratio information may be: if the first accounting ratio is greater than the second accounting ratio, determining the game mode that the user is interested in Is the player battle mode; if the second proportion is greater than the first proportion, it is determined that the game mode that the user is interested in is the non-player battle mode.
  • S1030 Determine the game application to be pushed according to the game mode.
  • the above-mentioned methods for determining the game model that the user is interested in can be combined with each other. For example, the game character and game scene information corresponding to the user are obtained, and the game that the user is interested in is determined according to the game character and game scene information. model.
  • the operation of determining the game mode of interest to the user according to the game scene information is performed to obtain a first result
  • the operation of determining the game mode of interest to the user according to the game character is performed to obtain the second result
  • the first result and the second result are consistent
  • the first result or the second result is determined as the final result to obtain the game mode that the user is interested in.
  • the final result is the game that the user is interested in The mode is the player battle mode; if the first result is that the game mode that the user is interested in is the non-player battle mode, and the second result is that the game mode that the user is interested in is the non-player battle mode, then the final result can be determined As a result, the game mode that the user is interested in is the non-player battle mode.
  • the operation of determining the game mode that the user is interested in based on the game scene information is performed. If the first result cannot be obtained, the operation of determining the game mode that the user is interested in based on the game role is performed to obtain the first Second result, take the second result as the final result. Specifically, if the first usage rate and the second usage rate are the same, and the character type cannot be determined, the operation of determining the game mode that the user is interested in based on the game scene information may be abandoned, and the operation based on the game character Determine the operation of the game mode that the user is interested in, so as to obtain the game mode that the user is interested in.
  • an embodiment of the present application provides an information pushing method, which is applied to the above electronic device, and is used to improve the accuracy of pushing game applications to users and increase the conversion rate of users installing pushed game applications.
  • the method includes: S1101 to S1104.
  • S1101 Acquire the game mode that the user is interested in.
  • a data collection component can be set in the target game application, which can be an SDK plug-in. As shown in Figure 12, Figure 12 shows a data collection system.
  • the server obtains the mode of the game played by the user, and needs to plan the burying points in the game, that is, the data collected through the SDK needs to support the recognition of the game mode.
  • each mode selection and role selection are added with a buried trigger mechanism, so that the data reported to the server can clearly parse what game the user has played when and which game modes are used in the game , What props were purchased in the game, what characters were used in the game, etc.
  • S1102 Determine the game type corresponding to the game mode that the user is interested in according to the pre-acquired correspondence between the game mode and the game type.
  • the implementation manner of determining the game application to be pushed according to the game mode may be to determine the application whose game mode of the game application is consistent with the game mode of interest to the user as the candidate game application; the candidate game application is searched for that meets the specified conditions As the game application to be pushed. It is also possible that the game mode of the game application includes a variety of game modes, but it has a higher degree of popularity with the game mode that the user is interested in, that is, if the degree of popularity is greater than the specified threshold, the game application can also be used as an alternative game application. .
  • S1103 Determine the game application to be pushed according to the game type.
  • the game type corresponding to the game mode that the user is interested in may be determined, and then the game application to be pushed is determined according to the game type.
  • a correspondence relationship between game modes and game types is preset.
  • the game types corresponding to the player battle mode are multiplayer online tactical competitive games and competitive games such as even strategy.
  • the game types corresponding to the non-player battle mode may include plot and level games such as role-playing games and tower defense games. For example, users are more inclined to manipulate game characters to copy copies in the target game application instead of playing against other players in the target game application.
  • the recommended game type for the user can be a role-playing game, a BOSS challenge type, or a plot game. Type of application.
  • the game type corresponding to the game mode that the user is interested in can be determined, recorded as the target game type, and then the game application to be pushed is searched from among the game applications whose game type is the target game type. Specifically, search for a game application matching the game type as a candidate game application; the candidate game application searches for an application meeting a specified condition as the game application to be pushed.
  • the popularity of each game application among candidate game applications is searched, and the n game applications with the highest popularity ranking are used as the game applications to be pushed.
  • the popularity can be determined according to the number of downloads of the game application. The higher the number of downloads, the higher the popularity, or the user's rating of the game. The higher the rating, the higher the popularity.
  • n is a natural number, for example, n is 5.
  • S1104 Push the game application to be pushed to the user.
  • FIG. 13 shows a structural block diagram of an information pushing device 1300 provided by an embodiment of the present application.
  • the device may include: an acquiring unit 1301, a determining unit 1302, and a pushing unit 1303.
  • the acquiring unit 1301 is configured to acquire a game mode that the user is interested in, the game mode being determined by the game data generated by the user operating a target game application, and the game mode includes a player-to-player battle mode and a non-player-to-player battle mode.
  • the determining unit 1302 is configured to determine the game application to be pushed according to the game mode.
  • the pushing unit 1303 is configured to push the game application to be pushed to the user.
  • FIG. 14 shows a structural block diagram of an information pushing device 1400 provided by an embodiment of the present application.
  • the device may include: an acquiring unit 1410, a determining unit 1420, and a pushing unit 1430.
  • the acquiring unit 1410 is configured to acquire a game mode that the user is interested in, the game mode being determined by the game data generated by the user operating a target game application, and the game mode includes a player-to-player battle mode and a non-player-to-player battle mode.
  • the determining unit 1420 is configured to determine the game application to be pushed according to the game mode.
  • the game data includes game characters
  • the determining unit 1420 includes a role determining subunit 1421 and a mode determining subunit 1422.
  • the role determining subunit 1421 is used to obtain the game role corresponding to the user.
  • the mode determining subunit 1422 is used to determine the game mode that the user is interested in according to the game role.
  • the mode determining subunit 1422 is also used to obtain the character type of the game character; if the character type is a player battle type, determine that the game mode that the user is interested in is the player battle mode; If the character type is a non-player battle type, it is determined that the game mode that the user is interested in is the non-player battle mode.
  • mode determining sub-unit 1422 is also used to obtain the first usage rate of the game character in the player battle scene and the second usage rate in the non-player battle scene; determine according to the first usage rate and the second usage rate The character type of the game character.
  • the mode determination subunit 1422 is further configured to determine that the role type of the game character is a player battle type if the first usage rate is greater than the second usage rate; if the second usage rate is greater than the first usage rate , It is determined that the character type of the game character is a non-player battle type.
  • the mode determining subunit 1422 is further configured to determine that the character type of the game character is a player battle type if the first usage rate is greater than the specified usage rate; if the second usage rate is greater than the specified usage rate, then It is determined that the character type of the game character is a non-player battle type.
  • the mode determination subunit 1422 is further configured to determine the magnitude relationship between the first usage rate and the second usage rate if the first usage rate and the second usage rate are both greater than the specified usage rate; If the usage rate is greater than the second usage rate, it is determined that the role type of the game character is a player battle type; if the second usage rate is greater than the first usage rate, it is determined that the role type of the game character is a non-player battle type.
  • the mode determining subunit 1422 is further configured to obtain the first ability score of the game character in the player battle scene and the second ability score of the non-player battle scene; according to the first ability score And the second ability score determines the character type of the game character.
  • the mode determining subunit 1422 is further configured to determine that the role type of the game character is a player battle type if the first ability score is greater than the second ability score; if the second ability score is greater than the first ability score , It is determined that the character type of the game character is a non-player battle type.
  • the mode determining subunit 1422 is further configured to obtain equipment information corresponding to the game character; obtain the attribute type of the equipment information; if the attribute type is a player battle type, determine the user experience The game mode of interest is the player battle mode; if the attribute type is a non-player battle type, it is determined that the game mode that the user is interested in is the non-player battle mode.
  • mode determining sub-unit 1422 is also used to obtain the third usage rate of the equipment information in the player battle scene and the fourth usage rate in the non-player battle scene; determine according to the third usage rate and the fourth usage rate The attribute type of the equipment information.
  • the mode determination subunit 1422 is also used to determine whether the attribute information of the equipment includes a designated attribute, which is used to improve the ability value of the game character in the player battle scene; if the designated attribute is included, determine the The attribute type is a player battle type; if the specified attribute is not included, it is determined that the attribute type is a non-player battle type.
  • the pushing unit 1430 is configured to push the game application to be pushed to the user.
  • FIG. 15 shows a structural block diagram of an information pushing device 1500 provided by an embodiment of the present application.
  • the device may include: an acquiring unit 1510, a determining unit 1520, and a pushing unit 1530.
  • the acquiring unit 1510 is configured to acquire a game mode that the user is interested in, the game mode being determined by the game data generated by the user operating the target game application, and the game mode includes a player versus game mode and a non-player versus game mode.
  • the determining unit 1520 is configured to determine the game application to be pushed according to the game mode.
  • the determining unit 1520 includes a scene determining sub-unit 1521 and a mode determining sub-unit 1522.
  • the scene determination subunit 1521 is used to obtain game scene information corresponding to the user.
  • the mode determining subunit 1522 is used to determine the game mode that the user is interested in according to the game scene information.
  • the game scene information includes the operation time of the player battle scene and the non-player battle scene.
  • the mode determining sub-unit 1522 is further configured to obtain a first proportion of the operation time of the player battle scene and the total operation time of the target game application; acquire the operation time of the non-player battle scene and the target game application The second proportion of the total operating time of the program; the game mode that the user is interested in is determined according to the first proportion and the second proportion information.
  • the mode determining subunit 1522 is further configured to determine that the game mode that the user is interested in is the player battle mode if the first proportion is greater than the second proportion; if the second proportion is greater than the first proportion, determine that the game mode The game mode that the user is interested in is the non-player battle mode.
  • the pushing unit 1530 is configured to push the game application to be pushed to the user.
  • FIG. 16 shows a structural block diagram of an information pushing device 1600 provided by an embodiment of the present application.
  • the device may include: an acquiring unit 1610, a determining unit 1620, and a pushing unit 1630.
  • the acquiring unit 1610 is configured to acquire game modes that the user is interested in, the game modes being determined by game data generated by the user operating a target game application, and the game modes include a player-to-play mode and a non-player-to-play mode.
  • the determining unit 1620 is configured to determine the game application to be pushed according to the game mode.
  • the pushing unit 1630 is configured to push the game application to be pushed to the user.
  • the pushing unit 1630 includes a type determining sub-unit 1631 and a game pushing sub-unit 1632.
  • the type determining subunit 1631 is configured to determine the game type corresponding to the game mode that the user is interested in according to the pre-acquired correspondence between the game mode and the game type.
  • the game pushing subunit 1632 is used to determine the game application to be pushed according to the game type.
  • the game push sub-unit 1632 is also used to find a game application matching the game type as a candidate game application; the candidate game application searches for an application meeting a specified condition as the game application to be pushed .
  • the coupling between the modules may be electrical, mechanical or other forms of coupling.
  • the functional modules in the various embodiments of the present application may be integrated into one processing module, or each module may exist alone physically, or two or more modules may be integrated into one module.
  • the above-mentioned integrated modules can be implemented in the form of hardware or software functional modules.
  • the electronic device 100 may be an electronic device capable of running application programs, such as a smart phone, a tablet computer, or an e-book.
  • the electronic device 100 in this application may include one or more of the following components: a processor 110, a memory 120, and one or more application programs, where one or more application programs may be stored in the memory 120 and configured to be configured by One or more processors 110 execute, and one or more programs are configured to execute the methods described in the foregoing method embodiments.
  • the processor 110 may include one or more processing cores.
  • the processor 110 uses various interfaces and lines to connect various parts of the entire electronic device 100, and executes by running or executing instructions, programs, code sets, or instruction sets stored in the memory 120, and calling data stored in the memory 120.
  • Various functions and processing data of the electronic device 100 may adopt at least one of Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA).
  • DSP Digital Signal Processing
  • FPGA Field-Programmable Gate Array
  • PDA Programmable Logic Array
  • the processor 110 may be integrated with one or a combination of a central processing unit (CPU), a graphics processing unit (GPU), a modem, and the like.
  • the CPU mainly processes the operating system, user interface, and application programs; the GPU is used for rendering and drawing of display content; the modem is used for processing wireless communication. It can be understood that the above-mentioned modem may not be integrated into the processor 110, but may be implemented by a communication chip alone.
  • the memory 120 may include random access memory (RAM) or read-only memory (Read-Only Memory).
  • the memory 120 may be used to store instructions, programs, codes, code sets or instruction sets.
  • the memory 120 may include a program storage area and a data storage area, where the program storage area may store instructions for implementing the operating system and instructions for implementing at least one function (such as touch function, sound playback function, image playback function, etc.) , Instructions used to implement the following various method embodiments, etc.
  • the storage data area can also store data (such as phone book, audio and video data, chat record data) created by the electronic device 100 during use.
  • FIG. 18 shows a structural block diagram of a computer-readable storage medium provided by an embodiment of the present application.
  • the computer-readable medium 1800 stores program code, and the program code can be invoked by a processor to execute the method described in the foregoing method embodiment.
  • the computer-readable storage medium 1800 may be an electronic memory such as flash memory, EEPROM (Electrically Erasable Programmable Read Only Memory), EPROM, hard disk, or ROM.
  • the computer-readable storage medium 1800 includes a non-transitory computer-readable storage medium.
  • the computer-readable storage medium 1800 has storage space for the program code 1810 for executing any method steps in the above-mentioned methods. These program codes can be read from or written into one or more computer program products.
  • the program code 1810 may be compressed in a suitable form, for example.
  • the information push method, device, electronic device, and computer-readable medium provided by this application determine the user’s game mode in advance based on the game data generated by the user’s operation of the target game application.
  • the game mode can reflect the user’s operation.
  • the interest of the target game application is whether it is player versus non-player versus challenge, which can reflect the user's preference for interaction with other users or the challenge of in-game non-player versus battle.
  • the game application to be pushed is determined according to the game mode and pushed to the user, so that the pushed game application can be pushed according to the user's game data and mode preferences, not just according to the category, which improves the push of the game application The accuracy of the procedure.
  • the classification of previous games was basically based on the first-level category (action, adventure, simulation, role-playing, leisure, etc.) of the game, or the second-level category.
  • the game tags that are given to users are also level 1 or level 2 tags, which can only reflect which types of games the user likes, but cannot know the more fine-grained game preferences of users, such as which props they like to use, and what roles they like to play. This reduces the accuracy of the recommendation.
  • This application proposes a method based on the game mode, which goes deep into the mode role used by the user in playing the game, so that the user's game tag is more refined, and the recommendation is more accurate.
  • the game mode may be different at different times.
  • the mode used by the user in the game can be reported to the server in real time by calling the SDK, and the use model can output the user's fine-grained game portrait label in real time, so that the push of the game is more timely and can better meet the needs of users.

Landscapes

  • Engineering & Computer Science (AREA)
  • Databases & Information Systems (AREA)
  • Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Multimedia (AREA)
  • Data Mining & Analysis (AREA)
  • General Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Information Transfer Between Computers (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The present application relates to the technical field of information, and provides an information pushing method and apparatus, an electronic device, and a computer readable medium. The method comprises: obtaining a game mode of interest of a user, the game mode being determined by game data generated when the user operates a target game application, and the game mode comprising a player versus player mode and a player versus environment mode; determining a game application to be pushed according to the game mode; and pushing the game application to the user. A pushed game application is pushed according to game data and mode preference of a user, not merely according to the type, so that the accuracy of game application pushing is improved.

Description

信息推送方法、装置、电子设备及计算机可读介质Information push method, device, electronic equipment and computer readable medium 技术领域Technical field
本申请涉及信息技术领域,更具体地,涉及一种信息推送方法、装置、电子设备及计算机可读介质。This application relates to the field of information technology, and more specifically, to an information push method, device, electronic equipment, and computer-readable medium.
背景技术Background technique
随着科技水平和生活水平的快速发展,越来越多的人开始使用电脑或者手机等电子设备进行游戏,以消遣闲暇时间。现有的方案中,在为用户推送游戏的时候,基本都是根据用户所玩的游戏的类别而推送的。例如,用户所玩的游戏是棋牌类,那么就会给用户推送棋牌类的游戏,但是,该推送方式不够准确。With the rapid development of technology and living standards, more and more people are beginning to use electronic devices such as computers or mobile phones to play games to spend their leisure time. In the existing solutions, when pushing games for users, they are basically pushed according to the types of games the users play. For example, if the game played by the user is chess and card, then the chess and card game will be pushed to the user, but the push method is not accurate enough.
发明内容Summary of the invention
本申请提出了一种信息推送方法、装置、电子设备及计算机可读介质,以改善上述缺陷。This application proposes an information push method, device, electronic equipment, and computer readable medium to improve the above-mentioned drawbacks.
第一方面,本申请实施例提供了一种信息推送方法,包括:获取用户感兴趣的游戏模式,所述游戏模式为由所述用户操作目标游戏应用程序产生的游戏数据而确定的,所述游戏模式包括玩家对战模式和非玩家对战模式;根据所述游戏模式确定待推送游戏应用程序;向所述用户推送所述待推送游戏应用程序。In a first aspect, an embodiment of the present application provides an information push method, including: acquiring a game mode that a user is interested in, the game mode being determined by game data generated by the user operating a target game application, the The game mode includes a player battle mode and a non-player battle mode; the game application to be pushed is determined according to the game mode; the game application to be pushed is pushed to the user.
第二方面,本申请实施例还提供了一种信息推送装置,该信息推送装置包括:获取单元、确定单元和推送单元。获取单元,用于获取用户感兴趣的游戏模式,所述游戏模式为由所述用户操作目标游戏应用程序产生的游戏数据而确定的,所述游戏模式包括玩家对战模式和非玩家对战模式;确定单元,用于根据所述游戏模式确定待推送游戏应用程序;推送单元,用于向所述用户推送所述待推送游戏应用程序。In the second aspect, an embodiment of the present application also provides an information pushing device, which includes: an acquiring unit, a determining unit, and a pushing unit. The acquiring unit is configured to acquire the game mode that the user is interested in, the game mode being determined by the game data generated by the user operating the target game application, and the game mode includes a player-to-player battle mode and a non-player-to-player battle mode; determining The unit is configured to determine the game application to be pushed according to the game mode; the pushing unit is configured to push the game application to be pushed to the user.
第三方面,本申请实施例还提供了一种电子设备,包括:一个或多个处理器;存储器;一个或多个应用程序,其中所述一个或多个应用程序被存储在所述存储器中并被配置为由所述一个或多个处理器执行,所述一个或多个应用程序配置用于执行上述方法。In a third aspect, an embodiment of the present application also provides an electronic device, including: one or more processors; a memory; one or more application programs, wherein the one or more application programs are stored in the memory And is configured to be executed by the one or more processors, and the one or more application programs are configured to execute the foregoing method.
第四方面,本申请实施例还提供了一种计算机可读介质,所述可读存储介质存储有处理器可执行的程序代码,所述程序代码被所述处理器执行时使所述处理器执行上述方法。In a fourth aspect, the embodiments of the present application also provide a computer-readable medium, the readable storage medium storing a program code executable by a processor, and when the program code is executed by the processor, the processor Perform the above method.
本申请提供的信息推送方法、装置、电子设备及计算机可读介质,预先根据用户操作目标游戏应用程序产生的游戏数据而确定用户的游戏模式,该游戏模式能够反映用户在操作目标游戏应用程序时的兴趣是玩家对战还是非玩家对战挑战,进而能够反映用户更倾向于与其他用户的互动还是游戏内非玩家对战的挑战。则根据所述游戏模式确定待推送游戏应用程序,并推送至用户,能够使得所推送的游戏应用程序能够根据用户的游 戏数据及模式爱好而推送,而不仅仅是根据类别,提高了推送游戏应用程序的准确性。The information push method, device, electronic equipment, and computer-readable medium provided in this application determine the user’s game mode in advance based on the game data generated by the user operating the target game application. The game mode can reflect the user’s operation of the target game application. His interest is player versus non-player versus challenge, which can reflect the user's preference for interaction with other users or the challenge of in-game non-player versus battle. The game application to be pushed is determined according to the game mode and pushed to the user, so that the pushed game application can be pushed according to the user's game data and mode preferences, not just according to the category, which improves the push of the game application The accuracy of the procedure.
附图说明Description of the drawings
为了更清楚地说明本申请实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,对于本领域技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。In order to more clearly describe the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings that need to be used in the description of the embodiments. Obviously, the drawings in the following description are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
图1示出了本申请实施例提供的信息推送方法及装置的应用场景图;FIG. 1 shows an application scenario diagram of an information push method and device provided by an embodiment of the present application;
图2示出了本申请实施例提供的游戏应用的下载界面;Figure 2 shows a download interface of a game application provided by an embodiment of the present application;
图3示出了本申请实施例提供的游戏应用的详情界面;Figure 3 shows a detailed interface of a game application provided by an embodiment of the present application;
图4示出了本申请一实施例提供的信息推送方法的方法流程图;FIG. 4 shows a method flowchart of an information push method provided by an embodiment of the present application;
图5示出了本申请一实施例提供的待推送游戏应用程序对应的显示内容的示意图;FIG. 5 shows a schematic diagram of display content corresponding to a game application to be pushed provided by an embodiment of the present application;
图6示出了本申请另一实施例提供的待推送游戏应用程序对应的显示内容的示意图;FIG. 6 shows a schematic diagram of display content corresponding to a game application to be pushed provided by another embodiment of the present application;
图7示出了本申请另一实施例提供的信息推送方法的方法流程图;FIG. 7 shows a method flowchart of an information push method provided by another embodiment of the present application;
图8示出了图7中的S720的一种实施方式的方法流程图;FIG. 8 shows a method flowchart of an implementation manner of S720 in FIG. 7;
图9示出了图7中的S720的另一种实施方式的方法流程图;FIG. 9 shows a method flowchart of another implementation manner of S720 in FIG. 7;
图10示出了本申请又一实施例提供的信息推送方法的方法流程图;FIG. 10 shows a method flowchart of an information pushing method provided by another embodiment of the present application;
图11示出了本申请再一实施例提供的信息推送方法的方法流程图;FIG. 11 shows a method flowchart of an information push method provided by still another embodiment of the present application;
图12示出了本申请实施例提供的数据的收集系统的示意图;FIG. 12 shows a schematic diagram of a data collection system provided by an embodiment of the present application;
图13示出了本申请一实施例提供的信息推送装置的模块框图;FIG. 13 shows a block diagram of a module of an information pushing device provided by an embodiment of the present application;
图14示出了本申请另一实施例提供的信息推送装置的模块框图;FIG. 14 shows a block diagram of a module of an information pushing device provided by another embodiment of the present application;
图15示出了本申请又一实施例提供的信息推送装置的模块框图;FIG. 15 shows a block diagram of a module of an information pushing device provided by another embodiment of the present application;
图16示出了本申请再一实施例提供的信息推送装置的模块框图;FIG. 16 shows a block diagram of a module of an information pushing device provided by still another embodiment of the present application;
图17示出了本申请实施例提供的电子设备的示意图;FIG. 17 shows a schematic diagram of an electronic device provided by an embodiment of the present application;
图18是本申请实施例的用于保存或者携带实现根据本申请实施例的信息推送方法的程序代码的存储单元。FIG. 18 is a storage unit for storing or carrying program code for implementing the information pushing method according to the embodiment of the present application according to an embodiment of the present application.
具体实施方式Detailed ways
为了使本技术领域的人员更好地理解本申请方案,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述。In order to enable those skilled in the art to better understand the solutions of the present application, the technical solutions in the embodiments of the present application will be described clearly and completely in conjunction with the accompanying drawings in the embodiments of the present application.
请参阅图1,示出了本申请实施例提供的信息推送方法及装置的应用场景图。如图1中所示,电子设备100和服务器200位于无线网络或有线网络中,电子设备100和服务器200进行数据交互。Please refer to FIG. 1, which shows an application scenario diagram of the information pushing method and device provided by the embodiments of the present application. As shown in FIG. 1, the electronic device 100 and the server 200 are located in a wireless network or a wired network, and the electronic device 100 and the server 200 perform data interaction.
于本申请实施例中,电子设备100可以为移动终端设备,例如可以包括智能手机、平板电脑、电子书阅读器、膝上型便携计算机、车载电脑、穿戴式移动终端等等。In the embodiment of the present application, the electronic device 100 may be a mobile terminal device, for example, it may include a smart phone, a tablet computer, an e-book reader, a laptop portable computer, a vehicle-mounted computer, a wearable mobile terminal, and so on.
在一些实施例中,客户端安装在电子设备100内,例如,可以是安装在电子设备100的应用程序,于本申请实施例中,该客户端为应用中心客户端,该应用中心客户端为服务软件,用户能够通过该应用中心客户端下载新的应用程序,也可以更新以及启动某个已安装的应用程序。用户在应用中心客户端通过帐号登录,则该帐号对应的所有信息可以存储在服务器200的存储空间内。服务器200可以是单独的服务器,也可以是服务器集群,可以是本地服务器,也可以是云端服务器。其中,应用中心客户端的登录帐号与 当前安装应用中心客户端的移动终端绑定,服务器能存储有该移动终端内的应用程序的相关数据,例如,所安装的应用程序以及应用程序的版本号等信息。In some embodiments, the client is installed in the electronic device 100, for example, it may be an application installed in the electronic device 100. In the embodiment of the present application, the client is an application center client, and the application center client is Service software, users can download new applications through the application center client, and can also update and start an installed application. The user logs in through an account on the application center client, and all information corresponding to the account can be stored in the storage space of the server 200. The server 200 may be a separate server, or a server cluster, and may be a local server or a cloud server. Among them, the login account of the application center client is bound to the mobile terminal currently installed with the application center client, and the server can store relevant data of the application in the mobile terminal, for example, information such as the installed application and the version number of the application .
具体地,应用中心客户端包括多个界面,不同的界面展示不同的内容,不同的界面的种类也不尽相同。例如,有的界面的为游戏应用展示界面,如图2所示,示出了应用中心客户端的游戏应用的下载界面,其中,在游戏应用展示界面内,一般展示有多个游戏类应用程序和一些推荐内容。在用户点击某个游戏类应用程序对应的显示内容,例如,图2中的图标1、图标2、图标3以及图标4等代表不同的游戏类应用程序,用户点击其中的一个图标,就能够进入对应的游戏类应用程序的详情界面,具体地,如图3所示,示出了图标1对应的游戏类应用程序的详情界面,该详情界面为图2所示的界面的下一级界面,该界面所展示的内容为应用APP1对应的内容,例如,“详情”就是应用APP1的描述,而“评论”就是针对APP1的评论,另外,界面底部的“安装”按键,用于在用户操作时,将应用APP1安装在应用中心客户端对应的电子设备100上。Specifically, the application center client includes multiple interfaces, different interfaces display different content, and the types of different interfaces are not the same. For example, some of the interfaces are game application display interfaces, as shown in Figure 2, which shows the download interface of the game application on the client side of the application center. Among them, in the game application display interface, there are generally multiple game applications and Some recommended content. When the user clicks on the display content corresponding to a certain game application, for example, icon 1, icon 2, icon 3, and icon 4 in Figure 2 represent different game applications. The user clicks on one of the icons to enter The detail interface of the corresponding game application program, specifically, as shown in FIG. 3, shows the detail interface of the game application program corresponding to icon 1, which is the next level interface of the interface shown in FIG. 2. The content displayed on this interface is the content corresponding to the application APP1. For example, "details" is the description of application APP1, and "comments" are comments for APP1. In addition, the "install" button at the bottom of the interface is used when the user operates , Install the application APP1 on the electronic device 100 corresponding to the client terminal of the application center.
具体地,服务器200能够收集用户在用户终端内的游戏数据,具体地,用户针对该用户终端内所安装的游戏类应用程序的游戏数据能够被服务器200收集,并根据所收集的游戏数据为用户终端推送游戏应用程序,如图2所示的界面内的图标对应的应用程序即为服务器为用户终端推送的游戏类应用程序。Specifically, the server 200 can collect the game data of the user in the user terminal. Specifically, the game data of the user for the game application installed in the user terminal can be collected by the server 200, and provide the user with the collected game data. The terminal pushes the game application, and the application corresponding to the icon in the interface as shown in FIG. 2 is the game application pushed by the server for the user terminal.
但是,发明人在研究中发现,现有的方案中,在为用户推送游戏的时候,基本都是根据用户所玩的游戏的类别(一级类目、二级类目、三级类目等)而推送的。例如用户所玩的游戏是棋牌类,那么就会给用户推送棋牌类的游戏,该推送方式不够准确。因此,由于目前的技术方案中,由于是基于比较粗粒度的游戏类别进行相关的游戏推送,不能刻画用户真正喜欢哪种游戏,喜欢哪种游戏下面的哪款游戏,喜欢哪种角色等等,所以导致推送的游戏不够准确,用户的安装下载使用转化率低。However, the inventor found in research that in the existing solutions, when pushing games for users, it is basically based on the category of the game played by the user (first-level category, second-level category, third-level category, etc.) ) And pushed. For example, the game played by the user is chess and card games, and then the chess and card games will be pushed to the user, which is not accurate enough. Therefore, because the current technical solution is based on relatively coarse-grained game categories for related game push, it cannot describe which game users really like, which game under which game they like, which character they like, etc. As a result, the pushed games are not accurate enough, and the conversion rate of users' installation, download and use is low.
因此,为了克服上述缺陷,本申请实施例提供了一种信息推送方法,应用于上述电子设备,用于提高为用户推送游戏应用程度的准确性和提高用户安装被推送的游戏应用程度的转化率。如图4所示,该方法包括:S401至S403。Therefore, in order to overcome the above shortcomings, an embodiment of the present application provides an information push method applied to the above electronic device to improve the accuracy of pushing game applications to users and increase the conversion rate of users installing pushed game applications. . As shown in Fig. 4, the method includes: S401 to S403.
S401:获取用户感兴趣的游戏模式。S401: Acquire game modes that the user is interested in.
其中,所述游戏模式包括玩家对战模式和非玩家对战模式。Wherein, the game mode includes a player versus game mode and a non-player versus game mode.
玩家对战模式是指玩家对战玩家(player versus player,PVP),即玩家互相利用游戏资源攻击而形成的互动竞技。例如,该玩家对战模式可以是玩家在游戏内与其他玩家对战,并且在对战胜利的时候能够得到经验、游戏币、积分等奖励的模式。The player-versus-player mode refers to the player-versus-player (PVP), that is, the interactive competition formed by players using game resources to attack each other. For example, the player battle mode may be a mode in which the player battles with other players in the game, and can receive rewards such as experience, game coins, points, etc. when the battle wins.
非玩家对战模式是指玩家对战模式之外的模式,例如,该非玩家对战模式可以是剧情模式、怪物(BOSS)挑战模式、任务模式。作为一种实施方式,该非玩家对战模式可以是玩家对战环境(player vs environment,PVE)模式,即在游戏中玩家挑战游戏程序所控制的NPC怪物和BOSS。PVE有时候又被称作玩家对战计算机(player vs computer,PVC)。例如,玩家在游戏内刷副本或者挑战boss等模式。The non-player battle mode refers to a mode other than the player battle mode. For example, the non-player battle mode may be a story mode, a monster (BOSS) challenge mode, or a mission mode. As an implementation manner, the non-player battle mode may be a player vs environment (PVE) mode, that is, in the game, the player challenges the NPC monsters and BOSS controlled by the game program. PVE is sometimes called a player vs computer (PVC). For example, players can swipe a copy or challenge a boss in the game.
其中,所述游戏模式为由所述用户操作目标游戏应用程序产生的游戏数据而确定的,具体地,服务器能够获取用户操作游戏时所产生的游戏数据,该游戏数据能够反映用户针对游戏的操作和用户信息,该操作包括用户操作游戏是所产生的数据,例如,击杀boss的时间和次数、在不同的游戏场景内所消耗的时间以及游戏的角色以及该角色对应的信息,通过该游戏数据能够确定用户在游戏内的操作,从而能够确定用户感兴趣的游戏模式。具体地,根据该游戏数据确定用户感兴趣的游戏模式的具体实施方式可以参考后续实施例,在此不再赘述。The game mode is determined by the game data generated by the user operating the target game application. Specifically, the server can obtain game data generated when the user operates the game, and the game data can reflect the user's operation on the game. And user information, the operation includes the data generated by the user operating the game, for example, the time and number of times to kill the boss, the time spent in different game scenes, the role of the game and the information corresponding to the role, through the game The data can determine the user's operations in the game, and thus can determine the game mode that the user is interested in. Specifically, the specific implementation manner for determining the game mode that the user is interested in based on the game data can refer to the subsequent embodiments, which will not be repeated here.
其中,目标游戏应用程序可以是用户终端内安装的应用程序,其类别是游戏类,服务器获取目标游戏应用程序的实施方式可以是,用户使用游戏账号登录该目标游戏应用 程序,用户针对该目标游戏应用程序的游戏数据与游戏账号发送至服务器,服务器将游戏数据与游戏账号对用存储。Wherein, the target game application program may be an application program installed in the user terminal, and its category is a game category. The implementation manner for the server to obtain the target game application program may be as follows: The game data of the application and the game account are sent to the server, and the server stores the game data and the game account.
作为一种实施方式,该目标游戏应用程序可以是用户终端内安装的所有游戏类的应用程序中的至少一个。具体地,该目标游戏应用程序可以是用户终端内安装的所有游戏类的应用程序中用户使用时间最长或者使用最频繁的游戏应用程序。另外,该目标游戏应用程序可以是用户终端内安装的所有游戏类的应用程序中最近安装的游戏应用程序。As an implementation manner, the target game application may be at least one of all game applications installed in the user terminal. Specifically, the target game application may be the game application that has been used the longest or most frequently by the user among all the game applications installed in the user terminal. In addition, the target game application may be the most recently installed game application among all game applications installed in the user terminal.
S402:根据所述游戏模式确定待推送游戏应用程序。S402: Determine the game application to be pushed according to the game mode.
如果用户感兴趣的游戏模式为玩家对战模式,则表示用户对与其他用户之间的对战的玩法比较感兴趣,则可以将一些对战类的游戏作为待推送游戏应用程序。If the game mode that the user is interested in is a player battle mode, it means that the user is more interested in the gameplay of battles with other users, and some battle games can be used as game applications to be pushed.
如果用户感兴趣的游戏模式为非玩家对战模式,则表示用户对游戏的剧情、任务或者副本等玩法比较感兴趣,而对玩家对战的兴趣较低,则可以将非对战类的游戏作为待推送游戏应用程序,具体地,可以将剧情类的游戏,例如,角色扮演类游戏作为待推送游戏应用程序。If the game mode that the user is interested in is a non-player battle mode, it means that the user is more interested in the game's plot, mission or copy and other gameplay, but has low interest in player battles, so you can put non-player games as pending The game application, specifically, a story-type game, for example, a role-playing game, can be used as a game application to be pushed.
作为一种实施方式,可以预先获取游戏模式与游戏类型的对应关系,根据该对应关系确定待推送游戏应用程序,具体地,请参阅后续实施例。As an implementation manner, the corresponding relationship between the game mode and the game type can be obtained in advance, and the game application to be pushed is determined according to the corresponding relationship. For details, please refer to the subsequent embodiments.
S403:向所述用户推送所述待推送游戏应用程序。S403: Push the game application to be pushed to the user.
作为一种实施方式,可以根据所述待推送游戏应用程序确定推送内容,该推送内容包括待推送游戏应用程序的标识。其中,该待推送游戏应用程序的标识可以包括待推送游戏应用程序的名称、包名等身份信息。另外,该推送内容还包括待推送游戏应用程序的描述内容,该描述内容用于描述该待推送游戏应用程序,可以是该待推送游戏应用程序的介绍。As an implementation manner, the push content may be determined according to the game application to be pushed, and the push content includes an identifier of the game application to be pushed. Wherein, the identifier of the game application to be pushed may include identity information such as the name and package name of the game application to be pushed. In addition, the push content also includes description content of the game application to be pushed, and the description content is used to describe the game application to be pushed, and may be an introduction to the game application to be pushed.
作为一种实施方式,服务器根据所述待推送游戏应用程序确定推送内容,将所述推送内容发送至用户终端,用户终端将所述推送内容在预设界面内显示。其中,所述预设界面可以是该目标游戏应用程序内的指定界面。作为一种实施方式,该指定界面可以是加载界面,该加载界面可以是游戏加载指定数据的时候的界面。例如,该加载界面可以是游戏加载副本时候所显示的界面。As an implementation manner, the server determines the pushed content according to the game application to be pushed, sends the pushed content to the user terminal, and the user terminal displays the pushed content in a preset interface. Wherein, the preset interface may be a designated interface in the target game application. As an implementation manner, the specified interface may be a loading interface, and the loading interface may be an interface when the game loads the specified data. For example, the loading interface may be the interface displayed when the game loads the copy.
如图5所示,在加载界面上显示待推送游戏应用程序对应的显示内容,该显示内容可以是服务器发送的提送内容,也可以是用户终端或者目标应用程序根据服务器发送的推送内容而生成的显示内容,该显示内容包括待推送游戏应用程序的标识和待推送游戏应用程序的描述内容。如图5所示,APP1的标题包括APP1的标识,例如,该标题可以是APP1的标识也可以是与APP1的标识相关的内容,例如,可以是包括APP1的标识的宣传标题。其中,APP1为待推送游戏应用程序。另外,该显示内容还包括APP1的描述内容,该描述内容可以包括APP1的介绍以及评论等内容,用户通过该描述内容能够了解到APP1。再者,该显示内容还包括APP1对应的图片,该图片可以是该APP1内的界面截图,例如,可以是游戏截图,也可以是APP1的宣传图片,另外,该图5中的图片可以是动态图或者视频,该动态图或者视频可以是APP1内的游戏动画或者针对该APP1的录屏内容。As shown in Figure 5, the display content corresponding to the game application to be pushed is displayed on the loading interface. The display content can be the content sent by the server, or generated by the user terminal or the target application based on the content sent by the server. The display content includes the identifier of the game application to be pushed and the description content of the game application to be pushed. As shown in FIG. 5, the title of APP1 includes the identification of APP1. For example, the title may be the identification of APP1 or content related to the identification of APP1, for example, it may be a promotion title that includes the identification of APP1. Among them, APP1 is a game application to be pushed. In addition, the display content also includes the description content of APP1, and the description content may include content such as the introduction and comments of APP1, and the user can learn about APP1 through the description content. Furthermore, the display content also includes a picture corresponding to APP1. The picture can be a screenshot of the interface in APP1. For example, it can be a screenshot of a game or a promotional picture of APP1. In addition, the picture in Figure 5 can be a dynamic picture. A picture or a video, the dynamic picture or video may be a game animation in APP1 or a screen recording content for the APP1.
由此,在用户加载界面的时候,能够在等待加载的过程中,通过在该加载界面上所显示的显示内容获知待推送游戏应用程序。Therefore, when the user loads the interface, the game application to be pushed can be known through the display content displayed on the loading interface while waiting for the loading.
再者,所述预设界面还可以是上述的应用中心客户端的某个界面。作为一种实施方式,该预设界面可以是应用中心客户端的游戏应用的推送界面,例如,该游戏应用的推送界面可以是应用中心客户端的游戏应用的下载界面。如图6所示,在该游戏应用的推送界面上显示有多个游戏应用程序的图标,每个图标对应一个安装按钮,用户能够点击某个图标对应的安装按钮安装该图标对应的应用程序。待推送游戏应用程序对应的显示 内容在该游戏应用的推送界面的上部区域内显示,即位于页面的顶部,即沿页面的顶部向底部的方向,所显示的第一个内容就是待推送游戏应用程序对应的显示内容。Furthermore, the preset interface may also be an interface of the aforementioned application center client. As an implementation manner, the preset interface may be a push interface of a game application of the application center client. For example, the push interface of the game application may be a download interface of a game application of the application center client. As shown in FIG. 6, there are multiple game application icons displayed on the push interface of the game application, and each icon corresponds to an install button, and the user can click the install button corresponding to a certain icon to install the application corresponding to the icon. The display content corresponding to the game application to be pushed is displayed in the upper area of the push interface of the game application, that is, at the top of the page, that is, along the direction from the top to the bottom of the page. The first content displayed is the game application to be pushed The display content corresponding to the program.
需要说明的是,图5和图6仅示出了一个游戏应用程序,而待推送游戏应用程序可以包括多个游戏应用程序,则对应的显示内容可以是多个游戏应用程序对应的显示内容。It should be noted that FIGS. 5 and 6 only show one game application, and the game application to be pushed may include multiple game applications, and the corresponding display content may be the display content corresponding to the multiple game applications.
请参阅图7,本申请实施例提供了一种信息推送方法,应用于上述电子设备,用于提高为用户推送游戏应用程度的准确性和提高用户安装被推送的游戏应用程度的转化率。具体地,该方法包括:S710至S740。Referring to FIG. 7, an embodiment of the present application provides an information pushing method, which is applied to the above electronic device, and is used to improve the accuracy of pushing game applications to users and increase the conversion rate of users installing pushed game applications. Specifically, the method includes: S710 to S740.
S710:获取所述用户对应的游戏角色。S710: Acquire a game character corresponding to the user.
于本申请实施例中,游戏数据包括游戏角色。其中,游戏角色为用户在目标游戏应用程序内建立的游戏账号对应的游戏人物,用户能够操作该游戏人物参与一些游戏任务。例如,用户的游戏账号是id12345,其在游戏内的角色包括角色1、角色2、角色3,该角色1、角色2、角色3属于该游戏账号id12345,作为该游戏账号在目标游戏应用程序内的资产,能够被用户操控。In the embodiment of the present application, the game data includes game characters. Wherein, the game character is a game character corresponding to the game account established by the user in the target game application, and the user can operate the game character to participate in some game tasks. For example, the user’s game account is id12345, and its roles in the game include role 1, role 2, and role 3. The role 1, role 2, and role 3 belong to the game account id12345, as the game account in the target game application Of assets can be manipulated by users.
例如,卡牌类的游戏中,该角色可以是用户的游戏账号对应的所有的卡牌角色,在角色扮演的游戏中,该游戏角色可以是用户建立的角色,通常,每个角色对应一个职业,有区别于其他职业的游戏技能、角色属性、任务剧情等。For example, in a card game, the role can be all card roles corresponding to the user's game account. In a role-playing game, the game role can be a role created by the user. Generally, each role corresponds to a profession , There are game skills, character attributes, task plots, etc. that are different from other occupations.
用户对应的游戏角色以及该角色对应的数据能够被服务器收集,并且,服务器将该数据与用户的游戏账号对应的角色对应存储。The game character corresponding to the user and the data corresponding to the character can be collected by the server, and the server stores the data corresponding to the character corresponding to the user's game account.
S720:根据所述游戏角色确定用户感兴趣的游戏模式。S720: Determine a game mode that the user is interested in according to the game role.
游戏角色对应有角色数据,该角色数据包括角色类型、装备信息、角色属性、角色热度等。The game character corresponds to character data, and the character data includes character type, equipment information, character attributes, character popularity, and so on.
其中,角色类型可以包括玩家对战类型和非玩家对战类型,其中,玩家对战类型表示该角色更加适合或者更加频繁的被用于玩家对战,即用户在进行玩家对战的时候,较频繁或较倾向于选择角色类型为玩家对战类型的游戏角色。非玩家对战类型为玩家对战类型之外的类型,在一些实施例中,可以理解为角色类型如果不是玩家对战类型,则就是非玩家对战类型,则非玩家对战类型表示该角色更加适合或者更加频繁的被用于非玩家对战模式,即用于在进行非玩家对战的时候,较频繁或较倾向于选择角色类型为非玩家对战类型的游戏角色。Among them, the character type can include the player battle type and the non-player battle type. The player battle type indicates that the character is more suitable or more frequently used in player battles, that is, when the user is engaged in player battles, they are more frequent or more inclined Choose a game character whose character type is the player-versus-type. The non-player battle type is a type other than the player battle type. In some embodiments, it can be understood as a non-player battle type if the character type is not a player battle type. The non-player battle type indicates that the character is more suitable or more frequent. Is used in the non-player battle mode, that is, when the non-player battle is played, it is more frequent or more inclined to choose the role type as the non-player battle type of game characters.
角色属性可以是游戏角色对应的属性数值,例如,该属性数值可以包括游戏角色的力量、敏捷、智力、暴击、暴击伤害、速度、效果抵抗、效果命中、生命值、防御值、攻击力等用于反映该游戏角色的能力值的数值。The character attribute can be the attribute value corresponding to the game character. For example, the attribute value can include the game character’s strength, agility, intelligence, crit, crit damage, speed, effect resistance, effect hit, health value, defense value, attack power It is used to reflect the value of the ability value of the game character.
装备信息可以是游戏角色对应的游戏道具对应的辅助属性,该装备信息用户辅助增强游戏角色的能力值,例如,游戏角色的角色属性的初始属性中的暴击是10%,则游戏道具的辅助属性为暴击增加90%,则该游戏角色在装备有该游戏道具之后,暴击变为100%,即角色属性中的暴击被增强。The equipment information may be the auxiliary attribute corresponding to the game item corresponding to the game character. The equipment information user assists the enhancement of the ability value of the game character. The attribute is that the critical strike is increased by 90%, then after the game character is equipped with the game item, the critical strike becomes 100%, that is, the critical strike in the character attribute is enhanced.
角色热度可以是游戏角色的使用率,具体地,该使用率可以根据所有的游戏玩家中创建有该游戏角色而确定。例如,可以根据该游戏角色的在线游戏时间而确定,也可以根据所有用户建立该游戏角色的数量而确定。The character popularity may be the usage rate of the game character. Specifically, the usage rate may be determined based on the game character created by all game players. For example, it may be determined according to the online game time of the game character, or it may be determined according to the number of the game characters established by all users.
游戏角色对应的角色数据能够反映用户使用该游戏角色更倾向于哪种休息模式,因此,可以根据该游戏角色确定用户感兴趣的游戏模式。The character data corresponding to the game character can reflect which rest mode the user prefers to use the game character. Therefore, the game mode that the user is interested in can be determined according to the game character.
在一些实施例中,如图8所示,该S720包括S721至S723。In some embodiments, as shown in FIG. 8, the S720 includes S721 to S723.
S721:获取所述游戏角色的角色类型。S721: Acquire the character type of the game character.
作为一种实施方式,该游戏角色的角色类型可以是在目标游戏应用程序内设定的, 即该目标游戏应用程序能够提供多个供用户选择使用和创建的角色,而每个游戏角色对应一个角色类型。例如,用户在创建游戏角色的时候,可以从两个类型集合中选择游戏角色。该两个类型集合分别为第一类型集合和第二类型集合,其中,第一类型集合内的所有游戏角色均为玩家对战类型,第二类型集合内的所有游戏角色均为非玩家对战类型。则用户在第一类型集合所选择的游戏角色的角色类型是玩家对战类型,则用户在第二类型集合所选择的游戏角色的角色类型是非玩家对战类型。As an implementation manner, the role type of the game character can be set in the target game application, that is, the target game application can provide multiple characters for the user to choose, use and create, and each game character corresponds to one Role type. For example, when a user creates a game character, he can select a game character from two types of sets. The two type sets are respectively a first type set and a second type set, wherein all the game characters in the first type set are player battle types, and all the game characters in the second type set are non-player battle types. Then the character type of the game character selected by the user in the first type set is a player battle type, and the character type of the game character selected by the user in the second type set is a non-player battle type.
因此,根据确定用户所创建的游戏角色属于第一类型结合还是第二类型集合,能够确定游戏角色的角色类型。Therefore, according to determining whether the game character created by the user belongs to the first type combination or the second type set, the character type of the game character can be determined.
另外,考虑到玩家可以操作游戏角色进入玩家对战场景和非玩家对战场景,则可以通过该游戏角色在玩家对战场景和非玩家对战场景内的使用率来确定游戏角色的角色类型。其中,玩家对战场景是指玩家对战模式下的游戏场景,在该玩家对战场景内,玩家操作游戏角色与其他玩家的游戏角色对战。例如,射击类游戏中,不同玩家的游戏角色之间互相击杀。非玩家对战场景可以是指非玩家对战模式下的游戏场景,在该非玩家对战场景内,玩家操作游戏角色挑战游戏内由程序控制的智能角色或者完成游戏的某个任务剧情,该智能角色可以是NPC或者BOSS,具体地,该场景可以对应副本,即游戏角色挑战副本的场景。其中,副本是指目标游戏应用程序为游戏玩家开放的副本游戏场景,该副本游戏场景是正本游戏场景的复制场景,例如,玩家准备做某个活动时,应用程序都会生成一个相对应的单独区域供玩家进行冒险。同一时间内可能有多个玩家在参与该活动,但他们并不在同一张地图或场景内,而是在多个相同的单独场景中进行活动,并且互不干扰。In addition, considering that the player can operate the game character to enter the player battle scene and the non-player battle scene, the use rate of the game character in the player battle scene and the non-player battle scene can be used to determine the character type of the game character. Among them, the player battle scene refers to the game scene in the player battle mode, in which the player operates the game character to compete with the game characters of other players. For example, in shooting games, game characters of different players kill each other. The non-player battle scene can refer to the game scene in the non-player battle mode. In the non-player battle scene, the player operates the game character to challenge the intelligent character controlled by the program in the game or complete a certain task plot of the game. The intelligent character can It is an NPC or a BOSS. Specifically, the scene can correspond to a copy, that is, a scene where a game character challenges a copy. Among them, the copy refers to the copy game scene opened by the target game application for game players. The copy game scene is a copy scene of the original game scene. For example, when the player prepares to do an activity, the application will generate a corresponding separate area. For players to take risks. There may be multiple players participating in the activity at the same time, but they are not in the same map or scene, but in multiple identical separate scenes, and do not interfere with each other.
则获取所述游戏角色的角色类型的实施方式可以是,获取所述游戏角色在玩家对战场景的第一使用率以及在非玩家对战场景的第二使用率,根据所述第一使用率和第二使用率确定游戏角色的角色类型。The implementation manner of acquiring the character type of the game character may be to acquire the first usage rate of the game character in the player battle scene and the second usage rate in the non-player battle scene, according to the first usage rate and the first usage rate. Second, the usage rate determines the character type of the game character.
其中,游戏角色在玩家对战场景的第一使用率可以是指游戏角色在玩家对战场景内的使用频率和使用时间长度等。作为一种实施方式,可以获取玩家对应的游戏账号在玩家对战场景所花费的第一时间长度,并且获取玩家操作目标游戏应用程序的总时间长度,根据第一时间长度和总时间长度得到第一使用率,具体地,可以将第一时间长度和总时间长度的比值作为第一使用率。Among them, the first usage rate of the game character in the player battle scene may refer to the use frequency and use time length of the game character in the player battle scene, etc. As an implementation manner, the first length of time spent by the player’s corresponding game account in the player’s battle scene can be obtained, and the total length of time the player has to operate the target game application can be obtained. The usage rate, specifically, the ratio of the first time length to the total time length may be used as the first usage rate.
作为另一种实施方式,目标游戏应用程序可以提供多个初始游戏角色,例如,该初始游戏角色可以包括角色1、角色2、角色3、、、,其中,不同的初始游戏角色可以是对应不同的初始角色标识,且每个初始游戏角色的技能、初始角色属性等初始游戏数据相同。例如,不同的初始游戏角色可以是战士、法师、弓箭手等不同的职业,每个职业的初始角色属性和技能不同。用户在创建游戏角色的时候,可以从多个初始游戏角色中选择至少一个初始游戏角色作为游戏角色,并且为该游戏角色赋予一个角色身份信息,具体地,默认的情况下,该角色身份信息可以与初始角色标识一致,因此,通过该角色身份信息能够确定用户所操作的游戏角色对应的初始游戏角色。另外,用户在创建游戏角色之后,服务器还能够基于用户的请求或者的服务器的推送策略为用户推送初始游戏角色,用户接受该初始游戏角色之后,为用户增加新的游戏角色。以目标游戏应用程序为角色扮演动作游戏,且该目标游戏应用程序提供战士、法师、弓箭手等不同职业的初始游戏角色,战士、法师和弓箭手对应的初始角色标识分别为标识1、标识2和标识3。用户选择战士这个初始游戏角色,并建立了自己的游戏角色,且该游戏角色的角色身份信息为“战士XX”,该游戏角色的职业是战士,“战士XX”可以是该游戏角色的昵称,该昵称可以是默认的昵称,也可以是用户自定义的名称。用户对该角色身份信息为“战士XX”的游戏角色操作时所产生的游戏数据能够被服务器收集,作为能够反映战士这个 初始游戏角色的使用率。As another implementation manner, the target game application may provide multiple initial game characters. For example, the initial game characters may include character 1, character 2, character 3, ..., where different initial game characters may correspond to different characters. The initial character identification of each initial game character, and the initial game data such as the skills and initial character attributes of each initial game character are the same. For example, different initial game characters can be different professions such as warrior, mage, archer, etc. The initial character attributes and skills of each profession are different. When creating a game character, the user can select at least one initial game character from multiple initial game characters as the game character, and assign a character identity information to the game character. Specifically, by default, the character identity information can be It is consistent with the initial role identification, and therefore, the initial game role corresponding to the game role operated by the user can be determined through the role identity information. In addition, after the user creates the game role, the server can also push the initial game role for the user based on the user's request or the server's push strategy. After the user accepts the initial game role, a new game role is added to the user. The target game application is a role-playing action game, and the target game application provides initial game characters of different professions such as warrior, mage, and archer. The initial role identifications corresponding to warrior, mage, and archer are identification 1, identification 2 respectively. And logo 3. The user selects the initial game role of warrior, and establishes his own game role, and the role identity information of the game role is "Warrior XX", the occupation of the game role is a warrior, and "Warrior XX" can be the nickname of the game role. The nickname can be the default nickname or a user-defined name. The game data generated by the user during the operation of the game character whose character identity information is "Warrior XX" can be collected by the server as a utilization rate that can reflect the initial game character of the fighter.
则服务器获取用户的游戏角色在玩家对战场景的第一使用率的实施方式可以是,确定该目标游戏应用程序对应的所有初始游戏角色在玩家对战场景的总使用时间长度,并且确定用户的游戏角色对应的初始游戏角色,作为目标初始游戏角色,获取该目标初始游戏角色在玩家对战场景的使用时间长度,根据该使用时间长度和总使用时间长度得到该第一使用率,具体地,可以是将使用时间长度和总使用时间长度的比值作为第一使用率。Then, the implementation manner for the server to obtain the first usage rate of the user's game character in the player battle scene may be to determine the total use time length of all initial game characters corresponding to the target game application in the player battle scene, and determine the user's game character The corresponding initial game character, as the target initial game character, obtain the use time length of the target initial game character in the player battle scene, and obtain the first use rate according to the use time length and the total use time length. Specifically, it may be The ratio of the length of use time to the total length of use time is taken as the first usage rate.
同理,也可以根据上述方法得到用户的游戏角色在非玩家对战场景的第二使用率。In the same way, the second usage rate of the user's game character in the non-player battle scene can also be obtained according to the above method.
然后,根据所述第一使用率和第二使用率确定游戏角色的角色类型。Then, the character type of the game character is determined according to the first usage rate and the second usage rate.
具体地,第一使用率能够表征该游戏角色在玩家对战场景内的使用率或出场率,第二使用率能够表征该游戏角色在非玩家对战场景内的使用率或出场率,因此通过第一使用率和第二使用率能够确定该游戏角色更倾向于被用于玩家对战场景还是非玩家对战场景。Specifically, the first usage rate can characterize the usage rate or appearance rate of the game character in the player battle scene, and the second usage rate can characterize the usage rate or appearance rate of the game character in the non-player battle scene. Therefore, pass the first usage rate. The usage rate and the second usage rate can determine whether the game character is more likely to be used in a player battle scene or a non-player battle scene.
作为一种实施方式,如果所述第一使用率大于第二使用率,则确定所述游戏角色的角色类型为玩家对战类型;如果所述第二使用率大于第一使用率,则确定所述游戏角色的角色类型为非玩家对战类型。As an implementation manner, if the first usage rate is greater than the second usage rate, determine that the character type of the game character is a player battle type; if the second usage rate is greater than the first usage rate, then determine the The role type of the game character is a non-player battle type.
其中,第一使用率和第二使用率均由数值表示,如果第一使用率大于第二使用率,则表示游戏角色在玩家对战场景内的使用率更高,玩家更倾向于使用该游戏角色参与玩家对战场景,则确定所述游戏角色的角色类型为玩家对战类型。同理,如果第一使用率小于第二使用率,则表示游戏角色在非玩家对战场景内的使用率更高,玩家更倾向于使用该游戏角色参与非玩家对战场景,则确定所述游戏角色的角色类型为非玩家对战类型。Among them, the first usage rate and the second usage rate are both represented by numerical values. If the first usage rate is greater than the second usage rate, it means that the usage rate of the game character in the player battle scene is higher, and the player is more inclined to use the game character Participating in the player battle scene, it is determined that the character type of the game character is the player battle type. Similarly, if the first usage rate is less than the second usage rate, it means that the usage rate of the game character in the non-player battle scene is higher, and the player is more inclined to use the game character to participate in the non-player battle scene, then the game character is determined The character type of is a non-player battle type.
另外,如果第一使用率等于第二使用率,可以确定游戏角色的角色类型为玩家对战类型和非玩家对战类型,从而能够确定用户感兴趣的游戏模式为玩家对战模式和非玩家对战模式。作为另一种实施方式,在第一使用率等于第二使用率的时候,可以根据其他的角色数据确定游戏角色的角色类型,例如,根据游戏角色的对应的装备信息来确定,具体地,请参阅后续实施例。In addition, if the first usage rate is equal to the second usage rate, it can be determined that the character type of the game character is a player battle type and a non-player battle type, so that the game mode that the user is interested in can be determined as a player battle mode and a non-player battle mode. As another implementation manner, when the first usage rate is equal to the second usage rate, the character type of the game character can be determined according to other character data, for example, according to the corresponding equipment information of the game character. Specifically, please See the subsequent examples.
作为另一种实施方式,可以确定指定使用率,如果所述第一使用率大于指定使用率,则确定所述游戏角色的角色类型为玩家对战类型;如果所述第二使用率大于指定使用率,则确定所述游戏角色的角色类型为非玩家对战类型。其中,指定使用率可以是预先设定的一个数值,该指定使用率用于衡量游戏角色的第一使用率和第二使用率能够表征用户在玩家对战场景和非玩家对战场景内对该游戏角色的兴趣度。As another implementation manner, a designated usage rate can be determined, and if the first usage rate is greater than the designated usage rate, it is determined that the character type of the game character is a player battle type; if the second usage rate is greater than the designated usage rate , It is determined that the character type of the game character is a non-player battle type. Wherein, the designated usage rate can be a preset value. The designated usage rate is used to measure the first usage rate and the second usage rate of the game character. Degree of interest.
具体地,如果第一使用率大于指定使用率,表明用户在玩家对战场景内使用该游戏角色的第一使用率比较高,用户有比较高的兴趣使用该游戏角色参与玩家对战场景,则可以确定游戏角色的角色类型为玩家对战类型。而如果第二使用率大于指定使用率,表明用户在非玩家对战场景内使用该游戏角色的第二使用率比较高,用户有比较高的兴趣使用该游戏角色参与非玩家对战场景,则可以确定游戏角色的角色类型为非玩家对战类型。而如果第一使用率和第二使用率均小于指定使用率,则表明该游戏角色在玩家对战场景和非玩家对战场景内的使用率并不能表征用户使用该游戏角色参与玩家对战场景和非玩家对战场景的兴趣度,即第一使用率和第二使用率的数值较低,无法提供有效参考。Specifically, if the first usage rate is greater than the designated usage rate, it indicates that the first usage rate of the user using the game character in the player battle scene is relatively high, and the user has a higher interest in using the game character to participate in the player battle scene, then it can be determined The role type of the game character is the player battle type. And if the second usage rate is greater than the specified usage rate, it indicates that the second usage rate of the user using the game character in the non-player battle scene is relatively high, and the user has a higher interest in using the game character to participate in the non-player battle scene, then it can be determined The role type of the game character is a non-player battle type. And if the first usage rate and the second usage rate are both less than the specified usage rate, it indicates that the usage rate of the game character in the player battle scene and the non-player battle scene does not indicate that the user uses the game character to participate in the player battle scene and the non-player battle scene. The degree of interest in the battle scene, that is, the values of the first usage rate and the second usage rate are low, which cannot provide an effective reference.
作为一种实施方式,该指定使用率可以是预设的一个固定数值,例如,该指定使用率可以是20%至50%的一个数值,例如,可以是30%。As an implementation manner, the designated utilization rate may be a preset fixed value. For example, the designated utilization rate may be a value ranging from 20% to 50%, for example, it may be 30%.
另外,如果第一使用率和第二使用率均大于指定使用率,则可以根据前述的根据 第一使用率和第二使用率的大小关系确定游戏角色的角色类型,具体地,确定所述第一使用率和第二使用率之间的大小关系;如果所述第一使用率大于第二使用率,则确定所述游戏角色的角色类型为玩家对战类型;如果所述第二使用率大于第一使用率,则确定所述游戏角色的角色类型为非玩家对战类型,具体地,请参阅前述实施例,在此不再赘述。In addition, if the first usage rate and the second usage rate are both greater than the designated usage rate, the role type of the game character can be determined according to the aforementioned relationship between the first usage rate and the second usage rate, specifically, the first usage rate is determined. The relationship between the first usage rate and the second usage rate; if the first usage rate is greater than the second usage rate, it is determined that the character type of the game character is the player battle type; if the second usage rate is greater than the first usage rate According to the usage rate, it is determined that the character type of the game character is a non-player battle type. For details, please refer to the foregoing embodiment, which will not be repeated here.
另外,作为另一种实施方式,还可以根据游戏角色在玩家对战场景和非玩家对战场景的能力评分确定游戏角色的角色类型,则获取所述游戏角色的角色类型的实施方式可以是获取所述游戏角色在玩家对战场景的第一能力评分以及在非玩家对战场景的第二能力评分,根据所述第一能力评分和第二能力评分确定游戏角色的角色类型。In addition, as another implementation manner, the character type of the game character can also be determined according to the ability score of the game character in the player battle scene and the non-player battle scene, and then the implementation manner of obtaining the character type of the game character may be to obtain the The first ability score of the game character in the player battle scene and the second ability score in the non-player battle scene, and the character type of the game character is determined according to the first ability score and the second ability score.
其中,能力评分用于确定游戏角色在玩家对战场景和非玩家对战场景内的表现力,即在某一个场景内,该游戏角色的能力评分越高则表明该游戏角色在该场景内的表现力越高。作为一种实施方式,游戏角色的能力评分可以根据游戏角色在场景内的输出数据而确定。其中,该输出数据可以包括该游戏角色的胜率、伤害值、参团率、治疗量等能够评价该游戏角色的表现力的数据维度。具体地,针对玩家对战场景,该第一能力评分包括游戏角色的胜率。而针对该游戏角色的定位不同,其第二能力评分所需要参考的输出数据也不同。针对输出型职业,该第二能力评分可以包括击杀数量,针对辅助型职业,该第二能力评分可以包括助攻数量,针对防御性职业,该第二能力评分可以包括承受伤害量,因此,通过该第一能力评分能够确定该游戏角色在玩家对战场景的能力和表现力,从而能够确定该游戏角色是否擅长该玩家对战场景。Among them, the ability score is used to determine the expressiveness of the game character in the player battle scene and the non-player battle scene, that is, in a certain scene, the higher the ability score of the game character, the higher the expressiveness of the game character in the scene. Higher. As an implementation manner, the ability score of the game character may be determined according to the output data of the game character in the scene. Wherein, the output data may include data dimensions that can evaluate the expressiveness of the game character, such as the winning rate, the damage value, the participation rate, the amount of treatment, and the like of the game character. Specifically, for a player battle scene, the first ability score includes the winning rate of the game character. For the different positioning of the game character, the output data that needs to be referred to for the second ability scoring is also different. For output occupations, the second ability score may include the number of kills. For auxiliary occupations, the second ability score may include the number of assists. For defensive occupations, the second ability score may include the amount of damage taken. Therefore, pass The first ability score can determine the ability and expressiveness of the game character in the player battle scene, so that it can be determined whether the game character is good at the player battle scene.
同理,针对该游戏角色的定位不同,其第二能力评分所需要参考的输出数据也不同。针对输出型职业,该第二能力评分可以包括伤害值,针对治疗性职业,该第二能力评分可以包括治疗量,针对防御性职业,该第二能力评分可以包括承受伤害量,因此,通过该第二能力评分能够确定该游戏角色在非玩家对战场景的能力和表现力,从而能够确定该游戏角色是否擅长该非玩家对战场景。In the same way, for the different positioning of the game character, the output data that needs to be referred to for the second ability scoring is also different. For output occupations, the second ability score may include the damage value. For therapeutic occupations, the second ability score may include the amount of healing. For defensive occupations, the second ability score may include the amount of damage. The second ability score can determine the ability and expressiveness of the game character in the non-player battle scene, so that it can be determined whether the game character is good at the non-player battle scene.
另外,需要说明的是,确定游戏角色的能力评分是根据该游戏角色对应的初始游戏角色的初始角色标识而确定的。具体地,确定用户的游戏角色对应的初始游戏角色的初始角色标识,服务器统计所有的使用该初始游戏角色而建立的游戏角色的输出数据,根据该输出数据得到初始游戏角色的能力评分,作为用户的游戏角色的能力评分。作为一种实施方式,用户的游戏角色对应有目标初始角色标识,服务器统计所有的用户中的与目标初始角色标识对应的游戏角色,记为目标游戏角色,统计每个目标游戏角色的输出数据,根据每个目标游戏角色的输出数据得到该目标游戏角色的能力评分,作为用户的游戏角色的能力评分。In addition, it should be noted that the ability score for determining the game character is determined according to the initial character identification of the initial game character corresponding to the game character. Specifically, the initial role identification of the initial game role corresponding to the user's game role is determined, and the server counts all output data of the game role established using the initial game role, and obtains the ability score of the initial game role according to the output data, as the user The ability of the game character to score. As an implementation manner, the user's game role corresponds to a target initial role identification, and the server counts the game roles corresponding to the target initial role identification among all users, and records them as the target game role, and counts the output data of each target game role. According to the output data of each target game character, the ability score of the target game character is obtained as the ability score of the user's game character.
例如,用户的游戏角色的初始游戏角色是战士,则不同的用户在选择战士这个职业创建游戏角色的时候,每个用户都创建一个与战士对应的游戏角色,则虽然每个用户的游戏角色互不相同,但是其对应的都是战士这个初始游戏角色,则服务器统计每个用户的战士这个游戏角色的输出数据,得到上述的第一能力评分和第二能力评分。For example, if the initial game role of a user’s game character is a warrior, when different users choose the profession of warrior to create a game role, each user creates a game role corresponding to the warrior. Although each user’s game role interacts with each other They are not the same, but they correspond to the initial game character of the soldier, and the server counts the output data of each user's soldier, the game character, to obtain the above-mentioned first ability score and second ability score.
因此,如果该游戏角色在玩家对场景内的能力评分较高,则可以预估用户更加倾向于使用该游戏角色参与玩家对战场景,因此,将该游戏角色的角色类型设置为玩家对战类型。如果该游戏角色在非玩家对场景内的能力评分较高,则可以预估用户更加倾向于使用该游戏角色参与非玩家对战场景,则可以将该游戏角色的角色类型设置为玩家对战类型。Therefore, if the game character has a high score in the player's ability in the scene, it can be estimated that the user is more inclined to use the game character to participate in the player battle scene. Therefore, the role type of the game character is set as the player battle type. If the game character has a higher ability score in the non-player battle scene, it can be estimated that the user is more inclined to use the game character to participate in the non-player battle scene, and the character type of the game character can be set as the player battle type.
另外,参考上述根据使用率确定游戏角色的角色类型的实施方式,同理可以设置一个指定能力评分,如果所述第一能力评分大于指定能力评分,则确定所述游戏角色的角色类型为玩家对战类型;如果所述第二能力评分大于指定能力评分,则确定所述 游戏角色的角色类型为非玩家对战类型。In addition, referring to the above-mentioned implementation of determining the role type of the game character based on the usage rate, a specified ability score can be set in the same way. If the first ability score is greater than the specified ability score, the role type of the game character is determined to be a player versus game. Type; if the second ability score is greater than the specified ability score, it is determined that the role type of the game character is a non-player battle type.
如果第一能力评分和第二能力评分均小于指定能力评分,则表明该游戏角色在玩家对战场景和非玩家对战场景内的能力评分并不能表征用户使用该游戏角色参与玩家对战场景和非玩家对战场景的兴趣度,即第一能力评分和第二能力评分的数值较低,无法提供有效参考。If the first ability score and the second ability score are both less than the specified ability score, it indicates that the ability score of the game character in the player vs. non-player vs. scene does not indicate that the user uses the game character to participate in the player vs. non-player vs. scene The interest level of the scene, that is, the numerical value of the first ability score and the second ability score is low, which cannot provide an effective reference.
另外,如果第一能力评分和第二能力评分均大于指定能力评分,则可以根据前述的根据第一能力评分和第二能力评分的大小关系确定游戏角色的角色类型,具体地,确定所述第一能力评分和第二能力评分之间的大小关系;如果所述第一能力评分大于第二能力评分,则确定所述游戏角色的角色类型为玩家对战类型;如果所述第二能力评分大于第一能力评分,则确定所述游戏角色的角色类型为非玩家对战类型,具体地,请参阅前述实施例,在此不再赘述。In addition, if the first ability score and the second ability score are both greater than the specified ability score, the role type of the game character can be determined according to the aforementioned relationship between the first ability score and the second ability score, specifically, the first ability score is determined. The relationship between the first ability score and the second ability score; if the first ability score is greater than the second ability score, the role type of the game character is determined to be the player battle type; if the second ability score is greater than the first ability score An ability score is determined, and the role type of the game character is determined to be a non-player battle type. For details, please refer to the foregoing embodiment, which will not be repeated here.
另外,如果第一能力评分等于第二能力评分,可以确定游戏角色的角色类型为玩家对战类型和非玩家对战类型,从而能够确定用户感兴趣的游戏模式为玩家对战模式和非玩家对战模式。作为另一种实施方式,在第一能力评分等于第二能力评分的时候,可以根据其他的角色数据确定游戏角色的角色类型,例如,根据游戏角色的对应的装备信息来确定,具体地,请参阅后续实施例。In addition, if the first ability score is equal to the second ability score, it can be determined that the character type of the game character is the player versus player type and the non-player versus player type, so that the game mode that the user is interested in can be determined as the player versus player mode and the non-player versus player mode. As another implementation manner, when the first ability score is equal to the second ability score, the character type of the game character can be determined according to other character data, for example, according to the corresponding equipment information of the game character. Specifically, please See the subsequent examples.
S722:如果所述角色类型为玩家对战类型,则确定所述用户感兴趣的游戏模式为所述玩家对战模式。S722: If the character type is a player battle type, determine that the game mode that the user is interested in is the player battle mode.
S723:如果所述角色类型为非玩家对战类型,则确定所述用户感兴趣的游戏模式为所述非玩家对战模式。S723: If the character type is a non-player battle type, determine that the game mode that the user is interested in is the non-player battle mode.
另外,作为另一种实施方式,还可以根据游戏角色的装备信息确定用户感兴趣的游戏模式,具体地,如图9所示,该S720包括S724至S727。In addition, as another implementation manner, the game mode that the user is interested in can also be determined according to the equipment information of the game character. Specifically, as shown in FIG. 9, the S720 includes S724 to S727.
S724:获取所述游戏角色对应的装备信息。S724: Acquire equipment information corresponding to the game character.
作为一种实施方式,可以获取该游戏角色当前穿戴的装备,作为目标装备,获取该目标装备的装备信息作为游戏角色对应的装备信息。As an implementation manner, the equipment currently worn by the game character may be acquired as the target equipment, and the equipment information of the target equipment may be acquired as the equipment information corresponding to the game character.
作为另一种实施方式,可以获取该游戏角色对应的所有装备中,每个装备在预设时间段内的使用频率,根据每个装备的使用频率确定目标装备,获取该目标装备的装备信息作为游戏角色对应的装备信息。例如,将在预设时间段内的使用频率最高的装备作为目标装备。其中,预设时间段可以是与当前时间点距离一定时间长度的时间段,例如,当前时间点之外的一个周内。As another implementation manner, among all the equipment corresponding to the game character, the use frequency of each equipment within a preset time period can be obtained, the target equipment can be determined according to the use frequency of each equipment, and the equipment information of the target equipment can be obtained as Equipment information corresponding to the game character. For example, the most frequently used equipment in a preset time period is used as the target equipment. The preset time period may be a time period that is a certain length of time away from the current time point, for example, within a week outside the current time point.
该装备信息包括装备效果的描述信息,该描述信息可以是用于描述该装备效果的文本信息,该装备效果为能够为游戏角色提高辅助属性的效果,即在游戏角色未穿戴该装备时所具有的基础属性的基础上,穿戴该装备能够在基础属性更改游戏角色的属性信息。例如,该装备效果是增加20%的生命值,则基础属性是生命值1000,则在穿戴具有该装备效果的装备之后,该游戏角色的生命值变为1200。The equipment information includes the description information of the equipment effect. The description information can be text information used to describe the equipment effect. The equipment effect is the effect that can improve the auxiliary attributes for the game character, that is, it has when the game character is not wearing the equipment. On the basis of the basic attributes, wearing the equipment can change the attribute information of the game character in the basic attributes. For example, if the equipment effect is to increase the health value by 20%, the basic attribute is 1000 health. After wearing the equipment with the equipment effect, the health value of the game character becomes 1200.
S725:获取所述装备信息的属性类型。S725: Acquire the attribute type of the equipment information.
如果该装备效果包含与玩家对战模式相关的关键词,记为对战关键词,则确定该装备信息的属性类型为玩家对战类型。其中,该对战关键词包括与控制玩家的效果相关、与对玩家施加减益效果相关以及与抵抗对方玩家的控制效果相关以及增加存活率相关的关键词。例如,“减疗”、“造成伤害时眩晕”、“增加暴击抵抗”或者“增加生命值”。则该游戏角色在穿戴具有该装备效果的装备时,能够增加该游戏角色在玩家对战场景内的存活率以及降低被对方玩家控制的效果等。If the equipment effect contains keywords related to the player battle mode, which is recorded as the battle keyword, the attribute type of the equipment information is determined to be the player battle type. Among them, the battle keywords include keywords related to the effect of controlling the player, related to applying a debuff effect to the player, and related to resisting the control effect of the opponent player and increasing the survival rate. For example, "reduction", "stun when inflicting damage", "increase crit resistance" or "increase health." When the game character wears the equipment with the equipment effect, it can increase the survival rate of the game character in the player battle scene and reduce the effect of being controlled by the opponent player.
同理,如果该装备效果包含与非玩家对战模式相关的关键词,记为非对战关键词,则确定该装备信息的属性类型为非玩家对战类型。其中,该非对战关键词包括与输出伤 害相关、治疗量相关和生命值增加相关以及增加对非玩家对象伤害等相关的关键词。例如,“增加攻击值”、“增加暴击率”或者“增加生命值”。则该游戏角色在穿戴具有该装备效果的装备时,能够增加该游戏角色在非玩家对战场景内击杀NPC或者BOSS等非玩家对象的概率和速率等。In the same way, if the equipment effect contains keywords related to the non-player battle mode, which is recorded as a non-player battle keyword, the attribute type of the equipment information is determined to be the non-player battle type. Among them, the non-competitive keywords include keywords related to output damage, related to healing, increase in health, and increased damage to non-player objects. For example, "increase attack value", "increase critical strike rate" or "increase health value". When the game character wears equipment with the equipment effect, the probability and rate of the game character killing non-player objects such as NPC or BOSS in a non-player battle scene can be increased.
作为另一种实施方式,还可以根据该装备信息在玩家对战场景和非玩家对战场景内的使用率来确定该装备信息的属性类型。具体地,该装备信息还可以包括装备标识,根据该装备标识获取所述装备信息在玩家对战场景的第三使用率以及在非玩家对战场景的第四使用率。As another implementation manner, the attribute type of the equipment information can also be determined according to the usage rate of the equipment information in the player versus non-player battle scene. Specifically, the equipment information may also include an equipment identifier, and the third usage rate of the equipment information in the player versus battle scene and the fourth usage rate in the non-player versus battle scene are acquired according to the equipment identifier.
作为一种实施方式,服务器获取用户所使用的游戏角色的装备对应的装备标识,获取指定时间段内,多个玩家在玩家对战场景内使用该装备标识对应的装备的第一使用时间长度,并且获取指定时间段内,多个玩家参与玩家对战场景的第一总时间长度,根据第一使用时间长度和第一总时间长度得到装备信息在玩家对战场景的第三使用率,具体地,可以获取第一使用时间长度和总时间长度的比值,作为用户的游戏角色的装备信息在玩家对战场景的第三使用率。同理,获取指定时间段内,多个玩家在非玩家对战场景内使用该装备标识对应的装备的第二使用时间长度,获取指定时间段内,多个玩家参与非玩家对战场景的第二总时间长度,根据第一使用时间长度和第二总时间长度得到装备信息在非玩家对战场景的第四使用率,具体地,可以获取第二使用时间长度和第二总时间长度的比值,作为用户的游戏角色的装备信息在非玩家对战场景的第四使用率。As an implementation manner, the server obtains the equipment identifier corresponding to the equipment of the game character used by the user, and obtains the first length of time during which multiple players use the equipment corresponding to the equipment identifier in the player battle scene within a specified time period, and Obtain the first total time length of multiple players participating in the player battle scene in a specified time period, and obtain the third usage rate of the equipment information in the player battle scene according to the first use time length and the first total time length. Specifically, you can get The ratio of the first usage time length to the total time length is used as the third usage rate of the equipment information of the user's game character in the player battle scene. In the same way, obtain the second length of time that multiple players use the equipment corresponding to the equipment ID in the non-player battle scene within a specified time period, and obtain the second total of multiple players participating in the non-player battle scene during the specified time period. Time length, according to the first use time length and the second total time length to obtain the fourth use rate of the equipment information in the non-player battle scene, specifically, the ratio of the second use time length to the second total time length can be obtained as the user The fourth usage rate of the equipment information of the game character in the non-player battle scene.
然后,根据所述第三使用率和第四使用率确定装备信息的属性类型,具体地,可以参考前述根据第一使用率和第二使用率确定角色类型的方式。作为一种实施方式,如果所述第三使用率大于第四使用率,则确定所述游戏角色的属性类型为玩家对战类型,如果所述第四使用率大于第三使用率,则确定所述游戏角色的属性类型为非玩家对战类型。Then, the attribute type of the equipment information is determined according to the third usage rate and the fourth usage rate. Specifically, the aforementioned manner of determining the character type according to the first usage rate and the second usage rate may be referred to. As an implementation manner, if the third usage rate is greater than the fourth usage rate, the attribute type of the game character is determined to be the player battle type, and if the fourth usage rate is greater than the third usage rate, then the The attribute type of the game character is the non-player battle type.
作为又一种实施方式,考虑到装备的某些属性是为了提升游戏角色在玩家对战场景内的能力值而设定,因此,可以通过装备的指定属性来确定该装备信息的属性类型。As yet another implementation manner, considering that certain attributes of the equipment are set to improve the ability value of the game character in the player battle scene, the attribute type of the equipment information can be determined through the specified attributes of the equipment.
具体地,该装备信息包括装备的属性信息,该属性信息用于在游戏角色穿戴该装备的时候,改变该游戏角色的基础属性。例如,该游戏角色的基础属性为该游戏角色未穿戴装备以及未添加增益效果的情况下,该游戏角色的属性值,该基础属性与该游戏角色的初始游戏角色在最初等级时的属性以及等级的提升相关,对于同一等级的初始游戏角色来说,不同的玩家的游戏角色对应的基础属性相同。Specifically, the equipment information includes attribute information of the equipment, and the attribute information is used to change the basic attributes of the game character when the game character wears the equipment. For example, the basic attribute of the game character is the attribute value of the game character when the game character is not wearing equipment and no gain effect is added, the basic attribute and the initial game character's attributes and level For the initial game characters of the same level, the corresponding basic attributes of the game characters of different players are the same.
作为一种实施方式,获取所述装备信息的属性类型的实施方式可以是,判断所述装备的属性信息内是否包括指定属性,所述指定属性用于提升游戏角色在玩家对战场景内的能力值;如果包括指定属性,则判定所述属性类型为玩家对战类型;如果不包括指定属性,则判定所述属性类型为非玩家对战类型。具体地,该指定属性更加适用于玩家对战场景,或者说,该指定属性是用于提升游戏角色在玩家对战场景内的存活率或者胜率而设定的。例如,该指定属性是韧性,该属性用于降低其他游戏角色对用户的游戏觉得造成的暴击伤害或减少伤害值,而无法降低NPC或者BOSS对游戏角色的暴击伤害或伤害值,则如果装备具备该指定属性,则表示该用户更倾向于使用具有该指定属性的装备参与玩家对战场景。As an implementation manner, an implementation manner for obtaining the attribute type of the equipment information may be to determine whether the attribute information of the equipment includes a designated attribute, and the designated attribute is used to improve the ability value of the game character in the player battle scene ; If the designated attribute is included, the attribute type is determined to be a player battle type; if the designated attribute is not included, the attribute type is determined to be a non-player battle type. Specifically, the designated attribute is more suitable for player battle scenes, in other words, the designated attribute is set for improving the survival rate or winning rate of the game character in the player battle scene. For example, the specified attribute is toughness, which is used to reduce the critical damage or damage value that other game characters feel to the user’s game, but cannot reduce the critical damage or damage value of the NPC or BOSS to the game character, then if If the equipment has the specified attribute, it means that the user is more inclined to use the equipment with the specified attribute to participate in the player battle scene.
S726:如果所述属性类型为玩家对战类型,则确定所述用户感兴趣的游戏模式为所述玩家对战模式。S726: If the attribute type is a player battle type, determine that the game mode that the user is interested in is the player battle mode.
S727:如果所述属性类型为非玩家对战类型,则确定所述用户感兴趣的游戏模式为所述非玩家对战模式。S727: If the attribute type is a non-player battle type, determine that the game mode that the user is interested in is the non-player battle mode.
S730:根据所述游戏模式确定待推送游戏应用程序。S730: Determine the game application to be pushed according to the game mode.
S740:向所述用户推送所述待推送游戏应用程序。S740: Push the game application to be pushed to the user.
需要说明的是,前述方法步骤中未详细描述的部分请参阅前述实施例,在此不再赘述。It should be noted that, for the parts that are not described in detail in the foregoing method steps, please refer to the foregoing embodiment, and will not be repeated here.
请参阅图10,本申请实施例提供了一种信息推送方法,应用于上述电子设备,用于提高为用户推送游戏应用程度的准确性和提高用户安装被推送的游戏应用程度的转化率。具体地,该方法包括:S1010至S1040。Referring to FIG. 10, an embodiment of the present application provides an information pushing method, applied to the above electronic device, for improving the accuracy of pushing game applications to users and increasing the conversion rate of users installing pushed game applications. Specifically, the method includes: S1010 to S1040.
S1010:获取所述用户对应的游戏场景信息。S1010: Acquire game scene information corresponding to the user.
用户对应的游戏场景信息可以包括用户在目标应用程序的不同的游戏场景内的进度信息。作为一种实施方式,该游戏场景包括玩家对战场景和非玩家对战场景,则玩家对战场景内的进度信息可以是用户在玩家对战场景内的玩家排名,其中,玩家排名是指玩家对战场景内用户在所有用户内的排名。非玩家对战场景内的进度信息可以是用户在非玩家对战场景内的游戏进度,例如,该非玩家对战场景一共有N个关卡,则用户在非玩家对战场景内已经打通了M个关卡,则用户在非玩家对战场景内的游戏进度为M与N的比值,则该比值越高,表明用户的游戏进度越高。The game scene information corresponding to the user may include progress information of the user in different game scenes of the target application. As an implementation manner, the game scene includes a player battle scene and a non-player battle scene, and the progress information in the player battle scene may be the player ranking of the user in the player battle scene, where the player rank refers to the user in the player battle scene Rank within all users. The progress information in the non-player battle scene can be the user's game progress in the non-player battle scene. For example, if the non-player battle scene has N levels, the user has already cleared M levels in the non-player battle scene, then The user's game progress in the non-player battle scene is the ratio of M to N. The higher the ratio, the higher the user's game progress.
作为另一种实施方式,该游戏场景信息包括玩家对战场景和非玩家对战场景的操作时间。其中,玩家对战场景的操作时间可以是用户在玩家对战场景内所耗费的时间,同理,非玩家对战场景的操作时间可以是用户在非玩家对战场景内所耗费的时间。As another implementation manner, the game scene information includes the operation time of the player battle scene and the non-player battle scene. Wherein, the operation time of the player battle scene may be the time spent by the user in the player battle scene. Similarly, the operation time of the non-player battle scene may be the time spent by the user in the non-player battle scene.
S1020:根据所述游戏场景信息确定用户感兴趣的游戏模式。S1020: Determine the game mode that the user is interested in according to the game scene information.
作为一种实施方式,用户对应的游戏场景信息为用户在目标应用程序的不同的游戏场景内的进度信息,则根据该进度信息确定用户的游戏模式。具体地,获取用户在玩家对战场景内的玩家排名和用户在非玩家对战场景内的游戏进度。判断玩家排名是否小于指定排名,得到第一判断结果,判断游戏进度是否大于指定进度,得到第二判断结果。其中,玩家排名越小,表示用户在所有用户中的玩家对战场景内的表现力和能力越强。As an implementation manner, the game scene information corresponding to the user is progress information of the user in different game scenes of the target application, and the user's game mode is determined according to the progress information. Specifically, the player ranking of the user in the player battle scene and the game progress of the user in the non-player battle scene are obtained. It is judged whether the player's rank is less than the specified rank, and the first judgment result is obtained. It is judged whether the game progress is greater than the specified progress, and the second judgment result is obtained. Among them, the lower the player ranking, the stronger the user's expressiveness and ability in the player battle scene among all users.
如果第一判断结果为玩家排名小于指定排名,则确定所述用户感兴趣的游戏模式为所述玩家对战模式,如果第二判断结果为游戏进度大于指定进度,则确定所述用户感兴趣的游戏模式为所述非玩家对战模式。其中,指定排名可以是根据实际使用而设定的排名,例如,可以是200,指定进度也可以是根据实际使用而设定的进度,例如,可以是70%。If the first judgment result is that the player rank is less than the specified rank, the game mode that the user is interested in is determined to be the player battle mode, and if the second judgment result is that the game progress is greater than the specified progress, then the game that the user is interested in is determined The mode is the non-player battle mode. Wherein, the designated ranking may be a ranking set based on actual use, for example, it may be 200, and the designated progress may also be a progress set based on actual use, for example, it may be 70%.
作为另一种实施方式,该游戏场景信息为玩家对战场景和非玩家对战场景的操作时间,则根据所述游戏场景信息确定用户的游戏模式的实施方式为获取所述玩家对战场景的操作时间与所述目标游戏应用程序的总操作时间的第一占比,获取所述非玩家对战场景的操作时间与所述目标游戏应用程序的总操作时间的第二占比,根据所述第一占比和所述第二占比信息确定用户感兴趣的游戏模式。As another implementation manner, the game scene information is the operation time of the player battle scene and the non-player battle scene, and the implementation manner of determining the user's game mode according to the game scene information is to obtain the operation time of the player battle scene and the operation time of the player battle scene. The first proportion of the total operation time of the target game application, and the second proportion of the operation time of the non-player battle scene and the total operation time of the target game application is acquired, according to the first proportion And the second proportion information to determine the game mode that the user is interested in.
其中,第一占比表示用户使用游戏角色参与玩家对战模式所耗费的时间与用户操作该目标游戏应用程序的总时间的占比,而第二占比表示用户使用游戏角色参与非玩家对战模式所耗费的时间与用户操作该目标游戏应用程序的总时间的占比,根据该第一占比和第二占比的大小,能够确定用户更喜欢参与哪个模式。Among them, the first proportion indicates the proportion of the time spent by the user using the game character to participate in the player battle mode and the total time the user spends operating the target game application, and the second proportion indicates the proportion of the user using the game character to participate in the non-player battle mode. The ratio of the spent time to the total time of the user operating the target game application. According to the size of the first ratio and the second ratio, it can be determined which mode the user prefers to participate in.
具体地,根据所述第一占比和所述第二占比信息确定用户的游戏模式的实施方式可以是,如果第一占比大于第二占比,则确定所述用户感兴趣的游戏模式为所述玩家对战模式;如果第二占比大于第一占比,则确定所述用户感兴趣的游戏模式为所述非玩家对战模式。Specifically, an implementation manner of determining the game mode of the user according to the first accounting ratio and the second accounting ratio information may be: if the first accounting ratio is greater than the second accounting ratio, determining the game mode that the user is interested in Is the player battle mode; if the second proportion is greater than the first proportion, it is determined that the game mode that the user is interested in is the non-player battle mode.
S1030:根据所述游戏模式确定待推送游戏应用程序。S1030: Determine the game application to be pushed according to the game mode.
S1040:向所述用户推送所述待推送游戏应用程序。S1040: Push the game application to be pushed to the user.
需要说明的是,上述的几种确定用户感兴趣的游戏模型的方式可以相互结合,例如, 获取所述用户对应的游戏角色和游戏场景信息,根据游戏角色和游戏场景信息确定用户感兴趣的游戏模式。It should be noted that the above-mentioned methods for determining the game model that the user is interested in can be combined with each other. For example, the game character and game scene information corresponding to the user are obtained, and the game that the user is interested in is determined according to the game character and game scene information. model.
作为一种实施方式,执行根据所述游戏场景信息确定用户感兴趣的游戏模式的操作以得到第一结果,并且执行根据所述游戏角色确定用户感兴趣的游戏模式的操作以得到第二结果,如果第一结果和第二结果一致,则将第一结果或第二结果确定为最终结果,以得到用户感兴趣的游戏模式。具体地,如果第一结果为用户感兴趣的游戏模式为所述玩家对战模式,第二结果也为用户感兴趣的游戏模式为所述玩家对战模式,则可以确定最终结果为用户感兴趣的游戏模式为所述玩家对战模式;如果第一结果为用户感兴趣的游戏模式为所述非玩家对战模式,第二结果也为用户感兴趣的游戏模式为所述非玩家对战模式,则可以确定最终结果为用户感兴趣的游戏模式为所述非玩家对战模式。As an implementation manner, the operation of determining the game mode of interest to the user according to the game scene information is performed to obtain a first result, and the operation of determining the game mode of interest to the user according to the game character is performed to obtain the second result, If the first result and the second result are consistent, the first result or the second result is determined as the final result to obtain the game mode that the user is interested in. Specifically, if the first result is that the game mode that the user is interested in is the player battle mode, and the second result is that the game mode that the user is interested in is the player battle mode, it can be determined that the final result is the game that the user is interested in The mode is the player battle mode; if the first result is that the game mode that the user is interested in is the non-player battle mode, and the second result is that the game mode that the user is interested in is the non-player battle mode, then the final result can be determined As a result, the game mode that the user is interested in is the non-player battle mode.
作为另一种实施方式,执行根据所述游戏场景信息确定用户感兴趣的游戏模式的操作,如果无法得到第一结果,则执行根据所述游戏角色确定用户感兴趣的游戏模式的操作以得到第二结果,将第二结果作为最终结果。具体地,上述所述第一使用率和第二使用率相同,而无法确定角色类型,则可以放弃执行根据所述游戏场景信息确定用户感兴趣的游戏模式的操作,而执行根据所述游戏角色确定用户感兴趣的游戏模式的操作,从而获取用户感兴趣的游戏模式。As another implementation manner, the operation of determining the game mode that the user is interested in based on the game scene information is performed. If the first result cannot be obtained, the operation of determining the game mode that the user is interested in based on the game role is performed to obtain the first Second result, take the second result as the final result. Specifically, if the first usage rate and the second usage rate are the same, and the character type cannot be determined, the operation of determining the game mode that the user is interested in based on the game scene information may be abandoned, and the operation based on the game character Determine the operation of the game mode that the user is interested in, so as to obtain the game mode that the user is interested in.
需要说明的是,前述方法步骤中未详细描述的部分请参阅前述实施例,在此不再赘述。It should be noted that, for the parts that are not described in detail in the foregoing method steps, please refer to the foregoing embodiment, and will not be repeated here.
请参阅图11,本申请实施例提供了一种信息推送方法,应用于上述电子设备,用于提高为用户推送游戏应用程度的准确性和提高用户安装被推送的游戏应用程度的转化率。具体地,该方法包括:S1101至S1104。Referring to FIG. 11, an embodiment of the present application provides an information pushing method, which is applied to the above electronic device, and is used to improve the accuracy of pushing game applications to users and increase the conversion rate of users installing pushed game applications. Specifically, the method includes: S1101 to S1104.
S1101:获取用户感兴趣的游戏模式。S1101: Acquire the game mode that the user is interested in.
具体地,获取用户感兴趣的游戏模式的实施方式可以参考前述实施例,在此不再赘述。另外,为了方便服务器收集游戏数据,可以在目标游戏应用程序内设置数据收集组件,该组件可以是SDK插件。如图12所示,图12示出了数据的收集系统。Specifically, for the implementation manner of acquiring the game mode that the user is interested in, reference may be made to the foregoing embodiment, and details are not described herein again. In addition, in order to facilitate the server to collect game data, a data collection component can be set in the target game application, which can be an SDK plug-in. As shown in Figure 12, Figure 12 shows a data collection system.
服务器获取用户所玩游戏的模式,需要在该游戏中规划好埋点,也就是通过SDK采集的数据需要支持游戏模式的识别。在游戏中对每个模式的选择以及角色的选择都加上埋点触发机制,让上报到服务器的数据中可以明确解析出用户在什么时候玩了什么游戏,在该游戏中使用了哪些游戏模式,在该游戏中购买了什么道具,在该游戏中使用了哪些角色等等。The server obtains the mode of the game played by the user, and needs to plan the burying points in the game, that is, the data collected through the SDK needs to support the recognition of the game mode. In the game, each mode selection and role selection are added with a buried trigger mechanism, so that the data reported to the server can clearly parse what game the user has played when and which game modes are used in the game , What props were purchased in the game, what characters were used in the game, etc.
S1102:根据预先获取的游戏模式与游戏类型的对应关系,确定所述用户感兴趣的游戏模式对应的游戏类型。S1102: Determine the game type corresponding to the game mode that the user is interested in according to the pre-acquired correspondence between the game mode and the game type.
根据游戏模式确定待推送游戏应用程序的实施方式可以是,确定游戏应用程序的游戏模式与用户感兴趣的游戏模式一致的应用程序作为备选游戏应用程序;由备选游戏应用程序查找满足指定条件的应用程序作为所述待推送游戏应用程序。还可以是,游戏应用程序的游戏模式包括多种游戏模式,但是其与用户感兴趣的游戏模式的热度较高,即该热度大于指定阈值,则该游戏应用程序也可以作为备选游戏应用程序。The implementation manner of determining the game application to be pushed according to the game mode may be to determine the application whose game mode of the game application is consistent with the game mode of interest to the user as the candidate game application; the candidate game application is searched for that meets the specified conditions As the game application to be pushed. It is also possible that the game mode of the game application includes a variety of game modes, but it has a higher degree of popularity with the game mode that the user is interested in, that is, if the degree of popularity is greater than the specified threshold, the game application can also be used as an alternative game application. .
S1103:根据所述游戏类型确定待推送游戏应用程序。S1103: Determine the game application to be pushed according to the game type.
作为另一种实施方式,可以确定用户感兴趣的游戏模式对应的游戏类型,然后,根据该游戏类型确定待推送游戏应用程序。具体地,预先设置有游戏模式与游戏类型的对应关系。例如,玩家对战模式对应的游戏类型为多人在线战术竞技游戏以及即使战略等竞技类游戏,非玩家对战模式对应的游戏类型可以包括角色扮演游戏、塔防游戏等剧情和关卡类游戏。例如,用户更倾向于操作游戏角色在目标游戏应用程序内刷副本,而非在目标游戏应用程序内与其他玩家对战,则为用户推荐的游戏类型可以是角色扮演游 戏、BOSS挑战类型或剧情游戏类型的应用程序。As another implementation manner, the game type corresponding to the game mode that the user is interested in may be determined, and then the game application to be pushed is determined according to the game type. Specifically, a correspondence relationship between game modes and game types is preset. For example, the game types corresponding to the player battle mode are multiplayer online tactical competitive games and competitive games such as even strategy. The game types corresponding to the non-player battle mode may include plot and level games such as role-playing games and tower defense games. For example, users are more inclined to manipulate game characters to copy copies in the target game application instead of playing against other players in the target game application. The recommended game type for the user can be a role-playing game, a BOSS challenge type, or a plot game. Type of application.
基于上述对应关系,能够确定用户感兴趣的游戏模式对应的游戏类型,记为目标游戏类型,然后从游戏类型为目标游戏类型的游戏应用程序中查找待推送游戏应用程序。具体地,查找与所述游戏类型匹配的游戏应用程序作为备选游戏应用程序;由备选游戏应用程序查找满足指定条件的应用程序作为所述待推送游戏应用程序。Based on the above corresponding relationship, the game type corresponding to the game mode that the user is interested in can be determined, recorded as the target game type, and then the game application to be pushed is searched from among the game applications whose game type is the target game type. Specifically, search for a game application matching the game type as a candidate game application; the candidate game application searches for an application meeting a specified condition as the game application to be pushed.
作为一种实施方式,查找备选游戏应用程序中,每个游戏应用程序的热度,将热度排名靠前的n个游戏应用程序作为待推送游戏应用程序。其中,热度可以根据游戏应用程序的下载次数而确定,其中,下载次数越高则热度越高,也可以根据用户对该游戏的评分而且确定,评分越高则热度越高。n为自然数,例如,n为5。As an implementation manner, the popularity of each game application among candidate game applications is searched, and the n game applications with the highest popularity ranking are used as the game applications to be pushed. Among them, the popularity can be determined according to the number of downloads of the game application. The higher the number of downloads, the higher the popularity, or the user's rating of the game. The higher the rating, the higher the popularity. n is a natural number, for example, n is 5.
S1104:向所述用户推送所述待推送游戏应用程序。S1104: Push the game application to be pushed to the user.
需要说明的是,前述方法步骤中未详细描述的部分请参阅前述实施例,在此不再赘述。It should be noted that, for the parts that are not described in detail in the foregoing method steps, please refer to the foregoing embodiment, and will not be repeated here.
请参阅图13,其示出了本申请实施例提供的一种信息推送装置1300的结构框图,该装置可以包括:获取单元1301、确定单元1302和推送单元1303。Please refer to FIG. 13, which shows a structural block diagram of an information pushing device 1300 provided by an embodiment of the present application. The device may include: an acquiring unit 1301, a determining unit 1302, and a pushing unit 1303.
获取单元1301,用于获取用户感兴趣的游戏模式,所述游戏模式为由所述用户操作目标游戏应用程序产生的游戏数据而确定的,所述游戏模式包括玩家对战模式和非玩家对战模式。The acquiring unit 1301 is configured to acquire a game mode that the user is interested in, the game mode being determined by the game data generated by the user operating a target game application, and the game mode includes a player-to-player battle mode and a non-player-to-player battle mode.
确定单元1302,用于根据所述游戏模式确定待推送游戏应用程序。The determining unit 1302 is configured to determine the game application to be pushed according to the game mode.
推送单元1303,用于向所述用户推送所述待推送游戏应用程序。The pushing unit 1303 is configured to push the game application to be pushed to the user.
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述装置和模块的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。Those skilled in the art can clearly understand that, for the convenience and conciseness of the description, the specific working process of the device and module described above can refer to the corresponding process in the foregoing method embodiment, which will not be repeated here.
请参阅图14,其示出了本申请实施例提供的一种信息推送装置1400的结构框图,该装置可以包括:获取单元1410、确定单元1420和推送单元1430。Please refer to FIG. 14, which shows a structural block diagram of an information pushing device 1400 provided by an embodiment of the present application. The device may include: an acquiring unit 1410, a determining unit 1420, and a pushing unit 1430.
获取单元1410,用于获取用户感兴趣的游戏模式,所述游戏模式为由所述用户操作目标游戏应用程序产生的游戏数据而确定的,所述游戏模式包括玩家对战模式和非玩家对战模式。The acquiring unit 1410 is configured to acquire a game mode that the user is interested in, the game mode being determined by the game data generated by the user operating a target game application, and the game mode includes a player-to-player battle mode and a non-player-to-player battle mode.
确定单元1420,用于根据所述游戏模式确定待推送游戏应用程序。The determining unit 1420 is configured to determine the game application to be pushed according to the game mode.
作为一种实施方式,所述游戏数据包括游戏角色,确定单元1420包括角色确定子单元1421和模式确定子单元1422。As an implementation manner, the game data includes game characters, and the determining unit 1420 includes a role determining subunit 1421 and a mode determining subunit 1422.
角色确定子单元1421用于获取所述用户对应的游戏角色。The role determining subunit 1421 is used to obtain the game role corresponding to the user.
模式确定子单元1422用于根据所述游戏角色确定用户感兴趣的游戏模式。The mode determining subunit 1422 is used to determine the game mode that the user is interested in according to the game role.
具体地,模式确定子单元1422还用于获取所述游戏角色的角色类型;如果所述角色类型为玩家对战类型,则确定所述用户感兴趣的游戏模式为所述玩家对战模式;如果所述角色类型为非玩家对战类型,则确定所述用户感兴趣的游戏模式为所述非玩家对战模式。Specifically, the mode determining subunit 1422 is also used to obtain the character type of the game character; if the character type is a player battle type, determine that the game mode that the user is interested in is the player battle mode; If the character type is a non-player battle type, it is determined that the game mode that the user is interested in is the non-player battle mode.
进一步地,模式确定子单元1422还用于获取所述游戏角色在玩家对战场景的第一使用率以及在非玩家对战场景的第二使用率;根据所述第一使用率和第二使用率确定游戏角色的角色类型。Further, the mode determining sub-unit 1422 is also used to obtain the first usage rate of the game character in the player battle scene and the second usage rate in the non-player battle scene; determine according to the first usage rate and the second usage rate The character type of the game character.
进一步地,模式确定子单元1422还用于如果所述第一使用率大于第二使用率,则确定所述游戏角色的角色类型为玩家对战类型;如果所述第二使用率大于第一使用率,则确定所述游戏角色的角色类型为非玩家对战类型。Further, the mode determination subunit 1422 is further configured to determine that the role type of the game character is a player battle type if the first usage rate is greater than the second usage rate; if the second usage rate is greater than the first usage rate , It is determined that the character type of the game character is a non-player battle type.
进一步地,模式确定子单元1422还用于如果所述第一使用率大于指定使用率,则确定所述游戏角色的角色类型为玩家对战类型;如果所述第二使用率大于指定使用率,则确定所述游戏角色的角色类型为非玩家对战类型。Further, the mode determining subunit 1422 is further configured to determine that the character type of the game character is a player battle type if the first usage rate is greater than the specified usage rate; if the second usage rate is greater than the specified usage rate, then It is determined that the character type of the game character is a non-player battle type.
进一步地,模式确定子单元1422还用于如果第一使用率和第二使用率均大于指定使用率,确定所述第一使用率和第二使用率之间的大小关系;如果所述第一使用率大于第二使用率,则确定所述游戏角色的角色类型为玩家对战类型;如果所述第二使用率大于第一使用率,则确定所述游戏角色的角色类型为非玩家对战类型。Further, the mode determination subunit 1422 is further configured to determine the magnitude relationship between the first usage rate and the second usage rate if the first usage rate and the second usage rate are both greater than the specified usage rate; If the usage rate is greater than the second usage rate, it is determined that the role type of the game character is a player battle type; if the second usage rate is greater than the first usage rate, it is determined that the role type of the game character is a non-player battle type.
另外,在另一些实施例中,模式确定子单元1422还用于获取所述游戏角色在玩家对战场景的第一能力评分以及在非玩家对战场景的第二能力评分;根据所述第一能力评分和第二能力评分确定游戏角色的角色类型。In addition, in other embodiments, the mode determining subunit 1422 is further configured to obtain the first ability score of the game character in the player battle scene and the second ability score of the non-player battle scene; according to the first ability score And the second ability score determines the character type of the game character.
进一步地,模式确定子单元1422还用于如果所述第一能力评分大于第二能力评分,则确定所述游戏角色的角色类型为玩家对战类型;如果所述第二能力评分大于第一能力评分,则确定所述游戏角色的角色类型为非玩家对战类型。Further, the mode determining subunit 1422 is further configured to determine that the role type of the game character is a player battle type if the first ability score is greater than the second ability score; if the second ability score is greater than the first ability score , It is determined that the character type of the game character is a non-player battle type.
作为另一种实施方式,模式确定子单元1422还用于获取所述游戏角色对应的装备信息;获取所述装备信息的属性类型;如果所述属性类型为玩家对战类型,则确定所述用户感兴趣的游戏模式为所述玩家对战模式;如果所述属性类型为非玩家对战类型,则确定所述用户感兴趣的游戏模式为所述非玩家对战模式。As another implementation manner, the mode determining subunit 1422 is further configured to obtain equipment information corresponding to the game character; obtain the attribute type of the equipment information; if the attribute type is a player battle type, determine the user experience The game mode of interest is the player battle mode; if the attribute type is a non-player battle type, it is determined that the game mode that the user is interested in is the non-player battle mode.
进一步地,模式确定子单元1422还用于获取所述装备信息在玩家对战场景的第三使用率以及在非玩家对战场景的第四使用率;根据所述第三使用率和第四使用率确定装备信息的属性类型。Further, the mode determining sub-unit 1422 is also used to obtain the third usage rate of the equipment information in the player battle scene and the fourth usage rate in the non-player battle scene; determine according to the third usage rate and the fourth usage rate The attribute type of the equipment information.
另外,模式确定子单元1422还用于判断所述装备的属性信息内是否包括指定属性,所述指定属性用于提升游戏角色在玩家对战场景内的能力值;如果包括指定属性,则判定所述属性类型为玩家对战类型;如果不包括指定属性,则判定所述属性类型为非玩家对战类型。In addition, the mode determination subunit 1422 is also used to determine whether the attribute information of the equipment includes a designated attribute, which is used to improve the ability value of the game character in the player battle scene; if the designated attribute is included, determine the The attribute type is a player battle type; if the specified attribute is not included, it is determined that the attribute type is a non-player battle type.
推送单元1430,用于向所述用户推送所述待推送游戏应用程序。The pushing unit 1430 is configured to push the game application to be pushed to the user.
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述装置和模块的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。Those skilled in the art can clearly understand that, for the convenience and conciseness of the description, the specific working process of the device and module described above can refer to the corresponding process in the foregoing method embodiment, which will not be repeated here.
请参阅图15,其示出了本申请实施例提供的一种信息推送装置1500的结构框图,该装置可以包括:获取单元1510、确定单元1520和推送单元1530。Please refer to FIG. 15, which shows a structural block diagram of an information pushing device 1500 provided by an embodiment of the present application. The device may include: an acquiring unit 1510, a determining unit 1520, and a pushing unit 1530.
获取单元1510,用于获取用户感兴趣的游戏模式,所述游戏模式为由所述用户操作目标游戏应用程序产生的游戏数据而确定的,所述游戏模式包括玩家对战模式和非玩家对战模式。The acquiring unit 1510 is configured to acquire a game mode that the user is interested in, the game mode being determined by the game data generated by the user operating the target game application, and the game mode includes a player versus game mode and a non-player versus game mode.
确定单元1520,用于根据所述游戏模式确定待推送游戏应用程序。The determining unit 1520 is configured to determine the game application to be pushed according to the game mode.
具体地,确定单元1520包括场景确定子单元1521和模式确定子单元1522。Specifically, the determining unit 1520 includes a scene determining sub-unit 1521 and a mode determining sub-unit 1522.
场景确定子单元1521用于获取所述用户对应的游戏场景信息。The scene determination subunit 1521 is used to obtain game scene information corresponding to the user.
模式确定子单元1522用于根据所述游戏场景信息确定用户感兴趣的游戏模式。The mode determining subunit 1522 is used to determine the game mode that the user is interested in according to the game scene information.
具体地,所述游戏场景信息包括玩家对战场景和非玩家对战场景的操作时间。模式确定子单元1522还用于获取所述玩家对战场景的操作时间与所述目标游戏应用程序的总操作时间的第一占比;获取所述非玩家对战场景的操作时间与所述目标游戏应用程序的总操作时间的第二占比;根据所述第一占比和所述第二占比信息确定用户感兴趣的游戏模式。Specifically, the game scene information includes the operation time of the player battle scene and the non-player battle scene. The mode determining sub-unit 1522 is further configured to obtain a first proportion of the operation time of the player battle scene and the total operation time of the target game application; acquire the operation time of the non-player battle scene and the target game application The second proportion of the total operating time of the program; the game mode that the user is interested in is determined according to the first proportion and the second proportion information.
模式确定子单元1522还用于如果第一占比大于第二占比,则确定所述用户感兴趣的游戏模式为所述玩家对战模式;如果第二占比大于第一占比,则确定所述用户感兴趣的游戏模式为所述非玩家对战模式。The mode determining subunit 1522 is further configured to determine that the game mode that the user is interested in is the player battle mode if the first proportion is greater than the second proportion; if the second proportion is greater than the first proportion, determine that the game mode The game mode that the user is interested in is the non-player battle mode.
推送单元1530,用于向所述用户推送所述待推送游戏应用程序。The pushing unit 1530 is configured to push the game application to be pushed to the user.
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述装置和模块的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。Those skilled in the art can clearly understand that, for the convenience and conciseness of the description, the specific working process of the device and module described above can refer to the corresponding process in the foregoing method embodiment, which will not be repeated here.
请参阅图16,其示出了本申请实施例提供的一种信息推送装置1600的结构框图,该装置可以包括:获取单元1610、确定单元1620和推送单元1630。Please refer to FIG. 16, which shows a structural block diagram of an information pushing device 1600 provided by an embodiment of the present application. The device may include: an acquiring unit 1610, a determining unit 1620, and a pushing unit 1630.
获取单元1610,用于获取用户感兴趣的游戏模式,所述游戏模式为由所述用户操作目标游戏应用程序产生的游戏数据而确定的,所述游戏模式包括玩家对战模式和非玩家对战模式。The acquiring unit 1610 is configured to acquire game modes that the user is interested in, the game modes being determined by game data generated by the user operating a target game application, and the game modes include a player-to-play mode and a non-player-to-play mode.
确定单元1620,用于根据所述游戏模式确定待推送游戏应用程序。The determining unit 1620 is configured to determine the game application to be pushed according to the game mode.
推送单元1630,用于向所述用户推送所述待推送游戏应用程序。The pushing unit 1630 is configured to push the game application to be pushed to the user.
推送单元1630包括类型确定子单元1631和游戏推送子单元1632。The pushing unit 1630 includes a type determining sub-unit 1631 and a game pushing sub-unit 1632.
类型确定子单元1631用于根据预先获取的游戏模式与游戏类型的对应关系,确定所述用户感兴趣的游戏模式对应的游戏类型。The type determining subunit 1631 is configured to determine the game type corresponding to the game mode that the user is interested in according to the pre-acquired correspondence between the game mode and the game type.
游戏推送子单元1632用于根据所述游戏类型确定待推送游戏应用程序。The game pushing subunit 1632 is used to determine the game application to be pushed according to the game type.
进一步地,游戏推送子单元1632还用于查找与所述游戏类型匹配的游戏应用程序作为备选游戏应用程序;由备选游戏应用程序查找满足指定条件的应用程序作为所述待推送游戏应用程序。Further, the game push sub-unit 1632 is also used to find a game application matching the game type as a candidate game application; the candidate game application searches for an application meeting a specified condition as the game application to be pushed .
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述装置和模块的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。Those skilled in the art can clearly understand that, for the convenience and conciseness of the description, the specific working process of the device and module described above can refer to the corresponding process in the foregoing method embodiment, which will not be repeated here.
在本申请所提供的几个实施例中,模块相互之间的耦合可以是电性,机械或其它形式的耦合。In the several embodiments provided in this application, the coupling between the modules may be electrical, mechanical or other forms of coupling.
另外,在本申请各个实施例中的各功能模块可以集成在一个处理模块中,也可以是各个模块单独物理存在,也可以两个或两个以上模块集成在一个模块中。上述集成的模块既可以采用硬件的形式实现,也可以采用软件功能模块的形式实现。In addition, the functional modules in the various embodiments of the present application may be integrated into one processing module, or each module may exist alone physically, or two or more modules may be integrated into one module. The above-mentioned integrated modules can be implemented in the form of hardware or software functional modules.
请参考图17,其示出了本申请实施例提供的一种电子设备的结构框图。该电子设备100可以是智能手机、平板电脑、电子书等能够运行应用程序的电子设备。本申请中的电子设备100可以包括一个或多个如下部件:处理器110、存储器120、以及一个或多个应用程序,其中一个或多个应用程序可以被存储在存储器120中并被配置为由一个或多个处理器110执行,一个或多个程序配置用于执行如前述方法实施例所描述的方法。Please refer to FIG. 17, which shows a structural block diagram of an electronic device provided by an embodiment of the present application. The electronic device 100 may be an electronic device capable of running application programs, such as a smart phone, a tablet computer, or an e-book. The electronic device 100 in this application may include one or more of the following components: a processor 110, a memory 120, and one or more application programs, where one or more application programs may be stored in the memory 120 and configured to be configured by One or more processors 110 execute, and one or more programs are configured to execute the methods described in the foregoing method embodiments.
处理器110可以包括一个或者多个处理核。处理器110利用各种接口和线路连接整个电子设备100内的各个部分,通过运行或执行存储在存储器120内的指令、程序、代码集或指令集,以及调用存储在存储器120内的数据,执行电子设备100的各种功能和处理数据。可选地,处理器110可以采用数字信号处理(Digital Signal Processing,DSP)、现场可编程门阵列(Field-Programmable Gate Array,FPGA)、可编程逻辑阵列(Programmable Logic Array,PLA)中的至少一种硬件形式来实现。处理器110可集成中央处理器(Central Processing Unit,CPU)、图像处理器(Graphics Processing Unit,GPU)和调制解调器等中的一种或几种的组合。其中,CPU主要处理操作系统、用户界面和应用程序等;GPU用于负责显示内容的渲染和绘制;调制解调器用于处理无线通信。可以理解的是,上述调制解调器也可以不集成到处理器110中,单独通过一块通信芯片进行实现。The processor 110 may include one or more processing cores. The processor 110 uses various interfaces and lines to connect various parts of the entire electronic device 100, and executes by running or executing instructions, programs, code sets, or instruction sets stored in the memory 120, and calling data stored in the memory 120. Various functions and processing data of the electronic device 100. Optionally, the processor 110 may adopt at least one of Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). A kind of hardware form to realize. The processor 110 may be integrated with one or a combination of a central processing unit (CPU), a graphics processing unit (GPU), a modem, and the like. Among them, the CPU mainly processes the operating system, user interface, and application programs; the GPU is used for rendering and drawing of display content; the modem is used for processing wireless communication. It can be understood that the above-mentioned modem may not be integrated into the processor 110, but may be implemented by a communication chip alone.
存储器120可以包括随机存储器(Random Access Memory,RAM),也可以包括只读存储器(Read-Only Memory)。存储器120可用于存储指令、程序、代码、代码集或指令集。存储器120可包括存储程序区和存储数据区,其中,存储程序区可存储用于实现操作系统的指令、用于实现至少一个功能的指令(比如触控功能、声音播放功能、图像播放功能等)、用于实现下述各个方法实施例的指令等。存储数据区还可以存储电子设备100在使用中所创建的数据(比如电话本、音视频数据、聊天记录数据)等。The memory 120 may include random access memory (RAM) or read-only memory (Read-Only Memory). The memory 120 may be used to store instructions, programs, codes, code sets or instruction sets. The memory 120 may include a program storage area and a data storage area, where the program storage area may store instructions for implementing the operating system and instructions for implementing at least one function (such as touch function, sound playback function, image playback function, etc.) , Instructions used to implement the following various method embodiments, etc. The storage data area can also store data (such as phone book, audio and video data, chat record data) created by the electronic device 100 during use.
请参考图18,其示出了本申请实施例提供的一种计算机可读存储介质的结构框图。 该计算机可读介质1800中存储有程序代码,所述程序代码可被处理器调用执行上述方法实施例中所描述的方法。Please refer to FIG. 18, which shows a structural block diagram of a computer-readable storage medium provided by an embodiment of the present application. The computer-readable medium 1800 stores program code, and the program code can be invoked by a processor to execute the method described in the foregoing method embodiment.
计算机可读存储介质1800可以是诸如闪存、EEPROM(电可擦除可编程只读存储器)、EPROM、硬盘或者ROM之类的电子存储器。可选地,计算机可读存储介质1800包括非易失性计算机可读介质(non-transitory computer-readable storage medium)。计算机可读存储介质1800具有执行上述方法中的任何方法步骤的程序代码1810的存储空间。这些程序代码可以从一个或者多个计算机程序产品中读出或者写入到这一个或者多个计算机程序产品中。程序代码1810可以例如以适当形式进行压缩。The computer-readable storage medium 1800 may be an electronic memory such as flash memory, EEPROM (Electrically Erasable Programmable Read Only Memory), EPROM, hard disk, or ROM. Optionally, the computer-readable storage medium 1800 includes a non-transitory computer-readable storage medium. The computer-readable storage medium 1800 has storage space for the program code 1810 for executing any method steps in the above-mentioned methods. These program codes can be read from or written into one or more computer program products. The program code 1810 may be compressed in a suitable form, for example.
综上所述,本申请提供的信息推送方法、装置、电子设备及计算机可读介质,预先根据用户操作目标游戏应用程序产生的游戏数据而确定用户的游戏模式,该游戏模式能够反映用户在操作目标游戏应用程序时的兴趣是玩家对战还是非玩家对战挑战,进而能够反映用户更倾向于与其他用户的互动还是游戏内非玩家对战的挑战。则根据所述游戏模式确定待推送游戏应用程序,并推送至用户,能够使得所推送的游戏应用程序能够根据用户的游戏数据及模式爱好而推送,而不仅仅是根据类别,提高了推送游戏应用程序的准确性。In summary, the information push method, device, electronic device, and computer-readable medium provided by this application determine the user’s game mode in advance based on the game data generated by the user’s operation of the target game application. The game mode can reflect the user’s operation The interest of the target game application is whether it is player versus non-player versus challenge, which can reflect the user's preference for interaction with other users or the challenge of in-game non-player versus battle. The game application to be pushed is determined according to the game mode and pushed to the user, so that the pushed game application can be pushed according to the user's game data and mode preferences, not just according to the category, which improves the push of the game application The accuracy of the procedure.
本申请实施例具有如下优点:The embodiments of the present application have the following advantages:
(1)更细粒度的用户游戏标签画像(1) More fine-grained user game label portrait
之前游戏的分类基本是根据游戏的一级类目(动作、冒险、模拟、角色扮演、休闲等),或者二级类目来进行划分。然后给用户打上的游戏标签也是一级或者二级标签,只能反映用户喜欢哪种类别的游戏,但是不能知道用户更细粒度的游戏偏好,比如说喜欢用哪些道具,喜欢扮演什么角色等,使得推荐的准确度降低。本申请中提出了基于游戏模式的方法,深入到用户玩游戏中使用的模式角色,使得用户的游戏标签更加细化,让推荐更加精准。The classification of previous games was basically based on the first-level category (action, adventure, simulation, role-playing, leisure, etc.) of the game, or the second-level category. Then, the game tags that are given to users are also level 1 or level 2 tags, which can only reflect which types of games the user likes, but cannot know the more fine-grained game preferences of users, such as which props they like to use, and what roles they like to play. This reduces the accuracy of the recommendation. This application proposes a method based on the game mode, which goes deep into the mode role used by the user in playing the game, so that the user's game tag is more refined, and the recommendation is more accurate.
(2)推送更加及时(2) Push is more timely
用户玩每种游戏,使用的角色可能都不一样。用户玩一种游戏,不同时间可能使用的游戏模式也不尽相同。本申请中能够实时将用户在游戏中使用的模式实时通过调用SDK上报到服务端,使用模型能够实时输出用户的细粒度的游戏画像标签,让游戏的推送更加及时,更能满足用户的需求。Users may use different roles for each game. When a user plays a game, the game mode may be different at different times. In this application, the mode used by the user in the game can be reported to the server in real time by calling the SDK, and the use model can output the user's fine-grained game portrait label in real time, so that the push of the game is more timely and can better meet the needs of users.
最后应说明的是:以上实施例仅用以说明本申请的技术方案,而非对其限制;尽管参照前述实施例对本申请进行了详细的说明,本领域的普通技术人员当理解:其依然可以对前述各实施例所记载的技术方案进行修改,或者对其中部分技术特征进行等同替换;而这些修改或者替换,并不驱使相应技术方案的本质脱离本申请各实施例技术方案的精神和范围。Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present application, but not to limit them; although the present application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: The technical solutions recorded in the foregoing embodiments are modified, or some of the technical features are equivalently replaced; these modifications or replacements do not drive the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present application.

Claims (20)

  1. 一种信息推送方法,其特征在于,包括:An information push method, characterized in that it comprises:
    获取用户感兴趣的游戏模式,所述游戏模式为由所述用户操作目标游戏应用程序产生的游戏数据而确定的,所述游戏模式包括玩家对战模式和非玩家对战模式;根据所述游戏模式确定待推送游戏应用程序;Acquire a game mode that the user is interested in, the game mode being determined by the game data generated by the user operating the target game application, the game mode including a player versus game mode and a non-player versus game mode; determined according to the game mode The game application to be pushed;
    向所述用户推送所述待推送游戏应用程序。Push the game application to be pushed to the user.
  2. 根据权利要求1所述的方法,其特征在于,所述游戏数据包括游戏角色;所述获取用户感兴趣的游戏模式,包括:The method according to claim 1, wherein the game data includes game characters; and the acquiring game modes that the user is interested in includes:
    获取所述用户对应的游戏角色;Acquiring the game character corresponding to the user;
    根据所述游戏角色确定用户感兴趣的游戏模式。The game mode that the user is interested in is determined according to the game role.
  3. 根据权利要求2所述的方法,其特征在于,所述根据所述游戏角色确定用户感兴趣的游戏模式,包括:The method according to claim 2, wherein the determining the game mode that the user is interested in according to the game role comprises:
    获取所述游戏角色的角色类型;Acquiring the character type of the game character;
    如果所述角色类型为玩家对战类型,则确定所述用户感兴趣的游戏模式为所述玩家对战模式;If the character type is a player battle type, determining that the game mode that the user is interested in is the player battle mode;
    如果所述角色类型为非玩家对战类型,则确定所述用户感兴趣的游戏模式为所述非玩家对战模式。If the character type is a non-player battle type, it is determined that the game mode that the user is interested in is the non-player battle mode.
  4. 根据权利要求3所述的方法,其特征在于,所述获取所述游戏角色的角色类型,包括:The method according to claim 3, wherein said obtaining the character type of the game character comprises:
    获取所述游戏角色在玩家对战场景的第一使用率以及在非玩家对战场景的第二使用率;Acquiring the first usage rate of the game character in the player battle scene and the second usage rate of the non-player battle scene;
    根据所述第一使用率和第二使用率确定游戏角色的角色类型。The character type of the game character is determined according to the first usage rate and the second usage rate.
  5. 根据权利要求4所述的方法,其特征在于,所述根据所述第一使用率和第二使用率确定游戏角色的角色类型,包括:The method according to claim 4, wherein the determining the role type of the game character according to the first usage rate and the second usage rate comprises:
    如果所述第一使用率大于第二使用率,则确定所述游戏角色的角色类型为玩家对战类型;If the first usage rate is greater than the second usage rate, determining that the character type of the game character is a player battle type;
    如果所述第二使用率大于第一使用率,则确定所述游戏角色的角色类型为非玩家对战类型。If the second usage rate is greater than the first usage rate, it is determined that the character type of the game character is a non-player battle type.
  6. 根据权利要求4所述的方法,其特征在于,所述根据所述第一使用率和第二使用率确定游戏角色的角色类型,包括:The method according to claim 4, wherein the determining the role type of the game character according to the first usage rate and the second usage rate comprises:
    如果所述第一使用率大于指定使用率,则确定所述游戏角色的角色类型为玩家对战类型;If the first usage rate is greater than the designated usage rate, determining that the character type of the game character is a player battle type;
    如果所述第二使用率大于指定使用率,则确定所述游戏角色的角色类型为非玩家对战类型。If the second usage rate is greater than the designated usage rate, it is determined that the character type of the game character is a non-player battle type.
  7. 根据权利要求6所述的方法,其特征在于,所述方法还包括:The method according to claim 6, wherein the method further comprises:
    如果第一使用率和第二使用率均大于指定使用率,确定所述第一使用率和第二使用率之间的大小关系;If the first usage rate and the second usage rate are both greater than the designated usage rate, determine the magnitude relationship between the first usage rate and the second usage rate;
    如果所述第一使用率大于第二使用率,则确定所述游戏角色的角色类型为玩家对战类型;If the first usage rate is greater than the second usage rate, determining that the character type of the game character is a player battle type;
    如果所述第二使用率大于第一使用率,则确定所述游戏角色的角色类型为非玩家对战类型。If the second usage rate is greater than the first usage rate, it is determined that the character type of the game character is a non-player battle type.
  8. 根据权利要求3所述的方法,其特征在于,所述获取所述游戏角色的角色类型,包括:The method according to claim 3, wherein said obtaining the character type of the game character comprises:
    获取所述游戏角色在玩家对战场景的第一能力评分以及在非玩家对战场景的第二 能力评分;Acquiring the first ability score of the game character in the player battle scene and the second ability score of the non-player battle scene;
    根据所述第一能力评分和第二能力评分确定游戏角色的角色类型。The character type of the game character is determined according to the first ability score and the second ability score.
  9. 根据权利要求8所述的方法,其特征在于,所述根据所述第一能力评分和第二能力评分确定游戏角色的角色类型,包括:The method according to claim 8, wherein the determining the role type of the game character according to the first ability score and the second ability score comprises:
    如果所述第一能力评分大于第二能力评分,则确定所述游戏角色的角色类型为玩家对战类型;If the first ability score is greater than the second ability score, determine that the role type of the game character is a player versus type;
    如果所述第二能力评分大于第一能力评分,则确定所述游戏角色的角色类型为非玩家对战类型。If the second ability score is greater than the first ability score, it is determined that the role type of the game character is a non-player battle type.
  10. 根据权利要求2所述的方法,其特征在于,所述根据所述游戏角色确定用户的游戏模式,包括:The method according to claim 2, wherein the determining the user's game mode according to the game role comprises:
    获取所述游戏角色对应的装备信息;Acquiring equipment information corresponding to the game character;
    获取所述装备信息的属性类型;Acquiring the attribute type of the equipment information;
    如果所述属性类型为玩家对战类型,则确定所述用户感兴趣的游戏模式为所述玩家对战模式;If the attribute type is a player battle type, determining that the game mode that the user is interested in is the player battle mode;
    如果所述属性类型为非玩家对战类型,则确定所述用户感兴趣的游戏模式为所述非玩家对战模式。If the attribute type is a non-player battle type, it is determined that the game mode that the user is interested in is the non-player battle mode.
  11. 根据权利要求10所述的方法,其特征在于,所述获取所述装备信息的属性类型,包括:The method according to claim 10, wherein the obtaining the attribute type of the equipment information comprises:
    获取所述装备信息在玩家对战场景的第三使用率以及在非玩家对战场景的第四使用率;Acquiring the third usage rate of the equipment information in the player battle scene and the fourth usage rate in the non-player battle scene;
    根据所述第三使用率和第四使用率确定装备信息的属性类型。The attribute type of the equipment information is determined according to the third usage rate and the fourth usage rate.
  12. 根据权利要求10所述的方法,其特征在于,所述装备信息包括装备的属性信息,所述获取所述装备信息的属性类型,包括:The method according to claim 10, wherein the equipment information includes attribute information of the equipment, and the obtaining the attribute type of the equipment information comprises:
    判断所述装备的属性信息内是否包括指定属性,所述指定属性用于提升游戏角色在玩家对战场景内的能力值;Determining whether the attribute information of the equipment includes a designated attribute, and the designated attribute is used to improve the ability value of the game character in the player battle scene;
    如果包括指定属性,则判定所述属性类型为玩家对战类型;If the specified attribute is included, it is determined that the attribute type is a player battle type;
    如果不包括指定属性,则判定所述属性类型为非玩家对战类型。If the specified attribute is not included, it is determined that the attribute type is a non-player battle type.
  13. 根据权利要求1所述的方法,其特征在于,所述游戏数据包括游戏场景信息;所述获取用户的游戏模式,包括:The method according to claim 1, wherein the game data includes game scene information; and the acquiring the user's game mode includes:
    获取所述用户对应的游戏场景信息;Acquiring game scene information corresponding to the user;
    根据所述游戏场景信息确定用户感兴趣的游戏模式。The game mode that the user is interested in is determined according to the game scene information.
  14. 根据权利要求13所述的方法,其特征在于,所述游戏场景信息包括玩家对战场景和非玩家对战场景的操作时间;所述根据所述游戏场景信息确定用户的游戏模式,包括:The method according to claim 13, wherein the game scene information includes the operation time of the player battle scene and the non-player battle scene; and the determining the user's game mode according to the game scene information comprises:
    获取所述玩家对战场景的操作时间与所述目标游戏应用程序的总操作时间的第一占比;Acquiring the first ratio of the operation time of the player battle scene to the total operation time of the target game application;
    获取所述非玩家对战场景的操作时间与所述目标游戏应用程序的总操作时间的第二占比;Acquiring a second ratio of the operation time of the non-player battle scene to the total operation time of the target game application;
    根据所述第一占比和所述第二占比信息确定用户感兴趣的游戏模式。Determine the game mode that the user is interested in according to the first proportion and the second proportion information.
  15. 根据权利要求14所述的方法,其特征在于,所述根据所述第一占比和所述第二占比信息确定用户的游戏模式,包括:The method according to claim 14, wherein the determining a user's game mode according to the first proportion and the second proportion information comprises:
    如果第一占比大于第二占比,则确定所述用户感兴趣的游戏模式为所述玩家对战模式;If the first proportion is greater than the second proportion, determining that the game mode that the user is interested in is the player-to-player mode;
    如果第二占比大于第一占比,则确定所述用户感兴趣的游戏模式为所述非玩家对 战模式。If the second proportion is greater than the first proportion, it is determined that the game mode that the user is interested in is the non-player battle mode.
  16. 根据权利要求1所述的方法,其特征在于,所述根据所述游戏模式确定待推送游戏应用程序,包括:The method according to claim 1, wherein the determining the game application to be pushed according to the game mode comprises:
    根据预先获取的游戏模式与游戏类型的对应关系,确定所述用户感兴趣的游戏模式对应的游戏类型;Determine the game type corresponding to the game mode that the user is interested in according to the corresponding relationship between the game mode and the game type acquired in advance;
    根据所述游戏类型确定待推送游戏应用程序。Determine the game application to be pushed according to the game type.
  17. 根据权利要求16所述的方法,其特征在于,所述根据所述游戏类型确定待推送游戏应用程序,包括:The method according to claim 16, wherein the determining the game application to be pushed according to the game type comprises:
    查找与所述游戏类型匹配的游戏应用程序作为备选游戏应用程序;Find a game application matching the game type as a candidate game application;
    由备选游戏应用程序查找满足指定条件的应用程序作为所述待推送游戏应用程序。The candidate game application program searches for an application program that meets the specified condition as the game application program to be pushed.
  18. 一种信息推送装置,其特征在于,包括:An information pushing device, characterized in that it comprises:
    获取单元,用于获取用户感兴趣的游戏模式,所述游戏模式为由所述用户操作目标游戏应用程序产生的游戏数据而确定的,所述游戏模式包括玩家对战模式和非玩家对战模式;An acquiring unit, configured to acquire a game mode that the user is interested in, the game mode being determined by game data generated by the user operating a target game application, and the game mode includes a player-to-player battle mode and a non-player-to-player battle mode;
    确定单元,用于根据所述游戏模式确定待推送游戏应用程序;The determining unit is configured to determine the game application to be pushed according to the game mode;
    推送单元,用于向所述用户推送所述待推送游戏应用程序。The pushing unit is configured to push the game application to be pushed to the user.
  19. 一种电子设备,其特征在于,包括:An electronic device, characterized in that it comprises:
    一个或多个处理器;One or more processors;
    存储器;Memory
    一个或多个应用程序,其中所述一个或多个应用程序被存储在所述存储器中并被配置为由所述一个或多个处理器执行,所述一个或多个应用程序配置用于执行如权利要求1-17任一项所述的方法。One or more application programs, wherein the one or more application programs are stored in the memory and configured to be executed by the one or more processors, and the one or more application programs are configured to execute The method of any one of claims 1-17.
  20. 一种计算机可读介质,其特征在于,所述计算机可读介质存储有处理器可执行的程序代码,所述程序代码被所述处理器执行时使所述处理器执行权利要求1-17任一项所述方法。A computer-readable medium, wherein the computer-readable medium stores a program code executable by a processor, and when the program code is executed by the processor, the processor executes any of claims 1-17. One of the methods described.
PCT/CN2020/076461 2020-02-24 2020-02-24 Information pushing method and apparatus, electronic device, and computer readable medium WO2021168619A1 (en)

Priority Applications (2)

Application Number Priority Date Filing Date Title
CN202080092595.1A CN114945915A (en) 2020-02-24 2020-02-24 Information pushing method and device, electronic equipment and computer readable medium
PCT/CN2020/076461 WO2021168619A1 (en) 2020-02-24 2020-02-24 Information pushing method and apparatus, electronic device, and computer readable medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
PCT/CN2020/076461 WO2021168619A1 (en) 2020-02-24 2020-02-24 Information pushing method and apparatus, electronic device, and computer readable medium

Publications (1)

Publication Number Publication Date
WO2021168619A1 true WO2021168619A1 (en) 2021-09-02

Family

ID=77490560

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2020/076461 WO2021168619A1 (en) 2020-02-24 2020-02-24 Information pushing method and apparatus, electronic device, and computer readable medium

Country Status (2)

Country Link
CN (1) CN114945915A (en)
WO (1) WO2021168619A1 (en)

Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8468164B1 (en) * 2011-03-09 2013-06-18 Amazon Technologies, Inc. Personalized recommendations based on related users
KR20130089741A (en) * 2011-12-30 2013-08-13 주식회사 네오위즈인터넷 The method, server and termianl for recommending application
CN104598518A (en) * 2014-12-10 2015-05-06 深圳市腾讯计算机系统有限公司 Content pushing method and device
CN105574110A (en) * 2015-12-14 2016-05-11 北京奇虎科技有限公司 Intelligent game recommending method and device
CN105991583A (en) * 2015-02-12 2016-10-05 广东欧珀移动通信有限公司 Game application recommendation method, application server, terminal and system
CN107741898A (en) * 2017-10-13 2018-02-27 杭州浮云网络科技有限公司 A kind of game player based on big data operates preference analysis method and system

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8468164B1 (en) * 2011-03-09 2013-06-18 Amazon Technologies, Inc. Personalized recommendations based on related users
KR20130089741A (en) * 2011-12-30 2013-08-13 주식회사 네오위즈인터넷 The method, server and termianl for recommending application
CN104598518A (en) * 2014-12-10 2015-05-06 深圳市腾讯计算机系统有限公司 Content pushing method and device
CN105991583A (en) * 2015-02-12 2016-10-05 广东欧珀移动通信有限公司 Game application recommendation method, application server, terminal and system
CN105574110A (en) * 2015-12-14 2016-05-11 北京奇虎科技有限公司 Intelligent game recommending method and device
CN107741898A (en) * 2017-10-13 2018-02-27 杭州浮云网络科技有限公司 A kind of game player based on big data operates preference analysis method and system

Also Published As

Publication number Publication date
CN114945915A (en) 2022-08-26

Similar Documents

Publication Publication Date Title
US20190201786A1 (en) Collaborative electronic game play employing player classification and aggregation
US9931569B2 (en) Game management device, game system, and computer-readable storage medium having program recorded thereon
US9981188B2 (en) Game management device, game system, and computer-readable storage medium having program recorded thereon
WO2021227870A1 (en) Virtual object control method and apparatus, terminal, and storage medium
JP2015071076A (en) Game managing device, game system, game managing method, and program
JP2013233373A (en) Game management device, game system, game management method and program
JP2024500929A (en) Method and device for displaying facial expressions in a virtual scene, computer equipment and program
JP5736351B2 (en) Game control device, program, game system, lottery device
WO2023024880A1 (en) Method and apparatus for expression displaying in virtual scenario, and device and medium
WO2021168619A1 (en) Information pushing method and apparatus, electronic device, and computer readable medium
US8951107B2 (en) System and method for non-sequential automated fantasy drafting
US20220370908A1 (en) Using semantic natural language processing machine learning algorithms for a video game application
JP5760288B1 (en) TERMINAL DEVICE, TERMINAL DEVICE GAME EXECUTION METHOD, GAME EXECUTION PROGRAM, AND GAME EXECUTION PROGRAM RECORDING MEDIUM
JP2019217215A (en) Game program, method, and information processing device
JP7400117B2 (en) Transmission method, display method, device and terminal of virtual article information
WO2024093608A1 (en) Game interaction method and apparatus, and device and computer-readable storage medium
KR20130083080A (en) Method and server of displaying detailed information of user in detailed information comparison window in on-line game
KR101440078B1 (en) Ranking display metohd
US20230121618A1 (en) Reactions of failed attempts during points of gameplay
Zielke Gotta Win'em All: How Expert Play in the Online Community of Smogon Changes Pokemon
KR20220163846A (en) Apparatus and method for providing sentense in game
JP5486747B2 (en) GAME PROGRAM, GAME NETWORK SYSTEM, GAME DEVICE, AND GAME CONTROL METHOD
JP2019217217A (en) Game program, method, and information processing device
JP5698801B2 (en) GAME MANAGEMENT DEVICE, GAME SYSTEM, AND PROGRAM
JP5670514B2 (en) GAME MANAGEMENT DEVICE, GAME SYSTEM, GAME MANAGEMENT METHOD, AND PROGRAM

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 20921160

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

32PN Ep: public notification in the ep bulletin as address of the adressee cannot be established

Free format text: NOTING OF LOSS OF RIGHTS PURSUANT TO RULE 112(1) EPC (EPO FORM 1205 DATED 27-01-2023)

122 Ep: pct application non-entry in european phase

Ref document number: 20921160

Country of ref document: EP

Kind code of ref document: A1