CN110585722A - Block chain-based game time information processing method and device and game control method and device - Google Patents
Block chain-based game time information processing method and device and game control method and device Download PDFInfo
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- CN110585722A CN110585722A CN201910911527.2A CN201910911527A CN110585722A CN 110585722 A CN110585722 A CN 110585722A CN 201910911527 A CN201910911527 A CN 201910911527A CN 110585722 A CN110585722 A CN 110585722A
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/75—Enforcing rules, e.g. detecting foul play or generating lists of cheating players
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/51—Server architecture
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5586—Details of game data or player data management for enforcing rights or rules, e.g. to prevent foul play
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- General Business, Economics & Management (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
Abstract
The application relates to a block chain technology, and particularly discloses a method for processing game time information, which comprises the following steps: receiving game time information reported by a target game node corresponding to a game platform where a target user is currently located for the target user; accumulating the game time according to the game time information to obtain the accumulated game time of the target user playing games on each game platform accessed to the block chain network in the statistical period; and synchronizing the accumulated game time of the target user in the blockchain network so that the target game node acquires the accumulated game time from the blockchain, and performing game control on the target user when the accumulated game time is not less than the suitable game time of the target user, wherein the suitable game time of the target user is obtained by predicting the time of a regression model in the computing node according to the historical game time information of the target user on each game platform. Therefore, the time length of the game played by the user can be effectively limited.
Description
Technical Field
The application relates to the technical field of computers and block chains, in particular to a method and a device for processing game time information and a method and a device for controlling a game based on a block chain.
Background
The prosperity of the network game provides more selectable entertainment modes for the public and enriches the amateur life of the public. Meanwhile, as part of users are addicted to the online game and play the game without limitation, the normal life, work and study are influenced, and the health is seriously harmed.
How to limit the game for the user to avoid the user from being indulged in the game is a technical problem to be solved urgently in the prior art.
Disclosure of Invention
The embodiment of the application provides a method and a device for processing game time information based on a block chain, and a method and a device for controlling a game, so that the time length of a user for playing the game is limited at least to a certain extent, and the user is prevented from being enthusiastic in the game.
Other features and advantages of the present application will be apparent from the following detailed description, or may be learned by practice of the application.
According to an aspect of the embodiments of the present application, there is provided a method for processing game time information, applied to a computing node in a blockchain network, including:
receiving game time information reported by a target game node corresponding to a game platform where a target user is currently located for the target user;
accumulating game time according to the game time information to obtain accumulated game time of the target user accessing each game platform in the block chain network to play in a statistical period;
synchronizing the accumulated game time of the target user in the blockchain network so that the target game node obtains the accumulated game time from the blockchain, and performing game control on the target user when the accumulated game time is not less than the suitable game time of the target user, wherein the suitable game time of the target user is obtained by performing time prediction on a regression model in the computing node according to historical game time information of the target user on each game platform
According to an aspect of the embodiments of the present application, there is provided a method for controlling a game based on a blockchain, which is applied to a game node in a blockchain network, and includes:
acquiring accumulated game time of a target user in a statistical period from a computing node, and accumulating the game time of the target user by the computing node in the block chain network according to the game time information reported by a game server corresponding to each accessed game platform for the target user to acquire the accumulated game time; and
acquiring the suitable game time length predicted by the computing node for the target user, wherein the suitable game time length is obtained by predicting the time of a regression model in the computing node according to the historical game time information of the target user on each game platform;
and if the accumulated game time length is not less than the suitable game time length of the target user, performing game control on the target user.
According to an aspect of the embodiments of the present application, there is provided a processing apparatus for processing game time information based on a blockchain, which is applied to a computing node in a blockchain network, and includes:
the receiving module is used for receiving game time information reported by a target game node corresponding to a game platform where a target user is currently located for the target user;
the accumulation module is used for accumulating the game time according to the game time information to obtain the accumulated game time of the target user accessing each game platform in the block chain network to play the game in a statistical period;
and the synchronization module is used for synchronizing the accumulated game time of the target user in the block chain network so that the target game node acquires the accumulated game time from the block chain, and performing game control on the target user when the accumulated game time is not less than the suitable game time of the target user, wherein the suitable game time of the target user is obtained by performing time prediction on a regression model in the computing node according to the historical game time information of the target user on each game platform.
According to an aspect of the embodiments of the present application, there is provided a game control apparatus based on a blockchain, applied to a game server, including:
the system comprises a block chain network, a cumulative game time acquisition module, a block chain synchronization module and a block chain synchronization module, wherein the block chain network is used for acquiring the cumulative game time of a target user in a statistical period from a block chain, and a computing node in the block chain network carries out game time accumulation on the target user according to game time information reported by game nodes corresponding to accessed game platforms for the target user to acquire the cumulative game time and synchronizes the cumulative game time in the block chain network; and
the suitable game duration obtaining module is used for obtaining the suitable game duration predicted by the computing node for the target user, and the suitable game duration is obtained by predicting the time of a regression model in the computing node according to the historical game time information of the target user on each game platform;
and the game control module is used for controlling the game of the target user if the accumulated game time is not less than the suitable game time of the target user.
In the technical solutions provided in some embodiments of the present application, on one hand, by accessing each game platform to the blockchain network, a situation that information between the game platforms is not intercommunicated is broken through, and thus, a computing node in the blockchain network performs calculation of accumulated game duration according to game time information reported by the game node corresponding to the game platform; on the other hand, the suitable game time of the target user is predicted by the computing node according to the historical game time information of the target user, and the target user is controlled in a targeted manner by the game node according to the suitable game time and the accumulated game time of the target user, so that the target user is controlled in a personalized manner according to the historical game time information of the target user. And performing game control on the target user according to the accumulated game time of the target user and the predicted appropriate game time, so that the user can be prevented from being indulged in the game to a certain extent.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the application.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present application and together with the description, serve to explain the principles of the application. It is obvious that the drawings in the following description are only some embodiments of the application, and that for a person skilled in the art, other drawings can be derived from them without inventive effort. In the drawings:
FIG. 1 shows a schematic diagram of an exemplary system architecture to which aspects of embodiments of the present application may be applied;
FIG. 2 is a flow diagram illustrating a method of processing blockchain-based game time information in accordance with an exemplary embodiment;
FIG. 3 is a flowchart illustrating a method of processing blockchain-based game time information according to another exemplary embodiment;
fig. 4 is a flowchart illustrating a processing method of game time information based on a block chain according to another exemplary embodiment;
FIG. 5 is a flow diagram of step 230 of the corresponding embodiment of FIG. 2 in one embodiment;
FIG. 6 is a flow diagram illustrating a blockchain-based game control method according to an exemplary embodiment;
FIG. 7 is a flowchart illustrating a blockchain-based game control method according to another exemplary embodiment;
FIG. 8 is a flow diagram in one embodiment of step 610 of the corresponding embodiment of FIG. 6;
FIG. 9 is a flow diagram illustrating a blockchain-based game control method according to one particular embodiment;
FIG. 10 is a block diagram illustrating a processing device for blockchain-based game time information in accordance with an exemplary embodiment;
FIG. 11 is a block diagram illustrating a blockchain-based game control device in accordance with an exemplary embodiment;
FIG. 12 illustrates a schematic structural diagram of a computer system suitable for use in implementing the electronic device of an embodiment of the present application.
Detailed Description
Example embodiments will now be described more fully with reference to the accompanying drawings. Example embodiments may, however, be embodied in many different forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of example embodiments to those skilled in the art.
Furthermore, the described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough understanding of embodiments of the application. One skilled in the relevant art will recognize, however, that the subject matter of the present application can be practiced without one or more of the specific details, or with other methods, components, devices, steps, and so forth. In other instances, well-known methods, devices, implementations, or operations have not been shown or described in detail to avoid obscuring aspects of the application.
The block diagrams shown in the figures are functional entities only and do not necessarily correspond to physically separate entities. I.e. these functional entities may be implemented in the form of software, or in one or more hardware modules or integrated circuits, or in different networks and/or processor means and/or microcontroller means.
The flow charts shown in the drawings are merely illustrative and do not necessarily include all of the contents and operations/steps, nor do they necessarily have to be performed in the order described. For example, some operations/steps may be decomposed, and some operations/steps may be combined or partially combined, so that the actual execution sequence may be changed according to the actual situation.
Fig. 1 shows a schematic diagram of an exemplary system architecture to which the technical solution of the embodiments of the present application can be applied.
As shown in fig. 1, the system architecture may include a blockchain network 110, where the blockchain network includes a plurality of computing nodes 111 and a plurality of game nodes 112 corresponding to the game platform, where the computing nodes 111 may be electronic devices with computing capabilities such as servers and user terminals, and the game nodes 112 may be game servers corresponding to the game platform, or may be terminal devices loaded with client game applications in the game platform, such as smart phones, tablet computers, notebook computers, and desktop computers, which are not limited in detail herein.
The game node 112 reports the game time information of the target user on the corresponding game platform to the computing node 111, and the computing node respectively computes the accumulated game time for each game user according to the game time information reported by the game node 112 in each game platform. Meanwhile, the calculation node 111 also predicts the suitable game duration according to the historical game time information of the game user, so that the suitable game duration and the accumulated game duration of the target user are synchronized in the blockchain network, and the game node 112 controls the game of the target user according to the suitable game duration and the accumulated game duration of the target user.
Referring to the blockchain network 110 shown in fig. 1, the blockchain network 100 includes a plurality of computing nodes 111 and a plurality of gaming nodes 112, and the computing nodes 111 and the gaming nodes 112 are referred to as nodes in the blockchain network 100.
In order to ensure information interworking in the blockchain network 110, there may be an information connection between each node in the blockchain network 110, and information transmission may be performed between the nodes through the information connection. For example, when a computing node of the blockchain network 100 calculates the accumulated game duration of the target user, other nodes in the blockchain network obtain the accumulated game duration of the target user according to a consensus algorithm, and store the accumulated game duration as data in the shared data, so that the data stored in all nodes in the blockchain network are consistent.
Each node in the blockchain network has a corresponding node identifier, and each node in the blockchain network can store node identifiers of other nodes in the blockchain network, so that the generated block can be broadcast to other nodes in the blockchain network according to the node identifiers of other nodes. Each node may maintain a node identifier list as shown in the following table, and store the node name and the node identifier in the node identifier list correspondingly. The node identifier may be an IP (Internet Protocol) address and any other information that can be used to identify the node, and table 1 only illustrates the IP address as an example.
TABLE 1 node identification List
Node name | Node identification |
Node 1 | 117.114.151.174 |
Node 2 | 117.116.189.145 |
… | … |
Node N | 119.123.789.258 |
Each node in the blockchain network, including compute node 111 and game node 112, stores one identical blockchain. The block chain is composed of a plurality of blocks. Each block comprises a hash value of the block and a hash value of a previous block, and the blocks are connected through the hash values to form a block chain. The block may include information such as a time stamp at the time of block generation. A block chain (Blockchain), which is essentially a decentralized database, is a string of data blocks associated by using cryptography, and each data block contains related information for verifying the validity (anti-counterfeiting) of the information and generating a next block.
The implementation details of the technical solution of the embodiment of the present application are set forth in detail below:
fig. 2 shows a flowchart of a processing method of game time information based on a blockchain, which is performed by a computing node in a blockchain network, according to an embodiment of the present application. Referring to fig. 2, the processing method of game time information based on a blockchain at least includes:
step 210, receiving game time information reported by a target game node corresponding to a game platform where a target user is currently located for the target user.
The blockchain network establishes communication connection with the plurality of game platforms, so that the computing nodes in the blockchain network can interact with the game nodes corresponding to the game platforms to accumulate the accumulated game duration for the target game users. A game application corresponds to a game platform, and a computer device serving the game application can be used as a game node corresponding to the game platform.
In an embodiment, the game node may be a user terminal corresponding to a game application, for example, a terminal such as a mobile phone, a notebook computer, or a tablet computer loaded with the game application, so that the user terminal directly reports game time information to the computing node.
In another embodiment, the game node may be a game server corresponding to a game application, such that the game server reports game time information to the computing node for a target user according to the state (e.g., login, logout, in game) of the target user on the game server.
Because the information among the game platforms is not intercommunicated, the data sharing among the game platforms is realized by constructing the blockchain network and connecting the game platforms into the blockchain network, and particularly, the sharing of the game time information of the users on the game platforms is realized based on the constructed blockchain network.
The target user does not refer to a certain user in particular, but refers broadly to a user who is to be subjected to game control. Similarly, the target game node does not refer to a game node corresponding to a certain game platform, but refers to a game node corresponding to a game platform where the target user is currently located.
The target user or the game user in the present disclosure refers to a user who performs consensus in the blockchain network, and after the user performs consensus in the blockchain network, the game account sets in the game platforms of the access blockchain network corresponding to the same user may be correspondingly determined, so that the game time is accumulated for the target user.
In particular embodiments, the unique identification may be by identity, such as an identification number, biometric information, and the like. The biometric information, such as a face image, fingerprint data, etc., is not particularly limited herein.
For the target users who are identified in the blockchain network, the game platform where the target users are currently located may be the game platform where the target users request to log in by sending login requests, or the game platform where the target users have successfully logged in currently.
Whether the target user requests to log in the game platform or the target user successfully logs in the game platform, the target game node reports information, such as game time information, to the target user through the computing node in the block chain network. Thus, the computing nodes in the blockchain network can know the state of the target user in the target game server, such as login request, login success, exit state, and game progress state.
The game time information may be the time when the target user sends the login request, the time when the target user logs in the target game server, the current time when the target user is on the game platform corresponding to the target game server, the time when the target user logs out of the target game server, and the like.
And step 230, accumulating the game time according to the game time information to obtain the accumulated game time length of the target user for playing the game on each game platform accessed to the block chain network in the statistical period. In the block chain network, users in each game platform perform consensus through the biological characteristic information of the users, so that account information of the game users corresponding to the same biological characteristic information on each game platform can be determined, and further the accumulated game duration of the target users playing games on each game platform can be counted according to the game time information reported by the game server corresponding to each game platform.
For the convenience of game control, the counted accumulated game duration is counted according to a statistical period, for example, 12 hours, one day, two days, one week, and the like, and the statistical period may be set according to the actual situation. And restarting the statistics of the accumulated game time of the target user in the next statistical period after the end time of the current statistical period is reached.
As described above, the game time information may be a time when the target user requests to log in the game platform, a time when the target user logs in the game platform, a current time when the game is played in the game platform, and a time when the target user logs out of the game platform, so that statistics of accumulated game time for the target user are performed regardless of game time information.
In an embodiment, the game duration may be accumulated by combining a preset accumulation rule, where the preset accumulation rule is used to limit a condition that the accumulated game duration information needs to meet. For example, the condition may define a game platform from which the accumulated game time information is derived, so that the calculation of the accumulated game time duration may be performed on a plurality of game platforms defined by the preset accumulation rule. For another example, the condition may define a game user who does not need to perform the calculation of the accumulated game time length, so that, if the target user is a user who does not need to perform the accumulation defined in the preset accumulation rule, the accumulation of the accumulated game time length is not performed for the user, and thus, the accumulation is performed for the game user who defines the need to perform the calculation of the accumulated game time length. For another example, the condition may limit the reporting time corresponding to the accumulated game time information, in other words, only the accumulated game time duration is accumulated for the game time information reported within the time period limited by the preset accumulation rule. Of course, the above process is an exemplary example, and the preset accumulation rule may also be set according to actual needs, and is not specifically limited herein. Step 250, synchronizing the accumulated game time of the target user in the blockchain network so that the target game node obtains the accumulated game time from the blockchain, and performing game control on the target user when the accumulated game time is not less than the suitable game time of the target user, wherein the suitable game time of the target user is obtained by predicting the time of a regression model in the computing node according to the historical game time information of the target user on each game platform.
In the blockchain network, the same blockchain exists in the computing nodes in each node, in other words, the same blockchain exists in the computing nodes and the game nodes.
Therefore, the synchronization is performed by chaining the accumulated game time length calculated for the target user, writing the chained accumulated game time length into the designated block of the block chain, and then synchronizing the block chain written into the accumulated game time length of the target user into other calculation nodes and game nodes to keep the block chains stored in the nodes consistent. Thus, the synchronization of the accumulated game duration of the target user is realized.
In the subsequent process, if the accumulated game duration of the target user in the statistical period is updated, the synchronization is performed again.
Therefore, after synchronization, the game node corresponding to any game platform can acquire the accumulated game duration of the target user from the blockchain of the game node, for example, after the target user logs in, the target game server acquires the accumulated game duration of the target user from the blockchain according to a set time interval.
In the blockchain, in addition to the accumulated game time of the target user, an appropriate game time period predicted for the target user is stored. In the computing node, a regression model is also stored, and the regression model is used for predicting the suitable game duration for the target user.
The historical game time information of the target user reflects the characteristics of the user playing the game, and specifically, the historical game time information of the target user records the login time, the exit time, the current game platform and other information of the target user on the game platform. Therefore, feature extraction can be performed for the target user according to the historical game time information of the target user, and the extracted features are at least one of the game duration on the game platform, the game duration in the set time segment and the game type of the game played on the game platform. Therefore, the predicted appropriate game time length for the target user according to the historical game time information of the target user is adaptive to the target user.
The game type may be a type determined by classifying the game content, for example, the game is classified by content into: action games, adventure games, simulation games, role-playing games, leisure games, and others; it may also be a game determined by classifying the number of players in the game, for example, a game divided by the number of players: stand-alone games and multiplayer games. In a specific embodiment, the accessed game platforms can be classified according to a classification rule set by a user in the blockchain network, so that the game type of the game played by the target user is correspondingly determined under the classification rule.
In an embodiment, according to the historical game time information of the target user including the login time and the exit time on the game platform of the target user, the game duration of the target user in a plurality of set time segments is calculated, and the game type of the game to be played is correspondingly determined according to the information (such as the attribute tag of the game platform) of the game platform of the target user in the corresponding time segment. Set time segments, e.g., 7:00-9:00, 9:00-10:00, 10: 12:00, 18:00-21:00, which may be a time segment within one statistical period or a time segment spanning multiple statistical periods, and is not limited in this respect.
In a specific embodiment, the suitable game duration of each game user may be predicted according to a period, for example, once a day, once in no two days, etc., so that the suitable game duration is predicted for the target user according to the latest historical game time information of the target user relative to the current period. And updating the suitable game duration of the target user according to the period, namely writing the suitable game duration of the target user and the corresponding time into the block chain, and carrying out the whole network synchronization.
The prediction of the suitable game duration performed by the computing node for the target user may be performed once in each statistical period, or may be performed according to historical game time information relative to the time when the target user logs in any target game server, where the prediction is not specifically limited.
Specifically, in this embodiment, the prediction of the suitable game duration for the target user is performed by calculating the regression model in the node.
The regression model may be a linear regression model, a polynomial regression model, or the like, and is not particularly limited herein. It is worth mentioning that the regression model is obtained by training according to a plurality of sample data.
In an embodiment, the computing node generates a game record corresponding to each game played by the user each time according to game time information reported by each game node for the user, and the generated game record is used as sample data to train a pre-constructed model to obtain a regression model.
Specifically, for each game record, the game platform where the user is located, the time for logging in the game platform, and the time for logging out the game platform are recorded. Based on this, feature extraction is performed for each game record based on the game data before the game entry time with respect to the game in the game record. Correspondingly, the game duration in the game record is used as the label of the game record. Therefore, the pre-constructed model is trained through the characteristics corresponding to the game records of the users and the corresponding labels, and a regression model is obtained.
In one embodiment, for each game record, the features extracted from the game data relative to the time of the game entry in the game record may be: the game duration and the game type of the game played one hour before the login time of the game, the game duration and the game type of the game played two hours before, the game duration and the game type of the game played 24 hours before … …, the game duration and the game type of the game played 48 hours before, and the like.
In one embodiment, before the model is trained by the sample data, the sample data is screened, for example, abnormal game records in the sample data, such as game records with too short game duration and game records with too long game duration, are removed, so as to ensure that the game records used for model training are normal game records.
The training is carried out, namely, the parameters of the model are trained according to the labels and the characteristics corresponding to a plurality of game records as training data. After the training is finished, the parameters of the regression model are determined, so that the suitable game duration for the target user can be predicted correspondingly according to the historical game time information of the target user through the regression model.
Based on the accumulated game time and the suitable game time calculated by the calculation node for the target user, the game node can perform game control on the target user according to the accumulated game time and the suitable game time of the target user obtained from the block chain.
In one embodiment, the game control can be performed by rejecting the login request of the target user after the target user sends the login request to the game platform, so as to limit the time for the target user to play the game
In another embodiment, the game controls that are played may be: if the target user is playing games on the game platform, prompting the target user to perform offline operation; or further, if the user is not off-line in time after prompting, the user is forced to off-line; or, if the target user is playing the game on the game platform, directly forcing the user to go offline.
In another embodiment, the game control that is performed may also be: and if the accumulated game time of the target user is not less than the suitable game time and the target user is playing the game, increasing the difficulty of the game played by the target user to prompt the target user to carry out offline operation.
In another embodiment, the game control that is performed may also be: and sending game timeout information to the supervisor of the target user so as to prompt the supervisor of the target user that the accumulated game duration of the target user is not less than the corresponding appropriate game duration. The target user's supervisor may be a parent, such as a parent, of the target user, and thus, the game node may send game timeout information to the terminal of the parent for which the target is intended to prompt.
In another embodiment, the game control that is performed may also be: and if the accumulated game duration of the target user is not lower than the self suitable game duration, reducing the level of the game platform where the target user is located, and taking the level as a punishment that the accumulated game duration of the target user is not lower than the self suitable game duration. In a specific embodiment, when the accumulated game duration of the target user is determined to be not less than the self suitable game duration or before, a grade reduction prompt is given to the target user, so that the target user is prompted to quit the current game platform in time.
The target user is prevented from being indulged in the game by performing game control on the target user.
In an embodiment, the game control may be performed only for underage users according to the method of the present disclosure, or may be performed by all users, which is not specifically limited herein.
The game system comprises a game node, a block chain network and a calculation node, wherein the game node is connected with the block chain network, the block chain network is connected with the game node, the calculation node is connected with the block chain network, the block chain network is connected with the game node, the game node is connected with the block chain network, the block chain network is connected with the game node, the calculation node is connected with the block chain network, the calculation node is connected.
And the suitable game time duration is predicted for the target user according to the historical game time information of the target user, so that the personalized game control can be realized according to the corresponding predicted suitable game time duration of the target user, and the game control is suitable for the game situation of the target game user.
In the prior art, each game platform limits the time length of a user playing a game on the corresponding game platform according to the account number of the user, but since the game time length is limited according to the account number of the user, when the limited game time length is reached, the user generally logs in other account numbers to continue playing the game, and thus, the time length of the user playing the game cannot be effectively limited.
Because the information among the game platforms is not communicated, after the user reaches the corresponding limited game duration on one game platform, the user logs in other game platforms to continue playing the game, so that the game control in the prior art is easy to bypass, and the game duration of the user can not be effectively limited.
In the scheme of the application, the block chain decentralized technology is utilized, the intercommunication among the plurality of game platforms is realized through the block chain network, the users are identified in the block chain network, and due to the uniqueness of the identity identification information of the users, the user account corresponding to the same identity identification information can be determined, so that the accumulated game duration of the users playing games on each game platform can be counted conveniently. The problem that the limitation on the game duration is bypassed by multiple accounts or logging in other game platforms in the prior art can be effectively solved.
In one embodiment, as shown in fig. 3, the method for processing the game time information based on the blockchain further includes:
step 310, receiving registration information reported by game nodes corresponding to each game platform for game users, wherein the registration information includes biological characteristic information of the game users.
And 330, determining a game account set corresponding to the same biological characteristic information in each game platform according to the biological characteristic information statistics, wherein the game account set is used for counting the accumulated game duration of the target user on each game platform.
In this embodiment, while the game user registers an account on the game platform, the terminal where the game user is located collects the biometric information of the user, and reports the biometric information including the user to the computing node through the corresponding game server.
Therefore, the computing node counts the game account sets corresponding to the same biological characteristic information in each game platform according to the biological characteristic information of the user.
Therefore, in the subsequent calculation process of the accumulated game time length for the target user, the reported game time information can be classified to the corresponding biological characteristic information according to the game account number set corresponding to the same biological characteristic information, and the accumulated game time length of the target user can be calculated.
By this point, it can be understood that a block chain in the computing node is further provided with a block for storing biometric information of the user, and the block is correspondingly stored with a game account set under the biometric information.
By counting the game account numbers according to the biological characteristic information of the user, the condition that the same person uses multiple account numbers to play games in the same game platform or uses different game account numbers to play games in different game platforms can be avoided, and the game duration limit corresponding to the game platform is set to be avoided.
In one embodiment, as shown in fig. 4, the method for processing the game time information based on the blockchain further includes:
step 410, obtaining historical game time information of the target user.
It should be noted that the historical game time information of the target user includes game time information that is historically reported by the game server corresponding to each game platform for the target user, so that the historical login time and the historical logout time of the target user on each game platform can be correspondingly determined according to the game time information. The historical login time and the historical exit time are relative to the current time which is suitable for the target user to play the game, namely the login time of the target user for logging in any game platform before the current time is the historical login time, and the login time of the target user for logging out of any game platform before the current time is the historical exit time.
And step 430, determining the game time length of the target user in the set time segment and the game type of the played game according to the historical game time information.
Step 450, the time prediction is carried out through the regression model according to the game duration in the set time segment and the game type of the played game, and the suitable game duration of the target user is obtained.
The game duration of the target user in the set time segment and the type of the game played in step 430 are determined as the characteristics of the target user, so that the regression model correspondingly predicts the time according to the characteristics of the target user to obtain the appropriate game duration suitable for the target user.
The set time segment may be set according to a time period corresponding to the acquired historical game time information, for example, if the historical game time information relates to the game situation of the target user in the past 2 weeks, the time segment may be performed in the time period in the past 2 weeks to obtain a plurality of time segments, and the time segments are listed as the last hour, the last two hours, the last day, the last two days, and the like. In a specific embodiment, the set time segments and the number of the set time segments may be set according to actual needs, and are not specifically limited herein.
In one embodiment, as shown in FIG. 5, step 230, comprises:
and step 510, acquiring historical accumulated game duration of the target user in a statistical period according to the biological characteristic information of the target user.
And step 530, updating the historical accumulated game time according to the game time information to obtain the accumulated game time of the target user in the statistical period.
The historical accumulated game time of the target user in the statistical period refers to the accumulated game time calculated for the target user before the game time information of the target user is currently received.
In other words, after receiving the game time information reported by the target user, the computing node determines, according to the game time information of the target user received last time and the game time information of the target user received this time, the game duration of the target user playing the game between the two times of receiving the game time information of the target user, and then adds the determined game duration to the historical accumulated game duration, so as to update the historical accumulated game duration, and correspondingly obtain the accumulated game duration of the target user in the statistical period.
FIG. 6 shows a flow diagram of a blockchain based game control method performed by a game node in a blockchain according to one embodiment of the present application. Referring to fig. 6, the method for controlling a game based on a blockchain at least includes:
step 610, obtaining the accumulated game time of the target user in the statistical period from the blockchain, and accumulating the game time for the target user by the computing node in the blockchain network according to the game time information reported by the game server corresponding to each accessed game platform for the target user to obtain the accumulated game time, and synchronously accumulating the game time in the blockchain network. And
step 630, obtaining the suitable game time length predicted by the computing node for the target user, wherein the suitable game time length is obtained by predicting the time by the regression model in the computing node according to the historical game time information of the target user on each game platform.
And 650, if the accumulated game time length is not less than the suitable game time length of the target user, performing game control on the target user.
And carrying a timestamp for the accumulated game duration stored by the target user in the block chain of the computing node, wherein the timestamp indicates the accumulated end time corresponding to the corresponding accumulated game duration. Thus, each time the target user server requests the latest accumulated game duration of the target user.
As described above, the game node may control the game performed by the target user by prompting the user to perform offline operation, or forcing the user to offline, or rejecting the user to log in the game platform, or increasing the difficulty of the game performed by the target user, reducing the level of the current game platform of the target user, and sending a game timeout prompting message to the administrator of the target user. When detecting that the accumulated game duration of the target user is not less than the suitable game duration of the target user, the game server controls the game of the target user by taking the duration of the game played by the target user as a purpose, and limits the duration of the game played by the target user to a certain extent so as to avoid the user from being enthusiastic in the game.
Especially for underage users, the method of the embodiment can prevent the users from being indulged in the game.
In one embodiment, step 610 includes:
and after detecting that the target user logs in the game platform, acquiring the accumulated game duration of the target user from the block chain.
In this embodiment, after it is detected that the target user logs in the game platform, the accumulated game duration of the target user may be correspondingly obtained from the blockchain according to a set time interval or at an irregular time, so as to monitor whether the accumulated game duration of the target user is not lower than the suitable game duration of the target user in real time.
It is worth mentioning that after the target user logs in the game platform, the game node corresponding to the game platform reports the game time information of the target user to the computing node in real time, so that the computing node updates the accumulated game time of the target user according to the game time information of the target user.
In this embodiment, step 630 includes:
increasing the difficulty of the game played by the target user.
In this embodiment, since the target user has successfully logged in the game server, the user is prompted to log off the game platform by increasing the difficulty of the game played by the target user, so as to achieve the purpose of limiting the duration of the game played by the target user.
In one embodiment, as shown in fig. 7, the step of increasing the difficulty of the game played by the target user comprises:
step 710, obtaining the game level information determined for the target user on the game platform, where the game level information is determined according to the game data of the target user on the game platform, where the game data includes the level information of the target user and/or the game fighting data.
The game level information is used for reflecting the level of the user on the game platform.
The winning or losing conditions, such as the winning or losing rate and the winning or losing times, of the target user in the game match can be obtained through the game match data of the target user, the progress duration of the target user in one match can also be obtained, and the game level of the target user can be reflected to a certain extent regardless of the winning or losing conditions or the progress duration of the match.
The level information for the target may reflect the skill currently possessed by the user, the comprehensive level of the skill, and the level information may also reflect the game level of the target user to some extent.
Therefore, the game level information of the target user on the game platform can be correspondingly determined according to the game match data of the target user on the game platform and/or according to the grade information of the target user on the game platform.
In a specific embodiment, a machine learning model may be constructed to determine game level information of a target user, and specifically, a game level grade is used as game level information, so that feature extraction is performed for the target user from game data of a game platform where the target user is located. Wherein the extracted features may be: the rank of the target user, the skills held by the target user, the number of battles, the number of wins in the battle, the number of negatives in the battle, the average duration of the battle, the shortest duration of the battle, and the like. And then constructing a feature vector of the target user according to the features extracted for the target user, so that the game level grade of the target user is predicted and obtained by the machine learning model obtained by training according to the feature vector of the target user.
Step 730, in the game played by the target user, configuring a game scene with the difficulty coefficient higher than the difficulty coefficient corresponding to the game level information for the target user.
In one embodiment, the corresponding relationship between the difficulty coefficient of the game scene and the game level information of the user is preset, so that the difficulty coefficient corresponding to the game level information of the target user is determined according to the set corresponding relationship, and the game scene with a higher difficulty coefficient is matched for the target user.
In one embodiment, the difficulty factor of the configured game scenario may be configured according to the target user winning probability, for example, the difficulty factor of the configured game scenario is configured according to the target user winning probability lower than 50%. Of course, in a specific embodiment, the winning probability referred by the configuration difficulty coefficient may be set according to actual needs, and is not specifically limited herein.
Furthermore, difficulty coefficients of different levels can be configured according to the fact that the accumulated game duration of the game played by the target user exceeds the exceeding duration of the suitable game duration. For example, assuming that the difficulty coefficient corresponding to the game level information of the target user is K, when the time length of the game level information exceeds a threshold value a, configuring a game scene with the difficulty coefficient of K + 2; when the exceeding time length is greater than the threshold value A and less than the threshold value B, configuring the game scene with the difficulty coefficient K +4, in other words, the larger the exceeding time length is, configuring the game scene with the higher difficulty coefficient, thereby prompting the user to go offline. Further, if the user exceeds the time length and reaches the threshold value D set for configuring the game scene, the user is forced to be offline. In other words, in the case that the exceeding duration is lower than the threshold D, the game scene with high difficulty coefficient may be configured correspondingly in step 730, and in the case that the exceeding duration reaches the threshold D, the user is forced to go offline.
In the specific embodiment, if the target users play different games, the method for configuring the game scene with the higher difficulty coefficient is also different.
In one embodiment, if the game played by the target game user is a match game, then a match game player that is higher than the game level indicated by the game level information of the target user may be matched for the target user.
In an embodiment, if the game played by the target game user is a standalone game, the difficulty factor of the game scene played by the target user can be increased by matching the target game user with an AI object at a game level higher than the game level indicated by the game level information of the target user, reducing the probability of the gain skill occurring in the game played, and randomly generating a more complex situation.
In another embodiment, as shown in FIG. 8, step 610 includes:
step 810, receiving a login request of a target user, wherein the login request comprises the biological characteristic information of the target user.
Step 830, according to the login request, obtaining the accumulated game duration corresponding to the biometric information from the blockchain.
In this embodiment, after the game node receives the login request of the target user, the latest accumulated game duration and the suitable game duration of the target user are obtained from the blockchain to determine whether the login request of the target user passes through, so as to implement game control on the target user.
In this embodiment, the game controlling the target user in step 630 includes:
and if the accumulated game duration is lower than the suitable game duration, passing the login request of the target user.
And if the accumulated game duration is not less than the proper game duration, rejecting the login request of the target user.
After the login request of the target user is passed, the game node reports the game time information of the target user to the computing node in real time, so that the game node can continue to control the target user by increasing the game difficulty of the game played by the target user and the like.
By rejecting the login request of the target user, the target user is limited to continue playing the game under the condition that the accumulated game time length is not less than the self suitable game time length. Similarly, in this case, even if the target user initiates a login request to another game platform in the access block chain network through the terminal, the other game platform obtains the accumulated game duration of the target user according to step 810 and 830, so as to correspondingly reject the login request of the target user.
In one embodiment, the method for controlling a game based on a blockchain further includes:
after a target user logs in a game platform, reporting game time information of the target user to a computing node so that the computing node updates accumulated game duration of the target user according to the game time information, wherein the game time information comprises at least one of game login time, game exit time and current time in game progress.
After the target user logs in, the game server reports the game time information of the target user through the computing node, so that the computing node can update the accumulated game time of the target user in time conveniently, and the game server correspondingly controls the game of the target user according to the updated accumulated game time.
Fig. 9 is a flowchart illustrating a method for controlling a game based on a blockchain according to an embodiment, in which a game server of a game platform is used as a game node to perform game control, as shown in fig. 9, the game server implements game control on a target user by the following steps:
step 910, a login request of a target user is received.
Step 920, obtaining the accumulated game duration of the target user from the blockchain.
Step 930, determining whether the accumulated game time of the target user is lower than the suitable game time of the target user, if yes, executing step 940, and if no, executing step 990: and rejecting the login request of the target user.
Step 940, a login request is passed through the target user.
And step 950, reporting the game time information of the target user to the computing node so that the computing node updates the accumulated game time of the target user according to the game time information.
Step 960, obtaining the updated accumulated game duration of the target user.
Step 970, continuously judging whether the updated accumulated game duration of the target user is lower than the suitable game duration of the target user. If yes, go to continue with step 950, if no, go to step 980.
Step 980, increasing the difficulty of the game played by the target user.
Embodiments of the apparatus of the present application are described below, which may be used to perform the methods of the above-described embodiments of the present application. For details which are not disclosed in the embodiments of the apparatus of the present application, reference is made to the embodiments of the method described above in the present application.
Fig. 10 is a block diagram illustrating a block chain-based game time information processing apparatus according to an exemplary embodiment. The processing apparatus 1000 for game time information is disposed at a computing node in a blockchain network, and as shown in fig. 10, the apparatus includes:
the receiving module 1010 is configured to receive game time information reported by a target game node corresponding to a game platform where a target user is currently located for the target user.
The accumulation module 1030 is configured to accumulate the game time according to the game time information, and obtain an accumulated game time length for the target user to play the game on each game platform accessed to the block chain network within the statistical period.
And a synchronization module 1050, configured to synchronize the accumulated game duration of the target user in the blockchain network, so that the target game node obtains the accumulated game duration from the blockchain network, and perform game control on the target user when the accumulated game duration is not less than the suitable game duration of the target user, where the suitable game duration of the target user is obtained by performing time prediction on the regression model in the computing node according to the historical game time information of the target user on each game platform. The detailed implementation process of the functions and actions of each module in the device is shown in fig. 2 and the implementation process of the corresponding steps in the game time information processing method, which are not described herein again.
In an embodiment, the processing device 1000 for processing the game time information based on the blockchain further includes:
and the registration information receiving module is used for receiving registration information reported by the game nodes corresponding to the game platforms for the game users, and the registration information comprises biological characteristic information of the game users.
And the counting module is used for counting and determining a game account set corresponding to the same biological characteristic information in each game platform according to the biological characteristic information, and the game account set is used for counting the accumulated game duration of the target user on each game platform.
In one embodiment, the processing device 1000 for game time information further includes:
and the historical game time information acquisition module is used for acquiring the historical game time information of the target user.
And the determining module is used for determining the game time length of the target user in the set time segment and the game type of the played game according to the historical game time information.
And the prediction module is used for predicting time according to the game time length in the set time segment and the game type of the played game through the regression model so as to obtain the appropriate game time length of the target user.
The implementation process of the functions and actions of each module in the device is specifically described in the implementation process of the corresponding step in the processing method of the game time information based on the block chain, and is not described herein again.
It is understood that these modules may be implemented in hardware, software, or a combination of both. When implemented in hardware, these modules may be implemented as one or more hardware modules, such as one or more application specific integrated circuits. When implemented in software, the modules may be implemented as one or more computer programs executing on one or more processors.
FIG. 11 is a block diagram illustrating a blockchain-based game control apparatus according to an exemplary embodiment. The game control apparatus 1100 is disposed in a game node in an access block chain network, and as shown in fig. 11, the block chain-based game control apparatus includes:
an accumulated game duration obtaining module 1110, configured to obtain, from the blockchain, an accumulated game duration of the target user in a statistical period, where a computing node in the blockchain network performs game duration accumulation for the target user according to game time information reported by game nodes corresponding to the accessed game platforms for the target user, obtains the accumulated game duration, and synchronizes the accumulated game duration in the blockchain network; and
the suitable game duration obtaining module 1130 is configured to obtain a suitable game duration predicted by the computing node for the target user, where the suitable game duration is obtained by performing time prediction on the regression model in the computing node according to the historical game time information of the target user on each game platform.
A game control module 1150, configured to perform game control on the target user if the accumulated game duration is not less than the suitable game duration of the target user.
The detailed implementation process of the functions and actions of each module in the device is shown in fig. 6 and the implementation process of the corresponding steps in the above game control method based on the block chain, which are not described herein again.
In one embodiment, the accumulated game duration obtaining module 1110 includes:
and the first accumulated game duration acquisition unit is used for acquiring the accumulated game duration of the target user from the blockchain after the target user is detected to log in the game platform.
In this embodiment, the game control module 1150 includes:
and the difficulty increasing unit is used for increasing the difficulty of the game played by the target user.
In one embodiment, the difficulty increasing unit includes:
the game level information acquisition unit is used for acquiring the game level information of the target user on the game platform, wherein the game level information is determined according to the game data of the target user on the game platform, and the game data comprises the grade information of the target user and/or the game fighting data.
And the game scene configuration unit is used for configuring the game scene with the difficulty coefficient higher than the difficulty coefficient corresponding to the game level information for the target user in the game played by the target user.
In another embodiment, the accumulated game duration obtaining module 1110 includes:
and the login request receiving unit is used for receiving a login request of the target user, wherein the login request comprises the biological characteristic information of the target user.
And the second accumulated game duration acquisition unit is used for acquiring the accumulated game duration corresponding to the biological characteristic information from the block chain according to the login request.
In this embodiment, the control module 1150 includes:
and the login request passing unit is used for passing the login request of the target user if the accumulated game duration is lower than the suitable game duration.
And the login request rejection unit is used for rejecting the login request of the target user if the accumulated game duration is not less than the proper game duration.
In one embodiment, the blockchain-based game control apparatus further includes:
and the game time information reporting module is used for reporting the game time information of the target user to the computing node after the target user logs in the game platform so as to enable the computing node to update the accumulated game duration of the target user according to the game time information, wherein the game time information comprises at least one of game login time, game exit time and current time in the process of game playing.
The implementation process of the functions and actions of each module/unit in the device is specifically described in the implementation process of the corresponding step in the above game control method based on the block chain, and is not described herein again.
It is understood that these modules may be implemented in hardware, software, or a combination of both. When implemented in hardware, these modules may be implemented as one or more hardware modules, such as one or more application specific integrated circuits. When implemented in software, the modules may be implemented as one or more computer programs executing on one or more processors.
FIG. 12 illustrates a schematic structural diagram of a computer system suitable for use in implementing the electronic device of an embodiment of the present application.
It should be noted that the computer system 1200 of the electronic device shown in fig. 12 is only an example, and should not bring any limitation to the functions and the scope of use of the embodiments of the present application.
As shown in fig. 12, the computer system 1200 includes a Central Processing Unit (CPU)1201, which can perform various appropriate actions and processes, such as executing the methods in the above-described embodiments, according to a program stored in a Read-Only Memory (ROM) 1202 or a program loaded from a storage section 1208 into a Random Access Memory (RAM) 1203. In the RAM 1203, various programs and data necessary for system operation are also stored. The CPU 1201, ROM 1202, and RAM 1203 are connected to each other by a bus 1204. An Input/Output (I/O) interface 1205 is also connected to bus 1204.
The following components are connected to the I/O interface 1205: an input section 1206 including a keyboard, a mouse, and the like; an output section 1207 including a Display device such as a Cathode Ray Tube (CRT), a Liquid Crystal Display (LCD), and a speaker; a storage section 1208 including a hard disk and the like; and a communication section 1209 including a network interface card such as a LAN (Local area network) card, a modem, or the like. The communication section 1209 performs communication processing via a network such as the internet. A driver 1210 is also connected to the I/O interface 1205 as needed. A removable medium 1211, such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, or the like, is mounted on the drive 1210 as necessary, so that a computer program read out therefrom is mounted into the storage section 1208 as necessary.
In particular, according to embodiments of the application, the processes described above with reference to the flow diagrams may be implemented as computer software programs. For example, embodiments of the present application include a computer program product comprising a computer program embodied on a computer readable medium, the computer program comprising program code for performing the method illustrated by the flow chart. In such an embodiment, the computer program may be downloaded and installed from a network through the communication section 1209, and/or installed from the removable medium 1211. The computer program executes various functions defined in the system of the present application when executed by a Central Processing Unit (CPU) 1201.
It should be noted that the computer readable medium shown in the embodiments of the present application may be a computer readable signal medium or a computer readable storage medium or any combination of the two. A computer readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples of the computer readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a Read-Only Memory (ROM), an Erasable Programmable Read-Only Memory (EPROM), a flash Memory, an optical fiber, a portable Compact Disc Read-Only Memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In the present application, a computer readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device. In this application, however, a computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated data signal may take many forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium may also be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device. Program code embodied on a computer readable medium may be transmitted using any appropriate medium, including but not limited to: wireless, wired, etc., or any suitable combination of the foregoing.
The flowchart and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of systems, methods and computer program products according to various embodiments of the present application. Each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that, in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams or flowchart illustration, and combinations of blocks in the block diagrams or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
The units described in the embodiments of the present application may be implemented by software, or may be implemented by hardware, and the described units may also be disposed in a processor. Wherein the names of the elements do not in some way constitute a limitation on the elements themselves.
As another aspect, the present application also provides a computer-readable medium, which may be contained in the electronic device described in the above embodiments; or may exist separately without being assembled into the electronic device. The computer readable medium carries one or more programs which, when executed by an electronic device, cause the electronic device to implement the method in the above embodiments.
It should be noted that although in the above detailed description several modules or units of the device for action execution are mentioned, such a division is not mandatory. Indeed, the features and functionality of two or more modules or units described above may be embodied in one module or unit, according to embodiments of the application. Conversely, the features and functions of one module or unit described above may be further divided into embodiments by a plurality of modules or units.
Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein may be implemented by software, or by software in combination with necessary hardware. Therefore, the technical solution according to the embodiments of the present application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a usb disk, a removable hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which can be a personal computer, a server, a touch terminal, or a network device, etc.) to execute the method according to the embodiments of the present application.
Other embodiments of the present application will be apparent to those skilled in the art from consideration of the specification and practice of the embodiments disclosed herein. This application is intended to cover any variations, uses, or adaptations of the invention following, in general, the principles of the application and including such departures from the present disclosure as come within known or customary practice within the art to which the invention pertains.
It will be understood that the present application is not limited to the precise arrangements described above and shown in the drawings and that various modifications and changes may be made without departing from the scope thereof. The scope of the application is limited only by the appended claims.
Claims (10)
1. A processing method of game time information based on a block chain is applied to a computing node in a block chain network, and is characterized by comprising the following steps:
receiving game time information reported by a target game node corresponding to a game platform where a target user is currently located for the target user;
accumulating game time according to the game time information to obtain accumulated game time of the target user accessing each game platform in the block chain network to play in a statistical period;
and synchronizing the accumulated game time of the target user in the blockchain network so that the target game node obtains the accumulated game time from the blockchain, and performing game control on the target user when the accumulated game time is not less than the suitable game time of the target user, wherein the suitable game time of the target user is obtained by performing time prediction on a regression model in the computing node according to the historical game time information of the target user on each game platform.
2. The method of claim 1, further comprising:
acquiring historical game time information of the target user;
determining the game duration of the target user in a set time segment and the game type of the played game according to the historical game time information;
and predicting time according to the game time length in the set time segment and the game type of the played game through the regression model to obtain the suitable game time length of the target user.
3. The method of claim 1, further comprising:
receiving registration information reported by game nodes corresponding to each game platform for game users, wherein the registration information comprises biological characteristic information of the game users;
and determining a game account set corresponding to the same biological characteristic information in each game platform according to the biological characteristic information statistics, wherein the game account set is used for counting the accumulated game duration of the target user on each game platform.
4. A game control method based on a block chain is applied to game nodes in a block chain network, and is characterized by comprising the following steps:
acquiring accumulated game time of a target user in a statistical period from a block chain, accumulating the game time of the target user by a computing node in a block chain network according to game time information reported by game nodes corresponding to each accessed game platform for the target user, acquiring the accumulated game time, and synchronizing the accumulated game time in the block chain network; and
acquiring the suitable game time length predicted by the computing node for the target user, wherein the suitable game time length is obtained by predicting the time of a regression model in the computing node according to the historical game time information of the target user on each game platform;
and if the accumulated game time length is not less than the suitable game time length of the target user, performing game control on the target user.
5. The method of claim 4, wherein obtaining the accumulated game duration of the target user in the statistical period from the blockchain comprises:
after a target user is detected to log in a game platform, acquiring the accumulated game duration of the target user from a block chain;
the game control on the target user comprises:
increasing the difficulty of the game played by the target user.
6. The method of claim 5, wherein said increasing the difficulty of the game played by the target user comprises:
acquiring game level information determined for the target user on a game platform, wherein the game level information is determined according to game data of the target user on the game platform, and the game data comprises grade information and/or game fighting data of the target user;
and in the game played by the target user, configuring a game scene with a difficulty coefficient higher than that corresponding to the game level information for the target user.
7. The method of claim 4, wherein obtaining the accumulated game duration of the target user in the statistical period from the blockchain comprises:
receiving a login request of a target user, wherein the login request comprises biological characteristic information of the target user;
acquiring the accumulated game duration corresponding to the biological characteristic information from a block chain according to the login request;
the game control on the target user comprises:
if the accumulated game duration is less than the suitable game duration, the login request of the target user is passed;
and if the accumulated game duration is not less than the suitable game duration, rejecting the login request of the target user.
8. The method of claim 4, further comprising:
and after the target user logs in a game platform, reporting game time information of the target user to a computing node so that the computing node updates the accumulated game duration of the target user according to the game time information, wherein the game time information comprises at least one of game login time, game exit time and current time in game progress.
9. A processing device based on block chain game time information is applied to a computing node in a block chain network, and is characterized by comprising:
the receiving module is used for receiving game time information reported by a target game node corresponding to a game platform where a target user is currently located for the target user;
the accumulation module is used for accumulating the game time according to the game time information to obtain the accumulated game time of the target user accessing each game platform in the block chain network to play the game in a statistical period;
and the synchronization module is used for synchronizing the accumulated game time of the target user in the block chain network so that the target game node acquires the accumulated game time from the block chain, and performing game control on the target user when the accumulated game time is not less than the suitable game time of the target user, wherein the suitable game time of the target user is obtained by performing time prediction on a regression model in the computing node according to the historical game time information of the target user on each game platform.
10. A game control device based on a block chain is applied to game nodes in a block chain network, and is characterized by comprising:
the system comprises a block chain network, a cumulative game time acquisition module, a block chain synchronization module and a block chain synchronization module, wherein the block chain network is used for acquiring the cumulative game time of a target user in a statistical period from a block chain, and a computing node in the block chain network carries out game time accumulation on the target user according to game time information reported by game nodes corresponding to accessed game platforms for the target user to acquire the cumulative game time and synchronizes the cumulative game time in the block chain network; and
the suitable game duration obtaining module is used for obtaining the suitable game duration predicted by the computing node for the target user, and the suitable game duration is obtained by predicting the time of a regression model in the computing node according to the historical game time information of the target user on each game platform;
and the game control module is used for controlling the game of the target user if the accumulated game time is not less than the suitable game time of the target user.
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Cited By (3)
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CN111773734A (en) * | 2020-07-09 | 2020-10-16 | 网易(杭州)网络有限公司 | Duration control method, device and equipment based on game |
CN112642162A (en) * | 2020-12-31 | 2021-04-13 | 平安国际智慧城市科技股份有限公司 | User login management method and device, computer equipment and storage medium |
CN113304483A (en) * | 2020-02-27 | 2021-08-27 | 百度在线网络技术(北京)有限公司 | Method, device, electronic equipment and computer readable medium for controlling game time |
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CN109224453A (en) * | 2018-06-28 | 2019-01-18 | 平安科技(深圳)有限公司 | Game monitoring and managing method, system and computer equipment, computer readable storage medium |
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CN109224453A (en) * | 2018-06-28 | 2019-01-18 | 平安科技(深圳)有限公司 | Game monitoring and managing method, system and computer equipment, computer readable storage medium |
Cited By (5)
Publication number | Priority date | Publication date | Assignee | Title |
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CN113304483A (en) * | 2020-02-27 | 2021-08-27 | 百度在线网络技术(北京)有限公司 | Method, device, electronic equipment and computer readable medium for controlling game time |
CN113304483B (en) * | 2020-02-27 | 2024-07-19 | 百度在线网络技术(北京)有限公司 | Method, apparatus, electronic device, and computer readable medium for controlling game time |
CN111773734A (en) * | 2020-07-09 | 2020-10-16 | 网易(杭州)网络有限公司 | Duration control method, device and equipment based on game |
CN111773734B (en) * | 2020-07-09 | 2024-01-30 | 网易(杭州)网络有限公司 | Game-based duration control method, device and equipment |
CN112642162A (en) * | 2020-12-31 | 2021-04-13 | 平安国际智慧城市科技股份有限公司 | User login management method and device, computer equipment and storage medium |
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