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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Classifications
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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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Abstract
本申请涉及区块链技术,具体公开了一种游戏时间信息的处理方法,包括:接收目标用户当前所在游戏平台对应的目标游戏节点为目标用户上报的游戏时间信息;根据游戏时间信息进行游戏时间累计,获得目标用户在统计周期内在接入区块链网络中的各游戏平台上进行游戏的累计游戏时长;在区块链网络中同步目标用户的累计游戏时长,以使目标游戏节点从区块链中获取累计游戏时长,并在累计游戏时长不低于目标用户的适宜游戏时长时,对目标用户进行游戏控制,目标用户的适宜游戏时长是计算节点中的回归模型根据目标用户在各游戏平台上的历史游戏时间信息进行时间预测所得到的。从而可以有效限制用户进行游戏的时长。
This application relates to blockchain technology, and specifically discloses a method for processing game time information, including: receiving the game time information reported by the target user as the target user by the target game node corresponding to the game platform where the target user is currently located; Cumulative, to obtain the cumulative game time of the target user on each game platform connected to the blockchain network within the statistical period; synchronize the cumulative game time of the target user in the blockchain network, so that the target game node can start from the block Accumulate the accumulated game time in the chain, and control the game for the target user when the accumulated game time is not less than the target user's suitable game time. It is obtained by performing time prediction based on the historical game time information above. Thereby, the time period for the user to play the game can be effectively limited.
Description
技术领域technical field
本申请涉及计算机及区块链技术领域,具体而言,涉及一种基于区块链的游戏时间信息的处理方法及装置、游戏控制方法及装置。The present application relates to the technical field of computer and block chain, in particular, to a method and device for processing game time information based on block chain, and a game control method and device.
背景技术Background technique
网络游戏的繁荣为大众提供了更多可选择的娱乐方式,丰富了大众的业余生活。但与此同时,由于部分用户沉迷于网络游戏而不加限制地进行游戏,不仅影响正常的生活工作学习,而且严重危害身体健康。The prosperity of online games provides the public with more alternative entertainment methods and enriches their spare time life. But at the same time, because some users are addicted to online games and play games without restriction, it not only affects normal life, work and study, but also seriously endangers their health.
如何对用户进行游戏限制以避免用户沉迷于游戏是现有技术中亟待解决的技术问题。How to limit the user's game to avoid the user's addiction to the game is a technical problem to be solved urgently in the prior art.
发明内容Contents of the invention
本申请的实施例提供了一种基于区块链的游戏时间信息的处理方法及装置、游戏控制方法及装置,进而至少在一定程度上实现限制用户进行游戏的时长,避免用户沉迷于游戏中。The embodiments of the present application provide a blockchain-based game time information processing method and device, a game control method and device, and then at least to a certain extent, limit the duration of the user's game and prevent the user from indulging in the game.
本申请的其他特性和优点将通过下面的详细描述变得显然,或部分地通过本申请的实践而习得。Other features and advantages of the present application will become apparent from the following detailed description, or in part, be learned by practice of the present application.
根据本申请实施例的一个方面,提供了一种游戏时间信息的处理方法,应用于区块链网络中的计算节点,包括:According to an aspect of an embodiment of the present application, a method for processing game time information is provided, which is applied to computing nodes in a blockchain network, including:
接收目标用户当前所在游戏平台对应的目标游戏节点为目标用户上报的游戏时间信息;Receive the game time information reported by the target game node corresponding to the target user's current game platform for the target user;
根据所述游戏时间信息进行游戏时间累计,获得所述目标用户在统计周期内在接入所述区块链网络中的各游戏平台上进行游戏的累计游戏时长;According to the game time information, the game time is accumulated, and the accumulated game time of the target user playing games on each game platform connected to the blockchain network within the statistical period is obtained;
在所述区块链网络中同步所述目标用户的累计游戏时长,以使所述目标游戏节点从区块链中获取所述累计游戏时长,并在所述累计游戏时长不低于所述目标用户的适宜游戏时长时,对所述目标用户进行游戏控制,所述目标用户的适宜游戏时长是所述计算节点中的回归模型根据所述目标用户在各游戏平台上的历史游戏时间信息进行时间预测所得到的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, and when the accumulated game duration is not lower than the target When the user's suitable game time is long, the game control is performed on the target user. The suitable game time of the target user is the regression model in the calculation node according to the historical game time information of the target user on each game platform. predicted
根据本申请实施例的一个方面,提供了一种基于区块链的游戏控制方法,应用于区块链网络中的游戏节点,包括:According to an aspect of the embodiment of the present application, a blockchain-based game control method is provided, which is applied to game nodes in a blockchain network, including:
从计算节点中获取目标用户在统计周期内的累计游戏时长,区块链网络中的计算节点根据所接入各游戏平台所对应游戏服务器为所述目标用户上报的游戏时间信息,为所述目标用户进行游戏时间累计,获得所述累计游戏时长;以及Acquire the cumulative game time of the target user within the statistical period from the computing node, and the computing node in the blockchain network will calculate the target user’s game time information according to the game time information reported by the game server corresponding to each game platform connected to the target user. The user accumulates the game time to obtain the accumulated game time; and
获取计算节点为所述目标用户所预测的适宜游戏时长,所述适宜游戏时长是计算节点中的回归模型根据所述目标用户在各游戏平台上的历史游戏时间信息进行时间预测所得到的;Obtaining the appropriate game duration predicted by the calculation node for the target user, the appropriate game duration is obtained by performing time prediction based on the historical game time information of the target user on each game platform by the regression model in the calculation node;
若所述累计游戏时长不低于所述目标用户的适宜游戏时长,则对所述目标用户进行游戏控制。If the accumulated game duration is not lower than the target user's suitable game duration, then the target user is controlled for the game.
根据本申请实施例的一个方案,提供了一种基于区块链的游戏时间信息的处理装置,应用于区块链网络中的计算节点,包括:According to a solution of an embodiment of the present application, a processing device for game time information based on blockchain is provided, which is applied to computing nodes in a blockchain network, including:
接收模块,用于接收目标用户当前所在游戏平台对应的目标游戏节点为目标用户上报的游戏时间信息;The receiving module is used to receive the game time information reported by the target game node corresponding to the target user's current game platform for the target user;
累计模块,用于根据所述游戏时间信息进行游戏时间累计,获得所述目标用户在统计周期内在接入所述区块链网络中的各游戏平台上进行游戏的累计游戏时长;The accumulative module is used to accumulate the game time according to the game time information, and obtain the accumulated game time of the target user playing games on each game platform connected to the blockchain network within the statistical period;
同步模块,用于在所述区块链网络中同步所述目标用户的累计游戏时长,以使所述目标游戏节点从区块链中获取所述累计游戏时长,并在所述累计游戏时长不低于所述目标用户的适宜游戏时长时,对所述目标用户进行游戏控制,所述目标用户的适宜游戏时长是所述计算节点中的回归模型根据所述目标用户在各游戏平台上的历史游戏时间信息进行时间预测所得到的。A synchronization module, configured to synchronize the accumulated game duration of the target user in the block chain network, so that the target game node obtains the accumulated game duration from the block chain, and when the accumulated game duration exceeds When it is lower than the suitable game duration of the target user, the game control is performed on the target user, and the suitable game duration of the target user is a regression model in the computing node according to the history of the target user on each game platform The game time information is obtained by time prediction.
根据本申请实施例的一个方案,提供了一种基于区块链的游戏控制装置,应用于游戏服务器,包括:According to a solution of an embodiment of the present application, a blockchain-based game control device is provided, which is applied to a game server, including:
累计游戏时长获取模块,用于从区块链中获取目标用户在统计周期内的累计游戏时长,区块链网络中的计算节点根据所接入各游戏平台所对应游戏节点为所述目标用户上报的游戏时间信息,为所述目标用户进行游戏时间累计,获得所述累计游戏时长,并在所述区块链网络中同步所述累计游戏时长;以及The cumulative game duration acquisition module is used to obtain the cumulative game duration of the target user within the statistical period from the block chain, and the computing nodes in the block chain network report for the target user according to the game nodes corresponding to the connected game platforms game time information, accumulate game time for the target user, obtain the accumulated game time, and synchronize the accumulated game time in the blockchain network; and
适宜游戏时长获取模块,用于获取计算节点为所述目标用户所预测的适宜游戏时长,所述适宜游戏时长是计算节点中的回归模型根据所述目标用户在各游戏平台上的历史游戏时间信息进行时间预测所得到的;The suitable game duration acquisition module is used to obtain the suitable game duration predicted by the calculation node for the target user. The suitable game duration is the regression model in the calculation node according to the historical game time information of the target user on each game platform obtained by time prediction;
游戏控制模块,用于若所述累计游戏时长不低于所述目标用户的适宜游戏时长,则对所述目标用户进行游戏控制。The game control module is used to control the game of the target user if the accumulated game time is not lower than the suitable game time of the target user.
在本申请的一些实施例所提供的技术方案中,一方面通过将各游戏平台接入区块链网络中,从而打破了游戏平台之间信息不互通的情况,从而,区块链网络中的计算节点根据游戏平台所对应的游戏节点上报的游戏时间信息进行累计游戏时长的计算;另一方面,由计算节点根据目标用户的历史游戏时间信息预测目标用户的适宜游戏时长,由游戏节点根据目标用户的适宜游戏时长和累计游戏时长对目标用户进行针对性的控制,从而实现了根据目标用户的历史游戏时间信息对目标用户进行个性化控制。根据目标用户的累计游戏时长和所预测得到的适宜游戏时长对目标用户进行游戏控制,从而可以在一定程度上避免用户沉迷于游戏中。In the technical solutions provided by some embodiments of the present application, on the one hand, by connecting each game platform to the blockchain network, the situation that the information between the game platforms is not interoperable is broken, thus, the blockchain network The computing node calculates the cumulative game duration according to the game time information reported by the game node corresponding to the game platform; on the other hand, the computing node predicts the appropriate game duration of the target user based on the historical game The user's suitable game time and accumulated game time can carry out targeted control on the target user, so as to realize the personalized control of the target user according to the historical game time information of the target user. According to the accumulated game time of the target user and the predicted suitable game time, the game is controlled for the target user, so that the user can be prevented from being addicted to the game to a certain extent.
应当理解的是,以上的一般描述和后文的细节描述仅是示例性和解释性的,并不能限制本申请。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.
附图说明Description of drawings
此处的附图被并入说明书中并构成本说明书的一部分,示出了符合本申请的实施例,并与说明书一起用于解释本申请的原理。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,对于本领域普通技术人员来讲,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。在附图中:The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the application and together with the description serve to explain the principles of the application. Apparently, the drawings in the following description are only some embodiments of the present application, and those skilled in the art can obtain other drawings according to these drawings without creative efforts. In the attached picture:
图1示出了可以应用本申请实施例的技术方案的示例性系统架构的示意图;FIG. 1 shows a schematic diagram of an exemplary system architecture to which the technical solutions of the embodiments of the present application can be applied;
图2是根据一示例性实施例示出的基于区块链的游戏时间信息的处理方法的流程图;Fig. 2 is a flow chart of a method for processing game time information based on blockchain shown according to an exemplary embodiment;
图3是根据另一示例性实施例示出的基于区块链的游戏时间信息的处理方法的流程图;Fig. 3 is a flowchart of a method for processing game time information based on blockchain shown according to another exemplary embodiment;
图4是根据另一示例性实施例示出的基于区块链的游戏时间信息的处理方法的流程图;Fig. 4 is a flowchart of a method for processing game time information based on blockchain shown according to another exemplary embodiment;
图5是图2对应实施例的步骤230在一实施例中的流程图;FIG. 5 is a flow chart in an embodiment of step 230 corresponding to the embodiment in FIG. 2;
图6是根据一示例性实施例示出的基于区块链的游戏控制方法的流程图;Fig. 6 is a flowchart of a blockchain-based game control method shown according to an exemplary embodiment;
图7是根据另一示例性实施例示出的基于区块链的游戏控制方法的流程图;Fig. 7 is a flow chart of a blockchain-based game control method shown according to another exemplary embodiment;
图8是图6对应实施例的步骤610在一实施例中的流程图;FIG. 8 is a flowchart of step 610 in an embodiment corresponding to the embodiment in FIG. 6;
图9是根据一具体实施例示出的基于区块链的游戏控制方法的流程图;Fig. 9 is a flowchart of a blockchain-based game control method shown according to a specific embodiment;
图10是根据一示例性实施例示出的基于区块链的游戏时间信息的处理装置的框图;Fig. 10 is a block diagram of a processing device for game time information based on blockchain shown according to an exemplary embodiment;
图11是根据一示例性实施例示出的基于区块链的游戏控制装置的框图;Fig. 11 is a block diagram of a blockchain-based game control device shown according to an exemplary embodiment;
图12示出了适于用来实现本申请实施例的电子设备的计算机系统的结构示意图。Fig. 12 shows a schematic structural diagram of a computer system suitable for implementing the electronic device of the embodiment of the present application.
具体实施方式Detailed ways
现在将参考附图更全面地描述示例实施方式。然而,示例实施方式能够以多种形式实施,且不应被理解为限于在此阐述的范例;相反,提供这些实施方式使得本申请将更加全面和完整,并将示例实施方式的构思全面地传达给本领域的技术人员。Example embodiments will now be described more fully with reference to the accompanying drawings. Example embodiments may, however, be embodied in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this application will be thorough and complete, and will fully convey the concepts of example embodiments to those skilled in the art.
此外,所描述的特征、结构或特性可以以任何合适的方式结合在一个或更多实施例中。在下面的描述中,提供许多具体细节从而给出对本申请的实施例的充分理解。然而,本领域技术人员将意识到,可以实践本申请的技术方案而没有特定细节中的一个或更多,或者可以采用其它的方法、组元、装置、步骤等。在其它情况下,不详细示出或描述公知方法、装置、实现或者操作以避免模糊本申请的各方面。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 in order to give a thorough understanding of the embodiments of the application. However, those skilled in the art will appreciate that the technical solutions of the present application may be practiced without one or more of the specific details, or other methods, components, devices, steps, etc. may be employed. In other instances, well-known methods, apparatus, implementations, or operations have not been shown or described in detail to avoid obscuring aspects of the application.
附图中所示的方框图仅仅是功能实体,不一定必须与物理上独立的实体相对应。即,可以采用软件形式来实现这些功能实体,或在一个或多个硬件模块或集成电路中实现这些功能实体,或在不同网络和/或处理器装置和/或微控制器装置中实现这些功能实体。The block diagrams shown in the drawings are merely functional entities and do not necessarily correspond to physically separate entities. That is, these functional entities may be implemented in software, or in one or more hardware modules or integrated circuits, or in different networks and/or processor devices and/or microcontroller devices entity.
附图中所示的流程图仅是示例性说明,不是必须包括所有的内容和操作/步骤,也不是必须按所描述的顺序执行。例如,有的操作/步骤还可以分解,而有的操作/步骤可以合并或部分合并,因此实际执行的顺序有可能根据实际情况改变。The flow charts shown in the drawings are only exemplary illustrations, and do not necessarily include all contents and operations/steps, nor must they be performed in the order described. For example, some operations/steps can be decomposed, and some operations/steps can be combined or partly combined, so the actual order of execution may be changed according to the actual situation.
图1示出了可以应用本申请实施例的技术方案的示例性系统架构的示意图。Fig. 1 shows a schematic diagram of an exemplary system architecture to which the technical solutions of the embodiments of the present application can be applied.
如图1所示,系统架构可以包括区块链网络110,该区块链网络包括若干计算节点111和若干对应于游戏平台的游戏节点112,其中计算节点111可以是服务器、用户终端等具备计算能力的电子设备,游戏节点112可以是游戏平台对应的游戏服务器,还可以是搭载有游戏平台中用户端游戏应用程序的终端设备,例如智能手机、平板电脑、笔记本电脑、台式电脑等,在此不进行具体限定。As shown in Figure 1, the system architecture can include a block chain network 110, which includes several computing nodes 111 and several game nodes 112 corresponding to the game platform, wherein the computing nodes 111 can be servers, user terminals, etc. The game node 112 can be a game server corresponding to the game platform, and can also be a terminal device equipped with a client game application program in the game platform, such as a smart phone, a tablet computer, a notebook computer, a desktop computer, etc. Herein Not specifically limited.
游戏节点112将目标用户在对应游戏平台上的游戏时间信息上报至计算节点111,计算节点根据各游戏平台中的游戏节点112所上报的游戏时间信息,为各个游戏用户分别计算得到累计游戏时长。同时,计算节点111还根据游戏用户的历史游戏时间信息进行适宜游戏时长的预测,从而,将目标用户的适宜游戏时长和累计游戏时长在区块链网络中进行同步,以使游戏节点112根据目标用户的适宜游戏时长和累计游戏时长对目标用户进行游戏控制。The game node 112 reports the game time information of the target user on the corresponding game platform to the calculation node 111, and the calculation node calculates the accumulated game time for each game user according to the game time information reported by the game node 112 in each game platform. At the same time, the calculation node 111 also predicts the appropriate game duration according to the historical game time information of the game user, thereby synchronizing the target user's appropriate game duration and the accumulated game duration in the blockchain network, so that the game node 112 The user's suitable game duration and cumulative game duration control the game for the target user.
参见图1所示的区块链网络110,区块链网络100包括若干计算节点111和若干游戏节点112,计算节点111和游戏节点112即被称为区块链网络100中的节点。Referring to the block chain network 110 shown in FIG. 1 , the block chain network 100 includes several computing nodes 111 and several game nodes 112 , and the computing nodes 111 and game nodes 112 are referred to as nodes in the block chain network 100 .
为了保证区块链网络110内的信息互通,区块链网络110中的每个节点之间可以存在信息连接,各节点之间可以通过上述信息连接进行信息传输。例如,当区块链网络100的一计算节点计算得到目标用户的累计游戏时长后,区块链网络中的其他节点便根据共识算法获取该目标用户的累计游戏时长,将该累计游戏时长作为共享数据中的数据进行存储,使得区块链网络中全部节点上存储的数据一致。In order to ensure the intercommunication of information 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 each node through the above-mentioned information connection. For example, when a calculation node of the blockchain network 100 calculates the accumulated game time of the target user, other nodes in the blockchain network obtain the accumulated game time of the target user according to the consensus algorithm, and use the accumulated game time as a share The data in the data is stored so that the data stored on all nodes in the blockchain network are consistent.
对于区块链网络中的每个节点,均具有与其对应的节点标识,而且区块链网络中的每个节点均可以存储有区块链网络中其他节点的节点标识,以便后续根据其他节点的节点标识,将生成的区块广播至区块链网络中的其他节点。每个节点中可维护一个如下表所示的节点标识列表,将节点名称和节点标识对应存储至该节点标识列表中。其中,节点标识可为IP(Internet Protocol,网络之间互联的协议)地址以及其他任一种能够用于标识该节点的信息,表1中仅以IP地址为例进行说明。For each node in the blockchain network, there is a corresponding node ID, and each node in the blockchain network can store the node IDs of other nodes in the blockchain network, so that subsequent Node ID, which broadcasts the generated block to other nodes in the blockchain network. Each node can maintain a node ID list as shown in the following table, and store the node name and node ID in the node ID list. Wherein, the node identifier may be an IP (Internet Protocol, a protocol for interconnecting networks) address and any other information that can be used to identify the node. Table 1 only uses the IP address as an example for illustration.
表1节点标识列表Table 1 Node ID list
区块链网络中的每个节点(包括计算节点111和游戏节点112)均存储一条相同的区块链。区块链由多个区块组成。每个区块中包括本区块存储有本区块的哈希值、以及前一区块的哈希值,各区块通过哈希值连接形成区块链。另外,区块中还可以包括有区块生成时的时间戳等信息。区块链(Blockchain),本质上是一个去中心化的数据库,是一串使用密码学方法相关联产生的数据块,每一个数据块中包含了相关的信息,用于验证其信息的有效性(防伪)和生成下一个区块。Each node (including computing node 111 and game node 112) in the blockchain network stores an identical blockchain. A blockchain consists of multiple blocks. Each block includes the hash value of this block and the hash value of the previous block stored in this block, and each block is connected through the hash value to form a blockchain. In addition, the block may also include information such as a time stamp when the block was generated. Blockchain (Blockchain), essentially a decentralized database, is a series of data blocks associated with each other using cryptographic methods. Each data block contains relevant information to verify the validity of its information. (anti-counterfeiting) and generate the next block.
以下对本申请实施例的技术方案的实现细节进行详细阐述:The implementation details of the technical solutions of the embodiments of the present application are described in detail below:
图2示出了根据本申请的一个实施例的基于区块链的游戏时间信息的处理方法的流程图,该游戏时间信息的处理方法由区块链网络中的计算节点执行。参照图2所示,该基于区块链的游戏时间信息的处理方法至少包括:Fig. 2 shows a flowchart of a method for processing game time information based on blockchain according to an embodiment of the present application, and the method for processing game time information is executed by computing nodes in the blockchain network. Referring to Fig. 2, the processing method of the blockchain-based game time information at least includes:
步骤210,接收目标用户当前所在游戏平台对应的目标游戏节点为目标用户上报的游戏时间信息。Step 210, receiving the game time information reported by the target game node corresponding to the game platform where the target user is currently located for the target user.
区块链网络与多个游戏平台建立了通信连接,从而,区块链网络中的计算节点可以与游戏平台所对应的游戏节点进行交互,而为目标游戏用户进行累计游戏时长的累计。一款游戏应用对应为一游戏平台,服务于一款游戏应用的计算机设备可作为该游戏平台所对应的游戏节点。The blockchain network has established communication connections with multiple game platforms, so that the computing nodes in the blockchain network can interact with the game nodes corresponding to the game platforms, and accumulate the accumulated game time for the target game users. A game application corresponds to a game platform, and a computer device serving a game application can be used as a game node corresponding to the game platform.
在一实施例中,该游戏节点可以是对应游戏应用的用户终端,例如装载有游戏应用的手机、笔记本电脑、平板电脑等终端,从而由用户终端直接向计算节点上报游戏时间信息。In an embodiment, the game node may be a user terminal corresponding to the game application, such as a mobile phone, a notebook computer, a tablet computer and other terminals loaded with the game application, so that the user terminal directly reports the game time information to the computing node.
在另一实施例中,该游戏节点可以是对应游戏应用的游戏服务器,从而,游戏服务器根据目标用户在游戏服务器上的状态(例如登录、退出、游戏中)为目标用户向计算节点上报游戏时间信息。In another embodiment, the game node may be a game server corresponding to the game application, so that the game server reports the game time for the target user to the computing node according to the status of the target user on the game server (such as login, logout, and game) information.
由于各个游戏平台之间的信息不互通,从而,通过构建区块链网络,并将各游戏平台接入区块链网络,则基于构建的区块链网络在各个游戏平台之间实现了数据共享,具体而言,实现了各游戏平台上用户的游戏时间信息的共享。Since the information between various game platforms is not interoperable, by building a blockchain network and connecting each game platform to the blockchain network, data sharing is realized among various game platforms based on the constructed blockchain network , specifically, the sharing of game time information of users on each game platform is realized.
目标用户并不特指某一用户,而是泛指待进行游戏控制的用户。同样的,目标游戏节点也并不特指某一游戏平台所对应的游戏节点,而是泛指目标用户当前所在游戏平台所对应的游戏节点。The target user does not specifically refer to a certain user, but generally refers to the user to be controlled by the game. Similarly, the target game node does not specifically refer to the game node corresponding to a certain game platform, but generally refers to the game node corresponding to the game platform where the target user is currently located.
在本公开中的目标用户或者游戏用户是指在区块链网络中进行共识后的用户,用户在区块链网络中进行共识后,可以对应确定对应于同一用户在接入区块链网络中的各游戏平台中的游戏账号集合,从而,对应为目标用户进行游戏时间累计。The target user or game user in this disclosure refers to the user after the consensus in the blockchain network. The game accounts in each game platform are set together, so that the corresponding game time is accumulated for the target user.
在具体实施例中,可以按照身份唯一标识,例如身份证号、生物特征信息等。生物特征信息例如人脸图像、指纹数据等,在此不进行具体限定。In a specific embodiment, it can be uniquely identified according to identity, such as ID number, biometric information, and the like. Biometric information, such as face images, fingerprint data, etc., is not specifically limited here.
对于在区块链网络中进行共识后的目标用户,目标用户当前所在游戏平台,可以是目标用户通过发送登录请求以请求登录的游戏平台,也可以是目标用户当前已成功登录的游戏平台。For the target user after consensus in the blockchain network, the game platform where the target user is currently located can be the game platform where the target user requests to log in by sending a login request, or the game platform where the target user has successfully logged in currently.
不管是目标用户请求登录游戏平台还是目标用户成功登录游戏平台,目标游戏节点均上区块链网络中的计算节点上报为目标用户进行信息上报,所上报的信息例如游戏时间信息。从而,区块链网络中的计算节点可以知晓目标用户在目标游戏服务器中的状态,例如请求登录、登录成功、退出状态、游戏进行状态。Regardless of whether the target user requests to log in to the game platform or the target user successfully logs in to the game platform, the target game node will report to the computing node in the blockchain network to report information for the target user, such as game time information. Thus, the computing nodes in the blockchain network can know the status of the target user in the target game server, such as requesting login, successful login, exit status, and game progress status.
游戏时间信息可以是目标用户发送登录请求的时间、目标用户登录目标游戏服务器的时间、目标用户在目标游戏服务器所对应游戏平台上的当前时间、目标用户退出目标游戏服务器的时间等。The game time information may be the time when the target user sends a login request, the time when the target user logs into 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 exits the target game server, etc.
步骤230,根据游戏时间信息进行游戏时间累计,获得目标用户在统计周期内在接入区块链网络中的各游戏平台上进行游戏的累计游戏时长。在区块链网络中,各个游戏平台中的用户通过用户的生物特征信息进行共识,从而,可以确定对应于同一生物特征信息的游戏用户在各个游戏平台上的账号信息,进而可以根据各游戏平台所对应的游戏服务器上报的游戏时间信息统计目标用户在各个游戏平台上进行游戏的累计游戏时长。Step 230, accumulate the game time according to the game time information, and obtain the accumulated game time of the target user playing games on each game platform connected to the blockchain network within the statistical period. In the blockchain network, users in each game platform reach a consensus through the user's biometric information, so that the account information of the game user corresponding to the same biometric information on each game platform can be determined, and then can be based on each game platform. The game time information reported by the corresponding game server counts the cumulative game time of the target user playing games on each game platform.
其中,为了便于进行游戏控制,所统计的累计游戏时长按统计周期进行统计,统计周期例如12小时、一天、两天、一周等,该统计周期可以根据实际进行设定。在达到当前统计周期的结束时间后,在下一统计周期则重新启动对目标用户进行累计游戏时间的统计。Wherein, in order to facilitate game control, the accumulated game duration counted is counted according to a statistical cycle, such as 12 hours, one day, two days, one week, etc., and the statistical cycle can be set according to the actual situation. After the end time of the current statistical period is reached, the statistics of the accumulated game time of the target user will be restarted in the next statistical period.
如上所描述,游戏时间信息可以是目标用户请求登录游戏平台的时间、目标用户登录游戏平台的时间、在游戏平台中进行游戏的当前时间、目标用户退出游戏平台的时间,从而,不管是何种游戏时间信息,对应为目标用户进行累计游戏时间的统计。As described above, the game time information may be the time when the target user requests to log in to the game platform, the time when the target user logs in to the game platform, the current time when the game is played on the game platform, and the time when the target user exits the game platform. The game time information corresponds to the statistics of the accumulated game time for the target user.
在一实施例中,还可以结合预设累计规则进行游戏时长的累计,该预设累计规则用于限定进行累计的游戏时间信息需要满足的条件。例如,该条件可以限定进行累计的游戏时间信息所来源的游戏平台,从而可以在预设累计规则所限定的若干游戏平台上进行累计游戏时长的计算。又例如,该条件可以限定不需要进行累计游戏时长计算的游戏用户,从而,如果目标用户为预设累计规则中所限定的不需要进行累计的用户,则不为该用户进行累计游戏时长的累计,从而,为所限定需要进行累计游戏时长计算的游戏用户进行累计。又例如,该条件可以限定进行累计的游戏时间信息所对应的上报时间,换言之,仅对该预设累计规则所限定时间段内上报的游戏时间信息进行累计游戏时长的累计。当然,以上进行是示例性举例,所预设的累计规则还可以根据实际需要进行设定,在此不进行具体限定。步骤250在区块链网络中同步目标用户的累计游戏时长,以使目标游戏节点从区块链中获取累计游戏时长,并在累计游戏时长不低于目标用户的适宜游戏时长时,对目标用户进行游戏控制,目标用户的适宜游戏时长是计算节点中的回归模型根据目标用户在各游戏平台上的历史游戏时间信息进行时间预测所得到的。In an embodiment, the accumulation of the game duration can also be performed in combination with a preset accumulation rule, and the preset accumulation rule is used to limit the conditions that the accumulated game time information needs to meet. For example, the condition may limit the game platform from which the accumulated game time information is derived, so that the accumulated game time can be calculated on several game platforms defined by preset accumulation rules. For another example, this condition can limit game users who do not need to calculate the accumulated game time, so if the target user is a user who does not need to be accumulated as defined in the preset accumulation rules, the accumulated game time will not be accumulated for this user , thus, accumulation is performed for the limited game users who need to calculate the accumulated game duration. For another example, the condition can limit the reporting time corresponding to the accumulated game time information, in other words, only the game time information reported within the time period limited by the preset accumulation rule is used to accumulate the accumulated game time. Of course, the above is an exemplary example, and the preset accumulation rule can also be set according to actual needs, which is not specifically limited here. Step 250 synchronizes the cumulative game duration of the target user in the blockchain network, so that the target game node obtains the cumulative gaming duration from the blockchain, and when the cumulative gaming duration is not lower than the target user's suitable gaming duration, the target user For game control, the appropriate game duration of the target user is obtained by predicting the time based on the regression model in the calculation node based on the historical game time information of the target user on each game platform.
在区块链网络中,各个节点中计算节点中存在相同的区块链,换言之,在计算节点和游戏节点中存在相同的区块链,在本公开的技术方案中,该区块链至少用于存储各游戏用户的累计游戏时长和各游戏用户的适宜游戏时长。In the blockchain network, the same blockchain exists in the computing nodes of each node, in other words, the same blockchain exists in the computing nodes and game nodes. In the technical solution of the present disclosure, the blockchain uses at least It is used to store the accumulated game time of each game user and the appropriate game time of each game user.
从而,所进行的同步,是将为目标用户所计算得到的累计游戏时长进行入链,写入区块链的指定区块中,然后在将写入目标用户的累计游戏时长的区块链同步至其他计算节点和游戏节点中,保持各个节点中存储的区块链一致。至此,实现了目标用户的累计游戏时长的同步。Therefore, the synchronization is to enter the accumulated game time calculated by the target user into the chain, write it into the designated block of the blockchain, and then synchronize the accumulated game time of the target user To other computing nodes and game nodes, keep the blockchain stored in each node consistent. So far, the synchronization of the accumulated game time of the target user has been realized.
在后续过程中,若目标用户在统计周期内的累计游戏时长进行更新,则再次进行同步。In the subsequent process, if the accumulated game time of the target user within the statistics period is updated, synchronization will be performed again.
从而,通过同步后,任一游戏平台所对应的游戏节点均可以从自身的区块链中获取到目标用户的累计游戏时长,例如目标游戏服务器在目标用户登录后,按照设定的时间间隔从区块链中获取目标用户的累计游戏时长。Therefore, after synchronization, the game node corresponding to any game platform can obtain the accumulated game time of the target user from its own blockchain. For example, after the target user logs in, the target game server will start from Acquire the cumulative game time of the target user in the blockchain.
在区块链中,除了存储有目标用户的累计游戏时间,还存储有为目标用户所预测的适宜游戏时长。在计算节点中,还存储有回归模型,该回归模型用于为目标用户进行适宜游戏时长预测。In the blockchain, in addition to storing the accumulated game time of the target user, it also stores the predicted suitable game time for the target user. In the calculation node, a regression model is also stored, and the regression model is used to predict an appropriate game duration for the target user.
目标用户的历史游戏时间信息反映了用户进行游戏的特征,具体而言,目标用户的历史游戏时间信息中记录了目标用户在游戏平台上的登录时间、退出时间、以及所在的游戏平台等信息。从而,根据目标用户的历史游戏时间信息可以为目标用户进行特征提取,所提取的特征例如在游戏平台上的游戏时长、在设定时间分段中的游戏时长、所在游戏平台进行游戏的游戏类型中的至少一种。从而,根据目标用户的历史游戏时间信息为目标用户所预测得到的适宜游戏时长是与目标用户相适应的。The target user's historical game time information reflects the characteristics of the user's game play. Specifically, the target user's historical game time information records the target user's login time on the game platform, logout time, and the game platform where the target user is located. Thus, according to the historical game time information of the target user, feature extraction can be performed for the target user. The extracted features are, for example, the game duration on the game platform, the game duration in the set time segment, and the type of game played on the game platform. at least one of the Therefore, the appropriate game duration predicted for the target user based on the historical game time information of the target user is suitable for the target user.
游戏类型可以是按照游戏内容进行分类所确定的类型,例如按照内容将游戏划分为:动作游戏、冒险游戏、模拟游戏、角色扮演游戏、休闲游戏和其它;还可以是按照游戏中玩家人数进行分类所确定的游戏,例如按照玩家人数将游戏划分为:单机游戏和多人游戏。在具体实施例中,还可以根据在区块链网络中自定义设定的分类规则对所接入的游戏平台进行分类,从而,在此分类规则下,对应确定目标用户所进行游戏的游戏类型。The game type can be classified according to the content of the game, for example, according to the content, the game can be divided into: action game, adventure game, simulation game, role-playing game, casual game and others; it can also be classified according to the number of players in the game The determined games are, for example, classified according to the number of players: stand-alone games and multiplayer games. In a specific embodiment, the game platforms accessed can also be classified according to the classification rules customized in the blockchain network, so that under this classification rule, the game type of the game played by the target user can be determined correspondingly. .
在一实施例中,根据目标用户的历史游戏时间信息所包括目标用户游戏平台上的登录时间、退出时间,计算得到目标用户在若干设定时间分段中的游戏时长、并对应根据目标用户在对应时间分段中所在游戏平台的信息(该信息例如是所在游戏平台的属性标签)确定所进行游戏的游戏类型。设定时间分段例如7:00-9:00、9:00-10:00、10:-12:00、18:00-21:00,该时间分段可以是在一个统计周期内的时间分段,也可以是横跨多个统计周期的时间分段,在此不进行具体限定。In one embodiment, according to the log-in time and exit time of the target user's game platform included in the historical game time information of the target user, the game duration of the target user in several set time segments is calculated, and correspondingly based on the target user's The game type of the game being played is determined corresponding to the information of the game platform in the time segment (the information is, for example, the attribute tag of the game platform). Set the time segment such as 7:00-9:00, 9:00-10:00, 10:-12:00, 18:00-21:00, the time segment can be within a statistical cycle A segment may also be a time segment spanning multiple statistical periods, which is not specifically limited here.
在具体实施例中,各游戏用户的适宜游戏时长可以按周期进行预测,例如每天预测一次,没两天预测一次等,从而,根据目标用户相对于当前周期最近的历史游戏时间信息为目标用户进行适宜游戏时长预测。并按照周期更新目标用户的适宜游戏时长,即将目标用户的适宜游戏时长以及对应的时间写入区块链中,并进行全网同步。In a specific embodiment, the appropriate game duration of each game user can be predicted on a periodic basis, such as once a day, once every two days, etc., thus, according to the latest historical game time information of the target user relative to the current cycle. Suitable for game duration prediction. And update the suitable game duration of the target user according to the cycle, that is, write the suitable game duration of the target user and the corresponding time into the blockchain, and synchronize the entire network.
其中,计算节点为目标用户所进行适宜游戏时长的预测可以是在每一统计周期内进行一次预测,也可以在目标用户登录任一目标游戏服务器的时候,根据相对于目标用户登录游戏服务器的时间的历史游戏时间信息进行适宜游戏时长预测,在此不进行具体限定。Among them, the prediction of the appropriate game duration for the target user by the computing node can be performed once in each statistical cycle, or when the target user logs in to any target game server, according to the time relative to the target user's log-in game server The historical game time information is used to predict the appropriate game duration, which is not specifically limited here.
具体在本实施例中,通过计算节点中的回归模型来为目标用户进行适宜游戏时长的预测。Specifically, in this embodiment, the prediction of the appropriate game duration for the target user is performed by calculating the regression model in the node.
其中,回归模型可以是线性回归模型、多项式回归模型等,在此不进行具体限定。值得一提的是,该回归模型是根据若干样本数据进行训练所得到。Wherein, the regression model may be a linear regression model, a polynomial regression model, etc., which are not specifically limited here. It is worth mentioning that the regression model is trained based on several sample data.
在一实施例中,计算节点根据各游戏节点为用户上报的游戏时间信息,对应为用户每一次所进行的游戏生成游戏记录,所生成的游戏记录作为样本数据来对预构建的模型进行训练获得回归模型。In one embodiment, the calculation node generates game records corresponding to each game played by the user according to the game time information reported by each game node for the user, and the generated game records are used as sample data to train the pre-built model to obtain regression model.
具体而言,对于每一游戏记录,其中记录了用户所在的游戏平台、登录该游戏平台的时间、退出该游戏平台的时间。以此为基础,根据相对于每一条游戏记录中的游戏登录时间之前的游戏数据来为该条游戏记录进行特征提取。而对应的,该条游戏记录中的游戏时长即作为该条游戏记录的标签。从而,通过若干用户的若干条游戏记录所对应的特征、以及对应的标签来对预构建的模型进行训练,获得回归模型。Specifically, for each game record, the game platform where the user is, the time when the user logs in to the game platform, and the time when the game platform exits are recorded. Based on this, feature extraction is performed for each game record according to the game data before the game login time in each game record. Correspondingly, the game duration in the game record is used as the label of the game record. Therefore, the pre-built model is trained by using the features corresponding to several game records of several users and the corresponding labels to obtain a regression model.
在一实施例中,对于每一条游戏记录,从相对于该条游戏记录中的游戏登录时间之前的游戏数据中所提取的特征可以是:相对于该游戏登录时间之前一个小时的游戏时长和所进行游戏的游戏类型、之前两个小时的游戏时长和所进行游戏的游戏类型、……之前24小时的游戏时长和所进行游戏的游戏类型、之前48小时的游戏是时长和所进行游戏的游戏类型等。In one embodiment, for each game record, the features extracted from the game data before the game login time relative to the game record may be: the game duration and the game duration one hour before the game login time Game type played, game time played and game type played in the last two hours, ... game time played and game type played in the previous 24 hours, game time played and game type played in the previous 48 hours type etc.
在一实施例中,在通过样本数据对模型进行训练之前,对样本数据进行筛选,例如剔除样本数据中的异常游戏记录,例如游戏时长过短的游戏记录和游戏时长过长的游戏记录,以保证用于模型训练的游戏记录为正常的游戏记录。In one embodiment, before the model is trained through the sample data, the sample data is screened, for example, abnormal game records in the sample data are removed, such as game records with too short game duration and game records with too long game duration, so as to Ensure that the game records used for model training are normal game records.
所进行的训练,即根据若干作为训练数据的游戏记录所对应的标签和特征来训练模型的参数。训练结束后,回归模型的参数确定,从而,即可通过该回归模型根据目标用户的历史游戏时间信息对应为目标用户进行适宜游戏时长的预测。The training performed is to train the parameters of the model according to the labels and features corresponding to several game records as training data. After the training, the parameters of the regression model are determined, so that the regression model can be used to predict the appropriate game duration for the target user according to the historical game time information of the target user.
基于计算节点为目标用户所计算得到的累计游戏时长和适宜游戏时长,从而,游戏节点可以根据从区块链中所获取目标用户的累计游戏时长和适宜游戏时长,对目标用户进行游戏控制。Based on the cumulative game duration and suitable game duration calculated by the calculation node for the target user, the game node can control the target user's game according to the cumulative game duration and suitable gaming duration of the target user acquired from the blockchain.
在一实施例中,所进行的游戏控制,可以是在目标用户向游戏平台发送登录请求后,拒绝目标用户的登录请求,从而实现了限制目标用户进行游戏的时间In one embodiment, the game control performed may be to reject the target user's login request after the target user sends a login request to the game platform, thereby realizing the limitation of the target user's game time
在另一实施例中,进行的游戏控制可以是:如果目标用户正在游戏平台上进行游戏,则提示目标用户进行下线操作;或者进一步的,若用户在进行提示后未及时下线,则强制用户进行下线;或者,若目标用户正在进行游戏平台上进行游戏,则直接强制用户进行下线。In another embodiment, the game control can be: if the target user is playing a game on the game platform, prompt the target user to log off; or further, if the user fails to log off in time after prompting, force The user goes offline; or, if the target user is playing a game on the game platform, the user is directly forced to go offline.
在另一实施例中,所进行的游戏控制还可以是:若确定目标用户的累计游戏时长不低于适宜游戏时长时,目标用户正在进行游戏,则增加目标用户所进行游戏的难度,以促使目标用户进行下线操作。In another embodiment, the game control can also be: if it is determined that the target user's accumulated game time is not lower than the appropriate game time, and the target user is playing the game, then increase the difficulty of the game played by the target user to promote The target user goes offline.
在另一实施例中,所进行的游戏控制还可以是:向目标用户的监管方发送游戏超时信息,从而提示目标用户的监管方该目标用户的累计游戏时长不低于对应的适宜游戏时长。目标用户的监管方可以是目标用户的父母等长辈,从而,通过游戏节点向目标用于的父母的终端发送游戏超时信息进行提示。In another embodiment, the game control may also be: sending game timeout information to the supervisor of the target user, thereby prompting the supervisor of the target user that the accumulated game time of the target user is not less than the corresponding appropriate game time. The supervisor of the target user may be the target user's parents and other elders, thus, the game node sends the game timeout information to the terminal of the target user's parents for prompting.
在另一实施例中,所进行的游戏控制还可以是:若在确定目标用户的累计游戏时长不低于自身的适宜游戏时长时,降低目标用户当前所在游戏平台的等级,从而以此作为目标用户的累计游戏时长不低于自身的适宜游戏时长的惩罚。在具体实施例中,在确定目标用户的累计游戏时长不低于自身的适宜游戏时长时或者之前,向目标用户进行等级降低提示,从而促使目标用户及时退出当前所在的游戏平台。In another embodiment, the game control can also be: if it is determined that the cumulative game time of the target user is not lower than the appropriate game time of the target user, lower the level of the game platform where the target user is currently located, so as to use this as the target The user's accumulated game time is not less than his own suitable game time. In a specific embodiment, when or before it is determined that the accumulated game time of the target user is not lower than the appropriate game time of the target user, a level reduction prompt is given to the target user, thereby prompting the target user to exit the current game platform in time.
通过对目标用户进行游戏控制,来避免目标用户沉迷于游戏中。By controlling the target user in the game, the target user is prevented from being addicted to the game.
在一实施例中,可以是仅针对未成年的用户按照本公开的方法进行游戏控制,也可以是全部的用户进行,在此不进行具体限定。In one embodiment, the method of the present disclosure may be used to control the game only for underage users, or it may be performed by all users, which is not specifically limited here.
通过将各游戏平台接入区块链网络中,从而打破了游戏平台之间信息不互通的情况,从而,计算节点根据游戏节点为目标用户上报的游戏时间信息,为目标用户进行累计游戏时长的计算,并同步累计游戏时长,从而,便于游戏节点从区块链中获取为目标用户所计算的累计游戏时长和所预测的适宜游戏时长对应对目标用户进行游戏控制,来避免目标用户沉迷于游戏中,在一定程度上限制了目标用户进行游戏的时长。By connecting each game platform to the blockchain network, it breaks the situation that the information between the game platforms is not interoperable. Therefore, the calculation node calculates the accumulated game time for the target user according to the game time information reported by the game node for the target user. Calculate and synchronize the cumulative game time, so that the game node can obtain the calculated cumulative game time for the target user from the blockchain and the predicted suitable game time to control the game for the target user to prevent the target user from being addicted to the game , which to a certain extent limits the duration of the target user's game.
而且根据目标用户的历史游戏时间信息来针对性为目标用户进行适宜游戏时长的预测,从而可以实现根据目标用户所对应预测的适宜游戏时长进行个性化游戏控制,而且,使得所进行的游戏控制适应于目标游戏用户的游戏情况。Moreover, according to the target user's historical game time information, the target user is targeted to predict the appropriate game duration, so that personalized game control can be realized according to the target user's corresponding predicted appropriate game duration, and the game control is adapted to Based on the game situation of the target game user.
现有技术中,各个游戏平台分别按照用户的账号来限制用户在对应游戏平台进行游戏的时长,但是,由于是按照用户账号来限定游戏时长,在达到所限定的游戏时长时,用户一般通过登录其他账号继续进行游戏,从而,并不能有效限制用户进行游戏的时长。In the prior art, each game platform limits the duration of the game played by the user on the corresponding game platform according to the user account, but since the game duration is limited according to the user account, when the limited game duration is reached, the user usually logs in Other accounts continue to play the game, thus, the duration of the game cannot be effectively limited by the user.
而由于各个游戏平台之间信息不互通,用户在一个游戏平台上达到所对应限定的游戏时长后,通过登录其他游戏平台继续进行游戏,因此,现有技术中的游戏控制很容易被绕过,不能有效限制用户进行游戏的时长。However, due to the incommunication of information between various game platforms, the user continues to play the game by logging in to other game platforms after reaching the corresponding limited game time on one game platform. Therefore, the game control in the prior art is easy to be bypassed. Cannot effectively limit the length of time the user plays the game.
而在本申请的方案中,利用区块链的去中心化的技术,通过区块链网络实现多个游戏平台之间的互通,并且,将用户在区块链网络中进行共识,由于用户的身份识别信息的唯一性,从而可以确定对应于同一身份识别信息的用户账号,便于统计用户在各个游戏平台上进行游戏的累计游戏时长。可以有效解决现有技术中通过多账号或者登录其他游戏平台来绕过对游戏时长的限制。In the solution of this application, the decentralized technology of the blockchain is used to realize the intercommunication between multiple game platforms through the blockchain network, and the users are consensused in the blockchain network. Due to the user's The uniqueness of the identification information, so that the user account corresponding to the same identification information can be determined, and it is convenient to count the accumulated game time of the user playing games on each game platform. It can effectively solve the problem of circumventing the limit on game duration in the prior art by using multiple accounts or logging in to other game platforms.
在一实施例中,如图3所示,基于区块链的游戏时间信息的处理方法还包括:In one embodiment, as shown in Figure 3, the processing method of game time information based on blockchain also includes:
步骤310,接收各游戏平台所对应游戏节点为游戏用户上报的注册信息,注册信息包括游戏用户的生物特征信息。Step 310, receiving the registration information reported by the game nodes corresponding to the game platforms for the game users, the registration information including the biometric information of the game users.
步骤330,根据生物特征信息统计确定在各游戏平台中对应于同一生物特征信息的游戏账号集合,游戏账号集合用于统计目标用户在各游戏平台上的累计游戏时长。Step 330, according to the biometric information statistics, determine the game account set corresponding to the same biometric information on each game platform, and the game account set is used to count the accumulated game time of the target user on each game platform.
在本实施例中,游戏用户在游戏平台上进行账号注册的同时,所在终端对应进行用户的生物特征信息的采集,并将包括用户的生物特征信息通过所对应的游戏服务器上报至计算节点。In this embodiment, while the game user registers an account on the game platform, the terminal correspondingly collects the user's biological feature information, and reports the user's biological feature information to the computing node through the corresponding game server.
从而,计算节点在根据用户的生物特征信息统计各游戏平台中对应于同一生物特征信息的游戏账号集合。Therefore, the computing node counts the game account sets corresponding to the same biological feature information on each game platform according to the user's biological feature information.
从而,在后续为目标用户进行累计游戏时长的计算过程中,即可根据该对应于同一生物特征信息的游戏账号集合对所上报的游戏时间信息分类至对应的生物特征信息下,进而计算目标用户的累计游戏时长。Therefore, in the subsequent calculation process of the accumulated game time for the target user, the reported game time information can be classified into the corresponding biological feature information according to the game account set corresponding to the same biological feature information, and then the target user can be calculated. cumulative game time.
至此,可以理解的是,计算节点中的区块链中还设有用于存储用户的生物特征信息的区块,该区块中对应存储了该生物特征信息下的游戏账号集合。So far, it can be understood that the block chain in the computing node is also provided with a block for storing the biometric information of the user, and the game account set under the biometric information is correspondingly stored in the block.
通过根据用户的生物特征信息进行游戏账号的统计,可以避免同一人在同一游戏平台中使用多账号进行游戏,或者在不同游戏平台中使用不同的游戏账号进行游戏,以绕开设定对应设于游戏平台所对应的游戏时长限制。By counting the game accounts based on the user's biometric information, it is possible to prevent the same person from using multiple accounts to play games on the same game platform, or to use different game accounts to play games on different game platforms, so as to bypass the setting corresponding to the The game duration limit corresponding to the game platform.
在一实施例中,如图4所示,基于区块链的游戏时间信息的处理方法还包括:In one embodiment, as shown in Figure 4, the processing method of the game time information based on blockchain also includes:
步骤410,获取目标用户的历史游戏时间信息。Step 410, acquiring historical game time information of the target user.
值得一提的是,目标用户的历史游戏时间信息中包括各游戏平台所对应游戏服务器为目标用户所历史上报的游戏时间信息,从而,根据该游戏时间信息可以对应确定目标用户在各游戏平台上的历史登录时间和历史退出时间。该历史登录时间和历史退出时间是相对于为目标用户进行适宜游戏时长的当前时间而言的,即在该当前时间之前目标用户登录任一游戏平台的登录时间即为历史登录时间,在该当前之间之前目标用户退出任一游戏平台的登录时间即为历史退出时间。It is worth mentioning that the historical game time information of the target user includes the game time information historically reported by the game server corresponding to each game platform for the target user, so that according to the game time information, it can be correspondingly determined that the target user is on each game platform. The historical login time and historical logout time of . The historical login time and historical logout time are relative to the current time for the target user to play the appropriate game duration, that is, the login time of the target user logging in to any game platform before the current time is the historical login time. The log-in time of the target user logging out of any game platform before is the historical log-out time.
步骤430,根据历史游戏时间信息确定目标用户在设定时间分段中的游戏时长和所进行游戏的游戏类型。Step 430: Determine the game duration and game type of the target user in the set time segment according to the historical game time information.
步骤450,通过回归模型根据设定时间分段中的游戏时长和所进行游戏的游戏类型进行时间预测,获得目标用户的适宜游戏时长。Step 450: Predict the time according to the game duration in the set time segment and the game type of the game through the regression model, and obtain the appropriate game duration for the target user.
步骤430中所确定目标用户在设定时间分段中的游戏时长和所进行的游戏类型即作为目标用户的特征,从而,回归模型根据目标用户的特征来对应进行时间预测,得到与目标用户相适应的适宜游戏时长。The game duration and game type of the target user determined in step 430 in the set time segment are the characteristics of the target user. Therefore, the regression model performs time prediction according to the characteristics of the target user, and obtains Appropriate game length for adaptation.
该设定时间分段可以根据所获取的历史游戏时间信息对应的时间段来设定,例如历史游戏时间信息涉及目标用户在过去2周内的游戏情况,则可以在该过去2周内的时间段中进行时间分段,得到若干时间分段,该时间分段列最近一小时、最近两小时、最近一天、最近两天等。在具体实施例中,该设定时间分段、设定时间分段的数量可以根据实际需要进行设定,在此不进行具体限定。The set time segment can be set according to the time period corresponding to the acquired historical game time information. For example, the historical game time information relates to the game situation of the target user in the past 2 weeks, then it can be set in the past 2 weeks. The time segment is performed in the segment to obtain several time segments, and the time segment lists the last one hour, the last two hours, the last day, the last two days, and so on. In a specific embodiment, the set time segment and the number of set time segments can be set according to actual needs, and are not specifically limited here.
在一实施例中,如图5所示,步骤230,包括:In one embodiment, as shown in FIG. 5, step 230 includes:
步骤510,根据目标用户的生物特征信息获取目标用户在统计周期内的历史累计游戏时长。Step 510 , according to the biometric information of the target user, the accumulated historical game time of the target user within the statistical period is acquired.
步骤530,根据游戏时间信息对历史累计游戏时长进行更新,获得目标用户在统计周期内的累计游戏时长。Step 530: Update the historical accumulated game duration according to the game time information, and obtain the accumulated game duration of the target user within the statistical period.
其中,目标用户在统计周期内的历史累计游戏时长是指在当前接收到目标用户的游戏时间信息之前为目标用户所计算得到的累计游戏时长。Wherein, the historical accumulated game duration of the target user within the statistical period refers to the accumulated game duration calculated for the target user before the current game time information of the target user is received.
换言之,计算节点在接收到为目标用户所上报的游戏时间信息之后,根据上一次所接收到目标用户的游戏时间信息和本次所接收到目标用户的游戏时间信息确定目标用户在该两次接收到目标用户的游戏时间信息之间目标用户进行游戏的游戏时长,则将该所确定的游戏时长累加到历史累计游戏时长中,实现历史累计游戏时长的更新,对应得到目标用户在统计周期内的累计游戏时长。In other words, after the computing node receives the game time information reported for the target user, it determines that the target user received the game time information in the two receiving games according to the game time information received last time and the game time information received this time From the target user's game time information to the target user's game time, the determined game time is added to the historical cumulative game time, so as to realize the update of the historical cumulative game time, and correspondingly obtain the target user's game time in the statistical cycle. Cumulative game time.
图6示出了根据本申请的一个实施例的基于区块链的游戏控制方法的流程图,该游戏控制方法由区块链中的游戏节点来执行。参照图6所示,该基于区块链的游戏控制方法至少包括:Fig. 6 shows a flow chart of a blockchain-based game control method according to an embodiment of the present application, and the game control method is executed by game nodes in the blockchain. Referring to Figure 6, the blockchain-based game control method at least includes:
步骤610,从区块链中获取目标用户在统计周期内的累计游戏时长,区块链网络中的计算节点根据所接入各游戏平台所对应游戏服务器为目标用户上报的游戏时间信息,为目标用户进行游戏时间累计,获得累计游戏时长,并在区块链网络中同步累计游戏时长。以及Step 610: Acquire the accumulated game time of the target user within the statistical period from the blockchain, and the computing nodes in the blockchain network will use the game time information reported for the target user by the game servers corresponding to the connected game platforms as the target user. The user accumulates the game time, obtains the accumulated game time, and synchronizes the accumulated game time in the blockchain network. as well as
步骤630,获取计算节点为目标用户所预测的适宜游戏时长,适宜游戏时长是计算节点中的回归模型根据目标用户在各游戏平台上的历史游戏时间信息进行时间预测所得到的。Step 630, obtaining the suitable game duration predicted by the computing node for the target user. The suitable game duration is obtained by predicting the time based on the regression model in the computing node based on the historical game time information of the target user on each game platform.
步骤650,若累计游戏时长不低于目标用户的适宜游戏时长,则对目标用户进行游戏控制。Step 650, if the accumulated game time is not lower than the target user's suitable game time, then control the game for the target user.
在计算节点的区块链中为目标用户所存储的累计游戏时长携带时间戳,该时间戳指示了对应累计游戏时长所对应的累计结束时间。因此,每一次目标用户服务器所请求获得的是目标用户当前最新的累计游戏时长。The accumulated game duration stored for the target user in the blockchain of the computing node carries a timestamp, and the timestamp indicates the cumulative end time corresponding to the accumulated game duration. Therefore, what the server of the target user requests each time is the latest accumulated game time of the target user.
如上所描述,游戏节点对目标用户所进行的游戏控制,可以是提示用户进行下线操作、或者在提示用户进行下线操作的设定时间段内目标用户仍未进行下线操作,则强制用户下线、或者拒绝用户登录游戏平台、或者增加目标用户所进行游戏的难度、降低目标用户在当前所在游戏平台的等级、向目标用户的监管方发送游戏超时提示信息等。通过游戏服务器在检测到目标用户的累计游戏时长不低于目标用户的适宜游戏时长时,以限制目标用户进行游戏的时长为目的,对目标用户进行游戏控制,在一定程度上限制了目标用户进行游戏的时长,以避免用户沉迷于游戏中。As described above, the game control performed by the game node on the target user can be to prompt the user to perform an offline operation, or to force the user to perform an offline operation if the target user does not perform an offline operation within the set time period for prompting the user to perform an offline operation. Go offline, or refuse the user to log in to the game platform, or increase the difficulty of the game played by the target user, reduce the level of the target user on the current game platform, send a game timeout prompt message to the supervisor of the target user, etc. When the game server detects that the cumulative game time of the target user is not less than the suitable game time of the target user, the game control of the target user is carried out for the purpose of limiting the game time of the target user, which limits the target user to a certain extent. The duration of the game to prevent users from getting addicted to the game.
特别是对于未成年的用户,通过本实施例的方法,可以避免用户沉迷于游戏中。Especially for underage users, the method of this embodiment can prevent users from being addicted to games.
在一实施例中,步骤610包括:In one embodiment, step 610 includes:
在检测到目标用户登录游戏平台后,从区块链中获取目标用户的累计游戏时长。After detecting that the target user has logged into the game platform, the accumulated game time of the target user is obtained from the blockchain.
在本实施例中,在检测到目标用户登录至游戏平台后,对应的可以按照设定时间间隔、或者不定时地从区块链中获取目标用户的累计游戏时长,从而实时监控目标用户的累计游戏时长是否不低于目标用户的适宜游戏时长。In this embodiment, after the target user is detected to log in to the game platform, the target user's cumulative game time can be obtained from the blockchain at a set time interval or from time to time, so as to monitor the target user's accumulated game time in real time. Whether the game duration is not less than the appropriate game duration for the target users.
值得一提的是,在目标用户登录游戏平台后,游戏平台所对应的游戏节点实时地向计算节点上报目标用户的游戏时间信息,从而,计算节点根据目标用户的游戏时间信息进行目标用户累计游戏时长的更新。It is worth mentioning that after the target user logs in to the game platform, the game node corresponding to the game platform reports the target user’s game time information to the computing node in real time, so that the computing node performs the target user’s accumulated game time information based on the target user’s game time information. The duration of the update.
在该实施例中,步骤630包括:In this embodiment, step 630 includes:
增加目标用户所进行游戏的难度。Increase the difficulty of the game played by the target user.
在本实施例中,由于目标用户已经成功登录游戏服务器,从而,通过增加目标用户所进行游戏的难度,来促使用户下线游戏平台,实现限制目标用户进行游戏的时长的目的。In this embodiment, since the target user has successfully logged into the game server, by increasing the difficulty of the game played by the target user, the user is prompted to log off the game platform, thereby achieving the purpose of limiting the duration of the game played by the target user.
在一实施例中,如图7所示,增加目标用户所进行游戏的难度的步骤包括:In one embodiment, as shown in FIG. 7, the step of increasing the difficulty of the game played by the target user includes:
步骤710,获取为目标用户所确定在所在游戏平台上的游戏水平信息,游戏水平信息是根据目标用户在所在游戏平台上的游戏数据来确定的,游戏数据包括目标用户的等级信息和/或游戏对战数据。Step 710, acquire the game level information determined for the target user on the game platform where the game level information is determined based on 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 Battle data.
游戏水平信息用于反映用户在所在游戏平台的水平。The game level information is used to reflect the level of the user on the game platform.
通过目标用户的游戏对战数据可以获取到目标用户在游戏对战中的胜负情况,例如胜负率、胜负次数,还可以获取到目标用户在一次对战中的进行时长,而不管是胜负情况还是对战中的进行时长均可以在一定程度上反映目标用户的游戏水平。Through the game battle data of the target user, the victory or defeat of the target user in the game battle can be obtained, such as the win-loss ratio, the number of wins and losses, and the duration of the target user's progress in a battle, regardless of the win-loss situation Either the duration of the battle or the duration of the battle can reflect the game level of the target user to a certain extent.
目标用的等级信息可以反映用户当前所拥有的技能、所在的综合水平,而该等级信息也在一定程度上反映了目标用户的游戏水平。The level information for the target can reflect the current skills and comprehensive level of the user, and the level information also reflects the target user's game level to a certain extent.
从而,不管是根据目标用户在所在游戏平台上的游戏对战数据和/或根据目标用户在所在游戏平台上的等级信息,均可以对应确定目标用户在所在游戏平台上的游戏水平信息。Therefore, regardless of whether it is based on the game battle data of the target user on the game platform and/or the level information of the target user on the game platform, the game level information of the target user on the game platform can be determined correspondingly.
在一具体实施例中,可以构建机器学习模型来确定目标用户的游戏水平信息,具体而言,以游戏水平等级作为游戏水平信息,从而,从目标用户在所在游戏平台的游戏数据中为目标用户进行特征提取。其中所提取的特征可以是:目标用户的等级、目标用户所持有的技能、对战次数、对战中胜的次数、对战中负的次数、对战的平均时长、对战的最短时长等。然后再根据为目标用户所提取的特征构建目标用户的特征向量,从而,训练所得到的机器学习模型根据目标用户的特征向量来预测得到目标用户的游戏水平等级。In a specific embodiment, a machine learning model can be constructed to determine the target user's game level information, specifically, the game level level is used as the game level information, so that the target user is the target user from the game data of the game platform where the target user is located. Perform feature extraction. The extracted features may be: the level 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 losses in the battle, the average duration of the battle, the shortest duration of the battle, etc. Then construct the feature vector of the target user based on the features extracted for the target user, so that the machine learning model obtained through training can predict the game level of the target user according to the feature vector of the target user.
步骤730,在目标用户所进行的游戏中,为目标用户配置难度系数高于游戏水平信息所对应难度系数的游戏场景。Step 730, in the game played by the target user, configure a game scene with a difficulty coefficient higher than that corresponding to the game level information for the target user.
在一实施例中,预先设定游戏场景的难度系数与用户的游戏水平信息之间的对应关系,从而,按照所设定的对应关系确定目标用户的游戏水平信息对应的难度系数,进而为目标用户匹配更高难度系数的游戏场景。In one embodiment, the correspondence between the difficulty coefficient of the game scene and the user's game level information is preset, so that the difficulty coefficient corresponding to the target user's game level information is determined according to the set correspondence, and then the target user's game level information is determined. Users match game scenarios with higher difficulty coefficients.
在一实施例中,所配置游戏场景的难度系数可以按照目标用户胜利概率来进行配置,例如按照目标用户胜利概率低于50%来配置游戏场景的难度系数。当然,在具体实施例中,配置难度系数所参照的胜利概率可以按照实际需要进行设定,在此不进行具体限定。In an embodiment, the difficulty coefficient of the configured game scene can be configured according to the target user's victory probability, for example, the difficulty coefficient of the game scene is configured according to the target user's victory probability is less than 50%. Certainly, in a specific embodiment, the victory probability referred to in configuring the difficulty coefficient may be set according to actual needs, and no specific limitation is made here.
进一步的,还可以根据目标用户所进行游戏的累计游戏时长超过适宜游戏时长的超过时长,来配置不同等级的难度系数。例如,假设目标用户的游戏水平信息所对应的难度系数为K,在超过时长小于阈值A时,则配置难度系数为K+2的游戏场景;在超过时长大于阈值A且小于阈值B时,则配置难度系数K+4的游戏场景,换言之,即超过时长越大,则配置难度系数越高的游戏场景,从而促使用户下线。进一步的,如果用户在超过时长达到为配置游戏场景所设定的阈值D时,则强制用户进行下线。换言之,在超过时长低于阈值D的情况下,可以按照步骤730中对应配置高难度系数的游戏场景,而在超过时长达到阈值D,则强制用户下线。Further, it is also possible to configure different levels of difficulty coefficients according to the excess duration of the target user's cumulative game duration exceeding the appropriate gaming duration. For example, assuming that the difficulty coefficient corresponding to the game level information of the target user is K, when the exceeding time is shorter than the threshold A, configure a game scene with a difficulty coefficient of K+2; when the exceeding time is greater than the threshold A and less than the threshold B, then Configure a game scene with a difficulty factor of K+4. In other words, the longer the timeout period is, the more difficult the game scene will be configured, thereby prompting users to go offline. Further, if the user exceeds the threshold D set for configuring the game scene, the user is forced to go offline. In other words, if the exceeding time is lower than the threshold D, a game scene with a high difficulty coefficient can be correspondingly configured in step 730, and when the exceeding time reaches the threshold D, the user will be forced to log off.
在具体实施例中,目标用户所进行游戏的不同,则配置更高难度系数的游戏场景的方法也存在差异。In a specific embodiment, depending on the game played by the target user, the method for configuring a game scene with a higher degree of difficulty is also different.
在一实施例中,目标游戏用户所进行的游戏为对战游戏,则可以为目标用户匹配高于目标用户的游戏水平信息所指示游戏水平的对战游戏玩家。In an embodiment, if the game played by the target game user is a battle game, the target user may be matched with a battle game player whose game level is higher than that indicated by the target user's game level information.
在一实施例中,目标游戏用户所进行的游戏为单机游戏,则可以通过为目标游戏用户匹配高于目标用户的游戏水平信息所指示游戏水平的AI对象、降低增益技能在所进行游戏中出现的概率、随机出现更复杂的局势等措施来使增加目标用户所进行游戏场景的难度系数。In one embodiment, if the game played by the target game user is a stand-alone game, it is possible to match the target game user with an AI object whose game level is higher than that indicated by the target user's game level information, and reduce the appearance of gain skills in the game. Measures such as the probability of random occurrence of more complicated situations to increase the difficulty factor of the game scene played by the target user.
在另一实施例中,如图8所示,步骤610包括:In another embodiment, as shown in FIG. 8, step 610 includes:
步骤810,接收目标用户的登录请求,登录请求包括目标用户的生物特征信息。Step 810: Receive a login request from the target user, where the login request includes biometric information of the target user.
步骤830,根据登录请求,从区块链中获取生物特征信息所对应的累计游戏时长。Step 830, according to the login request, the accumulated game duration corresponding to the biometric information is obtained from the blockchain.
在本实施例中,在游戏节点接收到目标用户的登录请求后,从区块链中获取目标用户最新累计游戏时长和适宜游戏时长来确定是否通过目标用户的登录请求,实现对目标用户的游戏控制。In this embodiment, after the game node receives the target user's login request, it obtains the target user's latest accumulated game time and appropriate game time from the blockchain to determine whether to realize the target user's game through the target user's login request. control.
在该实施例中,步骤630中对目标用户进行游戏控制包括:In this embodiment, performing game control on the target user in step 630 includes:
若累计游戏时长低于适宜游戏时长,则通过目标用户的登录请求。If the accumulated game time is lower than the appropriate game time, the target user's login request is passed.
若累计游戏时长不低于适宜游戏时长,则拒绝目标用户的登录请求。If the accumulated game time is not less than the appropriate game time, the target user's login request is rejected.
在通过目标用户的登录请求后,游戏节点实时向计算节点上报目标用户的游戏时间信息,从而,游戏节点可以通过增加目标用户所进行游戏的游戏难度等来对目标用户继续进行游戏控制。After passing the login request of the target user, 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 game of the target user by increasing the difficulty of the game played by the target user.
通过拒绝目标用户的登录请求,从而,即限制了目标用户在累计游戏时长不低于自身的适宜游戏时长的情况下继续进行游戏。同样的,在此情况下,即使目标用户通过终端向接入区块链网络中的其它游戏平台发起登录请求,则其它游戏平台也会按照步骤810-830获取目标用户的累计游戏时长,从而对应地拒绝目标用户的登录请求。By rejecting the login request of the target user, the target user is restricted from continuing to play the game under the condition that the accumulated game time is not lower than the appropriate game time of the target user. Similarly, in this case, even if the target user initiates a login request to other game platforms connected to the blockchain network through the terminal, the other game platforms will obtain the target user's accumulated game time according to steps 810-830, so as to correspond to to reject the target user's login request.
在一实施例中,基于区块链的游戏控制方法还包括:In one embodiment, the blockchain-based game control method also includes:
在目标用户登录游戏平台后,向计算节点上报目标用户的游戏时间信息,以使计算节点根据游戏时间信息更新目标用户的累计游戏时长,游戏时间信息包括游戏登录时间、游戏退出时间和游戏进行中的当前时间中的至少一种。After the target user logs into the game platform, report the game time information of the target user to the computing node, so that the computing node can update the cumulative game time of the target user according to the game time information. The game time information includes game login time, game exit time and game progress At least one of the current times of .
游戏服务器在目标用户登录后,通过计算节点上报目标用户的游戏时间信息,从而便于计算节点及时更新目标用户的累计游戏时长,从而,游戏服务器对应根据更新后的累计游戏时长对目标用户进行游戏控制。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 cumulative game time of the target user in time, so that the game server controls the game of the target user according to the updated cumulative game time .
图9是根据一具体实施例示出的基于区块链的游戏控制方法的流程图,在该实施例中,将游戏平台的游戏服务器作为游戏节点来进行游戏控制,如图9所示,游戏服务器通过如下的步骤实现对目标用户的游戏控制:Fig. 9 is a flow chart of a blockchain-based game control method according to a specific embodiment. In this embodiment, the game server of the game platform is used as a game node for game control. As shown in Fig. 9, the game server The game control of the target user is realized through the following steps:
步骤910,接收目标用户的登录请求。Step 910, receiving a login request from a target user.
步骤920,从区块链中获取目标用户的累计游戏时长。Step 920, acquire the accumulated game time of the target user from the blockchain.
步骤930,判断目标用户的累计游戏时长是否低于目标用户的适宜游戏时长,如果是,则执行步骤940,如果否,则执行步骤990:拒绝目标用户的登录请求。Step 930: Determine whether the target user's accumulated game time is lower than the target user's suitable game time, if yes, execute step 940, if not, execute step 990: reject the target user's login request.
步骤940,通过目标用户的登录请求。Step 940, pass the target user's login request.
步骤950,向计算节点上报目标用户的游戏时间信息,以使计算节点根据游戏时间信息更新目标用户的累计游戏时长。Step 950: Report 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.
步骤960,获取目标用户更新后的累计游戏时长。Step 960, acquire the updated cumulative game duration of the target user.
步骤970,继续判断目标用户更新后的累计游戏时长是否低于目标用户的适宜游戏时长。如果是,则转至继续执行步骤950,如果否,则执行步骤980.Step 970, continue to judge whether the updated cumulative game duration of the target user is lower than the target user's suitable game duration. If yes, go to step 950, if not, go to step 980.
步骤980,增加目标用户所进行游戏的难度。Step 980, increase the difficulty of the game played by the target user.
以下介绍本申请的装置实施例,可以用于执行本申请上述实施例中的方法。对于本申请装置实施例中未披露的细节,请参照本申请上述的方法实施例。The following introduces device embodiments of the present application, which may be used to implement the methods in the foregoing embodiments of the present application. For details not disclosed in the device embodiments of the present application, please refer to the above-mentioned method embodiments of the present application.
图10是根据一示例性实施例示出的基于区块链的游戏时间信息处理装置的框图。该游戏时间信息的处理装置1000配置于区块链网络中计算节点,参照图10所示,该装置包括:Fig. 10 is a block diagram of a blockchain-based game time information processing device according to an exemplary embodiment. The processing device 1000 of the game time information is configured in a computing node in the block chain network, as shown in FIG. 10 , the device includes:
接收模块1010,用于接收目标用户当前所在游戏平台对应的目标游戏节点为目标用户上报的游戏时间信息。The receiving module 1010 is configured to receive the game time information reported for the target user by the target game node corresponding to the game platform where the target user is currently located.
累计模块1030,用于根据游戏时间信息进行游戏时间累计,获得目标用户在统计周期内在接入区块链网络中的各游戏平台上进行游戏的累计游戏时长。The accumulation module 1030 is used for accumulating the game time according to the game time information, and obtaining the accumulated game time of the target user playing games on each game platform connected to the blockchain network within the statistical period.
同步模块1050,用于在区块链网络中同步目标用户的累计游戏时长,以使目标游戏节点从区块链网络中获取累计游戏时长,并在累计游戏时长不低于目标用户的适宜游戏时长时,对目标用户进行游戏控制,目标用户的适宜游戏时长是计算节点中的回归模型根据目标用户在各游戏平台上的历史游戏时间信息进行时间预测所得到的。上述装置中各个模块的功能和作用的实现过程具体详见图2以及上述游戏时间信息的处理方法中对应步骤的实现过程,在此不再赘述。Synchronization module 1050, for synchronizing the cumulative game duration of the target user in the blockchain network, so that the target game node obtains the cumulative game duration from the blockchain network, and the cumulative game duration is not less than the target user's suitable game duration When the game is controlled for the target user, the appropriate game duration of the target user is obtained by the regression model in the calculation node and the time prediction based on the historical game time information of the target user on each game platform. The implementation process of the functions and functions of each module in the above device is detailed in FIG. 2 and the implementation process of the corresponding steps in the above game time information processing method, and will not be repeated here.
在一实施例中,基于区块链的游戏时间信息的处理装置1000还包括:In one embodiment, the processing device 1000 for game time information based on blockchain also includes:
注册信息接收模块,用于接收各游戏平台所对应游戏节点为游戏用户上报的注册信息,注册信息包括游戏用户的生物特征信息。The registration information receiving module is used to receive the registration information reported by the game nodes corresponding to each game platform for the game users, and the registration information includes the biometric information of the game users.
统计模块,用于根据生物特征信息统计确定在各游戏平台中对应于同一生物特征信息的游戏账号集合,游戏账号集合用于统计目标用户在各游戏平台上的累计游戏时长。The statistics module is used to statistically determine the game account set corresponding to the same biometric information on each game platform according to the biometric information, and the game account set is used to count the cumulative game time of the target user on each game platform.
在一实施例中,游戏时间信息的处理装置1000还包括:In one embodiment, the game time information processing device 1000 also includes:
历史游戏时间信息获取模块,用于获取目标用户的历史游戏时间信息。The historical game time information acquisition module is used to acquire the historical game time information of the target user.
确定模块,用于根据历史游戏时间信息确定目标用户在设定时间分段中的游戏时长和所进行游戏的游戏类型。The determination module is used to determine the game duration and the game type of the target user in the set time segment according to the historical game time information.
预测模块,用于通过回归模型根据设定时间分段中的游戏时长和所进行游戏的游戏类型进行时间预测,获得目标用户的适宜游戏时长。The prediction module is used to perform time prediction according to the game duration in the set time segment and the game type of the game through the regression model, so as to obtain the appropriate game duration of the target user.
上述装置中各个模块的功能和作用的实现过程具体详见上述基于区块链的游戏时间信息的处理方法中对应步骤的实现过程,在此不再赘述。For the implementation process of the functions and effects of each module in the above-mentioned device, please refer to the implementation process of the corresponding steps in the above-mentioned block chain-based game time information processing method for details, and will not be repeated here.
可以理解,这些模块可以通过硬件、软件、或二者结合来实现。当以硬件方式实现时,这些模块可以实施为一个或多个硬件模块,例如一个或多个专用集成电路。当以软件方式实现时,这些模块可以实施为在一个或多个处理器上执行的一个或多个计算机程序。It can be understood that these modules can be implemented by 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 can be implemented as one or more computer programs executing on one or more processors.
图11是根据一示例性实施例示出的基于区块链的游戏控制装置的框图。该游戏控制装置1100配置于接入区块链网络中的游戏节点中,参照图11所示,该基于区块链的游戏控制装置包括:Fig. 11 is a block diagram of a blockchain-based game control device according to an exemplary embodiment. The game control device 1100 is configured in a game node connected to the blockchain network, as shown in FIG. 11 , the blockchain-based game control device includes:
累计游戏时长获取模块1110,用于从区块链中获取目标用户在统计周期内的累计游戏时长,区块链网络中的计算节点根据所接入各游戏平台所对应游戏节点为目标用户上报的游戏时间信息,为目标用户进行游戏时间累计,获得累计游戏时长,并在区块链网络中同步累计游戏时长;以及The cumulative game duration acquisition module 1110 is used to obtain the cumulative game duration of the target user in the statistical period from the block chain, and the computing nodes in the block chain network report the target user according to the game nodes corresponding to the connected game platforms. Game time information, accumulate game time for the target user, obtain the accumulated game time, and synchronize the accumulated game time in the blockchain network; and
适宜游戏时长获取模块1130,用于获取计算节点为目标用户所预测的适宜游戏时长,适宜游戏时长是计算节点中的回归模型根据目标用户在各游戏平台上的历史游戏时间信息进行时间预测所得到的。The suitable game duration acquisition module 1130 is used to obtain the suitable game duration predicted by the calculation node for the target user. The suitable game duration is obtained by performing time prediction based on the regression model in the calculation node according to the historical game time information of the target user on each game platform of.
游戏控制模块1150,用于若累计游戏时长不低于目标用户的适宜游戏时长,则对目标用户进行游戏控制。The game control module 1150 is configured to control the game for the target user if the accumulated game time is not lower than the suitable game time for the target user.
上述装置中各个模块的功能和作用的实现过程具体详见图6以及上述基于区块链的游戏控制方法中对应步骤的实现过程,在此不再赘述。The implementation process of the functions and functions of each module in the above device is detailed in Figure 6 and the implementation process of the corresponding steps in the above blockchain-based game control method, and will not be repeated here.
在一实施例中,累计游戏时长获取模块1110包括:In one embodiment, the accumulated game duration acquisition module 1110 includes:
第一累计游戏时长获取单元,用于在检测到目标用户登录游戏平台后,从区块链中获取目标用户的累计游戏时长。The first accumulative game duration acquisition unit is used to acquire the accumulative game duration of the target user from the block chain after detecting that the target user has logged into the game platform.
在该实施例中,游戏控制模块1150,包括:In this embodiment, the game control module 1150 includes:
难度增加单元,用于增加目标用户所进行游戏的难度。The difficulty increasing unit is used to increase the difficulty of the game played by the target user.
在一实施例中,难度增加单元,包括:In one embodiment, the difficulty increasing unit includes:
游戏水平信息获取单元,用于获取为目标用户所确定在所在游戏平台上的游戏水平信息,游戏水平信息是根据目标用户在所在游戏平台上的游戏数据来确定的,游戏数据包括目标用户的等级信息和/或游戏对战数据。The game level information acquisition unit is used to acquire 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 of the target user information and/or game play data.
游戏场景配置的单元,用于在目标用户所进行的游戏中,为目标用户配置难度系数高于游戏水平信息所对应难度系数的游戏场景。The game scene configuration unit is used to configure a game scene for the target user with a difficulty coefficient higher than the difficulty coefficient corresponding to the game level information in the game played by the target user.
在另一实施例中,累计游戏时长获取模块1110,包括:In another embodiment, the accumulated game duration acquisition module 1110 includes:
登录请求接收单元,用于接收目标用户的登录请求,登录请求包括目标用户的生物特征信息。The login request receiving unit is configured to receive a login request of a target user, where the login request includes biometric information of the target user.
第二累计游戏时长获取单元,用于根据登录请求,从区块链中获取生物特征信息所对应的累计游戏时长。The second accumulative game duration acquisition unit is configured to acquire the accumulative game duration corresponding to the biometric information from the block chain according to the login request.
在该实施例中,控制模块1150,包括:In this embodiment, the control module 1150 includes:
登录请求通过单元,用于若累计游戏时长低于适宜游戏时长,则通过目标用户的登录请求。The login request passing unit is configured to pass the login request of the target user if the accumulated game time is lower than the appropriate game time.
登录请求拒绝单元,用于若累计游戏时长不低于适宜游戏时长,则拒绝目标用户的登录请求。The login request rejecting unit is used for rejecting the login request of the target user if the accumulated game time is not less than the appropriate game time.
在一实施例中,基于区块链的游戏控制装置还包括:In one embodiment, the blockchain-based game control device also includes:
游戏时间信息上报模块,用于在目标用户登录游戏平台后,向计算节点上报目标用户的游戏时间信息,以使计算节点根据游戏时间信息更新目标用户的累计游戏时长,游戏时间信息包括游戏登录时间、游戏退出时间和游戏进行中的当前时间中的至少一种。The game time information reporting module is used to report the game time information of the target user to the computing node after the target user logs into the game platform, so that the computing node updates the cumulative game time of the target user according to the game time information. The game time information includes the game login time , at least one of the game exit time and the current time when the game is in progress.
上述装置中各个模块/单元的功能和作用的实现过程具体详见上述基于区块链的游戏控制方法中对应步骤的实现过程,在此不再赘述。For the implementation process of the functions and effects of each module/unit in the above-mentioned device, please refer to the implementation process of the corresponding steps in the above-mentioned blockchain-based game control method for details, and will not be repeated here.
可以理解,这些模块可以通过硬件、软件、或二者结合来实现。当以硬件方式实现时,这些模块可以实施为一个或多个硬件模块,例如一个或多个专用集成电路。当以软件方式实现时,这些模块可以实施为在一个或多个处理器上执行的一个或多个计算机程序。It can be understood that these modules can be implemented by 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 can be implemented as one or more computer programs executing on one or more processors.
图12示出了适于用来实现本申请实施例的电子设备的计算机系统的结构示意图。Fig. 12 shows a schematic structural diagram of a computer system suitable for implementing the electronic device of the embodiment of the present application.
需要说明的是,图12示出的电子设备的计算机系统1200仅是一个示例,不应对本申请实施例的功能和使用范围带来任何限制。It should be noted that the computer system 1200 of the electronic device shown in FIG. 12 is only an example, and should not limit the functions and scope of use of this embodiment of the present application.
如图12所示,计算机系统1200包括中央处理单元(Central Processing Unit,CPU)1201,其可以根据存储在只读存储器(Read-Only Memory,ROM)1202中的程序或者从存储部分1208加载到随机访问存储器(Random Access Memory,RAM)1203中的程序而执行各种适当的动作和处理,例如执行上述实施例中的方法。在RAM 1203中,还存储有系统操作所需的各种程序和数据。CPU 1201、ROM 1202以及RAM 1203通过总线1204彼此相连。输入/输出(Input/Output,I/O)接口1205也连接至总线1204。As shown in FIG. 12 , a computer system 1200 includes a central processing unit (Central Processing Unit, CPU) 1201, which can be stored in a program in a read-only memory (Read-Only Memory, ROM) 1202 or loaded from a storage part 1208 to a random It accesses programs in the memory (Random Access Memory, RAM) 1203 to execute various appropriate actions and processes, for example, execute the methods in the above-mentioned embodiments. In 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 via a bus 1204 . An input/output (Input/Output, I/O) interface 1205 is also connected to the bus 1204 .
以下部件连接至I/O接口1205:包括键盘、鼠标等的输入部分1206;包括诸如阴极射线管(Cathode Ray Tube,CRT)、液晶显示器(Liquid Crystal Display,LCD)等以及扬声器等的输出部分1207;包括硬盘等的存储部分1208;以及包括诸如LAN(Local AreaNetwork,局域网)卡、调制解调器等的网络接口卡的通信部分1209。通信部分1209经由诸如因特网的网络执行通信处理。驱动器1210也根据需要连接至I/O接口1205。可拆卸介质1211,诸如磁盘、光盘、磁光盘、半导体存储器等等,根据需要安装在驱动器1210上,以便于从其上读出的计算机程序根据需要被安装入存储部分1208。The following components are connected to the I/O interface 1205: an input section 1206 including a keyboard, a mouse, etc.; an output section 1207 including a cathode ray tube (Cathode Ray Tube, CRT), a liquid crystal display (Liquid Crystal Display, LCD), etc., and a speaker ; a storage section 1208 including a hard disk or 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 drive 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, etc., is mounted on the drive 1210 as necessary so that a computer program read therefrom is installed into the storage section 1208 as necessary.
特别地,根据本申请的实施例,上文参考流程图描述的过程可以被实现为计算机软件程序。例如,本申请的实施例包括一种计算机程序产品,其包括承载在计算机可读介质上的计算机程序,该计算机程序包含用于执行流程图所示的方法的程序代码。在这样的实施例中,该计算机程序可以通过通信部分1209从网络上被下载和安装,和/或从可拆卸介质1211被安装。在该计算机程序被中央处理单元(CPU)1201执行时,执行本申请的系统中限定的各种功能。In particular, according to the embodiments of the present application, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, the embodiments of the present application include a computer program product, which includes a computer program carried on a computer-readable medium, where the computer program includes program codes for executing the methods shown in the flowcharts. In such an embodiment, the computer program may be downloaded and installed from a network via communication portion 1209 and/or installed from removable media 1211 . When the computer program is executed by a central processing unit (CPU) 1201, various functions defined in the system of the present application are performed.
需要说明的是,本申请实施例所示的计算机可读介质可以是计算机可读信号介质或者计算机可读存储介质或者是上述两者的任意组合。计算机可读存储介质例如可以是——但不限于——电、磁、光、电磁、红外线、或半导体的系统、装置或器件,或者任意以上的组合。计算机可读存储介质的更具体的例子可以包括但不限于:具有一个或多个导线的电连接、便携式计算机磁盘、硬盘、随机访问存储器(RAM)、只读存储器(ROM)、可擦式可编程只读存储器(Erasable Programmable Read Only Memory,EPROM)、闪存、光纤、便携式紧凑磁盘只读存储器(Compact Disc Read-Only Memory,CD-ROM)、光存储器件、磁存储器件、或者上述的任意合适的组合。在本申请中,计算机可读存储介质可以是任何包含或存储程序的有形介质,该程序可以被指令执行系统、装置或者器件使用或者与其结合使用。而在本申请中,计算机可读的信号介质可以包括在基带中或者作为载波一部分传播的数据信号,其中承载了计算机可读的程序代码。这种传播的数据信号可以采用多种形式,包括但不限于电磁信号、光信号或上述的任意合适的组合。计算机可读的信号介质还可以是计算机可读存储介质以外的任何计算机可读介质,该计算机可读介质可以发送、传播或者传输用于由指令执行系统、装置或者器件使用或者与其结合使用的程序。计算机可读介质上包含的程序代码可以用任何适当的介质传输,包括但不限于:无线、有线等等,或者上述的任意合适的组合。It should be noted that the computer-readable medium shown in the embodiment 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 electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of computer-readable storage media may include, but are not limited to, electrical connections with one or more wires, portable computer diskettes, hard disks, random access memory (RAM), read-only memory (ROM), erasable Programmable Read-Only Memory (Erasable Programmable Read Only Memory, EPROM), flash memory, optical fiber, portable compact disk read-only memory (Compact Disc Read-Only Memory, CD-ROM), optical storage device, magnetic storage device, or any suitable The combination. In the present application, a computer-readable storage medium may be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, apparatus, or device. In this application, however, a computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, in which computer-readable program codes are carried. Such propagated data signals may take many forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the foregoing. A computer-readable signal medium may also be any computer-readable medium other than a computer-readable storage medium, which can send, propagate, or transmit a program for use by or in conjunction 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 above.
附图中的流程图和框图,图示了按照本申请各种实施例的系统、方法和计算机程序产品的可能实现的体系架构、功能和操作。其中,流程图或框图中的每个方框可以代表一个模块、程序段、或代码的一部分,上述模块、程序段、或代码的一部分包含一个或多个用于实现规定的逻辑功能的可执行指令。也应当注意,在有些作为替换的实现中,方框中所标注的功能也可以以不同于附图中所标注的顺序发生。例如,两个接连地表示的方框实际上可以基本并行地执行,它们有时也可以按相反的顺序执行,这依所涉及的功能而定。也要注意的是,框图或流程图中的每个方框、以及框图或流程图中的方框的组合,可以用执行规定的功能或操作的专用的基于硬件的系统来实现,或者可以用专用硬件与计算机指令的组合来实现。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. Wherein, each block in the flowchart or block diagram may represent a module, a program segment, or a part of the code, and the above-mentioned module, program segment, or part of the code includes one or more executable instruction. 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 they may sometimes be executed in the reverse order, depending upon the functionality involved. It should also be noted that each block in the block diagrams or flowchart illustrations, and combinations of blocks in the block diagrams or flowchart illustrations, can be implemented by a dedicated hardware-based system that performs the specified function or operation, or can be implemented by a A combination of dedicated hardware and computer instructions.
描述于本申请实施例中所涉及到的单元可以通过软件的方式实现,也可以通过硬件的方式来实现,所描述的单元也可以设置在处理器中。其中,这些单元的名称在某种情况下并不构成对该单元本身的限定。The units described in the embodiments of the present application may be implemented by software or by hardware, and the described units may also be set in a processor. Wherein, the names of these units do not constitute a limitation of the unit itself under certain circumstances.
作为另一方面,本申请还提供了一种计算机可读介质,该计算机可读介质可以是上述实施例中描述的电子设备中所包含的;也可以是单独存在,而未装配入该电子设备中。上述计算机可读介质承载有一个或者多个程序,当上述一个或者多个程序被一个该电子设备执行时,使得该电子设备实现上述实施例中的方法。As another aspect, the present application also provides a computer-readable medium. The computer-readable medium may be included in the electronic device described in the above-mentioned embodiments; or it may exist independently without being assembled into the electronic device. middle. The above-mentioned computer-readable medium carries one or more programs, and when the above-mentioned one or more programs are executed by an electronic device, the electronic device is made to implement the methods in the above-mentioned embodiments.
应当注意,尽管在上文详细描述中提及了用于动作执行的设备的若干模块或者单元,但是这种划分并非强制性的。实际上,根据本申请的实施方式,上文描述的两个或更多模块或者单元的特征和功能可以在一个模块或者单元中具体化。反之,上文描述的一个模块或者单元的特征和功能可以进一步划分为由多个模块或者单元来具体化。It should be noted that although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. Actually, according to the embodiment of the present application, the features and functions of two or more modules or units described above may be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided to be embodied by a plurality of modules or units.
通过以上的实施方式的描述,本领域的技术人员易于理解,这里描述的示例实施方式可以通过软件实现,也可以通过软件结合必要的硬件的方式来实现。因此,根据本申请实施方式的技术方案可以以软件产品的形式体现出来,该软件产品可以存储在一个非易失性存储介质(可以是CD-ROM,U盘,移动硬盘等)中或网络上,包括若干指令以使得一台计算设备(可以是个人计算机、服务器、触控终端、或者网络设备等)执行根据本申请实施方式的方法。Through the description of the above implementations, those skilled in the art can easily understand that the example implementations described here can be implemented by software, or can be implemented by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of the present application can be embodied in the form of software products, which can be stored in a non-volatile storage medium (which can be CD-ROM, U disk, mobile hard disk, etc.) or on the network , including several instructions to make a computing device (which may be a personal computer, server, touch terminal, or network device, etc.) execute the method according to the embodiment of the present application.
本领域技术人员在考虑说明书及实践这里公开的实施方式后,将容易想到本申请的其它实施方案。本申请旨在涵盖本申请的任何变型、用途或者适应性变化,这些变型、用途或者适应性变化遵循本申请的一般性原理并包括本申请未公开的本技术领域中的公知常识或惯用技术手段。Other embodiments of the present application will be readily 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 modification, use or adaptation of the application, these modifications, uses or adaptations follow the general principles of the application and include common knowledge or conventional technical means in the technical field not disclosed in the application .
应当理解的是,本申请并不局限于上面已经描述并在附图中示出的精确结构,并且可以在不脱离其范围进行各种修改和改变。本申请的范围仅由所附的权利要求来限制。It should be understood that the present application is not limited to the precise constructions which have been described above and shown in the accompanying drawings, and 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.
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